This patch features a couple new items, mechanics changes, item/ability changes, and some hefty tuning to the "Item Lord" boss fight. Patch notes:
New items:
- Brawler's Bracers - Accessory - 10G - 2 Abilities
- Palm Strike: When unarmed - attacks always do at least 2 damage.
- Perfect Throw: Thrown torches deal +2 damage.
- Blazing Torch - General Item - 24G
- Illuminates darkness with 2 radius (Brighter than a torch, but less than Moon Light)
- Can be thrown in combat for 12-18dmg (compared to torches 4-10dmg)
Mechanic updates:
- Enemies running away is now based on your level instead of strength and compared against enemy "difficulty" instead of their strength.
- A better experience for all builds, but strength builds in particular (especially those wielding Claymores) were causing some enemies to run FAR too soon.
- Critical strikes have been improved.
- A crit will always do at least 2 damage.
- Formula reworked to provide a greater damage bonus when you crit an "armored" enemy.
- Dagger skills have also been buffed to increase crit frequency for that build.
Spell updates:
- Moon Light
- MP cost +3 (2mp -> 5mp)
- Effect no longer fades overtime
- Magic Bolt
- MP cost +1 (2mp -> 3mp)
- Decreased base damage (9-16 to 8-14)
- Note: Magic Bolt felt a bit too powerful when not specialized as a Mage. Mage items have been buffed (see below) to compensate. It should still feel very good to use at level 4 and beyond for favorable match-ups.
Item Updates:
- Magic Wand:
- Magical Attunement now gives +3 damage to all sources of magic damage (up from +2)
- Silkweave Cloak:
- Soul Steal now restores +2mp when defeating an enemy with Magic bolt (up from +1)
- Claymore:
- Reduced base attack power (10atk -> 8atk)
- Weapon Mastery changed from +10atk to "Doubles this weapon's base attack power."
- Powerstance slightly reduced: +10str -> +8str, -5dex -> -6dex
- Note: The Claymore is still VERY powerful and has only lost ~5atk (~1-2 dmg on average) when leveled. It was just a bit too ahead of the curve early game compared to other playstyles. The change to "Weapon Mastery" also gives some of that power back in the late game (when combined with an endgame feature).
- Dagger:
- Precision gives more initial accuracy and better dex scaling
- Base accuracy 12.5% acc (up from 5%)
- Reaches max value (25% acc) at 50 Dex (from 100dex)
- Note: Accuracy beyond the enemy's evasion spills over to crit chance, so the dagger will not only be more accurate, but you'll crit more often as well.
- Opening Strike gives more initial crit chance and better dex scaling
- Base crit 30% (up from 20%)
- 2dex = 1% crit chance (up from 4dex = 1% crit chance)
- Precision gives more initial accuracy and better dex scaling
Enemy Updates:
- Item Lord
- Note: The Item Lord should feel more thematic, formidable, and rewarding for those that seek the higher leveled challenges. (It also has a more -glaring- weakness at all levels).
- Now has an innate 25% chance to cast Sleep.
- Sleep resistance increased to 25% (up from ~6%)
- Silence resistance LOWERED from ~6% to 0%
- Str/Dex per powerlevel increased: 5 -> 10 per level
- HP per powerlevel increased : 10 -> 15 per level
- Base exp/gold slightly reduced: 100exp, 200g (down from 150exp, 300g)
- Rewards per powerlevel increased: 75exp, 75 gold (up from 50exp, 50g)
- The Item Lord no longer casts Magic Bolt, but throws torches instead (he's the "item" lord, after all).
- Powerlevel 1: Throws torches (4-10dmg)
- Powerlevel 2: Throws blazing torches (12-18 dmg)
- Powerlevel 3: Gains the "Enhanced Throwing" trait (50% increased throwing damage)
Misc.
- Fixed a recently introduced bug where the Voidstone wasn't spawning properly under certain conditions (in the base quest).
