Update 8 (11. August 2007)
New Old Boosters - all boosters are now sometimes available at vendors, thus they have been reduced in stacks. While first of each will - as before - affect given entity by 20% or 2, each next one will add 10% or 1 to this number.
The progression now looks like this:
1 card: +20%/+2 to entity
2 cards: +30%/+3 to entity
3 cards: +38%/+3 to entity
4 cards: +44%/+4 to entity
5 cards: +50%/+5 to entity
6 or more cards: same effect as 5 cards. No further increase. Tested on: summoning booster, damage booster, mana saver.
Paralysis? What paralysis? - so you enter the arena.... you smile viciously as your pumped-up, iron-clad, undefeatable warrior opponent charges at you... Then, with a single finger flick, you break his stride by few simple spells... like, say, Dead Hands... or Freeze Wave... or Chains... And now you have him, surely, now he will fall from your mighty Necropower!
NO!
This time, first hit of anything damaging(spell, melee, archery, summons...) - and the frozen/immobilized being is FREE - the spell is broken! You can cast it again, sure.... But you won´t be able to bash completely defenseless target... Munchkins in multiplayer MUST DIE!
PS. All this works in similar fashion in Singleplayer. Now those spells function solely as crowd control, or selective foe-browsing .
Quest update: Karga Clan Camp- The entrance to Karga Clan Camp is now exploit-proof. The teleport is located OUTSIDE of the camp, and additional precautions were taken against "teleport-spoof" to obtain a Relic Frame too early in the game.