Better Death Magic
Intro
While playing Grom the Paunch campaign, I feel that the death magic is pretty lame compared to some other magic types.
Therefore, I’ve made the following adjustments to empower the death magic.
Details
"+" represents new effects and "()" represents adjustments where the values in brackets are the original values
- aspect_of_the_dreadknight:
+ fatigue_immune
+ unbreakable
mana cost: 8 (4) - aspect_of_the_dreadknight_upgraded:
+ fatigue_immune
+ unbreakable
mana cost: 15 (9) - death_doom_and_darkness:
mana cost: 4 (7)
Fatigue Change Ratio: 1 (0) — this will cause enemies to be exhausted immediately - doom_and_darkness_upgraded:
mana cost: 8 (14)
Fatigue Change Ratio: 1 (0) — this will cause enemies to be exhausted immediately - soulblight:
stat_melee_damage_base 0.6 (0.7) - soulblight_upgraded:
stat_melee_damage_base 0.6 (0.7) - spirit_leech
mana cost: 5 (8) - spirit_leech_upgraded
mana cost: 9 (11)
Duration: 20 (13) - the_fate_of_bjuna
mana cost: 14 (22)
recharge time: 40 (52)
+ cannot move — this will stop the enemy from moving, like a single entity Net of Amyntok.
Remarks
Any suggestion on rebalancing is always welcome