Patch

## Update 3.721 (2023-07-20)

1. Monsters encountered now fall into categories:
	1. Small group (playersCount/10 to 4) 45% chance
	2. Medium group (5 to 6) 40% chance
	3. Large group (8 to 10) 15% chance
2. Quest join time is now 4 minutes instead of 5, scouts check happen at 2 minutes
3. Buying quest now costs 5000 instead of 3000

## Update 3.72 (2023-07-19)

1. Monster changes:
	1. Monsters encountered now fall into categories:
		1. Small group (1 to 3) 45% chance
		2. Medium group (4 to 6) 40% chance
		3. Large group (8 to 10) 15% chance
	2. Monsters encountered are only from the floor
	3. Monsters's level range from -5 to +5 from the tier picked
	4. Bard increase cap of max monsters encountered by 1
	5. Merchant raise monster level disparity of monsters by 1
	6. Past midnight, the cap of monsters possible to encounter (merchant buff not included) is increased by 50%
	7. Past midnight, the disparity of monsters possible to encounter is 5
2. Midnight changed to 12AM instead of 10PM (JST)
3. Elements change
	1. Season now increase damage of respective damage type by 25% instead of 20%
	2. Weather and time now has an impact of 50% instead of 40%
		1. Raining: Water(+) Fire(-)
		2. Tempest: Air(+) Earth(-) Fire(-)
		3. Windy: Air(+) Fire(-)
		4. Humid: Fire(+) Water(+)
		5. Hot: Fire(+) Water(-) Air(-)
		6. Normal: Physical(+)
	3. Elemental Monsters have damage reduced from non-weakness by 50% instead of 60%
4. (QOL) !reborn ok now shows all stats increased
5. Removed !slap, hug, pat commands

## Update 3.71 (2023-06-29)

1. Drop pity went from 10 to 5
2. Streaks to reach boss is now 3 instead of 4
3. Single Healer Mobs heals are now maxxed at 90% of the target's missing hp

## Update 3.7 experimental patch (2023-06-19)

1. Quest cooldown changed from every 10 to 20 minutes
2. Quest recruitment time changed from 60s to 5 minutes
3. Quest scouting time changed from 20s to 2 minutes
4. Monsters rewards are twice more important
5. Inactivity exp/gold buff stays at 1 hour

## Update 3.66 (2023-05-21)

1. Added new mob attack type: multi consecutive on a single target (Ghoul now do this type of damage and lifesteal from it)
2. Wyvern now do multi attack on different targets
3. Fixed a bug where monsters would still attack when dead (with !mana attack)
4. Fixed a bug where Brawler stopped attacking after killing a monster

## Update 3.65 (2023-05-19)

1. Brawler have their stats changed to 1.5v/1s/1.5a/0.5i/1r/0.5l, Brawler also aren't AOE anymore but do multi-attacks on enemies (2 base, +1 attack per 10 upgrades on both stacked weapon/item)
2. Ninja do consecutive strikes without delay now, each strike deals 50% of the initial damage but they strike for every speed they have
3. Added a new !buy 100allstats to increase all your stats by 100 (costs 550k gold)
4. Inventory are now limited to 10 items per type (all extra items are still there but this will be the new limit)
5. Added !mastery command to see how many masteries were achieved

## Update 3.6 (2023-05-17)

1. Protector class is removed
2. Bard buff both attack and defence by 5+INT^0.35
3. The new class who replaced Protector is "Priest", each turn they can resurrect a dead player and grant them a Heal/5, if there is no dead players, they will heal all players alive by Heal/10. They can also use the !res command on players (if they aren't dead, they'll get healed instead)
4. For information, Heal = Level + INT\*0.01 (a healer always does a full heal)
5. Fixed a major bug where Knight would stack defence without reset during the battle (Knight defence should increase for each consecutive attack they receive during a turn, it shouldn't stay for the whole battle)
6. Added a "respawn" action (!buy respawn) that heals a player to full health back alive (cost 10k gold)

## Update 3.535 (2023-05-04)

1. Daily bounty and Continuous bounty now also includes boss monsters
2. Potion mobs now drop a potion to all players
3. Checking mobs now cost 100 mana (halved for scout)
4. Fixed !search weapon/item function, it now cost the same amount as mobs checking
5. Weapons/Items drop are now 66% more likely to appear on their respective tiers (instead of 50%)
6. Pet food can be eaten by multiple pets now

## Update 3.52 (2023-04-21)

1. Monsters levels, data gathering and scouts change
	1. The monsters count you can encounter during the day in a quest now varies between 1 to 9 11 (+2 at night)
	2. Monsters now have levels that fluctuate down to 5 (if you go to tier 30, you'll find monsters level 25~30, excluding god tier, night time, bounties etc..)
	3. Monsters encounter descriptions now don't include battle stats but only the level, element and special symbol (bounty, god tier, etc..)
	4. Scouts early voting now reveal a certain number of monsters and their info, they might not reveal all of them (each scout are guaranteed to reveal at least 2 monsters)
	5. All players can use !mob command to read the mobs full battle stats, however it now costs Mana (500 for normal players and 100 for scouts)
2. Pets change
	1. Pets lose 10% of their health when not fed at least once a day (they still lose only 1 hp when dying in battle)
	2. Pets have increased percent of chance to gain bonuses according to their health (every 1 health adds +5% of the base chance)
	3. Pets no longer have increased chance of gaining bonuses when they eat food of their opposite elements that was not intuitive
	4. Pets dropped from Boss have double chances to gain bonuses, but lose 2x more health they are high maintenance
3. Misc
	1. Fixed a bug that prevented Tamer and Blacksmith class to increase the droprate of Pets/Weapons
	2. Raffles now gives 100g/minute + 10g/entry, and ~~15~~ 12 entries adds a new winner (edited)
	3. Fusing with the same element gives +25%

## Update 3.5 (2023-02-23) Beta/WIP version

1. Reborn value stats at level 100 are now class stats x20 instead of x15
2. Potions now auto-heal players at 10% health (when they have it in their inventory)
3. 5 star items and weapons have slightly better stats
4. Archmage are renamed Geomancer
5. New classes : Scout, Monk, Joker, Brawler, Mystic, Alchemist
6. Scout classes can now vote for a specific tier during the first 20s of Quest launch, after this, the most voted by scouts tier will show the monsters in it (the number of scouts increase the information retrieved)
7. Monk heal for 100% of their damage dealt on lowest ally, or 10% on themselves
8. Joker get a random bonus/malus of attack varying between -200% and 200%
9. Brawler is an AOE melee class
10. Mystic during their attack restore every player alive's Mana by 1 + int/1000 + level/100
11. Alchemists auto use potions at 25% of their health instead of 10

## Update 3.42 (2023-02-08) (small fixes)

1. Dark Element now gives x1.25 extra bonus lifesteal (instead of +10% lifesteal)
2. Elemental monsters now reduce damage to 40% instead of 25%
3. Big missions for repeated quests got reduced to 25-50x completion instead of 50-100

## Update 3.41 (2023-01-05)

1. !buy gear refresh is now !buy gear reroll
2. when buying all the gear is cheaper to reroll than the normal price (5000), the price for reroll is now the price of all the gears
3. Season damage multiplier is now 20% (instead of 10%)
4. Weather/Time damage multiplier is now 40% (instead of 25%)

## Update 3.4 (2022-12-22)

1. Added new types of mini quests like math quest
2. Added precise locations for loots (up to 50% chances increase) and the option to find the closest tier with !search <lootName>
3. Fixed a bug with rising monsters increasing their damage way too fast

## Update 3.3 (2022-11-21)

1. Bards and Protector temporarily buff all players stats (attack and defence respectively) at their turn by their 10% + INT^0.4
2. Max mana cap is now 2000 instead of 1000
3. Bards and Protectors can use !mana buff command to buff a specific ally now (with double effect)

## Update 3.225 (2022-11-11)

1. Elemental are now a trait of monster, they have reduction by 90% of all attack types except their elemental weakness (gimmick: Physical Elemental have 90% resistance against everything since they don't have weakness)

## Birthday Update 3.22 (2022-11-10)

1. Added a group called "Elemental monsters" that resist all elements except their weakness
2. Added a unique encounter type similar to chest
3. XP x2 for the day
4. Added a unique item droppable (Spatula)
5. From now until the end of the year, you can drop a unique badge (drop chance is 1/1000 on every monster defeated)

## Patch Note 3.21 (2022-10-23)

1. Fixed a bug where your dodge chances were relying on the enemy dodge chance and not yours
2. Slightly reduced the dodge chances of monsters (5/speed to 4/speed)
3. Nerfed Devourer and Swift's speed boost
4. Potions are now priced 2000 gold, but the first 5 are 50%OFF
5. Fixed bug where potions could be used when dead, also now show the real healed amount
6. Few QOL and texts change, you now have a number for your arrival on the chat (shown in medals)

## Patch Note 3.2 (2022-10-20)

1. Added potions to Inventory and Shop (5 are available/day and get stored in your inventory, to use type !use potion)
2. You can't access the shop anymore during a quest or a duel
3. (Confirmation) item forge upgrades are exponential (so it's +10% of current stats)
4. Pets feeding are now shown on Discord Quest instead of Twitch log
5. Players now attack with Physical element when their physical strength is higher than their weapon strength
	1. Reduced slightly the Strength -> Damage conversion (0.4 to 0.35)
	2. Increased slightly the Scaling Stat -> Weapon damage conversion (0.45 to 0.5)
6. !buy gear is now the new command, loot won't work anymore. To buy an item you need to type !buy gear x
7. Some text QOL

## Patch Note 3.15 (2022-10-05)

1. Weapon evolution now grants a small extra attack bonus (+1/evolution to modifiedDamage)
2. Smithing stones now drops with a rate of 1/200, Chance increase with: Blacksmith x2, God mobs x2, Mob related to your weapon or item x2 (this chance stacks and totalize down to 1/25)
3. Smithing stones now also drop on Successful Gambling with 1% chance per 1000 gold (100 000 Gold - 100%)
4. Smithing stones are now limited to an inventory of 25 (edited)

## Patchnote (2022-10-04)

1. If you haven't won a quest (due to losing or not joining) for 1hour, you get a boost EXP/Gold x2 (edited)

## Patchnote 3.1 (2022-09-25)

1. Bounty monsters are now x2.5 stronger instead of x3
2. Slimes have been removed from the Corrupted Swamp (they appear on 3 floors instead of 2 before), Hydra are replacing Slimes now
3. Slightly increased the chances of Craft
4. Reduced chances of encountering special traits monsters and especially for Archmage, Reaper, Brute and Mage

## Patch 3.09 (2022-09-18)

1. Shop items prices are 100/tier, for it's x1, x2, x4, x8
2. Blacksmith now don't reduce chances of break item, but have 2x more chances to drop smithing stones from monsters
3. Default smithing stone drop chances per monster is 1/300, but if the monster is related to your gear (item/weapon), it becomes 1/50
4. ~~Your inventory can hold up to 10 Smithing stones~~  I'll spare you that
5. You can find the table of elements here now

## Hotfix (2022-09-18)

1. Deflective enemies now reflect 50% of the damage they receive on a random ally, they also take 100% of the damage
2. Prices for shop have been decreased (from 250g/tier to 100g/tier), but prices are a bit higher for higher rarity

## Patchnote 3.085 (2022-09-14)

1. Vampiric monsters now heals for 50% (instead of 100%) of the damage they deal
2. Item resurrection heals doesn't count in quest healing stats anymore
3. Mobs piercing type now pierces up to 3 players by 100%, 75% then 50%
4. Players piercing (sniper) now pierces with a reduction of 25% for every additional enemy hit
5. Changed text formatting for damageTaken and healthHealed

## Patchnote 3.081 (2022-09-12)

1. Fixed a bug where bounty monsters had critical chance higher than intended
2. Break chance is now 1/5 instead of 1/4, "protection" has become "smithing stone", which protects + increase the chances of craft success
3. SP abilities from gears now appear in !gear

## Patchnote 3.08 (2022-09-12)

1. Karma isn't granted if you end a battle with the whole party full health now
2. Weapon now has an impact on position of players: a Magic/Archery weapon places you to a Midline/Backline position (depending on your class), a Melee weapon places you to a Frontline/Midline position
3. Shield and book are now weapons
4. Added a gear special attribute that reduce a % of the damage received (attributed to Shield item)
5. Formatting changed for !status damage dealt/taken/healed
6. Rebalance on weapons and items and added new ones, here's the complete list of gears and their stats if you are interested
7. Stats indicated are slightly more likely to show up now

## Patchnote 3.07 (2022-09-04)

1. Paladin resurrect [1 + item evolve/2] players on death by 25% of their health (on top of the other healing passive)
2. Tank have [25 + item evolve]% to maximise their defence and reduce the attack received to the minimum
3. Protector and Bard increase the defence/attack by 20% of their own stats
4. Healer heals 1 player by [their level + 1% of their int] reduced by 1% every turn, the heal area expands on both sides every [2 item evolves] but loses 50% of its power for every player away from the center
5. Ninja don't have extra dodge nor bonus attack anymore, but do [2+ item evolve/10] consecutive attacks to a random enemy on the field

## Patchnote 3.06 (2022-09-04)

1. Each scholar alive in the party now increases by +10% chances to attack the first enemy in the row (start at 0%)
2. Steel reflect 33% instead of 25% of damage received
3. Health regen formulae now works similarly to Mana regen but with strength
4. You can use !buy gear or !buy loot now
5. A few text optimization, buying potion now has a message
6. Added new "Clover" and "Shell" items

## Patchnote 3.05 (2022-09-03)

1. SingleHeal enemies now can heal and resurrect allies, however they can't target themselves
2. Rebalanced unique mobs stats to be beatable
3. Pets chance to upgrade resistance is now (mobTier/2), for stats it's still (1/mobRarity \* 10)
4. Player Stats now show drop chances
5. Cross are now weapons (magical type)
6. Items stats from items dropped will be generally higher now since mobs stats evolution has been downscaled
7. @ username should now work with !heal targets
8. Elite, King and God mobs can have random attack patterns instead of being Single-only (that was the Elite Goblin who couldn't attack bug, he had the Noattack pattern)
9. Gears now show max evolution in their description
10. !brb and !back now take hours into account
11. Some text formatting bugs and optimization
12. Hotfix: Party no longer focuses the first monster.

## Patchnote 3.04 (2022-09-01)

1. !mana attack now don't make the attack circle pop on the player attacking
2. !mana is now not usable if you are dead
3. rebalanced monsters scaling in higher tiers to be more soft and suited for hp growth
4. !buy potion is now available during quest and duels, but cost 2x more
5. loot pity is changed from 20 to 10
6. added "Dead" monsters who spawns dead and give gold/loot
7. Pet and Weapons xp source now change properly on daily/monthly reset
8. Forging and Fusing gears now ceil instead of floor (for decimals rounding; 0.1 to 0.9 becomes 1 instead of 0)
9. !element now display a few extra info
10. renamed petpot into petheal for clarity
11. mobs are now listed in the correct order on the quest message
12. !forge now display the stats change the action will do (+10%), fixed a bug where it increase to +25% instead of 10%
13. rebalanced slightly stats impact on weapon power accordingly to the monster changes
14. !weapon now shows the physical attack (without weapon) and weapon attack (with weapon) info

## Patchnote 3.03 (2022-08-30)

1. Removed !usemana and !action,instead you can now use !mana heal/attack/buff
2. Auto-use of mana removes 500 mana (instead of 1000) and activates the buff property, so you'll always have 500 in reserve for manual use
3. Fixed bug where enemy dodge was always at 0
4. Added enemy dodge stats in !mob
5. Glasses item increase crit chance now
6. Some text/display optimization
7. Rebalanced item and players stats slightly
8. Fixed defence bug with players (they had more than intended)

## Patchnote 3.02 (2022-08-29)

1. Replaced Toad monster with Fungi
2. Replaced all Oro emotes with 7TV
3. !mob x now works from left to right order
4. Pets upgrade chances for stats is 5 10\*Rarity of mob
5. Improved quest result formatting
6. Added the reason for losing a battle
7. Battles now last 60 turns
8. Rebalanced str -> physical damage
9. !buy potion (1000gold) and !buy potion50 (500gold) to heal
10. !action <player> for healers to heal or !action <1, mob count> to attack a mob
11. Added visuals for crystal and chests
12. !quest now requires the initiator to vote for a tier
13. Hunter lose 10% of their karma when dying (instead of 25%)

## Patch 3.0

1. Discord channel for QuestBot -To avoid excessive spam, you can now whisper to PekoraBot and she will directly send the message on the new #questbot channel, discussion about questbot should also happen there
2. Prediction got renamed into “Oracle”
3. (NEW) Oracle now also has “Weather” which increase the power of an element (and reduce the power of its weakness)
	1. Rainy increase Water
	2. Heat increase Fire
	3. Windy increase Air
	4. Thunder increase Earth
4. (NEW) Depending of our season, some elements are stronger than others
	1. Summer is Fire
	2. Winter is Earth
	3. Autum is Air
	4. Spring is Water
5. (NEW) Depending of the time of the day, some elements are stronger than others
	1. Day is Light
	2. Night is Dark
6. Quest change:
	1. Mobs stats and number now don’t change with the numbers of players joining the quest
	2. Quest rewards now adjust with level/tier and boss rarity rather than mobs count
	3. Mobs now evolve at a better pacing
7. New types of Mobs
	1. Single heal + Attack
	2. Dodge mob

### Player:

1. Dodge stat is now a thing
2. Levels got reset and got distributed into attribute points
3. Collector badges: are given to players who achieved success (first in PVP) or attended special events, badges increase the gold reward by +1%
4. Added new effects: Paralysis (when stunned), Poisoned (receive damage every turn)
5. Players will receive new SP points scaled to the new system but proportionate to their previous achievements
6. New Stats system similar to the previous with twists: SP have a lowered effect on attack/defense, items are key for those
	1. VIT increase your health
	2. STR increase your attack (physical) and health regen
	3. AGI increases your speed and crit multiplier
	4. INT increases your attack (magic) and mana regen
	5. RES (resistance) increase your defense and resistance to effects
	6. LUC (luck) increase your crit chance, dodge chance and drop chance
7. Reborn now does not give you SP you can distribute but class-specific SP that scales similar to their stats
8. Mana: After reaching 100 int, players can use a spell when full mana (this is usable once every 4 hours at 0 INT)
9. Higher chance for legendary mobs
10. Special mobs like rickroll that cancel your drop pity, change your oracle, etc… (Sadge for rickroll)

### Gears rework:

1. Soul: previous gears got transferred into unique soul gears that grant extra attribute points to the player
2. Items and Weapons can now have malus SP/BS aka curses
3. Shop only contain 3 items and refresh cost 10K now
4. When taking a similarly named item, instead of fusing, you can now type <!equip force> that will remove your current gear for a new gear
5. Crafting material: to refine your gears with protection, you need crafting material dropped by monsters, you can also forge a specific attribute to your weapon/item (lifesteal, poison, etc..)
6. Item grant defense and raw BS, with a capped evolution (5-10)
7. Fusing gives +25% defense of the new item + 25% of SP
8. Forging item gives 10% defense of the current item
9. Maxed evolution items give +25%
10. Weapon grant attack and %SP, with a capped evolution (5-10)
11. Fusing gives +25% max exp cap of the new weapon + 25% of SP
12. Forging item gives 10% max exp cap of the current weapon
13. Maxed evolution weapons give +25%
14. Weapons feed off a monster source like Pets do, but without time limit
15. Pets also grants +25% if they have the same name

### Class change:

1. Archmage now do AOE attacks
2. Mage and Archmage swapped their traits (Archmage does AOE)
3. Tanks now tank 100% of all frontal attacks, Frontline 30% +5 for each additional
4. Sadge is not an existing class anymore (Sadge)

## Patch 2.55

1. Mobs rarity now has a small effect on the drop quality
2. Reduce all Mobs animations to 4 frames, this allows the creation and integration of new mobs skins more easily!
3. !status does not cost 1 gold anymore and shows the [TEMPORARY] battle stats
4. !stats shows the [PERMA] stats
5. !quest battle gives you info about the current battle
6. !mob you can now see the Rarity of mobs

### Pets intro:

1. Pets are equippable that gives % of element resistance and % random attribute
2. When received at the shop they start full health, when dropped they can start lower health
3. Everyday, pets seek food sources that you should feed them (by defeating it), if you don’t manage to feed your pet they’ll lose 1 health
	1. Pets can be fed 1 time + 1 for every previous 10 fed up to 5,
	2. The first food of the day heal them 1 hp (or 2 hp if you feed a monster of their element or if you are the same element as your pet)
4. Everytime a pet get fed they can get a % of resistance and % of attribute,
	1. chances are x2 if you feed a monster of their opposite element
	2. chances to win a resistance (max 50): fed count of the day \* 10%
	3. chances to win an attribute (max 100): the rarity of the mob \* 5%
5. Pets max health varies from 5 to 10+ (+ depending on the rarity of the mob dropped)
	1. Pets not fed for a stream day or losing battle will lose a health
	2. You can buy Healing salves at the shop that restore health by 10 (cost 10k)
	3. If a pet hit 0 health, they will die
	4. Every 10 feeding to your pet increase their max health and feedcount by 1
	5. Per monster killed, only one pet can be fed
6. Everytime a pet loses health, they can lose a % of resistance and % of attribute
	1. chances to lose a resistance: missing health%
	2. chances to lose an attribute: missing health%
7. Pets that already exists (from Subathon) will have a starting health from 5 to 15
8. Pet gives +10% attack/defense if your weapon/armor has the same origin name
9. Tamer class intro: third option for Scholar (beside Merchant and Searcher)
	1. Increase the chance for the guild to get a pet by 10%/tamer
	2. Tamer have affinity with both Melee and Magic and are Tanks
	3. Stats are high-mid-low-mid
	4. Tamers have x1.5 more chance to increase the stats of their pet, but if they lose the battle, their pet loses 2 health
10. Players dueling cannot join quests until their match is over
11. Chances to drop are: 5% pet, 25% weapon, 75% item
12. Chances in shop are: 5% pet on the FIRST SLOT, 35% weapon, remaining% item
13. Players normal attack have 40% to hit the first monster in front

### Class changes:

1. Scholar now increase the exp of the guild by 5% and +3% for themselves, they also don’t increase the chances to hit the first monster in front (on top of the previous ability to earn and lose double karma and have double vote power)
2. Merchant now increase the gold of the guild by 5% and +3% for themselves, they are also exempt from Taxes transfer when RECEIVING gold
3. Searcher (renamed Blacksmith) increase the chance to get a weapon by 5%/blacksmith and give x1.2 drop chance to the whole guild, they are also 50% less likely to break their item when not using protection
4. Defender are now Max/Low/Low/Mid
5. Hunter now deal +100% to their element weakness, and will always target the enemies with elements weak to them first
6. Healers now heal for 100 per level + INT \* 0.5 (before 1000 flat + INT \* 0.2), effectiveness is reduced by 1% per turn, they can expand their healing zone for every 2 weapon evolutions (but every expand reduce the healing by 50%)
7. Samurai is now mid-high-high-low
8. Tanks have 80% chance to take a hit (+10% per extra tank), was 40 before. If it goes through, frontline have 40% to take an attack (+5% per additional), was 20 before
9. Healing monsters heal for 100% of their health, reduced by 1% per turn
10. Stats rebalance toward higher Health
11. Regen ticks now happen every 30 seconds (instead of 20 seconds) for the same amount
12. Vitality now gives +10 HP (instead of 5), Strength gives ½ HP (instead of ⅓)
13. Nerfed the attack (.03 instead of .04) and defense (/5 instead of /3) formulae (still might need rebalance)
14. Changed Paladin stats to High/Low/Low/Lowest (from High/Low/Mid/Mid)
15. Paladin resurrect upon death, 1 person per default, +2000 for next and \*2 for every additional
16. Added Light/Dark elements
	1. Normal > Light/Dark > Elemental
	2. Normal gives +10% stats
	3. Light gives +50% Heal, Dark gives +10% Lifesteal
17. Lifesteal items now lifesteal for 10% of their damage inflicted
18. Berserkers now, when below 25% gets +50% attack and +50% lifesteal, however every turn they lose 1% lifesteal but gain 1% attack
19. Refinement without protection is now free, however additional upgradecount cost 500 extra per upgrade (500, 1000, 1500, ..)
20. Perfect on refinement increase chance of getting a stat upgrade to 70% 75%
21. Fixed a bug with regen tick
22. Added Patreon integration and polls integration
23. Adjusted formulae for damage calculation to ((Atk^0.725/Def ^0.725) clamped (0.1,2)) \* Atk^0.85. This reduces the average damage dealt on the battlefield, so enemy health have been reduced by ~15% to balance that change
24. Sniper now deal 200% attack when at 95%+ health, they also pierce enemies per 2 weapon evolves
25. Healer now heal additional allies per 3 weapon evolves
26. Defenders chances of mitigating damage is now 40% -> 25% + 0.5%/item evolve
27. Defender stats ratio: STR is HIGH MID, INT is LOW MID
28. Paladin stats ratio: STR is MID LOW, AGI is NON MID,

### Weapon and Item rework:

1. Weapons with fuses take the highest attack and exp. And take the highest stats + /2 the other item’s stats
2. Max evolution goes up to 20 for Items and 10 for Weapon, beyond that point they increase by 5% their value.
3. Slightly increased Weapon droprate and rarity, removed Junk rarity. % are respectively 8(from 5), 20(18), 50(40) + remaining

## Patch 2.54 (24/06/22)

1. Demon Lord nerf (attackFactor: 1.5 -> 1, critChanceFactor 1.25 -> 1, speedFactor 2 -> 0.8)
2. Afk gold 50 -> 100/minute (10 -> 15 persons for extra reward)
3. Removed daily streak message, first msg grants you 50g
4. Knight rework: Knight take 50% less damage from physical damage increase their defense for every attack received during the turn by 30%
5. Reduced the effectiveness of stats but increased their amount for leveling up
6. Hunter rework: everytime the Hunter attacks, they learn from their target and temporarily get from 0 to 100% of the target’s attack and defense, each turn increase the base % by 1 (up to 100%)
7. Rebalanced Hunter stats scaling to be 1 - 1 - 1 - 1
8. Assassin now instantly kill enemies on crit when they have health below 25%
9. Reduced slightly the scaling of crit multiplier to increase the power of Assassin
10. Added drop chance and speed to monster stats
11. Reduced crit multiplier factors to be scaling more toward the late game
12. The base crit multiplier is now 1.5 instead of 2
13. Damage isn’t shown with monsters without attack
14. Convert hp display into K/M
15. Less gold overall from quest, but more gold from the flying gold at the end of quest
16. Now element give a 75% bonus/malus instead of 50% when fighting against other elements
17. Sniper changes :
	1. AGI scaling x1.25 -> x0.5
	2. INT scaling x1 -> x1.25
	3. Crit chance double when above 90% hp
	4. Penetration now scale with INT instead of AGI

## Patch 2.53 (28/05/22)

1. Chimera now resets every month
2. Chimera combat stats are increased for every dead ally (x0.1), and rewards stats increase for every ally who survived (x0.1)
3. You can now consult the stats of the mobs you are fighting with !mob {number}, for example if there're 3 monsters, you can write !mob 1, !mob 2, !mob 3
4. Fixed a bug where loot chances would clamp down (so instead of having 1.4% drop, it’d clamp to 1%), the precision is now clamped to 0.01%
5. Samurai are meant to be strong and quick dps glasscanon, however their current strength seems to give too much resistances in some cases, Samurai STR scaling is now MID (HIGH before)
6. Ninja are a class meant to be adaptive with both melee and range, so their compatibility with melee/range are now high with magical being low, their chance to double damage got changed to 20% (25% before) as a rebalance measure
7. (Maybe?) Fixed bug that was making graves not disappear during revive
8. Fixed bugs related to Deflect monsters (Paladin unable to resurrect and Damage taken not counted for MVP)
9. Slightly increase the chances to encounter a Tier Boss (for Floor Boss the chances remain the same)
10. You can now create your own custom slime skin and get added FOR FREE (only the first 5)
	1. People with custom slime skin receive +3% TOTAL QUEST GOLD
	2. Check pinned post on #stream-chat for the template
11. Paladin after taking damage, convert the damage into a heal of 25% of the damage received (50% when healing allies), capped at 20% of the Paladin’s Max Health
12. Added Slime Skins
13. They cover a range from white to black with saturations (no shininess yet)
14. Refunded the initial price 10K + extra 2K for the users who purchased a skin previously
15. New color skins now cost 5K and range from Legendary rarity to Common
	1. Legendary (1% chance) increases your critical chance by 5% and +3% TOTAL QUEST XP
	2. Epic increases your critical chance by 3%
	3. Rare increases your critical chance by 2%
	4. Uncommon increases your critical chance by 1%
	5. Custom Skins color cost 5K gold per roll (it’s gacha)
16. Paladin now resurrect players and heal them for 25% of the Paladin’s max health, the cost of resurrection is doubled for each resurrection, starting from 100 (200, 400, 800, etc..)
17. Vampire and Lifesteal monsters healing is now capped at 1% of their max health per attack
18. Added Monthly monsters scaling curve and randomizing the floors during reset

## Patch 2.52 (4 March 2022)

1. Added Quest 0 “Laboratory” which consists on:
	1. A Chimera that evolves his stats with every player dead after the battle
	2. Very strong Monsters accompanying the Chimera
2. Higher gold earning
3. Added Saturation and Darkness on Player skin colors
4. Reborn now grants 1 SP/level until lvl 100, past lvl 100 it gives 1xSP/7000 XP earned (in comparison, below 100 you get only around 1xSP/8000 XP which is worse)
5. Adjusted AGI->Crit Mul and INT->Crit% to scale more properly with higher numbers
6. Added “Deflective” monster type (they reflect 25% of the player’s attack on an ally)
7. Guardian and Scorpions are now Deflective properties
8. Added Steel monster type
9. Fixed a bug where Sadge would get AoE overload stacks and cheat receive Tank MVP
10. Monster changes: Added Healer Monster type
11. Component changes: Added Frozen type (doesn’t attack but wall of hp)
12. Holy is now a Healer type, Demon is a Multi-Bomber type
13. Weak is now Young, Buff is now Adult
14. Item Drop Pity at 10 WINSTREAK
15. Vitality gives 5 health instead of 4
16. Monsters after midnight are 25% stronger but give 25% more rewards
17. Formulae for damage ratio dealt has a x modified from 0.8 to 0.75 => dmg^x/def^x
18. Prediction Drop are now between -50% and 50% (instead of -50% and 100%)
19. Paladin skill rebalance: Paladin now resurrect players for every 100 intelligence increasing by 100 for every res (100 = 1res, 300 = 2 res, 600 = 3 res, 1000 = 4res etc..)
20. Weapon at max XP increase their raw value 25%
21. Item with upgrade above 10 increase their raw value by 25%
22. Equipping a Weapon and Item with the same monster base increase both raw value by 25%
23. Now fused weapons keep only the highest Max XP instead of increasing
24. Shop lists are:
	1. 1) Last Tier Won
	2. 2) Last Tier Won - Max Tier reached this Month
	3. 3) 1 - Last Tier Won
	4. 4) 1 - Max Tier reached all-time
25. GodTier does not double droprate anymore, stats remains, GodTier also now have 1.5x 2x health
26. Loot ratio is 33% weapon 67% item now
27. Added new visuals for mobs
28. Added new items: Cross (increase healing) and Heart (resurrect once), Bloodchain (lifesteal x0.5), Scope (crit chance x0.5)
29. New traits:
	1. Bloody: Lifesteal Monster
	2. Holy: Raw Damage Tank Speed with low crits
30. Stats rebalance
31. Players now receive 2.5/1/1/1 5/2/2/2/2 perma stats per level
32. Classes stats and bonuses are scaling according to their multiplier now (for instance: before having an item +30INT +50STR would give those raw stats to a Mage, now a Mage would receive MageIntMultiplier x 30 and MageStrMultiplier x 50) check the table of stats at the bottom of the guide for the complete table

## Patch 2.550+2.551 (3rd March 2022)

1. Fixed Monthly reset bugs
2. Added writing format “!give 100k” instead of “!give 100 k”
3. Added visuals for PvP battles
4. Fuse Weapons now will increase the attributes by half

## Patch 2.549 (28th February 2022)

1. PvP changes
	1. Provoked duels will change elo rating within 1-40 -> 1-30
	2. Normal duels will change elo rating within 1-40 -> 1-60
2. Stats Rebalance
	1. Player VIT/HP 5 -> 4
	2. Player STR/HP 0 -> 1
	3. Player STR/HP-Regen 0.1 -> 0.2
	4. Player base crit chance 6 -> 5%
	5. Player INT/crit chance 0.55 -> 0.6 curve
	6. Enemy base crit chance 20 -> 10%
	7. Enemy crit multiplier 6x -> 3x
3. Visuals for element weakness/strength

## Patch 2.548 (24th February 2022)

1. Necromancers now increase by 10% their attack for every allies and monsters dead at any time in the game on the ground
2. !status now show more information about the buff received during a quest or necromancer’s buff

## Patch 2.547 (21st February 2022)

1. (LIVE) Modified damage calculator to be ATK^0.9
2. Paladin change : Paladin now upon taking damage, convert their damage received into a healing ability that heals the lowest health player, up to max 20% of the Paladin’s Health. If the Paladin dies they can resurrect allies for every 100 intelligence they possess with 10% of the Paladin’s Health (this does not work on themself AND other Paladins).
3. Healers class stats received a slight nerf in vitality to compensate the overall hp increase
4. Berserkers when below 25% health, increase their attack by 50% and heal for 10% of their RAW Attack
5. Slightly reduced Wraith Speed
6. Created tombstones visuals and animation
7. Improved critical strike visuals

## Patch 2.546 (20th February 2022)

1. Attack Formulae is modified
	1. Before : Damage Dealt = ( Attack^0.8 / Defense^0.8 ) \* Attack
	2. Now : Damage Dealt = ( Attack^0.8 / Defense^0.8 ) \* Attack^0.8
2. Vitality -> Health ratio changed from 1-5 to 1-3
	1. Monsters health is reduced to rebalance
3. Added Goblin monsters visuals and animation
4. Added PvP visuals

## Patch 2.545 (13th February 2022)

1. Attack element now depends on the element of the weapon (Normal element without weapon)
2. Added archer type monster who pierces players
3. Added bomber type monster who can throw bombs that spreads (100%/50%/25%/12%)
4. Sniper’s attack now pierce 3 enemies for 100%/50%/25% (for every 1K agi they pierce an extra 100% enemy)
5. Adjusted Sandworm Boss to be a Bomber type
6. Reduced chance to encounter Normal type monsters
7. Reduced chance to encounter Boss/Floor Boss type monsters

## Patch 2.544 (10th February 2022)

1. Readjusted XP earned to be reach a slower pace (0.75 -> 0.6 curve)
2. Fixed display: Elements weakness were already +50/-50% but the “info” wasn’t updated
3. Specific Miniboss now have specific chances to spawn depending on the tier (like mobs)
4. Godtier now gives x2 Gold/XP, but enemies are 1.5x stronger than max tier reached that month
5. Changed some animation timing
6. Boss now spawn always in the back (others are random), on top of this, players are more likely to attack the frontline (20%) and this chance increases with the help of Scholars (20% per Scholar)

## Patch 2.543 (8th February 2022)

1. PvP has been redesigned to allow anyone to force a duel against the top10 PvP ladder
2. Adjusted some monsters strength
3. Fixed Tanky spawning bug
4. Fixed Random attack pattern that seems to always attack the backline
5. Added the missing info on Fuse/PvP in the QuestBot Guide

## Patch 2.542 (6th February 2022)

1. Increased prices of Items unrelated to the game (drawing, etc..)
2. Reduced probabilities to encounter big pack of monsters
3. Duels now don’t give extra gold to prevent spam, the elo system will move faster in exchange to compensate the lack of incentives
4. Dagger crits are now x1.5 instead of x2
5. Fixed spelling error
6. Prediction Gold now extends from -50% to 50%, however now it also applies on the Quest Gold so it’s higher.

## Patch 2.541 (29th January 2022)

1. Fixed bug where Unique Mobs could drop items in the Item Shop
2. Replaced “hp” command with “status”
3. Removed case of “0 gold” for !award

## Patch 2.54 (28th January 2022)

1. Fused Weapons Stats are now limited to +100% (they can be higher naturally but not artificially)
2. Changed Furtive name into Sly
3. Slightly increase speed of wisp
4. Added new keywords !buy loot/item/weapon (does the same thing)
5. Speedbars are now synchronized with each-other and move faster
6. Improved HP and Speedbar HUD to be more readable
7. Fixed a bug where allies who weren’t in quest weren’t regenerating their hp

## Patch 2.53 (27th January 2022)

### Players

1. Increased the base hp per level of players by x1.5
2. Sniper passive work only when full health, and can pierce through enemies (they can hit 2 enemies and +1 for every 1000 agi)
3. Modified the Weapon [EXP -> Damage] curve, it’s now more linear and set a higher cap

### Mobs

1. Mobs Brute trait is single-attack multi-attack
2. Mobs Swift is multi-attack single-attack with faster speed
3. Mobs now cannot have 2 attack patterns (no Mage Wisp for instance as Wisp is AoE and Mage is AoE, Tank Wisp is still possible since Tank use Normal attacks)
4. Mobs encountered during a fight now slightly scale with players joined

### Weapon and Item Fusing

1. When 2 Weapons of the same name (rarity doesn’t matter) fuse, they will add their stats/exp cap and take the highest raw damage of the two
2. When 2 Items of the same name fuse, they will add their raw defense and stats but gain 1 upgrade count
3. There’s now a chance to get loots with Element different than the Mob Element it came from
4. Added !status command to show battle status such as current hp, hp regen, damage dealt/taken and healing done (cost 1 gold)
5. Increased gold received from Mobs/Boss depending on their count, half of the Mobs total gold is split into a single “crystal” you can grab, the other half is split among the adventurers
6. Fixed a bug where items in the shop wuld scale with God Tier
7. Fixed a bug where Damage dealt/taken in PvP was taken into account in PvE

## Patch 2.52 (26th January 2022)

1. Mobs can now have a trait that determines their attack patterns: Mage (AOE), Furtive (backline), Wild (random), Multi attack (consecutive attacks), enemies stats have been modified accordingly
2. Class change:
	1. Rogues deal 5% of the enemy hp 10% of their own attack as true damage
	2. Assassins keep the same trait but now only target the lowest hp enemy
	3. Healers heal 1 player up to 3 players with the lowest health ratio most missing health for 40% 30% of their intelligence
3. Quest:
	1. Fixed a bug that displayed the Quest Gold lower than it should
	2. Re-adjusted the gold rewards accordingly
4. Shop
	1. Item prices have been reduced (500/tier 400/tier) to compensate the Quest lowering
	2. Item refresh is now available !buy loot refresh
5. Improved username splittings
6. Quest gold accordingly
7. Nerfed hp regen
8. Added new unique mobs and traits
9. Added FX visuals for battle elements and healing

## Patch 2.51 (24th January 2022)

1. Added multi-attack visuals
2. Fixed bugs about Monsters not being able to do AOE
3. Added option to reset SP and advanced jobs
4. Fixed quest available message not appearing, added Bits to gold reward
5. Added some new items

## Patch 2.5 (21th January 2022)

1. new battle and attributes system, equipment system, new and secondary classes, rebalance and changes on the quest system with the introduction to Floor bosses, slight visual improvement, reborn is also back!
2. Your items and permanent stats have been refunded into SP (skill points):
3. 2 ATK, 2 DEF or 6 HP converts into 1 SP
4. Items got converted into SP depending on their refinement, respectively from +0 to +10 : 5/10/20/30/55/75/100/150/300/400/500
5. SPs are worth 1000 Gold each, you can use them with the command !attribute <vit/str/agi/int> <amount>
6. Your class has also been reset, feel free to pick a new class!
7. For further details, look at the guide (still work in progress) or talk with Oro on his stream!