Turning Wheel DevBlog

The official Turning Wheel LLC devblog

Gameplay/Balance changes:

Base Class Rebalance:

  • Most of the base Barony classes have been modified to improve utility or to focus on their specialization.
  • Check out this dedicated post for more information: Base Class Rebalance (V3.8.5)

New Item: Monocle!

Monocle

  • +1 PER
  • 200% gem appraisal speed
  • Enables any player monster to trade with shopkeepers if visibly worn (will not work while shapeshifted or invisible).
  • Has no effect under "Wanted!" status effect
  • The Merchant class now starts with this item.

Shopkeeper Hostility changes:

Reworked how players are considered hostile to Shopkeepers:

Old: If a Shopkeeper targets a player for any reason, all player humans/automatons are considered hostile.

New: Individual players are marked as hostile ("Wanted!" status effect) when attacking or killing a shopkeeper, not when the Shopkeeper targets players.

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  • New "Wanted!" status effect lists your infractions:

    • Assassination
    • Inciting Violence
    • Accessory to Violence
  • Shopkeepers by default still only trade with Human and Automaton players, but will trade with other monsters holding a Merchant's monocle, provided they are not "Wanted!"

  • Hostility is tracked per player, per race. (e.g polymorphing into an automaton will not carry over your "Wanted!" status as a human)
  • If an infraction happens inside a shop area, then any other players inside the shop tiles are now "Wanted!" for accessory.
  • Alternatively if the above check fails, if the Shopkeeper has line of sight to any other players they will also be "Wanted!" for accessory.

Map Changes:

  • Underworld area has been reworked with 180+ map changes and additions, including new shrines to traverse the area without levitation.

Underworld Shrine

  • Fixed impassable map decoration spawning too close to each other (tables/graves/sinks etc), was only taking into account map tiles, not other generated entities.
  • Doors now delete other doors 2 tiles away if other doorway is perpendicular 90 degrees
  • Map messages "you hear the sound of pickaxes..." etc are now stored to your savefile, so will replay when reloading a saved game instead of being lost

General Gameplay:

  • Troll's Blood lowered Magic requirement from 60 -> 40
  • Bloodletting spell now interacts with the Punisher's Executioner Hood energize effect
  • Cream pies now equip instead of consumed when activated from hotbar
  • Revert Form spell now removes Polymorph in addition to Shapeshift, but only 1 per cast (Removes Shapeshift first)
  • Magic now only can be reflected up to 2 times before fizzling out
  • Some followers can now be commanded to interact with shrines, and teleportation portals/ladders (Not all monster types have the ability to interact with objects in the world)
  • Thrown cursed gems always explode on impact
  • Gyrobots can now pickup/deploy other Tinkering bots and noisemakers, not just bombs
  • Cure Ailment now removes only negative status effects, instead of most status effects. Effects now cured: Sleep, Poison, Confuse, Drunk, Blind, Greasy, Messy, Paralyzed, Bleeding, Slow, Pacify, Webbed, Fear, Burning
  • Improved Cure Ailment effect messages, now will mention if you or allies actually had an effect cleansed, or otherwise say it had no effect.
  • Reworked monster ally alerting/infighting to help keep large groups alive during accidental friendly fire:
    • Monster vs monster (If both "friendly") now won't alert "friendly" monster allies. Helps large groups stay alive such as Zap Brigade and Algernon packs.
    • If a player hits a follower, then non-follower monsters will not be alerted to the player if everyone involved is "friendly"
    • If a player hits a non-follower, the followers will not be alerted to the player if everyone involved is "friendly"

Class Hotbars:

Classes now have user-configurable hotbar layouts. Eventually we'd like to expose this in the UI, but if you want to play with it now, instructions below.

  • Default hotbars are located in /data/class_hotbars.json
  • To write your own hotbars, place items on hotbar and use command /saveclasshotbar or /deleteclasshotbar to remove. These are saved to /config/class_hotbars.json
  • These configurations are unique between keyboard and gamepad, and if you wish to restore defaults, delete the class_hotbars.json file in config folder.

Bugfixes:

  • Fixed a level change crash in multiplayer, where entities appeared as 2d sprites and other strange visual bugs if the game didn't crash
  • Fixed client players getting stuck inside doorways, now should become passable until player leaves the door if stuck.
  • Added door interact if you do get stuck inside so you always should be able to target it to open
  • Fixed succubus Lilith model positioning incorrectly when moving to next level
  • Fixed spawning many browser tabs when clicking on locked DLC classes in character creation, added popup to confirm navigation to DLC store pages
  • Fixed minimap pings not being sent over the network
  • Fixed audio being set to 100% when launching game and clicking away from the window to lose app focus
  • Fixed levels of other players in multiplayer not visually resetting on game restart
  • Fixed hiscores table reporting 100's of goblins killed for multiplayer clients and no other monsters
  • Fixed legendary Swords skill inflicting bleed to skeletons
  • Fixed being able to interact with objects while cutscenes were playing in multiplayer
  • Fixed Shaman shapeshift forms incorrectly being able to use certain items (e.g scrolls)
  • Fixed potion of sickness poison effect not awarding XP on kill
  • Fixed blood dropping from enemies in singleplayer as a non-vampire (occurred when previously playing with a vampire in multiplayer)
  • Fixed known potion base/secondary ingredients not being saved to file
  • Fixed "Sponge" achievement being awarded on a follower being hit
  • Fixed clients being able to get unlimited potions of water from sinks

Misc:

  • A popup on game start will notify if you are ineligible for achievements due to game settings or modded maps
  • Accepting first-time tutorial prompt sends you to Trial #1 instead of the hub
  • Added High DPI support for Mac/OSX

Base Class Rebalance:

General:

  • Classes that start with torches now are "worn" appearance so to stack with other torches from campfires/walls
  • Some hotbar layouts have been adjusted to add/group up items, or make them visible on modern hotbar layout

Barbarian:

Changed stats:

  • STR 1 -> 2
  • DEX -1 -> 0
  • CON 1
  • INT -1 -> -2
  • PER 0
  • CHR 0 -> -1

Changed proficiencies:

  • Maces 50 -> 25

Starting loadout changes:

  • Removed Iron Mace

Warrior:

Changed stats:

  • STR 1
  • DEX 1
  • CON -3 -> 0
  • INT -1 -> -2
  • PER -1
  • CHR 1

Changed proficiencies:

  • Swords 50 -> 25
  • Blocking 50 -> 25

Starting loadout changes:

  • Removed Iron Sword and Shortbow

Healer:

Changed proficiencies:

  • Appraisal 0 -> 10
  • Blocking 0 -> 10

Rogue:

Changed stats: HP 20 -> 25

Starting loadout changes:

  • Bronze Sword: servicable -> excellent
  • Leather Breastpiece: decrepit -> worn
  • Shortbow: servicable -> excellent
  • Potion of Sickness: quantity 3 -> 5
  • Added Quiver of Springshot 15x
  • Added Noisemaker 1x
  • Lockpicks: servicable -> excellent

Wanderer:

Changed stats:

  • STR 0
  • DEX 0 -> 1
  • CON 1
  • INT -1
  • PER 0 -> 1
  • CHR -1

Starting loadout changes:

  • Crossbow: replaced with excellent Slingshot
  • Lantern: worn -> excellent
  • Added Scroll of Magic Mapping 6x
  • Added Ring of Warning
  • Added Spellbook of Detect Food
  • Added Potion of Cure Ailment 1x
  • Removed torches

Cleric:

Changed stats:

  • STR 0
  • DEX -1
  • CON 1
  • INT 0
  • PER 2 -> 1
  • CHR -1 -> 0

Changed proficiencies:

  • Blocking 0 -> 10

Starting loadout changes:

  • Added decrepit Spellbook of Troll's Blood
  • Removed torches

Merchant:

Changed stats:

  • STR 0
  • DEX -1
  • CON 0
  • INT -1 -> 0
  • PER 1
  • CHR 1

Changed proficiencies: Tinkering 0 -> 10

Starting loadout changes:

  • Starting gold: 500 -> 1000
  • Bronze Axe: servicable -> excellent
  • Glasses: replaced with new Monocle

Wizard:

Changed stats:

  • STR 0
  • DEX -1
  • CON 0
  • INT 1 -> 3
  • PER 1
  • CHR -1

Changed proficiencies:

  • Appraisal 0 -> 10

Starting loadout changes:

  • Potion of Restore Magic: quantity 1 -> 2

Arcanist:

Changed stats:

  • HP 30 -> 25
  • STR -1
  • DEX 0 -> 1
  • CON 0 -> -1
  • INT 1
  • PER -1 -> 1
  • CHR 1 -> -1

Changed proficiencies:

  • Swords 25 -> 0

Starting loadout changes:

  • Crossbow: servicable -> worn
  • Added Quiver of Fire 15x
  • Added Potion of Restore Magic 1x
  • Added Magicstaff of Fire
  • Added Scroll of Charging 2x

Joker:

Changed proficiencies:

  • Ranged 0 -> 20
  • Stealth 0 -> 10

Starting loadout changes:

  • Jester Hat: Starts blessed +0 -> +1
  • Sling: servicable -> excellent
  • Fish: replaced with 8x Cream Pie
  • Added Potion of Polymorph 1x

Ninja:

Changed stats:

  • STR -1 -> 0
  • DEX 2
  • CON -1
  • INT -2
  • PER 0 -> 1
  • CHR 0

Monk:

Changed stats:

  • STR 1
  • DEX 0
  • CON 2
  • INT 0
  • PER 1 -> -1
  • CHR 1 -> 0

Changed proficiencies:

  • Polearm 10 -> 0
  • Ranged 10 -> 0
  • Swimming 0 -> 10

Starting loadout changes: Added Torch 1x

Gameplay/Balance changes:

Below are all the gameplay/balance changes available in the V3.8.4+ Quality of Death beta that may be obscure, invisible or not immediately obvious to those trying out the beta.


Level Design:

  • Shops now have unique layouts and signage based on the type of shop spawned, helping Monster Races make the decision about whether or not they want to enter.
  • Shop rooms specific to the "room gen" map type (Citadel Only right now) added for each shop type.
  • Submaps can now contain scripting that properly refers to map tiles.
  • Portcullises now behave as doors at map generation; Ensuring there is a tile to move into when it would otherwise lead into a wall.
  • Certain secret levels have received some revisions, including Minetown, Temple, Haunted Castle, the Minotaur Maze and Bram's Castle.
  • 200+ Mines room variants added and revised.
  • 200+ Swamps room variants added and revised.
  • Several types of bridge, platform and scaffold meshes added to levels, replacing existing wood bridges across all tilesets and serving in new levels.

Weapon Skills:

  • Damage used to be scaled 75-100% from 0-100 weapon skill. Now it is:
    • 40-60% @ 0 skill
    • 50-70% @ 20 skill
    • 60-80% @ 40 skill
    • 70-90% @ 60 skill
    • 80-100% @ 80 skill
    • Up to 90-100% @ 100 skill.
  • Polearms have less % variance, so start at 50-60%. Gugnir's damage is always 60%. Then these numbers go up 10% each 20 points
  • Unarmed has more variance, starts at 30-60%, up to 80-100% max.
  • Enemies and players havent had any skills touched to compensate, so net result is a little less damage output. (1-2 points earlygame)

Armor Changes:

  • Armor can now degrade when taking 0 damage (previously only >0 damage).
  • Armor degradation is now more 'accurate', now picks a equipped item slot rather than any armor slot that may be empty. So armor will degrade more often when being hit.
  • AC used to block 100% of damage incoming, now it is:
    • AC blocks 75% of damage incoming when NOT defending, otherwise 100% when blocking (same as before).
    • Blessings on armor (or curses for demons) increases the hard 75% cap by 2.5% per blessing, up to 100% resist
    • Example, you have 10 AC and take 8 damage without blocking. You take 2 damage as 8 x 0.75 = ~6 DMG absorbed by AC.
    • Example, you have 10 AC and take 15 damage without blocking. You take 5 damage as before.
    • Example, you have 50 AC and take 50 damage without blocking. You take 12 damage as 50 x 0.75 = ~38 DMG absorbed by AC.

Player Movement Speed/Weight Changes:

  • Weight used to be 1:1 in terms of movement speed penalty
  • Now weight is a similar speed below < 300 weight (most starting classes). So holding 0 items vs holding all starting items makes little difference at the start of the game.
  • Movement speed per DEX decreased (starting speeds of characters is kept roughly the same)
  • Maximum speed capped at 12.5 units instead of 18.0. (Starting speed is normally about 8 units)

Class / Races:

  • Goatman now starts with 3 booze, no longer becomes greasy from consuming tins. Added chance to spawn potions when using empty bottles on fountains (Previously potions would only spawn when normally drinking from a fountain).
  • Brewer now starts with 3 (from 2) booze, also added 2 firestorm potions

Controls:

  • New hotkey default keyboard "R" or gamepad "Dpad right" will cycle between popup tooltips if 2+ items/interactables are on the ground in the same location. Use this to grab items beyond gates. HUD indicator to show when this is available still to be added.

Frame Rate:

  • Brief technical note - while the game allows you to set the FPS to 300, we recommend setting FPS Limit in Video settings to the refresh rate of your monitor, and disable V-Sync if you have wild FPS fluctuations.
  • Most HUD animations are tied to the FPS rate and if your PC is not meeting the FPS target then animations could be running 0.2x as fast (e.g vsync'd 60 FPS / expected 300 FPS = 0.2)

Monsters:

  • Spiders now can cast "Spray Web" as a special attack. Spiders won't retreat while hunting webbed targets.
  • Monsters retreating into doorframes with ranged weapons/spells now should stay still and continue attacking instead of bouncing and moving in/out of sight
  • Minotaurs now break chests on touch
  • Dummybots are a slightly more visible to enemies

Followers:

  • You can now hold [Block] while issuing certain commands to target ALL followers at once. The HUD will show your hotkey pressed on screen with text (ALL) for valid commands. To use:
  • Wait/Follow: Hold [Block] before selecting the wheel option.
  • Move to/Interact/Attack: Hold [Block] when confirming the world location, not while the wheel is up.

Tinkering:

  • You can now salvage entire stacks of items in inventory by [holding Shift + click] on keyboard, [holding LT + press A] on gamepad.

Alchemy:

  • Alembics now have a 'recipes' tab. When you combine a 'base' and 'secondary' potion for the first time, a recipe will be revealed.
  • Recipes are clickable if you have the required ingredients on hand, and will auto-load the potions into the slots, ready to brew.
  • If you have not combined 2 potions before, the result preview will say "new combination", otherwise the result will be previewed.
  • Potions can be decanted by using 2 of the same type, combining different colors/blessings into the same stack. The first potion (left) will usually be the output color/status.
  • When mixing different potion blessings (decanting or otherwise), generally curses are more powerful and harder to nullify. Examples are:
    • (+2 with +0) = +0
    • (+1 with -1) = +0
    • (-1 with +0) = -1
    • (-1 with -2) = -2.

Shops:

  • Rebalanced many item gold values, in general reduced cost of starting equipment/consumables and increased value of later game items to increase appraisal relevancy.
  • Shops may spawn with 0-4 "hidden" item slots which contain consumables (fixed randomised lists of potions/scrolls/food unique to each shop type) so many characters are able to spend gold at a shop encounter.
  • Hidden shop consumable slots are unlocked at 0, 10, 20, 30 trading skill, and are undroppable by the shopkeeper.
  • Shopkeepers changed to only drop 50% of inventory items on death, like chests.
  • Buying back items in shop now does not increase Trading skill.
  • Now trading skill increases only when buying items, 10-100% chance to increase Trading skill as the item you buy goes from 1-100 gold value. (1 gold items still capped at 40 trading).

Items:

  • Items have a blue exclamation icon when first picked up or identified. Mousing/hovering over the item in inventory or hotbar will clear this icon.
  • Potions now have an identified icon to display what type of potion it is.

Item Mechanic changes:

  • Crystal shard
    • Value 30 -> 15G.
    • Now provides less visibility to enemies than other light sources (sneaking/holding no off-hand is still a better option to evade sight).
    • Removed flame particle effect.
  • Beartraps

    • Now need to be held and wound up before placing, much like tinkered traps.
    • Now placed slightly in front of the player.
  • Scrolls of identify/remove curse/repair/charging now aren't consumed on use (+0 or higher blessing), but consume when choosing the item to apply the effect on.

  • Gems/Rocks now have at 50% chance on impact to shatter when thrown.


Other Item Gold/Weight/Item Level changes

Value refers to nominal buy/sell gold value when Trading skill is 100. If trading skill is 0, then items are 3x expensive to buy and shops offer 1/3x value when sold.

Weight is the displayed tooltip weight of an item.

Item Level is the minimum dungeon level required to spawn an item randomly on the ground. Chests and other sources may generate higher Item Level quality loot, and can be +6 dungeon levels ahead of current floor.

  • Wooden shield value 40 -> 18G
  • Quarterstaff value 40 -> 12G
  • Bronze axe + sword value 60 -> 20G. item level 5 -> 4.
  • Bronze mace value 60 -> 20G. item level 5 -> 0 (Previously quarterstaff was only weapon available floor 0)
  • Bronze shield value 60 -> 30G. item level 0 -> 4.
  • Sling value 40 -> 12G
  • Iron spear/sword/mace/axe value 80 -> 45G. item level 10 -> 8.
  • Iron shield value 80 -> 45G
  • Shortbow value 80 -> 40G. item level 10 -> 8.
  • Steel halberd/sword/mace/axe value 100 -> 120G. item level 15 -> 12.
  • Steel shield value 100 -> 150G
  • Steel shield of resistance value 200 -> 750G. item level 10 -> 12.
  • Crossbow value 100 -> 150. item level 15 -> 12.
  • Gloves value 40 -> 15G
  • Gloves of dexterity value 40 -> 150G. item level 0 -> 1.
  • Bracers value 60 -> 30G
  • Bracers constitution value 60 -> 300G
  • Gauntlets value 80 -> 100G
  • Gauntlets of strength value 80 -> 500G
  • Cloak value 50 -> 15G. weight 20 -> 10.
  • Cloak of magic reflection value 100 -> 350G. weight 20 -> 10.
  • Cloak invisibility value 200 -> 800G. weight 20 -> 10.
  • Cloak protection value 100 -> 90G
  • Leather boots value 60 -> 15G
  • Leather boots of speed value 100 -> 250G
  • Iron boots value 80 -> 35G
  • Iron boots of waterwalking value 150 -> 500G
  • Steel boots of levitation value 200 -> 900
  • Leather breastpiece value 100 -> 35G. weight 150 -> 100
  • Iron breastpiece value 150 -> 70G. weight 300 -> 250
  • Phrygian hat value 50 -> 10G. weight 10 -> 5
  • Hood value 50 -> 10G
  • Wizard hat value 80 -> 75G
  • Leather helm value 60 -> 15G
  • Iron helm value 80 -> 30G

  • Amulet of sex change value 150 -> 400G
  • Amulet of lifesaving value 200 -> 5000G
  • Amulet of magic reflection value 150 -> 350G
  • Amulet of strangulation value 100 -> 75G
  • Amulet of poison resistance value 100 -> 75G
  • Bottle of water value 20 -> 7G
  • Bottle of booze value 20 -> 12G
  • Bottle of fruit juice value 20 -> 18G
  • Potion of sickness value 50 -> 6G. item level 3 -> 1
  • Potion of confusion value 50 -> 35G
  • Potion of extra healing value 100 -> 180G
  • Potion of healing value 70 -> 45G
  • Potion of cure ailment value 100 -> 40G. item level 15 -> 4
  • Potion of blindness value 60 -> 25G
  • Potion of restore magic value 80 -> 42G. item level 10 -> 8
  • Potion of invisibility value 100 -> 70G
  • Potion of levitation value 100 -> 120G
  • Potion of acid value 60 -> 30G
  • Potion of paralysis value 80 -> 75G

All potions weight lowered 10 -> 5


  • Scroll of mail value 40 -> 10G. weight 10 -> 1
  • Scroll of identify value 60 -> 35G. weight 10 -> 2
  • Scroll of light value 60 -> 15G. weight 10 -> 2
  • Blank scroll value 40 -> 50G. weight 10 -> 2
  • Scroll of enchant weapon value 80 -> 300G. weight 10 -> 2
  • Scroll of enchant armor value 80 -> 300G. weight 10 -> 2
  • Scroll of remove curse value 100 -> 90G. weight 10 -> 2. item level 15 -> 4
  • Scroll of fire value 50 -> 35G. weight 10 -> 2
  • Scroll of food value 70 -> 100G. weight 10 -> 2
  • Scroll of magic mapping weight 10 -> 2
  • Scroll of repair value 60 -> 180G. weight 10 -> 2
  • Scroll of destroy armor value 60 -> 50G. weight 10 -> 2
  • Scroll teleportation value 70 -> 30G. weight 10 -> 2
  • Scroll summon weight 10 -> 2
  • Scroll of charging value 70 -> 100G. weight 10 -> 2
  • Scroll of conjure arrow value 70 -> 90G. weight 10 -> 2

  • Magicstaff of light value 200 -> 70G
  • Magicstaff of digging value 250 -> 300G
  • Magicstaff of locking value 100 -> 60G
  • Magicstaff of opening value 150 -> 250G
  • Magicstaff of slow value 200 -> 70G
  • Magicstaff of cold value 300 -> 200G
  • Magicstaff of lightning value 350 -> 300G
  • Magicstaff of sleep value 250 -> 125G
  • Magicstaff of stoneblood value 500 -> 600G
  • Magicstaff of bleed value 500 -> 750G
  • Magicstaff of charm value 500 -> 750G
  • Magicstaff of poison value 300 -> 150G

  • Ring of adornment value 200 -> 75G
  • Ring of slow digestion value 400 -> 600G
  • Ring of protection value 250 -> 100G
  • Ring of warning value 200 -> 450G
  • Ring of strength value 250 -> 150G
  • Ring of levitation value 500 -> 2000G
  • Ring of regeneration value 600 -> 2500G
  • Ring of teleportation value 250 -> 125G

  • Spellbook of forcebolt value 250 -> 150G. item level 0 -> 1
  • Spellbook of cold value 350 -> 200G
  • Spellbook of light value 250 -> 75G
  • Spellbook of remove curse value 400 -> 777G
  • Spellbook of identify value 350 -> 411G
  • Spellbook of magic mapping value 250 -> 411G
  • Spellbook of sleep value 350 -> 175G
  • Spellbook of confuse value 300 -> 150G
  • Spellbook of slow value 300 -> 100G. item level 4 -> 2
  • Spellbook of opening value 300 -> 350G
  • Spellbook of locking value 250 -> 75G
  • Spellbook of levitation value 450 -> 550G
  • Spellbook of teleportation value 350 -> 150G
  • Spellbook of healing value 350 -> 300G
  • Spellbook of cure ailment value 450 -> 250G
  • Spellbook of bleed value 600 -> 750G
  • Spellbook of reflect magic value 600 -> 1000G
  • Spellbook of spray acid value 600 -> 200G
  • Spellbook of spider form value 600 -> 800G, remains unobtainable
  • Spellbook of troll form value 600 -> 1000G, remains unobtainable
  • Spellbook of imp form value 600 -> 1500G, remains unobtainable
  • Spellbook of poison value 600 -> 200G
  • Spellbook of speed value 600 -> 300G
  • Spellbook of detect food value 600 -> 150G
  • Spellbook of polymorph value 600 -> 750G

Below spellbooks may now spawn in chests/as ground items and were previously normally unobtainable:

  • Spellbook of revert form value 600 -> 300G. item level unobtainable -> 15
  • Spellbook of spray web value 600 -> 750G. item level unobtainable -> 9
  • Spellbook of fear value 600 -> 1000G. item level unobtainable -> 25
  • Spellbook of amplify magic value 600 -> 3500G. item level unobtainable -> 30
  • Spellbook of arcane mark value 600 -> 2500G. item level unobtainable -> 25
  • Spellbook of teleport other value 600 -> 750G. item level unobtainable -> 28
  • Spellbook of troll's blood value 600 -> 200G. item level unobtainable -> 4
  • Spellbook of salvage value 600 -> 200G. item level unobtainable -> 28
  • Spellbook of flutter value 600 -> 350G. item level unobtainable -> 8
  • Spellbook of dash value 600 -> 200G. item level unobtainable -> 8

  • Ruby value 3500 -> 2750G
  • Jacinth value 3250 -> 1750G
  • Citrine value 1500 -> 750G
  • Emerald value 2500 -> 2000G
  • Sapphire value 3000 -> 2500G
  • Aquamarine value 1500 -> 1250G
  • Diamond value 4000 -> 3000G

  • Pickaxe value 100 -> 120G. item level 0 -> 4
  • Tin opener value 40 -> 20G
  • Mirror value 20 -> 15G
  • Lockpick value 50 -> 5G
  • Skeleton key value 100 -> 300G
  • Torch value 30 -> 5G
  • Lantern value 60 -> 35G
  • Blindfold value 10 -> 5G
  • Blindfold of focus value 200 -> 75G. item level 15 -> 12
  • Towel value 30 -> 10G
  • Glasses value 40 -> 70G
  • Tinned food weight 30 -> 20
  • Backpack value 250 -> 450G
  • Alembic value 100 -> 300G
  • Tinkering kit value 100 -> 250G
  • Detonated charge weight 5 -> 2
  • Gyrobot value 50 -> 150G
  • Spellbot value 50 -> 75G
  • Noisemaker value 50 -> 25G
  • Machinist apron value 20 -> 50G
  • Enchanted feather value 100 -> 400G

  • Readable book value 50 -> 75G. weight 20 -> 5.

  • Dyrnwyn value 500 -> 3000G
  • Sharur value 500 -> 3000G
  • Gungnir value 500 -> 3000G
  • Parashu value 500 -> 3000G
  • Khryselakatos value 500 -> 3000G
  • Dragon's mail value 500 -> 5000G
  • Sphinx's veil value 500 -> 3000G
  • Oracle's treads value 500 -> 3000G
  • Wraith's gown value 500 -> 3000G
  • Djinni's brace value 500 -> 3000G

  • Crystal breastpiece value 120 -> 1200G
  • Crystal helmet value 120 -> 800G
  • Crystal boots value 120 -> 800G
  • Crystal shield value 120 -> 1000G
  • Crystal gloves value 120 -> 800G
  • Crystal sword/mace/axe/spear value 150 -> 700G

  • Vampire doublet value 120 -> 1600G
  • Wizard/healer doublet value 20 -> 100G
  • Tunic value 20 -> 15G
  • Fez value 20 -> 90G
  • Suede boots value 10 -> 90G
  • Suede gloves value 10 -> 90G
  • Silver cloak value 80 -> 100G
  • Silver doublet value 100 -> 150G
  • Mirror shield value 120 -> 750G
  • Brass knuckles value 120 -> 35G. weight 40 -> 30
  • Iron knuckles value 120 -> 100G
  • Spiked gauntlets value 120 -> 250G. weight 40 -> 60
  • Black cloak value 50 -> 20G. weight 20 -> 10

  • Bronze tomahawk value 20 -> 12G
  • Iron dagger value 40 -> 25G
  • Steel chakram value 60 -> 80G
  • Crystal shuriken value 80 -> 120G
  • Quiver of silver ammo value 10 -> 12G
  • Quiver of swift ammo value 10 -> 5G
  • Quiver of fire ammo value 10 -> 8G
  • Quiver of springshot ammo value 10 -> 8G
  • Quiver of crystal ammo value 10 -> 15G
  • Quiver of hunting ammo value 10 -> 15G
  • Longbow value 80 -> 120G
  • Compound bow value 80 -> 800G