Разработчик: Low Magic Studios (2)
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Описание

Low Magic Age
Adventure and fight in a medieval fantasy open world! Build heroic characters with various abilities, travel through villages, cities, or perilous dungeons. In this world of sword and magic, you can choose your own way of life freely.

As one of the core gameplays, Low Magic Age owns a strategic turn-based combat system and advanced character building. Field of view, fog of war, charging and flanking, spells, and combat maneuvers, you can experience more exciting game features in the fast-paced Arena mode.

Features:

Adventure mode:
Open Sandbox World: A replayable open sandbox world with various landforms and adventure elements.
Cities and Villages: Villages, towns, cities, and metropolis of different community sizes. In these places, adventurers can replenish supplies, purchase equipment and other services.
Random Dungeons: Numerous random dungeons, such as caves and ancient ruins, that fraught with danger and tempting treasures (traps?).
Town Quests: Cities, villages and other human settlements regularly issue various kinds of jobs and tasks. To help towns to accomplish these tasks is an important way to improve reputation and relationship with locals.
Trade Goods and Specialties: A wide variety of trade goods are distributed all over the world by region and town. Buying local specialties and then reselling to distant regions to earn the difference is a very profitable business.

Arena mode: Fast-paced combat, looting, and character developing experience.

Inherited from classic game rules: Evolved from the Open Game License (OGL) of Wizards of the Coast, the set of rules based on the pen-n-paper version of fantasy role-playing games of all time. Plus well designed information display UI, clear prompt of hit percent and damage range, help players to study and immerse in the fantasy world. The innovative combat system, full-attack, covering, in-melee, prone, etc., various circumstance modifiers bring more meaningful tactical choices.

Classical fantasy monsters: 7 categories, 100+ classical fantasy monsters. Goblins, trolls, giant ants, basilisks and much much more. Different monsters need different strategies and tactics to defeat.

Tons of equipment and wondrous items: 60+ common items, 90+ wondrous items, 80+ enchantments. Slashing, piercing and bludgeoning, different weapons against different monsters. Gloves of Dexterity, Counterstrike Bracers, Ring of Regeneration, Belt of Magnificence, Cloak of Thorns, Elemental Gem, collecting powerful magical artifacts to create the heroic character in your mind.

Well designed skills and spells: Fighters own a variety of martial arts movements, not only basic attacks. All of the arcane spells and divine spells of caster classes are greatly improved, too.

About graphics similarity with another game ToME4:We purchased and used a tileset of monsters/items from the Norwegian artist Raymond E. Gaustadnes (Shockbolt). He made another tileset for ToME4. So, both tilesets share the similar style and a few same tiles.Thanks to the Open Gaming License (OGL) from Wizards of the Coast:It has been stated explicitly by Wizards of the Coast that anyone can make a computer game using the open game content under the terms of the OGL. The OGL can be found in the OGL section of their official website, or the in-game Wiki system.

In order to apply a set of rules designed for a pen-and-paper game to a computer game, many rules in the OGL had been adjusted or improved.
ещё ↓

Скриншоты

#1. Low Magic Age (GOG) От: Low Magic Studios
#2. Low Magic Age (GOG) От: Low Magic Studios
#3. Low Magic Age (GOG) От: Low Magic Studios
#4. Low Magic Age (GOG) От: Low Magic Studios
#5. Low Magic Age (GOG) От: Low Magic Studios
#6. Low Magic Age (GOG) От: Low Magic Studios
#7. Low Magic Age (GOG) От: Low Magic Studios
#8. Low Magic Age (GOG) От: Low Magic Studios
#9. Low Magic Age (GOG) От: Low Magic Studios
#10. Low Magic Age (GOG) От: Low Magic Studios

Видео

Что нового

  • Версия: Windows
  • Обновлено:
  • Latest changelog is available at:

    https://www.gog.com/forum/low_magic_age
    0.91.48 update (23 November 2021)New Player Races: Duergar (Gray Dwarf) and Troll

    Added 10 Duergar character avatars

    Added 20 Troll character avatars
    Others:

    New feat: Multiattack (for Lizardfolk)

    Optimized Lizardfolk's natural weapons related content

    Attacks of Flurry of Blows stack with dual-wielding or Lizardfolk's natural weapon extra attacks (take same penalties)

    Haste and slow dispels each other

    Only War Troll has Cooperative Rend

    Optimized some monster gfx

    Optimized some animals' chinese name

    Optimized character panel background image of monsters

    Optimized class descriptions

    Fixed: Rend/Two-Weapon Rend still triggers after target dies

    Fixed: Weight of equipment of different sizes

    Fixed: Carrying capacity bug of characters of different sizes -

    The standard figures of carrying capacity are for Medium bipedal creatures. A creature of other size can carry more or less weight depending on its size category. Quadrupeds can carry heavier loads.
    Size Multiplier Quadruped

    Fine 1/8 1/4

    Diminutive 1/4 1/2

    Tiny 1/2 3/4

    Small 3/4 1

    Medium 1 1-1/2

    Large 2 3

    Huge 4 6

    Gargantuan 8 12

    Colossal 16 24
    0.91.47 update (5 November 2021)Added 32 new animal monsters:

    Cheetah

    Leopard

    Lion

    Dire Lion

    Tiger

    Dire Tiger

    Dog

    Hyena

    Badger

    Dire Badger

    Wolverine

    Dire Wolverine

    Black Bear

    Polar Bear

    Bison

    Rhinoceros

    Elephant

    Baboon

    Ape

    Dir Ape

    Medium Viper Snake

    Large Viper Snake

    Huge Viper Snake

    Constrictor Snake

    Giant Constrictor Snake

    Monitor Lizard

    Crocodile

    Giant Crocodile

    Deinonychus

    Megaraptor

    Triceratops

    Tyrannosaurus
    Changed dire animals from elite monsters to normal monsters Added disease to Dire Rat Removed redundant bug abilities of following monsters:

    Orc Drudge

    Orc Scout

    Decrepit Skeleton

    Zombie Lord

    Horde Ghoul

    Vampire Spawn
    New Grapple Rules:

    Added, modified grapple related abilities:

    Improved Grab

    Rake

    Constrict

    Greater Grapple: Automatically deal damage to the target as if with an unarmed strike per turn

    Optimized grapple related logs

    Optimized Combat Maneuvers related descriptions
    Battlefield Right-click Action Options:

    On/off: various default actions

    On/off: Attack of Opportunity and Cleave Use Smite Evil

    Default ranged attack for throwing weapons only when cannot melee attack
    Following conditions no longer lose Dex bonus on AC:

    Prone

    Polymorph

    Turned

    Frightened

    Mad

    Charmed
    Others:

    Added right-click sorting and row operations to storage box UI

    Optimized encounter generation

    Optimized adventure mode flee UI

    Optimized descriptions of saving throws

    Optimized conditions related logs

    Optimized replacement images when missing character images

    Optimized special ability types

    Encyclopedia: added Monster Special Abilities chapter

    Adjusted house rules: When certain house rules are on (or when your party has characters created based on these house rules), a bonus or penalty will be applied to enemies' attack rolls.

    Fixed: Wrong Int score of some animals

    Fixed: Horrid Wilting does not work on water elementals

    Fixed: Troll's Rend cannot be triggered

    Fixed: Sneak Attack applies to some spells

    Fixed: Some AC modifiers do not apply to Touch AC and Flat-Footed AC

    Fixed: -1 attack when monk not empty-handed and Unarmed Strike is on

    Fixed: Sometimes no quest monster for killing quests

    Fixed: Bug of adventure mode battle result UI
    0.91.46 update (2 October 2021)Monster Improvements and Adjustments:

    Random enchantments for monsters' magic weapons

    Monsters can use masterwork equipment and composite bows, etc.

    Natural weapon damage dice advance and increase with level

    Increased attacks of some monsters' natural weapons

    Monsters gain feats randomly

    Adjusted most monsters' feats

    Some monsters no longer learn fighter-specific feats

    Mindless monsters (vermin, some undead, etc.) can not gain more feats and skill points

    Fixed: Skeletal Champion and Zombie Lord can not gain more feats

    Fixed: Monsters may learn a large number of unrelated feats at high levels

    Reduced base ability scores of most normal monsters (Elite Array: 25 buy -> Special Array: 15 buy) and changed equivalent classes from PC classes to NPC classes

    Significantly reduced min level of most monsters

    Limit max number of some monsters in one battle

    Adjusted some monsters' equipment

    Added spell resistance to golems

    Changed Obsidian Golem's Magic Immunity to spell resistance
    New Optional House Rules:

    Remove Level Adjustment and Racial Hit Dice

    Improve core races and some subraces' ability adjustments

    Increase slow speed: 20 ft. -> 25 ft.; elf and its subraces gain Graceful Step

    Random enchantments for monsters' magic weapons

    Natural weapon damage dice advance and increase with level

    Monsters gain feats randomly

    Attack of Opportunity and Cleave may make multiple attacks

    Add Con score to total HP

    Fixed: Create new party in arena affect house rules of current party

    Retraining characters of old saves can apply new house rules

    +2 modifications of House Rules for old saves
    Hit Points Algorithm Adjustments:

    HP calculation is now based on expected value of class hit dice

    Get max value of hit dice at 1st-level (Racial Hit Dice are excluded)

    Changed "HP per level" to "Hit Dice" in class description

    Optimized HP tip
    Storage Box Optimization:

    Added sorting, more options, and deposit/withdraw methods by item types

    Optimized sorting order

    Sorted items on top by default

    Changed sorting options from global to game save

    Changed Auto-store materials option from global to game save

    Fixed: Auto-store materials may eat them

    Fixed: Auto-merge when sort may no effect
    Others:

    Attack of Opportunity and Cleave make one single melee attack

    Attack of Opportunity and Cleave do not trigger Smite Evil

    Make extra attack of Haste with main weapon

    Up to 1 alignment enchantment on a weapon

    Optimized weapon damage tip on character panel

    Always show full-round attack on character panel in battle

    Polished some descriptions of feats

    Fixed: Lizardfolk class alignment bug

    Fixed: Lizardfolk multiclass level up bug

    Fixed: Lizardfolk no class skills bug

    Fixed: Some tip format bugs
    0.91.44 update (5 August 2021)New Races: Aasimar and Tiefling Planetouched

    Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

    The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

    Aasimar and tiefling are the most common planetouched varieties. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
    Others:

    Now can choose character build from first class to all classes of the character

    Show both class and build ico in character panel

    Added combat descriptions of some races: Elf, Dwarf, Gnome, Halfling, Orc, Goblin, Hobgoblin, Kobold, Catfolk

    Optimized descriptions of some races

    Optimized physical descriptions of monster races

    Optimized descriptions of level, etc.

    Optimized encyclopedia structure

    Optimized Create Character UI

    Fixed: AC bug of player races with natural armor bonus.

    Fixed: Bug that Hatred is also applied to Cure Wounds, etc.

    Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
    0.91.43 update (8 July 2021)Added 2 powerful races with level adjustment: Catfolk and Hobgoblin Powerful Races and Level Adjustments

    Some races are more powerful than normal races. These races have a racial trait called level adjustment.

    When create a powerful race character, add the level adjustment to the character level to get the effective character level, i.e. character level + level adjustment = effective character level.

    When level up the character, use the effective character level to determine the experience points needed. Therefore, the character requires more experience points to level up than a normal character. In other words, powerful race characters level up more slowly than normal characters.

    Powerful race characters still use the actual character level to determine other stats, such as hit points, skill points, gaining feats, etc.

    Generally speaking, a powerful race character cannot be added to an adventure party as an initial character. Only a high enough level adventure party can recruit powerful race characters.
    Added detailed background descriptions (Physical Description, Society, Relations, Alignment and Religion, Adventurers, Names, etc.) for following races:

    Human
    Elf
    Half-elf
    Dwarf
    Gnome
    Halfling
    Half-orc
    Orc
    Goblin
    Hobgoblin
    Kobold
    Catfolk
    Others:

    Fixed: Adventure mode Flee UI mess up
    Fixed: Some too long tips of Create Character UI

    Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com . It's extremely useful for debugging.
    0.91.42 update (24 June 2021)10 New Spells: Iron Body

    This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

    You gain:

    Damage reduction 1/adamantine per caster level.

    Immunity to critical hits, electricity, poison, ability score damage, stunning, blindness, deafness, disease, and all spells or attacks that affect your physiology or respiration.

    Take only half damage from acid and fire of all kinds.

    +6 enhancement bonus to Str, -6 penalty to Dex (min. 1).

    Considered armed when making unarmed attacks and deal 1d6 damage (1d4 for Small characters).

    But meanwhile you suffer:

    Half speed.

    Arcane spell failure chance of 50%, -8 armor check penalty.

    Special attacks that affect iron golems affect you, too.

    Can't use potions.
    Mind Fog

    Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.

    Creatures in the mind fog take a -10 competence penalty on Wis checks and Will saves. A creature that successfully saves against the fog is not affected and need not make further saves.

    Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.

    The fog is thin and does not significantly hamper vision.
    Mind Blank

    The subject is protected from all mind-affecting spells and effects.
    Bestow Curse

    You place a curse on the subject.

    Choose one of the following effects:

    -6 decrease to an ability score (min. 1).

    -4 penalty on attack rolls, saves, ability checks, and skill checks.

    Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
    Remove Curse

    Remove curse instantaneously removes all curses on a creature.
    Ghoul Touch

    Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

    Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
    Remove Paralysis

    You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell.

    If the spell is cast on one creature, the paralysis is negated.

    If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.

    If cast on three or four creatures, each receives another save with a +2 resistance bonus.
    Flesh to Stone

    The subject, along with all its carried gear, turns into a mindless, inert statue.

    If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.

    Only creatures made of flesh are affected by this spell.
    Stone to Flesh

    This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.
    Neutralize Poison

    Detoxify any sort of venom in the creature touched. The target suffers no additional effects from the poison, and any temporary effects are ended.

    The target is immune to any poison during the duration of the spell. It need not make any saves against poison effects applied to it.

    The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
    Others:

    Show class list and XP in tip of character level
    Fixed: Some new races do not appear in taverns
    Fixed: Materials in bank not consumed after craft and save/load game
    Fixed: Bugs of pending race/class tip on Create Character UI
    0.91.41 update (15 June 2021)New Subraces:

    Half-elf Subraces:

    Half-Human Elf

    Drow Half-Elf

    Dwarf Subraces:

    Mountain Dwarf

    Deep Dwarf

    Golden Dwarf

    Gnome Subrace:

    Forest Gnome

    Halfling Subraces:

    Tallfellow

    Deep Halfling

    Strongmind Halfling

    Syl Halfling
    Skills Related:

    Added complete list and description of all 36 skills and 26 separated skills of SRD 3.5

    (including developing skills that currently no application scenarios, just for skill-related racial traits)

    Added skill synergy mechanism (developing skills can also provide synergy)

    Optimized class skills entries of each class

    Optimized skills UI

    Completed 73 skill feats

    Adjusted following skill feats:

    Persuasive :+2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. -> +2 bonus on all Bluff checks and Intimidate checks.

    Self-sufficient :+2 bonus on all Heal checks and Concentration checks. -> +2 bonus on all Heal checks and Survival checks.

    Alertness" :+2 bonus on all Listen checks and Search checks. -> +2 bonus on all Listen checks and Spot checks.

    Skill check modifiers of large creatures:

    +4 size bonus on Intimidate and Grap checks.

    -4 size penalty on Hide checks.

    Skill check modifiers of small creatures:

    -4 size penalty on Intimidate and Grap checks.

    +4 size bonus on Hide checks.
    Added/Adjusted Racial Traits:

    Elf (Including Subraces): Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Removed Graceful Step: Ignores difficult terrain when shift.

    Half-Elf (Including Subraces): Keen Senses: +1 racial bonus on Search, Spot, and Listen checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Integrated: +2 racial bonus on Diplomacy and Gather Information checks.

    Half-Human Elf: No racial bonus on Diplomacy and Gather Information checks.

    Dwarf (Including Subraces): Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +2 racial bonus on saving throws against poison. Hatred: +1 racial bonus to attack rolls against orcs and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

    Deep Dwarf: Magic Resistance: +3 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +3 racial bonus on saving throws against poison.

    Gold Dwarf: Hatred: +1 racial bonus on attack rolls against aberrations.

    Gnome (Including Subraces): Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Keen Senses: +2 racial bonus on Listen checks. Sharp-Nosed: +2 racial bonus on Craft (alchemy) checks.

    Forest Gnome: Hatred: +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids (including kobolds). Secret: +4 racial bonus on Hide checks, which improves to +8 in a wooded area.

    Halfling (Including Subraces): Sure-Footed: +2 racial bonus on Climb, Jump, and Move Silently checks. Keen Senses: +2 racial bonus on Listen checks. Removed Nimble Reaction: +2 AC against AOs.

    Tallfellow: Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. No racial bonus on Climb, Jump, and Move Silently checks.

    Deep Halfling: Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal. No racial bonus on Climb, Jump, and Move Silently checks.

    Goblin: Skilled: +4 racial bonus on Move Silently and Ride checks.
    Encyclopedia:

    Added Skills chapter

    Added Creature Types and Subtypes chapters

    Added The Basics chapter

    Optimized structure and text

    Auto-jump last view entry

    Character panel: right-click skills, feats, spells, etc. to jump to the corresponding encyclopedia entry

    Others:

    Optimized Character Name and Images UI

    Change battle avatar and associated portrait

    Set portrait associated with battle avatar

    Random battle avatar (base on race and class)

    Random name and battle avatar (base on gender)

    Auto-match portraits Character panel: click battle avatar icon to change name and images Character panel: Show Background: Large Portrait (PNG Format)

    Detailed creature types Adjusted creature types of following monsters:

    Ogre/Troll: Humanoid -> Giant

    Minotaur/Medusa: Humanoid -> Monstrous Humanoid

    Optimized race description format Optimized race tip text (rules text only) Optimized some French/Japanese text Fixed: prepare spell bug of Cleric/Paladin multiclass
    0.91.40 update (25 April 2021)Added 6 elf subraces:

    Gray Elf

    Wild Elf

    Wood Elf

    Aquatic Elf

    Sun Elf

    Moon Elf
    Added 3 playable monster races:

    Orc

    Goblin

    Kobold
    Added 47 battle avatars Added 220 character portraits (matching battle avatars) Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):

    Human : +2 One Ability Score -> None

    Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con

    Half-elf : +2 One Ability Score -> None

    Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha

    Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str

    Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str

    Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
    Other race-related adjustments:

    Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha

    Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con

    Orc/Kobold: Added Light Sensitivity

    Troll: Darkvision 60 ft. -> 90 ft.

    Human: Added Bonus Skills

    Elf/Half-elf: Fey Blood -> Elven Immunities

    Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)

    Added Languages for all races

    Optimized text of all races
    Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):

    Human : +2 One Ability Score -> None

    Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con

    Half-elf : +2 One Ability Score -> None

    Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha

    Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str

    Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str

    Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
    Other race-related adjustments:

    Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha

    Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con

    Orc/Kobold: Added Light Sensitivity

    Troll: Darkvision 60 ft. -> 90 ft.

    Human: Added Bonus Skills

    Elf/Half-elf: Fey Blood -> Elven Immunities

    Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)

    Added Languages for all races

    Optimized text of all races
    Optimized adventurers spawn in towns:

    Adjusted races/classes rates

    Set matching portrait/avatar by race/class
    Others:

    2 modifications of House Rules for new game

    Adjusted underground ambient illumination of adventure mode: 5% Bright / 45% Shadowy / 50% Dark -> 0% Bright / 40% Shadowy / 60% Dark

    Right-click on race/class/build to jump to Help page

    Polished English story text (thanks Manny / Eisenwulf)

    Fixed: Cannot use Bastard Sword/Dwarven Waraxe two-handed as martial weapon

    Fixed: Favored class error of races in French version

    Fixed: Some typos in Japanese version
    Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.0.91.35 update (14 January 2021)

    Added Japanese localization [translation progress: 86%] (Thank Synctam - https://synctam.blogspot.com/2017/05/low-magic-age.html)

    Recently, we received feedback from Japanese players that the unofficial Japanese localization made by Synctam cannot be used with the new version. So we contacted Synctam and obtained permission to add the Japanese localization into game, so that it will no longer have compatibility issues with future updates.

    Fixed: A few typos and catachresis in French localization

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    0.91.34 update (13 January 2021)

    Added French localization (Thank KillPower, Targus, JpDonald, Soifran - http://rpgjeuxvideo.eklablog.fr/low-magic-age-a166591452 )

    Adjusted UIs for different localization

    Added class icons in spell description and spell list of Help

    Polished some text

    Fixed: Speed enhancement bonus of items has no effect

    Fixed: Duplicated ability modifiers in party skill description

    Fixed: Item icon bug after craft
    0.91.33 update (5 January 2021)10 New Spells:

    Heal

    Harm

    Mass Heal

    Haste

    Slow

    Doom

    Entropic Shield

    Disrupting Weapon

    Scorching Ray

    Chill Touch
    Remade/adjusted following spells/spell-like abilities, applied new algorithm of spell damage and duration of conditions, etc.:

    Sound Burst

    Shout

    Greater Shout

    Sunburst

    Destruction

    Disintegrate

    Phantasmal Killer

    Weird

    Fireball

    Incendiary Cloud

    Meteor Swarm

    Frost Nova

    Ice Storm

    Lightning Bolt

    Chain Lightning

    Acid Arrow

    Acid Fog

    Magic Missile

    Searing Light

    Cure Wounds

    Inflict Wounds

    Mass Cure Wounds

    Mass Inflict Wounds

    Slay Living

    Finger of Death

    Power Word Kill

    False Life

    Aid

    Death Knell

    Divine Power

    Greater Heroism

    Grease

    Web

    Mass Hold Person

    Mass Hold Monster

    Wail of the Banshee

    Lightning Shock

    Mass Discharge

    Poison Spit

    Poison Cloud

    Poison Burst

    Fire Breath

    Acid Breath

    Repair
    Other:

    Added crit confirmation

    Added crit mechanism for spells with touch attack rolls

    Show accurate spell damage in character panel/Level-up UI/Prepare Spells UI

    New option: Show final damage in spell description (uncheck: show damage dice/caster level)

    Unified name of Spell Focus feats

    Added spell resistance for Elite/Solo monsters

    Removed mass healing ability of Human Archbishop

    Fixed: Immunity to instant death has no effect against certain spells

    Fixed: Hit percent error of auto-hit spells vs spell resistance

    Fixed: Characters sometimes forget to retrieve their weapons after drop weapons due to Stunned or Panicked

    Fixed: Shocking Grasp no +3 bonus: When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

    Fixed: Resist Energy/Protection from Energy/Shield Other is no effect for indirect damage

    Fixed: True Strike is no effect for touch attacks

    Fixed: Undeath to Death targeting bug

    Fixed: Bug of Prayer vs spell resistance

    Fixed: Bug of Wanted quests

    Fixed: Animation bug of Acid Breath

    Fixed: Text missing in Create/Level-up character UI

    Fixed: Some English text errors

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    0.91.32 update (19 December 2020)50 New Spells:

    Burning Hands

    Flame Strike

    Fire Storm

    Cone of Cold

    Freezing Sphere

    Polar Ray

    Shocking Grasp

    Sound Burst

    Shout

    Greater Shout

    Sunburst

    Vampiric Touch

    Horrid Wilting

    Circle of Death

    Undeath to Death

    Destruction

    Disintegrate

    Phantasmal Killer

    Weird

    Ray of Enfeeblement

    Poison

    Touch of Idiocy

    Feeblemind

    Enervation

    Energy Drain

    Daze

    Daze Monster

    Bless

    Bane

    Prayer

    Hideous Laughter

    Rage

    Good Hope

    Crushing Despair

    Power Word Blind

    Blindness/Deafness

    Remove Blindness/Deafness

    Ray of Exhaustion

    Waves of Fatigue

    Waves of Exhaustion

    Shield Other

    Protection from Arrows

    Stoneskin

    Resist Energy

    Protection from Energy

    Spell Resistance

    Blur

    Displacement

    Ethereal Jaunt

    Etherealness

    (Clerics of old saves will learn new spells available automatically. Other caster classes can learn new spells through level-up or retraining.)

    Single-target multiple attacks automatically switch to next target when current target dies

    Stop subsequent useless attacks when target dies

    Adjusted spell casting range: Close (3 -> 4 squares), Medium (7 -> 8 squares)

    Added new energy damage type: Sonic

    Removed critical hit and full attack bonus of spells and other non-weapon attacks

    Added Armor Class (Touch) and Armor Class (Flat-Footed) into AC tip of character panel

    Changed damage type of some death effects from negative energy to no type

    Adjusted miss damage of Slay Living/Finger of Death

    Added View Battle Log in adventure mode system menu

    Improved tips of some buttons and menus

    Added more prompts

    Added Limit FPS 60 option

    Added more damage dice display options

    Show damage dice by default in weapon/action description

    More detailed descriptions of conditions

    More accurate buff/debuff prompt of 6 abilities

    Highlighted action/item description text for better readability

    Show ammunition items by default when craft magic equipment

    Added guild/bank/... in city tip

    Optimized city tip

    Optimized text display for stable FPS

    Optimized item enchantment text

    Optimized condition/aura tips and logs

    Optimized some game terms

    Optimized some UI details

    Optimized some action animations

    Optimized audio and other options

    Fixed: Unarmed Attack by monk may trigger two-handed weapon knockdown

    Fixed: Dwarves no racial bonus when against wolf/werewolf's trip attacks

    Fixed: Some range values ​​are displayed incorrectly

    Fixed: The spirit state Cannot view other characters under ethereal condition

    Fixed: Use First Character Avatar option no effect in resource sites

    Fixed: Sometimes icons of material items in inventory are missing

    Fixed: Site refreshing bug when player in resource site/dungeon

    Fixed: Remnant preparation spells after retraining

    Fixed: Sorcerers in tavern sometimes have higher Int than Cha

    Fixed: Mithril armor proficiency bug

    Fixed: Focus issue of battlefield mouse zooming and character panel/scrollable windows scrolling

    Fixed: Middle mouse button on resource site spaces causes wrong plan operation

    Fixed: Incorrect daily uses of actions in help

    Fixed: Keyboard navigation in help may cause crash

    Fixed: Narrow tip in spell slot UI

    Fixed: Unreplaced text codes in town quests

    Fixed: Several English text errors

    Fixed: Several Simplified/Traditional errors

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    v0.91.31 Patch NotesNew Class - Sorcerer Familiars

    A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.

    A familiar serves as a companion and servant. Different familiars grant different special abilities to its master:

    Toad: Master gains +3 hit points initially and +1 additional hit point for each level beyond 3

    Rat: Master gains a +2 bonus on Fortitude saves

    Weasel: Master gains a +2 bonus on Reflex saves

    Snake: Master gains a +3 bonus on Bluff checks

    Bat: Master gains a +3 bonus on Listen checks

    Owl: Master gains a +3 bonus on Search checks

    Woodpecker: Master gains a +3 bonus on Woodcutter checks

    Armadillo: Master gains a +3 bonus on Miner checks

    A character with more than one class that grants a familiar may have only one familiar at a time.
    Added familiars to wizard class

    Wizards in old games obtain corresponding familiars automatically
    Others

    Adjusted Magic Guided Crossbow: May use spellcasting ability instead of Dex on ranged attack rolls

    Reduced and randomized uses of monster spells and other abilities

    New house rule option: When calculate ability bonus spell slots, limit maximum effective ability score to 50 (uncheck: no limit)

    Auto fill spell slots after level up

    Removed +5 Resistance to Spells of caster classes

    Added spell level in spell description

    Optimized description of caster classes

    Optimized level up UI

    Adjusted hotkey of Prepare Spells: s -> p (to avoid conflicts with hotkey of world map scroll)
    Fixes

    Fixed: Custom/retrained characters have no default prepared spells

    Fixed: Some values in character panel not updated after loading game

    Fixed: Adventure resource text sometimes overlapped

    Fixed: Cannot use hotkeys to close dialogs in Arena

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    v0.91.30 Patch NotesNew spellcasting mode: Spell Slots Optional House Rules when new game:

    Spellcasting mode: Spell Slots (unchecked for Cool-down mode)

    Set minimum spell slots of level-1 to 3 (to balance no level-0 spell slots)

    +1 bonus to all abilities per 10 character levels (suitable for unlimited levels of Arena) House Rules modifications (2 times) for old games

    True Strike effect on weapon attacks and combat maneuvers only Set users for Listen and Search Optimized initial actions of action bar Increased minimum player level required for some monster encounters:

    Human Archbishop: 5 -> 9

    Human Mage: 8 -> 9

    Added more full-length portraits Added full-length portraits of NPCs Character avatars support multi-size Optimized character portraits/avatars selection UIs Show full-length portraits when browsing premade characters Replaced portraits of premade characters (may forcely replace by Resets premade characters) Adventurers recruited from taverns use some old portraits only by default Added multiple background options in character panel:

    Show Background: Full-length Portrait

    Show Background: Full-length Avatar

    Show Background: Avatar

    Added background icons for equipment slots Optimized Arena UI Optimized some misc UIs Adjusted hotkey of Arena Storage Box: s -> d Custom resolutions allowed to exceed desktop size

    Fixed: Needless level selection UI when create new adventure games

    Fixed: Negative uses of Turn

    Fixed: Trade bug of Healer's Kit

    Fixed: Incorrect material entries in description of chests

    Fixed: FPS drop issue caused by Flurry of Blows, etc.

    Fixed: Location indication issue of quest The Missing Banker - Expanding the Scope

    Fixed: Needless Weapon Familiarity entry in Half-orc description

    Fixed: Typo in load penalty description

    Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
    v0.91.29 Patch Notes (19 July 2020)

    Added 80+ character portraits (Thanks again to Norwegian artist Raymond E. Gaustadnes)
    Portraits support multi-size versions:

    Small size: 72x72, *.jpg

    Large size: 256x256, *_b.jpg, display when hover on portrait of character panel

    Full-length portrait: 320x???, *_f.png, as background of character panel
    Added full-length portrait related options to character panel
    Optimized portrait selection UI:

    Multi-page: Default Portraits, Old Version Portraits, Local MOD/Workshop Portraits, and All

    Multi-size preview New

    New adventurers guild service: Recruit Adventurers (ie. create characters freely)

    New arena feature: Substitute Characters

    New option: Special music for normal battles

    New common actions: End Action/Dismiss Spell

    Empty Body can be ended by Dismiss Spell, and remaining rounds will be returned

    Removed End Grapple/End Rage
    Changes

    Stunning Fist/Snatch Arrows changed to switch type

    Auto-off when switch abilities use up

    Optimized action bar

    Optimized default action prompts

    move-attack supports 5-foot step + Flurry of Blows when no ranged weapons

    Two-handed prompt in off-hand

    Show exact values of party funds in tips of gp labels

    Monk has no initial equipments

    Adjusted wizard's initial weapons

    Abbreviated long names in feat list

    Optimized descriptions of some feats
    Fixes

    Fixed: Monsters learn and use combat maneuvers too frequently

    Fixed: Unarmed strikes made by monks are sometimes not counted as unarmed strikes in some mechanics when holding weapons

    Fixed: Stunning Fist has no effect when holding weapons and force unarmed strikes

    Fixed: Quivering Palm has no effect

    Fixed: Cursor cover type bug of move-attack

    Fixed: Multi-class description bug of Gnome

    Fixed: Some messy codes in english text

    Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
    v0.91.28 Patch Notes (5 July 2020)New Class - Monk Unarmed Strike

    Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.

    A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Str bonus on damage rolls for all her unarmed strikes.

    As the monk level increases, her unarmed strikes have more attacks (1 extra attack at 8th and 15th) and damage.

    Small, Medium and Large Monk Unarmed Damage:
    Level Small Medium Large
    1 1d4 1d6 1d8
    4 1d6 1d8 2d6
    8 1d8 1d10 2d8
    12 1d10 2d6 3d6
    16 2d6 2d8 3d8
    20 2d8 2d10 4d8

    When this ability is actived as a switch ability, you always make unarmed strikes in melee, even holding a melee weapon.
    Flurry of Blows

    When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.

    Lv 1: +1 extra attack. All attacks made that round takes a –2 penalty.
    Lv 5: the penalty lessens to –1.
    Lv 9: the penalty disappears.
    Lv 11: +1 extra attack.

    When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. When with unarmed strikes, the extra attacks from Unarmed Strike count.

    A monk always applies her full Str bonus to damage rolls of a flurry of blows.

    When wearing armor, using a shield, or carrying a medium or heavy load, the monk cannot use this ability.
    AC Bonus

    A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks.

    When unarmored and unencumbered, the monk adds her Wisdom bonus to her AC. In addition, a monk gains a +1 bonus to AC every 5 monk levels (+1 at 5th, +2 at 10th, ...).

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed.

    She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
    Fast Movement

    A monk gains a +2 enhancement bonus to her speed every 3 levels (+2 at 3rd, +4 at 10th, ..., +20 at 30th).

    A monk in armor, using a shield, or carrying a medium or heavy load loses this extra speed.
    Still Mind

    A monk gains a +2 bonus on saving throws against mind-affecting spells and effects, since her meditation and training improve her resistance to mind-affecting attacks.
    Ki Strike

    A monk's unarmed attacks are empowered with ki which improves with her monk level.

    Her unarmed attacks are treated as specific types of weapons for the purpose of dealing damage to creatures with damage reduction:
    Lv 4: magic weapons
    Lv 7: cold iron and alchemical silver weapons
    Lv 10: lawful weapons
    Lv 16: adamantine weapons

    In addition, +1 enhancement bonus to her unarmed strikes every 5 levels (+1 at 5th, +2 at 10th, ...).

    (Cold iron and lawful weapons related monsters are in development)
    Slow Fall

    A monk within arm's reach of a wall can use it to slow her descent. When calculate the distance of the fall, reduce by 5 feet per monk level. At 20th level, she can fall any distance without harm.
    Purity of Body

    A monk gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases.

    (Diseases are in development)
    Wholeness of Body

    A monk can heal her own wounds. She can heal a number of hit points of damage equal to her monk level x (2 + her Wis bonus / 2) each day, and she can spread this healing out among several uses.
    Diamond Body

    A monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
    Abundant Step

    A monk can slip magically between spaces once per day.
    Diamond Soul

    A monk gains spell resistance equal to her current monk level + 10."},-- In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
    Quivering Palm

    A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires.

    When this ability is actived, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds.

    Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die: the monk level/2 + Wis modifier vs. the target's Fortitude. If succeed, it dies. If failed, the quivering palm effect disappears.

    Creatures immune to critical hits cannot be affected.
    Timeless Body

    A monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The monk still dies of old age when her time is up.

    (Aging is in development)
    Tongue of the Sun and Moon

    A monk can speak with any living creature.

    (Languages are in development)
    Empty Body

    A monk can enter the Ethereal Plane and become ethereal.

    For the duration of the ability, the monk is in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the ability expires, she returns to material existence.

    She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

    For the Material Plane, she is invisible and insubstantial. However, she can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

    Normally, ethereal creatures and material creatures can't attack each other. Ethereal creatures treat other ethereal creatures and ethereal objects as if they were material.

    As an insubstantial creature, the monk can move through solid objects, including living creatures. When the ability expires and she become material while inside a material object (such as a solid wall), she is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that she so travel.
    Perfect Self

    A monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature.

    The monk gains damage reduction 10/magic. She is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. But the monk can still be brought back from the dead.
    Adjusted Combat Maneuvers Training feats:

    Combat Maneuvers Mastery: +2 bonus on Combat Maneuver Defense -> Can use all the combat maneuvers: Trip, Grapple, Bull Rush, Drag, Overrun.
    Decreased level requirement of Combat Maneuvers feats:

    Combat Maneuvers Mastery: 3 -> 0

    Drag: 9 -> 0

    Improved Drag: 9 -> 0

    Greater Drag: 12 -> 6

    Overrun: 9 -> 0

    Improved Overrun: 9 -> 0

    Greater Overrun: 12 -> 6
    Other improvements and fixes:

    Improved Unarmed Strike: +4 proficiency bonus on unarmed strikes.
    Stunning Fist - Uses per day: Character level/4 -> Monk level + Non-nonk level/4
    Weapon Focus/Improved Critical - prerequisite: Simple Weapon Proficiency -> Any Weapon Proficiency
    Whirlwind Attack: adjusted prerequisites. Standard action -> Full-round action
    Improved Whirlwind Attack: discarded
    Devastating Strike: No class prerequisite. Level: 12 -> 11

    Optimized create/level-up character UI
    Display the highest priority default action icon prompt only on battlefield
    Added monk avatars
    Replaced icons of Falchion/Flails
    Optimized action description format
    Optimized descriptions of some feats, such as Improved Unarmed Strike
    Optimized descriptions of some classes
    Added Profession/Craft skills in description of classes
    Added description of bypassing damage reduction in attacks of character panel
    Unified chinese translations of Trip

    Fixed: No monk feature on Quarterstaff
    Fixed: Wrong uses per day in action bar prompt and Wiki
    Fixed: Some special symbols (such as ') in character names mess equipment comparison list of Arena shop

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com It's extremely useful for debugging.
    Update v0.91.27 (7 June 2020)New Exotic/Double/Monk weapons:

    Punching Dagger

    Glaive

    Bastard Sword

    Two-Bladed Sword

    Dwarven Waraxe

    Dwarven Urgrosh

    Orc Double Axe

    Gnome Hooked Hammer

    Dire Flail

    Whip

    Kama

    Siangham

    Sai

    Nunchaku

    Shuriken
    (In current version, two heads of double weapons share the same damage and enchantments)
    New feats:

    15 Exotic Weapon Proficiencies

    Racial Weapon Proficiency: Elf

    Class Weapon Proficiency: Rogue

    Class Weapon Proficiency: Wizard
    New/modified weapon groups:

    Light Blade

    Heavy Blade

    Pick

    Mace

    Staff
    Added/modified related Martial Weapon Proficiencies
    (Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.)
    Modified following weapon rules according to 3.5e rules:

    Classified weapons as Simple/Martial/Exotic
    Changed following weapons to Simple:

    Sickle

    Light Mace

    Heavy Mace

    Morningstar

    Javelin

    Spear

    Longspear

    Heavy Crossbow

    Dart

    Unarmed Strike
    Changed Hand Crossbow/Spiked Chain from Martial to Exotic
    Changed Quarter Staff from Two-handed to Two-headed (Double)
    Added/modified race traits about weapons:

    Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

    Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.

    Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

    Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
    Added/modified class weapon and armor proficiencies:

    Fighter
    Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
    Armor Proficiency: All armor and shields.

    Cleric
    Weapon Proficiency: Simple weapons, 1 optional martial weapon group.
    Armor Proficiency: All armor, light and heavy shields.

    Wizard
    Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow, quarterstaff.
    Armor Proficiency: None.

    Rogue
    Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword.
    Armor Proficiency: Light armor.

    Barbarian
    Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
    Armor Proficiency: Light and medium armor, light and heavy shields.
    New Skill Specialization feats:

    Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks.

    Self-sufficient +2 bonus on all Heal checks and Concentration checks.

    Alertness +2 bonus on all Listen checks and Search checks.

    Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks.

    Skill Focus: Intimidate +3 bonus on all checks involving the skill.

    Skill Focus: Bluff ...

    Skill Focus: Sense Motive ...

    Skill Focus: Heal ...

    Skill Focus: Concentration ...

    Skill Focus: Listen ...

    Skill Focus: Search ...

    Skill Focus: Disable Device ...

    Skill Focus: Open Lock ...

    Skill Focus: Woodcutter ...

    Skill Focus: Miner ...

    Skill Focus: Blacksmithing ...

    Skill Focus: Weaponsmithing ...

    Skill Focus: Armorsmithing ...

    Skill Focus: Craft Magic Equipment ...

    Skill Focus: Craft Wondrous Item ...
    Other:

    Adjusted weapon proficiencies of preset builds

    Optimized default weapons of characters

    Added list of related weapons to descriptions of weapon proficiencies

    Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations

    Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc.

    Replaced some item icons

    Added +2 Fort to Cleric's defense bonuses

    Optimized feats of preset builds of Cleric

    Reduced DC of traps/locks in the early game

    New world scene option: Use First Character Avatar

    Replaced images of Boar/Dire Boar/Bear/Dire Bear
    Fixes:

    Fixed: Less feats when some classes level up
    Fixed: Sometimes cannot learn feats that require specific class level
    Fixed: Rogues and barbarians recruited in taverns have one more feat
    Fixed: Wrong levels for Rogue's bonus feats
    Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge
    Fixed: Sometimes skill users are not initialized automatically
    Fixed: Wrong daily uses when view actions in combat
    Fixed: 0 or too low daily uses of some actions of monsters/NPCs
    Fixed: Numeric overflow in bank interest reports
    Fixed: Cannot be enter the mine below Willburgh
    Fixed: Some special symbols (such as ') in character names mess skill UI
    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to [support@lowmagicage.com]. It's extremely useful for debugging.Update 0.91.26 (9 May 2020)New epic level (after 20th level) feats: Overwhelming Critical, Improved Sneak Attack, Terrifying Rage Overwhelming Critical

    When using a melee weapon, you deal an extra damage on a successful critical hit:

    If the weapon’s critical multiplier is x2, add an extra 1d6 points of damage.

    If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage.

    If the weapon’s critical multiplier is x4, add an extra 3d6 points of damage.

    Creatures immune to critical hits can’t be affected by this feat.
    Improved Sneak Attack

    Add +1d6 to your sneak attack damage.

    This feat may be taken multiple times. Its effects stack.
    Terrifying Rage

    While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if its character level less than yours) or shaken (if its character level equal to or up to twice your character level) for 4d6 rounds.

    An enemy with character level greater than twice your character level is not affected by this feat.
    New rules for extra feats after epic level:

    Fighter: Gains an extra feat at 1st level and every 2 levels thereafter (1, 2, 4...). Similar after 20th level (22, 24...).

    Cleric: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). Similar after 20th level (23, 26...).

    Wizard: Gains an extra feat at 1st level and every 5 levels thereafter (1, 5, 10...). Every 3 levels after 20th level (23, 26...).

    Rogue: At 10th level and every 3 levels thereafter (10, 13, 16...), gains a special ability or a general feat. Every 4 levels after 20th level (24, 28...).

    Barbarian: Gains an extra feat every 4 levels after 20th level (24, 28...).
    New rules for extra feats after epic level:

    Deflect Arrows

    Snatch Arrows

    Stunning Fist

    Improved Stunning Fist
    Deflect Arrows

    Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.

    You must have at least one hand free (holding nothing) to use this feat. You must be aware of the attack and not flatfooted.
    Snatch Arrows

    When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.

    Thrown weapons can immediately be thrown back at the original attacker without Attacks of Opportunity or kept for later use. You can turn this option on/off in combat.
    Stunning Fist

    Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (1/2 your character level + your Wis modifier vs. foe's Fortitude), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.

    You can turn this feat on/off in combat.

    Uses per day: Character level/4.

    Can be used no more than once per round. A failed attack roll ruins the attempt, too.
    Improved Stunning Fist

    Add +2 bonus to the Fortitude saving throw of your stunning attack.

    This feat may be taken multiple times. Its effects stack.
    Added "Uses per day" rule to following abilities:

    Rage

    Turn

    Sweeping Strikes

    Whirlwind Attack

    Vital Strike

    Devastating Strike

    Rapid Shot

    Manyshot

    Rain of Arrows

    Turn, Devastating Strike: Removed limitation of once per encounter

    Extra Turning modified to: +4 uses per day of Turn. May be taken multiple times. Its effects stack.

    Adventure: Camping can restore daily uses of abilities

    Arena: Added the Rest feature
    Other improvements and fixes:

    Now extra feats of Wizard can be chosen freely

    Modified Weapon Specialization to Fighter class feat

    Modified level in prerequisites of feat/spell to character level or class level

    Level of summoned creature is based on summoner's class level now

    New conditions: Shaken, Frightened, Panicked, Stunned

    Added Available Actions and Options button in battle UI

    Select last class by default when level up

    Optimized character panel

    Optimized some text

    In-game help: added Multiclass Characters section

    In-game help: complete feat list

    Fixed: All abilities +2 per 10 levels caused by last patch

    Fixed: Gain class feats mistakenly when multiclass characters level up

    Fixed: Cleric/Wizard multiclass characters sometimes use wrong spellcasting ability

    Fixed: Cleric/Wizard multiclass characters sometimes cast spells withou Arcane Spell Failure checks

    Fixed: Swap Weapon menu item bugs

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    Update 0.91.25 (1 April 2020)Multiclass

    Now you can even become a Ftr/Clr/Wiz/Rog/Bbn;)

    Added Favored Class entries into race descriptions
    Retrain Character:

    Adventure mode: Adventurers Guild offers Retrain Character service

    Arena mode: Right-click on characters to retrain

    Optimized Create Character/Level Up UI

    Optimized context menu of character

    Optimized character panel

    Show unassigned skill points on character panel

    Reduced prices of Resurrect and Retrain Skills

    Fixed bug where effective proficiency rank may exceed assigned rank after retraining skills

    Fixed bug where dead characters can level up and learn skills

    Fixed bug where barbarian's Improved Uncanny Dodge sometimes is invalid
    Update 0.91.24 (19 March 2020)New craft features

    Bond Silver

    Craft Composite Bow

    Craft Magic Guided Crossbow

    Upgrading Wondrous Items
    Optimized Craft UI

    Added Volume Production option in Blacksmithing

    Added optional ammunition related crafts

    Automatically use materials in bank storage box when craft

    New option in storage box UI: Store materials into Storage Box automatically when enter city
    New options in Craft UI

    Show complete materials only

    Show success rate > 0% only

    Show success rate ≥ 50% only

    Show equipped when transform existing items

    Show items in backpack when transform existing items
    Improvements & Fixes

    Fixed bug of inaccurate skill success rate display (caused by a code error about skill aid checks)

    Fixed enchantment bug of legendary armor

    Reduced time-consume of chopping/mining: 3h -> 2h

    Rogues trained Open Lock and Disable Device by default

    Increased reputation growth

    Increased story NPCs' level

    Reduced difficulty of Spikes Fortress battle

    Added town services menu in town UI

    Improved description of some town functions

    Added description of special materials in item tips
    Optimized some UIs

    Fixed wrong silvered affix on crossbows

    Fixed gibberish in recipe list of arcane residues

    Fixed bug where can load game before saving

    Fixed bug where sometimes Craftsman’s Spirit cannot be completed

    Fixed bug where quests may be completed incorrectly after loading game repeatedly
    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com It's extremely useful for debugging.Update 0.91.23 (1 March 2020)Improvements

    New skill: Craft Magic Equipment

    Abandoned Bowmaking skill (Weaponsmithing includes bows now)

    Bowmaking skills of characters in old saves will be automatically replaced with - Craft Magic Equipment

    New feature: Disenchant magic items

    Increased craft skill proficiency points gaining

    Increased craft cost of some recipes

    Increased craft difficulty and materials consumption of wondrous items with constant magic bonus

    Reduced materials consumption of Weaponsmithing/Armorsmithing

    Reduced grindstone consumption

    Reduced craft time

    Added recipe list in description of material items

    New Craft UI options: Fast craft animations, Show floating text for craft results, Filter: Variable Magic Bonus, Filter: Constant Magic Bonus

    Some monsters have high chance to drop specific items. E.g. Vampires drop Vampire Dust/Ichor.

    Elite/Solo monsters have higher chance to drop valuable materials

    Reduced amount of materials required of Artisans Guild quests

    Adjusted rarity of some materials

    Increased price of all accessories by 50%

    Reduced price of Cloak of Thorns

    Fixed issue where Armor Proficiency is ineffective at Mithril light/medium armor

    Added 10 recipes:

    Higher/Extraordinary Bracers of Armor

    Normal/Higher/Extraordinary Amulet of Natural Armor

    Belt of Mighty Constitution/Amulet of Health/Ioun Stone of Constitution

    Adjusted materials of following recipes:

    Higher/Extraordinary Bracers of Armor

    Normal/Higher/Extraordinary Amulet of Natural Armor

    Higher/Extraordinary Cloak of Spell Resistance

    Cloak of Thorns

    Cloak of the Salamander

    Added 31 mines:

    8x Common Stone Quarry

    4x Precious Stone Quarry

    8x Iron Mine

    4x Noble Metal Mine

    4x Special Metal Mine

    3x Coal Mine

    Increased mine layers

    Optimized monsters distribution of mine layers

    Optimized material distribution of deep layers
    Optimized some UIs

    No longer show skill modifiers in character panel, avoiding text wrapping

    Press ESC to pop up system menu in world map and dungeons

    Fixed wrong responses when press ESC to close menus

    Fixed bug of loading game if player in town

    Fixed crash bug when lose Spike Fortress battle
    Update 0.91.22 (30 January 2020)

    New craft skill: Craft Wondrous Item

    212 new recipes for 83 wondrous items

    69 new talismanic components / miscellaneous materials

    New gemstone: Water Opal

    New Mithral/Adamantine/Darkwood equipment recipes

    New fuel recipes

    Reduced Coal mining/smelting DC: 18 -> 15

    Reduced Mithral/Adamantine mining/smelting DC: 30/35 -> 25

    Adjusted cost of masterwork items creation

    Changed equipment shops in cities to general shops that sell common materials

    Shops in metropolises sell more rare materials

    Increased materials loot of low-level encounters

    Optimized Craft UI

    Optimized some art resources

    Added prompt for proficiency limit in Craft log

    Fixed bug where overload in resource sites

    Fixed bug where crossbows may be made of Adamantite

    Fixed text malposition in edit controls
    Update 0.91.21 (15 December 2019)

    Added 4 craft skills: Blacksmithing, Weaponsmithing, Armorsmithing, Bowmaking

    Added dozens of craft recipes: materials, mundane equipment, masterwork equipment, ammunition, etc.

    Added various workshop services and new skills training in San Ayrr, Whitehawk City, Ironthorns, Bertbury

    Added guidance quests for new craft skills

    Halved proficiency points required of gather skills

    Reduced gather DC of raw materials by 2~5

    Swapped gather DC and drop level of Mithril and Adamantine

    Mithril will no longer be material of Sickle

    Optimized descriptions of proficiency/assigned rank

    Optimized skill log

    Fixed some issues about damaged save games

    Fixed guilds disappearing bug

    Added save game prompt

    Fixed bug where some actions have no sound effects

    Fixed bug where some flicker animations run too fast

    Optimized store equipment list UI, etc.

    Improved selection keyboard operations of edit controls

    Fixed text misalignment issue of edit controls

    Fixed bug where keypad Enter can not trigger OK button

    Fixed arrangement issues of item description

    Fixed ambiguous part in description of champion privileges

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    Update 0.91.20 (19 October 2019)

    New skills: Miner, Woodcutter

    Added forest farms, mines, quarries, etc. in the world map

    Added Artisans Guild to San Ayrr

    Added quest The Plight of Artisans for new skills

    Changed DC (difficulty class) of aid checks from constant 10 to variates

    Doubled skill proficiency points required per rank

    Added more details in tips of skill training menu items

    Optimized Skills UI

    Show/set skill users

    Show proficiency/assigned ranks

    Description: Added maximum combining users

    Description: Optimized proficiency related text

    Adventure settings: Optimized description of town adventurers related options

    Adventure settings: Added resource/other sites refresh cycle options

    Changed refresh cycles of dungeons/misc sites from random to fixed

    Show Restock/Resource respawn date in tips of sites

    Reduced chances of selling lockpicks/tools in towns

    Reduced lockpicks loot

    Increased maximum carrying capacity of spell materials

    Adjusted terrain and towns around Whitehawk City

    Added hotkeys for frequently-used buttons of some UIs

    Optimized some UI details

    Replaced some art resources

    Adjusted armor of Human Cleric/Human Archbishop/Dwarf Guard/Dwarf Mauler for lower AC

    Fixed enchantment Keen on some ranged weapons such as longbows

    Fixed missing BOSS battle music and loot of the banker quest

    Fixed: can not be assigned again after dismissing a skill user

    Fixed: quest description not updated after losing quest items

    Removed out of ammunition prompts

    Optimized description of Copy Party/Character Details to Clipboard

    Polished English text of adventure events (Thanks again, Roy)

    Fixed "@" typos of some trap names

    Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
    Update 0.91.19 (21 August 2019)

    New Adventurers Guild service: Substitute Characters

    New adventure operation: Forced Trigger

    Disarm traps gain experience points

    Increased rate and quantity of Lockpick/Thieves’ Tools/Healer’s Kit in towns

    Optimized Lockpick/Thieves’ Tools/Healer’s Kit/Supplies/Spell Materials/Chest, etc. drops

    Goblin Rogue/Halfling Thief, etc. drop more lockpicks

    Added prompts for dungeon exploration

    Now the highest skill rank of party is based on proficiency rank instead of assigned rank

    Display proficiency rank instead of assigned rank in skill list

    Added Trained Only description into description of Disable Device

    Optimized skill modifiers display

    Optimized using skill logs

    Optimized quest prompts

    Fixed: Show Open Lock UI even no dungeon treasure found

    Fixed: Skill aid checks always use skill modifiers of the first aider

    Fixed: Skill success rates sometimes exceed 100%

    Fixed: Level-up speed option of adventure mode sometimes is ineffective

    Fixed: Simple Tools appear in arena by mistake

    Note: When you encounter a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.

    Update 0.91.18 (07 August 2019)

    Added operation UI for Disable Device and Search (including normal search and taking 20)

    Disable Device now is a trained only skill and has proficiency

    Disable Device skill of characters in old saves will be is retained if it has rank; otherwise training is needed

    Natthbal: Added Disable Device skill training service

    Ajm, Delland: Added Adventurers Guild and provides services

    Added Disable Device related quest

    Optimized Open Lock logs and prompts

    Fixed bug that dead characters can be selected as skill users

    Remade Traps: Changed abstract and general traps to concrete traps with detailed parameters, such as attack mode, attack bonus, damage value and reset type, for example:

    Basic Arrow Trap

    Camouflaged Pit Trap

    Deeper Pit Trap

    Fusillade of Darts

    Razor-Wire across Hallway

    Rolling Rock Trap

    Wall Blade Trap

    Bricks from Ceiling

    Burning Hands Trap

    Ceiling Pendulum

    Acid Arrow Trap

    Stone Blocks from Ceiling

    Glyph of Warding [Blast]

    Lightning Bolt Trap

    Falling Block Trap

    Fireball Trap

    Built-to-Collapse Wall

    Spiked Blocks from Ceiling

    Chain Lightning Trap

    Black Tentacles Trap

    Reverse Gravity Trap

    etc.

    Remade encounter events of adventure sites on world map and trap/treasure encounters in dungeons:

    Using new skill operation UI

    Added searching supplies event

    Discarded empty encounter events

    Changed taking 20 searches to taking 10 without time consumption when exploring dungeons

    No longer display suspicious place indications when search fails

    Discarded some obsolete dungeon options

    Treasure rewards now based on challenge level of adventure sites/dungeons instead of player's current level

    Improved and optimized save/load functions of Adventure mode:

    Multiple saves per adventure

    Add/edit description of saves

    Optimized the UI

    Save adventure hotkey: Ctrl + S

    Load adventure hotkey: Ctrl + L

    No need to return main menu when load adventure in game

    Fixed latest save indicator changes caused by loading

    Optimized edit control and other UIs

    Increased icon size of specialties and quests on town tips

    Fixed item uses display bug of old saves

    Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.

    Update 0.91.17 (12 July 2019)

    New skill: Open Lock

    New items: Chests of various types and lock DCs

    New items: Various tools for Disable Device and Open Lock

    Added simple tools to initial items of player party in Adventure mode

    Applying circumstance modifiers of tools when disarm traps

    Added Open Lock related guild quests

    Adjusted some quests

    Added Adventurers Guild in Old Capital

    Optimized town UI

    Optimized tip UI

    Optimized descriptions of some items and skills

    Fixed bug that items not auto merged after purchasing items in town

    Fixed bug that items in trading affect quests

    Fixed abnormal exchange operations when move Healer’s Kit to storage box

    Fixed bug that characters of old saves may have no skills

    Fixed battle difficulty bug of old saves

    Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
    Update 0.91.16 (1 July 2019)

    New feature of Action Bar: Action Group - 19 groups of action presets:

    -- Weapon Attacks -- Combat Maneuvers -- Skill Actions -- Misc Actions -- Special Actions

    -- Level-1 Spells -- Level-2 Spells -- Level-3 Spells -- Level-4 Spells -- Level-5 Spells -- Level-6 Spells -- Level-7 Spells -- Level-8 Spells -- Level-9 Spells -- Damage Spells -- Effect Spells

    -- All Spells -- All Non-spell Actions -- All Actions

    New feature of Action Bar: Unpack Selected Action Group - Can be used to add multiple actions to Action Bar at a time

    New item: Healer’s Kit - Can be obtained through Arena/Adventure shops and loots by chance

    Add 8 color variants for Backpack/Belt Pouch/Spell Component Pouch/Shoulder Bag

    Fixed Arena mode crash bug caused by corrupted saves

    Optimized loots of Supplies/Spell Materials/Containers, etc.

    Optimized AI information prompts and other UIs

    Optimized description of Bracers of armor

    Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
    Update 0.91.15 (14 June 2019)

    Manual Skills ranking

    Preset characters auto-ranking skills by default

    Added Skills UI for Arena mode

    Added Skills Retraining feature -- Arena mode: Retraining in the Skills UI directly -- Adventure mode: Adventurers Guild in Natthbal provides the service of retrain skills

    Optimized Skills UI and added some options -- Show Skill Description -- Show Skill Rank -- Show Skill Modifiers -- Skill List Size: Small

    Added the skill config button in Character Info panels

    Added class skills and skill points entries in Class descriptions

    Adjusted Difficulty Class(DC) of chests and traps

    Drag & Drop for Character bar (removed old menu items)

    Improved Action bar -- Drag & Drop: swap action; delete action

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