Features
Classes:
- 9 new classes (all balanced for the normal game)
- Updates to the 8 original classes
- Alchemist rework
- Ammo no longer needs to be in hand to be used. Now the rightmost column of your inventory works as an ammo source for whatever weapon is in use. Bows and large firearms become two-handed weapons
- When using throwing weapons, those in your ammo source are placed in your hands automatically after throwing the last in a stack
- Stunned monsters have 50% lower protection and evasion, in addition to the normal effect
- Firearms no longer malfunction. Instead they have 20% chance of grazing a shot, doing minimal damage. Levels in Firearms reduce the chance by 4%
- Shock spells can cause the Static debuff. It deals a small amount of damage at random intervals, which can interrupt the enemy's current action
- Dexterity only increases accuracy up to the 20th point (meaning +20 accuracy at 20 dexterity and no more after that)
- Strength-based late game weapons give a %bonus to strength, making melee strength users stronger
- There are new traits that boost unarmed damage scattered around different skills
- Monster health scales based on map, up to +15%. Bosses also have more health
- Several new racial traits have been added, and common traits have been balanced
- Each character gets 1 racial trait and 2 common traits
- Traits must be unique among all characters
- 15 armor sets
- 6 new tomes added at secret locations when playing with the default dungeon: Handbook for Tavern Brawlers, Encyclopedia of Meat Cuts, Assassin's Diary, Nameless Tome, Battle Mycology and Encyclopedia of Armors
- 4 New crossbows, 1 new bow and 1 new quarrel type. These are added in when playing the default dungeon
- Shields no longer give evasion, instead they get a chance to block a certain amount of damage
- "Intense Fire" effect from Zhandul's Orb now works (other similar effects work as well)
- Updated the stats on these items: Ethereal Blade, Quarterstaff, Scythe, Orb of Vilson
- Reworked firearms: The Arquebus is now a sniper; the Repeater has a very high Crit bonus but does less Crit damage, Revolver can shoot fireballs
Original classesShow
Alchemist
- (new) When crafting, there's a 12% chance of getting double the output.
- (new) Firearms and bombs gain damage and accuracy per level in Alchemy.
- (new) Gain exp when crafting potions and bombs.
Barbarian
- (new) Per level, Swords have +1% attack speed, Axes have +2% critical damage, Maces have +1% damage and Unarmed has +1% critical chance.
- Gain 1 STR per level
Battle Mage
- Gain +10 protection and +10 to all resists when holding a staff or orb.
- (nerf) Reduces weight of equipped armor by 35%.
- You can cast spells with bare hands.
- (new) Can wield staves in one hand.
Farmer
- You receive no skillpoints at first level.
- Instead of slaying monsters you gain experience points by eating food.
- (new) Movement speed slowing effects are 50% weaker.
Fighter
- Special attacks cost 25% less energy and take half the time to build up.
- (new) You gain up to 50% chance to stun the target as your health gets lower.
Knight
- Gain 1 Protection per level
- Weight of equipped armor is reduced by 50%.
- (new) Block threshold of equipped shields is increased by 25%.
- (new) Armor sets are considered complete with one less piece.
Rogue
- Dual wielding penalty reduced to 25% (was 40%).
- Gain 1% critical chance with ranged attacks per level.
- (new) Your Rogue's Lockpick lets you unlock chests at an energy cost. If broken, takes time to fix.
Wizard
- (buff) Gain 1 Willpower every 2 levels.
- You can cast spells with bare hands.
- (new) You get twice as many uses out of spell charges, and they cost half as much.
- (new) Spell charges have lower skill requirements.
- (new) Gain 50% spell damage after spending 100 energy on spells.
- (new) When crafting, there's a 12% chance of getting double the output.
- (new) Firearms and bombs gain damage and accuracy per level in Alchemy.
- (new) Gain exp when crafting potions and bombs.
Barbarian
- (new) Per level, Swords have +1% attack speed, Axes have +2% critical damage, Maces have +1% damage and Unarmed has +1% critical chance.
- Gain 1 STR per level
Battle Mage
- Gain +10 protection and +10 to all resists when holding a staff or orb.
- (nerf) Reduces weight of equipped armor by 35%.
- You can cast spells with bare hands.
- (new) Can wield staves in one hand.
Farmer
- You receive no skillpoints at first level.
- Instead of slaying monsters you gain experience points by eating food.
- (new) Movement speed slowing effects are 50% weaker.
Fighter
- Special attacks cost 25% less energy and take half the time to build up.
- (new) You gain up to 50% chance to stun the target as your health gets lower.
Knight
- Gain 1 Protection per level
- Weight of equipped armor is reduced by 50%.
- (new) Block threshold of equipped shields is increased by 25%.
- (new) Armor sets are considered complete with one less piece.
Rogue
- Dual wielding penalty reduced to 25% (was 40%).
- Gain 1% critical chance with ranged attacks per level.
- (new) Your Rogue's Lockpick lets you unlock chests at an energy cost. If broken, takes time to fix.
Wizard
- (buff) Gain 1 Willpower every 2 levels.
- You can cast spells with bare hands.
- (new) You get twice as many uses out of spell charges, and they cost half as much.
- (new) Spell charges have lower skill requirements.
- (new) Gain 50% spell damage after spending 100 energy on spells.
New classesShow
Assassin
- Gain 20 pierce with critical hits and backstabs.
- Adds 3% critical damage with Crossbows and Throwing Weapons per level.
- Attacks deal 10% more damage against enemies that have over half their max health.
Berserker
- You gain 10% attack speed with two-handed weapons. This bonus is doubled and applies to all weapons if you are under 50% health.
- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it.
- Gain 3% resistance to injuries per level.
Champion
- You deal 10% more damage, but also take 1% more damage per level.
- Starts with 10 in all stats.
- +1 to all stats per level.
Corsair
- You can dual wield a pistol with another pistol or with a light weapon without penalties.
- When fighting a single foe, reduces its evasion and attack by 10%.
- Also against a single foe, you get +10% critical chance and +10 accuracy.
Druid
- Herbs slowly multiply in your inventory.
- You gain a 9% chance to poison while unarmed, or 6% otherwise.
- Enemies you poison are slowed down.
- Bear form duration is extended by 5% per level.
Elementalist
- Elemental Shield spells gain 2% increased duration per level.
- Your elemental spells deal 20% more damage when the target has a weakness to it.
- While affected by any elemental shield, your attacks have a 9% chance to Burn, Freeze and Shock. This chance raises based on your elemental resistances, and is doubled for critical attacks.
Monk
- +1 Protection per 3 points of Vitality.
- Your stats cannot be lowered by items or conditions (doesn't apply to armor evasion penalty).
- Any action hindered by a wound can still be performed, but cost 10% of your energy.
- Wearing lighter armor reduces your attack cooldowns by up to 15%.
Hunter
- You gain +1 Dexterity and Willpower at first level.
- Removes dual wielding penalty for daggers.
- Spells governed by the Earth and Water Magic skills are 15% faster and cheaper to cast.
- Attacks and Spells gain a bonus 1% critical chance per 4 points of Willpower.
Spell Thief
- Absorb a quarter of the spell damage taken as health and energy over time.
- While absorbing damage, adds 25% Critical Chance to attacks and spells.
- Spells governed by the Concentration skill are 15% faster and cheaper to cast.
- Gain 20 pierce with critical hits and backstabs.
- Adds 3% critical damage with Crossbows and Throwing Weapons per level.
- Attacks deal 10% more damage against enemies that have over half their max health.
Berserker
- You gain 10% attack speed with two-handed weapons. This bonus is doubled and applies to all weapons if you are under 50% health.
- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it.
- Gain 3% resistance to injuries per level.
Champion
- You deal 10% more damage, but also take 1% more damage per level.
- Starts with 10 in all stats.
- +1 to all stats per level.
Corsair
- You can dual wield a pistol with another pistol or with a light weapon without penalties.
- When fighting a single foe, reduces its evasion and attack by 10%.
- Also against a single foe, you get +10% critical chance and +10 accuracy.
Druid
- Herbs slowly multiply in your inventory.
- You gain a 9% chance to poison while unarmed, or 6% otherwise.
- Enemies you poison are slowed down.
- Bear form duration is extended by 5% per level.
Elementalist
- Elemental Shield spells gain 2% increased duration per level.
- Your elemental spells deal 20% more damage when the target has a weakness to it.
- While affected by any elemental shield, your attacks have a 9% chance to Burn, Freeze and Shock. This chance raises based on your elemental resistances, and is doubled for critical attacks.
Monk
- +1 Protection per 3 points of Vitality.
- Your stats cannot be lowered by items or conditions (doesn't apply to armor evasion penalty).
- Any action hindered by a wound can still be performed, but cost 10% of your energy.
- Wearing lighter armor reduces your attack cooldowns by up to 15%.
Hunter
- You gain +1 Dexterity and Willpower at first level.
- Removes dual wielding penalty for daggers.
- Spells governed by the Earth and Water Magic skills are 15% faster and cheaper to cast.
- Attacks and Spells gain a bonus 1% critical chance per 4 points of Willpower.
Spell Thief
- Absorb a quarter of the spell damage taken as health and energy over time.
- While absorbing damage, adds 25% Critical Chance to attacks and spells.
- Spells governed by the Concentration skill are 15% faster and cheaper to cast.
New racial traitsShow
Each character has to choose one racial trait
Human
Lore Master - Willpower +1 for every 3 spell scrolls carried. At 15 scrolls your total Willpower is raised by 10%.
Extra Mile - Base skill bonuses are 20% more beneficial.
Minotaur
(Updated) Headhunter - Strength +1 for each skull carried. At 9 skulls your total Strength is raised by 10%.
Brutalizer - All melee attacks deal +1% damage per extra point in Strength, but you also take +0.5% extra damage per point.
Huge Strength - Your first attack that hits an enemy can stun it. The chance is 30%, 50% or 70% against large, medium or small enemies respectively.
Lizardman
(Nerfed) Endure Elements - Resist All +25%, but your maximum resistance becomes 80%.
(Buffed) Poison Immunity - You are immune to poison damage and the poison status.
Wide Vision - You gain +4 Evasion, +2 Accuracy and +2% Critical Chance for each enemy near you, while your party gains half of those effects.
Insectoid
Serrated Claws - You gain 1~3 damage with unarmed attacks per level. Your accuracy is increased based on Willpower rather than Dexterity.
Body and Mind - When casting a spell, you gain a defensive shield that blocks damage equal to 50% of its energy cost. After one second (+0.2 per level), it starts fading away.
Ratling
(Buffed) Mutation - One of your attribute scores, chosen randomly, increases by 1 when you gain a new level. At level 10, you gain 3 points instead.
Contagion - You gain a small chance to poison enemies that are near you. Any poison caused by you does 20% more damage per point in Earth Magic.
Rat Thief - Defeated enemies may drop extra loot. You gain +1 Evasion for every 10 items found.
Built Resistance - Gain +50 Poison Resist and -15 to others. For each extra point of poison resistance past 50% you gain +0.5 Health and +0.15kg maximum carrying capacity (points over 100% still count)
Human
Lore Master - Willpower +1 for every 3 spell scrolls carried. At 15 scrolls your total Willpower is raised by 10%.
Extra Mile - Base skill bonuses are 20% more beneficial.
Minotaur
(Updated) Headhunter - Strength +1 for each skull carried. At 9 skulls your total Strength is raised by 10%.
Brutalizer - All melee attacks deal +1% damage per extra point in Strength, but you also take +0.5% extra damage per point.
Huge Strength - Your first attack that hits an enemy can stun it. The chance is 30%, 50% or 70% against large, medium or small enemies respectively.
Lizardman
(Nerfed) Endure Elements - Resist All +25%, but your maximum resistance becomes 80%.
(Buffed) Poison Immunity - You are immune to poison damage and the poison status.
Wide Vision - You gain +4 Evasion, +2 Accuracy and +2% Critical Chance for each enemy near you, while your party gains half of those effects.
Insectoid
Serrated Claws - You gain 1~3 damage with unarmed attacks per level. Your accuracy is increased based on Willpower rather than Dexterity.
Body and Mind - When casting a spell, you gain a defensive shield that blocks damage equal to 50% of its energy cost. After one second (+0.2 per level), it starts fading away.
Ratling
(Buffed) Mutation - One of your attribute scores, chosen randomly, increases by 1 when you gain a new level. At level 10, you gain 3 points instead.
Contagion - You gain a small chance to poison enemies that are near you. Any poison caused by you does 20% more damage per point in Earth Magic.
Rat Thief - Defeated enemies may drop extra loot. You gain +1 Evasion for every 10 items found.
Built Resistance - Gain +50 Poison Resist and -15 to others. For each extra point of poison resistance past 50% you gain +0.5 Health and +0.15kg maximum carrying capacity (points over 100% still count)
1 - First you have to be on the new beta branch. On steam, right click the game > Properties > Betas. Add the code "ggllooeegggg" to unlock the secret "nutcracker" beta
2 - Go to "\Documents\Almost Human\legend of grimrock 2". Once the beta is downloaded, you'll see a file named "mods.cfg" and a "Mods" folder
3 - Download Extended Hooks (v0.3.11) mod and follow its installation instructions
4 - Download Master Classes mod folder: https://www.nexusmods.com/legendofgrimrock2/mods/149
5 - Extract the "masters" folder into the Mods folder, so it looks like /Mods/masters
6 - Add the mod to mods.cfg so it looks like this:
Code: Select all
mods = {
"hooks/hooks_def.lua",
"hooks/hooks_gui.lua",
"hooks/hooks_redefines.lua",
"hooks/hooks_1.lua",
"hooks/hooks_components.lua",
"masters/masters_def.lua",
"masters/masters_gui.lua",
"masters/masters_1.lua",
"masters/masters_traits.lua",
"masters/masters_spells.lua",
"masters/masters_skills.lua",
"masters/masters_conditions.lua",
"masters/masters_items.lua",
}
Compatibility:
This mod can be run with other Dungeon-based mods. It's worth noting that it redefines all traits, classes and skill plus some items. If the Dungeon you are running also changes these through scripts, there will likely be incompatibilities