

Makes frozen monsters take more damage from crits in all cases and makes it multiply the damage rather than just add onto the critical damage multiplier. Puts freeze's cooldown reduction per level back to 1% from 0.5%. Removes the mechanic which makes the next wave be unenraged when adding a gem to the enraging socket after the first wave. Also makes monster talisman damage modifiers apply after armor like all other talisman damage modifiers and makes the spire damage limit apply after bleeding. Makes damage estimation better to fix things such as towers overshooting bleeding monsters, bolt ignoring thick air in some cases, monsters dying before running out of health due to accumulating incoming damage due to it not being reduced properly when getting hit and pylons applying talisman and adaptive carapace modifiers twice. Makes skill points always cost 100 shadow cores to buy and allows buying 10 at a time with shift. BleedingMultiplierDisplayĭisplays bleed effect as a multiplier instead of a percentage. Makes true colors give 4% gem specials per level and 4% gem damage per 5 levels, makes it affect quint and prismatic gems and makes it not affect the gem special count modifiers display. Makes the True Colors and Slowing skills increase slow component power instead of duration and adds a third bonus to the Slowing skill which increases slow duration by 20% per 5 levels, makes different sources of slow (slow special, snow, orblets and whiteout) stack less effectively, changes how slow ratio scales with slow component power and removes the cap on slow ratio. Makes resonance give 4% damage per level (up from 3%) and replaces its useless range bonus with 4% additional damage for grade 7+ gems per 5 levels. Makes banishment cost decrease by 1% per level instead of 0.5% and makes it multiplicative with the orb's banishment cost reduction from gems to stop banishment from becoming free. Also makes mana pool requirements no longer need to be integers because that causes problems. Makes mana stream's secondary bonus also reduce how much the mana pool requirement gets multiplied by each time the pool expands. Makes the damage be divided by the number of targets hit after it has been reduced by a target's armor rather than before, making gem bombs not as useless against large groups of monsters BetterManaStream Makes combination cost decrease by 4% per 5 levels instead of 3% and makes crafting costs not be rounded to fix a problem where not every fusion level actually provided any bonus over the previous. Makes the health and armor penalty of enraged waves decrease by 4% per 5 levels instead of 3%. Uncaps crit chance, makes lanterns not have a crit chance cap either, fixes a bug which prevented gem bombs from being able to crit, makes traps and amplifiers increase crit chance (it won't show in stats gained through amplification though) and changes how crit chance scales. Makes the True Colors and Bleeding skills increase bleeding damage multiplier instead of duration and adds a third bonus to the Bleeding skill which increases bleeding duration by 20% per 5 levels. Makes barrage shells be able to hit more than 3 monsters. Makes every talisman fragment have a rune. No idea if it does anything if you're not using the steam version. Prevents you from getting steam achievements (but doesn't prevent you from getting in-game achievements).


#GEMCRAFT FROSTBORN WRATH DOWNLOAD MOD#
Once the game is run with this mod installed, a config file will be created in %AppData%\.steam\Local Store\CoreModCollection which will allow you to choose which mods are enabled.
#GEMCRAFT FROSTBORN WRATH DOWNLOAD INSTALL#
To install this, download the swf from here and put it in your mods folder. Some of these mods will modify your savefile so backup your saves before using the mods if you don't want to risk accidentally having a mod do that. Some mods for GemCraft - Frostborn Wrath.īezel Mod Loader is required and needs to be at least version 0.3.1 for these mods to work.
