General Changes
Expanded the range of available low-level magic items drops.
Increased the armour crafting cap.
Fixed a visual issue with characters which would cause inactive weapons to disappear.
Monsters in the Manor Basement should be less likely to desync their position.
Reactivated the afk timer.
All Magic user’s staffs now regularly roll the various magic masteries.
Renamed the Ice Wolf Gem and increased the requirements to use it* - We decided higher level graphical options for summons are probably a nice bonus progression mechanic and will be continuing along these lines going forward.*
If you were missing more than 50 maldranite between all your characters after lasts week's patch, you should receive a rounded up set of stacks in the mail.
Manifestation Changes
The damage scaling from manifestation is in a pretty bad state, we decided for this build to start implementing the system we will eventually use to control the damage of all abilities across all stats.
To this end manifestation spells now interact with three main things to get their base damage. Your Intellect, your mastery of the element of magic (found on items but mainly staves) and your manifestation stat.
We've applied this to the three main direct damage spells (arcane missile, fire and Ice bolt). This won't be the final state of the damage, but if you stack up some int you should be able to get some more impressive hits than was previously possible.
You're going to want to stack as much int as you can, then looks for preferred masteries (though this will matter more when you have more spells).
Other magic skills from Occult, Druidism and Protection stats will get similar treatment, likely in next week’s build.
