Citizens - Human and Monster citizens that wander around tows. - They only spawn on specific tiles (dirt/gravel/stone) to keep them from spawning in houses and businesses. They also spawn slower so the town fills up slowly. - They also say unique things. Come false some true. Town Gathering Spots - Same as citizens but the stand at a camp fire. CrystalOfKnowlege/Fortitude/Insight - These act as power scrolls, but only raise skill/skill total/stat cap 1 point at a time. Portal Gates - Gates that spawn all over the Overworld. The spawn hard monsters when you get with in a set number of tiles. - They despawn after 3 mins if there is not combatant near by. Dungeon Bosses - These are bosses that need a special item to spawn them. The item can be gotten as loot from certian monsters in that dungeon. - They are also the only way to get the Crystals to raise skill/Cap/Stats New Player Dungeon - Large 2 level dungeon that has weaker mobs on level 1. - Skill gain is accellerated here, but skills stop gaining at 80 REAl skill. Crafting Queue - Add items to the queue from the item crafting menu. Also add the amount to make. - There is a button on the main crafting menu to open it. Crafting Skill Guide - There is a button on the main crafting menu that will open a gump and show you what you can make at your current skill level. Armslore changes - Execption weapons now cap at 25% damage increase. Arms Lore can raise it up to 35% 1% for every 10 skill points. Command - [Dashboard - Opens a dashboard that displays a lot of character stats - [IS - Import Spawn "[IS Data/Spawns/Dungeon/Shame.json" - [EAS - ExportAllSpawners will export all spawners on the current map to Data/Spawns/Exported/.json - [DOTD - Tells you what the current Dungeon of the Day is - [BuildWorld - Opens a new buldworld gump - [bandself - Applies a bandage to the player. Checks for bandages in the players pack also won't reapply if a bandage is already ticking. - [Bounties - Opens a gump showing your current bounty process. Dungeon Crates/Bags - Bags are always trapped. They have level 1-3 loot - Chests are locked and trapped. They have level 4-6 loot ThiefPedestals - Require Snooping and Stealing to take the bag. They are random level 0-6. They are trapped. If the trap trips or the bag is taken the pedestal it spawned on goes *poof* Stats give some skill points - Some skills get extra free points depending on your stats Ore and Smelting Changes - Ore is only dug up with the large graphic. - Smelting or now auto smelts 1 at a time with a chance to gain on each smelt New Dungeon Trap system - Traps now have a 2% chace to trigger with each step. - Detect Hidden, Remove Traps can stop them from triggering. - Dex/Int Physical Resists, Magig Resists can also prevent or lesses the damage. Treasure Maps - Maps now have a new gump Settings.cs/ValidSettings.cs - There is a Settings.cs file that allows you to change some things. - The ValidSettings.cs sets hard limits for some of the settings. Bandages HoT/Healing active skill - Bandages now if a small amount of hp over the druation of the bandage. Doesn't cure poison. It subtracts that amount from the end total healed. - Heal skill is now activatable. Instantly cure poison/bleed, but has a 15 second skill timer lock. Bounty Board - Towns now have a Bounty house, vendor, and bounty board. The board has different levels of bounties depending on the players fame. Higher fame opens higher bounties. - Players collect bounty coins that can be spent with the bounty vendor. Automount/Dismount - Players are automatically dismount and remounted when they enter certian regions. Dungeons and Town businesses. Stats that are collected from creation of the character - Total gold looted - Total Deaths - Spendable Monster Kill points - Lifetime total Monster Kill Points Food Changes - 15+ hunger and thrirst give a small passive stat regen - 5 and below a negative stat regen Exhaustion System - Every 200 points of damage will lower your hunger/thirst by 1 Innate weapon abilities - You need at least 50 in weaponskill and tactics to unlock your first innate ability. - You need at least 100 in weaponskill and tactics to unlock the second innate ability. - There is a 10% chance to activate the ability with a 5 second cooldown. - Each weapon class as 2 abilities. Except wreslting. FarmSpawner - Simple farm plot spawner. Makes setting up new farm land easier. - Also you only need to walk over the crop to harvest it. Drops in players backpack Spinningwheel/Loom Changes - Spinning Wheels now process the entier stack of Cotton/Flax/Wool. - Looms now process the entire stack of thread. Autoharvest Skills - Lumberjacking/Mining/Fishing now automatically harvest. No need to click target repeat Fising - SOS's will now display the X,Y location if the player has a sextant in thier backpack