1.1

Special Note: The proposed changes listed below are current issues being looked into and play tested. They are not %100 final changes.

  • Errata and Editing: With over 230,000 words in Middara: Unintentional Malum Act 1, we don’t expect to list every single misspelling, doubled up word, or missing punctuation. However, if you find something, don’t hesitate to send us the information anyhow. In fact, we’ve hired an editor to make another pass-through of the entire Adventure Book. This will produce minor grammatical changes and spelling fixes across the board. We’re also fixing spelling errors on a myriad of cards including Items, Command Cards, the Rule Book, and any other errors found that have been reported to us. 
  • Rule Book Changes: As we constantly evolve and improve Middara and it’s future products we will be making changes to achieve the ultimate vision we have for the game. This will include occasional rule changes to the rulebook. Below is a list of changes you can expect on the Reprint Kickstarter.
    • Actions: Some basic Actions have been tweaked.
      • Counter Action: We found that our play testers rarely spend the required SP to make the counter action due to its cost. For this reason we’ve decided to reduce the cost of the Counter Action by 1. This change also produced some fun Discipline combinations that weren’t otherwise viable.
      • Re-Equip Action: Currently, the only time players can trade items is during Story Rounds and using the Re-Equip action during an Encounter. To encourage trading a bit more we’ve added the option to ‘Re-Equip’ during the ‘Restore Step’ of setting up an encounter.
      • Spell Action: Functionally the same. However, we’ve made ‘Empower’ a step that happens after the ‘Determine Force’ step. This way Spell Actions will go in an order closer to Attack Actions.
      • Empowering Spells: The damage received when rolling  while casting a spell has been removed due to feedback.
    • Jump Checks: Jumping was fun but had an arbitrary limitation that added complexity to our special rules and prevented using the Jump Skill in many otherwise effective situations. We’ve removed the rule, “The space being Jumped out of must be an unoccupied Normal Terrain space.” and added the rule “Additional Jump Checks made each turn after the first add 2 to the difficulty of the Skill Check.”  We’re hoping that this change will open up more useful options to those who like to jump while balancing the new options available.
    • Esper & Summoning: Due to the reduction in cost of the Summoning Discipline, Esper’s have been tweaked a bit to reflect an appropriate power level for when they can be procured. (More Information Coming Soon.)
    • Movement Penalty: The penalty incurred from moving out of a space occupied by a friendly figure has been removed due to feedback.
    • Rounding Up/Down: The Rulebook never specified which way you round numbers. When any number would required rounding and it isn’t clear which way it rounds as printed, round up.
    • Urgency: Urgency is undergoing work and might see a change pending more play testing and feedback. There is a prototype mechanic going live on our website soon. (More Information Coming Soon.)
  • Combatants: A handful of Combatants will undergo changes.
    • Cave Sickles: Hive Mind no longer scales. Instead, Cave Sickle’s will Empower Attacks when they’re within SOI of 2 other Cave Sickles.
    • Gevaudan: With Courage changing, the Gevaudan now has damage symbols. In addition, we’ve added a smarter AI so that the Gevaudan will move more and chase down other Adventurers.
    • Water Loa: The Water Loa had it’s Passive ‘Arcane’ changed to “Resistance: “. In addition we’ve added 6 HP.
    • Large Hidden Card #26: The Passive Ability is printed wrong. It should be: “Wooden Aegis: The first time each turn ‘Redacted‘ is Attacked, she Gains +3 during that Attack.”
  • Disciplines: A handful of Disciplines will undergo changes.
    • XP Cost: Due to play testers giving us consistent feedback we’ve decided to reduce the cost of Level two, three, and four Disciplines to 5, 6, and 7 respectively. This change will not increase the max Disciplines possible in a Adventure but will allow Adventurers to gain higher level Disciplines much sooner. In addition, it opens up additional possible combinations of existing Disciplines.
    • Martial: 
      • Blood Rage (lvl 2): Blood Rage dropped off late game due to symbols becoming better on later game weapons. It’s been changed text to, “Passive: If you’re current HP is equal to or less than half your total HP, Gain an additional SP during the Stamina Point Recovery Phase.”
      • Promise (lvl 2): Remove SP cost. Change text to “(Passive) FU: If your target has 3 or less HP remaining, they are defeated.” and “(Exhaust) When Attacking, Gain +x to your Attack roll, where X equals the total amount of times you’ve attacked this target this turn.”
      • Dead End (lvl 3): Needed a buff. We added the text “(Exhaust) Swap places with an adjacent opponent. This ability can only be used if after swapping places you gain a flanking bonus against the target.”
    • Subterfuge: 
      • Shame of the Otaku (lvl 2): Changed text to “(Per Encounter) After determining if an attack hit, but before determining damage. The Attack misses. Then, WARP to any unoccupied space within SOI.”
      • Murder Circus (lvl 3): Changed the throw ability text to “THROW: X purple, where X is equal to your highest LVL Subterfuge Discipline.” 
      • Brutal Slaughter (lvl 4): Added the text “(Exhaust) If you’ve made three attacks this turn, reduce the SP cost of this ability by 3.”
      • Fist of Polaris (lvl 4): This ability needed clarification. Changed the text to “(Passive) You may pay 1 SP to Un-exhaust this card.” And “(Exhaust) Swap placed with an adjacent opponent you have not Attacked this turn. After swapping places, make a Melee ATK against that opponent.”
    • Cruor: (compare spells real quick…)
      • Gore Shot (lvl 1): Removed SP condition cost and changed text to “(Exhaust) Cast a Spell 6. If successful, deal 2 Magic Damage. You may take 2 Irreducible Damage to deal additional Magic Damage equal to 2 times you’re highest LVL Cruor Discipline.” This will allow players to use Gore Shot as an early game spell without bogging the game down.
      • To Faust (lvl 1): Reduced damage required to use the ability from 3 to 2.
      • Blood Toll (lvl 2): Reduced the damage you must deal to yourself from 3 to 2. 
      • He Watches (lvl 4): Changed the text to “(Passive) FU: Deal yourself up to 8 irreducible Damage. Gain a Vow token for every 2 damage dealt this way.” And “(Exhaust) Make a Move. You have Flight for the duration of this movement.” In addition, a SP condition cost of 2 was added.
      • Soul Pact (lvl 4): Increased healing so that you return to the table with half of your total HP. This makes it more in line with the rest of our resurrect type disciplines.
      • Ineptitude (lvl 4): Changed text to “(Passive) +4 HP.” And “(Exhaust) When an opponent ends their turn adjacent to you Inflict Disease Force 10 + X, where X equals your highest lvl Cruor Discipline. 
    • Sanctus:
      • Greater Existence (lvl 3): Changed text to”(Passive) You may roll your Dodge twice and use either result.” And “(Exhaust) When an ally within SOI is making a Dodge, they may roll their dodge twice and use either result.”
  • Effects: A handful of Effects will undergo changes.
    • Courage: Courage wasn’t scaling late game. It now says, ” When making an Attack or Casting a Spell Gain +1 , , and . If you miss with an attack or fail to effect a target with a spell, discard this effect.”
    • Poison: Poison was too powerful to be used against boss monsters. Since poison builds are otherwise viable, we’ve decided to “nerf” poison so that it could be used against bosses while staying balanced. Poison now reads “Status: Take a of Irreducible damage.”
  • Abraxis: Pending feedback from reviewers and backers, Abraxis will be undergoing some changes to make it more engaging and less confusing.
  • Blanket Immunities: Some of our Bosses are immune to certain Effects. This can be disappointing for a new player. For this reason we’ve decided to balance our effects in a way that allows us to remove immunities to effects except where thematically intended. The only exception to this rule is Condemn. We feel that in JRPG fashion that this will stay as is and bosses will continue to be immune to it.
  • North Token: Play testers have noted that a north token would be useful for other players to reference while listening to narrative being read aloud from the Encounters.
  • Terminology: Our terminology was honed significantly before delivery. However, our translators have found area’s we can optimize. This includes taking words that are abbreviated in some instances and spelled out in others and simply abbreviating all of them. An example is ‘Damage’ and ‘DMG’. We used DMG in some instances due to space limitations. Now we will be using DMG in all instances.
  • Style Guide: , our style guide was still out of control complicated. We’ve made strives to reduce the complexity of what words are italicized, bolded, capitalized, etc. This will have no effect on the mechanics of the game but it’s been on our to do list for some time.