Roll Scrolls / Target Crafting
Highlights:
Improved Roll Scrolls (Target Crafting)
One of the main goals of Items 2.0 was to greatly increase the amount of interesting, synergistic, funky and fun options that the game would constantly throw at you to make a new gameplay experience out of. While that feels accomplished, though with some hiccups of miscalculation, it also opened up some gaps to how we could be better respecting people's time investment (both past and future). The first part of keeping the cool, but bringing back the purposeful, is by rehashing Roll Scrolls to be the first part of a larger Targeted Crafting system.
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Roll Scrolls are now aligned with Difficulty Bracket, Intermediate, Experienced, Advanced, Expert and Endgame opposed to a separate naming system. The tier of scroll determines the maximum base IP the scroll can effect.
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A scroll's quality is its discount. Plain takes 20% off every part of the reroll, a + takes 40%, a ++ takes 60%.
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Fuel now effects all roll costs, not just Affixes
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A scroll's affix raises the odds of specific stats. Searching for damage? Scrolls of Might will be your best bet, Mana Leech? Arcana.
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**Roll Scrolls now drop from all intermediate+ enemies, **
(typ note: and as a transparency olive branch, thinking we may make this info more common for other things, I'll tell you that they drop at 1/500 from dungeon enemies and 1/1000 outside of them. go clear! they also drop from dungeon bosses 1/50, event bosses 1/150, and minibosses 1/300. so you should get them pretty commonly between all the sources! maybe too commonly! we'll see.)
Affix Weight Changes
On the backend, affix rolls have been overhauled to decide tier in an initial roll and then actual affix on a secondary one. Along with that, the base change of a great affix has gone up to hopefully see players land them more often-- just with the caveat that the increased pool makes the exact one they're looking for still rarer.
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Red 10%, orange 20%, green 40%, blue 20%, pink 10%, out of 100. **HATED has 10(not really % at that point) **weight as well on top, on HATED characters of course. 100 Total weight in the pool by default.
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Event affixes have 5 weight, so they come up about 5% of the time on any item that can roll one. Their old authored weights had them at a fraction of a percent. This is going to be a year round thing as opposed to a holiday-regulated one, since holiday items see themselves more regularly available via Noctis.
The Hallowed Hunt Returns October 1st
October 1st to November 2nd. We'll be testing an extended automation system for Holiday events, so the hope is that we'll be able to get a regular roster of events so you'll be able to anticipate them exactly ahead of time!
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Trick-or-treat runs every two hours this year as opposed to one. Hopefully players will feel less compelled to spend their time running about in the social hub shooting the bags! The quests related to trick or treating have also had their requirements significantly reduced.
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Half the reapers are Hallowed, but half will remain normal reapers this year. Figured it was a bit easy to get burnt out with just the Hallowed reaper fight, so this year its a coin flip!
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Event Obols are one currency now. You earn them during an event, spend them in that event's Holiday Shop, and they fade when the event does.
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The quest line pays Obols instead of handing you things. Everything it used to give - the title, the four skins, the pet, the trophy - is on the shelf, so you buy what you actually want. Don't want the trophy? Don't buy it. Want 4 of the Night's Whisper skin? don't we all? you'll still have some left over, and you'll be able to farm extras from bosses still.
(dev note: I've done one round of QA on the automation for the event and it seemed like everything transitioned well. hoping to do another / fix any problems on the test environment should they arrive, but hopefully with time to spare for a new hot fix otherwise...)
Updated Rare Loot Effects
Specials, Uniques, Relics, and Event tier bags now gain two or three special visual effects to up the DOPE you get when one drops.
We decided to try and keep it relatively minimal, opting away from the genre-familiar banners, and go for an added beam vfx for the bag/chest itself along with a vignette pulse that color matches the loot drop.
Silver and gold sparkles ring the bag when what is inside rolled a + or a ++.
Throwback Drops
Starting NOW, **one of the OG Item Reskins comes back every six days for 24 hours **(technically 12 hours since this is coming out late) it drops from its regular matching location, as an additional drop to that bosses pool! Effectively doubling the drop rate of that Unique item :)
Start and end are announced in game. Every block of six shows each item once, so nothing repeats back to back - the first one up is **Giant Slayer **(today), then **Ominous Arbalest **(October 1st), the rest you'll have to see!
Item Power Formula Updates
(early typ note: some of it was miscalculations in the tooling, some loss of priority vision on my part. i do my best to respect player time investment as we overhaul major systems and eventually the core game loop, but the game is going to evolve greatly still from here. i'm happy to take feedback when people think i misstep, and i hope my ability to revise my work to a greater end shows that. The Item Power 1.0 formula had some major gaps in its priorities too, including the first thing i ever made for it: The damage : range relationship for weapons. Its multiplier was the start of this whole adventure and it never changed once, until now! I realize in retrospect that the degree of bonus simply could never make an extended feature set outweigh the benefits short range gave. hopefully this and other changes begin to realign us to the original goals as we prepare to explore far beyond here for progression.)
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Range is now less of a powerful modifier. It catered too far to the extreme low range, and too heavily punished anything above the set middle point. Now that it has less impact, Elements and Bows hit harder and Axes and Daggers hit a little softer on average.
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Abilities had a similar range curve edit
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Every event item is 40 Item Power, down from 45, so one wearing its event affix reads 50. Sometimes cheap or freely given items simply shouldn't be a able to measure up to the current peak of progression given their event affix pair.
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Leech restores 25% more, whatever budget is given to it, and nothing was re-priced for it, so the nine weapons that carry it simply give more back. In Ominus' case, i ended up putting the extra budget into damage and keeping the leech the same.
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Percent Health Costs now come out of your maximum health rather than what you have left, which is why the masks moved. Final Dusk was really the only ability piece that was designed around this, and it was easily discoverable why it was impossible to scale. The new % Cost Calculation is still favorable vs flat costs, which should help incentivize its use and inspire more items that use % costs in the future. If we're wrong on it now, tweaking it is effectivey a single item test :)
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Converging volleys only get paid for spreading sideways. This was the big miscalculation in the current tooling, abilities like Staff of Ka or Quickfang were getting bonuses for their shots that all go straight, when it's a multiplier supposed to be given to sideways converging shots. This resulted in their output to be semi-majorly inflated.
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All 163 items are listed at the bottom of this post.
Smaller stuffs:
Additions
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Dungeon and overworld minions drop silver - 2 silver, on a chance that scales with the dungeon's difficulty. Silver boosts raise how often it drops rather than how much.
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All eight stat proliferations roll on both armors and rings. An armor could never roll Dexterity, Attack or Speed and a ring could never roll Vitality, Health or Armor; now both pools are open, drawbacks included. Conversion keeps its old split, so an armor still cannot become a speed item, and budgeting to max out attack or dexterity is a lot of cost for little gain.
Changes
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A duplicate makes the whole reroll free, and quality points and trait picks cost 25% less.
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An armor's drawback caps at twice that stat's positive cap, the rule rings already followed. Nothing broke this rule though.
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The April Fools attainments are retired, and the Event attainment category's icon follows whichever event is live.
Fixes
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Fixed the gem bank crashing on open, on crushing gems and on banking them. Its item labels were writing into the wrong render batch, which DirectX refuses outright - so if you had a stack in your first inventory row, which is nearly everyone, it crashed every time.
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Fixed a crush that could not make a dust taking the gem bank's buttons down with it instead of simply refusing.
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Trial based Attainments should now work, which also means the Ruby Season 3 cellar speedrun actually progresses - it could not move at all while the beta flag was up :) silly me.
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An ordinary dungeon times your run again when you carry a Stopwatch.
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Barrier Overcharge never charged from the Healing status. The grant was rounded down to nothing twenty times a second, so the trait only worked on flat heals - and a Deficiency character was charged the penalty twice.
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Fixed the Steam Deck / Linux crash loop - the music stack could die and be restarted forever, about every minute or two.
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An out-of-date client stops on the loading screen with a message instead of crashing when it cannot read the server's data.
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Crash reports reach us again
See you in the Dominion <3
**typ & Dano **
Appendix:
What Goes Up must come down
item changes:
Uniques, Specials, Event and Relic items (88)
Elements (10)
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Glacial Flurry - Damage Increased (70-90 -> 72-93)
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195mg Potassium - Damage Increased (59-123 -> 60-124), Item Power Decreased (45 -> 40), Lifetime Decreased (0.375 -> 0.276)
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Hallowed Pumpkin - Damage Decreased (28-943 -> 25-860), Item Power Decreased (45 -> 40)
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Santa's List - Damage Decreased (94-95 -> 88-90), Item Power Decreased (45 -> 40)
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Crystal Catalyst - Damage Increased (72-103 -> 77-109)
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Infectious Incantation - Damage Increased (116-170 -> 124-182)
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Betraying Hex - Damage Increased (165-188 -> 172-196)
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Spring Breeze - Mana Leech Changed (19.8% chance / 3 MP -> 14.9% chance / 5 MP)
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Emberstorm - Life Leech Changed (14-20% chance / 1 HP -> 17.5-25% chance / 1 HP)
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Truth - Damage Increased (405-495 -> 421-515)
Axes (13)
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Lion's Club - Damage Decreased (105-142 -> 102-138)
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The Big Special - Damage Decreased (244-1100 -> 196-885)
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Thwomp - Damage Decreased (308-485 -> 294-464)
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Giant Slayer - Damage Decreased (428-666 -> 401-623)
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Lil Thing - Damage Decreased (115-322 -> 101-282), Item Power Decreased (45 -> 40)
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Stone Toucher - Damage Decreased (88-125 -> 85-120)
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The Hallowed Hatchet - Damage Decreased (80-422 -> 68-364), Life Leech Changed (16.2% chance / 4 HP -> 20.3% chance / 4 HP), Item Power Decreased (45 -> 40)
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Alien Dehominider - Damage Decreased (102-151 -> 100-148)
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Endless March - Damage Decreased (413-539 -> 395-516)
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Demon Jowl - Damage Decreased (88-111 -> 84-106)
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Bloodlust Edge - Life Leech Changed (20% chance / 4 HP -> 25% chance / 4 HP)
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Ominus - Damage Increased (227-294 -> 236-307), Life Leech Changed (20% chance / 5 HP -> 25% chance / 4 HP)
Daggers (10)
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Beast Twinfang - Damage Decreased (139-171 -> 133-163)
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Champion's Assegai - Damage Decreased (201-232 -> 197-227)
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Wineblood Stiletto - Damage Decreased (151-205 -> 138-188), Life Leech Changed (20% chance / 6 HP -> 25% chance / 6 HP)
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Her Demise - Damage Decreased (171-255 -> 148-219), Life Leech Changed (20% chance / 1 HP -> 25% chance / 1 HP), Item Power Decreased (45 -> 40)
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In Good Graces - Damage Decreased (137-250 -> 120-220), Mana Leech Changed (19.6% chance / 1 MP -> 12.2% chance / 2 MP), Item Power Decreased (45 -> 40)
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Skyrend - Damage Decreased (264-275 -> 251-262)
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Phantom Touch - Damage Decreased (516-518 -> 455-456)
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Desert's Fang - Damage Decreased (32-1861 -> 31-1802)
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Elkendire Impaler - Damage Decreased (261-310 -> 257-306)
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Recluse - Damage Decreased (192-228 -> 172-205)
Bows (8)
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Bad Standing - Damage Decreased (1151-1902 -> 953-1574), Item Power Decreased (45 -> 40)
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The Hallowed Hunt - Damage Decreased (128-258 -> 119-239), Item Power Decreased (45 -> 40)
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Consumption's Reach - Damage Increased (59-1026 -> 60-1035)
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Ominous Arbalest - Damage Increased (59-90 -> 61-93)
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Cadaverous Greed - Damage Increased (308-403 -> 331-432)
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Ice Vigil - Damage Increased (58-175 -> 59-178)
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The Scarborough Hunt - Damage Increased (258-363 -> 277-390)
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Isolate Touch - Damage Increased (178-238 -> 193-257), Life Leech Changed (16.7% chance / 3 HP -> 20.8% chance / 3 HP)
Staves (4)
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Staff of Ka - Damage Decreased (511 -> 405)
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Haunted Keepsake - Item Power Decreased (45 -> 40), Mana Cost Increased (90 -> 109)
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Roses Are Red - Damage Decreased (187 -> 156), Item Power Decreased (45 -> 40)
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Pedipalp - Damage Increased (323-507 -> 342-536)
Whips (5)
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Deck the Halls - Damage Decreased (1481 -> 1115), Item Power Decreased (45 -> 40)
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Quickfang - Damage Decreased (158-685 -> 122-529)
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Darloc's Spite - Damage Decreased (286-388 -> 269-366)
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Shackling Snare - Damage Decreased (300-600 -> 269-539)
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Void's Beckoning - Damage Decreased (456-681 -> 454-678)
Quivers (3)
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The Hallowed Spine - Damage Decreased (564-789 -> 524-733), Item Power Decreased (45 -> 40), Mana Cost Increased (85 -> 103)
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Latent Tremor - Damage Decreased (2319-2597 -> 2192-2455)
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Doobius Blazius - Mana Cost Decreased (28 -> 27)
Talismans (3)
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What Once Was - Damage Decreased (1000 -> 847), Item Power Decreased (45 -> 40), Mana Cost Increased (125 -> 135), Mana Decreased (23 -> 20)
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Green Collar - Mana Cost Decreased (68 -> 67)
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Tempest - Damage Decreased (400-800 -> 394-788)
Mortars (3)
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Egg Basket - Damage Increased (354-440 -> 357-444), Item Power Decreased (45 -> 40), Mana Cost Increased (80 -> 97)
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Signal Jammer - Damage Increased (1111 -> 1339)
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Chaotic Solution - Mana Cost Decreased (105 -> 88)
Crosiers (5)
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Pyre - Linger Damage Decreased (471 -> 461)
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C.K.C. - Damage Decreased (699 -> 510), Item Power Decreased (45 -> 40)
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Madness Ward - Damage Increased (206-309 -> 240-360)
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Monarch Key - Mana Cost Decreased (7 -> 6), Begin Channel Mana Cost Added (20)
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Seraphina Conduit - Mana Cost Decreased (6 -> 5), Begin Channel Mana Cost Added (38)
Capes (4)
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Cascade Drape - Damage Increased (479-662 -> 482-667)
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C.R.C. - Health Decreased (45 -> 43), Item Power Decreased (45 -> 40), Mana Cost Decreased (120 -> 109), Linger Area Decreased (4.5 -> 3.65)
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Voidic Vanity - Mana Cost Decreased (160 -> 157)
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Surging Gale - Damage Decreased (700-813 -> 690-801)
Masks (4)
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Final Dusk - Health Cost Removed (was 119), Health Cost Percent Decreased (48% -> 45%)
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Monument Crest - Health Cost Increased (125 -> 128)
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Biscuit's Face - Item Power Decreased (45 -> 40), Health Cost Decreased (80 -> 77), Gigantify Duration Decreased (2 -> 1.85), Speedy Duration Decreased (2 -> 1.85)
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Bubble Terror - Damage Increased (232-372 -> 234-376)
Helmets (5)
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Wavecaller - Linger Damage Decreased (523 -> 502)
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Hallowed Head - Item Power Decreased (45 -> 40), Mana Cost Increased (140 -> 154), Linger Damage Decreased (325 -> 305)
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Headwind Hailer - Damage Decreased (611 -> 596)
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Quickmarch Barbute - Linger Damage Decreased (493 -> 471)
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Colossus - Linger Damage Decreased (468 -> 452)
Robes (3)
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Ghastly Wisp - Item Power Decreased (45 -> 40), Wisdom Decreased (9 -> 7)
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Happily Never After - Item Power Decreased (45 -> 40), Proc Heal M P Decreased (38 -> 32)
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He Touched The Clouds - Item Power Decreased (45 -> 40), Health Decreased (76 -> 72), Mana Decreased (20 -> 10)
Heavy Armor (1)
- Rock Hard - Item Power Decreased (45 -> 40), Health Decreased (136 -> 116)
Light Armor (2)
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Happily Ever After - Item Power Decreased (45 -> 40), Proc Cooldown Increased (6.9 -> 7.4)
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The Hallowed Hide - Item Power Decreased (45 -> 40), Proc Cooldown Increased (5.3 -> 7.5)
Rings (5)
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Another Proposal - Item Power Decreased (45 -> 40), Wisdom Decreased (10 -> 8)
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Confectioner's Oath - Item Power Decreased (45 -> 40), Mana Decreased (70 -> 50)
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Lil Looker - Item Power Decreased (45 -> 40), Armor Decreased (2 -> 1)
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Night of Krampus - Item Power Decreased (45 -> 40), On-Cast Proc Invulnerable Duration Decreased (1.2 -> 1), On-Cast Proc Empowered Duration Decreased (1.2 -> 1), On-Cast Proc Fury Duration Decreased (1.2 -> 1), On-Cast Proc Armored Duration Decreased (1.2 -> 1), On-Cast Proc Healing Duration Decreased (1.2 -> 1), On-Cast Proc Blessed Duration Decreased (1.2 -> 1), On-Cast Proc Fortifying Duration Decreased (1.2 -> 1), On-Cast Proc Minify Duration Decreased (1.2 -> 1)
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What Goes Up - Item Power Decreased (45 -> 40), Speed Decreased (16 -> 4), Wisdom Decreased (-8 -> -4), Vitality Decreased (-4 -> -2), Ability Speed Added (+10 Item Power)
And The Basic Items (75)
Axes (10)
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Iron Hatchet - Damage Decreased (52-90 -> 49-86)
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Steel Hatchet - Damage Decreased (70-116 -> 67-110)
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Golden Hatchet - Damage Decreased (99-153 -> 94-146)
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Battle Axe - Damage Decreased (119-177 -> 113-169)
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Nomad's Axe - Damage Decreased (135-193 -> 129-184)
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Warped Axe - Damage Decreased (148-213 -> 141-203)
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Crimson Axe - Damage Decreased (159-235 -> 151-224)
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Hydra Warblade - Damage Decreased (175-252 -> 166-240)
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Lionheart Battleaxe - Damage Decreased (192-279 -> 183-265)
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Phantom Scourge - Damage Decreased (204-311 -> 194-295)
Daggers (10)
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Iron Dirk - Damage Decreased (41-100 -> 40-96)
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Steel Dirk - Damage Decreased (63-121 -> 61-118)
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Golden Dirk - Damage Decreased (95-154 -> 92-150)
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Venom Dagger - Damage Decreased (119-174 -> 115-169)
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Mythril Dagger - Damage Decreased (134-191 -> 130-185)
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Demon Slasher - Damage Decreased (151-207 -> 146-201)
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Sinful Slasher - Damage Decreased (161-229 -> 156-223)
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Hydra Gutter - Damage Decreased (181-242 -> 175-235)
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Lionheart Brand - Damage Decreased (202-264 -> 196-256)
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Treacherous Whispers - Damage Decreased (214-296 -> 208-287)
Bows (10)
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Hunting Bow - Damage Increased (13-29 -> 14-30)
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Sharpshooter Bow - Damage Increased (27-49 -> 28-52)
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Steelshot Bow - Damage Increased (50-77 -> 52-81)
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Mire Bow - Damage Increased (37-53 -> 38-55)
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Arid Bow - Damage Increased (48-56 -> 50-58)
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Nightshade Bow - Damage Increased (56-63 -> 58-65)
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Magewood Bow - Damage Increased (62-71 -> 64-74)
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Hydra Recurve - Damage Increased (47-57 -> 50-60)
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Lionheart Sight - Damage Increased (55-64 -> 57-67)
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Sovereign's Mark - Damage Increased (59-74 -> 61-77)
Staves (4)
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Emerald Staff - Damage Decreased (481 -> 468)
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Ruby Staff - Damage Decreased (737 -> 710)
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Diamond Staff - Damage Decreased (1011 -> 966)
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Moonstone Staff - Damage Decreased (1288 -> 1203)
Whips (6)
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Taming Whip - Damage Decreased (95-130 -> 92-125)
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Beastrider Whip - Damage Decreased (110-135 -> 105-128)
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Lacuna Chain - Damage Decreased (150-180 -> 145-173)
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Affliction Chain - Damage Decreased (215-245 -> 205-233)
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Tyrannical Manacle - Damage Decreased (240-290 -> 231-279)
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Gleipnir Bind - Damage Decreased (340-390 -> 327-375)
Elements (10)
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Nature Element - Damage Increased (44-54 -> 48-59)
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Fire Element - Damage Increased (59-69 -> 65-75)
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Smoke Element - Damage Increased (80-94 -> 87-103)
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Astral Element - Damage Increased (93-111 -> 101-121)
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Water Element - Damage Increased (101-126 -> 109-135)
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Toxin Element - Damage Increased (108-141 -> 117-152)
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Shine Element - Damage Increased (115-157 -> 124-169)
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Hydrafire Draw - Damage Increased (125-170 -> 133-181)
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Bloodfire Element - Damage Increased (138-187 -> 147-199)
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Blighted Malediction - Damage Increased (158-197 -> 167-208)
Talismans (4)
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Nature's Gift Talisman - Damage Decreased (1875 -> 1853)
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Demonheart Totem - Damage Decreased (2450 -> 2394)
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Indomitable Charm - Damage Decreased (2966 -> 2788)
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Voidborn Talisman - Damage Decreased (3642 -> 3405)
Mortars (3)
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Curative Mortar - Mana Cost Increased (75 -> 76)
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Electuary Mortar - Mana Cost Increased (90 -> 93)
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Livening Mortar - Mana Cost Decreased (105 -> 104)
Crosiers (4)
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Novice's Crosier - Mana Cost Decreased (18 -> 17)
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Blue-Oak Crosier - Mana Cost Decreased (13 -> 12), Begin Channel Mana Cost Added (17)
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Master's Crosier - Begin Channel Mana Cost Added (1)
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Regal Crosier - Mana Cost Decreased (14 -> 13), Begin Channel Mana Cost Added (19)
Capes (4)
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Common Cape - Mana Cost Decreased (70 -> 69)
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Bloodshed Cape - Mana Cost Decreased (100 -> 99)
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Unknown Guardian - Mana Cost Decreased (110 -> 106)
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The Holy Crusader - Mana Cost Decreased (120 -> 112)
Masks (5)
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Primeval Mask - Health Cost Increased (40 -> 44)
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Avarice Mask - Health Cost Increased (52 -> 54)
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Woodland Mask - Health Cost Decreased (64 -> 63)
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Searing Veil - Health Cost Decreased (76 -> 74)
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Demonic Semblance - Health Cost Decreased (88 -> 85)
Helmets (5)
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Blue-Steel Dome - Linger Damage Decreased (60 -> 58)
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Entrusted Morion - Linger Damage Decreased (110 -> 106)
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Furious Cassis - Linger Damage Decreased (140 -> 136)
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Secluded Secutor - Linger Damage Decreased (210 -> 207)
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Tyrian Gallic - Linger Damage Decreased (245 -> 242)
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