Scream Fortress Event

Spells Perks
Halloween

Enchantment: Eternaween
Charges are restored during Halloween and Full Moons
This server-wide enchantment can be used to enable Halloween/Full Moon restricted items on a registered server for two hours. Casting this enchantment will open a vote to gather consent from the other players on the server. If the vote passes, a charge is consumed once the server enchantment ends.

( Not Tradable, Marketable, or Usable in Crafting )
This is a limited use item. Uses: 2

Changes
Increased uses from 1 to 2
Item is no longer consumed when out of uses
Item is no longer tradable or marketable
Uses are restored upon booting up the game during a Full Moon or Halloween
Any player without an Eternaween Enchantment item in their inventory is granted one when they first log in during a Halloween event

Reason
Allows 4 hours of unrestricted use of Halloween items for all players and offers a simple way to get more. This change does make the item a little spammable, especially if they are being farmed, but given that a vote is required for it anyways, it seems fine.

Spells

Spellbook
This weapon deploys 50% faster

Changes
Spell pickups now randomly cycle through 4 basic spells with a 20% chance of being a class-specific rare spell.
Rare spell pickups guarantee the class-specific spell.
Escaping hell or entering a portal upgrades your current spell into a random rare spell.
Hell now only contains rare spell pickups and is the only means of getting the other class-specific spells.

Reason
Rare spells are quite problematic in power. Aside from just reducing their lethality, they been made a bit more predictable. The weaker basic spells have been fleshed out to be more potent and rare spells will appear much less often. A few new spells have also been added so try to experiment with what you can take advantage of.

Ipsum Instantarium
No longer obtainable

Changes
Removed

Reason
This spell has caused problems with out-of-bounds exploits and has been made only available on Helltower and Sandcastle. There is no point in attempting to fix the issue for all maps.

Amplus Tripudio
Basic Spell - Blast Jump

Changes
-75% less fall damage while jump is active
Horizontal momentum slightly increased
Vertical momentum slightly decreased

Reason
All classes can make use of a free rocket jump. The high amount of fall damage counteracted the minimal amount of healing, so a fall damage reduction was given to the jump.

Deus Invictus
Basic Spell - Overheal

Changes
Fixed cast name being swapped with Swarm of Bats
Heal duration increased from 3s to 4s
Heal rate reduced from 47 hps to 36 hps
(Total health gained changed from 141 to 144)

Reason
This basic spell was quite powerful and on any class. Applying a large amount of healing to your nearby teammates is always a game-changer. The healing was slowed down to offer some easier counterplay for the enemy.

Pactum Diabolus
Basic Spell - Pumpkin MIRV

Changes
No longer detonates when fired at by an ally. Now detonates when an enemy enters the ring radius.
Kills from this spell now also count towards the pumpkin bomb kills task given by the Contracker
Decreased ring size by 20%

Reason
Allowing an ally to detonate your pumpkins and potentially waste it was a tad annoying. The spell has been changed to automatically detonate when an enemy steps within the ring, allowing it to be more threatening of an area denial tool.

Barpo Invisium
Basic Spell - Stealth

Changes
Provides 20% damage resistance while cloaked
Clears debuffs on use

Reason
This spell is pretty good for initiation, but not as good for escaping. The changes were implemented to improve this use case.

Mortis Animataris
Rare Spell - Skeleton Horde
Scout has a 20% chance of getting this spell

Changes
Skeleton kills and assists will spawn a new skeleton at the victim's death position
Skeleton health increased from 50 to 150
Skeleton damage increased from 30 to 40
No longer has a projectile. Skeletons spawn nearby.
Cast summons 2 skeletons instead of 3
Skeletons split into 2 mini-skeletons instead of 3

Reason
'The Curse-a-Nature'
Spells on Scout can be troublesome, as he can traverse the map to gather up all the spellbooks. The Skeleton Horde spell seems the most tame to give to him as the Skeletons act independently of the Scout and does not deal immediate damage.

Invokum Monoculus
Rare Spell - Summon Monoculus
Soldier has a 20% chance of getting this spell

Changes
No changes

Reason
'The Tin Soldier'
Monoculus is fairly threatening, but not immediately. There is no reason to change its current power level.

Caputus Crepitus
Rare Spell - Fireball
Pyro has a 20% chance of getting this spell

Changes
Base damage decreased from 100 to 90
Splash damage reduced from 100 to 65
Decreased afterburn duration from 4s to 3s

Reason
'The Infernal Imp'
The Fireball spell is way to strong. Dealing 100 damage to every enemy hit plus after burn is just too much. The damage was heavily reduced to keep how easy it is to land on multiple enemies.

Seismela Tremoro
Rare Spell - Explosive Roar
Demoman has a 20% chance of getting this spell

Incoming Spell!
Replaces the Meteor Shower spell
Upon cast, an explosion occurs on top of the caster with a 900HU splash radius and dealing 50 damage
Cast also applies the 'Mark For Death' debuff to all enemies within the radius for 7s

Reason
'The Highland Hound'
Meteor Shower was stupidly strong, killing everything in its path and being persistent. This new spell applies a lot of pressure on the enemy. Mark For Death can make quick work of enemies, though requiring some follow up attacks.

Perampla Monstrum
Rare Spell - Beastify
Heavy has a 20% chance of getting this spell

Incoming spell!
Grants +50 max health, a speed boost, double melee damage, and 50% knockback reduction for the duration
Reduces melee firing speed by 25%
Player model grows and voice deepens

Reason
'The FrankenHeavy'
Beastify is the opposite of Minify. The caster becomes a huge target for attacks but gains several perks to tank them up and make them threatening. The melee bonus and penalty makes you a big threat up close, reenforcing the Heavy's traits.

Paidum Celeris
Rare Spell - Minify
Engineer has a 20% chance of getting this spell

Changes
Now heals 50% max health instead of 100 health
Once the duration expires, the caster only returns to normal size once there is enough space.
Knockback on damage taken heavily reduced
No longer puts the caster in third person
Model size slightly increased
Reduced firing and reload speed by half

Reason
'The Brundle Bundle'
The Minify spell has been made less powerful, but also more usable. The Engineer seemed fitting as his damage output is not crazy and he can make use of it outside of just attacking. It can be used as an escape, an edge in a fight or an easy way to setup buildings in out-of-reach areas.

Imputum Fulmenus
Rare Spell - Ball O' Lightning
Medic has a 20% chance of getting this spell

Changes
Attacks slow enemies for 0.5s
Attacks damage and disable buildings for 0.5s
Projectile size and pull radius reduced by 30%
Attack interval changed from 0.3s to 0.5s

Reason
'The Mad Doktor'
Decreased the power level a bit to match the strength of the other rare spells. The slow will help with keeping enemies within the radius.

Barpo Kabalto
Rare Spell - Swarm of Bats
Sniper has a 20% chance of getting this spell

Changes
Fixed cast name being swapped with Overheal
Bleed duration increased from 3s to 4s
Knockback reduced by 50%
No longer melts the Spy-cicle

Reason
'Camper Van Helsing'
This spell is a good tool for decent damage and keeping the enemy at bay. Knockback reduced so enemies do not fly into the skybox while still disorientating them.

Luridum Inpulsa
Rare Spell - Spook
Spy has a 20% chance of getting this spell

Incoming spell!
Upon spell cast, all enemy players within 325HU become 'Spooked!' for 4s
Disables buildings in the same radius for 4s

Reason
'The Invisible Rogue'
This spell is a powerful tool of disarming and slowing enemies as well as nest disruption. Great for initiations, escapes, and team support.

arena_perks

arena_perks
Warning, eternal afterlife voided with any purchase, misuse of product may cause the sanctity of your soul to be voided, Perks.Inc assumes no liability in the case of death or damnation.

Changes
Each round, both teams are given 3 random perks of a designated tier to choose from.
Round 1 - All tier I perks
Round 2 - All tier II perks
Round 3 - All tier III perks
Round 4 - All tier I perks, 2 perks are chosen
Round 5 - All tier II perks, 2 perks are chosen
Round 6 - All tier III perks
Round 7 - All tier III perks

Problem
TODO.

Solution
TODO.

Perks - Tier I

Bloodlust
Tier I Perk
+25 health restored on kill

Changes
Kills from any weapon will restore 25 health
No longer grants mini-crits on kill for 2s

Reason
The original perk effect has been moved to the Conversion perk instead. As a new perk, granting health on kill can be nice for offering a healing option for players who do not have one.

Extra Provisions
Tier I Perk
+40% extra healing gained from all healing sources

Changes
No changes

Reason
Healing is very important in a gamemode requiring you to live. This perk is good enough as it is.

Haste
Tier I Perk
+10% movement speed
Gain a speed boost for 3s at the start of a round

Changes
Gain a speed boost for 3s at the start of a round

Reason
10% movement speed is very good in combat, but hardly has any influence for covering ground at the start. A short speed boost at the beginning of a round should provide the team with more advantageous poitioning.

Patience
Tier I Perk
+7 health regenerated per second on wearer
Reduces duration of debuffs by 33%

Changes
Debuff durations last 66% as long

Reason
Lowering damaging debuff durations, such as afterburn, can help build up health regen sooner.

Resistance
Tier I Perk
+10% damage resistance

Changes
No change

Reason
Damage resistance is always a good thing to have, no matter the amount.

Stronghold
Tier I Perk
+1 capture rate on wearer
20% damage resistance while capturing or defending a control point

Changes
Damage resistance applies when on the control point instead of when the control point unlocks

Reason
TODO

Perks - Tier II

Ammo Reserve
Tier II Perk
+50% extra reserve ammo
+25% clip size to primary weapons

Changes
+25% clip size to primary weapons
No longer grants ammo regeneration

Problem
Ammo regen on top of more max ammo seems redundant. The regen is also fairly slow, making it less usable on weapons that do not reload as much.

Solution
Ammo regen has been replaced with extra primary clip size, offering less reload downtime.

Conversion
Tier II Perk
On kill: 100% Gauranteed mini-crits for 2s
Mini-crits deal +15% more damage

Changes
Increased mini-crit damage from +35% to +50%
Removed Crits when normally mini-crits

Problem
Turning +35% damage into +200% damage is way too strong, especially with the mini-crits from kills perk. Multiple classes also have easily-applicable mini-crit options to abuse with.

Solution
The mini-crits from kills stat has been given to this perk alongside a boost to mini-crit damage in order to ease the power level.

Honorable Combat
Tier II Perk
Double melee damage

Changes
No Change

Reason
It's funny. Let Demoknights have their perk.

Precision
Tier II Perk
50% increased projectile speed
50% reduced spread

Changes
No change

Reason
Respectable weapon adjustments. Does not seem unfair from the enemy's perspective. No need to for a buff or nerf.

Quick Draw
Tier II Perk
+15% fater firing rate
+15% faster reloading
+15% weapon switch speed

Changes
No change

Reason
Respectable weapon adjustments. Does not seem unfair from the enemy's perspective. No need to for a buff or nerf.

Reveal
Tier II Perk
On Kill: Activate a Spy Radar effect

Changes
[Updated icon] Perk icon placeholder asset originates from the Frontline Community Update
Triggers the Sapper Radar effect at your current position upon killing an enemy
No longer reveals the closest 3 enemies

Reason
This allows for more enemies to be revealed in the nearby area. It will also prevent an enemy on the other side of the map from being revealed when few remaining players are alive.

Perks - Tier III

Gravedigging
Tier III Perk
On death, summons a friendly Skeleton

Changes
No Change

Reason
Now that the nav_mesh works for skeletons, they seem like an actual threat. However, further changes to skeletons themselves may require testing.

Haunting
Tier III Perk
On death, your killer is Marked For Death for 7.5s

Changes
Increased Marked For Death duration from 6s to 7.5s

Reason
Due to the nerf to conversion, it may be necessary to make this effect a little more potent.

Team Presence
Tier III Perk
On death, become a ghostly dispenser

Changes
New perk added to the pool

Reason
TODO.

Second Chance
Tier III Perk
Once per round, players can be revived by a Medic

Changes
No changes

Reason
TODO.

Last Mann Standing
Tier III Perk
The final 3 survivors gain a mini-crit boost
The final survivor gains a crit boost

Changes
New perk added to the pool
Perk icon placeholder asset originates from the Frontline Community Update

Reason
TODO

Soul Collector
Tier III Perk
TODO

Changes
TODO

Reason
TODO.