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v0.18.0-stable

The advanced classes rebuilt, and a quest shop

Everything since v0.17.0: every advanced class rebuilt around one identity with a third ability of its own and a wider shared pool, specializing done the way creation is, a quest shop, buffs that can be recast, and Footfall and the Iron Eye calmed down.

Everything that has changed since v0.17.0.

The advanced classes rebuilt

Every advanced path now answers to one line, and everything it has serves that line. Each has a passive of its own, three abilities only it can learn, and a wider pool it shares with the others.

  • Knight, the most durable class in the game: outlasts everything, and the wall hits back. New: Rampart, your shield striking on its own; shield slam; and fortify, berserk’s opposite.
  • Monk, the most attacks in the game, never the hardest. Stunning blow now knocks the target flat.
  • Priest, the best healer: the biggest heals, and the last word against death, before it and after it. New: pray, to recover faster than sleep, and resurrection, to call the dead back.
  • Templar, the buff gods: everyone with them hits harder and lasts longer. New: fervor, your blows restoring your mana.
  • Rogue, the dirty fighter: wins with tricks nobody else has. New: feint, turning a blow aside and punishing it.
  • Assassin, the hardest-hitting class blow for blow. Circle now brings the off hand too.
  • Wizard, the master of offensive magic, with the single biggest hit in the game. New: manaburn, all your mana in one blow.
  • Sorcerer, who wins slowly and surely with curses that eat a foe from the inside. New: ringbinder, a third ring.

Passives. The knight takes a tenth less from every blow that lands. The monk dodges a tenth more often. The priest heals half again as much, up from a quarter. The rogue fights dirty: a quarter more against anyone blinded, dazed, disarmed or busy with someone else, and dirt kick, trip and disarm at half the lag. The sorcerer casts every curse and charm as if three levels higher.

Reworked. Flurry’s blows land at three quarters. Meteor is the biggest spell in the game, on every enemy and never a friend. Hex and soul leech bite harder over four rounds. Aegis is saving throws only.

The shared pool. Toughness and arcane reservoir are open to every path, and six skills are new: mana shield, whirlwind, charge, hunt, scholar (more experience) and bounty hunter (better contracts). Each path’s help lists what it can buy and for how much: help knight, help priest and so on.

What went. Intercept, challenge, opportunist, martyr, devotion, hallow, the domination and wards groups, brew and scribe are shelved. If you owned any of them, they were taken back at your first login after the change, and refunded as a training session for every point they cost. The +1 to a stat each path used to give is gone.

Specializing is like creating a character

specialize <path> confirm at your guildmaster now works the way creation did. Say N to take your path’s default package, or Y to choose from creation’s menu: list, learned, premise, add, drop, info, help and done. Spend at least 20 of your 30 points; whatever is left becomes training sessions. Nothing is kept until you type done, and being attacked or losing your link starts you over. help specialize.

The quest shop

The Questmaster has something to sell for your quest points at last. quest list shows it all and help quest shop explains each piece. Everything is level 1, can be traded, and takes an enchantment for its slot.

  • Ember of the Sleepless Hour (2000): +4 intelligence, wisdom and constitution, +50 hit points and mana, a light that never goes out and lights even the deepdark, and while it is your light exits names every room around you, however dark.
  • Ring of the Sleepless Hour (1800): +3 intelligence, wisdom and constitution. Wear two, or three with a sorcerer’s ringbinder.
  • Orb of Lucid Sight (1600): +50 hit points, mana and movement, and you see evil, good, magic, the invisible and the hidden.
  • Mantle of Wandering Night (1300): +100 movement; you fly, and pass through closed doors, except those proof against it.
  • Trunk of Restless Keepsakes and Cache of Endless Vigil (1000 each): bags that make what they hold lighter, and held, let you carry 300 pounds or 100 items more.
  • Decanter of Midnight Rain (650): never runs dry, and eases hunger as well as thirst.
  • Token of Shifting Names (300): gives one of your items new names and descriptions, with restring.
  • Five practices (300) and 500 gold (60).

Buffs and spell lines

  • Recasting a buff at your level or higher renews it and keeps the longer of the two durations. A weaker one is refused, and still costs its mana.
  • Spells say what they did. Twenty-odd spells that answered Ok., or nothing at all, now tell you what happened.

Footfall and the Iron Eye

  • Footfall is calmer. Only 9 of its 41 creatures start fights (it was 36), and its regulars have two thirds of the hit points they had.
  • The Iron Eye has 10 of 25 that start fights, down from 16.

Smaller things

  • Names. A name that matches a creature’s is refused only for a new character, so existing characters named that way can log in again.
  • pray and charge are still socials for everyone who hasn’t learned the skill.