This is the DFortae Wizardry 6 Mod version 1.1.4.  Purpose:

	1) Make Wizardry 6-8 appear more seamless
	2) Provide a extra options/strategies for players.
	3) Correct issues with the game.
	4) Balance player power, races, classes, difficulty, etc.

Note: You will want to create new characters and not use existing ones from your roster!!!  Otherwise you may have inconsistent issues/problems!

Version 1.0.0
-------------

Removed "Throw" attack mode for all items that had other modes (Swing, Thrust, etc), so that they don't get accidentally thrown.

Removed the "Melee" (called Berzerk in Wizardry 8) attack mode from almost all weapons.  Instead, the weapon's base damage was adjusted to provide similar results.  The main reason for this is because Fighters do not have the "Melee" (Berzerk) attack in Wizardry 6 and 7.

There have been many Bard instruments added to the game.  The Bard was always an oddball having only a few instruments available in Wizardry 6, but also casting Thaumaturgy spells.  The Bard no longer casts spells, but instead has many more instruments at their disposal.  Some are "set" and guaranteed finds (or at least guaranteed if you know where to look), others can be found randomly in chests or monster drops.

	Lute of Iron Skin (Armorshield)
	Violin of Love (Hypnosis)
	Fiddle of Holding (Paralyze)
	Lyre of Healing (Heal Wounds)
	Frost Horn (Frost)
	Ailment Calmer (Cure Lesser Conditions)
	Ethereal Horn (Blink)
	Drums of Haze (Noxious Fumes)
	Lyre of Voids (Anti-magic)
	Banshee's Howl (Instant Death)
	Cornu of Demon Spawn (Astral Gate)
	Succubus Song (Lifesteal)
	Infernal Horn (Nuclear Blast)

Adjusted most items that exist in both Wizardry 6 and 8 to be more like 8, but sometimes the reverse is true.

Made one of the Rubber Beasts in the Mountains area be a different monster type, to prevent forcing the party to carry an extra Rubber Band for the rest of the game.

Bishops now start with a Bishop's Wand, which has unlimited Remove Curse ability.  This is to give them Remove Curse ability similar to Bishops in Wizardry 8.  It can only be used by Bishops, so don't try to give it to another class!

There are countless new items added to the game.  Many of these items were created for the Wizardry 8 Mod, and have been "back ported" to Wizardry 6.  The plan is to try to get most of these in Wizardry 7 as well, and allow players to transfer them when they transfer characters from 6.   A lot of the more powerful items are only obtainable through monster drops via combat.  The drops are usually applicable to the monster's class, but not always.

Note: Quite a few items may permanently increase an attribute or skill.  This is different than Wizardry 8 where the item only gives those bonuses while equipped.  However, the disadvantage is the item will disappear if all those charges are used!  Make sure to save the game before using up all the charges to prevent the item from disappearing.

The Wizardry 6-8 trilogy is amazing, and wouldn't it be great to be able to keep what you earned throughout the entire series???  My ultimate goal is to even make a handcrafted import tool that will take your characters from Wizardry 8 and port them back to 6, thus making it full circle!  But that is a long ways off and I may never get the time.

Many new scrolls were added to make the Scribe skill useful.  Scrolls have 4 charges instead of 1, and are cheaper in general, compared to an artifact.  Almost all scrolls are Power Level 4.

	Added a Book of Scribing that can increase Scribe skill by +5%.
	Added a Book of Artifacts that can increase Artifacts skill by +5%.

A few examples of specific item changes:
	Crystal Wand now casts level 5 Wizard Eye and has infinite charges.
	Lynx Ring cost increased to 8000 (was 2000).

There have been a few new monsters added (reusing already existing graphics).

Increased the max number of enemies per group for some encounters.

Updated encounter frequency and types in various areas.

Altered some of the monsters created by summoning spells, to make the game more balanced.

Added a Stone Giant enemy type in the upper mountain area, that always drops Heavy Boulders.

Adjusted some monster attack areas based on their height or type of attack (dwarves more likely to hit lower on the body for example).  The game already did this, but it was tweaked a bit.

Added a new NPC (no spoilers).

Adjusted resistances of the races to more closely resemble Wizardry 8.  Since the resistances are more granular in Wizardry 6, had to loosely associate.  Also adjusted resistances on certain monsters, like making flying creatures more vulnerable to Air.

Adjusted some spell point regeneration, and when spells can be learned by Hybrids and Elites.

Adjusted some available skills for a few classes, like Priests and Bishops can now have Throwing and Wand&Dagger (they don't use daggers, but there are a few wands they can use).

Fixed bugs where some doors in upper castle area looked like they didn't exist, even though they were locked.

Adjusted Death and Lifeforce resistance to all monsters based on their level.  This is to nerf "Critical Hit" ability (i.e. Kirijutsu and weapon kill chance) in the game (was overpowered), as well as "instant deaths".  It has only been nerfed for the player, monsters will still have the same chance of instant kills.  Basically all monsters have 4% chance per level, to resist direct Critical Hits (except for summons, they are 1% per level).  Most spirit type undead and slimes are set at 50% default now.  For the success of an instant death type spell (Asphyxiation, Instant Death, etc), it requires the target to fail both the spell's resistance type (Lifeforce for example), as well as the Death resistance check.  For those that weren't aware, Ninjas get a +5% bonus to critical hits automatically (stacks with weapon and Kirijutsu).

There have been numerous changes to spells in the game.  The main purpose is to make them more seemless with Wizardry 7 and 8, but also to correct some imbalances with power, magic schools, and spheres.

Before I specify spell changes, it's important to know what classes have what schools:

	Theology (Priests, Lords, and Valkyries)
	Theosophy (Psionics and Monks)
	Thaumaturgy (Mages and Samurai)
	Alchemy (Alchemists, Rangers, and Ninjas)

Spells that can no longer be cast by certain schools:

	Whipping Rocks (Blades), Haste, Slow, Locate Object, Hypnotic Lure (Hold Monsters) can no longer be cast by Theology.
	Bless can no longer be cast by Theosophy.
	Resurrection can no longer be cast by Thaumaturgy.

Spells that can now be cast by additional schools:

	Levitate, Prismic Missle, Whirlwind, Anti-Magic, and Make Wounds can now be cast by Theosophy.
	Fire Shield and Identify can now be cast by Theology.
	Resurrection, Magic Screen, and Ice Shield can now be cast by Alchemy.
	Whipping Rocks, Crush and Lifesteal can now be cast by Thaumaturgy.

Note: The reasoning behind the spell adjustments is based on the hit points, potential melee/range damage output, etc. of the character classes.  Mages and Psionics are weaker in hit points, and cannot get as good of armor or find as good of weapons in general compared to priests and alchemists.  To help offset these disadvantages, the number of spell options have been altered.  Here is an overview of the number of possible spells after the changes:

	Psionics: 35
	Mages: 35
	Priests: 30
	Alchemists: 28

After balancing, here is the distribution of the number of spells per sphere:

	Earth: 12
	Fire: 12
	Water: 12
	Air: 13
	Magic: 15
	Mental: 15

Spells that have been renamed to make consistent with Wizardry 8 (may include adjustments to resistance types, animations, etc as well):

	Chilling Touch has been renamed to Frost.
	Mental Attack has been renamed to Mind Stab.
	Charm has been renamed to Hypnosis since Charm in Wizardry 8 behaves differently (non-combat spell).
	Death has been renamed to Instant Death.
	Deep Freeze has been renamed to Dehydrate.
	Magic Missile has been renamed to Magic Missiles.
	Stink Bomb has been renamed to Noxious Fumes.
	Toxic Vapors has been renamed to Toxic Cloud.
	Blades has been replaced with Whipping Rocks.
	Hold Monsters has been replaced with Hypnotic Lure.
	Word of Death has been replaced with Falling Stars.
	Poison Gas has been replaced with Draining Cloud.
	Deadly Air has been replaced with Earthquake.
	Poison has been replaced with Crush.
	Noxious Fumes (the old version) has been replaced with Blizzard.

Specific changes to spells (only changed values are mentioned, everything else is the same for the spell):

	Sane Mind is now a level 4 spell (was 3).
	Whirlwind now does 3-9 damage per PL instead of 1-7.
	Lifesteal now does 4-16 damage per PL instead of 16-64.  Amount healed by the caster increased from (damage/7) to (damage/2).  It can also backfire now.
	Psionic Blast now affects 10 + Power Level (effectively making it hit a whole group, even if cast at PL 1).  It has moved from level 4 to level 5, and spell point increase from 8 to 10 per PL.  However, it now does 2-14 damage (like Wizardry 8) instead of 1-7.  It still has a chance to cause Insanity.
	Iceball now does 2-10 damage per Power Level instead of 3-12.
	Acid Splash and Acid Bomb are now Water based spells.
	Dehydrate (was Deep Freeze) now does 8-40 damage per Power level instead of 3-30.  Spell point cost increased from 6 to 10.
	Blink is now a Fire based spell.
	Lightning now does 4-16 damage per PL instead of 1-10.  It has changed to a level 6 spell (was 5).  Spell point cost increased from 8 to 12.
	Sleep is now an Air based spell.  Resistance type changed from Hypnosis to Air.
	Terror is now a Mental based spell.
	Holy water now does 6-12 damage per PL instead of 2-8.
	Levitate now lasts 50 x PL instead of 5 x PL.  Spell point cost decreased from 12 to 10.
	Falling Stars (was Word of Death) is no longer a Magic based spell.  It is now a level 7 Air based spell, and the resistance type is Missiles.  Theology can still cast it.
	Make Wounds damage changed from 1-8 to 2-6.  Spell point cost decreased from 3 to 2.
	Draining Cloud (was Poison Gas) is no longer an Air based spell.  It is now a level 6 Magic spell that checks Magic resistance.  Side effect is that it can put enemies to sleep.  Does 5-10 damage per PL and costs 12 spell points per PL.  Alchemy can still cast it.
	Earthquake (was Deadly Air) is no longer an Air based spell.  It is now a level 7 Earth spell that checks Lifeforce resistance.  Does 5-25 damage per PL and costs 18 spell points per PL.  Alchemy can still cast it.
	Crush (was Poison) is no longer an Air based spell.  It is now a level 4 Earth spell that checks Missiles resistance.  Does 12-24 damage per PL and costs 8 spell points per PL.  Alchemy/Thaumaturgy can cast it.
	Whipping Rocks (wass Blades) now does 2-10 damage per PL instead of 2-8.  Alchemy/Thaumaturgy can cast it.
	Toxic Cloud (Toxic Vapors) is now a level 5 spell (was 6).  It also has a Poison effect now instead of Nausea.
	Noxious Fumes (Stink Bomb) spell point cost increased from 4 to 5, but number of targets increased from 3 to 4.
	Hypnotic Lure (was Hold Monsters) is no longer a Mental based spell.  It is now a level 3 Fire spell that still checks Hypnosis resistance.
	Firestorm now does 3-12 damage per PL instead of 2-8.
	Fireball now does 2-8 damage per PL instead of 2-10.
	Blizzard (was Noxious Fumes) is no longer an Air based spell.  It is now a level 6 Water spell that requires Cold resistance.  It can now blind the enemies as a side effect.  It does 4-12 damage per PL and affects 3 + 1 targets per PL.  Duration of the Blind effect is 4dPL + PL (twice as long as Blinding Flash).
	Haste is no longer a Water based spell.  It is now a level 3 Fire spell.
	Blinding Flash spell point cost increased from 3 to 5, but number of targets increased from 1 + 1 / PL to 3 + 1 / PL.
	Magic Missiles number of targets increased from 1 + 1 / PL to 2 + 1 / PL.
	Web is now a level 2 spell (was 3).  It now checks Missiles resistance instead of Paralyze resistance, but the end result is still the Paralyzed condition.
	Paralyze is now a level 1 Water spell (was 4).  Spell point cost decreased from 5 to 3.  Duration increased from 1d (2x PL) + PL to 2d (2x PL) + PL.
	Wizard Eye is now a level 3 spell (was 4).  Spell point cost decreased to 5 (was 10).
	Enchanted Blade now lasts 100 per PL, up from 35.
	Armorplate now lasts 100 per PL, up from 50.
	Detect Secret now lasts 100 per PL, up from 50.

Renamed the effect from Dispel Undead from "Dispelled!" to "Destroyed!" in order to be clearer to the player.  It does count as a "kill".

Adjustments to monsters:

	Insane Skeleton has 15% chance to cause insanity.
	Fixed experience on Monsterous Bat (was ridiculously low before).
	Made Queequeg and L'Montes have about twice as many hit points.
	Adjusted party rewarded experience on enemies where difficulty/reward balance was off.

Fixes/enhancements/quality of life improvements from patches via Cosmic Forge editor (a few more transparent ones are also applies, but not important to be mentioned to the player):

	~ The following Classes (including Monsters) receive the following Features:
		Class 'Fighter' receives 'Fearless' Feature: Grants immunity to Fear effect.
		Class 'Alchemist' receives 'Antidote Blood' Feature: Grants immunity to Poison effect.
		Class 'Psionic' receives 'Stable Mind' Feature: Grants immunity to Insanity effect.
		Class 'Valkyrie' receives 'Hardened' Feature: Grants immunity to Nausea and Curse/Irritation effects.

	~ Weapon Effect 'Sleep' is replaced by 'Insanity'.
	~ Weapon Effect 'Shred' is replaced by 'Nausea'.

	~ When fighting with one Melee Weapon, a Character has the following number of Attacks (based on Attacks per Round):
		1 at 1
		2 at 2
		2 at 3
		3 at 4
	~ When fighting with one Throwing or Long Weapon, a Character has the following number of Attacks (based on Attacks per Round):
		1 at 1
		2 at 2
		3 at 3
		4 at 4
	~ Class 'Fighter' receives 'Weapon Mastery' Feature: Grants full number of Attacks per Round when fighting with one Weapon.

	~ When equipping a Long range Weapon (Bow, Crossbow, Sling) and a Missile (Arrows, Bolts, Sling Stones & Bullets) both the Weapon's and the Missile's Weapon Effects are being used and the Weapon's Slaying Ability is used if the Missile does not have one.
	~ Damage bonuses from high Strength are as follows:
		Primary Hand with no weapon or 1-handed weapon: +1 at 16, +2 at 18 and +3 at 20.
		Secondary Hand with no weapon or 1-handed weapon: +1 at 18.
		Primary Hand with 2-handed weapon: +1 at 15, +2 at 16, +3 at 17, +4 at 18, +5 at 19 and +6 at 20.
	~ To Hit bonuses from high Dexterity are as follows:
		Primary Hand: +1 at 16, +2 at 18 and +3 at 20.
		Secondary Hand: +1 at 18.
	~ When fighting unarmed Secondary Hand gets 'Critical' Effect and increased damage dice from 'Hands&feet' Skill (just like the Primary Hand).
	~ Class 'Ranger' receives 'Missile Expert' Feature: Grants Critical x 2 and Miss Chance -15 with Missile Weapons.

	~ Character Max Encumbrance is determined at creation time and updated when gaining a Level.

	~ When a Creature is Poisoned, the new Poison Strength is applied ONLY if it is STRONGER than the ongoing one.

	~ The current Stamina is displayed correctly at all times.
	~ Displaying Negative Conditions/Effects is now better prioritized, always working and is using distinct icons for all Conditions.

	~ Spells the affect all enemies are normally resisted by the enemies.  Before the patch, Spells that affect all enemies were resisted by the enemies most of the time.

	~ Long Weapons with image 12 (Bows) can only shoot Missiles with image 23 (Arrows).
	~ Long Weapons with image 13 (Crossbows) can only shoot Missiles with image 84 (Bolts).
	~ Long Weapons with image 14 (Slings) can only shoot Missiles with image 24 (Sling Bullets).
	~ Long Weapons with image 118 (Free Slot) can only shoot Missiles with image 119 (Free Slot).
	~ Long Weapons with other images will not work.

	~ High Initiative Modifier (from Spells) results in an extra Attack (capped at 4).

	~ When playing a Musical Instrument:
		If 'Music' Skill is less than [(<Spell Level> - 1)*16], then the performance fails.
		Spell Power = <Character Level>/3 + 1 (max 6).
	~ Class 'Bard' has 'Tunes of Magic' Feature: Grants ability to play Musical Instruments.

	~ During character creation, chances to get Attribute bonus points:
		1d19+7 (8-26) points is 94.737 in 100 (18 in 19)
		1d4+7 (8-11) points is 5.263 in 100 (1 in 19)

		This is what it used to be:
			1d4+7 (8-11) points is 66.667 in 100 (800 in 1200)
			1d6+4 (5-10) points is 31.583 in 100 (379 in 1200)
			1d6+12 (13-18) points is 1.667 in 100 (20 in 1200)
			1d6+20 (21-26) points is 0.083 in 100 (1 in 1200)

Adjustments to items (there are many more than this, but here are some examples):

	Flynn's Cap has 6 charges and increases Scouting permanently by +5 with each use.
	Crusader Helm has 2 charges and increases Dexterity permanently by +1 with each use.
	Goatfoot Boots has 2 charges and increases Dexterity permanently by +1 with each use.
	Valentine Necklace has 2 charges and increases Personality permanently by +1 with each use.
	Emerald Talisman has 2 charges and increases Dexterity permanently by +1 with each use.
	Scarab Necklace has 6 charges of Magicfood (restores Spell Points) Power Level 5.
	Amulet of Healing casts Heal (since no Heal All spell exists).  It has 15 charges.
	Filcher's Band has 5 charges and increases Legerdemain permanently by +5 with each use.
	Cloak of Perception has 6 charges and increases Scouting permanently by +5 with each use.
	Midnight Cloak has 3 charges and increases Ninjutsu permanently by +5 with each use.
	Ring of Felix has 3 charges and increases Shield permanently by +5 with each use.
	Assassin's Cap has 6 charges and increases Kirijutsu permanently by +5 with each use.
	Ring of the Road has 5 charges and increases Strength permanently by +1 with each use.
	Cloak of Lords has 4 charges and increases Piety permanently by +1 with each use.
	Hat of the Furries has 4 charges and increases Bow permanently by +5 with each use.
	Wizard's Wand has 4 charges and increases Intelligence permanently by +1 with each use.


Version 1.0.1
-------------
Made Cutlass type weapons usable by Lords.

Fixed range on Jo.  It was supposed to be Short, not Extended.

Fixed War Hammer so it uses Mace & Flail instead of Pole & Staff skill.

Fixed Awl Pike so Samurai cannot use it.

Updated the Bone Breaker (quarrel) to be +1 initiative, +1 to hit, and 5% KO and 5% Drain Stamina.  Price changed from 30 to 90.

Updated the message for Toxic Cloud when it does damage each round.

Updated the animation for Falling Stars.

Remove Curse is now a level 4 spell (instead of 5) and costs 8 spell points per PL.

Prismic Missile has been renamed to Prismic Ray.

Detect Secret has been renamed to Detect Secrets.

Fixed Great Bow and Lightning Bow so that Lords can use it.

Fixed Mystic Arrow damage to be 8-20 (was 6-18).

Fixed Sword of 4 Winds to have +2 to hit.

Renamed Estoc of Olivia to Estoc De Olivia.

Fixed Buskins so all classes can wear them, except Ninja.

Corrected Fur Boots so Monks can use them instead of Ninjas.

Corrected price of Chamois gloves to 300 (was 600).

Corrected price of Fur Boots to 450 (was 115).

Phyrgian Cap now grants +10% Cold resistance.

Corrected Tosei-Do (U) and Tosei-Do (L) to have 10% Fire resistance.

Corrected Amulet of Spiders to be 20% Paralysis and 20% Missile resistance.

Corrected Amulet of Stillness to be 40% Paralysis resistance.

Fixed Amulet of Static to match Wizardry 8.

Fixed Robes (U) and Robes (L) so that they can't be worn by Faeries (Wizardry 8 consistency).

Fixed Robes of Enchant (U) and (L) to match Wizardry 8 as far as who can equip and weight.

Replaced a particular cursed robe with Black Gown in order to match Wizardry 7/8.

Removed resistance bonuses from Mantis Gloves and Mantis Boots in order to match Wizardry 7/8.

Fixed resistance type of Wand of Illness to be Poison instead of Cold.

Fixed Glittered Mitre so that Faeries can no longer use it.

Renamed Lightning Rod to Lightning Wand in order to avoid a conflict with the name in Wizardry 8 (which is a gadget, not a wand).

Falling Stars is now an Earth based spell (instead of Air).

Enchanted Blade can now be learned by Thaumaturgy (Mages), in addition to Theology (Priests).  It is also now an Earth based spell (was Magic).

Magic Screen can no longer be cast by Thaumaturgy (Mages), but now by Theology (Priests).

Corrected the weight of Golden Rod.

Fixed Hunter's Bow so it can be used by Lords.

Version 1.0.2
-------------

Made Coif of Divinemail have 1 charge to permanently increase Vitality by 1.

Amulet of Healing now grants 50% Lifeforce resistance instead of 50% Magic resistance.

Updated a few treasure chests and monster drops.

Swapped internal id positions of some item types to avoid conflicts with the DFortae Wizardry 7 Mod.

Adjusted some of the monsters' attacks to make consistent with the associated weapon types.

Fixed items that can be generated from Drowned Locker.

Changed price of Diamond Ring to 150,000.

Fixed resistance on Soul Whip to grant 25% Lifeform and 25% Magic resistance.

Corrected Toadstone Ring price and charges to match the DFortae Wizardry 8 Mod.

Fixed Ring of Deftness to have 2 charges (instead of 1).  Also made -3 AC instead of -2.

Renamed a few items to match the Wizardry 7 and 8 versions.

Fixed the number of charges in the Amulet of Winds and Amulet of Ice to match the DFortae Wizardry 8 Mod.

Corrected the price of the Ankh of Might (dropped from 20,000 to 4,000).

Corrected the price of the Ankh of Youth and Ankh of Sanctity (dropped from 25,000 to 5,000).

Corrected the number of charges in the Ankh of Wonder from 22-28 (instead of 3-9).  Also changed price from 50,000 to 17,000.

Corrected the price of the Ankh of Arnie (dropped from 30,000 to 20,000).

Corrected the price of the Ankh of Purity (dropped from 100,000 to 5,000).

Fixed the price and number of charges in the Ankh of Life to match the DFortae Wizardry 8 Mod.  Also removed the ability for it to cure all bad conditions.  However, it gains +50% Lifeforce resistance.

Corrected the price of the Ankh of Death (dropped from 25,000 to 7,500).  Charges adjusted to 7-8 (was 3-9).  AC adjustment now -2 (was -1).

Corrected the number of charges in the Ankh of Phyre from 4-6 to 8-10.

Decreased cost of Book of Rapture to 1,500 (was 2,500).

Made Staff Magicus be able to Thrust, as well as Bash.

Corrected the weight on Stave of Stars (was weightless, now 4.0).  Also increased damage to 4-10 (was 2-8).

Stave of Moons can now be equipped in either hand.  It can also now be used by Monks.

Corrected the weight on Haunt Stick (was 0.7, now 5.0).

Stave of Witches had the following adjustments: Charges of Terror Power 4 now infinite, Monks and Ninjas can also use, +3 to Hit, 5% Paralyze and 10% KO chance on hit, and 10% Psionics and 10% Hypnosis resistance.

Renamed Sparkler to Sparkle Stix, Firecracker to Cracker Stix, Acid Stick to Acid Stix, Mind Stick to Mind Stix, Bottlerocket to Fire Stix, Sky Rocket to Rocket Stix, and Icicle to Icicle Stix.

Amulet of Rainbows is now 30% Light and 30% Fire resistance (instead of just 60% Fire resistance).

Necklace of Asphyxiate renamed to Amulet of Asphyxiate.

Corrected Mind Stix throwing damage to 3-24 (instead of 3-15).

Fixed Blood Stix so they can be thrown.

Adjusted the damage on Static Stix (when thrown) to match the spell Lightning.

Increased cost of Rocket Stix to 400 (was 350).

Renamed Resurrection potions and scroll to Resurrect and corrected price to match Wizardry 8 (price increased).

Instant Death is now longer a Mental based spell.  It is now Magic based.

Increased number of Hv. Stamina and Mod. Stamina potions found from 1-3 to 2-4.

Increased number of Cure Lt. Condition potions found from 1 to 1-2.

Added a Yellowish potion icon for Cure Lt. Condition and stamina potions.

Added a Purplish potion icon for Cure Poison, Cure Paralyze, and Cure Stone potions.

Increased cost of Cure Poison potions to 300 (was 250).

Renamed Cure Paralyz to Cure Paralysis.  Also increased potions found from 1 to 2-4.  Price also increased to 400 (was 300).

Increased cost of Cure Stone potions to 2,500 (was 2,000).

Increased cost of Stink Bombs to 320 (was 250), but now they are Power Level 3 Noxious Fumes instead of 2.

Corrected Book of Identity so Monks can also use.

Corrected weight of Mystic Dust to 0.2 (was 0.5).

Corrected Book of Airs and Book of Blinding so Ninjas can also use.

Corrected Book of Stamina so appropriate casters can use.

Renamed Book of Air Shield to Book of Barriers.

Increased weight of Stave of Missiles to 4.0 (was 0.3).

Adjusted the resistance values on Meditation Cap to match the DFortae Wizardry 8 Mod.

Fixed so Sharp Cutlass can be used by Lords.

Changed Handaxe of Sapping to cast Draining Cloud PL 3 with 5 charges, and also has a 15% KO chance.

Fixed Estoc of the Scaled to also do 50% Stamina Drain.

Adjusted Claymore of Doom to do 10-28 damage (was 7-25).  This is to help compensate for the fact that it gets 2 swings at lower damage in the Wizardry 8 Mod.

Fixed Kusari-Gama to be 2-handed, and also changed to Extended range (was Short).  Also added 'Swing' as an attack type and +10% KO chance.

Fixed the weight of Poison Throwing Knife to 0.2 (was 0.5).

Added +10% Stamina Drain to Fine Throwing Knife.

Adjusted races to Giant Sledge and Giant Bardiche to be Lizardman, Dracon, Rawulf, and Mook.

Giant Sledge is now extended range (instead of short).

Mithril Bec De Corbin now has +8% KO (was +5%).  Damage increased to 5-12 (was 3-7).

All Mithril weapons can now be equipped by Faeries.

Mithril Hatchet now has +4 to hit (was +3).  Acid resistance lowered to +15% (was +30%).

Mithril Sceptre now has +8% KO (was +5%).  To hit is now +5 (was +4), but Acid resistance lowered to +15% (was +30%).

Sai of Saints is now +4 to hit (was +3).

Bo of Deadly Vibrations is now +2 to hit (was +1) and +4 initiative (was +1).

Corrected Dagger of Toxins to have Poison 80% chance at strength 8.

Lucky Cameo now has 3 charges of permanently boosting Personality.

Adjusted Assassin's Cap resistances to be more appropriate against "instant kills".

Corrected Necromatic Helm to be 50% Light resistance instead of 50% Fire resistance.  Also made it equippable by Ninjas.

Corrected Titanium Lance to be +3 to hit (was +4).

Corrected Spiked Ball & Chain to be extended range (was short range).

Chief's Sceptre now has 15% Nausea chance.

Corrected Ring of the Road to now give -1 AC.

Unholy Basher now grants +15% Poison resistance.

Corrected Demonstring to be usable by Lords.

Corrected weight on Dagger of Death to 1.0 (was 3.5).

Corrected weight on Dagger of Killing to 1.0 (was 3.5).

Corrected weight on Acidic Dagger to 1.0 (was 2.0).

Monstrance of Faith now grants 10% Insanity chance on hit.

Adjusted Rammbus Staff to be +3 to hit (was +2), and damage to 6-16 (was 6-12).  Also updated charges to 13-14 (was 2-3).

Removed ability for Bards to equip Dwarven Greaves.

Renamed Detect Secret scroll to Detect Secrets, also changed price from 300 to 200.

Fixed price of Sane Mind scroll to 400 (was 300).

Fixed price of Web scroll to 200 (was 300).

Made Magic Screen a level 3 spell (was level 4) and 6 spell points (was 8).  Also updated price of Magic Screen scroll to 300 (was 400).

Fixed price of Remove Curse scroll to 400 (was 500).

Increased chance to hit for Barbed Whip +1 to +5 (was +4).

Increased chance to hit for Axe of the Dwarves to +4 (was +3).

Corrected price of Rose Petals to 25 (was 100).

Corrected price of Rutabega to 15 (was 50).

Corrected price of Apple to 30 (was 150).

Corrected price of Magic Cookie to 300 (was 1000).

Corrected price of Herbal Patty to 150 (was 1000).

Corrected price of Roasted Corn to 20 (was 50).

Updated weight of Dungeon Bread Rolls to 1.0 (was 0.5) and price increased to 250 (was 200).

Corrected weight of Draining Bomb to 0.5 (was 1.0).

Corrected the weight of Spear of Death to 4.0 (was 9.0).

Version 1.0.3
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Fixed a bug where a certain hidden item could be obtained twice.

Fixed an issue where hybrids (Lords, Valkyries, Rangers, etc.) would get new spells at level 2, and too frequently.  They now get their first spell on level 3, and then get a new spell every other level.

Version 1.0.4
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All extended weapons have had their chance to hit altered by -1.  Testing has found they were a little too strong compared to short range weapons, considering they are extended ranged.

Pestilent Fauchard was slightly nerfed.

Updated a few monster drops to make them more rewarding.

Brilliant Helm can no longer be equipped by Ninjas.

Adjusted spell casting for hybrids.  They now start learning spells much earlier, but only get a new spell every 2 levels.

Version 1.0.5
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Bards no longer have the Oratory skill.

All extended weapons have had their chance to hit altered by another -1.

Added a new instrument: Flute of Wounding.

Updated a few monster drops and treasure chests.

Adjusted some of the summoned monsters from spells, in order to make them more balanced.

Version 1.0.6
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Shortened/abbreviated the name of some items to prevent graphical overflow in inventory and "loot" screen.

Increased price of Ninjato to 1200 (was 700).

Version 1.0.7
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Shortened/abbreviated the name of more items to prevent graphical overflow in inventory and "loot" screen.

Added a few more items that are in the DFortae Wizardry 7 Mod (but keeping true to the story).  These include Meat, Books, etc.

Corrected a few item internal ids to match the DFortae Wizardry 7 Mod (for transferring of characters).

Adjusted a few monster drops to make them more balanced.

Adjusted some of the spells of monsters, like making some cast Missile Shield at times (to help protect all enemies from missile attacks).

Decreased Faerie Stick knock out chance from 20% to 15%.

Added a new offensive Bard instrument.

Version 1.0.8
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Fixed a bug where spells that affect "all enemies" would potentially cause all enemies to resist.  This should no longer happen.  This patch was supposedly applied by Cosmic Forge editor in the inital release, but didn't work properly for some versions (like GOG's version).

Version 1.0.9
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Fixed a typo in an item name.

Shortened/abbreviated the name of more items to prevent graphical overflow in inventory and "loot" screen.

Made Chrome Keys droppable.

Removed the ability for Ninjas to use any crossbows, but made Monks be able to use all crossbows.

Samurai can no longer use Seige Arbalest or Crossbow of Humanity.

Added a new type of crossbow.

Version 1.1.0
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Corrected name of Dessication (powder) to Desiccate.

Adjusted the selling cost of items from the new NPC (made cheaper).  Also made the items more frequent.

Increased some item drops for a few monsters.

Made it possible for Tricksters to cast Noxious Fumes (15%).  Magic Missiles decreased from 30% to 15%.

Granted experience for finding a few items in the game.

Adjusted a few treasure chest drops.

Version 1.1.1
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Increased duration of all adventure spells to 100xPL (if they weren't already).  Levitate, for example, was a measly 5xPL (and it's a level 5 spell!!!).

Alchemists can now learn Locate Object.

Changed the graphic for Holy Water animation to be a blue vial of water.

Version 1.1.2
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Changed Earthquake to be Missile resistance (was Air resistance).

Changed the graphic for Falling Stars animation.

Changed Falling Stars to be Magic resistance (was Lifeforce).

Fixed Magic Missiles to target 2 + 1 / PL as intended (was 1 + 1 / PL).

Made a particular cursed item have an infinite number of Make Wounds charges at power level 1.

Added 5% Paralyze chance on Hobbit Sling.

Added a few new item types, especially more axes and slings.

Added 5% Critical chance to Crossbow of Humanity and increased chance for stamina drain from 25% to 50%.

Levitate has become Hazard Shield.  Not only does it protect from falling, but many other types of adventure hazards!

Version 1.1.3
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Renamed Static Stick to Static Stix.

Reduced the cost of Fire Stix, Rocket Stix, and Static Stix.

Changed the weight of Rocket Stix and Static Stix match Fire Stix.

Added a powerful new type of Stix.

Fixed Blizzard to do blind effect, also fixed the damage to be 2-18 per power level.  It was using the wrong effects as though it was a Stink Bomb.

Made one of the more epic random weapons have unlimited spell charges.

Version 1.1.4
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Added a few new item types.

Increased the weight of Awl Pike from 12.0 to 22.0.

Made Wand of Weaving have 5% Insanity and 5% Paralyze chance.

Made Wand of Razing have 10% Stone chance.

Made Valkyrie Mana affected by Piety, then Intelligence (was Piety/Vitality).

Made Priest Mana effected by Piety, then Personality (was Piety/Vitality).

Made Psionic Mana affected by Intelligence, then Personality (was Intelligence/Piety).

Fixed Spiked Shield to use Thrust attack instead of Melee.

Increased some item drops for a few monsters.
