# Ancient Mega Pack \- Player Guide
## **Introduction**
Welcome to **Ancient Mega Pack**\! This guide covers everything you need to know
about:
- **The enchanting system and hidden mechanics**
- **Randomized loot generation**
- **Crafting recipes and materials**
- **Balance changes and gameplay tweaks**
Take your time reading, but don't forget to actually play the game\!
## **Table of Contents**
1. **Enchanting System**
1. Resources
2. Tool Preparation
3. Recipes
4. The Enchanting Process
2. **Randomized Loot**
1. Quest Rewards
2. Merchants
3. Bosses
4. Containers
5. Loot Generation
6. REL System Overview
7. Progression Balance
2. **Gameplay Balance**
1. Economy
2. AI Fixes
3. Equipment Changes
2. **Contributing to the Community**
---
## **1\. The Enchanting System**
- Create powerful artifacts using interplanar resources — over **244 new items**
available\!
- More than **61 enchantment branches**: all weapon types, torches, shields,
amulets, rings, and monk wrappings. Armor coming soon\!
- Disenchant unwanted artifacts to obtain arcane dust
- Collect valuable **Astrum Crystals** to upgrade your equipment
Think of this system like a crafting profession in an MMO: you break down magical
items for resources, then use those resources to upgrade basic equipment.
**Important note:** The game engine doesn't support random enchantments — all
recipes and enchantment branches are predetermined. The key difference from typical
crafting is that you'll need to find special interplanar crystals throughout the
world to power your enchantments. To disenchant items, you'll need a special hammer
from another plane.
### **Stage I — Finding Resources**
Every profession needs its tools. For enchanting, you'll need the **Astral
Disintegrator** — a ghostly purple hammer. This is the only way to obtain
**enchanted dust** — by breaking down unwanted **magical items**. You can get this
special hammer in three ways:
1. Choose it as your starting reward after leaving the Nautiloid
2. Buy it from Dammon the tiefling
3. Loot it from the ogre Lump *(rare chance)*
Once you have the **Astral Disintegrator**, click on it to open a window with two
empty slots. Place two **magical artifacts**\* inside and click the button — you'll
receive enchanted dust\!
\***Magical Artifact Requirements**
- Must be **unique** *(not a generic Longsword \+1)*
- Must be Uncommon rarity or higher, and **both items must be the same rarity**
- Must have the **special tag** (items from other mods probably won't work unless
the author included this tag)
**Enchanted Dust** comes in four types, with colors matching the rarity of items
you disenchanted. You can combine four piles of dust by clicking on one to create a
single pile of higher-rarity dust. **Remember this rule:** To upgrade your
enchanted item to the next tier, you always need dust of the corresponding rarity.
**Astrum Crystals** also come in four rarities: **Astrum Arcanum** (Uncommon),
**Astrum Empyreum** (Rare), **Astrum Opus** (Very Rare), and **Astrum Immortalis**
(Legendary). These are consumable items found randomly throughout the world, just
like other equipment. Astrum Crystals are extremely rare — grab them whenever you
see them\! Find these special crystals from:
- **Astral Plane creatures**: mindflayers, githyanki, berbalangs, beholders
- Powerful enemies with legendary abilities
- Wizard and sorcerer stashes
- Combining four crystals to create a higher-rarity version
**Astrum Crystals** are the cornerstone of your enchantments — every recipe starts
with one of these crystals.
**Celestial Shards** are special resources also found randomly in the world. Use
them to transform ordinary **gems** and **ingots** into powerful magical
components. Without these shards, you can't create complex jewelry or weapons.
**Celestial Shards** tend to appear near treasure hoards and valuable locations.
They're essential for creating **elemental orbs** and **celestial ingots** — click
on one to begin crafting according to the recipe.
### **Stage II — Preparation Tips**
Until the new **Arcanizer** system is implemented *(that cube you might have
noticed — more on that later)*, you'll use the game's standard crafting interface.
It's pretty clunky, especially when you need to disenchant 100+ artifacts. Here are
some tricks to speed things up:
1. You can Shift-select resources and drag them to one slot — they'll automatically
distribute to other slots
2. Put the **Astral Disintegrator** on your hotbar for quick access
3. Press Esc to close the crafting window quickly instead of clicking the X
4. Reposition your inventory window so you don't have to move the crafting window
each time
5. There's a mod on mod.io for instant dyeing that also speeds up the crafting
interface animations
### **Stage III — Recipes**
Now that you've gathered your resources, what should you enchant?
With **61 enchantment branches**, how do you choose? I suggest grabbing the
**Training Ring** (looks like a nut) and using its spell to summon the **Tutorial
Chest**. Inside, along with items from other mods, you'll find the **Debug Chest**
where you can examine all enchantment branches in detail. **All enchantments are
predetermined\!**
**Fey Recipes:**
- Any common weapon \+ Astrum Arcanum \+ 2 Fey Emerald Dust \= **Fey weapon with
special enchantment**
- Any elemental ring blank \+ Astrum Arcanum \+ 2 Fey Emerald Dust \= **Fey ring of
corresponding element**
- Any elemental amulet blank \+ Astrum Arcanum \+ 2 Fey Emerald Dust \= **Fey
amulet of corresponding element**
- Any common wrappings \+ Astrum Arcanum \+ 2 Fey Emerald Dust \= **Fey monk
wrappings focused on psychic damage**
**Netherese Recipes:**
- Fey enchanted weapon \+ Astrum Empyreum \+ 2 Netherese Azure Dust \= **Netherese
weapon**
- Fey enchanted ring \+ Astrum Empyreum \+ 2 Netherese Azure Dust \= **Netherese
ring**
- Fey enchanted amulet \+ Astrum Empyreum \+ 2 Netherese Azure Dust \= **Netherese
amulet**
- Fey enchanted wrappings \+ Astrum Empyreum \+ 2 Netherese Azure Dust \=
**Netherese monk wrappings**
**Eldritch Recipes:**
- Netherese enchanted weapon \+ Astrum Opus \+ 2 Eldritch Amethyst Dust \=
**Eldritch weapon**
- Netherese enchanted ring \+ Astrum Opus \+ 2 Eldritch Amethyst Dust \= **Eldritch
ring**
- Netherese enchanted amulet \+ Astrum Opus \+ 2 Eldritch Amethyst Dust \=
**Eldritch amulet**
- Netherese enchanted wrappings \+ Astrum Opus \+ 2 Eldritch Amethyst Dust \=
**Eldritch monk wrappings**
**Celestial Recipes:**
- Eldritch enchanted weapon \+ Astrum Immortalis \+ 2 Celestial Golden Dust \=
**Celestial weapon**
- Eldritch enchanted ring \+ Astrum Immortalis \+ 2 Celestial Golden Dust \=
**Celestial ring**
- Eldritch enchanted amulet \+ Astrum Immortalis \+ 2 Celestial Golden Dust \=
**Celestial amulet**
- Eldritch enchanted wrappings \+ Astrum Immortalis \+ 2 Celestial Golden Dust \=
**Celestial monk wrappings**
**Elemental Orb and Celestial Ingot Recipes:**
- Celestial Shard \+ 3 Pearls \= **Orb of Light**
- Celestial Shard \+ 3 Rubies \= **Orb of Destruction**
- Celestial Shard \+ 3 Sapphires \= **Orb of Lightning**
- Celestial Shard \+ 3 Jacinths \= **Orb of Fire**
- Celestial Shard \+ 3 Topazes \= **Orb of Cold**
- Celestial Shard \+ 3 Malachites \= **Orb of Death**
- Celestial Shard \+ 3 Agates \= **Orb of War**
- Celestial Shard \+ 3 Peridots \= **Orb of Erosion**
- Celestial Shard \+ 3 Fluorite Shards \= **Orb of Thunder**
- Celestial Shard \+ 3 Amethysts \= **Orb of Thought**
- Celestial Shard \+ 3 Bloodstones \= **Orb of Blood**
- Celestial Shard \+ 3 Onyxes \= **Orb of Shadow**
- Celestial Shard \+ 3 Jades \= **Orb of Poison**
- Celestial Shard \+ 3 Diamonds \= **Orb of Brilliance**
- (Not yet available) Celestial Shard \+ 3 Ingots \= **Celestial Ingot**
**Blank Recipes:**
- 1+1 Orbs of Light \+ any ring \= **Radiant Ring Blank**
- 1+1 Orbs of Destruction \+ any ring \= **Pulsing Ring Blank**
- 1+1 Orbs of Lightning \+ any ring \= **Sparking Ring Blank**
- 1+1 Orbs of Fire \+ any ring \= **Burning Ring Blank**
- 1+1 Orbs of Cold \+ any ring \= **Frigid Ring Blank**
- 1+1 Orbs of Death \+ any ring \= **Putrid Ring Blank**
- 1+1 Orbs of War \+ any ring \= **Rusted Ring Blank**
- 1+1 Orbs of Erosion \+ any ring \= **Caustic Ring Blank**
- 1+1 Orbs of Thunder \+ any ring \= **Roaring Ring Blank**
- 1+1 Orbs of Thought \+ any ring \= **Mental Ring Blank**
- 1+1 Orbs of Blood \+ any ring \= **Crimson Ring Blank**
- 1+1 Orbs of Shadow \+ any ring \= **Shadowy Ring Blank**
- 1+1 Orbs of Poison \+ any ring \= **Seeping Ring Blank**
- 1+1 Orbs of Brilliance \+ any ring \= **Sublime Ring Blank**
- 1+1 Orbs of Light \+ any amulet \= **Radiant Amulet Blank**
- 1+1 Orbs of Destruction \+ any amulet \= **Pulsing Amulet Blank**
- 1+1 Orbs of Lightning \+ any amulet \= **Sparking Amulet Blank**
- 1+1 Orbs of Fire \+ any amulet \= **Burning Amulet Blank**
- 1+1 Orbs of Cold \+ any amulet \= **Frigid Amulet Blank**
- 1+1 Orbs of Death \+ any amulet \= **Putrid Amulet Blank**
- 1+1 Orbs of War \+ any amulet \= **Rusted Amulet Blank**
- 1+1 Orbs of Erosion \+ any amulet \= **Caustic Amulet Blank**
- 1+1 Orbs of Thunder \+ any amulet \= **Roaring Amulet Blank**
- 1+1 Orbs of Thought \+ any amulet \= **Mental Amulet Blank**
- 1+1 Orbs of Blood \+ any amulet \= **Crimson Amulet Blank**
- 1+1 Orbs of Shadow \+ any amulet \= **Shadowy Amulet Blank**
- 1+1 Orbs of Poison \+ any amulet \= **Seeping Amulet Blank**
- 1+1 Orbs of Brilliance \+ any amulet \= **Sublime Amulet Blank**
**Resource Combination Recipes:**
- 1+1+1+1 Astrum Arcanum \= **Astrum Empyreum**
- 1+1+1+1 Astrum Empyreum \= **Astrum Opus**
- 1+1+1+1 Astrum Opus \= **Astrum Immortalis**
- 1+1+1+1 Fey Emerald Dust \= **Netherese Azure Dust**
- 1+1+1+1 Netherese Azure Dust \= **Eldritch Amethyst Dust**
- 1+1+1+1 Eldritch Amethyst Dust \= **Celestial Golden Dust**
### **Stage IV — The Enchanting Process**
Time for the main event\! You've gathered resources and prepared everything — let's
start enchanting. If you're enchanting jewelry, make sure you've created
**elemental orbs** and an **enchanted blank** first.
1. Click on **Astrum Arcanum** and drag your **Fey Dust** into the empty slots,
along with your blank or common weapon/shield/gloves
2. **Click the button.** If you followed the recipe correctly, you'll get your
first enchanted artifact\!
3. Now upgrade further: open **Astrum Empyreum** and add **Netherese Dust** along
with your **green artifact**
4. Continue upgrading to Very Rare using **Astrum Opus** and **Eldritch Dust**
5. Finally, create the legendary version using **Astrum Immortalis** and
**Celestial Dust**
It's that simple\! I hope you become a master Arcanizer\!
**The Strange Arcanizer Cube**
If you've looked in the **Debug Chest**, you've probably noticed an interesting
cube along with an unusual silver coin. These are components of an upcoming
enchanting system that's still being tested. Ignore them for now — they don't do
anything yet. Well, almost nothing: the **Arcanizer** can already **return some
resources** from crafted artifacts if you place them inside the cube.
## **2\. Randomized Loot**
### **Quest Rewards**
My favorite feature — tough rewards, just like in a real roguelike\! As you
progress through the story, you'll start receiving choices of random rewards for
completing tasks. Items you don't choose are gone forever, so choose wisely\! The
reward logic often makes material sense: could you realistically receive a reward
here or not? For example, Shadowheart receives powerful legendary artifacts from
her goddess for killing her parents, while Wyll gets rewards from local nobility
for slaying the dragon and confirming his status as Blade of Frontiers. After
crashing from the Nautiloid, you find valuable equipment scattered on the beach
from the ship — and so on. Major quest chains offer the most valuable rewards when
transitioning between acts, and you can often choose multiple items — though this
opportunity usually only appears for good-aligned playthroughs. Later in the game,
you might encounter an issue where you're only offered one reward or none at all —
I'll explain this engine limitation below.
### **Merchants**
The system works like vanilla: when you visit a merchant, they offer a one-time
selection of magical equipment appropriate for your current progression level.
These items are also random — you might get useful artifacts or junk. Some
merchants have secret inventories that only unlock under specific story
circumstances, giving access to particularly powerful random equipment.
### **Bosses**
Auntie Ethel, Nere, Malus Thorm, dear old Gortash — what do they have in common?
They're all loot piñatas\! Bosses are your guaranteed way to power up. Despite the
challenging fights, each major enemy can drop valuable upgrades: from **Astrum
Crystals** to very rare artifacts.
### **Containers**
No, you can't get a legendary sword from a barrel on the beach in Act 1\. And no,
you generally can't get any items from random barrels in basements. Magical
artifacts typically appear where they do in vanilla: **hard-to-reach caches, locked
chests, post-boss rewards**. Sometimes chests might be empty — this is normal,
caused by the vanilla system generating all container contents when you enter a
level. Due to vanilla system imperfections, items can duplicate. However, artifacts
can't duplicate since they're unique — so the chest remains empty.
### **Reward for Effort Chests**
What's that magical chest in every camp and other hidden locations? It's locked
with such complexity that normal methods won't work. All you need is to roll a
**natural 20** on the lockpicking check — in other words, a **5% chance**.
Mathematically speaking, you'll need **an average of 20 lockpicks** to open this
special chest. Is the reward worth it? A couple random items, **Astrum Crystals**,
and plenty of **gems** — the reward isn't really the point. The point is the
thrilling uncertainty of the lockpicking process. For those who don't want to test
their luck, there's a **secret key hidden in Act 1**. You'll also encounter such a
chest on the Nautiloid at the very beginning — but you only get **one 5% chance**
to open it. It contains especially valuable rewards.
### **Loot Generation Details**
Loot list generation follows the game engine's rules, not mine. Here's how it
works:
1. There's a huge pool of items for each rarity. For example, the Uncommon pool
contains 435 artifacts
2. When the game needs to spawn a random Uncommon item somewhere
3. The system randomly selects from that pool and places it where the game
specified
4. What if the system selects an item that already spawned? Since it's unique and
can only appear once, the system creates nothing — now you see why expanding the
item pool is so important
5. Container loot generates when you first enter a level
6. Creature and quest reward loot generates when you receive it. Yes, you could
save-scum before killing bosses or completing quests to get the artifact you want
*(but at that point, why not just download cheats?)*
7. Merchant loot generates when you start trading or kill them. Unlocking secret
inventory regenerates the loot table, adding new artifacts to the existing stock
### **Context — The REL System**
Let me give you some background. **REL** (Randomized Equipment Loot) is the core of
this game mode. Eventually, **WotC** might add it as an official game mode to
**Baldur's Gate 3**, but for now, it's just me working on it. **REL** has flexible
architecture and simply manages loot lists. It's been in development since the
game's release and is still partially supported by third-party software *(**REL
Generator Tool**)* that lets you integrate equipment from other mods into the
random loot pool on PC. With some effort, you can even find a sub-mod that adjusts
drop percentages\! You can contribute to **REL** too — it's a **community project**
where everyone adds what they can to achieve 200% replayability. I've done my part
— what can **you** offer the community? Even creating one small artifact helps the
collection grow. Send it to me on **Discord** at **paramonov2023**.
**REL** reflects my design philosophy, which means you'll notice some firm stances
on certain aspects of random loot that I won't budge on — which admittedly doesn't
fit perfectly with a community project format. I try to listen to every complaint
and suggestion, but realistically, there isn't time for everything. You're always
free to create your own version of **REL** using my work and publish it with
fundamentally different ideas — I won't object, **as long as you credit my work**.
You can also publish various **AMP** modifications, using it as a parent mod to
change specific features.
**REL** only works for unique magical equipment. Consumables were already
randomized by Larian, but they dropped the ball on artifacts, leaving the base game
as a one-playthrough experience with no replayability for creating unique
characters.
### **Progression Balance**
I run surveys on **Google Forms** about **AMP** quality, and received interesting
statistics showing the average progression balance rating is **3.89** — indicating
this area needs work. Progression balance generally follows vanilla, but has
shifted over time based on player feedback.
- **Act 1: Primarily Uncommon and Rare equipment**
- **Act 2: Rare and Very Rare equipment**
- **Act 3: Very Rare and Legendary equipment**
The quantity of items might seem overwhelming — remember that most equipment will
be useless to your build and almost all of it becomes disenchanting fodder. The
difficulty only gets easier because you have richer options for building unique
character strategies. Players typically install difficulty mods to balance the
equipment quantity *(especially relevant if you use mods with static loot that
break AMP's progression balance)*: mainly for additional combat encounters. My
personal opinion is that you don't need any difficulty mods except **\+1 Action
Points for Enemies, D20 Initiative, and Elixir of Hill Giant Strength nerf**. If
you're playing without any difficulty increases in a full party, I'm afraid even
**Honor Mode** will feel too easy with **AMP**.
## **3\. Gameplay Balance**
**Ancient Mega Pack** isn't just about random loot. It's a complete game mode that
changes many aspects to better match the intended difficulty and party progression.
Beyond loot randomization, there are other development categories: **Economy**,
**AI**, and **Vanilla Equipment**. Here's what **AMP** changes:
- **Economy:** Adjusted prices for certain potions and elixirs to remove the usual
consumable surplus that makes players stop valuing them. Vanilla prices didn't
match their actual value. Changes primarily affect the best items for min-max meta
builds.
- **Economy:** Common equipment value reduced by **\~35%**. Based on my
observations, players get most of their gold from selling common equipment, so this
was the first step toward a healthy economy.
- **Economy:** Randomized adamantine forge molds. This change creates a unified
randomization experience — these molds yield some of the game's most powerful
artifacts, and within **AMP** you shouldn't get them with **100% certainty**. You
might also find more mithril ore than usual for greater playthrough variety.
- **Economy:** Standardized gem prices across all types, since in **AMP** they all
drop with equal chance and should have equal value. Prices are averaged and
relatively low to prevent breaking the economy if players don't engage with
enchanting.
- **AI:** Fixed enemy intelligence against **Darkness**. The game engine treats
**Darkness** as a tricky surface, causing NPCs to completely shut down. This
removes the tactical value of **Darkness** — it's basically cheating. With this
change, AI will try to enter **Darkness** and engage in melee even if they normally
wouldn't, to level the playing field. This change is partly because one enchantment
branch focuses entirely on **Darkness**, and I couldn't accept how poorly it was
implemented in vanilla.
- **AI:** Minor behavior fixes for creatures throughout the game. Here's a secret:
**Larian** intentionally included a **"stupidity"** parameter in AI behavior
modifiers — and it's quite high for most enemies. We all understand why they did
this, and the game probably wouldn't have sold as many copies to the **"mass"**
audience if the AI punished player mistakes. But **AMP** targets experienced
players, often playing Honor Mode, seeking new challenges from their beloved
**tactical RPG**. When I consider this game mode's target audience, I imagine
someone wanting to bring their endless runs closer to a roguelike experience:
somewhat chaotic, somewhat unforgiving, with unique runs — and I shape **AMP**
according to those desires. The **roguelike experience** is primarily about taming
chaos: you take the cards you're dealt *(like in life)*, arrange them into the best
combination to survive as long as possible *(like in life)*, while more things than
usual try to stop you *(also like in life)*. Most changes add a little spice to
enemy encounters at the level of a large, console-compatible single-file mod
*(important for consoles)*. AI that can surprise and resist you is a huge component
of fun with random equipment, regardless of what anyone says. Some examples:
- **Ranged archetypes** were set by **Larian** to not move more than **10m** from
enemies, which makes no sense — warriors should maximize their equipment
advantages. This also heavily impacted **AMP's** progression balance, since archers
were sitting ducks for your melee fighters running from one enemy archer to another
at arm's length.
- The special **attack decision stupidity** was adjusted for nearly all
archetypes. It's still high, because otherwise AI would never attack high-AC or
retaliation-damage characters — which wouldn't make sense tactically. AI now better
identifies targets resistant to their damage type and tries to damage other targets
instead *(which most vanilla archetypes couldn't do\!)*.
- **Height awareness**. Creatures now use height advantages more often, opening
completely different tactical positioning on the battlefield. In vanilla, only
archers had this parameter, and with minimal motivation *(obviously to not upset
players too much)*.
- **Clever tricks** that most creatures didn't know are now more common. AI can:
actively try to shove you off cliffs; skillfully throw grenades; mass-heal allies
by throwing healing potions; use interactive objects for tactical advantage; avoid
dangerous surfaces; avoid grouping up against AoE attacks; try to surround targets
to prevent maneuvering; attempt to defend against kiting with varying success.
- **Ruthlessness**, previously only known to Orin, now extends to game AI.
Creatures will actively try to break dangerous concentration and finish off downed
characters to ensure unconditional victory.
- **Equipment:** Vanilla equipment power followed different rules. **Larian**
simply gave you specific items at specific times, knowing your approximate power
level and enemies at that point. When you randomize equipment acquisition, old
rules no longer work — you need something new. That's why **AMP** includes many
vanilla item adjustments: from minor rarity changes to completely reworked
mechanics. One notable rework is the "inflict condition" mechanic, which counted
any status effects, even technical ones. With mods often using technical statuses
as solutions, items with this mechanic would trigger guaranteed in any combat. In
**AMP**, such items only trigger from "game conditions", fixing this problem.
Generally, vanilla items often had no direct correlation between rarity and power,
since rarity has no role in static loot — so rarity was fixed in many places. Many
broken artifacts you'd get practically at the start of Act 1 were moved to higher
rarities, making them appear later on average.
- **Equipment:** Weapon skill power. Whether this change is reasonable or not, in
**AMP** most unique weapon skills recharge **once per battle**, not per short/long
rest. This change adds value to otherwise worthless weapons that were only good for
their skills. Now combat with such weapons is more dynamic and doesn't require
rest-free parties to constantly waste time resting — like, a party won't rest just
to restore a couple skills that deal 2d8 damage anyway.
## **4\. Contributing to the Community**
As you know, I develop this mod alone: from creating icons and artifact lore to
balancing progression. Delivering fresh content for players is important to me,
which is why you see such frequent updates. This inevitably leads to minor bugs and
oversights that might seem insignificant but will inevitably impact your gameplay.
The worst response would be calling me an idiot and deleting **AMP** just because
you encountered a couple bugs and non-functional items. Please understand that I
don't generate bugs intentionally — they can arise for various reasons, including
simple human error. Some mechanics can't be tested in debug mode — they only appear
during full playthroughs, which I obviously can't conduct personally before each
release. I recommend taking bugs in stride: if you want to help future players,
just spend 5 minutes of your valuable time, go to mod.io and comment on the mod
page about what you found and how you suggest fixing it. **This would be helpful**
on your part, and you'll feel much better for the rest of the day.
Even better would be to get creative and make something magnificent, something
unique that only you could imagine. I mean DnD magical artifacts that you can
create yourself and send to me. After some rebalancing, I'll add your artifact to
the random loot pool, and players worldwide will encounter it in their runs\! One
such player-created artifact is a legendary ring that makes enemies vulnerable to
slashing damage. The person kindly provided the complete artifact code, and I
simply inserted it and integrated it into the loot lists. This is the most valuable
contribution you can make to the random loot BG3 community.
You can also support me or the translator who made this text available to you
financially: I accept donations in crypto *(addresses are listed on the mod page)*,
and you can write to the translator via the link to their profile on the mod page.
**Final Notes**
If you are interested in which category of players I belong to and what ideas I
lean towards, I will tell you the games that influenced me most: **Warcraft 3,
World of Warcraft, Heroes 3, Space Rangers, Team Fortress 2, Minecraft, HITMAN,
S.T.A.L.K.E.R, Hearthstone, Psychonauts, Civilization III/V/VI, Crusader Kings 2,
Europa Universalis IV, Victoria 2, Counter Strike 1.6, Warhammer 40K: Dark Crusade,
Patrician III, Noita, Hades**. I'm primarily a fan of shooters, grand strategy
games, and roguelikes. **Ancient Mega Pack** is an opportunity to build a solid
game designer portfolio*(looking for hire)*, and I sincerely hope you enjoyed this
project.