v0.28.0 ·
Field and Table
The endgame, and dungeons that say how hard they are
The sixth tier is now the shape of the endgame rather than the end of the ladder. Its dungeons carry a difficulty rating, one star for Idle, two for Normal, three for Challenging, shown on the card under the name instead of buried in a row of tags. The harder gradings pay accordingly: a three-star run drops epics, because a reward below the requirement is not a reward. Everything below the sixth tier is Idle, which is what those instances always were.
Every item has an item level
Weapons, armour and jewellery are all built from one budget now, set by the item level of the piece. A rung on that curve buys a fixed amount of power, and rarity moves you along it rather than adding a separate multiplier on top. In practice that means two items of the same level and rarity are worth the same even when they spend it on different stats, and nothing can quietly sit above or below its tier any more. Crafting cards show the item level of what they make.
Hunting, a new profession
You track animals, and what you bring home depends on what you brought down. A wood pheasant yields meat and a stiff feather at their own odds; a bristled boar yields hide, loin and the occasional tusk. Every tier has a bird, a game animal and a beast, so the leatherworker, the fletcher and the cook can all be supplied from the same wood. Eighteen creatures across six tiers, each with its own artwork.
Cooking, rebuilt
Ten recipes became fifty-seven, and a cooked dish is now a buff rather than a heal. Well Fed lasts ten minutes and what it gives depends on what the dish is made of: bird gives accuracy, red meat physical damage, white fish spell damage, red fish healing, shellfish armour, vegetables health, fruit crit, mushrooms mana and spices attack speed. One percent at the first tier rising to six at the sixth, one buff at a time, and a new meal replaces the old one. Food no longer heals you mid-fight; auto-eat reaches for health potions instead.
Three professions feed the kitchen
Hunting, Fishing and Foraging were reshaped around what a cook actually needs. Every tier of Fishing has a red-meat fish, a white-meat fish and a shellfish. Foraging has a vegetable, a fruit, a mushroom and a spice. Hunting has its birds and its game. All three carry new actions and new artwork throughout, and the tailoring and equipment lines they also supply are untouched.
A catch can get away
A gathering action at level 1 lands about half the time. Mastery adds half a percent per level on top of the speed and yield it already gave you, so a practised hunter comes home far more often than a new one. When it fails, the animal simply escapes.
Pearls, and what a jeweller does with them
Oysters, mussels, clams, scallops, nautilus and abalone each hide their own pearl, three percent of the time at the first tier easing down to one at the sixth. Six pendants and six rings are cut from them.
The Rapier
A new one-handed weapon class, and the piercing answer the roster was missing. Slashing had the sword and blunt had the mace; piercing had only the dagger, which is a dual-wield weapon. The rapier is the one-hander that goes through mail.
Starcalling
It was levelling far faster than the professions it sits beside and now matches them. A blessing card shows what each rank is actually worth rather than leaving you to guess, the way into a constellation no longer hides behind the action bar, and you can swipe left and right to walk the whole pantheon.
The party can see who the boss is about to hit
Guild dungeons mark the boss’s current target, so a tank knows the moment they have lost it and everyone else knows when they have picked it up.
Fixes
- Every fifteen levels opens the next tier, across every gathering and crafting profession. The old thresholds drifted from one profession to the next.
- A sword, a mace and a rapier now read higher damage than a dagger on the card, which is what a slower weapon doing the same damage over time should look like. Two daggers together match a two-hander exactly.
- Shields carry magic resistance, health and damage reduction at every tier, rather than little beyond a defence number.
- Crit chance, magic resistance, mana cost reduction and food buffs were all working and none of them appeared on any item card. Crit alone was on a hundred and thirty six items.
- Poison now reads "ignores 33% armour" rather than "+0.33 poison/hit", which is what it has always done: it hands back a third of what the target’s armour took off.
- Burning a log needs the cookfire of its own tier. Firemaking built the six hearths and then ignored all of them.
- A cooked meal is eaten from a quick slot like any other consumable.
- Every armour role can find every slot from tier four upward. Some roles could only ever be handed gloves.
- Two drops of the same rarity and tier can favour different stats instead of repeating one number.
- Cloaks and necklaces were being drawn and valued with another slot’s shape.
- A tier-five common recipe asks for its own profession’s materials rather than a rare drop from somewhere else.
- The Codex has a Systems tab for the rules an item card cannot explain on its own.