General Expansion Info Update: We're still knocking out testing on the expansion stuff, and trying to wrap things up on it (there's an awful lot of stuff in there). Right now with the expansion we have a handful of new items that will benefit from having 100+ crafting skill. We're still balancing the numbers on them, but I'm leaning currently to having them each be ranged from 80 min to 120 max skill, meaning you can technically try to craft them at 80 skill but will usually fail, you can craft them at 100 but have a moderate chance of failing, and will always succeed at 120 skill. The reason you would want to raise your crafting skill up higher than 100, would be that each of those crafting items will take some normal materials (stuff like scrolls, boards, ingots, etc) but they will also each take one or two of 12 new "Crafting Components" (stuff like Cockatrice Eggs, Creepervines, Ghoul Hide, Troll Fat) we're introducing as uncommon loot on monsters, treasure chests, ship hold's, influence lottery tickets, and a few other sources. Since these crafting components are in a limited supply compared to other materials, you would probably not want to craft those items with a skill level that has a significant chance of losing those uncommon crafting materials to failure, and you would likely want to boost your crafting skill above 100 grinding up skill doing something like cooking fish steaks. We're making sure each crafting skill will have a grindable crafting item like raw fish steaks or lockpicks that can now be grinded up to 120 skill. At the moment, here's what we have for those items: Inscription Skill: Ancient Mystery Scroll (will be previewed shortly) Carpentry Skill: Camping Firepit Cooking Skill: Faint Lure, Potent Lure, Irresistible Lure Tailoring Skill: Spidersilk Fishing Net Tinkering Skill: Avalanche Trap, Sunburst Trap, Razor Saw Trap, Massive Spike Trap, Web Trap, Gust Trap, Poison Gas Trap, Bleeding Spike Trap For Blacksmithing, it's not exactly an item per se, but I created a new ore type called Lunite that is a nice dark purple color, and it only spawns in dungeons. Lunite Ore Formations are pretty very rare (each likely spawning maybe once every 4-7 days), and they manifest as actual blue-purple rock formations that players can actually see and will double click on to harvest. Players can try to harvest them by simply hitting them with weapons, however this will take quite a while to accomplish. If a player uses a pickaxe on it, it speeds up the process a little bit, and if the player has mining skill on top of that, it will speed up the harvesting process much, much further. Lunite Ore gear is one level higher than Valorite for stats purposes, but uses Valorite skill levels for smelting / crafting / whatnot. The ore amount from each rock formation will be very small, so the armor will ultimately be pretty rare: it's a really cool color though. Technically it's also not Blacksmithing per se either, but I also rebuilt the Dungeon Armor system, created 5 new Dungeon Armor types, rebalanced the existing 4 Armor types, and unlocked the ability for players to start upgrading their armor all the way up to tier 4. Players will use a Dungeon Armor Upgrade Hammer to upgrade a single piece of armor 1 to the next tier, and these hammers will drop in the same places players normally get Dungeon Armor, with a few possible rare instances of getting hammers from events, the Influence Lottery as rewards, and a few other spots. A player wearing Dungeon Armor with multiple tiers will get the benefit of the lowest full tier: i.e. a player wearing 5 pieces of tier 2 and 1 piece of tier 3 will be treated as tier 2. Upgrading the tier does have a "cost" though: each tier upgrade on a piece of armor reduces its maximum number of blessed charges, meaning high level dungeon armor tiered suits will be somewhat inefficient when it comes to recharging them with arcane dust to offset their abilities + bonuses. Players can also now double click on any piece of Dungeon Armor to get a gump showing off how the full suit looks and all the stats / abilities bonuses for that armor at the piece's tier. We might change the details on the inidividual armors a bit before release, but here's what we're currently going with: The incremental numbers in commas is the value at each tier. Also of note: these benefits never apply to anything PvP related and we have implemented a PvP timer so that if a player has been in any form of PvP within the last 5 minutes, they receive no benefit from their dungeon armor's AR, bonuses, or abilities. Deceit Chance of Inflicting a "Hex" on Melee Attack: 12.5%, 15%, 17.5%, 20% Chance of Inflicting a "Hex" on Being Hit By Melee Attack: 12.5%, 15%, 17.5%, 20% Note: Hex is a 30 second duration 25% casting/attack slowdown, 20% wrestling debuff, and 33% armor pierce. It is independent of Discordance, as we don't want this armor to conflict with ongoing Discordance effects. It does, however, have the same 1/5th effect reduction on large scale monsters / bosses that Discordance has, to prevent it from being too powerful on bosses and high level creatures. Destard Melee Damage Received Reduction: 12.5%, 15%, 17.5%, 20% Spell Damage Received Reduction: 12.5%, 15%, 17.5%, 20% Bandage Self Timer Reduction: -2.5s, -3s, -3.5s, -4s Hythloth Ignores Dex Penalties Melee Damage Inflicted Bonus: 12.5%, 15%, 17.5%, 20% Special Weapon Attack Chance Bonus: 5%, 6%, 7%, 8% Shame Full Meditation Allowed Spell Damage Inflicted Bonus: 20%, 25%, 30%, 35% Chance to Cast Spell at 50% Mana Cost: 20%, 25%, 30%, 35% Covetous Poison Damage Bonus: 22.5%, 25%, 27.5%, 30% Chance to Cast Poison / Poison Field with 0 Mana Cost: 20%, 25%, 30%, 35% Chance to Inflict Weapon Poison with No Charge Spent: 22.5%, 25%, 27.5%, 30% Wrong No Dex Penalties Bonus Stealth Steps: 5, 6, 7, 8 Backstab Damage Bonus: 25%, 30%, 35%, 40% Stealth Now Leaves Footprints (This is to make them not very effective for potential PKing as an offset for bonus steps) Despise Provoked Creature Damage Bonus: 22.5%, 25%, 27.5%, 30% Chance to Ignore Peacemaking Breakage: 35%, 40%, 45%, 50% Discordance Effect Bonus: 5%, 6%, 7%, 8% Ice Breath Damage Received Reduction: 45%, 50%, 55%, 60% Bleed Damage Received Reduction: 45%, 50%, 55%, 60% Poison Damage Received Reduction: 45%, 50%, 55%, 60% Disease Damage Received Reduction: 45%, 50%, 55%, 60% Bandage Through Poison Healing Amount: 45%, 50%, 55%, 60% Monster Special Effect Avoidance Chance: 45%, 50%, 55%, 60% Fire Breath Damage Received Reduction: 45%, 50%, 55%, 60% Flamestrike on Melee Attack Chance: 7.5%, 10%, 12.5%, 15% Flamestrike on Being Hit by Melee Attack Chance: 7.5%, 10%, 12.5%, 15% Recently I added two new ship themes (Derelict and Treasure) that will be added to the list of possible rare loot options for NPC ship holds. I've also added about 15 or so new ship paint colors that are purchasable from the donation shop. I've also created Player Score Stones, that will be in each town, so players can view their Lifetime, Last Month, and Current Month scores for Earning Platinum, Dread Coins, and Doubloons and see how they compare to other players in their "field". Dread Coin amounts for kills have been significantly boosted and several of the restrictions on them, such as getting reduced amounts if being part of a group of pks, have been removed. Conversely, paladins will also be earning a lot more platinum for killing pks, as the platinum they earn is directly tied to how much Dread Coin that pk has earned. Delceri and I have finalized the content for a big, persistent summer event coming up, and this content will be added with the expansion (and likely turned on fairly shortly afterwards). I'm also finishing up work on an Ocean Boss and will be creating an Ocean Champ pretty soon here too. Additionally, we're going to try to rotate in some variations of some of the bosses from the Khaldun events, that have a bunch of revisions and ability updates, as some new Dungeon and Champ bosses for our dungeons. When I get home in the evening I'll put together a preview video for the Ancient Mystery system, Lunite Ore, new Crafting Components, the Dungeon Armor overhaul, and a bunch of other things we haven't previewed yet or introduced so far.