github Lattymoy/daggerfall-js-source app-v0.1.6768

latest releases: app-v0.1.6792, app-v0.1.6783, app-v0.1.6780...
3 hours ago

Patch Notes: The Loot Arc II - honest numbers, the wardrobe and the craft

Balance

  • Resistance from rolled gear now counts up to 45% per element, and only fills an Aetheric piece's resistance up to that same 45%. Two +25% Fire rings no longer make you immune to fire spells. An Aetheric piece's own resistance, set bonuses, spells, your race and your class still count in full.
  • Luck now multiplies drop chances (half at Luck 0, half again at Luck 100) instead of adding a flat amount. Low-luck characters can find Legendaries again, and high luck no longer outweighs where you loot.

Clothing joins the loot ladder

  • Clothing can drop as Magic and Rare with lines of its own: standing with a social group, warmth and weatherproofing (for Climates & Calories), Personality, and street skills - footwear leans to movement skills. Warmth and weatherproof lines say "(survival off)" when survival is off.
  • Superior and Masterwork clothing you make now comes out Magic and Rare, as crafted weapons and armour already did.
  • Six Legendary garments, each with a power: the Alik'r Wayfarer's Robes (the heat is felt 20 less), the Wrothgar Pass Mantle (the cold is felt 20 less), the Vestments of Stendarr (Restoration spells cost 25% less), the Pilgrim's Sandals (you tire 25% slower, falls hurt half as much), the Silks of Queen Barenziah (+5 standing with every group) and the Shade's Cowl (+25 Stealth while hooded). Rare clothing can take their powers at the Reforge's Imprint.
  • With the loot rarity setting off, clothing stays exactly as in Daggerfall.

Cursed finds

  • One Rare or Legendary in twelve from a body or a pile is cursed: one extra bonus line and one drawback (a bad reputation, bad reactions, damage or wear in holy places, weaker blows against a kind of foe, or a health leech). A drawback never cancels one of the item's own bonuses. You won't know until it is identified - then the card reads "Cursed Rare".
  • A temple's Cure Disease priest now offers Lift Curse: the drawback goes, the bonus line stays. It costs a quarter of the item's value, at least 300 gold.

The Reforge

  • Hone: raise one line within its own range. It always goes up; each hone on an item doubles the next one's price.
  • Scry: name a kind of foe and the guild marks the nearest dungeon of theirs in your region that isn't on your map yet (3 Welkynd Shards and 500 gold). An unfound Legendary in the Codex points you there.
  • Sockets: some Rares and Legendaries carry an empty socket. Set one of Daggerfall's eight gems in it for 100 gold for a bonus that depends on the gem and the item; unsetting shatters the gem. A gem you are carrying for a quest is never offered.
  • Salvage every Magic: one button on the Salvage page, asked first.

Inventory and looting

  • Item cards now compare what the item would change against what it would replace: up or down by how much, "new", and the lines you would lose. Resistance lines show how much would count under the cap.
  • Junk: mark gear as junk from its card, and "Sell junk" at a shop puts every junk piece on the counter in one press. A piece you sell loses its junk mark.
  • Quick loot has a new "Take gear" setting (All, Magic+, Rare+) for the take-all key. Gold, supplies, quest items and Daggerfall's own magic items are always taken, and junk is always left.

Two rare finds

  • The Welkynd Stone (fills your magicka) and the Varla Stone (restores every enchanted item you wear, magic items' charges included) can turn up in the deepest places.

What's Changed

  • The Loot Arc II (LOOT12-LOOT21, AUDIT LOOT II): honest numbers, the wardrobe and the craft by @Lattymoy in #670

Full Changelog: app-v0.1.6751...app-v0.1.6768

Don't miss a new daggerfall-js-source release

NewReleases is sending notifications on new releases.