Puzzle Quest

Puzzle Quest

nixos 13 Jul, 2024 @ 9:32pm
2
1
Puzzle Quest Mysteries of the Dream Lord 2.8.5
https://www.moddb.com/mods/puzzle-quest-legends-for-pc
or
https://www.nexusmods.com/puzzlequestchallengeofthewarlords/mods/1

Mysteries of the Dreamlord (megamod) [new spells]

enhanced elementalist, wizard, bard, monk, bloodmage, druid, paladin, kensei(swordmaster)

new addition: priest

last updates:
enhanced priest
reworked enhanced bard inspire spell
new optional minimod that makes forging items easier
fixes and improvements to the "spells and magic items maker toolset"
new and refined mechanics introduced with the kensei(swordmaster and priest), also new status effect: doom
Last edited by nixos; 26 Nov, 2025 @ 9:48pm
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Showing 1-15 of 28 comments
nixos 14 Jul, 2024 @ 10:45am 
did someone already try the 2 new quests ?
feel free to write your opinion on the new quests, companion and items...
♩♫ ♪ ♬ 6 Aug, 2024 @ 2:13pm 
You know what- Think I finally will give this a go. Since I am back on a puzzle quest kick. I do hope the other classes are on the way though. If I like it perhaps I can make you a better guides since I find your info dump posts a bit a jarring tbh- no offense. I know you are doing the best you can and it’s a lot of data to unpack. Do you have a preference for how you wanted it played? Hard mode and all mini mods active? I generally only use the low cost shop mod as I am uncertain how I feel about the other mini mods.
Last edited by ♩♫ ♪ ♬; 6 Aug, 2024 @ 3:46pm
♩♫ ♪ ♬ 6 Aug, 2024 @ 10:30pm 
Feedback:
1. Patch124b could use a description modification given it does the -80% as well. The file name and txt indicates it does both, but the description above does not. Or it should be modified to only do the change to the node item.

2. Either there is a user error on my side or there is an overlap error. I have just started running Return 2.7 with the minimods: 122b, 123b, 124b, 126b, 128a, 129a, 130b. I have the insta 50 quest at the start showing even though I do not have patch 126z installed.
Last edited by ♩♫ ♪ ♬; 6 Aug, 2024 @ 10:38pm
♩♫ ♪ ♬ 7 Aug, 2024 @ 1:43pm 
3. The Young Knight appears to be too strong on hard mode, depending on class. As a wizard, you will have no issue, as your starting move is the damage dealing Fire Bolt. However, as a warrior, your first and only move, Battle Cry, is incredibly inconsistent and hard countered every time by Thrust assuming it misses. Subsequently, all damage needs to be dealt manually, which makes the fight difficult given you need to out damage the Favor+Divine Right combo used by Young Knight. I have yet to test with the Monk.

In my experience, Young Knight, always felt like a purposely foolish NPC. I get it’s hard mode- but I feels strange for it to act as a wall right at the start.

4. Just curious as to the logic of nerfing steal from 50 gold to 3.
Last edited by ♩♫ ♪ ♬; 7 Aug, 2024 @ 2:13pm
nixos 13 Aug, 2024 @ 1:15pm 
Originally posted by Lunar Luminary ☾:
3. The Young Knight appears to be too strong on hard mode, depending on class. As a wizard, you will have no issue, as your starting move is the damage dealing Fire Bolt. However, as a warrior, your first and only move, Battle Cry, is incredibly inconsistent and hard countered every time by Thrust assuming it misses. Subsequently, all damage needs to be dealt manually, which makes the fight difficult given you need to out damage the Favor+Divine Right combo used by Young Knight. I have yet to test with the Monk.

In my experience, Young Knight, always felt like a purposely foolish NPC. I get it’s hard mode- but I feels strange for it to act as a wall right at the start.

4. Just curious as to the logic of nerfing steal from 50 gold to 3.

wait: did you try the warrior with these files ?

Patch121b - class (mod) [stat boost] [new spells]
Patch130b - spell (mod) [easy learn and refund] [new spells]

---

it swaps spell order...
you gain
01) SENR, Enrage {battle skill gain buff}

at level 1

---

idea would be to delete all files inside patches, then download the latest 2.7.0. files from moddb or nexus and places all of those inside patches...

then create from scratch a monk or wizard or warrior and play it on hard difficulty, and give me feedback :D

up to you---
with:
Patch121b - class (mod) [stat boost] [new spells]
Patch130b - spell (mod) [easy learn and refund] [new spells]

all skill boost effect also deal an extra effect, the thief steal spell will be updated in a further release, it will steal gold AND do resist pierce damage.

at the moment i am finishing a revised version of the priest... i plan to create an update later, if i can i would like to include more than 1 revised class.

---

the idea is that the increased ai ability in casting spell, on hard, can be balanced by using the revised professions (only 3 at the moment) with revised spells and also new spells.
nixos 13 Aug, 2024 @ 1:20pm 
one thing i forgot to write:
if you put the b version of something inside patches folder, you would need to put also the a version, because sometimes what is inside the a version is needed to make the b version work...

so it is nothing, a version, a+b version

---
Patch126z - quest (mod) [insta 50]
is standalone and does require nothing else to work.
nixos 13 Aug, 2024 @ 5:58pm 
Originally posted by Lunar Luminary ☾:
3. The Young Knight appears to be too strong on hard mode

you probably really need to delete all files in the patches folder: and use only the files in 2.7.0 version, avoiding to use the old file versions... this can help fix something.

the first knight you fight should not know favor spell i think, anyway thanks to your feedback, in the future i will include the revised spellbok of revised profession within the spell "Patch130b - spell (mod) [easy learn and refund] [new spells]" file

so both the new spells, rules and revised spellbooks of profession + new professions spells will be "activated"
nixos 15 Aug, 2024 @ 1:09am 
Originally posted by Lunar Luminary ☾:
Very well. I will restart with a fresh file and see the results

The fact that you must use A or A+B, and never just B, I think is a very important aspect that was not explained well. I would argue it possibly invalidates my results completely. I thought it might work that way, but I was unsure. I will need to reread the modular files to see if the descriptions are unclear.

Also- If you would prefer feedback on moddb, let me know. I am the user there who informed you about the unicorn encounter causing a game crash back in April 2023.

---

fine for feedback on moddb, inside the dreamlord 2.7.0 download

---

for the future i plan to be clear when you really need a+b if you choose to include b minimod

---

edit: i added the most up to date version with revised priest spellbook (tested up to level 20)

link is in moddb, as a comment under dreamlord 2.7.0

---

changes in 2.7.1
now spell pierce does damage AND lowers spell resistance

in 2.7.0
spell pierce does damage only if it cannot lower resistance

---

edit 2, i would also like to add that when i play on hard i usually win "by the skin of my teeth", sometimes the turn before i die... unless i reach level 30 and 50 where i become much more powerful... then i lose only if i am careless

---

this is the spellbook of the priest... i tested it only up to level 21
then i figured out i should lower all "resistance pierce" spells from lvl 35 to 25
just in time for the appearance of the first high res monsters...

---

Priest: yellow and green magic spellcaster with affinity to holy, specializes in ...
01) SRTR, Retribution Aura {mirror pain}
02) SCHA, Channel Air {yellow mana shift}
03) SHLS, Holy Shield {dmg abs buff} + [{mana drain as life}]
04) S9MC, Mend Condition {status removal} + {life gain} (SCLM, Calm {status removal} + {status clear})
05) SHSK, Holy Shock {status: shock} + {life pain} todo 1 turn 2 mana, 66, 4dmg on spellcast ... 0 dmg + 5x holy shock, 1 turn holy shock 2 stacks max 4
..) ...
10) SBLL, Blessed Light {life gain}
15) SPFL, Purifying Flames {status clear} + {life pain} todo: turn doesn't end 4 mana
20) SWOA, Wall of Air {yellow mana as lifebar}
25) SCND, Condemnation {res pain}
30) SSAN, Sanctuary {res gain} todo: keep for druid cocoon = like energize but cap 20
35) SDVM, Divine Might {explode yellow}
40) SINT, Intervention {skulls into yellow} + {yellow mana gain}
45) S9SS, Staff Of Sirian {life pain} + [{stun}] (Sword Of Sirian {life pain})
50) SSUB, Subdue {mana [drain]} + {fear} + [{mana boon}]
Last edited by nixos; 15 Aug, 2024 @ 1:35am
nixos 8 Nov, 2024 @ 2:56pm 
version 2.7.5
***********************************************************

plz: delete the files in the pathes folder, before you place there the 2.7.5 version files, to avoid interference from older versions.

official game:

fixed in version 2.7.5
tourney quest, can now be completed when choosing theira unarmed combat option (previously it was giving the wrong equipment, and judge was banning the match)

fixed in version 2.7.4
bloodmage destroy item spell no longer crash the game

unofficial expansion:

fixed in version 2.7.5
shaman maladesh new companion is now translated in 5 languages (de, en, es, fr, it) along with quests and items

---
to know what each minimod does, please check the readme.txt file included within the unofficial expansion download.
---
the new spells and spellbooks are currently disabled for now, since i am still working on those...

as always my plan is to release a reworked version of the spellbook of all professions, with new unique spells and game mechanics... but it will require still more time before i can release anything in working state.
nixos 11 Dec, 2024 @ 11:54am 
Originally posted by Yay8:
Any chance of adding a Google Drive or GitHub link? Much easier to use for me.

Thanks!

i tried to add mediafire link but it gets censored :/

---
at the moment you can download the latest version
here:
https://www.moddb.com/mods/puzzle-quest-legends-for-pc/downloads
or here:
https://www.nexusmods.com/puzzlequestchallengeofthewarlords/mods/1

there is also a fix for the second quest included with shaman maladesh, 2 of the new upgrades of the new item were bugged.

mediafire link with maladesh bugfix is here:
https://www.mediafire.com/file/xokieqp9p3mzvag/Patch128a_-_companion_%28mod%29_%5Bshaman_maladesh%5D.zip/file

if it gets censored, it can be found in the comment section here:
https://www.moddb.com/mods/puzzle-quest-legends-for-pc/downloads/puzzle-quest-mysteries-of-the-dream-lord
---

at the moment i am still rewriting all the spells with the new tools, which means that in the future there will be the option to use a mod to gain new spells, new spellbooks and new gameplay mechanic for this game.

the current last build of the game has 1 new companion, 2 new quests, and 1 new item upgradeable into 2 new forms based on good/evil path.
nixos 21 Jan, 2025 @ 11:01pm 
Mysteries of the Dreamlord (megamod) [new spells]

enhanced elementalist, wizard, bard, monk now available

---

to experience the full power of computer a.i. hard difficulty is suggested
if one monster appears to be to difficult to defeat, there is always the option to select different spells, equip different items which can also be bought in shops

spells that temporarily boost a skill also give another effect based on the skill:
elemental skills raise mana cap while giving mana of the elemental color
battle skill deals damage and reduces spell resistance by the same amount
cunning skill deals damage while lowering max hitpoints
morale heals while raising max hitpoints

having at least 16 mana in a particular reserve helps boosting certain spells, in some cases the augmented effects happens when the mana reserve hold 16 mana or less
spells can also give an increased effect when they are used together with other spells, when used while on a mount, while fighting against a monster with a particular trait
while having a certain amount of hitpoints, while the enemy has a certain amount of hitpoints, and in other cases

mount spell and researched spells from monsters have an extra mana cost
when you successfully cast a spell, its extra cost is refunded

each spell has a manacost based on its magical effects, also the cooldown depends on the power of the spell
to know the effects of a spell or a status effect, you can inspect both the spell in the spellbook and the status effect when it is active on someone

whenever mana is reduced, the amount reduced can be used to deal damage, to heal or to replenish mana
whenever status effect is applied to a target that already has the same effect, then the durations are merged

keywords:
persist = status effect cannot be dispelled by most status removal spells
echo = status effect duration increase 1 turn each time enemy casts a spell, even resisted spells increase its duration
mana boon = spell's mana cost is fully reimbursed if spell is not resisted
exhaustion = half cooldown, but you can't cast spells until the end of enemy's next turn
nixos 21 Jan, 2025 @ 11:02pm 
Elementalist tips:
most spells require all 4 colors, having 0 mana with just 1 color greatly hinders the profession.
4 spells change the color of gems on the board while giving mana to the lowest mana reserve, fixing the scarcity of a single color

spells are usually very adaptable, using as power the mana of the highest color
4 spells deal damage, instead of 1 in the unmodded profession. the mana reducing spell now also deals damage

if a monster spell or mount spell is equipped, and it cost an high amount of a particular color, then it is possible to manipulate the mana reserve to switch the highest mana to the desired color
4 spells can be used to switch the highest mana reserve to the needed color, while boosting the elemental skills

the profession gains a new unique spell for healing, and a mana shield that will help keeping all mana reserves at the same amount of mana while defending the life of the player

just like the unmodded profession, the enhanced one has plenty of spells to gain mana... although they are improved and only unique spells are retained

a big weakness is opponent spell resistance, to overcome the vulnerability there is a spell that helps lowering spell resistance to 0

Wizard tips:
the wizard gain an improved version of all its spells: for example hand of fate gives full potential with just 1 casting instead of 2
there are also 2 new spells: one dispel that targets enemy positive status effects and converts them into mana, and a stun spell

Bard tips:
the bard can now stack songs easily, without the need to waste a turn for each song stacked
there is a special wall spell that uses each time a different mana color as shield, compared to the elementalist version it is much easier to deplete a single mana color

the status effect clear spell is unique, since it doesn't delete the status effects immediately but it lowers their duration instead

many spells combo with each other, for example any spell that gives mana used with the song that doubles mana gain
or terror plus fear combo having terror deal double damage
now the 2 songs that extend status effect duration, also give a status effect of their own that grows in power based on how many status effects are active on a player
spells that use purple stars on the board can combo with a spell that creates purple stars, and a song that uses gold gained to heal can benefit from a spell that destroys all gold

monk tips:
the enhanced monk fix a problem with the unmodded profession: being unable to cast a spell when without charge counters
now a spell can be cast even without a charge counter in its normal state, while charge counters can be consumed to power up the spell effects

3 spells give charge counters:
1 spell is based on avoiding damage to gain 1 free charge counter each turn
1 spell is able to turn the tide of a battle by clearing player hex and clearing opponent buff, while also providing charge counters
1 spell can istantly give the maximum amount of charge counters that can be stored, and it is also free since the mana spent is refunded when the spell is not resisted

most monk spells do not waste a turn as long as 1 charge counter is available once the spell is cast
4 new spells are added, they mimic the 4 channel spells but have a monk flavor

Elementalist: wild magic spellcaster using all colors of mana, sometimes with wild outcomes. Unique Traits: highest mana color matters. Status Effects: Blind, Feedback, Elemental Wall, Fog
01) S9CS, Chaos Sphere {dmg}
02) SGRO, Growth {selected into eargem} + {[lmanagain]}
03) SENF, Enflame {selected into firgem} + {[lmanagain]}
04) SBRE, Breeze {selected into airgem} + {[lmanagain]}
05) SPOL, Pool {selected into watgem} + {[lmanagain]}
06) SSMO, Smother {switch hmana with gmana(double gmana), lmana with rmana(halve rmana)} + {[earskillgain]} + {[firskillgain]}
07) STHW, Thaw {switch hmana with rmana(double rmana), lmana with bmana(halve bmana)} + {[firskillgain]} + {[watskillgain]}
08) SDDV, Dust Devil {switch hmana with ymana(double ymana), lmana with gmana(halve gmana)} + {[earskillgain]} + {[airskillgain]}
09) SMIS, Mist {switch hmana with bmana(double bmana), lmana with ymana(halve ymana)} + {[airskillgain]} + {[watskillgain]}
10) S9WH, Wild Healing {heal} + {lmanadrain}
15) SPRS, Prismatic Spray {manaburn} + {blind} + {feedback}
20) S9EW, Elemental Wall {emana as lifebar}
25) SFOG, Fog {both eres as lifebar(damage debuff)}
30) SWMG, Wild Magic {random gem into wcxgem} + {[lmanagain]}
35) SCBO, Chaos Bolt {dmg} + {[emanagain]}
40) SELB, Elemental Blast {bcmgem into random(selected) elegem)} + {[emanagain]}
45) SPRB, Prismatic Ray(Blast) {dmg} + {feedback}
50) SMNP, Mana Pool {amanagain} + {[mana boon]}

Wizard: pyromancer spellcaster with affinity to red mana. Unique Traits: mana burning. Status Effects: Fire Shield, Haste, Hand of Power, Blind, Fire Wall, Stun
01) SFBO, Fire Bolt {dmg}
02) SCHF, Channel Fire {rmanashift}
03) SFSH, Fire Shield {abs + mirror as mana burn}
04) SHAS, Haste {match4 as dmg}
05) SMBU, Mana Burn {amanaburn}
06) SHOP, Hand of Power {dmg buff}
07) SLIG, Light {blind}
08) SHSI, Heat Sink {rmanadrain}
09) S9DM, Dispel Magic {oppo status clear} + {emanagain}
10) SCAU, Cauterize {heal}
15) SFBA, Fireball {destroy selected gem(3x3)} + [{delete around selected gem}] + {dmg}
20) SWOF, Wall of Fire {rmana as lifebar}
25) SMST, Meteor Storm {destroy rndgem into firgem} + [{eresrend}]
30) SFOD, Finger of Death {selected into rs5gem} + [{dmg}]
35) S9WP, Word of Power {stun}
40) SFSK, Flaming Skulls {eargem into batgem} + {watgem into firgem}
45) SFLV, Flaming Avatar {rmana into bat(rnd)skill}
50) SLCO, Lava Core {firskillgain(rmaxmanagain)} + [{mana boon}]

Bard: adaptable scoundrel focused on yellow mana. Unique Traits: stacking status effects as songs. Status Effects: Hope, Reflect, Fear, Divinity, Terror, Energize, Famine, Wall of Wailing Water
01) S1IN, Inspire {allskillgain}
02) S1HP, Song of Hope {managain buff}
03) S1MR, Song of Mirrors {[abs] + reflect pain buff}
04) S9SM, Soothing Melody (Calm) {reduce duration of self hex and oppo buff}
05) S1SP, Refrain(Song) of Pain {dmg} + {[destroy airgems]} + {[rndgems into airgems]}
06) S1FR, Song of Fear {fear}
07) S1HV, Song of Heaven Divinity {xmana+xres(ymana+airres) as xres(airres) buff}
08) S1ST, Song of Terror {terror}
09) S1PF, Performance {destroy gold as [gold] + ymana}
10) S1LF, Song of Life {gold(yellow) as heal}
15) S1SF, Song of Famine {famine}
20) SWOW, Wall of [Wailing] Water {hmana(bmana) as lifebar}
25) S9SA, Song of Avernum {-xmana+xres as xres hex}
30) S1DC, Discord {delete cross morgem as dmg(explode stars)}
35) S1CH, Chant {firgem into morgem} + {[rmanagain]}
40) S1CB, Celebration {morgem into wc2gem} + {[emanagain]}
45) S1SO, Song of Sorrow {extend oppo hex(status)} + {[feedback]}
50) S1AG, Song of Ages {extend self buff(status)} + {[vigor]}

Monk: martial artist infusing extra effects into his skills thanks to its ki. Unique Traits: dodging attacks to build ki. Status Effects: Focus, Charge, Deflection, Blind, Fear, Stabilize, Stun
01) SQST, Quick Strike {dmg}
02) SFOC, Focus {chargegain}
03) SDEF, Deflection {abs} + {abs + mirror}
04) SESB, Essence Bend {self hex status transfer} + {extend oppo hex}
05) SVPG, Viper's Grasp {amanaburn}
06) S9WL, Way of the Lotus {gmanashift}
07) S9WS, Way of the Sun {rmanashift}
08) S9WV, Way of the Void {ymanashift}
09) S9WM, Way of the Moon {bmanashift}
10) SHRM, Harmonize {resmend}
15) SEYG, Eye Gouge {blind} + {fear} + {[terror]}
20) SSTA, Stabilize {cheat death [max hp as lifebar]} + {[threshold heal]}
25) SAUB, Aura Burn {resrend}
30) SABS, Absorption {oppo [buff] status clear as charge counter} + {[self hex status clear as charge counter]}
35) SSTB, Stunning Blow {[dmg]} + {stun}
40) SEQU, Equilibrium {heal}
45) SABR, Ki Strike(Aura Break) {dmg}
50) STRN, Trance {chargegain} + {[mana boon]}
nixos 27 Feb, 2025 @ 3:21am 
bloodmage tips:
playing this profession there are 3 distinct phases (at first blood sacrifice spells seems a little subpar and there is a need to be careful when to cast them, then after acquiring blood bond they become better stronger)
(ultimately blood sacrifice spells acquired toward the end are so powerful, that using blood bond is not required to make them competitive)

blood bond forces the opponent to lose as much life as the caster is sacrificing hitpoints to cast the spell, the enemy life cannot go lower than the caster's life, while the caster is sacrificing his blood

the bloodmage has some spells that do not consume hitpoints to cast them, other spells still require a blood sacrifice but offer the opportunity to regain the lost hitpoints if a certain condition is met

blood bolt effect has been modified to better mimic all bolt spells: now it is a combination of its original effect (diminished) with the typical bolt spell magical effect
channel blood gives an opportunity to use the unique blood sacrifice mechanic in the already used "channel fire" spell and it comboes with life drain
crimson malediction, a new spell for the bloodmage, let the profession switch negative status effects on self for positive status effect on the opponent (a blood sacrifice is needed)
mana feast is a spell that drains the opponent mana, costs no mana to cast, cannot be resisted, and gives an opportunity to negate the penalty of the blood sacrifice regaining all the lost hitpoints
dark ritual is a risky new spell, it does require a blood sacrifice but the caster may end up with more life instead or less after the spell is cast, the drawback is that the enemy may gain a redskull to combo or destroy
suffocating infection is a modified spell, it gives a modified version of drowning and infection status effects (also infection status effect is renamed as delirium)
desiccate spell loses the ability to drain yellow mana, and it becomes a mirrored version of wizard heatsink spell, with the difference that it does cost less mana to cast, and now requires a blood sacrifice
blood boil spell has been boosted, now it may use the highest red mana reserve among all players to determine the amount of damage done, instead of using only the opponent's red mana reserve (blood sacrifice is no longer used)
parasitic link is a new spell that works like a repeating version of life drain, although the quantity of life lost by the enemy is usually different from the quantity of life gained by the caster
nullify spell is like the original, except for the fact that now has got a mana cost and cooldown rebalance
blood call is a new spell inspired by bloodlust from the warrior, except that now it is mostly used to gain back the life lost from another spell cast that used blood sacrifice, this spell may give red mana
piercing blood is a new spell that helps lowering enemy spell resistance, it costs no mana, it mimics the effect of the original blood bolt spell, its power wanes the more damaged is the caster
sould bond is a very powerful spell that helps dragging down the enemy in the abyss along with the selfharming and selfdestructing blood magic spellcaster.
nightmare spell is very similar to the original, both mana cost and cooldown have been rebalanced, along with the effect of the fear status effect
bloodstorm is a very powerful spell, that now also has an effect similar to life drain with the difference that now there is also a double skillgain
sacrifice is similar to its original form, it can now benefit from soulbond status effect
transfusion is similar to its original form, mana cost and cooldown are now balanced with the power of the spell (which is half of its original power)

---

[quest polish]
S, Q0S4, Lord of the Swamp {added Q0Q6 as requirement}
S, Q0S3, Father and Son {added Q0Q6 as requirement}
S, Q0S1, Ogre Twins {added Q0Q6 as requirement}

S, K2T1, Fighting Prowess {added Q0Q6 as requirement}

S, K2I0, New Threat {added Q0Q6 as requirement}
S, K2I1, Wolf Spiders {added Q0Q8 as requirement}

R, Q0E1, Storms at Sea {added Q0Q8 as requirement}

F, K2KC, Unarmed Tournament {added Q0Q8 as requirement} {Bartonia}
F, K2KV, Stop the Assassins {NSER Serephine} {added Q0Q8 as requirement} {Elenia}
F, K2K0, Gold of Gildor {added Q0Q8 as requirement} {Gildor}
F, K2KL, Royal Crypts {added Q0Q8 as requirement} {Siria}
F, K2K6, Troll Hunt {added Q0Q8 as requirement} {Theira}

S, K2G0, Wooden Menace {added Q0Q8 as requirement} {added QSM1 as requirement} (moved after chapter 1)

S, K2G7, Harsh Mistress {removed K2G6 as requirement}, {added K2G5 as requirement}
S, K2G6, Bronzed Blood {added K2G7 as requirement}

S, K1I3, Stinky Valley, {removed K1I2 as requirement}, {added Q1D3 as requirement} (now integrates with Drong quest chain)

M, K1Q0, Trouble in K'Tarn {added Q1Q9 as requirement} (moved after chapter 2)

S, K1R1, The Big Heist {now both quests can be completed, they still cannot be active at the same time: K1S3}
R, K1S3, Damn Thieves {now both quests can be completed, they still cannot be active at the same time: K1R1}

M, K1I4, Deserted Halls {added K1Q7 as requirement}, ({changed starting location to C1KT, instead of CGLK}) (moved after araveine boss, the last quest of the first red chain of expansion quests)
M, K1I5, Khaz-Barak ({changed starting location to C1KT, instead of CGAL})
M, K1I6, Against the Plague {added Q3Q7 as requirement} (moved after chapter 4)
nixos 30 Jul, 2025 @ 11:48am 
update 2.8.2 released

new enhanced profession: druid

06)
druid tips:
the enhanced profession is now very capable of dealing damage, using the new spell thunder stone that deals damage using the highest mana among green and yellow
the already existing damaging spell forest fire got upgrades, now deals damage based on both green and red mana

the druid can now accumulate all 4 types of mana, thanks to a new spell and an already existing enhanced spell
channel earth replaces channel air, and can be useful to boost wall of thorn, plus all other spells... since most druid spells use green mana
earthpower and whirlwind are useful for accumulating green mana and yellow mana, while also taking that same mana away from the opponent
regrowth and evaporate are useful to accumulate red and blue mana, while also giving a chance to get a 3x or 4x combo on the board with earth gems or air gems
gust of wind can now fill the lowest mana reserve, while having the original effect of converting random gems into air gems (this is the only spell that may convert a gem for another gem of the same type while giving mana)
reincarnation and nature's wrath previously had only a chance to give mana, being redundant with all other mana gain spells, now these spells may also deal a lot of damage
call lightning maintains the same effects with just a change in mana cost, while lightning storm becomes a killer spell... very useful against bosses with very high hitpoints
the canonical druid spell gemberry maintains the same effect with just a change in mana cost
the old sanctuary spell gets replaced by a new spell called barkskin, which has the same effect in addition to be able to heal the player
the status removal spell calm, now also heals the player
the board reset spell cleansing, now also removes negative status effects and gives a huge amount of morale skill points which also both heals and raises max hitpoints for that same amount
entangle, the stun spell, now can only stun for a maximum of 2 turns, but its cost is very cheap and also its cooldown, so it can be cast often

Druid: nature spellcaster with affinity for all mana colors, especially green and yellow, specialized in healing and mana accumulation. Unique Traits: gem board manipulation. Status Effect: Wall of Thorns.
01) S9TS, Thunder Stone, {dmg}
02) SCHE, Channel Earth {gmanashift}
03) S9BS, BarkSkin, {lres[mend]}
04) SCLM, Calm {both all status clear} + {[life gain]}
05) SFOF, Forest Fire {dmg}
06) SEPO, Earthpower, {destroy eargem}
07) S9RE, Regrowth, {convert firgem into eargem} + {rmanagain}
08) SWHI, Whirlwind, {destroy airgem}
09) SEVA, Evaporate, {convert watgem into airgem} + {bmanagain}
10) SGEM, Gemberry {heal}
15) SCLI, Call Lightning, {destroy selected column}
20) SWOT, Wall of Thorns, {green mana as lifebar}
25) SCLE, Cleansing, {reset board} + {[both arespain]} + {[both hex status clear]} + {[morskillgain]}
30) SNWR, Nature's Wrath {convert all eargem into wcxgem} + {4*eargem dmg}
35) SENT, Entangle {stun}
40) SRNC, Reincarnation, {replace(convert) rs5gem+batgem+cungem+morgem into random elegem} + [{+cungem cunskill, +morgem morskill}]
45) SLIS, Lightning Storm, destroy selected column + 2 adjacent (reduce 24 res)
50) SGOW, Gust of Wind {self lmana gems(rndgems) into airgems} + {lmanagain}
Last edited by nixos; 30 Jul, 2025 @ 11:55am
^0^^3 gloom 30 Jul, 2025 @ 12:16pm 
Originally posted by nixos:
update 2.8.2 released

new enhanced profession: druid

06)
druid tips:
the enhanced profession is now very capable of dealing damage, using the new spell thunder stone that deals damage using the highest mana among green and yellow
the already existing damaging spell forest fire got upgrades, now deals damage based on both green and red mana

the druid can now accumulate all 4 types of mana, thanks to a new spell and an already existing enhanced spell
channel earth replaces channel air, and can be useful to boost wall of thorn, plus all other spells... since most druid spells use green mana
earthpower and whirlwind are useful for accumulating green mana and yellow mana, while also taking that same mana away from the opponent
regrowth and evaporate are useful to accumulate red and blue mana, while also giving a chance to get a 3x or 4x combo on the board with earth gems or air gems
gust of wind can now fill the lowest mana reserve, while having the original effect of converting random gems into air gems (this is the only spell that may convert a gem for another gem of the same type while giving mana)
reincarnation and nature's wrath previously had only a chance to give mana, being redundant with all other mana gain spells, now these spells may also deal a lot of damage
call lightning maintains the same effects with just a change in mana cost, while lightning storm becomes a killer spell... very useful against bosses with very high hitpoints
the canonical druid spell gemberry maintains the same effect with just a change in mana cost
the old sanctuary spell gets replaced by a new spell called barkskin, which has the same effect in addition to be able to heal the player
the status removal spell calm, now also heals the player
the board reset spell cleansing, now also removes negative status effects and gives a huge amount of morale skill points which also both heals and raises max hitpoints for that same amount
entangle, the stun spell, now can only stun for a maximum of 2 turns, but its cost is very cheap and also its cooldown, so it can be cast often

Druid: nature spellcaster with affinity for all mana colors, especially green and yellow, specialized in healing and mana accumulation. Unique Traits: gem board manipulation. Status Effect: Wall of Thorns.
01) S9TS, Thunder Stone, {dmg}
02) SCHE, Channel Earth {gmanashift}
03) S9BS, BarkSkin, {lres[mend]}
04) SCLM, Calm {both all status clear} + {[life gain]}
05) SFOF, Forest Fire {dmg}
06) SEPO, Earthpower, {destroy eargem}
07) S9RE, Regrowth, {convert firgem into eargem} + {rmanagain}
08) SWHI, Whirlwind, {destroy airgem}
09) SEVA, Evaporate, {convert watgem into airgem} + {bmanagain}
10) SGEM, Gemberry {heal}
15) SCLI, Call Lightning, {destroy selected column}
20) SWOT, Wall of Thorns, {green mana as lifebar}
25) SCLE, Cleansing, {reset board} + {[both arespain]} + {[both hex status clear]} + {[morskillgain]}
30) SNWR, Nature's Wrath {convert all eargem into wcxgem} + {4*eargem dmg}
35) SENT, Entangle {stun}
40) SRNC, Reincarnation, {replace(convert) rs5gem+batgem+cungem+morgem into random elegem} + [{+cungem cunskill, +morgem morskill}]
45) SLIS, Lightning Storm, destroy selected column + 2 adjacent (reduce 24 res)
50) SGOW, Gust of Wind {self lmana gems(rndgems) into airgems} + {lmanagain}


Thanks!
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