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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,442
Location
The Crystal Mist Mountains
I think these past couple of updates are OK. There might have been an issue previously when he added new spells withe Barbarian and rogue updates, which needed to be added to the module. But simply including new feats should not be a problem. Hearkenwold doesn't reach epic levels anyway.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,290
I think these past couple of updates are OK. There might have been an issue previously when he added new spells withe Barbarian and rogue updates, which needed to be added to the module. But simply including new feats should not be a problem. Hearkenwold doesn't reach epic levels anyway.
Well, the main game doesn't either (unless you're doing some weird solo shit or saving xp till doomsday, both are not normal).

I'm kinda surprised he'd release epic feats at this point.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
I think these past couple of updates are OK. There might have been an issue previously when he added new spells withe Barbarian and rogue updates, which needed to be added to the module. But simply including new feats should not be a problem. Hearkenwold doesn't reach epic levels anyway.
Well, the main game doesn't either (unless you're doing some weird solo shit or saving xp till doomsday, both are not normal).

I'm kinda surprised he'd release epic feats at this point.

I think the next modules will be Level 10, then 10+20 and then 20+ so he's planning ahead, probably also adding everything he wants to in order to attract modders.
 

Jermu

Arbiter
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Messages
1,785
How many companions in the main campaign?And how to recruit them?

8+1

Info regarding companions from guidebook, spoilers:

Augury of Chaos has recruitable companions you can use. Although you can create
up to six characters to start with, later on your party size can increase to eight.
Note that you will always be able to recruit a new companion, even if you already have
eight party members. But then you will have to decide which characters should be
active or inactive, so that your party size does not exceed the maximum.
If you don’t want spoilers, skip this section. In case you want a bit of information, but
not too much, the information has been layered in the following order: Number of
companions, what class they are, what race they are, when can they be accessed, where
are they precisely found, who are they.
Now, as for the companions, there are eight of them. Five of them can be met during
the Prologue while the three others can be met afterwards. The last three companions
have more dialogue than the five first ones, so you may want to activate them when
you get them, possibly in replacement of companions recruited earlier.
The classes of the first five companions are Barbarian, Monk, Druid (Fire sphere),
Druid (Water sphere) and Storm Warrior.
The classes of the last three companions are Sorcerer (Phoenix attunement), Paladin,
and Warlock.
The races of the first five companions are Toughbone Half-Giant (Barbarian), Mul
Human (Monk), Fire Drake (Fire Druid), Stone Mantis (Water Druid), and Water Elemental (Storm Warrior).

The races of the last three companions are Kobold (Sorcerer), Succubus (Paladin), and
Moon Elf (Warlock).
You can get the first five companions from level 1.
You can get the Kobold at around level 4-6, depending on the order you do things.
You can get the Succubus at around level 9 at earliest, at around 10 in all likelihood.
You can get the Warlock at around level 10.
The Barbarian can be found inside the inn of the Golden Griffon in Finchbury. If you
want him to join your party, you will have to defeat him in single combat.
The Monk can be found inside the inn after the party has spent time resting. He will
only join you if your party already comprises a Wizard or Sorcerer with the Phoenix
attunement, a Cleric or Bishop with the Sun or Fire domain, or a Fire Druid.
The Fire Druid can be found in the Mysterious Cave right when you enter the area,
and you can get him after you’ve defeated his enemy, the Water Druid Zalapha.
The Water Druid can be found in the Mysterious Cave near the river of lava, and you
can get her after you’ve defeated her enemy, the Fire Druid Sardabbras.

The Storm Warrior is a friend of the Water Druid. You’ll get him when the Water
Druid joins you.
The Kobold is found at the Grey Goblin holding cell. His name is Erzimon. You need
to free him.
The Succubus has been turned into a stone statue by a coven of hideous hags. You’ll
need to restore her back to flesh to recruit her, which means either helping the crones,
or slaying them, or both.
The Warlock can be found at the beginning of Chapter 3, after the huge battle.
Jorad the Toughbone Half-Giant is Neutral Good. He’s enjoying drinks at the inn of
the Golden Griffon. Jorad has Strength 20 and Constitution 18, which are ideal ability
scores for a Barbarian. Of special interest is the weapon that he’s holding. It’s the
artifact Waraxe Bloodlust. Bloodlust has an expanded Critical Hit range of 19-20.
Xantrix the Mul is a Lawful Neutral Monk from Salamandora. Xantrix has Strength
20, Constitution 16 and Wisdom 18. Xantrix has a special power, a Sun Bolt
Spell-Like Ability that can be used two times per day. This power benefits from the
character’s Zen Archery feat.
If any character in your party completes the Elemental Transformation ritual later on,
talk to Xantrix afterwards. His Sun Bolt will improve from a standard-action ability to
a move-action ability and the number of uses per day will increase from two to three.
In addition, Xantrix will receive a +5 increase in maximum Hit Points. Each party
member will receive 100 Experience Points.

Sardabbras is a Neutral Evil Fire Drake Druid. He has been planning to summon an
army of Fire Elementals from the lava rift underneath the village of Finchbury. His
plan has failed to come to fruition because of the intervention of a Water Druid.
Sardabbras has Strength 20, Constitution 18 and Wisdom 13. He worships the elemental sphere of Fire. As a Fire Drake, he has a Cone of Fire Breath Weapon. Even
though Sardabbras is a Druid, he’s a competent melee warrior thanks to his extremely
high Strength.
Zalapha is a Stone Mantis Water Druid currently watching over the lava rift for any
sign of invasion by Fire creatures during the Full Moon phase of Phoenix. She is
Neutral Good and she has Strength 14, Dexterity 20 and Wisdom 18. The high
Wisdom score and the Water Sphere will make Zalapha a powerful healer at higher
levels. As a Stone Mantis, Zalapha has a +4 Natural Armour bonus to Armour Class.
Driaghan the Water Elemental Storm Warrior is True Neutral. He is the loyal companion of Zalapha. Driaghan has Strength 17 and Wisdom 19. As a Water Elemental,
Driaghan has the subtypes Water, Extraplanar, Stable and Snake. The Water subtype
makes Driaghan an excellent warrior in environments requiring the party to swim or
fight underwater.
He is also immune to stunning, sleep, paralysis, hampering, flanking, disease, critical
hits, ability damage, and ability drain. However, he has a Fire Damage Vulnerability,
meaning that all Fire Damage received by him is increased by 50%.
Finally, Driaghan has a +6 Natural Armour bonus to Armour Class and he can
activate a Daze Monster spell-like ability as a move action three times per day.

Erzimon the Kobold Sorcerer is a Lawful Good hero who has been imprisoned by the
Grey Goblins. He’s a Red Wizard, thus he will get the Phoenix moon Elemental Transformation at level 15. His highest ability score is Intelligence, thus his sorcery is
focused on wizardly magic, and his clerical magic is meant for supporting.
Asharzaelle the Succubus Paladin is likewise Lawful Good, but has been turned to
stone by crones. She has a racial Succubus Hit Dice, which makes her somewhat lesser
as a Paladin spell-wise, but she has natural access to the spells Enervation and
Dominate Person.
Her Charisma is extremely high, making her very powerful at Smite Evil. She has the
ability to fly, meaning she is unaffected by ground-type terrain spells like Web.
Pizarra the elf Warlock is True Neutral. She works for the main evil guy until you
defeat her in combat. Should you give her mercy, she will join your group (don’t worry,
she won’t betray you).
She has an extremely high Intelligence and Charisma, which makes her a superb
Wizard and she’ll have a decent amount of Power Points. Her Wisdom isn’t bad either,
so she’s good at Psionics. She has the Arcane Transmutation feat, allowing her to
change the element of her Arcane damage spells.
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,168
Any differences between the GoG and Steam versions? Thx
For any other game on GOG I would say slower update time, but in this one, I believe the thing updates at the same time as steam, other games take weeks to keep up to date. This guy is a machine.
 

barricade

Educated
Joined
Jun 19, 2022
Messages
94
finally bought it, avoided it all this time because i was disappointed in kotc1. kotc1 was challenging in the very beginning, then the game was filled with boring/unchallenging fights almost until the end.

i was afraid that kotc2 would be as unchallenging as the first one. (i know you're already hard triggered at this point, it's ok, these are just video games)

but anyway, i was wrong. that kotc2 prologue alone had more challenging fights than the entire kotc1, awesome.

haven't beat that game yet, i'm in the sewers right after that fight with the goblins in the arena (grey goblins vs the green ones). almost every fights have been challenging so far (playing in archmage mode, removed the gold cost lvl up), the fight vs the sea hags was brutal, no idea what i did wrong but that was a nightmare.

from what i've seen so far kotc2 is superior to the first one.
i don't know what makes people think kotc1 is a better game (*cough* nostalgia *cough*) since this one has more classes, orgasmic character creation, it's also way more challenging, and it has a better encounter design (haven't finished the game tho, but i'm already having more fun with kotc2 encounters than kotc1).
always thought that the fights vs wizards in kotc1 were a complete joke, it was too easy to one shot them and they always acted like they just discovered they were wizards. kotc2 is much better on that aspect, fights vs psionicists are cool too.

on the other hand, itemization is complete bullshit. the game is throwing way too many OP items in your face, like all the time, ALL THE TIME. what's the whole point? i thought pierre were interested in making a hardcore crpg, in the end the game is half hardcore/half casual. so i'm forced to avoid most items i find here and there.

the game is also constantly giving you items that you need at the moment you find them. like that fight vs the large fire elemental/fire salamander/fire snakes in the furnace room, they all have have 50% cold vulnerability, and RIGHT BEFORE this fight the game is giving you a frost wand of ice blast, how convenient lol.
i'd like to tell pierre that it's ok, i don't need you to hold my hand.
so since i love challenge i, once again, have to ignore those items. but it's annoying.
there's also that demonslayer sword, that sword is dealing more damages to outsider creatures. how convenient! there's outsiders right after you get that sword.
am i gonna have to avoid like each and every weapon i find in this game or what?
that chaos pool that raises abilities/saving throws for free also was unnecessary.

AI (on thorough mode) is sometimes great, sometimes completely retarded. sewers are filled with fucked up barbarian goblins casting spider animal spirit when it's not even needed, some wizards also decided it was a great idea to cast web and to cast a fireball right after in order to free my team so we're free to kill him LOL.
there also was that autistic stormwarrior who remained in the back, far from action, casting freedom of movement 2 rounds in a raw for no reason, the guy didn't even move the whole fight, didn't even tried to attack us, like wtf.
fortunately, AI is great most of the time.

just like in kotc1, some feats are way too strong, so strong it's not even fun to use them (cleave, great cleave). i don't know if it's just me but investing in grapple makes things too easy sometimes, grapple if OP af, not using it anymore.

last but not least, i might have shit taste idk, but i love the graphics, sprites are cool too, and i'm in love with the menu design, most item icons are good looking too, i'm having fun with inventory management.

kotc2 isn't perfect, haven't finished it yet but it might be my favorite tactical crpg so far.
 

FriendlyMerchant

Guest
Huge update just dropped:
https://store.steampowered.com/news/app/1233530/view/3306228436942762063
Also he finally fixed steam achievements not unlocking for Archmage difficulty.
XPeD4oF.png

Now this is nice.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,785
i don't know if it's just me but investing in grapple makes things too easy sometimes, grapple if OP af, not using it anymore.
you will.

which party you are running you are probably the first person I have seen that finds kotc2 archmage too easy for the first playthrough
 

barricade

Educated
Joined
Jun 19, 2022
Messages
94
i don't know if it's just me but investing in grapple makes things too easy sometimes, grapple if OP af, not using it anymore.
you will.

which party you are running you are probably the first person I have seen that finds kotc2 archmage too easy for the first playthrough

bard/fighter/barbarian/wizard/mage knight/psionicist

archmage mode is not too easy. what i meant was that if i start using grapple on some high level enemies it's turning them into peasants. if i encounter high level creatures i want them to spank me hard, so i'm not using feats such as grapple in order to make things more challenging.
 

rojay

Augur
Joined
Oct 23, 2015
Messages
543
i don't know if it's just me but investing in grapple makes things too easy sometimes, grapple if OP af, not using it anymore.
you will.

which party you are running you are probably the first person I have seen that finds kotc2 archmage too easy for the first playthrough
Dude starts off by talking about how brutal the fights are, then says it's too easy. He's still in the sewers. I mean, clearly he's just a superior player. I sure can't give him any advice because I found the game pretty difficult even after Pierre nerfed it.
 

barricade

Educated
Joined
Jun 19, 2022
Messages
94
Dude starts off by talking about how brutal the FIGHTS are
no. i said the sea hags fight was brutal.

then says it's too easy
no. i said using grapple in some situations makes things too easy.

clearly he's just a superior player.
you're taking all of this too seriously, it's just a video game, chill.


how come people on the codex are so easily triggered? this is worse than reddit lol
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
i don't know if it's just me but investing in grapple makes things too easy sometimes, grapple if OP af, not using it anymore.
you will.

which party you are running you are probably the first person I have seen that finds kotc2 archmage too easy for the first playthrough

I don't use grapple, it's one of the gayest feature ever implemented on a cRPG.
"Oh, a high level mage, he wears robes, it really suits him... Let's grope grapple him a bit so he can't cast any spell!"

Anyway, the game is perfectly playable on Archmage without any grapple, maybe not on your first playthrough (probably used it on the spider queen once).
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,489
the game needs the op stuff for those without min maxed parties. Also powerful items are immersive and don't detract from the game like frodo getting the sword from his uncle turning from scrub into stud.
 
Last edited:

rojay

Augur
Joined
Oct 23, 2015
Messages
543
Dude starts off by talking about how brutal the FIGHTS are
no. i said the sea hags fight was brutal.

then says it's too easy
no. i said using grapple in some situations makes things too easy.

clearly he's just a superior player.
you're taking all of this too seriously, it's just a video game, chill.


how come people on the codex are so easily triggered? this is worse than reddit lol
You're not triggering anybody, you're just saying inconsistent things and when you do that here, you're going to get called on it. Some people will do it politely; others will roast you. I'm just going to ignore you.
 

barricade

Educated
Joined
Jun 19, 2022
Messages
94

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,355
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Big update: https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/3617662

Update #63: KotC 2 Version 1.47 Adds Many New Feats + New Dungeon Image!​


Hello everyone! The latest version of KotC 2 is version 1.47. It can be downloaded here for both Windows and macOS. It can also be downloaded on Steam and GOG.

In the past month, I've been focusing on the implementation of new character feats: epic feats and standard feats. I've added 18 epic feats for characters that have reached level 20 and above, as well as 42 standard feats. I've also fixed a number of bugs and issues in the game.

Recently, I spent time learning how to add graphics from AI-based image generation website www.dezgo.com into Campaign Cartographer 3+. See the previous Kickstarter update to learn more about Dezgo. Afterwards, I was able to make a nice isometric dungeon map using the new assets. Here's a sample picture of the new dungeon map. I'll post more pictures in the next Kickstarter updates.

099cc4824d3890224dd797f56c02576b_original.png
New isometric dungeon map for KotC 2
See below for some images created using Dezgo. While I had to rework the Red Dragon and the Golden Idol in Photoshop, the other images are pretty much unchanged.

Sadly, it is again a difficult time for me as my brother is again giving me a hard time and driving me crazy. I'm hoping that the family home inheritance matter will finally be sorted out by a judge in six to nine months. Once that is done, I should have a lot more freedom to invest funds into the improvement of the game and upcoming modules. That will also give me a lot more peace of mind. I'm really looking forward to that. Until then, I'll just have to cope as best I can.

f33c87de77fe69534491e4fdb9dd4efb_original.png
Characters and Monsters
Now, let's review the feats that were implemented into KotC 2 in September 2022. I have just updated the webpages for the various character classes and general feats, so you can also read the feat descriptions on the website now.

List Of Additional Standard Feats​

  • [Champion] Divine Fortune: You can cast the spell Good Fortune as a level-7 spell.
  • [Champion] Improved Armour Of Bravery: When you're wearing armour enchanted with Bravery or Greater Bravery, the radius of the effect increases from 10' to 15'. Requires: Level 9.
  • [Wizard] Improved Firefly Familiar: Your Chromatic Orb spells are empowered for free and the difficulty class increases by one point. Requires: You must have a Firefly familiar.
  • [Cleric] Widened Healing: The radius of all your Mass Cure and Mass Heal spells increases from 10' to 15'. In addition, if you have the Rejuvenation Domain Power, the radius of the Rejuvenation effect increases from 15' to 20'.
  • [Cleric] Widened Destruction: The radius of all your Mass Inflict and Mass Harm spells increases from 10' to 15'.
  • [Bishop] Widened Healing And Destruction: The radius of all your Mass Cure and Mass Inflict spells increases from 10' to 15'. In addition, if you have the Rejuvenation Domain Power, the radius of the Rejuvenation effect increases from 15' to 20'.
  • [Bishop] Turning Strike: Your attacks against Undead creatures benefit from a +1 increase in Attack Rolls and +2 increase in Damage Rolls. If you have the feat Improved Turning, your attacks against Elementals and Outsiders also receive these increases. If you have the feat Greater Turning, your attacks against Aberrations, Dragons and Constructs also receive these increases.
  • [Bishop] Greater Turning Strike: The Attack Roll bonus from Turning Strike increases from +1 to +2 and the Damage Roll bonus increases from +2 to +4. Requires: Turning Strike, Level 12.
  • [Cleric / Bishop] Fast Touch Domain Powers: You can activate the Domain Powers Blood, Weakness, Wilting, Death, Madness, Paralysis, Disease, Curing and Sun with a Move Action rather than a Standard Action. Requires: Level 6 and you must have one of the Touch Domain Powers.
  • [Cleric / Bishop] Improved Curse: Targets affected by your Bestow Curse and Mass Bestow Curse spells are also Dazed for one round, if they are not immune to mind-affecting effects and compulsion effects. The difficulty class of both spells also increases by one point. This feat will reduce the randomness of the effect of the spells Bestow Curse and Mass Bestow Curse, at least during the first round of the effect.
  • [Wizard / Sorcerer / Warlock] Dispelling Magic Missile: Each missile from your spell Magic Missile has a 50% chance to destroy a single illusory duplicate created by the spell Mirror Image.
  • [Bard] Improved Songs: The bonus from all your songs increases by one point, or two points for Battle March. Requires: Level 20.
  • [Bard] Story Teller: With this feat, characters in the party gain temporary Hit Points after resting. The number of temporary HPs gained is equal to one at level 1 and 2, two at level 3 and 4, three at level 5 and 6, four at level 7 and 8, five at level 9 and 10, six at level 11 and 12, seven at level 13 and 14, eight at level 15 and 16, nine at level 17 and 18, and ten from level 19. Please note: your Bard must have equipped a musical instrument in the Arms body slot for this feat to work.
  • [All] Rapid Strike: When holding a single manufactured melee weapon, you benefit from one additional melee attack with that weapon at full Base Attack Bonus. You must use the Full Attack action to benefit from the extra attack. Requires: Attack Focus, Base Attack Bonus 9. I've given Rapid Strike to many monsters in Augury of Chaos and the Tutorial Adventure.
  • [All] Melee Touch Magic: When you cast spells requiring a melee Touch Attack, you do not trigger attacks of opportunity and do not need to cast defensively. This feat only works when targeting enemies. If you are a Champion, Mage Knight or Storm Warrior with the feat Perfect Combat Casting, you receive a +2 bonus on all melee touch attack rolls. If you are a Cleric or Bishop with the Flux Domain Power, the benefit of this feat also applies to spells requiring a ranged touch attack. Requires: Superior Concentration, Improved Touch Attacks, and you must be a spellcaster or psionics user.
  • [All] Armour Agility: The penalty to Speed from wearing Medium or Heavy Armour is reduced by 5. Requires: Armour Reflex, and you must not be a Dwarf, Samurai or Champion. Dwarves can take the feat Dwarven Armour Training instead. The Champion can take the feat Divine Armour while the Samurai receives the Samurai Armour special ability automatically.
  • [All] Improved Armour Agility: The penalty to Speed from wearing Medium or Heavy Armour is reduced by 10. Requires: Armour Agility, Improved Armour Reflex, and you must not be a Dwarf, Samurai or Champion.
  • [Ranger] Enhanced Magic Arrow I: The difficulty class of your Sleep Arrows and Slaying Arrows increases by one point. Please note: If you want to increase the difficulty class of arrows, crossbow bolts and sling bullets benefiting from your spells Lesser Magic Arrow and Greater Magic Arrow, you can take the feats Ranger Spell Focus and Ranger Greater Spell Focus instead.
  • [Ranger] Enhanced Magic Arrow II: The difficulty class of your Sleep Arrows and Slaying Arrows increases by one more point. Requires: Enhanced Magic Arrow I.
  • [Ranger] Improved Snaring Weapon: The difficulty class of your Snaring weapon enchantments increases by one point and the duration of the effect increases by one round.
b1c4e6f13377af57501f3157092f8484_original.png
Characters and Monsters
  • [Storm Warrior] Improved Shocking Splash: With this feat, the electricity damage from your Shocking Splash and Greater Shocking Splash ranged weapon enchantments only affects enemies in the area of effect.
  • [Monk] Shattermantle Strike: Each successful unarmed attack reduces the target's Spell Resistance by one point for one round, similar to the effect of a Shattermantle weapon. The effect is cumulative.
  • [Wizard] Greater Wizard Spell Resistance: Your Spell Resistance increases by two more points. Requires: Improved Wizard Spell Resistance, Level 10.
  • [Wizard / Sorcerer / Warlock / Mage Knight] Widened Colour Spray: The radius of your Colour Spray spells increases from 15' to 25'.
  • [Wizard / Druid / Sorcerer / Warlock] Improved Finger Of Death: Your Finger of Death spells are improved from Close Range to Medium Range.
  • [Wizard / Druid / Sorcerer / Warlock] Greater Finger Of Death: Your Finger of Death spells are improved from Standard Action Casting Time to Move Action Casting Time. Requires: Improved Finger Of Death.
  • [Wizard / Sorcerer / Warlock] Improved Domination: Your spells Control Person and Control Monster are improved from Close Range to Medium Range. Your spells Dominate Person and Dominate Monster (but not Dominate Undead) are improved from Medium Range to Long Range.
  • [Wizard / Sorcerer / Warlock] Greater Domination: Your spells Control Person, Control Monster, Dominate Person and Dominate Monster (but not Dominate Undead) are improved from Full Round Action Casting Time to Standard Action Casting Time. Requires: Improved Domination.
  • [Psionicist / Warlock / Psychic Healer] Improved Control And Dominate: The range of the Psionic Powers Control Body and Dominate increases from Close to Medium. Actually, the Psionicist already had access to this feat, but not the other classes.
  • [Psionicist / Warlock / Psychic Healer] Greater Control And Dominate: Your Psionic Powers Control Body and Dominate are improved from Full Round Action Casting Time to Standard Action Casting Time. Requires: Improved Control And Dominate.
  • [Psionicist / Warlock / Psychic Healer] Swift Assimilate: Your Psionic Power Assimilate is improved from Standard Action Casting Time to Move Action Casting Time.
  • [Psionicist / Warlock / Psychic Healer] Improved Hail Of Crystals: The range of your Psionic Power Hail of Crystals increases from Medium to Long. In addition, allies in the area of effect are no longer affected.
  • [Psionicist / Psychic Warrior] Fast Power Drain: Your Power Drain psionic power is improved from Standard Action Casting Time to Move Action Casting Time.
  • [Gladiator / Samurai / Storm Warrior / Psychic Warrior] Improved Swift Weapon: Your attacks with Swift weapons benefit from a +1 bonus to the Attack Roll and Damage Roll.
  • [Gladiator / Samurai] Improved Adamantine Armour: When wearing Adamantine armour, you receive a +1 bonus to the associated Damage Reduction.
  • [Gladiator / Samurai] Greater Adamantine Armour: When wearing Adamantine armour, you receive a +2 bonus to the associated Damage Reduction. Requires: Improved Adamantine Armour, Level 12.
  • [Rogue / Death Knight] Improved Phasing Weapon: Your weapons with the Phasing enchantment bypass 10 points of Damage Reduction instead of six. Your weapons with the Greater Phasing enchantment bypass 20 points of Damage Reduction instead of 15.
  • [Rogue / Death Knight] Improved Coup De Grace Weapon: The difficulty class of your Coup de Grace weapon enchantments increases by one point and the duration of the effect increases by one round.
  • [Fire Drake / Flamebrother Half-Salamander] Racial Fire Resistance: The character gains Resistance 10 to Fire Damage. If you have a similar resistance from the Fire Resistance feat of the Barbarian, Druid, Ranger and Storm Warrior, then the character's resistance is increased by 10 points.
  • [Ice Drake / Frostbrother Half-Salamander] Racial Cold Resistance: The character gains Resistance 10 to Cold Damage. If you have a similar resistance from the Cold Resistance feat of the Barbarian, Druid, Ranger or Storm Warrior, then the character's resistance is increased by 10 points.
  • [Lightning Drake] Racial Electricity Resistance: The character gains Resistance 10 to Electricity Damage. If you have a similar resistance from the Electricity Resistance feat of the Storm Warrior, then the character's resistance is increased by 10 points.
  • [Acid Drake] Racial Acid Resistance: The character gains Resistance 10 to Acid Damage.
5a0dc82104eb6930b4bc2b3aca17c46d_original.png
Cave of Crystals, Medieval Village, Nobleman Bedroom, Magic Book Shop

List Of Epic Feats For Level-20 Characters​

  • Epic Spell Focus: The Difficulty Class of all your spells and psionic powers with a Saving Throw increases by one point. Requires: Level 20.
  • Epic Spell Penetration: You receive a bonus of +2 on level checks made to bypass enemy Spell Resistance. Requires: Level 20 and Greater Spell Penetration.
  • Epic Spell Range: This feat extends the close range, medium range and long range distances for spells and psionic powers by another five feet. Requires: Level 20 and Extend Spell Range III.
  • Epic Spell Critical I: Your Critical Hit Threat Range expands to 17-20 with all spells and psionic powers requiring a melee Touch Attack or ranged Touch Attack. Requires: Level 20, Improved Critical.
  • Epic Spell Critical II: Your Critical Hit multiplier increases from x2 to x3 with all spells and powers requiring a melee Touch Attack or ranged Touch Attack. Requires: Level 20, Epic Spell Critical I.
  • Epic Concentration: This feat gives you another bonus of +4 on all Concentration checks. Concentration checks (1d20 + Caster level + Constitution modifier) are needed whenever casting defensively or under disturbing circumstances. Requires: Level 20, Heroic Concentration.
  • Epic Psionic Talent: Your Power Points increase by 20. Requires: Level 20, Psionic Talent.
  • Epic Toughness: Your Hit Points increase by 20. Requires: Level 20.
  • Epic Attack Focus: You gain a +1 bonus to Attack Rolls with all weapons, including manufactured weapons, natural weapons, ranged weapons and all touch attacks. Requires: Level 20, Attack Focus.
  • Epic Damage Focus: You receive a bonus of +2 to Damage Rolls with all weapons. Requires: Level 20.
  • Epic Defence: You receive a bonus of +1 to your Armour Class. Requires: Level 20.
  • Epic Initiative: You gain a bonus of +4 on Initiative checks to determine who acts first during combat. Requires: Level 20, Heroic Initiative.
  • Epic Flanking: Against a Flanked opponent, you gain a bonus of +5 to the Attack Roll instead of +2. Requires: Level 20, Greater Flanking.
  • Epic Speed: You receive a bonus of +5 to Speed. Requires: Level 20.
  • Epic Willpower: This feat gives you a bonus of +2 on all your Willpower Saving Throws. Requires: Level 20, Iron Will.
  • Epic Fortitude: This feat gives you a bonus of +2 on all your Fortitude Saving Throws. Requires: Level 20, Great Fortitude.
  • Epic Reflexes: This feat gives you a bonus of +2 on all your Reflex Saving Throws. Requires: Level 20, Lightning Reflexes.
  • Epic Overrun: With regards to the feat Overrun, you are treated as being one size category larger. Requires: Level 20, Overrun.
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Isometric dungeons
Now, let's review the other changes in versions 1.46 and 1.47.

Knights of the Chalice 2 Version 1.47​

  • When you start a new Augury of Chaos game, you will now have the option to skip the Prologue entirely and begin from Chapter 1 straight away.
  • Fixed bugs preventing the award of Archmage Difficulty achievements in both the Steam version and the GOG version.
  • Fixed a problem with the Shadow Adept / Shadow Expert / Shadow Master achievements in the GOG version only.
  • Fixed a bug with characters disappearing when reloading after completing the Vanishing Sword Quest with Goblin companions.
  • Fixed a bug that occurred when the party leader is a companion that gets removed from the party by a script.
  • Added some code to accelerate gameplay in combat and elsewhere.
  • Automatic saves will now be marked as Autosave.
  • Added the missing Greater Splash enchantments for ranged weapons into the weapon-enchantment interface. Also fixed several issues with the existing Splash enchantments for ranged weapons (Flaming Splash, Icy Splash, etc).
  • Changed the button labels in the Module Information screen and in the Module Editor from Maximum Character Level to Maximum Starting Level, and from Minimum Character Level to Minimum Starting Level.
  • Applying the Shaken condition for a number of rounds will no longer remove a pre-existing Shaken condition. Also, applying the Cowering condition will not remove the Shaken condition.
  • The Combat Log will now indicate the start of a new round in red letters.
  • Fixed issues in the dialogue script of the Werewolf Quest in Augury of Chaos.
  • Fixed an issue with the display of effect animations (sleeping, fascinated, confusion, etc) for Giant Spiders when displaying creatures using animated sprites.
  • In the Module Information window displayed from the Party Creation screen when launching a new game, added the module's Level Cap. I had forgotten about it, but I actually implemented the Level Cap module setting months ago in the Module Editor.
  • When starting a new game, if one of the party members has enough experience points to level up beyond the maximum starting level, then his or her experience points will be reduced to one point below the amount required to reach the maximum starting level + 1.
  • Fixed an issue with the headline of the help entries for spells.
  • Improved the spell descriptions for Lesser Magic Arrow and Greater Magic Arrow.
  • Improved the help entry for Magic Arrows. Also improved the help entries for Wizard feats and feats associated with each Wizard attunement.
  • Added some more random names in the Character Creation interface.
  • In the Module Editor, added some tooltip information when mousing over the Combat XP scale factor button.
  • Finally, I've given Boots of Striding to the Drake Cleric in the first encounter of Augury of Chaos, the one with the bandits.

Knights of the Chalice Version 1.46​

  • Fixed a crash when levelling up a Swashbuckler from level 13 to level 14.
  • Fixed a bug when healing a character out of combat while exploring a map with the Underwater, Freezing or Sweltering property.
  • Mousing over weapon and armour enchantments will now display a tooltip with some information about each enchantment.
  • Creatures built using the Creature Wizard that have feats which reduce the level of certain spells (e.g. Divine Fortune) will now receive these spells automatically.
  • Corrected an error in the help entry for the Mage Knight feat Greater Stoneskin.
  • Fixed a broken link to the help entry for the Mage Knight feat Improved Suppress Sword.
  • Improved the in-game help entries for the Wizard/Sorcerer Transformation, Critical Hits, Improved Flanking, Greater Flanking, Flanking and Flanked.
  • Improved many of the help entries for feats by adding links to related help entries.
8834cbb4b7290e4c6c63b3c4bc8b13bc_original.png
Cave of Crystals, Prince of Nature, Golden Idol, Flaming Greatsword

Next Steps for Knights of the Chalice 2​

For the most part, the next development steps remain unchanged from the previous update:

  • Reply to posts on the Steam Forum, GOG Forum and the website Forums, and fix any remaining bugs and issues in the game mentioned by the players on the forums or by email.
  • Work on the Kickstarter Social Goal promises. They include: custom spell effect sounds, the new Druid spells Vampiric Spores, Creeping Doom and Iron Grip, a new option to display spell icons during level-up, a new option to display the monster injury status rather than Hit Points, and a new option to distribute only 80% of Combat Experience Point awards.
  • Work on planned features: the iconised combat actions menu, new subraces, new spells, new Wizard familiars, new items & new sound effects. The new spells I'm interested in include Wail of the Banshee, Mass Hideous Laughter, Reach, Mass Reach, Fly, Mass Fly, Vampiric Spores, Creeping Doom, Lesser Malison, Greater Mirror Image, Mass Greater Mirror Image, Greater Mirror Image (Rogue), Resilient Grease (Rogue), Psychic Warrior Personal Reach, Psychic Warrior Personal Fly.
  • Hire a graphic designer to create new sprites, new maps and other types of artwork.
  • Work on the three upcoming adventure modules. Create the new world map & new dungeon maps.
As always, if you find bugs or if you have any feedback, thoughts and suggestions, please feel free to let me know here, or in the Forums, or by email at enquiries@heroicfantasygames.com.

Thank You So Much For Your Support, Legendary Heroes of The Realm! Best regards :)
 

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