ok i uploaded my actual build because its quite decent
what can you find improved
lairs
now the lairs work (or at least should) like this:
-guardians of the lair dont move and are generally very hard to to take down
-lairs spawn wandering creatures that are generally not a big threat early but if you leave them(but not the lower lairs at least) be they can be a threat too, the point is you cant just defend and watch forever, at some point you HAVE TO go to take down the strongest lair or youll get in trouble
-lairs grow over time so first point is always true, guardians will never be easy to defeat, more likely they will always be hard and in some case they may require a huge effort in terms of mana,army etc
-lowest lairs are the exception to the above, wolves, mites, darklings etc cap at a certain point to allow player development etc
-more lair evolutions over time, also few new monsters
general rebalance
i didnt really want to change much but without some change its not fun to play so i gave it a fast balance pass
spells:
small buff to: candlecloak, mantle of fire,firestorm,thunderstrike,heal,wellspring
big buff to: chaos,pandemonium,shockwave
big nerf to: tutelage,contagion,dirge of ceresa,mantle of oceans
small nerf to: evade, aura of grace,storm,cloudwalk,tornado,meditation,vetrar howl,regeneration,enchanted hammers,diamond skin,giant form
changed slightly some trait, mainly assassin and mage ones
slightly nerfed all exp gain traits
magic
there is a LOT more magic, i improved greatly the strenght of shrills/elementals, many races have some spell and you dont want to mess with dark wizardz, believe me
champion defenses
in vanilla they are just OP so i balanced (most of the times nerfed) mainly dodge and spell resists (it was really too easy to get 70 80% dodge and even 100% resist) items and traits
crafting
added the crafting system i told about in the other thread, added a few items too, right now the focus of additional craftable items is towards armors for archers and mages since they were in need of peculiar items
basically these items have small to no defense while providing offensive or supportive stats for those classes, i dont want mages to wear plate anymore!
summon
i tried to make summoner mage a viable gameplay path this way
-summon grows in power "exponentially", this means if you put no effort (traits, items) into improving them they are nearly as weak as in vanilla(still a bit stronger)
-added various items to improve summon level so if you go for this path youll reach the higher peaks of your summoning power
-rebalanced a bit summon stats