V1.0: Difference between revisions

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The Public Beta is a symbol of an almost complete game. This is an achievement I never thought I would ever reach when I started this journey in September 2019.
The Public Beta is a symbol of an almost complete game. This is an achievement I never thought I would ever reach when I started this journey in September 2019.


To be able to finally declare the game is finished is an unbelievable feeling. But we aren’t there just yet. Full Release is on November 18, and this Public Beta is here to give you the content early, and also spend time focussing on bug fixes from here on until the launch.
To be able to finally declare the game is finished is an unbelievable feeling. But we aren’t there just yet. Full Release is on November 18, and this Public Beta is here to give you the content early, and also spend time focusing on bug fixes from here on until the launch.


<span style="color:orange">'''Important:'''</span> This update is the full 1.0. When the game launches on November 18, you will not see any new inclusions other than Localisation.
'''Important:''' This update is the full 1.0. When the game launches on November 18, you will not see any new inclusions other than localisation.


The next 8 days for me are dedicated to fixing as many reported bugs as possible, so I can ensure the full launch on November 18 is as smooth as possible.
The next 8 days for me are dedicated to fixing as many reported bugs as possible, so I can ensure the full launch on November 18 is as smooth as possible.
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===Endgame Content Pt. 3===
===Endgame Content Pt. 3===
====Introduction====
====Introduction====
The time has finally come to introduce the last piece of the Combat puzzle.
The time has finally come to introduce the last piece of the {{Icon|Combat}} puzzle.


Endgame Content Pt.3 introduces the final boss for Melvor Idle, as well as a lot of new Monsters, Items and balance changes across Combat.
Endgame Content Pt.3 introduces the final boss for Melvor Idle, as well as a lot of new Monsters, Items and balance changes across {{Icon|Combat|nolink=true}}.


It has been a very long time coming, and the inclusion this brings is one of the largest additions to the game we have ever done. I’ll do my best to break down exactly what we added, and what has changed.
It has been a very long time coming, and the inclusion this brings is one of the largest additions to the game we have ever done. I’ll do my best to break down exactly what we added, and what has changed.


====Impending Darkness Event====
====Impending Darkness Event====
The Final Boss is hidden deep inside an “Event”. Your task is to slay various Monsters who have succumbed to the final boss’ mysterious mist and eventually defeat him when the chance arises.
The Final Boss is hidden deep inside an “{{ZoneIcon|Impending Darkness Event|Event}}”. Your task is to slay various Monsters who have succumbed to the final boss’ mysterious mist and eventually defeat him when the chance arises.


=====Event Mechanics=====
=====Event Mechanics=====
The event requires Level 99 in all Skills, access to all Slayer areas.
The event requires Level 99 in all Skills, and access to all {{Skill|Slayer}} areas.


Upon beginning the Event, all Combat content will be <span style="color:orange">'''locked'''</span> and will remain locked until the Event is either finished, ended, or you die.
Upon beginning the Event, all Combat content will be '''locked''' and will remain locked until the Event is either finished, ended, or you die.


Upon starting the Event, you will be greeted with a popup asking you to select a random modifier combination from a selection of 3. The modifiers you select will apply to every single Monster you face during the event.
Upon starting the Event, you will be greeted with a popup asking you to select a random modifier combination from a selection of 3. The modifiers you select will apply to every single Monster you face during the event.
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The completion of a cycle will provide you with a set reward for your efforts. This reward is always the same, depending on what cycle you just completed.
The completion of a cycle will provide you with a set reward for your efforts. This reward is always the same, depending on what cycle you just completed.


When beginning a new cycle, you will be asked to select <span style="color:orange">'''another'''</span> modifier combination. This Combination you select is then <span style="color:orange">'''added to all previous Modifiers you selected'''</span>. This means by cycle 5, you will have 5 different Modifier combinations active at the same time, so choose wisely.
When beginning a new cycle, you will be asked to select '''another''' modifier combination. This Combination you select is then '''added to all previous Modifiers you selected'''. This means by cycle 5, you will have 5 different Modifier combinations active at the same time, so choose wisely.


The very last Monster you face at the end of Cycle 5 is the true Final Boss. Good luck, you will need it.
The very last Monster you face at the end of Cycle 5 is the true Final Boss. Good luck, you will need it.
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* Your event progress will be saved, and the only way to reset the event is to either manually end it with the provided button, or by dying. Closing the game or training a Non-Combat Skill will not reset the event.
* Your event progress will be saved, and the only way to reset the event is to either manually end it with the provided button, or by dying. Closing the game or training a Non-Combat Skill will not reset the event.
* Running in Combat during the event will not reset the event. If something is too hard, you may Run from Combat and attempt it again.
* Running in Combat during the event will not reset the event. If something is too hard, you may Run from Combat and attempt it again.
* <span style="color:orange">'''This is a safe Event for Hardcore Characters. Dying in here will not result in the loss of your character.'''</span>
* '''This is a safe Event for Hardcore Characters. Dying in here will not result in the loss of your character.'''


====New Combat and Slayer Areas====
====New Combat and Slayer Areas====
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=====Combat Area: Elerine Battlegrounds=====
=====Combat Area: Elerine Battlegrounds=====
* Contains 3 new hard to very hard monsters
* {{ZoneIcon|Elerine Battlegrounds}} contains 3 new hard to very hard monsters.
* Monsters drop new Elerine Weapons and Half of the new Nature's Call Staff
* Monsters drop new Elerine Weapons and Half of the new {{ItemIcon|Nature's Call Staff}}.


=====Slayer Area: Toxic Swamps=====
=====Slayer Area: Toxic Swamps=====
* Unlocked at Level 65 Slayer
* {{ZoneIcon|Toxic Swamps}} is unlocked at {{SkillReq|Slayer|65}}.
* Area has an effect that allows the monsters within to poison you
* Area has an effect that allows the monsters within to poison you.
* Contains 3 new very hard to elite monsters
* Contains 3 new very hard to elite monsters.
* Monsters drop unique poison themed weapons and materials that can be used to upgrade equipment
* Monsters drop unique poison themed weapons and materials that can be used to upgrade equipment.


=====Slayer Area: Unhallowed Wasteland=====
=====Slayer Area: Unhallowed Wasteland=====
* Unlocked at Level 95 Slayer
* {{ZoneIcon|Unhallowed Wasteland}} is unlocked at {{SkillReq|Slayer|95}}.
* Area has an effect that heals Monsters every 2 turns
* Area has an effect that heals Monsters every 2 turns
* Requires a new Slayer Shop purchase to access, costing 3M Slayer Coins.
* Requires a new Slayer Shop purchase to access, costing {{Icon|Slayer Coins|qty=3000000}}.
* Contains 4 new very challenging Monsters.
* Contains 4 new very challenging Monsters.
* Monsters drop materials that can be used to upgrade equipment from the God Dungeons.
* Monsters drop materials that can be used to upgrade equipment from the God Dungeons.
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====New Combat Potions====
====New Combat Potions====
We have added 3 brand new Combat Potions that you can create in Herblore.
We have added 3 brand new Combat Potions that you can create in {{Skill|Herblore}}.


* <span style="color:orange">'''Hinder Potions:'''</span> Slow down the enemy when you hit them with an attack
* {{Icon|Hinder Potion}}: Slow down the enemy when you hit them with an attack.
* <span style="color:orange">'''Famished Potions:'''</span> Increase your Auto Eat Efficiency and Gives a chance to preserve food when eating it
* {{Icon|Famished Potion}}: Increase your {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}} Efficiency and gives a chance to preserve food when eating it.
* <span style="color:orange">'''Lethal Toxins Potions:'''</span> Gives your Melee and Ranged attacks a chance to poison the enemy
* {{Icon|Lethal Toxins Potion}}: Gives your {{Skill|Attack|Melee}} and {{Skill|Ranged}} attacks a chance to poison the enemy


====Buffs to Combat Potions====
====Buffs to Combat Potions====
 
=====New=====
=====New:=====
* {{Icon|Melee Evasion Potion}}: Now provides +10% chance to ignore Stuns and Freezes, on top of its original bonuses.
* <span style="color:orange">'''Melee Evasion Potions'''</span> now provide: +10% chance to ignore Stuns and Freezes on top of their original bonuses
* {{Icon|Ranged Assistance Potion}}: Now provides +10% chance to ignore poison, on top of its original bonuses.
* <span style="color:orange">'''Ranged Assistance Potions'''</span> now provide: +10% chance to ignore poison on top of their original bonuses
* {{Icon|Magic Assistance Potion}}: Now provides +10% chance to ignore burn and +10% chance to ignore Frostburn, on top of its original bonuses.
* <span style="color:orange">'''Magic Assistance Potions'''</span> now provide: +10% chance to ignore burn and +10% change to ignore Frostburn on top of their original bonuses


=====Changes:=====
=====Changes:=====
* Increased the charges of <span style="color:orange">'''Melee Accuracy Potions'''</span> from [10,10,10,20] to [20,20,20,30]
* {{Icon|Melee Accuracy Potion}}: Charges increased from [10, 10, 10, 20] to [20, 20, 20, 30].
* Increased the charges of <span style="color:orange">'''Melee Evasion Potions'''</span> from [10,10,10,20] to [30,30,30,40]
* {{Icon|Melee Evasion Potion}}: Charges increased from [10, 10, 10, 20] to [30, 30, 30, 40].
* <span style="color:orange">'''Ranged Assistance Potions'''</span> are now crafted using Raw Chicken instead of Eyeballs
* {{Icon|Melee Evasion Potion}}: Now crafted using {{ItemIcon|Raw Chicken}} instead of {{ItemIcon|Eyeball|Eyeballs}}.
* Increased the charges of <span style="color:orange">'''Ranged Assistance Potions'''</span> from [5,5,5,10] to [15,15,15,20]
* {{Icon|Ranged Assistance Potion}}: Charges increased from [5, 5, 5, 10] to [15, 15, 15, 20].
* <span style="color:orange">'''Ranged Assistance Potions'''</span> are now crafted using Raw Beef instead of Eyeballs
* {{Icon|Ranged Assistance Potion}}: Now crafted using {{ItemIcon|Raw Beef}} instead of {{ItemIcon|Eyeball|Eyeballs}}.
* Increased the charges of <span style="color:orange">'''Magic Assistance Potions'''</span> from [5,5,5,10] to [15,15,15,20]
* {{Icon|Magic Assistance Potion}}: Charges increased from [5, 5, 5, 10] to [15, 15, 15, 20].


====New Rings from Crafting====
====New Rings from Crafting====
We have also added 3 new Combat Rings that can be created within Crafting. They all require Level 90 Crafting, and are Crafted using the Sigils obtained via Thieving.
We have also added 3 new Combat Rings that can be created within {{Skill|Crafting}}. They all require {{SkillReq|Crafting|90}}, and are crafted using the Sigils obtained via {{Skill|Thieving}}.
 


Each Ring provides a Special Attack that replaces your Normal Attacks.
Each Ring provides a Special Attack that replaces your Normal Attacks.


 
There is a Ring for each of the Combat types: {{Skill|Attack|Melee}}, {{Skill|Ranged}}, and {{Skill|Magic}}.
There is a Ring for each of the Combat types: Melee, Ranged and Magic.


====New Prayers====
====New Prayers====
Remember that Prayer Skill? Yeah, we decided to beef it up and add 5 new Prayers for you to explore!
Remember that {{Skill|Prayer}} Skill? Yeah, we decided to beef it up and add 5 new Prayers for you to explore!


* <span style="color:orange">'''Safeguard:'''</span> +1% Damage Reduction. Costs 1 Prayer Point per Enemy attack. (Level 28)
* {{PrayerIcon|Safeguard}}: +1% Damage Reduction. Costs 1 Prayer Point per Enemy attack. {{SkillReq|Prayer|28}}
* <span style="color:orange">'''Rejuvenation:'''</span> +20 Flat Hitpoints Regeneration. Costs 5 Prayer Points per Regeneration. (Level 62)
* {{PrayerIcon|Rejuvenation}}: +20 Flat {{Skill|Hitpoints}} Regeneration. Costs 5 Prayer Points per Regeneration. {{SkillReq|Prayer|62}}
* <span style="color:orange">'''Sharp Vision:'''</span> +25% Ranged Accuracy Rating, +25% Ranged Evasion and +15% Ranged Max Hit. Costs 5 Prayer Points per Player attack. (Level 71)
* {{PrayerIcon|Sharp Vision}}: +25% Ranged Accuracy Rating, +25% Ranged Evasion and +15% Ranged Max Hit. Costs 5 Prayer Points per Player attack. {{SkillReq|Prayer|71}}
* <span style="color:orange">'''Mystic Mastery:'''</span> +20% Magic Accuracy Rating, +20% Magic Evasion and +10% Magic Max Hit. Costs 5 Prayer Points per Player attack. (Level 76)
* {{PrayerIcon|Mystic Mastery}}: +20% Magic Accuracy Rating, +20% Magic Evasion and +10% Magic Max Hit. Costs 5 Prayer Points per Player attack. {{SkillReq|Prayer|76}}
* <span style="color:orange">'''Battleheart:'''</span> +35% Global Evasion, +15% of Max Hit added to Min Hit and enemies have -5% Damage Reduction. Costs 8 Prayer Points per Player attack. (Level 95)
* {{PrayerIcon|Battleheart}}: +35% Global Evasion, +15% of Max Hit added to Min Hit and enemies have -5% Damage Reduction. Costs 8 Prayer Points per Player attack. {{SkillReq|Prayer|95}}


====Adjustments to Prayer====
====Adjustments to Prayer====
* The <span style="color:orange">'''Mystic Might'''</span> prayer now provides: +5% Magic Max Hit on top of its original effect
* Reduced the rate at which {{Skill|Prayer}} XP is earned by 2/3rds.
* Reduced the rate at which Prayer XP is earned by 2/3rds
* {{PrayerIcon|Mystic Might}}: Now provides +5% Magic Max Hit on top of its original effect.
* Increased the <span style="color:orange">'''Thick Skin'''</span> effect to +10% Melee Evasion (up from 5%)
* {{PrayerIcon|Thick Skin}}: Increased to +10% Melee Evasion (up from 5%).
* Increased the <span style="color:orange">'''Clarity of Thought'''</span> effect to +10% Melee Accuracy Rating (up from 5%)
* {{PrayerIcon|Clarity of Thought}}: Increased to +10% Melee Accuracy Rating (up from 5%).
* Changed the <span style="color:orange">'''Sharp Eye'''</span> effect to: +10% Ranged Accuracy Rating and +10% Ranged Evasion. Was previously: +5% Ranged Accuracy Rating.
* {{PrayerIcon|Sharp Eye}}: Increased to +10% Ranged Accuracy Rating and +10% Ranged Evasion (up from just +5% Ranged Accuracy Rating).
* Increased the <span style="color:orange">'''Rock Skin'''</span> effect to +20% Melee Evasion (up from 10%)
* {{PrayerIcon|Rock Skin}}: Increased to +20% Melee Evasion (up from 10%).
* Increased the <span style="color:orange">'''Improved Reflexes'''</span> effect to +20% Melee Accuracy Rating (up from 10%)
* {{PrayerIcon|Improved Reflexes}}: Increased to +20% Melee Accuracy Rating (up from 10%).
* Changed the <span style="color:orange">'''Rapid Heal'''</span> effect to: +10 Flat Hitpoints Regeneration. Was previously: +100% Hitpoint Regeneration.
* {{PrayerIcon|Rapid Heal}}: Changed to +10 Flat Hitpoints Regeneration (previously +100% Hitpoint Regeneration).
* Changed the <span style="color:orange">'''Hawk Eye'''</span> effect to: +15% Ranged Accuracy Rating, +15% Ranged Evasion and +5% Ranged Max Hit. Was previously: +10% Ranged Accuracy Rating.
* {{PrayerIcon|Hawk Eye}}: Increased to +15% Ranged Accuracy Rating, +15% Ranged Evasion and +5% Ranged Max Hit (up from just +10% Ranged Accuracy Rating).
* Increased the <span style="color:orange">'''Steel Skin'''</span> effect to +25% Melee Evasion (up from 15%)
* {{PrayerIcon|Steel Skin}}: Increased to +25% Melee Evasion (up from 15%).
* Increased the <span style="color:orange">'''Incredible Reflexes'''</span> effect to +25% Melee Accuracy Rating (up from 15%)
* {{PrayerIcon|Incredible Reflexes}} Increased to +25% Melee Accuracy Rating (up from 15%).
* Reduced the chance to dodge for <span style="color:orange">'''Protection'''</span> prayers to 80%. (down from 85%)
* {{PrayerIcon|Protect from Melee|notext=true}} {{PrayerIcon|Protect from Ranged|notext=true}} {{PrayerIcon|Protect from Magic|notext=true}} "Protect" Prayers: Reduced to 80% evasion (down from 85%).
* Changed the <span style="color:orange">'''Eagle Eye'''</span> effect to: +20% Ranged Accuracy Rating, +20% Ranged Evasion and +10% Ranged Max Hit. Was previously: +15% Ranged Accuracy Rating.
* {{PrayerIcon|Eagle Eye}}: Increased to +20% Ranged Accuracy Rating, +20% Ranged Evasion and +10% Ranged Max Hit (up from just +15% Ranged Accuracy Rating).
* Changed the <span style="color:orange">'''Redemption'''</span> effect to: +20% Auto Eat Hitpoints Limit. Was previously: Heal +20% HP when your hitpoints fall below 10%.
* {{PrayerIcon|Redemption}}: Changed to +20% Auto Eat Hitpoints Limit (previously Heal +20% HP when your hitpoints fall below 10%).
* Increased the <span style="color:orange">'''Chivalry'''</span> effect to: +30% Melee Accuracy Rating (up from 15%), +30% Melee Evasion (up from 15%), +15% Melee Max Hit (no change).
* {{PrayerIcon|Chivalry}}: Increased to +30% Melee Accuracy Rating (up from 15%), +30% Melee Evasion (up from 15%), +15% Melee Max Hit (no change).
* Changed the <span style="color:orange">'''Piety'''</span> effect to: +15% Melee Accuracy Rating and +25% Melee Max Hit. Was previously: +18% Melee Accuracy Rating, +12% Melee Max Hit and +18% Melee Evasion.
* {{PrayerIcon|Piety}}: Changed to +15% Melee Accuracy Rating and +25% Melee Max Hit (previously +18% Melee Accuracy Rating, +12% Melee Max Hit and +18% Melee Evasion).
* Changed the <span style="color:orange">'''Rigour'''</span> effect to: +15% Ranged Accuracy Rating and +20% Ranged Max Hit. Was previously: +20% Ranged Accuracy Rating, +23% Ranged Max Hit and +25% Ranged Evasion.
* {{PrayerIcon|Rigour}}: Changed to +15% Ranged Accuracy Rating and +20% Ranged Max Hit (previously +20% Ranged Accuracy Rating, +23% Ranged Max Hit and +25% Ranged Evasion).
* Changed the <span style="color:orange">'''Augury'''</span> effect to: +15% Magic Accuracy Rating and +15% Magic Max Hit. Was previously: +25% Magic Accuracy Rating, +10% Magic Max Hit and +25% Magic Evasion.
* {{PrayerIcon|Augury}}: +15% Magic Accuracy Rating and +15% Magic Max Hit (previously +25% Magic Accuracy Rating, +10% Magic Max Hit and +25% Magic Evasion).


=====Changes to Prayer Level Requirements=====
=====Changes to Prayer Level Requirements=====
The level requirement of Prayers have never really made sense, and the scaling and progression falls off around the Level 70 mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new.
The level requirement of {{Skill|Prayer|Prayers}} have never really made sense, and the scaling and progression falls off around the Level 70 mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new.


* Sharp Eye: 8 -> 10
* {{PrayerIcon|Sharp Eye}}: 8 -> 10
* Mystic Will: 9 -> 12
* {{PrayerIcon|Mystic Will}}: 9 -> 12
* Rock Skin: 10 -> 16
* {{PrayerIcon|Rock Skin}}: 10 -> 16
* Superhuman Strength: 13 -> 18
* {{PrayerIcon|Superhuman Strength}}: 13 -> 18
* Improved Reflexes: 16 -> 20
* {{PrayerIcon|Improved Reflexes}}: 16 -> 20
* Rapid Heal: 20 -> 24
* {{PrayerIcon|Rapid Heal}}: 20 -> 24
* Melee Defence Bonus: 15 -> 22
* {{PrayerIcon|Protect Item}}: 25 -> 26
* Protect Item: 25 -> 26
* {{PrayerIcon|Hawk Eye}}: 26 -> 30
* Hawk Eye: 26 -> 30
* {{PrayerIcon|Mystic Lore}}: 27 -> 33
* Mystic Lore: 27 -> 33
* {{PrayerIcon|Steel Skin}}: 28 -> 37
* Steel Skin: 28 -> 37
* {{PrayerIcon|Ultimate Strength}}: 31 -> 40
* Ultimate Strength: 31 -> 40
* {{PrayerIcon|Incredible Reflexes}}: 34 -> 43
* Incredible Reflexes: 34 -> 43
* {{PrayerIcon|Protect from Magic}}: 37 -> 46
* Protect From Magic: 37 -> 46
* {{PrayerIcon|Protect from Ranged}}: 40 -> 48
* Protect From Ranged: 40 -> 48
* {{PrayerIcon|Protect from Melee}}: 43 -> 50
* Protect From Melee: 43 -> 50
* {{PrayerIcon|Eagle Eye}}: 44 -> 53
* Eagle Eye: 44 -> 53
* {{PrayerIcon|Mystic Might}}: 45 -> 56
* Mystic Might: 45 -> 56
* {{PrayerIcon|Redemption}}: 50 -> 60
* Redemption: 50 -> 60
* {{PrayerIcon|Chivalry}}: 60 -> 66
* Chivalry: 60 -> 66
* {{PrayerIcon|Piety}}: 75 -> 83
* Piety: 75 -> 83
* {{PrayerIcon|Rigour}}: 79 -> 87
* Rigour: 79 -> 87
* {{PrayerIcon|Chivalry}}: 84 -> 91
* Chivalry: 84 -> 91


====Combat Balance Changes====
====Combat Balance Changes====
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=====New Monster Special Attacks & Passives=====
=====New Monster Special Attacks & Passives=====
* <span style="color:orange">'''Dark Horned Elite's'''</span> now have a special attack: Ram (30%) - The enemy rams into you for 100% of the enemy's normal damage. On a hit inflicts a bleed that deals 100% of the damage dealt as damage over 10s.
* '''Dark Horned Elite's''' now have a special attack: Ram (30%) - The enemy rams into you for 100% of the enemy's normal damage. On a hit inflicts a bleed that deals 100% of the damage dealt as damage over 10s.
* <span style="color:orange">'''Furious Horned Elite's'''</span> now have a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (Avoidable).
* '''Furious Horned Elite's''' now have a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (Avoidable).
* <span style="color:orange">'''Pegasus'''</span> now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent.
* '''Pegasus''' now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent.


=====New Monster Item Drops=====
=====New Monster Item Drops=====
* The monsters in the Forest of Goo can now drop <span style="color:orange">'''Goo'''</span>. It can be used to craft new Potions.
* The monsters in the Forest of Goo can now drop '''Goo'''. It can be used to craft new Potions.
* The monsters in the Arid Plains can now drop <span style="color:orange">'''Wildflowers'''</span>. It can be used to craft new potions.
* The monsters in the Arid Plains can now drop '''Wildflowers'''. It can be used to craft new potions.
* The Turkul Throwers can now drop the new <span style="color:orange">'''Throwing Power Gloves'''</span>.
* The Turkul Throwers can now drop the new '''Throwing Power Gloves'''.
* The Druid can now drop half of the new <span style="color:orange">'''Nature's Call Staf'''</span>f.
* The Druid can now drop half of the new '''Nature's Call Staf'''f.
* Raging Horned Elites can now drop the new <span style="color:orange">'''War Axe'''</span>.
* Raging Horned Elites can now drop the new '''War Axe'''.
* Seething Horned Elites can now drop the new <span style="color:orange">'''Warberd'''</span> weapon.
* Seething Horned Elites can now drop the new '''Warberd''' weapon.
* Ranged Golbins can now drop the new <span style="color:orange">'''Slingshot'''</span>.
* Ranged Golbins can now drop the new '''Slingshot'''.


=====Misc Monster Changes=====
=====Misc Monster Changes=====
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=====Adjustments to Existing Equipment=====
=====Adjustments to Existing Equipment=====
<span style="color:orange">'''New:'''</span>
'''New:'''


* <span style="color:orange">'''Green Wizard Robes'''</span> now provide: +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats
* '''Green Wizard Robes''' now provide: +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats
* <span style="color:orange">'''Blue Wizard Robes'''</span> now provide: +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats
* '''Blue Wizard Robes''' now provide: +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats
* <span style="color:orange">'''Red Wizard Robes'''</span> now provide: +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats
* '''Red Wizard Robes''' now provide: +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats
* <span style="color:orange">'''Black Wizard Robes'''</span> now provide: +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats
* '''Black Wizard Robes''' now provide: +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats
* <span style="color:orange">'''Ancient Wizard Robes'''</span> now provide: +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats
* '''Ancient Wizard Robes''' now provide: +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats
* <span style="color:orange">'''Basic Elemental Staves'''</span> now provide: +5% Magic Damage Bonus
* '''Basic Elemental Staves''' now provide: +5% Magic Damage Bonus
* <span style="color:orange">'''Elemental Battlestaves'''</span> now provide: +10% Magic Damage Bonus
* '''Elemental Battlestaves''' now provide: +10% Magic Damage Bonus
* <span style="color:orange">'''The Priest Hat'''</span> now provides: +10% chance to preserve Prayer Points on top of its existing bonuses
* '''The Priest Hat''' now provides: +10% chance to preserve Prayer Points on top of its existing bonuses
* The <span style="color:orange">'''Silver Emerald Ring'''</span> now provide +8 Ranged Attack Bonus on top of its original stats
* The '''Silver Emerald Ring''' now provide +8 Ranged Attack Bonus on top of its original stats


====Weapon Special Attack Changes====
====Weapon Special Attack Changes====
* Changed the bonus of <span style="color:orange">'''Big Ol Ron'''</span> to: For every 2000 base Max Hitpoints the enemy has (Capped at 10000): +8% Melee Strength Bonus from Equipment, +3% of Maximum Hit added to Minimum Hit and +1% Damage Reduction. Bonus is doubled if fighting a boss. Was previously: Gain +50% Melee Strength Bonus when fighting a Boss
* Changed the bonus of '''Big Ol Ron''' to: For every 2000 base Max Hitpoints the enemy has (Capped at 10000): +8% Melee Strength Bonus from Equipment, +3% of Maximum Hit added to Minimum Hit and +1% Damage Reduction. Bonus is doubled if fighting a boss. Was previously: Gain +50% Melee Strength Bonus when fighting a Boss
* Changed the special attack of the <span style="color:orange">'''Ragnar Godsword'''</span> to: Perform 3 unavoidable attacks that deal 75% of your normal damage on the 1st attack, 125% of your normal damage on the 2nd attack and 175% of your normal damage on the 3rd attack. Was Previously: Perform 3 unavoidable attacks.
* Changed the special attack of the '''Ragnar Godsword''' to: Perform 3 unavoidable attacks that deal 75% of your normal damage on the 1st attack, 125% of your normal damage on the 2nd attack and 175% of your normal damage on the 3rd attack. Was Previously: Perform 3 unavoidable attacks.
* Changed the special attack of the <span style="color:orange">'''Aeris Godsword'''</span> to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you succesfully hit, stacking up to 5 times. Stacks reset on a miss. Was Previously: Attack 5 times for 50% of your normal damage. Attacks can miss.
* Changed the special attack of the '''Aeris Godsword''' to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you succesfully hit, stacking up to 5 times. Stacks reset on a miss. Was Previously: Attack 5 times for 50% of your normal damage. Attacks can miss.
* Changed the special attack of the <span style="color:orange">'''Ancient 2H Sword'''</span> to: Perform 2 attacks that deal 50% of your normal damage on the 1st attack and 200% of your normal damage on the 2nd attack. Was Previously: Perform an attack that does 200% of your normal damage.
* Changed the special attack of the '''Ancient 2H Sword''' to: Perform 2 attacks that deal 50% of your normal damage on the 1st attack and 200% of your normal damage on the 2nd attack. Was Previously: Perform an attack that does 200% of your normal damage.
* Changed the special attack of the <span style="color:orange">'''Terran Godsword'''</span> to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current hitpoints percent damage. Was Previously: Perform an unavoidable attack that does 100% of your max hit.
* Changed the special attack of the '''Terran Godsword''' to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current hitpoints percent damage. Was Previously: Perform an unavoidable attack that does 100% of your max hit.
* Increased the damage of the <span style="color:orange">'''Twin Exiles'''</span> special attack from 70% to 75%
* Increased the damage of the '''Twin Exiles''' special attack from 70% to 75%
* Increased the damage of <span style="color:orange">'''Tidal Edge's'''</span> special attack from 500 to 600
* Increased the damage of '''Tidal Edge's''' special attack from 500 to 600
* Nerfed the slow effect of <span style="color:orange">'''Ocean Song's'''</span> special attack to -50% Attack Interval for 2 turns. Was previously: -60% Attack Interval for 3 turns.
* Nerfed the slow effect of '''Ocean Song's''' special attack to -50% Attack Interval for 2 turns. Was previously: -60% Attack Interval for 3 turns.


=====Fury of the Elemental Zodiacs=====
=====Fury of the Elemental Zodiacs=====
* The stats of <span style="color:orange">'''Fury of the Elemental Zodiacs'''</span> have been increased:
* The stats of '''Fury of the Elemental Zodiacs''' have been increased:
** Melee Strength Bonus: 20 -> 30
** Melee Strength Bonus: 20 -> 30
** Melee Attack Bonuses: 20 -> 30
** Melee Attack Bonuses: 20 -> 30
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=====Silver Jewellery=====
=====Silver Jewellery=====
* The <span style="color:orange">'''Silver Topaz Ring'''</span> now provides: +12 Stab Attack Bonus. Was previously: +5 Melee Attack Bonuses.
* The '''Silver Topaz Ring''' now provides: +12 Stab Attack Bonus. Was previously: +5 Melee Attack Bonuses.
* The <span style="color:orange">'''Silver Sapphire Ring'''</span> now provides: +6 Block Attack Bonus and +12 Melee Defence Bonus. Was previously: +8 Melee Defence Bonus.
* The '''Silver Sapphire Ring''' now provides: +6 Block Attack Bonus and +12 Melee Defence Bonus. Was previously: +8 Melee Defence Bonus.
* The <span style="color:orange">'''Silver Ruby Ring'''</span> now provides: +6 Slash Attack Bonus and +3 Melee Strength bonus. Was previously: +5 Melee Strength Bonus.
* The '''Silver Ruby Ring''' now provides: +6 Slash Attack Bonus and +3 Melee Strength bonus. Was previously: +5 Melee Strength Bonus.
* The <span style="color:orange">'''Silver Topaz Necklace'''</span> is now a Passive item and provides: +12 Hidden Attack Levels. Was previously: +6 Melee Attack Bonuses
* The '''Silver Topaz Necklace''' is now a Passive item and provides: +12 Hidden Attack Levels. Was previously: +6 Melee Attack Bonuses
* The <span style="color:orange">'''Silver Sapphire Necklace'''</span> is now a Passive item and provides: +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal. Was previously: +6 Melee Defence Bonus.
* The '''Silver Sapphire Necklace''' is now a Passive item and provides: +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal. Was previously: +6 Melee Defence Bonus.
* The <span style="color:orange">'''Silver Ruby Necklace'''</span> is now a Passive item and provides: +6 Hidden Strength Levels. Was previously: +5 Melee Strength Bonus.
* The '''Silver Ruby Necklace''' is now a Passive item and provides: +6 Hidden Strength Levels. Was previously: +5 Melee Strength Bonus.
* The <span style="color:orange">'''Silver Emerald Necklace'''</span> is now a Passive item and provides: +6 Hidden Ranged Levels and +5% increased Ammo Preservation. Was previously: +8 Ranged Strength Bonus.
* The '''Silver Emerald Necklace''' is now a Passive item and provides: +6 Hidden Ranged Levels and +5% increased Ammo Preservation. Was previously: +8 Ranged Strength Bonus.
* The <span style="color:orange">'''Silver Diamond Necklace'''</span> is now a Passive item and provides: +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon. Was previously: +2% Damage Reduction.
* The '''Silver Diamond Necklace''' is now a Passive item and provides: +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon. Was previously: +2% Damage Reduction.


=====Gold Jewellery=====
=====Gold Jewellery=====
* The <span style="color:orange">'''Gold Ruby Ring'''</span> now provides: +3 Flat Hitpoints Regeneration. Was previously: +10% Hitpoint Regeneration
* The '''Gold Ruby Ring''' now provides: +3 Flat Hitpoints Regeneration. Was previously: +10% Hitpoint Regeneration
* Reduced the XP bonus provided by the <span style="color:orange">'''Gold Emerald Ring'''</span> from 7% to 4%.
* Reduced the XP bonus provided by the '''Gold Emerald Ring''' from 7% to 4%.
* The <span style="color:orange">'''Gold Diamond Ring'''</span> now makes the Protect Item Prayer cost nothing. Previously it automatically stopped combat when your hitpoints were below 10%.
* The '''Gold Diamond Ring''' now makes the Protect Item Prayer cost nothing. Previously it automatically stopped combat when your hitpoints were below 10%.
* The <span style="color:orange">'''Gold Topaz Necklace'''</span> is now a Passive item and provides: +10% GP from Monsters and +50 GP from Monsters. Was previously: +6 Ranged Attack Bonus.
* The '''Gold Topaz Necklace''' is now a Passive item and provides: +10% GP from Monsters and +50 GP from Monsters. Was previously: +6 Ranged Attack Bonus.
* The <span style="color:orange">'''Gold Sapphire Necklace'''</span> is now a Passive item and provides: +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee. Was previously: +8 Ranged Defence Bonus.
* The '''Gold Sapphire Necklace''' is now a Passive item and provides: +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee. Was previously: +8 Ranged Defence Bonus.
* The <span style="color:orange">'''Gold Ruby Necklace'''</span> is now a Passive item and provides: -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration. Was previously: +4 Ranged Attack Bonus and +4 Ranged Strength Bonus.
* The '''Gold Ruby Necklace''' is now a Passive item and provides: -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration. Was previously: +4 Ranged Attack Bonus and +4 Ranged Strength Bonus.
* The <span style="color:orange">'''Gold Emerald Necklace'''</span> is now a Passive item and provides: +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged. Was previously: +2 Melee Attack Bonuses and +8 Melee Defence Bonus.
* The '''Gold Emerald Necklace''' is now a Passive item and provides: +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged. Was previously: +2 Melee Attack Bonuses and +8 Melee Defence Bonus.
* The <span style="color:orange">'''Gold Diamond Necklace'''</span> is now a Passive item and provides: +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic. Was previously: +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus.
* The '''Gold Diamond Necklace''' is now a Passive item and provides: +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic. Was previously: +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus.


====Miscellaneous Equipment Changes====
====Miscellaneous Equipment Changes====
* The <span style="color:orange">'''Obsidian Cape'''</span> now provides: +1 Melee Defence Bonus for every Defence Level you have and +1 Ranged Defence Bonus for every Ranged level you have. Previously it provided: +9 Melee Defence Bonus and +9 Ranged Defence Bonus.
* The '''Obsidian Cape''' now provides: +1 Melee Defence Bonus for every Defence Level you have and +1 Ranged Defence Bonus for every Ranged level you have. Previously it provided: +9 Melee Defence Bonus and +9 Ranged Defence Bonus.
* Increased the Magic Damage Bonus of <span style="color:orange">'''Mystic Elemental Staves'''</span> from +5% to +20%
* Increased the Magic Damage Bonus of '''Mystic Elemental Staves''' from +5% to +20%
* Increased the rune reduction quantity of all <span style="color:orange">'''Elemental Staves'''</span> by 2.
* Increased the rune reduction quantity of all '''Elemental Staves''' by 2.
* Reduced the Slash and Block Attack Bonuses of <span style="color:orange">'''Battleaxes'''</span> by 50%
* Reduced the Slash and Block Attack Bonuses of '''Battleaxes''' by 50%
* Increased the Melee Strength Bonus of <span style="color:orange">'''Battleaxes'''</span> by 75%
* Increased the Melee Strength Bonus of '''Battleaxes''' by 75%
* Increased the Melee Attack Bonuses of the <span style="color:orange">'''Attack Skillcape'''</span> from 10 to 30
* Increased the Melee Attack Bonuses of the '''Attack Skillcape''' from 10 to 30
* Increased the Melee Strength Bonus of the <span style="color:orange">'''Strength Skillcape'''</span> from 10 to 15
* Increased the Melee Strength Bonus of the '''Strength Skillcape''' from 10 to 15
* Increased the Defence Bonuses of the <span style="color:orange">'''Defence Skillcape'''</span> from 49 to 80
* Increased the Defence Bonuses of the '''Defence Skillcape''' from 49 to 80


====Adjustments to Standard Magic Spells====
====Adjustments to Standard Magic Spells====
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There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted.
There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted.


You are able to study these constellations to earn Skill XP, unlocking their benefits as you continue to progress. Studying any constellation will provide a chance for two new resources to be acquired automatically - <span style="color:orange">'''Stardust'''</span> and <span style="color:orange">'''Golden Stardust'''</span>.
You are able to study these constellations to earn Skill XP, unlocking their benefits as you continue to progress. Studying any constellation will provide a chance for two new resources to be acquired automatically - '''Stardust''' and '''Golden Stardust'''.


Within each constellation you will find 6 different Stars that each grants a random modifier. The modifier that is applied to these stars can be rolled by you at a cost of <span style="color:orange">'''Stardust'''</span> or <span style="color:orange">'''Golden Stardust'''</span>, and are chosen from a predetermined list of modifiers that are visible within the constellations themselves.
Within each constellation you will find 6 different Stars that each grants a random modifier. The modifier that is applied to these stars can be rolled by you at a cost of '''Stardust''' or '''Golden Stardust''', and are chosen from a predetermined list of modifiers that are visible within the constellations themselves.


The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one.
The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one.


====Standard and Unique Modifiers====
====Standard and Unique Modifiers====
The modifiers you are able to roll are separated into two distinct categories - <span style="color:orange">'''Standard Modifiers'''</span> and <span style="color:orange">'''Unique Modifiers'''</span>.
The modifiers you are able to roll are separated into two distinct categories - '''Standard Modifiers''' and '''Unique Modifiers'''.


<span style="color:orange">'''Standard Modifiers'''</span> are largely the same within all constellations, depending on whether the Skill they benefit is Combat related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of <span style="color:orange">'''Stardust'''</span>
'''Standard Modifiers''' are largely the same within all constellations, depending on whether the Skill they benefit is Combat related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of '''Stardust'''


<span style="color:orange">'''Unique Modifiers'''</span> provide bonuses unique to that constellation only, and are generally great modifiers to have active throughout the game. Each constellation houses 3 stars that can contain one Unique Modifier each. These are enrolled at the cost of <span style="color:orange">'''Golden Stardust'''</span>. But be careful, <span style="color:orange">'''Golden Stardust'''</span> is quite rare to come by.
'''Unique Modifiers''' provide bonuses unique to that constellation only, and are generally great modifiers to have active throughout the game. Each constellation houses 3 stars that can contain one Unique Modifier each. These are enrolled at the cost of '''Golden Stardust'''. But be careful, '''Golden Stardust''' is quite rare to come by.


====Expansion====
====Expansion====
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* Mining
* Mining


<span style="color:orange">'''The transition to Tick-Based also means the Controlled Heat & Perfect Swing Potions now work offline!'''</span>
'''The transition to Tick-Based also means the Controlled Heat & Perfect Swing Potions now work offline!'''


Mining also received a minor QoL update in the process:
Mining also received a minor QoL update in the process:
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The Offline Time Cap of 12 hours is reasonable, up until a certain point. I solely believe that as more content is added to the game, this time cap should gradually increase alongside it.
The Offline Time Cap of 12 hours is reasonable, up until a certain point. I solely believe that as more content is added to the game, this time cap should gradually increase alongside it.


<span style="color:orange">'''The Offline Time Cap has been increased to 18 hours for all players.'''</span>
'''The Offline Time Cap has been increased to 18 hours for all players.'''


Now, this does not mean every content update will come with an increase. It simply means that it is an area I consider upon updating the game. Nothing is always set in stone, and I’m always listening to feedback around to game in areas like this.
Now, this does not mean every content update will come with an increase. It simply means that it is an area I consider upon updating the game. Nothing is always set in stone, and I’m always listening to feedback around to game in areas like this.
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===Localisation===
===Localisation===
<span style="color:orange">'''Important Note:'''</span> Localisation will not be activated until 1.0 is officially released on November 18.
'''Important Note:''' Localisation will not be activated until 1.0 is officially released on November 18.


Melvor Idle will now be localised in the following 13 different languages:
Melvor Idle will now be localised in the following 13 different languages:
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