Evolving The Order:
1.2 - The Jewellery Update
Hope you are all having a great week!
Update 1.2 is already here and in this update i have put a much requested difficulty ramp, when you start the game you will come across a lot less enemies and these will ramp up into larger groups as you level up
You will not run into Skeletal Knights until at least level 1
New Feature Added:
Rings!
Rings come in multiple variants, there are currently 6 different types and of course they are procedually generated and can be equipped alongside armour which fill the third armour slot so let's take a look at what they currently do
Common Rings:
Ring of HP: Increases your maximum HP
Ring of MP: Increases your maximum MP
Ring of ST: Increases your maximum ST
Uncommon Rings:
Ring of XP: XP is drawn to the wearer within a procedural range of 100 - 500m
Ring of Gold: Gold is drawn to the wearer within a procedural range of 100 - 500m
Rare Rings:
Ring of Gold & XP: Gold & XP is drawn to the wearer within a procedural range of 100 - 500m
Other Changes:
Can no longer unequip armour whilst on the stats page
Randomize Class Button added to the char select