What changed
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addedEvolving The Order: 1.2 - The Jewellery Update Hope you are all having a great week! Update 1.2 is already here and in this update i have put a much requested difficulty ramp, when you start the game you will come across a lot less enemies and these will ramp up into larger groups as you level up You will not run into Skeletal Knights until at least level 1 New Feature Added: Rings! Rings come in multiple variants, there are currently 6 different types and of course they are procedually generated and can be equipped alongside armour which fill the third armour slot so let's take a look at what they currently do Common Rings: Ring of HP: Increases your maximum HP Ring of MP: Increases your maximum MP Ring of ST: Increases your maximum ST Uncommon Rings: Ring of XP: XP is drawn to the wearer within a procedural range of 100 - 500m Ring of Gold: Gold is drawn to the wearer within a procedural range of 100 - 500m Rare Rings: Ring of Gold & XP: Gold & XP is drawn to the wearer within a procedural range of 100 - 500m Other Changes: Can no longer unequip armour whilst on the stats page Randomize Class Button added to the char select
No Turning Back: The Pixel Art Action-Adventure Roguelike changes
addedEvolving The Order: 1.2 - The Jewellery Update Hope you are all having a great week! Update 1.2 is already here and in this update i have put a much requested difficulty ramp, when you start the game you will come across a lot less enemies and these will ramp up into larger groups as you level up You will not run into Skeletal Knights until at least level 1 New Feature Added: Rings! Rings come in multiple variants, there are currently 6 different types and of course they are procedually generated and can be equipped alongside armour which fill the third armour slot so let's take a look at what they currently do Common Rings: Ring of HP: Increases your maximum HP Ring of MP: Increases your maximum MP Ring of ST: Increases your maximum ST Uncommon Rings: Ring of XP: XP is drawn to the wearer within a procedural range of 100 - 500m Ring of Gold: Gold is drawn to the wearer within a procedural range of 100 - 500m Rare Rings: Ring of Gold & XP: Gold & XP is drawn to the wearer within a procedural range of 100 - 500m Other Changes: Can no longer unequip armour whilst on the stats page Randomize Class Button added to the char select
Evolving The Order: 1.2 - The Jewellery Update Hope you are all having a great week! Update 1.2 is already here and in this update i have put a much requested difficulty ramp, when you start the game you will come across a lot less enemies and these will ramp up into larger groups as you level up You will not run into Skeletal Knights until at least level 1 New Feature Added: Rings! Rings come in multiple variants, there are currently 6 different types and of course they are procedually generated and can be equipped alongside armour which fill the third armour slot so let's take a look at what they currently do Common Rings: Ring of HP: Increases your maximum HP Ring of MP: Increases your maximum MP Ring of ST: Increases your maximum ST Uncommon Rings: Ring of XP: XP is drawn to the wearer within a procedural range of 100 - 500m Ring of Gold: Gold is drawn to the wearer within a procedural range of 100 - 500m Rare Rings: Ring of Gold & XP: Gold & XP is drawn to the wearer within a procedural range of 100 - 500m Other Changes: Can no longer unequip armour whilst on the stats page Randomize Class Button added to the char select