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MORROWIND COMES ALIVE VERSION HISTORY
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Here is a full list of changes from the very first version of 'Morrowind Comes
Alive' right up to the current one. Have a look if you are updating from a really
old version and want to know what's changed since. The version history for 'The
Undead' (now included in 'Morrowind Comes Alive') is down the very bottom.

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CHANGES IN 4.1:

- Sixth House NPCs are now compatible with the 'Sixth House mod'. They will no
  longer attack you if you are a member.
- Sixth House NPCs can now be disabled if you don't want them in your game (they
  are kinda anti-lore) by typing 'set MCA_NoSixthHouse to 1' into the console.
- Added a patch making the MCA vampires compatible with Jaxalot's Vampire Realism.
  With the patch enabled, MCA vampires will need to be finished off with a stake
  through the heart. Thanks to Jaxalot for lending his scripts.
- Female Vampire Lords are now Vampire Ladies.
- Vampire NPCs now have the correct faces.
- Ashlanders in the wilderness now sometimes spawn in groups. Some of the hostile
  ones also wield bows now, to making fighting them slightly more interesting.
- Some Knights and Crusaders now wear capes. They come in green, blue, red, black
  and purple.
- Some Undead enemies now sometimes spawn in groups.
- Phantoms on Solstheim are now taller than those found on Vvardenfell (they are
  dead Nords after all).
- Added a bunch of new Imperial Guard variants. Archers in steel armor, more Duke's
  Guard types, etc.
- Outlaws are now Brigands, and Daedra Worshippers are now Outlaws. Several new
  variants of the latter have also been added, including Warlocks, Witches and
  Thieves. They will also spawn in the Wilderness as well as Daedric Ruins.
- Added Andy!'s hairstyles to female Bosmer and Dunmer NPCs.
- Sleeping with Courtesans is now slightly more... erm... visual. Try one and see
  what I mean. Better Bodies is recommended for the best effect... ;)
- You can now sleep with your companions from the Recruitable NPCs addon if they
  like you enough (disposition 90+). Just ask them if they want to 'make love',
  then find a bed. See the Recruitable NPCs readme for more details.
- Shareel the Half-Daedra Recruitable NPC now has a 'Better Bodies' body, and 
  companion share. The two vampire NPCs also have companion share now.
- Fixed several inefficiently written scripts, cutting them down by about 25%. May
  or may not improve fps.

CHANGES IN 4.0:

- Integrated my other mod, 'The Undead v2.2'. Guards and adventurers will now help
  you fight the undead NPCs, and some of the new weapons from 'The Undead' will
  show up in the hands of MCA NPCs.
- Added Vampires, which spawn alone or in parties in tombs, the wilderness and
  occasionally towns. Heads by Magic Nakor, aedroth and Zuldazug. There are several
  types ranging from weak 'Yearling Vampires' to very strong 'Ancient Vampires'.
  Note that these vampires are quite rare, so you don't need to worry about your
  game being saturated with them if you are using other mods that add vampires to
  the wilderness (eg. GIANTS by PumaMan and Vampire Realism by Jaxalot).
- Added werewolves, which spawn in the wilderness and in towns. They are VERY
  rare, and unlike those in Bloodmoon do not show up in the day as naked psycho
  people. They spawn only at night.
- Added Sixth House NPCs, including Dreamers, Sixth House Priests, Prophets and
  Soldiers (wearing Ronin's red retexture of Braddock's ninja outfits). They
  will appear alone or in parties on Red Mountain, in the Ashlands and in Sixth
  House bases.
- Added Guard patrols to the wilderness. You will see Imperial patrols in the
  West Gash and Ascadian Isles, Hlaalu patrols in the Ascadian Isles and Bitter
  Coast, Redoran patrols in the Ashlands and West Gash, and Telvanni patrols in
  the Grazelands and Azura's Coast. They will help you fight creatures, and the
  MCA bandits, vampires, ashlanders, undead, etc.
- Added 2 new Nord female heads by Emma.
- Added new Redguard female and Breton female heads by UQForgotten.
- Fixed some broken scripts in the Recruitable NPCs addon, and altered a few NPCs
  for more variety. There are now two vampire NPCs, one half-daedra, a lich and
  a giant animated suit of daedric armor. Just over a third of the NPCs have also
  had unique backgrounds added, which you can ask about once you've recruited them.
- Numerous other small fixes and alterations that I can't remember.

CHANGES IN 3.4:

- Fixed a bug in the guards patch that prevented the Tribunal Main Quest from
  starting. Oops. Huge thanks to Gravy for pointing this out and suggesting a fix.

CHANGES IN 3.3:

- Fixed the bug where courtesans would not recognize that you had taken them to
  your room.
- Added courtesans to the Halfway Tavern in Pelagiad and the Eight Plates in
  Balmora.
- Added Grumpy's 'warping' function to the courtesan scripts in case they get
  stuck while following you.
- Courtesans no longer wear mis-matched outfits.
- Fixed a bug in the Recruitable NPCs addon that was preventing the new NPCs from
  spawning in interior cells.
- Guards patch and Recruitable NPCs addon no longer give 'One of the files this
  is dependant on has changed...' errors.

CHANGES IN 3.2:

- NPC count is now 922.
- Fixed the dialogue delay.
- Guards and Warriors will now attack Dark Brotherhood Assassins if you are using
  the guards patch.
- Fixed a bug causing drunkards to disappear as soon as they spawned.
- Added commoners of all races.
- Added several more Auxiliary types.
- All Guards are now slightly stronger and better equipped.
- Male Bosmer and Altmer NPCs now have random hairstyles.
- Farmers will no longer wander away from their pack guars.
- Mabrigashes now wear their boots.
- Male Morag Tong Assassins now have a Don Salus head instead of a Bethesda one.
- Added a new Imperial female head by Eternum.
- Added two new Redguard female heads by TheSiriusSnape.
- Added random prisoners to prisons.
- Added Ordinator patrols to the Ashlands.
- You will now occasionally meet parties of adventurers and travelers in towns.
- Some Serving Girls now sell Breton Wine.
- The new drinks (Cyrodiilic Wine, Rum, Ale etc) have been added to the random
  Imperial drinks list, meaning you will now find them in smugglers' caves.
- NPCs will now start to appear at 7am instead of 6am. It's generally still dark
  at 6, so 7 made more sense.
- Altered the Merchants' scripts so they no longer stay in the street all night.
- Improved the grey male Dunmer hair textures.
- Added NPCs to Solstheim. You will meet Nordic Commoners, Hunters, Warriors and
  Barbarians at the Skaal Village and Thirsk, and Nordic Auxiliaries at Fort
  Frostmoth. A Serving Girl has also been added to the Raven Rock bar.
- Added Outcast Ashlander spawnpoints to all rogue Ashlander camps.
- Mercenaries and Hirelings can no longer be trained. You may still practice
  combat with them, but they will not level up afterwards. This was done for
  balancing reasons.
- Ordinary combatant NPCs are no longer recruitable. To compensate, an addon has
  been created adding 64 unique recruitable NPCs to the leveled lists. See the
  separate readme.

CHANGES IN 3.1:

- Removed Victualers and Brewers. The Serving Girls made them redundant.
- Gave the Lampwrights' lamps to Merchants, and removed Lampwrights. The spawning
  frequency of Merchants has been increased to compensate.
- Changed Fletchers to Rangers, who will also appear in the wilderness.
- Replaced Alchemists and Herbalists with Apothecaries, who are effectively a
  combination of the two.
- Warriors now offer the Repair service. This made the Tinkers redundant, so they
  have been removed.
- Hostile drunks will now only appear if you are above level 4. I also fixed the
  problem where fighting drunks sometimes counted as a crime.
- Redguard Rogues and Mages now have the correct stats.
- Cleaned up the dialogue a bit.

CHANGES IN 3.0:

- NPC count is now 813.
- Fixed the farmers' goods leveled list so it calculates for each type.
- Crusaders now have the correct dialogue.
- Ordinators now behave like the original Morrowind ones.
- Female Ordinators no longer wear Indoril helms.
- Fixed problem where MCA NPCs made into vampires with Cortex's Vampire Embrace
  would still yell at you for being a vampire.
- Male Bosmer travelers no longer spawn with female hairdos. Oops.
- The Wilderness NPCs add-on of previous versions has now been incorporated into
  the main .esm. This will eliminate problems people were having with NPCs
  appearing without any equipment/clothing.
- Divided bandits into three classes instead of six (Ruffians, Bandits and
  Outlaws). The other three were redundant.
- Added Redguard Rogues and Mages.
- Added Fence spawnpoints to all Thieves' Guilds.
- Added Hands of Almalexia to Mournhold (rare).
- Added Daedra Worshippers, which spawn in and around Daedric ruins and in the
  occasional Daedra-occupied tomb. They sometimes spawn in groups, and range from
  levels 10 to 40. Spawn points have been added to the interiors of most Daedric
  ruins. Guards/Ordinators/Warriors etc will help you fight them.
- Added Mabrigashes to the wilderness (Ashlander Witch-Women).
- Outcast Ashlanders now carry a small amount of random gold.
- Halved the chances of meeting NPCs in the wilderness.
- Travellers are now Travelers. Morrowind is an American game, so I may as well
  use American spelling (even if I am a kiwi).
- Some Beggars now have diseases, which you can cure by either giving them a
  potion or using a spell.
- Beggars will now run away if you are mean to them.
- Lampwrights now sell new lanterns and torches that last much longer than the
  original Morrowind ones. Standard lights will last for 30 minutes, high quality
  lights for 60. These new light sources have also been randomly given to all
  friendly combatant NPCs.
- Added a new type of hood by Niero. Texture by me.
- Added a new High Elf female hairstyle by Silaria.
- Some corpses now appear in groups, creating the illusion that a skirmish/ambush
  has recently taken place. Slain pack animals will occasionally be among the
  dead, though if you are lucky you may find a live pack guar beside its dead
  master. Offer it some food, and it'll be your loyal beast of burden for life.
- Mages now offer Enchanting and Spellmaking. This excludes Mages you meet in the
  wilderness.
- Fighters, Warriors, Hirelings and Mercenaries no longer spawn with weapons that
  cannot harm Undead or Daedra.
- Warriors no longer wear pieces of Bonemold armour, because let's face it:
  Bonemold just doesn't go with anything but Bonemold. Fighters will still wear
  it, as they are lower level, and thus less fashion-conscious. ;)
- Mercenaries and Hirelings no longer force 'Goodbye' when their contracts expire,
  meaning you can retrieve any equipment you lent them before ending the dialogue.
  Just don't leave them with less than they started with, or they'll attack you.
- You will now be notified with a message box when your Mercenaries and Hirelings'
  contracts expire instead of a forced greeting. This was done to prevent problems
  that would occur if multiple NPCs' contracts expired on the same day. It also
  means they will no longer force dialogues at inappropriate times, such as in the
  middle of a fight or halfway down a dungeon.
- The dialogues opened by your companions when you hire a courtesan will now be
  prefixed by the race and name of the speaker if you have multiple companions.
- Most NPCs have had their Alarm settings adjusted so they react appropriately
  when you commit a crime.
- Updated the Guards Patch to fix a bug where the guards would stop helping you
  halfway through a fight, and another where they would follow you through doors.
  Quivers have also been added to the Bethesda Imperial Archers, though they will
  only show up if you start a new game, or if they die and respawn.
- Got rid of the Bethesda Heads esm. It was becoming a real pain in the ass to
  maintain, and very few people used it anyway. Anyone who wants a Bethesda Heads
  version is however more than welcome to open up the editor and assign new heads
  to all 800 MCA NPCs themselves. I admire anyone with the patience to do so. ;)
- All scripts have been optimized for better performance/functionality.

CHANGES IN 2.2:

- Mercenaries and Hirelings no longer lose 10 disposition when you train them.
- Mercenaries and Hirelings now have a constant effect restore stats ability so
  they can fight Greater Bonewalkers and other stat-damaging enemies without
  being permanently screwed up.
- Added Beggars, who will ask you for money if you get within 64 units of them.
- Added Farmers. These guys appear in towns with pack guars, and sell what they've
  grown on their farms (saltrice, wickwheat etc). You'll see them in Ascadian
  Isles and West Gash towns, excluding Vivec and Ebonheart.
- Removed the Shadow Shield from the Crusaders' shield list, as it is a unique
  item.

CHANGES IN 2.1:

- Courtesans you haven't hired will no longer still be in taverns when you wake
  in the morning after resting.
- Fixed incompatibilities with the Vampire Embrace mod by Cortex.
- Female Guards now occasionally spawn with helms, and male Guards without them.
- Imperial Guards now occasionally wear Imperial Chain Coifs instead of the
  standard steel helms.
- Imperial Archers now wear quivers, and more closely resemble those in the
  original game.
- Added Imperial Spearmen.
- Added Barbarians.
- Added some new guards of most types so they don't all have the same heads.
- Added Ashlanders of the four tribes, which appear in the appropriate camps and
  regions. Generic Ashlanders will still appear, but only in cities. These now
  represent the Outcasts with no tribal affiliations.
- Added unique dialogue for Ashlanders and Pilgrims.
- Added a Serving Girl to the Lucky Lockup in Balmora, and some extra variations
  so that every tavern has a unique server.
- Seyda Neen and Balmora NPCs no longer spawn in mid-air.
- Merchants no longer spawn in Vivec. The pack guars aren't allowed in the city,
  and could you imagine hauling one of those carts up the Vivec ramps?
- Fences now have a base disposition of 70 instead of 50 so they offer you
  better prices.
- Fences will now pretend they don't have anything for sale if you are wearing a
  Legion Uniform.
- Morag Tong Assassins now sometimes wear black hoods and scarves.
- Healers will now barter with you even if you aren't a member of their faction.
- Healers now offer a wider variety of potions.
- Rogues now sometimes wear black capes, with and without hoods. Cape mesh by
  Gorg, hood by Mykul, and texture by me. I also removed the Iron helmets from
  their helmet list.
- Added Khajiit Fences.
- Added Khajiit and Argonian Mages.
- Added Fighters, which are essentially lower level Warriors. They wear cheap
  equipment, and will appear more often than the Warriors.
- Changed the new Mercenaries added in 2.0 to Hirelings. These guys are level 10
  Mercenaries that only cost 100 gold instead of 500.
- You can now train your Mercenaries and Hirelings if they are below your level.
  Just talk to them about practicing combat, and have a spar. The combat will end
  as soon as one of you gets below 50% health, and they'll go up a level. It has
  also been scripted so other Mercenaries will not join in. This fuction was a
  real pain in the ass to script, so please use it as much as you can to make it
  all worthwhile. ;)
- Removed the 'nolore' variable from most of the scripts.
- Nearly all new NPCs now have about a 25% chance of recognising you as the
  Nerevarine if you have killed Dagoth Ur.
- The problem with NPCs sometimes disappearing from exteriors when you approached
  them has finally been fixed.

CHANGES IN 2.0:

- Fixed a problem that caused the 'mca_startup' script to run permanently
  instead of just once upon startup.
- Fixed an incorrectly used condition in a script that was causing some NPCs to
  disappear as soon as they spawned.
- Legion Champions and Captains now wear unique pauldrons, utilizing body parts
  for the Templar Pauldrons Bethesda never used. Captain version is the Templar
  meshes with Imperial Steel textures.
- Shifted a spawn point in 'Ebonheart, Six Fishes' to fix a conflict with
  Barbarus' Fireplaces mod.
- Altered most of the combatant NPC lists (warriors, archers, guards, etc) so
  you're now twice as likely to see a male as a female.
- Removed Water and Comberry Juice, and added Cyrodiilic Ale, Rum and Wine. All
  can be given to companions, and purchased from Serving Girls in all Imperial
  taverns. Some Fences also sell them.
- Added female knights.
- Added Imperial Dragon Knights (to make use of the Dragonscale armour).
- Female Commoners now wear pants OR a dress. Never both. It looked silly.
- Gave Breton and Imperial males and High Elf females random hairstyles.
- Added merchants. These will only appear in exteriors, and sell a variety of
  goods. They spawn with pack guars or wagons, and will also occasionally appear
  in the wilderness.
- Added Courtesans (prostitutes) of both sexes and all races but Khajiit and
  Argonian.
- Mercenaries will now know if you are travelling with other mercenaries when
  you hire them. They will also have something to say if you accept a
  courtesan's offer. ;) 50+ lines of dialogue have been added for them alone.

CHANGES IN 1.6:

- Added a couple more types of Dunmer commoner.
- Added some more types of noble, including Dunmer belonging to specific houses
  which only appear in the appropriate towns.
- Warriors and Mercenaries are now less likely spawn with the rarer armours.
- Travelers and Mages will now wear their boots.
- Mercenaries now carry lanterns, and have a moderate Marksman ability, so they'll
  be able to use any missile weapons you want to lend them.
- NPCs now react appropriately if you are a vampire.
- Orc Warriors no longer have the guard greeting.
- Male Ashlanders no longer spawn wearing both scarves and Chitin Helms.
- AI package of guard NPCs altered to mirror that of default guards.
- Added Imperial soldiers to Wolverine Hall.
- Priests, Priestesses and Healers now have unique dialogue. They will also give
  you ONE free potion if you have a disease or are at less than 80% health. But
  only if they like you (disposition 75+).
- Added female Redoran Guards, female Duke's Guards, female Imperial Knights and
  female Elite Ordinators.
- Added Orcish and Argonian archers.
- Dunmer of all classes are now slightly more likely to appear than other races.
- Mod is now compatible with Combat Enhanced by Aerelorn. You can no longer knock
  off NPCs' hair with the 'cleave' move. This move is supposed to knock off
  gauntlets, pauldrons and helms, and since some NPCs wear wigs (which is how I
  made random hairstyles), which are essentially open helms that look like hair,
  it was possible to swipe them off with an axe. Now you can't.
- Gave female Nords random hairstyles.
- A Global Variable called 'MCA_Loaded' is now set to 1 when MCA is active. This
  is so mod makers can call on it if they want their own mods to tie in with MCA
  in some way.
- Cleaned the .esm with TESTool by ghostwheel.

CHANGES IN 1.5:

- Female Bosmer, Bretons and Imperials now have random hairstyles.
- Warriors and Rogues now spawn with sets of gauntlets and pauldrons. To achieve
  this I created new right gauntlets and pauldrons of each type that show the
  body parts for the left and right when worn.
- Revamped the drunkards' script. You can now kill them without being arrested.
  If you leave them alone after knocking them over they will 'stopcombat' so you
  can rest in the Inn without getting the 'You can't rest here, enemies are 
  nearby' message. Redguard drunks have also been added.
- You can now give food and drink through dialogue to your mercenaries, or any
  NPC who has the 'companion share' option, ie. Calvus Horatius or companions from
  other mods.
- NPCs no longer appear in exteriors during bad weather.
- Fences now sometimes spawn with hoods, netch leather pauldrons and greaves.
- Removed the Ashlander robe from the robe lists.
- Imperial Guards and Auxiliaries now carry torches.
- Imperial Cult Novices no longer spawn at Molag Mar and Ghostgate.
- Nobles, commoners, mages and now sometimes wear gloves. Same method used as
  with the pauldrons and gauntlets, making one show as a set when worn.
- Added Archers, wearing quivers made by Snakebitten. Thanks Snakebitten! I also
  took the liberty of correcting the .nif so the arrows don't glow blue.
- Added Serving Girls to most taverns, inns and tradehouses.
- Added travelers wearing Ent Went Moot's backpack. Thanks Ent!

CHANGES IN 1.4:

- Some Rogues and Ashlanders now spawn wearing scarves that cover their faces.
- Added a new type of Ashlander.
- Added High Elf warriors.
- Removed Morag Tong clothing from generic clothing lists.
- Khajiit Rogues no longer spawn with closed helms.
- Added black hoods for Rogues (using Mykul's legendary mesh).
- Removed Chitin items from Rogue equipment lists. Too bright.
- Male Morag Tong Assassins no longer spawn with female hairdos.
- Fences will now sell Flin and Cyrodiilic Brandy.
- Fixed some more incorrectly used lists.
- Added multi-racial Knights.
- Male Crusaders now occasionally spawn with Steel Helms.
- Removed the Ashlander clothes from the clothing lists.
- Added 'MCA' to all IDs to prevent ID conflicts with other mods.
- Removed Daedric Towershield from Warrior Shield list.
- Created a Council Club list to ensure only Dunmer spawn there.
- NPCs in Pelagiad and Caldera no longer appear to drop out of the sky.
- Added spawn points to shops I missed the first time around.
- Added a bunch of new heads and hairs.

CHANGES IN 1.3:

- Added Captains of all Dunmer Guard types.
- Imperial Cult novices no longer spawn at Temple Pilgrimage Sites.
- Added male and female Morag Tong Assassins to Morag Tong Guildhalls.
- All NPCs except Guards and Rogues now disappear from exteriors at night.
- Gave the Imperial Knights a weapon (three versions later).
- Added Auxiliary Legionnaires (multi-racial Imperial Legion Soldiers).
- Added Imperial Battlemages to Imperial Forts.
- Decreased the chances of Imperial Knights spawning.
- Added Female Imperial Archers.
- Fences no longer offer spells, clothing, Dwemer Parchments, and as much drugs as
  they used to. I also removed their Thieves Guild association.
- Added Imperial Legion Captains and Imperial Champions.
- Added more soldiers to Imperial Forts.
- Drunks are now more likely to attack you.
- Gnisis and Dagon Fel now have their own lists to account for the presence of the
  Orcish Guards in Gnisis and the Nords in Dagon Fel.

CHANGES IN 1.2:

- Added Crusaders.
- Added hirable Mercenaries of ALL races (with Grumpy's following script).
- Added Khajiit and Argonian Warriors.
- Added female Orc warriors.
- Added female High Ordinators to Mournhold list.
- Replaced Skooma Dealers with Fences.
- NPCs don't move around interiors as much.
- Drunkards no longer 'stopcombat' as soon as you knock them over.
- Pilgrims now occasionally appear at Temple Pilgrimage sites.
- Imperial Cult Novices no longer appear in Dunmer Temples, nor Dunmer Priests in
  Imperial Forts.
- Nobles no longer spawn in Gnisis or Dagon Fel.
- Mod is now compatible with NPC recruitment mods such as 'Give Your Orders' and
  'Dracandros Voice'.
- Added a few more NPCs to the Vivec Plazas.
- Commoners who spawn with boots will actually wear them now.

CHANGES IN 1.1:

- Converted to an .esm to prevent doubling.
- Gave the male Imperial Mage some clothes so he no longer spawns naked.
- Nobles no longer spawn in Seyda Neen.
- Female commoners now spawn wearing skirts.
- Added more NPCs to the taverns of the larger towns.
- Removed 'nohello' from all scripts.
- Drunkards now go unconscious when you badly hurt them.
- Set all Guards' Alarm settings to 100.
- Hlaalu, Telvanni and Royal Guards are now less likely to spawn in taverns.
- Warriors will now join the guards in fighting off creatures in towns.

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THE UNDEAD VERSION HISTORY
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CHANGES IN 2.2:

- Added Haunts.
- Added Phantom Berserkers to Solstheim.
- Added Ghosts, which you will hear, but never see...
- The new weapons with shock and poison enchantments now do the correct damage.
- Removed all new weapons with the blind enchantment. They sucked. ;)
- Phantom Heroes and Ancient Phantom Reavers now have the correct race (they were
  skeletons before).
- The Crippled Skeletons that are missing legs will now only hop when moving, as
  opposed to all the time.
- Skeletons' corpses will no longer disappear in the daytime. Phantoms, Wraiths
  etc will continue to do so.
- Phantoms now sound slightly scarier.
- Slightly increased the chances of the new enemies appearing in tombs.

CHANGES IN 2.1:

- Fixed a problem that was causing tomb leveled lists to spawn nothing but Skeleton
  Champions and Bonelords. Oops.

CHANGES IN 2.0:

- Fixed the problem where some enemies would spawn without weapons.
- Added Frost Liches to Solstheim. They look just like regular liches, except they
  use frost magic.
- Added 'Ancient' variants of most undead, inspired by the God-like enemies of
  Mephisto's brilliant 'Creature Pack'.
- Added over 800 new weapons for the Ancient enemies to use.
- Skeletal enemies no longer play their death sound when already on the ground.
- Wraiths no longer use the Phantom sound set. They're silent now, except when you
  kill them.
- Phantom Bears and Wolves now disappear when you kill them.
- Spellcasting enemies will now cast better spells. No more casting Burden and
  Weakness to Magicka before running into melee combat. Seriously... WTF?

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