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How to remove a cursed item?
A normal Cursed Item can have its curse removed and turned back into a traditional item - allowing you to freely move the item around like normal. A Heavily Cursed Item can only be destroyed and so you can never have the curse lifted from them. For them, it's a case of "like the item and lump the curse" or "not have the item at all".
There are currently 4 ways in lifting a curse from an item (or for a Heavily Cursed Item, destroying it).
Completing a quest: There are 15 quests in the game that are dedicated to lifting a curse. That's 5 for each quest site. While there are 150+ quests for each site, making the random chance of getting a curse-breaking quest rather low, the game will over-ride the random selection from time to time based on the number of games you have played with a cursed item equipped. The more games you play with a cursed item, the more likely the game will force a curse-breaking quest to appear. The exact formula for working out this chance is 3% +(games played with the cursed item *2), maxed out at 50%. The game will also make as many rolls for this as you have cursed items equipped. So if you are unlucky enough to get 7 cursed items equipped at once, you'll have 7 rolls on the above formula to force a curse-breaking quest to appear. However, if you use a cheat at any point with your hero, the number of games played with your cursed items resets to 0.
Once you get one of the quests, completing it will remove the curses off all of your items. Any and all Heavily Cursed Items equipped will be destroyed. (Note that we have plans to limit this to a single item of your choice.)
Visiting specific locations in the campaigns: At some points in the campaign, you'll encounter a powerful character that will offer to remove the curses from all of your items (and destroying your Heavily Cursed Items) for a cost of crowns. These are actions found only at certain locations.
Destroying the hero who cursed the item: For normal Cursed Items only. When an item is randomly cursed, the game will also assign a hero race + class combination that'll be used to determine the hero who cursed the item. This is used to decide what personalised action the owner has done to the item as well (that appended text at the bottom of the item's description). The very first AI hero of this race + class combination you encounter will be used as the hero who cursed your item and their details saved for future battles. Immediately at the start of the battle with this hero being present, the game will draw attention to this via a scene event - one of those campaign conversations. In some cases, your hero and the curser hero will actually have a rather unpleasant conversation with each other. Other times it will be a narrator explaining that something is happening with your cursed item.
Killing this hero with any unit from your side or an allied side will remove the curse from the item that the hero had cursed. If someone from your own army kills the hero, then your hero will be awarded 1000 XP and you'll be treated to a special scene event. In either cases, a message will appear in the centre of the screen notifying you that a curse has been broken.
If the hero was slain by anyone else (or not at all when you left the battle), it's assumed the hero was never fully defeated and escaped still alive. In which case, you miss your chance of having your items de-cursed this time but from this point onward, there will be a random chance that this very hero will appear in future battles and will keep on appearing until you or your ally defeat them. This hero will only replace AI heroes of the same race (their class is ignored) and the chance of this happening uses the same formula as the special quest formula of 3% +(games played with the cursed item *2), maxed out at 50%. Campaign heroes with special data will not be replaced for this hero.
Having your retinue units seek out a Curse Breaker: Among the retinue tasks (found in a campaign's menu - accessed from the world map screen), one of which will have your specified retinue unit seek out someone who can break the curses on your items. Like with all retinue tasks, this will take a number of in-game days to complete and while your unit is out doing this, he can't partake in campaign battles.
We've already fixed this bug in version 0.9, but until then try deleting some of the .json files in documents/the protectors folder to reset options.
You need to install 0.8.9 FULL then 0.8.9a and 0.8.9b in this order.
That's new. Thanks for the report, we will look into it. As a temporary solution, maybe you can just skip the mission by using the cheat very quickly before the defeat screen. Press enter, type "iamawinner" and press enter again.
It is true, already fixed in 0.9.
No tutorial yet, but basically the more units you kill the more rage you get. Rage gives all minotaur units extra combat.
You need to spend some crowns on tech research! Did you play the chapter up to this point only with a level 1 Deathkeep?! When on the world-map, go to Menu -> Research. It is a feature we haven't tutorialized yet, but it should be pretty intuitive.
I think the issue is only for the Prologue chapter. We fixed it in 0.9, but until then you can just skip it my suggestion.
You can look for a quest during game that offers breaking the curse as a reward.
You can play several matches until the curser enemy hero appears (you will get notified at the beginning of the match) and slay him to break the curse. The more matches you play, the higher the chances of the curser to spawn.
On the world map, you can send your retinue on a task to find a decurser, though that's a bit risky.
On the world map, you can go to certain locations that have a curse breaker action.
In future versions we will add even more ways to break curses.
The Dwarf Lord has the spearman tag, it is just a typo. Reavers always had the extra ability to kill big beasts! Any spearman is good against cavalry, they are all basically mismentions in the changelog. Thanks for the heads up.
It is an error, nice spotting!
Hello, please see if this guide helps: The-protectors.forumotion.com
i think the forums is a better place for that
Magnum Opus leaves a statue that gives morale to friendly units nearby. If you are looking at the morale stat, it will not change because that is global. However, if you test your units attack speed for instance, it will be higher when near the statue (because units with high morale also get high attack speed) than when they are further away from the statue (outside its radius of effect).
Granted, we should also give those units an icon, something opposite of Despair icon.
The Famine spell has already been modified for next release. Can't say much yet but it is way more appealing.
Yep, those stats are not intentional. We will rebalance them in future patches.
You can play any campaign however you like now, with a temporary hero, with random events (including zombie invasion), with different fog of war setups, with restricted keep level, drop all items mode, no heroes mode etc. etc.
Only integers affect your spell. Having a spell at level 1.8 is the same as having it at level 1.0.
Nah, I was talking in Etherian years.
We will add more strategic elements to the world map too!
A fair point. We'll see what we can do for future releases.
There's no updated manual but there is a Manual folder in the main game directory that might be worth checking out.
Of course, any help with documenting the mod will be well received and appreciated.
There isn't as far as I know, but you can view the game's xml file with an xcr editor. The file in question is located in English/Items.xcr
Try disabling auto-relocate units in the game options.
The minimum distance between towers cannot be modified. This was imposed so as to avoid silly turtling.
Can't wait to play it!
We are collecting reports from all sources and placing them here Docs.google.com Anyone can edit it.
People gather for battles on our Discord server: Discord.gg
It a bug already reported. We are working on fixing it in the next patch.