Files removed 'cause 95% of the changes were adopted into the core game's XML. This is no longer necessary or useful to anyone. How to Use: Go to your Dredmor directory (C:\Program Files\Steam\steamapps\common\dungeons of dredmor\game\SkillDB for you Steam users), and rename SpellDB.xml and SkillDB.xml to SxxxDB.OLD. Then, copy the files attached below into your Dredmor directoy. Should you find them distasteful or game-crashing, delete them and correct the filenames of your original files. Version 0.1.2 uploaded! Changelog: WIZARDS: Blood Magic: Increased the Mana Regen granted by Stolen Soul from 1 to 2. Ley Line Walker: Added an effect to the first level that has a 34% chance to regain 1 mana whenever a spell is cast. 0.0.3: Second level now gives 6 SP/turn for 3 turns once every 50 turns. . Vampirism: Basic drain damage is now Necromantic, and doubled in both amount and amountF. Psychic Vampire now has a 100% chance to restore at least 1 mana. Confusion remains at 50%, and bonus mana remains at 25%. Psionics: Doubled the damage and damageF of Narcosomatic Induction. Astrology: Solar Inscription's damage and Paralyze effects restored (they were commented off for some reason) Blinding Flash, when cast directly rather than activated through Radiant Aura, hits twice. Fixed a targeting error with Radiant Aura. Fleshsmithing: Zombyfication now animates and charms a corpse for 100 turns, then kills it deader than it was before. Wand Adept: level 2 adds 2 points of Magic Resist. level 3 adds 2 point of Magic Resist. level 4 adds 3 points of Magic Resist. level 5 adds 3 points of Magic Resist. Alchemy: 1st level adds 1 point of Acidic resistance. 2nd level adds 1 point of Putrefying resistance. 3rd level adds 1 point of Acidic resistance. 4th level adds 1 point of Conflagratory resistance. 5th level adds 2 points of Acidic resistance. Magic Training: added +1 Savvy to levels 1-4 and +5 Magic Resist to Level 5. ROGUES: Perception: All bonuses to EDR and Dodge increased to 5. Second Sight now adds 10 more Dodge than it did previously. Third Sight no longer exists; bonuses spread to other levels. Superhuman Perception and Highly Aware now grant a small chance of finding loot upon killing creatures. Also added advanced loot-finding skills to levels 3, 4, and 5. Archaeology: Charlemagne's damage now scales (quite well) with Magic Power. Dodge: First level now gives +2 Nim and +5 Dodge. Transdimensional Dodge now gives a slim chance to get Dire Empowerment from your exposure to the other dimension. Final level now gives +2 Num and +9 Dodge for an even 20 Dodge from this skill. Assassination: Second level now gives Sneak Attack, a teleport-hit for massive damage-randomly blink away power. Blackjack has a DamageF of .4, and it's sleep effect is unresistable. Venomous Infusion lasts for 6 attacks and has a downtime of 24. Mushrooming: Mushroom Farmer now turns a corpse directly into a mushroom. No more wanking around with Spores! Thrown: Monster Toss now invokes multiple Knocks, throwing a monster a very significant distance (up to 9 squares!) away. o.o.2: Added spell "Hey, a Rock!" to 1st level. 0.1: "Hey, a Rock!"'s downtime increased from 1 to 4. Monster Toss is now attack="1", so it deals damage equal to a normal attack. Levels 1 and 3 now add +1 Blasting damage and level 5 adds +3 Blasting damage; level 2 adds +1 Crushing damage. All damage buffs give small damageFs that add up to .5 for each damage type over the course of the entire skill, or a total damageF of 1 across both damage types. (In other words, Throwing benefits directly and rather powerfully from magic power once you max out the skill.) Crossbowery: Added 20 more points of recovery buff; 10 at level 1 and 10 at level 3. Recovery rate is now +55% over base for the entire tree. Crossbowery Level 1 now grants on-shot buff "Watched By the Council", in which the Bolt Council gives you ammo of mid-to-high quality in exchange for your continued shooting of stuff. WARRIORS: AxeSkills:3rd level eliminated and bonuses distributed between levels 2 and 4-now-3. Also gives +1 Melee Power 4th level's proc percentages doubled to 8% and 16% Also gives +1 Melee Power Final level gives spell Cogito Ergo Splat. Also gives +1 Melee Power SwordSkills: 3rd level eliminated and bonuses distributed between levels 2 and 4-now-3. Also gives +1 Melee Power 4th level's proc percentages doubled to 8% and 16% Also gives +1 Melee Power Final level procs-on-hit I'm Not Left Handed (very short Counterattack bonus) when hit. Also gives +1 Melee Power MaceSkills: 3rd level eliminated and bonuses distributed between levels 2 and 4-now-3. Also gives +1 Melee Power 4th level's proc percentages doubled to 8% and 16% Also gives +1 Melee Power Final level's stat bonuses improved. Also gives +1 Melee Power StaffSkills:3rd level eliminated and bonuses distributed between levels 2 and 4-now-3. Also gives +1 Magic Power. 4th level's proc percentages doubled to 8% and 16% Also gives +1 Melee Power Final level's stat bonuses improved. Also gives +1 Magic Power. FootSkills:3rd level eliminated and bonuses distributed between levels 2 and 4-now-3. Also gives +1 Melee Power 4th level's proc percentages doubled to 8% and 16% Also gives +1 Magic Power. Final level procs Killer Combo (a second attack!) on hit 25%. This may trigger itself, leading to rare multi-hit combos. Also gives +1 Melee Power Armor: First skill's Block bonus doubled to 6. Walk it off procs twice as often. Final skills' Block increased from 3 to 7, for an even 15 block from the entire tree. Suit Up's health regen increased to +4. Brittleness increased to 5. It Only Makes You Stronger's Burliness bonus increased to 3, and HP bonus increased to 7. Shield: First skill's Block bonus increased to 10. Final skill's Block bonus increased to 7, for an even 20 block from the entire tree. Duck and Cover's health regen bonus increased to 4, and block bonus increased to 5. increased Tortise Manuver to 4 brittleness. Defensive Bash's damageF improved from .1 to .5. Final level gives 10% proc of Defensive Bash on hit. Dual Wield: 2 Counter removed from first skill. Seriously, you can dual wield, what more do you want? Ambidexterous Defense adds a 1-turn fairly sizable buff to Critical whenever you dodge. Setting up the shot and all. Final level now gives +15 Counter (now THAT's a level), for a total of +20 Counter from the entire chain. ver 0.1: Smithing: 3rd level adds 1 point Conflagratory Resist. 4th level adds 1 point of Crushing damage and 1 point of Trap Level. 5th level adds 1 point of Crushing damage and 2 points of Conflagratory Resist. Any questions, disagreements on balance, balance issues that I missed (especially these), suggestions, or problems found, please post here! I've playtested this a bunch, but I haven't been able to test every combination of possible Xs and Ys, so this can't exactly be considered 'stable'. I'm working up an expansion rebalance next.