The smiths now offer Salvage (unwanted gear into regional materials and temper stones), Ascension (one grade up for certain, keeping one line) and Inheritance (move a piece's enhancement onto a new piece for the same slot, losing one level). The Wardrobe: the first time you own each purple or gold piece adds stats for good; pin a piece you want from the Tome and the quest tracker shows where it drops. Dungeon bosses: every run without a scroll fills that boss's bar, and a full bar drops a scroll for your class for certain; gear a boss drops is always grade T2 or better. Purple gear from ordinary monsters is much rarer, and most drops are made for the looter's class. Crafting now always succeeds. The Masters sell branch shards: the level-35/40/52 purple branch gear is made from 20/25/35 of them; dungeon bosses from level 30 drop shards, at most 10 a week. World bosses no longer cap levels: a boss's health follows the strength of whoever is fighting it, and players 10 or more levels above it earn only Guild Cup points for their guild; world bosses also give more experience. Every week the Game Master mails rewards to the top combat power, the strongest of each class and the guilds at the top of the Guild Cup and the Guild War. The Guild War moves to 22:00–23:00. Critical damage no longer stops at 250% but counts less past it. Block counts half against players' blows. Health and mana potions restore an extra 5/10/15% of the maximum; right-click a potion in the bag to put it on Z, X or V. Quest and event rewards now show the experience you really receive at your level. Beastmaster: ordinary monsters go for the pet, bosses still go for you. Wolf hunting and the Chest Hunter became daily quests; potions, food, pets and mounts need their level to use. The server no longer freezes a whole map when one player's connection drops.
0.5.7: gear v2, branch shards, fairer world bosses, potions by percentage
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