One ruler for items, mob ranks
Two big changes at once: every item in the world is now measured on one ruler, and every monster got a rank.
One ruler for every item Random loot, crafting, quest rewards, enchantments and the sage's advice now count an item's power in the same units. A higher tier means a stronger item, and it counts the same wherever it came from. - Corpses now drop armor too, twice as often as weapons: head, body, shoulders, hands, legs, feet and shields. Often right into your weakest slot. - The item is built for whoever made the kill: casters get mana and regeneration, fighters get damage, hitroll and health. It won't repeat what you already wear. - The sage's advice service measures with the same ruler, so now you can actually trust it. Details in the help on random items.
Mob ranks Every monster now has a rank: weakling, ordinary foe, veteran, champion, boss or legend. The rank decides how much health it has, how hard it hits, how smart it fights and what it leaves behind. Consider shows the rank before the fight. - Health, damage and armor now depend on rank and level, not just on whatever the area builder once typed in. Every respawn is a fresh roll. - Veterans and up walk under sanctuary and fight with their heads: they curse you, strip your protection, save their strength for later. They make mistakes too: they stumble or get distracted. - Bring good gear against a veteran or a champion. A boss or a legend falls either to the best gear and full preparation, or to a group. - Higher rank, richer loot: champions, bosses and legends are guaranteed to leave every hero something worthwhile once a day. - Every race now has its own body. Signature tricks stayed (a dragon's tail, a ghost that hits the whole room), while dodge or speed now come from rank. - The rebuild started shops and saved mobs from scratch: their stock and items were reset. Full help: mob ranks.
As always, thanks to everyone who tests new features and reports bugs!
