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<onlyinclude>== Alpha v0.22 - (29th September 2021) == | <onlyinclude>== Alpha v0.22 - (29th September 2021) == | ||
=== Thieving Rework === | === Thieving Rework === | ||
Thieving has always been one of the most lacklustre Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Farmer was a sure enough factor to rework the Skill. | {{Skill|Thieving}} has always been one of the most lacklustre Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the {{Icon|Bob the Farmer|Farmer|type=thieving}} was a sure enough factor to rework the Skill. | ||
The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill. | The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill. | ||
'''Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.''' | |||
==== New NPCs and Unique Drops ==== | ==== New NPCs and Unique Drops ==== | ||
We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving. | We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving. | ||
NPCs also now reside in different areas or locations ( | NPCs also now reside in different areas or locations (kind of like {{Skill|Fishing}}). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location. | ||
Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it. | Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it. | ||
You may even find some exotic | You may even find some exotic crafting materials, which can be used to make special pouches and bags to aid in your adventures even more. | ||
==== The Art of Stealth ==== | ==== The Art of Stealth ==== | ||
This rework introduces two new mechanics known as | This rework introduces two new mechanics known as '''Stealth''' and '''Perception'''. | ||
'''Perception''' is a measure of how difficult an NPC is to steal from, while '''Stealth''' is how good you are at stealing. Your '''Stealth''' competes against an NPC's '''Perception'''. | |||
''' | |||
* Your success rate is determined by: <math>100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%</math> | * Your success rate is determined by: <math>100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%</math> | ||
* Your chance to double items is increased by: <math>25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%</math> | * Your chance to double items is increased by: <math>25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%</math> | ||
* Your chance to receive an NPC's unique item is: <math>\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%</math> | * Your chance to receive an NPC's unique item is: <math>\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%</math> | ||
''' | '''Stealth''' can be increased in a number of ways. | ||
* Increasing your Thieving level | * Increasing your {{Skill|Thieving}} level | ||
* Increasing your Mastery level | * Increasing your {{Icon|Mastery}} level | ||
* Filling your Thieving Mastery Pool | * Filling your {{Skill|Thieving}} {{Icon|Mastery}} Pool | ||
* Equipping items with | * Equipping items with '''Stealth''' bonuses | ||
* Potions from Herblore | * {{Icon|Gentle Hands Potion|Potions}} from {{Skill|Herblore}} | ||
* Agility Courses | * {{Skill|Agility}} Courses | ||
==== Balance Changes ==== | ==== Balance Changes ==== | ||
Thieving has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, | {{Skill|Thieving}} has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, and make a decent amount of GP along the way. | ||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
!colspan=3| Legend | |||
|- | |||
|style="background-color:#fce8b2;"| Unchanged ||style="background-color:#f4cccc;"| Reduced ||style="background-color:#93c47d;"| Increased | |||
|} | |||
{| class="stickyHeader mw-collapsible wikitable" style="text-align:right;" | |||
|- | |||
!colspan=9 | Thieving Rework Adjustments | |||
|-class="headerRow-0" style="text-align:center;" | |||
! NPC !! Old Level !! New Level !! Old XP !! New XP !! Old Max GP !! New Max GP !! Old Max Hit !! New Max Hit | |||
|- | |||
|style="text-align:left;"| {{Icon|Man|type=thieving}} || 1 ||style="background-color:#fce8b2;"| 1 || 5 ||style="background-color:#fce8b2;"| 5 || 20 ||style="background-color:#93c47d;"| 100 || 10 ||style="background-color:#93c47d;"| 22 | |||
|- | |||
|style="text-align:left;"| {{Icon|Golbin|type=thieving}} || 10 ||style="background-color:#f4cccc;"| 8 || 10 ||style="background-color:#fce8b2;"| 10 || 50 ||style="background-color:#93c47d;"| 175 || 20 ||style="background-color:#93c47d;"| 40 | |||
|- | |||
|style="text-align:left;"| {{Icon|Lumberjack|type=thieving}} || 20 ||style="background-color:#93c47d;"| 61 || 20 ||style="background-color:#93c47d;"| 62 || 100 ||style="background-color:#93c47d;"| 500 || 30 ||style="background-color:#93c47d;"| 155 | |||
|- | |||
|style="text-align:left;"| {{Icon|Bob the Farmer|Farmer|type=thieving}} || 30 ||style="background-color:#93c47d;"| 39 || 30 ||style="background-color:#93c47d;"| 36 || 120 ||style="background-color:#93c47d;"| 400 || 30 ||style="background-color:#93c47d;"| 137 | |||
|- | |||
|style="text-align:left;"| {{Icon|Fisherman|type=thieving}} || 40 ||style="background-color:#93c47d;"| 54 || 45 ||style="background-color:#93c47d;"| 46 || 140 ||style="background-color:#93c47d;"| 450 || 40 ||style="background-color:#93c47d;"| 101 | |||
|- | |||
|style="text-align:left;"| {{Icon|Chef|type=thieving}} || 50 ||style="background-color:#f4cccc;"| 34 || 55 ||style="background-color:#f4cccc;"| 31 || 160 ||style="background-color:#93c47d;"| 300 || 40 ||style="background-color:#93c47d;"| 108 | |||
|- | |||
|style="text-align:left;"| {{Icon|Miner|type=thieving}} || 60 ||style="background-color:#93c47d;"| 70 || 65 ||style="background-color:#93c47d;"| 73 || 180 ||style="background-color:#93c47d;"| 550 || 40 ||style="background-color:#93c47d;"| 180 | |||
|- | |||
|style="text-align:left;"| {{Icon|Knight|type=thieving}} || 75 ||style="background-color:#93c47d;"| 88 || 90 ||style="background-color:#93c47d;"| 107 || 200 ||style="background-color:#93c47d;"| 750 || 50 ||style="background-color:#93c47d;"| 241 | |||
|} | |||
Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to '''Stealth''' or other bonuses. | |||
==== Interface Overhaul ==== | ==== Interface Overhaul ==== | ||
The interface for Thieving has been completely redone. | The interface for {{Skill|Thieving}} has been completely redone. | ||
NPCs are now displayed in areas, similar to Fishing. Information, such as doubling chance and | NPCs are now displayed in areas, similar to {{Skill|Fishing}}. Information, such as doubling chance and Thieving interval, are now also shown, similar to {{Skill|Smithing}} or {{Skill|Fletching}}. | ||
A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once. | A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once. | ||
==== Thieving is Now Tick Based ==== | ==== Thieving is Now Tick Based ==== | ||
Thieving has now been transitioned to be tick-based system, just like | {{Skill|Thieving}} has now been transitioned to be tick-based system, just like {{Icon|Combat}}. This has resulted in the following benefits: | ||
* Thieving now has the same resistance to browser throttling that | |||
* Offline and Online | * {{Skill|Thieving}} now has the same resistance to browser throttling that {{Icon|Combat}} has | ||
* Mastery now levels up offline and provides the benefits instead of using the fixed | * Offline and Online {{Skill|Thieving}} are now consistent with each other as they use the same codebase | ||
* Food is now consumed while Thieving offline | * {{Icon|Mastery}} now levels up offline and provides the benefits immediately, instead of using the fixed {{Icon|Mastery|nolink=true}} level you had when you went offline | ||
* You can now perform offline | * Food is now consumed while {{Skill|Thieving}} offline | ||
* You can now perform offline {{Skill|Thieving}} even if your success rate isn't 100%; however, it is now also possible to die | |||
=== Cooking Rework === | === Cooking Rework === | ||
The long awaiting Cooking Rework is here! | The long awaiting {{Skill|Cooking}} Rework is here! | ||
The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce. | The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce. | ||
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Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey. | Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey. | ||
'''Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed.''' | |||
==== Cooking Furnace and Cooking Pot ==== | ==== Cooking Furnace and Cooking Pot ==== | ||
Alongside the Cooking Fire, we have now introduced the Cooking Furnace and Cooking Pot. | Alongside the {{UpgradeIcon|Normal Cooking Fire|Cooking Fire|nolink=true}}, we have now introduced the {{UpgradeIcon|Basic Furnace|Cooking Furnace|nolink=true}} and {{UpgradeIcon|Basic Pot|Cooking Pot|nolink=true}}. | ||
These new Cooking Utilities ( | These new Cooking Utilities (that's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in {{Icon|Combat}} or {{Skill|Thieving}}. | ||
They act the same way as the Cooking Fire does, while also providing their own unique bonuses within Cooking itself. | They act the same way as the {{UpgradeIcon|Normal Cooking Fire|Cooking Fire|nolink=true}} does, while also providing their own unique bonuses within Cooking itself. | ||
Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Fire, Furnace or Pot. | Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective {{UpgradeIcon|Normal Cooking Fire|Fire|nolink=true}}, {{UpgradeIcon|Basic Furnace|Furnace|nolink=true}} or {{UpgradeIcon|Basic Pot|Pot|nolink=true}}. | ||
These are required to be purchased from within the Shop prior to being able to use them. | These are required to be purchased from within the Shop prior to being able to use them. | ||
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Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic. | Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic. | ||
There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off. | |||
==== Successful Cook and the removal of Burnt Items ==== | ==== Successful Cook and the removal of Burnt Items ==== | ||
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Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious. | Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious. | ||
For those concerned about a specific item that requires Burnt Cave Fish to obtain – take a look at the drop table for the Tentacle Monster in Sandy Shores. | For those concerned about a specific item that requires {{ItemIcon|Burnt Cave Fish}} to obtain – take a look at the drop table for the {{MonsterIcon|Tentacle}} Monster in {{ZoneIcon|Sandy Shores}}. | ||
This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion ( | This also means all Burnt Food, except the {{ItemIcon|Burnt Cave Fish|nolink=true}}, is no longer required for 100% item completion (they are also worth {{GP|0}} now). | ||
==== New Shop Upgrades ==== | ==== New Shop Upgrades ==== | ||
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These are Quality of Life upgrades that will help streamline your progression. | These are Quality of Life upgrades that will help streamline your progression. | ||
* | * {{UpgradeIcon|Cooking Upgrade 1}} - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off. | ||
* | * {{UpgradeIcon|Cooking Upgrade 2}} - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off. | ||
==== Food Source & Usage Rebalancing ==== | ==== Food Source & Usage Rebalancing ==== | ||
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This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game. | This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game. | ||
Here are the main points for the rebalance ( | Here are the main points for the rebalance (details below in changelog): | ||
* Healing value for all Farming products has been nerfed quite a lot, in favour of using these products in Cooked Products. | * Healing value for all {{Skill|Farming}} products has been nerfed quite a lot, in favour of using these products in Cooked Products. | ||
* The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased. | * The base interval for Cooking {{ItemIcon|Carp|Carps}}, {{ItemIcon|Shark|Sharks}}, {{ItemIcon|Cave Fish}}, {{ItemIcon|Manta Ray|Manta Rays}} and {{ItemIcon|Whale|Whales}} has been increased. | ||
* The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals. | * The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals. | ||
* The minimum base interval in Fishing for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch. | * The minimum base interval in {{Skill|Fishing}} for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch. | ||
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within {{Icon|Combat}} which will also provide some interesting new mechanics throughout the Combat Areas: | |||
* All Monsters within the {{ZoneIcon|Spider Forest}} Dungeon now have a Special Attack which introduces the brand new Poison mechanic. | |||
* | * All Monsters within the {{ZoneIcon|Icy Hills}} Combat Area, and {{ZoneIcon|Frozen Cove}} Dungeon now have a Special Attack, introducing the brand new Frostburn ailment. | ||
* | * All Monsters within the {{ZoneIcon|Dragon Valley}} Combat Area now have a Dragonbreath Special Attack (weaker than existing ones). This also means these Monsters that appear in the {{ZoneIcon|Dragons Den}} also contain the new Special Attack. | ||
* | * All Monsters within the {{ZoneIcon|Arid Plains}} {{Skill|Slayer}} Area now have a Lesser Sandstorm Special Attack. The {{MonsterIcon|Sand Beast}} keeps its existing Sandstorm Special Attack. | ||
* | * The {{MonsterIcon|Elementalist}} now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you. | ||
* | * The {{MonsterIcon|Bandit Leader}} in the {{ZoneIcon|Bandit Base}} Dungeon has a new Special Attack. | ||
* | * The {{MonsterIcon|Elder Dragon}} in the {{ZoneIcon|Dragons Den}} also has a Special Attack now. | ||
==== | {| class="mw-collapsible mw-collapsed wikitable" | ||
|- | |||
!colspan=3| Legend | |||
|- | |||
|style="background-color:#f4cccc;"| Nerfed ||style="background-color:#93c47d;"| Buffed | |||
|} | |||
==== Food | {| class="stickyHeader mw-collapsible mw-collapsed wikitable" style="text-align:right;" | ||
|- | |||
!colspan=9 | Cooking Rework Adjustments | |||
|-class="headerRow-0" style="text-align:center;" | |||
! Food !! Old HP !! New HP !! Old XP !! New XP !! Old GP !! New GP !! Old Interval !! New Interval | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Potatoes}} || 10 ||style="background-color:#f4cccc;"| 3 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Onions}} || 20 ||style="background-color:#f4cccc;"| 6 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Cabbage}} || 30 ||style="background-color:#f4cccc;"| 9 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Tomatoes}} || 40 ||style="background-color:#f4cccc;"| 13 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Sweetcorn}} || 50 ||style="background-color:#f4cccc;"| 16 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Strawberries}} || 60 ||style="background-color:#f4cccc;"| 20 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Watermelons}} || 70 ||style="background-color:#f4cccc;"| 36 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Snape Grass}} || 80 ||style="background-color:#f4cccc;"| 40 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Carrot}} || 90 ||style="background-color:#f4cccc;"| 28 || - || - || - || - || - || - | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Shrimp}} || - || - || - || - || - || - || 3s ||style="background-color:#93c47d;"| 2s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Sardine}} || - || - || - || - || - || - || 3s ||style="background-color:#93c47d;"| 2s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Seahorse}} || 130 ||style="background-color:#f4cccc;"| 120 || 40 ||style="background-color:#93c47d;"| 50 || 50 || style="background-color:#93c47d;"|65 || 3s ||style="background-color:#f4cccc;"| 4s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Trout}} || - || - || 25 ||style="background-color:#93c47d;"| 33 || 20 ||style="background-color:#93c47d;"| 27 || 3s ||style="background-color:#f4cccc;"| 4s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Salmon}} || - || - || 30 ||style="background-color:#93c47d;"| 40 || 43 ||style="background-color:#93c47d;"| 58 || 3s ||style="background-color:#f4cccc;"| 4s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Lobster}} || - || - || 40 ||style="background-color:#93c47d;"| 66 || 81 || style="background-color:#93c47d;"| 108 || 3s ||style="background-color:#f4cccc;"| 5s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Swordfish}} || - || - || 50 ||style="background-color:#93c47d;"| 83 || 100 ||style="background-color:#93c47d;"| 134 || 3s ||style="background-color:#f4cccc;"| 5s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Anglerfish}} || - || - || 60 ||style="background-color:#93c47d;"| 100 || 125 ||style="background-color:#93c47d;"| 209 || 3s ||style="background-color:#f4cccc;"| 6s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Fanfish}} || - || - || 60 ||style="background-color:#93c47d;"| 120 || 150 ||style="background-color:#93c47d;"| 250 || 3s ||style="background-color:#f4cccc;"| 6s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Crab}} || - || - || 70 ||style="background-color:#93c47d;"| 140 || 168 ||style="background-color:#93c47d;"| 280 || 3s ||style="background-color:#f4cccc;"| 7s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Carp}} || - || - || 75 ||style="background-color:#93c47d;"| 150 || 237 ||style="background-color:#93c47d;"| 395 || 3s ||style="background-color:#f4cccc;"| 7s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Shark}} || - || - || 80 ||style="background-color:#93c47d;"| 186 || 337 ||style="background-color:#93c47d;"| 674 || 3s ||style="background-color:#f4cccc;"| 8s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Cave Fish}} || - || - || 100 ||style="background-color:#93c47d;"| 233 || 269 ||style="background-color:#93c47d;"| 538 || 3s ||style="background-color:#f4cccc;"| 9s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Manta Ray}} || - || - || 125 ||style="background-color:#93c47d;"| 291 || 812 ||style="background-color:#93c47d;"| 1624 || 3s ||style="background-color:#f4cccc;"| 10s | |||
|- | |||
|style="text-align:left;"| {{ItemIcon|Whale}} || - || - || 150 ||style="background-color:#93c47d;"| 400 || 1024 ||style="background-color:#93c47d;"| 2048 || 3s ||style="background-color:#f4cccc;"| 11s | |||
|} | |||
=== New Agility Obstacles === | === New Agility Obstacles === | ||
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* Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen. | * Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen. | ||
* You can now disable an active Potion by clicking the "Cancel" button. | * You can now disable an active Potion by clicking the "Cancel" button. | ||
* You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting ( | * You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (remember, {{Icon|Combat}} is still classed as one Skill). | ||
* Added new filter settings to hide selected Potion Tiers. Your active Potion will always show. | * Added new filter settings to hide selected Potion Tiers. Your active Potion will always show. | ||
=== Ancient Sword Rework === | === Ancient Sword Rework === | ||
Something I wanted to highlight was the changes made to the Ancient Sword. It was a very lacklustre | Something I wanted to highlight was the changes made to the {{ItemIcon|Ancient Sword}}. It was a very lacklustre weapon, and was always overlooked in favour of other weapon choices. This rework aims to address the issues and give it a unique place in the game. | ||
The Ancient Sword now: | The {{ItemIcon|Ancient Sword}} now: | ||
* Provides +20% Damage to all Monsters when you have 100% HP. | * Provides +20% Damage to all Monsters when you have 100% HP. | ||
* Has a Special Attack chance of 100%, meaning it will always proc. | * Has a Special Attack chance of 100%, meaning it will always proc. | ||
* | * Is roughly 2 times more common to obtain from the {{ItemIcon|Pirate Booty}} chest. | ||
* Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%. | * Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%. | ||
Hopefully these changes make the | Hopefully these changes make the weapon a viable choice for those around the mid-game. | ||
=== Changelog === | === Changelog === |
edits