Waking Dreams, five new zones, and the Sleepless give more
Everything since v0.16.0: Waking Dreams that take over the whole world, five zones for the long climb past 45, the first mega rares, Hush and its drowned physics, a second round of gifts from the Sleepless, and toughness and arcane reservoir at +5 a level.
Everything that has changed since v0.16.0.
Waking Dreams
Every four hours or so the whole world dreams, and it gives you fourteen minutes’ warning before it starts.
- The Blood Dream. Everyone hits harder and takes harder, healing is weaker, nobody can run, and dying costs twice the experience. At its height the world itself turns on players. Every kill earns dream points.
- The Golden Dream. More coins, more contract pay, more experience, more rares, more vigil tokens and more gold cords, for as long as it lasts.
- The Somnambulist waits on the Waking Bridge and sells what he has for dream points.
help dreams has the rest, and the prompt code %d shows how long the current dream has left.
Five new zones
The first zones for the climb past level 45. areas <name> shows where each one connects.
- Footfall (45-60). The turtles’ lair under the Grand Pipe in the sewers, and the Foot Clan pouring in through the breach: Bebop, Rocksteady and the Shredder himself. Casey Jones is its rare.
- The Iron Eye (55-70). Footfall’s sequel, through the Shredder’s machine. His corpse gives you a pass that opens the way for good. Inside, the Technodrome: Baxter Stockman, General Traag, Granitor, Mutagen Man, and Krang.
- The Underdark (33-70). Silence’s drow city, hanging from the bottom of the Abyss in the sewers. It has never had a night. You can recall only where its orbs flicker, and three levelling clusters fight like creatures four levels lower and pay like their own. Its rares are the Night-Seller, the Runaway Shadow, and the Withheld, who puts you to sleep and feeds.
- The White Lotus (20-70). A kung fu temple up a stair from Miden’nir, with the 36 Chambers and a key chain through them. It is now the home of monk weapons, with seven fist weapons of its own, and Bai Mei, who dazes the healers behind whoever is fighting him.
- Hush (60-80). A drowned abbey town out in the Dragon Sea, reached by boat or flight from New Thalos or Mahn-Tor. It is the first zone with physics of its own (below).
Every piece of gear in these zones was scored against a new benchmark for levels 50 to 90. Five fist weapons between levels 40 and 50 were retired from Olympus, the Descent to Hell, the Pyramid and Footfall; anyone holding one keeps it.
Hush
- Breath. Below the surface you need to breathe water: the water breathing spell, or a breather, which rots like a key. Without it you can’t swim down, and if you’re caught down there you drown by constitution, with no healing while you do. Golems never drown.
help breathing. - The deepdark. The deepest water is darker than any light you own. Only a deep light lights it, and there are four in the world.
help deepdark. - The refuge. An air pocket under the last unstruck bell, and a place of worship for Tacet.
- Votives. A new kind of offering, found in Hush. Offered at a place of worship, a votive pays favour, quest points and dream points.
help votive. - Old Lure is Hush’s rare, and it carries its own light.
Rares
- Mega rares. Krang is the first, fought in two phases: his android body, then Super Krang. The Drowned Coffer in Hush is the second: a chest that waits, spills and sinks, and pays in gold and votives.
- Double rares. The Withheld and Bai Mei join Randal and the Golden Fist.
- Rares appear on their roll whether or not anyone is in the area.
The Sleepless, second round
- Tacet. His Blessing makes the spells that help you last longer, 10% a tier. Practising to 90% moved to his Grace.
- Lethe. Her Grace makes fleeing and recalling from combat cost no experience, and her Crown stops every loss of experience, death included.
- Aubade. Her Faithful choose their own recall point:
recall setwhere you stand, andrecall clear. - Somna. Her Crown restores a quarter of everything each tick you sleep.
- Umbra. Your shadow can double an enchantment as well as a kill.
- Vesperine. Her Faithful see corded contracts twice as often.
Smaller things
- Toughness and arcane reservoir give 5 hit points or mana a level at full skill, up from 2: 255 at level 51.
- One-sided doors. Closing or locking a door no longer touches the far side unless it is a door too. That freed 29 doors that could shut players inside.
- Locked chests lock again when a reset puts something back in them. Before, one opened stayed open until the next reboot.
- Prompt codes
%q(contract time left) and%d(dream time left), off unless you add them.help prompt. - Contracts read in charcoal and cyan, dreams in charcoal and magenta, so you can tell them apart at a glance.