v0.25.0 ·
Cloth, Hide and Spoils
Every dungeon boss owes you a piece of gear
A boss had one equipable at seven percent, so nine clears in ten paid nothing but vendor trash and gold. Every solo boss now carries four pieces, two green and two blue, and one of them always drops. Greens are the common outcome and a blue is the good day. Reagents and materials roll on their own table, so a good weapon never costs you the run’s crafting mats.
Something worth having, whatever you play
The old drops were sixteen melee pieces, fifteen for tanks, five for casters, two for archers and exactly one for healers. A healer had no reason to enter a dungeon. There are sixty-four new pieces spread across all five roles, so every tier has a weapon, a relic, a shield or a robe worth the walk.
Cloth and leather have real supply chains
Tier 1 cloth did not exist. The recipe list named the same linen twice, so nine garments could never be made at all. One thread bound every cloth item from your first tunic to your last robe and all thirty-four leather recipes besides. One hide had a single source anywhere in the world and the entire upper ladder hung off it. Every tier now has its own fibre, thread and cloth, and its own hide, leather and cord.
Robes and cloaks pick a side
Tailoring now makes two lines: Inquisitor for casters and Preserver for healers, across every slot, trading spell power for healing power piece for piece. Leatherworking cloaks come as Vanguard for damage and Sentinel for tanks. Twenty-four cloaks in all, so your cloak finally matches what you do.
Epic gear is better than common gear
Twenty-six epic pieces, including every house set, carried exactly the same numbers as their common counterpart. An epic chest was beaten by its own Masterwork version. Epics now sit where their rarity says they should. If you own a house set, it just got considerably stronger.
Guild bosses can drop an epic
A guild clear could pay greens, a rare and Warrant tokens. There is now a small chance at the boss’s own regalia as well, from half a percent up to three depending on how much of the fight you carried. Three percent is the ceiling however hard you pull.
Scout a guild dungeon before you rally
Guild dungeons now have a brief, like solo ones: every monster you will face with its armour and damage type, the boss abilities that need countering, and the drops your class can expect. Rallying happens from the brief, so you commit four other people’s time after reading what is in there, not before.
New ground, and things living on it
Five new areas across Threvin, Gildenmere, the Western Coast and the Pilgrim Roadlands, and nine new creatures to hunt in them: dire beasts, scaled things in the marsh and reef, and drakes in the high tiers. Hides now have at least four sources at every tier instead of one.
Fixes
- Hitpoints experience never slowed down. Every other combat skill stops paying once you outgrow a monster; hitpoints kept paying full rate on anything you could hit, forever.
- Plain metal rings gave flat weapon damage, which was worth nearly fifty percent more to a dagger than to a maul from the same number. They are levelling rings now and carry health instead. House-cut gems are unchanged and remain the real choice.
- Quiver items are gone. They sat in the quiver slot satisfying your bow’s ammunition while holding no arrows at all. The slot stays, arrows go in it, and arrows already stack without limit.
- Cloth armour carried more attack speed than the cap could use at tier 6, so part of the stat was wasted. It is capped at the leather equivalent now, with the difference returned as spell power or healing power.
- Guild dungeon loot showed a plain slot icon instead of its own artwork. Every green, rare and epic from a guild boss now shows the right picture, and so do the healer robes and their quality versions.
- The season banner leads with the Virellan season and names the real one after it.
- Market rows lost a gold bar that looked meaningful and marked nothing, and items you sell now show their artwork like items you buy.