Update 0.0.14
- From now on, resurrected monsters will be given new names:
augmented mobs are now called radiant. They appear as a larger-than-normal mob, but they are effused in a soft glow.
double augmented mobs are now called luminous, and appear even larger, and gleam with beams of light that shine through cracks in their model.
triple augmented mobs are now called auroral, and, in addition to being much larger than a typical mob, they have chunks of their model missing, and light can be seen swirling inside the holes. They are surrounded by a pulsing aura of light, and swirls of light orbit them like glowing mist.
these resurrected mobs can appear as described above, or the floor in question may have special rules governing their appearances.
radiant mobs will function as they always have.
luminous mobs will be calculated in the following manner:
HP will be given the normal treatment, while roll3 will be increased by the same amount it was increased by during the first augmentation. (A gloomweave spider would get an additional +20)
Auroral mobs will be given the same treatment as luminous mobs.
In addition to these changes, there is a special type of resurrected mob now. Upon rolling a natural 1 on a loot roll, your character will be attacked by a Golden version of a mob. A Golden mob is an extremely rare encounter, and has special rewards for being defeated, but is exceptionally powerful. The creature's stats are equal to a mob that is two grades higher (a regular gloomweave spider would skip radiant and come back immediately as powerful as a luminous spider) but they follow the following roll4:
1-20: defend 150% (multiply calculated roll3 by 150%)
21-80: attack
81-90: rage (attack with an additional +20 to attack)
91-100: Light storm (attack all characters with +20 attack, multiplied by 150%)
A light storm is an incredibly powerful attack that causes the creature to radiate a surge of blinding light, and increases the creature's roll3 by 20 for three rounds. This bonus stacks with other uses of light storm.
from this point onward, weapon and shield stats are limited by the character's skill level. Any roll1 or roll2 bonuses granted by a weapon are limited to being equal to your current skill level, and any damage bonus is restricted to being double your current skill level. Your character would still be able to equip and use the weapon, but they would not be able to draw out its full potential.
For example, if you have a one handed straight sword that naturally possesses
roll1: +100
damage: +300
but currently have only 26 points in OHSS, the weapon, as you used it, would have an effective bonus of
roll1: +26
damage: +52
This is a way to balance the weapons and to scale the game back to a point where you cannot simply faceroll through opponents. Keep in mind that a weapon that does not meet the maximums for your skill level does not rise to meet them. The maximum is an upper limit, not a lower one.
On the subject of status effects, a weapon cannot deal more points of damage per round than the level of the character in question. This means that one attack with a poison weapon at level 2 cannot deal more than 2 points of poison damage per round. Multiple attacks can still stack the poison damage as normal.
Legendary equipment will now have a number of upgrade slots called Chroma. Chroma slots can be filled with special items called chromatics which are essences of particular traits that can be gained through various actions in the game. Chromatics have different qualities depending on their colors.
red chromatics: focus on dealing damage or combat
orange chromatics: focus on buffing and strengthening characters
yellow chromatics: are extremely potent, and can encompass a range of qualities
green chromatics: focus on healing and recovery
blue chromatics: are focused on cooperative effects
purple chromatics: tend to be related to the creation of new items
white/black chromatics: are extremely varied, and possess strange qualities.
chromatics fall into several additional types beyond their simple color. Some may provide a consistent bonus, and others must absorb the light of the character who is using them in order to function.
there is a new combat post setup. It will be posted in the game manual thread. This is important for the new updates that are coming to the system, and should be adhered to whenever possible. Of special note are the spoiler tags built into the code, which will hide the information unless someone desires to see it, which will cut down on clutter.
There is another new experience post format.