We’ve modified the Bribery spell to make it less effective for killing targets who suffers its effects (we believe the possibility of preventing an entity from playing a turn is already very powerful), but the spell can potentially become more powerful when used on an enemy who won’t be attacked during the turn.
We’ve removed the possibility of unbewitching these two spells, because it created combinations that, though costly, were too easy to use without interacting with the other classes; the Enutrof could cast these spells alone and unbewitch them in the same turn. We prefer for these extremely powerful spells to involve several different classes. This requires a certain amount of coordination and more preparation, since at least one opponent can react between the two characters’ turns.
The spell accelerated most fights too much, which caused several problems. Opponents had no chance to react, and they were often killed before they could use the spell’s beneficial effects. We’ve replaced it with a spell that’s still interesting when combined with other class spells. This change gives Masqueraider new possibilities without having as large an impact on the length of the fight in multiplayer as the old version.
We’ve modified several spells for this class with elemental resistance penalties, because we want to distinguish effects that reduce or increase damage to the target from effects that reduce or increase a target’s elemental resistances.
We’re using an effect that was recently introduced into the game, which increases or reduces final damage to a target (which we’ve already used for the “Feca Shield” spell). If a target takes 200 damages (after applying reductions) and has a 20% increase in final damage, the total damage is 240. Whatever the target’s reductions, the percentage of increased or reduced damage remains the same.
This change lets us offer damage reduction spells whose percentages are still interesting even when characters reach 50% of elemental resistances. It will also reduce the overly high impact of damage-increasing spells such as “Vulnerability” on monsters with large base resistances which could be bypassed too easily.