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== Alpha v0.19.2 - (1st April 2021) ==
== Alpha v0.19 - (4th March 2021) ==
=== April Fools Event ===
=== Agility ===
Welcome to the next Event Update for Melvor Idle!!
It's been a while, but now is the perfect time to introduce our next Skill into the game.
==== Introduction ====
Classed as a "Gathering" Skill, Agility is designed to provide numerous "Global Active Passives" to your character that can assist with pretty much all areas of the game. Almost all numbers can be affected by Agility in one way or another.


This update celebrates Melvor Idle's 2nd favorite day of the year - April Fools!
You are given the task of constructing your very own Agility Obstacle Course, with each obstacle you build coming equipped with different Agility XP rates, GP Rates, time to complete (Obsatacle Interval) and Global Active Passives attached to it.


This year, we've decided to turn it up a bit and provide you with something fun and chaotic to enjoy for a few weeks.
Starting at the very first obstacle, your character will complete each Obstacle in their respective order until a lap is complete. Upon completing a lap, you will restart the Obstacle Course and go again. '''You cannot choose which obstacle to start it, it is always the first.'''


==== CHAOS MODE ====
Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.
CHAOS MODE is an all new limited gamemode for you to try! Coming equipped with an array of fun mechanics and features for you to mess around with.
==== Obstacles ====
For every 10 Agility Levels, you will be provided with an empty spot to construct an Obstacle of your choosing. All obstacles are categorized to suit their respective position within your Agility Course, meaning you can't place an Obstacle anywhere you like. In total, there is roughly 43 Obstacles to build, each with individual Masteries to complete.


The idea behind Chaos Mode is to get as far as you can in the shortest amount of time. I personally won't track the time, but the Gamemode will only be playable for a few weeks.
These Obstacles, as mentioned above, come equipped with various benefits, buffs and debuffs. It is up to you to make a decision as to which Obstacle is best suits your current needs.


The rules of CHAOS MODE are simple:
Building an Obstacle is not free. There is always a GP cost attached to it, and some later obstacles require various extra Items to build.
* Item Corruption is unlocked
==== Active & Inactive Obstacles ====
* 25% Interval Reduction on all Skills and Attack Speeds (Including Enemy)
When building an Obstacle, the Global Active Passives provided are always active in most circumstances.
* All Enemies you face will have at least 1 random Passive
* All equipped items are lost on Death
* BIG NUMBERS
* Same Combat Triangle as Hardcore & Adventure Mode
* Golbin Raid is not available
* Don't fight a Chicken


==== Item Corruption ====
An Obstacle becomes '''inactive''' if there is a gap in your Obstacle Course prior to it. Inactive Obstacles disable their respective Global Active Passives. The gap must be filled before they reactivate.
Item Corruption is only available in CHAOS MODE.


You are given the power to use the Weapons & Gear you make or find, and turn them into completely random modifiers that either benefit you, or make your adventure a living hell.
Remember, if you cannot reach the Obstacle during your training, that Obstacle will be inactive. This also means you cannot gain any XP or GP from this Obstacle. Don't worry though, the game will tell you if an Obstacle is inactive.
==== Obstacle Cost Reductions ====
I'll be honest, Obstacles are not cheap, especially late game.


Item Corruptions are applied to a Combat Equipment Slot, and are permanent as long as you don't roll another modifier. This means you have 10 "slots" to add random corruptions to.
You will find yourself swapping Obstacles quite consistently based on what your current goal is throughout the game. To help with this, there is many ways you can reduce the cost of Obstacles to ease the burden of costs.


These Item Corruptions cost GP to perform, equal to the value of the Item. There is a chance for the item to be destroyed, because why not? Corruptions are also based on a tier system, where the higher tier modifiers provide larger bonuses, as well as having more modifiers active at once.
Here are some ways to ease the pain:


Here is the tier list:
* Every time you construct an Obstacle, you gain +4% Item Cost Reduction for that Obstacle only. Stacks up to 10 times maximum for a total of +40% Item Cost Reduction.
* '''Tier 1''' - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destory the Item
* Reaching Level 80 Mastery will grant +10% Cost Reduction for that Obstacle only.
* '''Tier 2''' - Base Item Values < 10K GP - 2 Random Modifiers - Medium Modifier Value Range (+/-50) - 30% Chance to Destroy the Item
* Reaching Level 95 Mastery will grant +10% Cost Reduction for that Obstacle only.
* '''Tier 3''' - Base Item Values < 400K GP - 3 Random Modifiers - High Modifier Value Range (+/-75) - 20% Chance to Destroy the Item
* 50% Mastery Pool bonus grants +10% Cost Reduction for all Obstacles.
* '''Tier 4''' - Base Item Values >= 400K GP - 4 Random Modifiers - Very High Modifier Value Range (+/-99) - 10% Chance to Destroy the Item
* 95% Mastery Pool bonus grants +15% Item Cost Reduction for all Obstacles.
* Agility Skillcape (And Max/Completion Cape) grants +20% Cost Reduction for all Obstacles while equipped.


The item must be equipped to the respective Equipment Slot for a corruption to be applied. You don't need to keep the item in that slot to keep the Corruption though.
'''Item Cost Reduction is capped at 95%.'''
==== Agility Pet ====
With the inclusion of a new Skill, that also means a new Pet is introduced alongside it!


==== Other Silly Nonsense ====
'''Sam''' +15% GP from Agility.
In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this!
==== Agility Potion ====
To help you along for this journey, a new Potion has been added to the game to give you that much needed, totally not illegal boost to your Obstacle Course training.  


=== Other Changes ===
'''Performance Enhancing Potion'''<br>
==== New Features ====
+[2, 4, 6, 8]% Decreased Agility Interval.<br>
* Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage
<span style="color=#e56767;">[10, 20, 30, 50] Charges.</span>
* Your listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks)
==== Agility Skillcape ====
What good is a new Skill without a nice Cape to wear and brag about?


==== Changed Features ====
''' Agility Skillcape '''<br>
* Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished"
+20% Global Agility Obstacle cost reduction.
* Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no changes on your end, and local saves are still saved the same as before. Massive thanks to Coolrox95 for his work on getting the file size down by this much.


==== Bugfixes ====
And yes, a new Potion means new Masteries for Herblore ;)
* It is now possible to purchase the Cape of Completion from the Shop again
=== Adventure Mode ===
* Glove charges now display again in the Shop
The 3rd and final Official Gamemode that will change everything about the way you play the game.
* Fixed issue where stun damage multipliers would be added twice on to an enemy
 
* Incorrect Cloudburst Staff description in Adventure Mode
Adventure Mode bring a whole new challenge to the game, forcing you to make strategic decisions at every step of your journey.
* Cleaned up back-end unused variables and functions
 
* Item statistic for "Damage Taken" is being added to "Damage Dealt"
In this Gamemode, Skills are locked behind a GP cost that must be unlocked individually. Every time you decide to unlock a Skill, the cost of the next unlock increases.
* Greater Dragonbreath displays wrong damage value in description
 
* Divine Potion providing double the intended effect
At the start of the Gamemode, the only Skill available to you are Attack, Strength, Defence and Hitpoints. Everything else is locked.
* Combat stat tracking is occurring for empty equipment slots
 
* Cloudburst Staff icon missing in Milestones
To help kickstart your new adventure, you are given a Bronze Weapon and 10 Basic Food. So generous, right?
* Cleaned up Ranged Milestones
 
* Weird Gloop not providing the +10% Harvest Bonus
Adventure Mode is also bound by the same Combat Triangle Modifiers you find in Hardcore Mode.
 
'''Sounds easy, what's the catch?'''
 
Leveling Skills in Adventure Mode is completely different to Standard. '''Non-Combat Skill Levels cannot go above your Combat Level.'''
 
When you eventually reach the maximum level, the Skill will still continue to train as normal, but you won't receive any further XP. You will need to go back into Combat, and level your Combat Level.
 
==== Summarized Rules of Adventure Mode ====
 
* Skills are locked behind a GP cost to unlock.
* Start with only Attack, Strength, Defence & Hitpoints unlocked.
* A Bronze Weapon and 10 Basic Food is provided in your bank at the start.
* Your Non-Combat Skill Levels cannot go above your Combat Level.
* Hitpoints, Damage, and Healing numbers are multiplied by a future 10 (Just a visual change).
* Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
* This is a safe Gamemode. It is okay to die.
 
=== Boss Pets ===
Boss Pets have finally arrived to the game!
 
These cute little critters can be found in every single Dungeon in the game. Upon killing a Boss in a dungeon, you have a chance of obtaining one of the Boss Pets!
 
These Boss Pets provide a small Combat bonus to assist you in your adventures.
 
For those curious, the Into the Mist Boss Pet required a set 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.
 
'''Chick'''<br>
Chicken Coop Boss Pet<br>
+1% Global Accuracy<br>
 
'''Zarrah'''<br>
Undead Graveyard Boss Pet<br>
+1% GP From Monsters
 
'''Chio'''<br>
Bandit Base Boss Pet<br>
+2% Ranged Strength Bonus
 
'''Bouncing Bob'''<br>
Hall of Wizards Boss Pet<br>
+2% Magic Damage Bonus
 
'''Rosey'''<br>
Spider Forest Boss Pet<br>
+1% Chance To Double Loot in Combat
 
'''Jelly Jim'''<br>
Miolite Caves Boss Pet<br>
+2% Rune Preservation
 
'''Ayyden'''<br>
Deep Sea Ship Boss Pet<br>
+2% Slayer Coins
 
'''Arctic Yeti'''<br>
Frozen Cove Boss Pet<br>
Named after Winner of 2020 Fan Art Competition<br>
+2% Ammo Preservation
 
'''Harley'''<br>
Dragons Den Boss Pet<br>
+1% Damage To Combat Area Monsters
 
'''Mac'''<br>
Volcanic Cave Boss Pet<br>
+1% Damage To Slayer Area Monsters
 
'''Singe'''<br>
Infernal Stronghold Boss Pet<br>
+1% Damage To Dungeon Monsters
 
'''Aquarias'''<br>
Air God Dungeon Boss Pet<br>
+1% Chance to Double Items Globally
 
'''Norman'''<br>
Water God Dungeon Boss Pet<br>
+3% Chance To Preserve Prayer Points
 
'''Erran'''<br>
Earth God Dungeon Boss Pet<br>
+1% Damage Reduction
 
'''Ren'''<br>
Fire God Dungeon Boss Pet<br>
+2% Max Hit
 
'''Pablo'''<br>
Into the Mist Boss Pet<br>
+2% Damage To All Monsters
 
=== Golbin Raid - Stage 2 ===
The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived.
 
==== New Additions ====
* The Raid Shop is now active. You can purchase upgrades, Items and Pets in this shop. All Items and Pets in the Raid Shop do not count towards completion.
* Non-Combat skills will now go into offline mode during the Raid. This means you can train them while participating in Raids.
* Added (Alt) Weapons to the Raid. (Alt) Weapons are weapons you can get in the Raid that have a completely random Special Attack attached to them. You cannot see what the Special Attack will be, and the Special Attack does not change unless you pick a different weapon.
* Prayer can now be unlocked and levelled up via the Raid Shop for (For the Golbin Raid only)
* The Combat Passive Slot can be unlocked via the Raid Shop. If unlocked, you have the option to acquire a Random Passive Item at the end of every 10 waves.
* There is now a chance for the Golbins you face to have a random Passive attached to them. Be sure to look out for these and take note of why the Golbin you are facing is harder to kill than Ragnar.
* You can now see the stats of items in the Item Selector. It also compares to what you currently have equipped.
* You can now skip waves in the Raid at a cost of Raid Coins. This cost can be reduced via the Raid Shop.
 
==== Balancing ====
* Ranged Ammo count does not get replaced anymore when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
* Now start with 500 of each elemental Rune, up from 100
* Now start with 200 Bronze Arrows, up from 100
* There's a few items in the Raid Shop to assist you with the Raid. These include increases to Quantity of Ammo, Runes and Food found during the Raid.
* Ammo and Runes are now separate categories, instead of combined into one.
* Due to the above change, these categories now give you the option of 2 different Ammo/Runes, plus an option to simply add quantity to your existing Ammo/Runes
* Reduced Golbin Max HP by 20%.
* It is no longer possible to find the Wasteful Ring, Cape of Competion, Max Skillcape or Farming Skillcape in the Raid.
* It is also no longer possible to roll Non-Combat Runes, or Combination Runes.
 
==== Bug Fixes ====
* Refreshing the page during a Raid will now correctly end the Raid and record its stats.
* Your equipment set should now correctly go back to its original after a Raid has been completed.
=== Other Changes (Not including the above) ===
* [NEW] There is a brand new Welcome Screen, which includes seemless Cloud functionality as well as Cloud Account Management.
* [NEW] Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
* [NEW] It is now possible to create up to 5 different Characters.
* [NEW] Prices in the Shop are now colour coded so you know what you can and can't afford.
* [NEW] New Item - Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
* [NEW] New Pet - Preston the Platypus - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
* [NEW] New Pet - Jerry the Giraffe - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
* [NEW] Added the Official Development Roadmap as a link in-game
 
* [CHANGE] Started the complete overhaul to how Player Modifiers are handled in game. This should provide more consistency with how modifiers work, and will also speed up future development and management of the game by a lot. This also means a few items have changed in terms of how their bonuses work.
* [CHANGE] Skill Preservation chance is now capped at 80%.
* [CHANGE] Completely overhauled how the Shop works behind the scenes. You won't see much change with this, but it will allow me to add more Shop items with ease.
* [CHANGE] The Shop now displays all items that are available for purchase from the start, as well as what is required to unlock that Shop item.
* [CHANGE] Aorpheats Signet Ring now provides +100% GP from all sources except Alt. Magic and item selling, instead of a flat double to item drops.
* [CHANGE] Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
* [CHANGE] All God Upgrades now provide +15% to their respective bonuses (Additive), instead of the previous 20% Increase (Multiplicative). This is not a nerf.
* [CHANGE] Amulet of Fishing now provides +15% Decreased Fishing Interval (Additive). Changed from 20% Decrease (Multiplicative). This is not a nerf.
* [CHANGE] Woodcutting Skillcape now provides -15% Woodcutting Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf.
* [CHANGE] Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
* [CHANGE] Enemy buffs/debuffs and Player buffs/debuffs now last for x Attack TURNS, instead of x Attacks (each hit). An Attack Turn is when an entire attack is performed. Multi-hit special attacks count as 1 Attack Turn
* [CHANGE] Rune Preservation now affects Alt. Magic
* [CHANGE] Larry, the Lonely Lizard Pet now provides +15 Farming Qty, up from +5
* [CHANGE] Stone Skin Prayer now provides +3% Damage Reduction, down from +5%
* [CHANGE] Stone Skin now costs 3 Prayer Points per enemy Attack, up from 2
* [CHANGE] Adjusted the wording for the Protect Prayers to be more clear
* [CHANGE] "Skills" wording changed to "Non-Combat" in the Sidebar/Menu
* [CHANGE] Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 dmg + Enemy Bleeds for 4% enemy max hp over 10s
* [CHANGE] Sanguine Blade Special Attack chance is now 30%
* [CHANGE] Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, otherwise its 250%
* [CHANGE] Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds
* [CHANGE] Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
* [CHANGE] Malcs, the Leader of Dragons now drops 100K - 150K GP on death, down from 150K - 225K GP.
* [CHANGE] Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
* [CHANGE] Generous Resupply Shop Item now contains Sharks instead of Manta Rays
* [CHANGE] Standard Resupply Shop Item now contains 150 Crab, down from 200 Crab
* [CHANGE] Basic Resupply Shop Item now contains 100 Lobster, down from 200 Lobster
* [CHANGE] Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
* [CHANGE] Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
* [CHANGE] Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
* [CHANGE] Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
* [CHANGE] Elemental Potions now provide [Potion Tier * 2] qty of a random Elemental Rune per Runecraft, instead of only 1.
* [CHANGE] Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
* [CHANGE] Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%
* [CHANGE] Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%
* [CHANGE] Doubled the charges for Melee Accuracy Potions & Melee Evasion Potions
* [CHANGE] Clicking "Select Character" fom the User Dropdown menu will now send you back to Welcome Screen.
* [CHANGE] Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.
 
* [FIXED] Offline Pet calculations updated to be more efficient.
* [FIXED] Inaccurate Confetti Crossbow effect description.
* [FIXED] Logs sell price is inconsistency and has rounding issues.
* [FIXED] Enemies don't die from debuffs/bleed/DoT when below 1 HP until player attacks again.
* [FIXED] Master Slayer Gear does not affect Thieving drops.
* [FIXED] Divine Potion IV: chance to not consume Prayer Points (25%), did not match the item description (35%). Correctly applies at 35% now.
* [FIXED] Gold Emerald Ring does not give the expected 7% bonus XP to Prayer
* [FIXED] Fixed Prayer XP providing more XP than intended
* [FIXED] Slight disagreement Between a Skill's Mastery Percentage.
* [FIXED] Ancient Ring of Skills does not apply bonus to Alt. Magic.
* [FIXED] Offline Cooking doesn't use potions correctly
* [FIXED] Upgrade item window not showing change in Melee Attack Bonuses correctly.
* [FIXED] Fish caught stat not counting correctly for Offline progress.
* [FIXED] Reindeer Pet appears in Pet list even if not obtained.
* [FIXED] Looting items manually doesn't check if your bank is full.
* [FIXED] Duplicate Combat Loot bug should now be squashed.
* [FIXED] Redemption Prayer does not function as intended.
* [FIXED] Hunter's Ring passives not processing correctly.
* [FIXED] Hardcore Character death Steam achievement is not working.
* [FIXED] Rags to Riches II Combination Rune's Nature Rune cost is less than intended.
* [FIXED] Greater Dragonbreath Enemy Special Attack deals twice as much damage as the description says. Now deals the correct amount of Damage according to description.
* [FIXED] Issues with character switching during Combat.
* [FIXED] Chance to Hit displays wrong value/Hit chance is implemented incorrectly.
* [FIXED] Earth Adept Wizard Hat has incorrect Magic Level required on Crafting page.
* [FIXED] Auroras don't seem to get the Skull Cape effect of Rune Preservation.
* [FIXED] Runic Ruins Slayer Area Effect -30% Magic Evasion not applying as intended.
* [FIXED] Unable to idle Cooking offline until you purchased the first cooking fire. You can now idle without purchasing it.
* [FIXED] Missing Slayer Milestones for new Slayer Areas.
* [FIXED] Aorpheat's Signet Ring provides double the listed bonus to Thieving GP.
* [FIXED] New Bank items are not sorted correctly when using Stack GP Value options.
* [FIXED] Invalid Javascript syntax is declaring unwanted globally scoped variables.
* [FIXED] Some Items have duplicate properties.
* [FIXED] Broken Milestone image for Godswords in Attack.
* [FIXED] Ancient Wizard Set, and Water Acolyte Wizard Hat bonus does not match description.
* [FIXED] Clue Chasers Insignia lowers the Rhaelyx pieces chance to drop.
* [FIXED] Farming Pet increasing harvest quantity more than intended.
* [FIXED] The Sandstorm Ring will consume arrows on each hit.
* [FIXED] Mystic Prayers have different descriptions.
* [FIXED] [Steam] Rich presence - Total level does not update dynamically.
* [FIXED] Offline Mastery XP for Crafting Skills producing more Mastery XP than intended.
* [FIXED] Enemy Special Attack Burning Claws now correctly attacks twice as per its description
* [FIXED] Removed the Damage Reduction debuff from the Sealing Special Attack description.
* [FIXED] New items added to the game are now sorted correctly.
* [FIXED] Corrected spelling of "Drowsy Spores" special attack.
* [FIXED] Rune counts in the "My Rune" page now update dynamically, and correctly.
* [FIXED] Save timestamp shows in local time, and is no longer a massive string.


[[Category:Version]]
[[Category:Version]]

Revision as of 07:30, 7 December 2021

Alpha v0.19 - (4th March 2021)

Agility

It's been a while, but now is the perfect time to introduce our next Skill into the game.

Introduction

Classed as a "Gathering" Skill, Agility is designed to provide numerous "Global Active Passives" to your character that can assist with pretty much all areas of the game. Almost all numbers can be affected by Agility in one way or another.

You are given the task of constructing your very own Agility Obstacle Course, with each obstacle you build coming equipped with different Agility XP rates, GP Rates, time to complete (Obsatacle Interval) and Global Active Passives attached to it.

Starting at the very first obstacle, your character will complete each Obstacle in their respective order until a lap is complete. Upon completing a lap, you will restart the Obstacle Course and go again. You cannot choose which obstacle to start it, it is always the first.

Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.

Obstacles

For every 10 Agility Levels, you will be provided with an empty spot to construct an Obstacle of your choosing. All obstacles are categorized to suit their respective position within your Agility Course, meaning you can't place an Obstacle anywhere you like. In total, there is roughly 43 Obstacles to build, each with individual Masteries to complete.

These Obstacles, as mentioned above, come equipped with various benefits, buffs and debuffs. It is up to you to make a decision as to which Obstacle is best suits your current needs.

Building an Obstacle is not free. There is always a GP cost attached to it, and some later obstacles require various extra Items to build.

Active & Inactive Obstacles

When building an Obstacle, the Global Active Passives provided are always active in most circumstances.

An Obstacle becomes inactive if there is a gap in your Obstacle Course prior to it. Inactive Obstacles disable their respective Global Active Passives. The gap must be filled before they reactivate.

Remember, if you cannot reach the Obstacle during your training, that Obstacle will be inactive. This also means you cannot gain any XP or GP from this Obstacle. Don't worry though, the game will tell you if an Obstacle is inactive.

Obstacle Cost Reductions

I'll be honest, Obstacles are not cheap, especially late game.

You will find yourself swapping Obstacles quite consistently based on what your current goal is throughout the game. To help with this, there is many ways you can reduce the cost of Obstacles to ease the burden of costs.

Here are some ways to ease the pain:

  • Every time you construct an Obstacle, you gain +4% Item Cost Reduction for that Obstacle only. Stacks up to 10 times maximum for a total of +40% Item Cost Reduction.
  • Reaching Level 80 Mastery will grant +10% Cost Reduction for that Obstacle only.
  • Reaching Level 95 Mastery will grant +10% Cost Reduction for that Obstacle only.
  • 50% Mastery Pool bonus grants +10% Cost Reduction for all Obstacles.
  • 95% Mastery Pool bonus grants +15% Item Cost Reduction for all Obstacles.
  • Agility Skillcape (And Max/Completion Cape) grants +20% Cost Reduction for all Obstacles while equipped.

Item Cost Reduction is capped at 95%.

Agility Pet

With the inclusion of a new Skill, that also means a new Pet is introduced alongside it!

Sam +15% GP from Agility.

Agility Potion

To help you along for this journey, a new Potion has been added to the game to give you that much needed, totally not illegal boost to your Obstacle Course training.

Performance Enhancing Potion
+[2, 4, 6, 8]% Decreased Agility Interval.
[10, 20, 30, 50] Charges.

Agility Skillcape

What good is a new Skill without a nice Cape to wear and brag about?

Agility Skillcape
+20% Global Agility Obstacle cost reduction.

And yes, a new Potion means new Masteries for Herblore ;)

Adventure Mode

The 3rd and final Official Gamemode that will change everything about the way you play the game.

Adventure Mode bring a whole new challenge to the game, forcing you to make strategic decisions at every step of your journey.

In this Gamemode, Skills are locked behind a GP cost that must be unlocked individually. Every time you decide to unlock a Skill, the cost of the next unlock increases.

At the start of the Gamemode, the only Skill available to you are Attack, Strength, Defence and Hitpoints. Everything else is locked.

To help kickstart your new adventure, you are given a Bronze Weapon and 10 Basic Food. So generous, right?

Adventure Mode is also bound by the same Combat Triangle Modifiers you find in Hardcore Mode.

Sounds easy, what's the catch?

Leveling Skills in Adventure Mode is completely different to Standard. Non-Combat Skill Levels cannot go above your Combat Level.

When you eventually reach the maximum level, the Skill will still continue to train as normal, but you won't receive any further XP. You will need to go back into Combat, and level your Combat Level.

Summarized Rules of Adventure Mode

  • Skills are locked behind a GP cost to unlock.
  • Start with only Attack, Strength, Defence & Hitpoints unlocked.
  • A Bronze Weapon and 10 Basic Food is provided in your bank at the start.
  • Your Non-Combat Skill Levels cannot go above your Combat Level.
  • Hitpoints, Damage, and Healing numbers are multiplied by a future 10 (Just a visual change).
  • Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
  • This is a safe Gamemode. It is okay to die.

Boss Pets

Boss Pets have finally arrived to the game!

These cute little critters can be found in every single Dungeon in the game. Upon killing a Boss in a dungeon, you have a chance of obtaining one of the Boss Pets!

These Boss Pets provide a small Combat bonus to assist you in your adventures.

For those curious, the Into the Mist Boss Pet required a set 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.

Chick
Chicken Coop Boss Pet
+1% Global Accuracy

Zarrah
Undead Graveyard Boss Pet
+1% GP From Monsters

Chio
Bandit Base Boss Pet
+2% Ranged Strength Bonus

Bouncing Bob
Hall of Wizards Boss Pet
+2% Magic Damage Bonus

Rosey
Spider Forest Boss Pet
+1% Chance To Double Loot in Combat

Jelly Jim
Miolite Caves Boss Pet
+2% Rune Preservation

Ayyden
Deep Sea Ship Boss Pet
+2% Slayer Coins

Arctic Yeti
Frozen Cove Boss Pet
Named after Winner of 2020 Fan Art Competition
+2% Ammo Preservation

Harley
Dragons Den Boss Pet
+1% Damage To Combat Area Monsters

Mac
Volcanic Cave Boss Pet
+1% Damage To Slayer Area Monsters

Singe
Infernal Stronghold Boss Pet
+1% Damage To Dungeon Monsters

Aquarias
Air God Dungeon Boss Pet
+1% Chance to Double Items Globally

Norman
Water God Dungeon Boss Pet
+3% Chance To Preserve Prayer Points

Erran
Earth God Dungeon Boss Pet
+1% Damage Reduction

Ren
Fire God Dungeon Boss Pet
+2% Max Hit

Pablo
Into the Mist Boss Pet
+2% Damage To All Monsters

Golbin Raid - Stage 2

The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived.

New Additions

  • The Raid Shop is now active. You can purchase upgrades, Items and Pets in this shop. All Items and Pets in the Raid Shop do not count towards completion.
  • Non-Combat skills will now go into offline mode during the Raid. This means you can train them while participating in Raids.
  • Added (Alt) Weapons to the Raid. (Alt) Weapons are weapons you can get in the Raid that have a completely random Special Attack attached to them. You cannot see what the Special Attack will be, and the Special Attack does not change unless you pick a different weapon.
  • Prayer can now be unlocked and levelled up via the Raid Shop for (For the Golbin Raid only)
  • The Combat Passive Slot can be unlocked via the Raid Shop. If unlocked, you have the option to acquire a Random Passive Item at the end of every 10 waves.
  • There is now a chance for the Golbins you face to have a random Passive attached to them. Be sure to look out for these and take note of why the Golbin you are facing is harder to kill than Ragnar.
  • You can now see the stats of items in the Item Selector. It also compares to what you currently have equipped.
  • You can now skip waves in the Raid at a cost of Raid Coins. This cost can be reduced via the Raid Shop.

Balancing

  • Ranged Ammo count does not get replaced anymore when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
  • Now start with 500 of each elemental Rune, up from 100
  • Now start with 200 Bronze Arrows, up from 100
  • There's a few items in the Raid Shop to assist you with the Raid. These include increases to Quantity of Ammo, Runes and Food found during the Raid.
  • Ammo and Runes are now separate categories, instead of combined into one.
  • Due to the above change, these categories now give you the option of 2 different Ammo/Runes, plus an option to simply add quantity to your existing Ammo/Runes
  • Reduced Golbin Max HP by 20%.
  • It is no longer possible to find the Wasteful Ring, Cape of Competion, Max Skillcape or Farming Skillcape in the Raid.
  • It is also no longer possible to roll Non-Combat Runes, or Combination Runes.

Bug Fixes

  • Refreshing the page during a Raid will now correctly end the Raid and record its stats.
  • Your equipment set should now correctly go back to its original after a Raid has been completed.

Other Changes (Not including the above)

  • [NEW] There is a brand new Welcome Screen, which includes seemless Cloud functionality as well as Cloud Account Management.
  • [NEW] Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
  • [NEW] It is now possible to create up to 5 different Characters.
  • [NEW] Prices in the Shop are now colour coded so you know what you can and can't afford.
  • [NEW] New Item - Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] New Pet - Preston the Platypus - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] New Pet - Jerry the Giraffe - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] Added the Official Development Roadmap as a link in-game
  • [CHANGE] Started the complete overhaul to how Player Modifiers are handled in game. This should provide more consistency with how modifiers work, and will also speed up future development and management of the game by a lot. This also means a few items have changed in terms of how their bonuses work.
  • [CHANGE] Skill Preservation chance is now capped at 80%.
  • [CHANGE] Completely overhauled how the Shop works behind the scenes. You won't see much change with this, but it will allow me to add more Shop items with ease.
  • [CHANGE] The Shop now displays all items that are available for purchase from the start, as well as what is required to unlock that Shop item.
  • [CHANGE] Aorpheats Signet Ring now provides +100% GP from all sources except Alt. Magic and item selling, instead of a flat double to item drops.
  • [CHANGE] Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
  • [CHANGE] All God Upgrades now provide +15% to their respective bonuses (Additive), instead of the previous 20% Increase (Multiplicative). This is not a nerf.
  • [CHANGE] Amulet of Fishing now provides +15% Decreased Fishing Interval (Additive). Changed from 20% Decrease (Multiplicative). This is not a nerf.
  • [CHANGE] Woodcutting Skillcape now provides -15% Woodcutting Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf.
  • [CHANGE] Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
  • [CHANGE] Enemy buffs/debuffs and Player buffs/debuffs now last for x Attack TURNS, instead of x Attacks (each hit). An Attack Turn is when an entire attack is performed. Multi-hit special attacks count as 1 Attack Turn
  • [CHANGE] Rune Preservation now affects Alt. Magic
  • [CHANGE] Larry, the Lonely Lizard Pet now provides +15 Farming Qty, up from +5
  • [CHANGE] Stone Skin Prayer now provides +3% Damage Reduction, down from +5%
  • [CHANGE] Stone Skin now costs 3 Prayer Points per enemy Attack, up from 2
  • [CHANGE] Adjusted the wording for the Protect Prayers to be more clear
  • [CHANGE] "Skills" wording changed to "Non-Combat" in the Sidebar/Menu
  • [CHANGE] Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 dmg + Enemy Bleeds for 4% enemy max hp over 10s
  • [CHANGE] Sanguine Blade Special Attack chance is now 30%
  • [CHANGE] Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, otherwise its 250%
  • [CHANGE] Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds
  • [CHANGE] Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
  • [CHANGE] Malcs, the Leader of Dragons now drops 100K - 150K GP on death, down from 150K - 225K GP.
  • [CHANGE] Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
  • [CHANGE] Generous Resupply Shop Item now contains Sharks instead of Manta Rays
  • [CHANGE] Standard Resupply Shop Item now contains 150 Crab, down from 200 Crab
  • [CHANGE] Basic Resupply Shop Item now contains 100 Lobster, down from 200 Lobster
  • [CHANGE] Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
  • [CHANGE] Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
  • [CHANGE] Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
  • [CHANGE] Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
  • [CHANGE] Elemental Potions now provide [Potion Tier * 2] qty of a random Elemental Rune per Runecraft, instead of only 1.
  • [CHANGE] Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
  • [CHANGE] Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%
  • [CHANGE] Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%
  • [CHANGE] Doubled the charges for Melee Accuracy Potions & Melee Evasion Potions
  • [CHANGE] Clicking "Select Character" fom the User Dropdown menu will now send you back to Welcome Screen.
  • [CHANGE] Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.
  • [FIXED] Offline Pet calculations updated to be more efficient.
  • [FIXED] Inaccurate Confetti Crossbow effect description.
  • [FIXED] Logs sell price is inconsistency and has rounding issues.
  • [FIXED] Enemies don't die from debuffs/bleed/DoT when below 1 HP until player attacks again.
  • [FIXED] Master Slayer Gear does not affect Thieving drops.
  • [FIXED] Divine Potion IV: chance to not consume Prayer Points (25%), did not match the item description (35%). Correctly applies at 35% now.
  • [FIXED] Gold Emerald Ring does not give the expected 7% bonus XP to Prayer
  • [FIXED] Fixed Prayer XP providing more XP than intended
  • [FIXED] Slight disagreement Between a Skill's Mastery Percentage.
  • [FIXED] Ancient Ring of Skills does not apply bonus to Alt. Magic.
  • [FIXED] Offline Cooking doesn't use potions correctly
  • [FIXED] Upgrade item window not showing change in Melee Attack Bonuses correctly.
  • [FIXED] Fish caught stat not counting correctly for Offline progress.
  • [FIXED] Reindeer Pet appears in Pet list even if not obtained.
  • [FIXED] Looting items manually doesn't check if your bank is full.
  • [FIXED] Duplicate Combat Loot bug should now be squashed.
  • [FIXED] Redemption Prayer does not function as intended.
  • [FIXED] Hunter's Ring passives not processing correctly.
  • [FIXED] Hardcore Character death Steam achievement is not working.
  • [FIXED] Rags to Riches II Combination Rune's Nature Rune cost is less than intended.
  • [FIXED] Greater Dragonbreath Enemy Special Attack deals twice as much damage as the description says. Now deals the correct amount of Damage according to description.
  • [FIXED] Issues with character switching during Combat.
  • [FIXED] Chance to Hit displays wrong value/Hit chance is implemented incorrectly.
  • [FIXED] Earth Adept Wizard Hat has incorrect Magic Level required on Crafting page.
  • [FIXED] Auroras don't seem to get the Skull Cape effect of Rune Preservation.
  • [FIXED] Runic Ruins Slayer Area Effect -30% Magic Evasion not applying as intended.
  • [FIXED] Unable to idle Cooking offline until you purchased the first cooking fire. You can now idle without purchasing it.
  • [FIXED] Missing Slayer Milestones for new Slayer Areas.
  • [FIXED] Aorpheat's Signet Ring provides double the listed bonus to Thieving GP.
  • [FIXED] New Bank items are not sorted correctly when using Stack GP Value options.
  • [FIXED] Invalid Javascript syntax is declaring unwanted globally scoped variables.
  • [FIXED] Some Items have duplicate properties.
  • [FIXED] Broken Milestone image for Godswords in Attack.
  • [FIXED] Ancient Wizard Set, and Water Acolyte Wizard Hat bonus does not match description.
  • [FIXED] Clue Chasers Insignia lowers the Rhaelyx pieces chance to drop.
  • [FIXED] Farming Pet increasing harvest quantity more than intended.
  • [FIXED] The Sandstorm Ring will consume arrows on each hit.
  • [FIXED] Mystic Prayers have different descriptions.
  • [FIXED] [Steam] Rich presence - Total level does not update dynamically.
  • [FIXED] Offline Mastery XP for Crafting Skills producing more Mastery XP than intended.
  • [FIXED] Enemy Special Attack Burning Claws now correctly attacks twice as per its description
  • [FIXED] Removed the Damage Reduction debuff from the Sealing Special Attack description.
  • [FIXED] New items added to the game are now sorted correctly.
  • [FIXED] Corrected spelling of "Drowsy Spores" special attack.
  • [FIXED] Rune counts in the "My Rune" page now update dynamically, and correctly.
  • [FIXED] Save timestamp shows in local time, and is no longer a massive string.