1. Melvor Idle
  2. News

Melvor Idle News

Game Update - v1.2.2 ?8256 (Mod Manager v2 + More)

This Game Update introduces Mod Manager v2, plus some minor quality of life additions.

See here for a detailed breakdown on Mod Manager v2: https://steamcommunity.com/games/1267910/announcements/detail/3874848646970942546

[h2]Mod Manager v2[/h2]
  • You can now create up to 6 different Mod Profiles, allowing you to easily control what mods are enabled on a per-character basis.
  • Characters will now display what the last used Mod Profile was, and will also prompt you to switch to that Mod Profile if you attempt to load it without the correct Mod Profile.
  • The Browse tab now has infinite scroll.
  • Quickly toggle all mods' enabled state in the My Mods more (...) menu.
  • The mod details panel will now display up to four of the images added to the mod's mod.io profile.
  • The most recent changelog for a mod is always visible in the mod details panel, regardless of if you're subscribed or not.
  • Mods without any platform tags are now treated as being available for any platform.
  • Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)

[h2]New[/h2]
  • Spend Mastery Pool XP screen now allows you to toggle the visibility of Items based on which Expansion they are part of.
  • Increased the base Bank Slot amount to 20, up from 12. This means everyone will receive an extra 8 Bank Slots on load.

[h2]Fixed[/h2]
  • Ring of Spirit Power will now correctly use Spirit Runes (This was hotfixed last week).
  • Fixed issue that allowed you to try to unlock Relics when a Skill does not have any.
  • Fixed Ancient Relics showing in skilling minibar when the Skill does not have any.
  • Fixed Skills without Ancient Relics showing in Ancient Relic Menu dropdown.
  • Fixed viewing Ancient Relics from sidebar on skill page without relics showing an invalid menu.
  • Fixed Start Dungeon buttons being offcenter.

Announcing: Mod Manager v2 (Now with Mod Profiles!)

Hey everyone!

We've got a large update on the horizon for the Mod Manager - so large we decided to declare it "Mod Manager v2". The headliner here is the addition of Mod Profiles, a long-awaited feature to easily control what mods are enabled (or none at all) on a per-character basis. The Mod Manager interface has been rewritten and cleaned up to improve the user experience with clearer visuals and more intuitive interactions.

Please note this is due to release next week (hopefully!).

Keep reading on for more in-depth details on what's new.

Mod Profiles

The biggest addition with the new version of the Mod Manager is the concept of Mod Profiles. These profiles allow you to easily control what mods are enabled on a per-character basis.



[h2]Customizing Profiles[/h2]
When you first log into the game a "Default mod profile" will be created automatically based on your current subscribed mods' enabled/disabled state. You can make changes to this profile (including changing the name), create new profiles (up to a maximum of 6), and delete profiles from the My Mods tab in the Mod Manager. In addition, there is a built-in "No mods" profile (all mods are disabled) that cannot be modified and does not count against the 6 profile limit.

[h2]Changes to auto-enabling of Mods when Subscribed to[/h2]
Previously, newly subscribed mods were automatically enabled in the My Mods list. That default behavior is now changing, where newly subscribed mods will need to be enabled per mod profile after being subscribed to. This keeps mod profiles predictable and prevents accidentally enabling unwanted mods on a character that you may only want to use a couple quality-of-life mods on. A mod profile can be set to follow the previous behavior of automatically enabling everything new, via the "Auto-enable new mods" flag in the edit profile menu.

[h2]Loading Into a Character[/h2]
When loading into a character with a mod profile, the save file now contains a copy of the profile that was active when loaded. If a different mod profile is active when the character is selected in the future, you'll be prompted to either reload the game with the previous mod profile active or continue with the new profile instead.

If you import a save or have deleted the mod profile that was last used on the save, you'll have the option to import the mod profile upon selecting the save.

This extra step helps ensure you don't accidentally load into a save with the wrong mod profile active. (A game reload is required when switching mod profiles because mods have to be loaded before character select)





[h2]That Which Is Still Account-Wide[/h2]
A couple Important things to note that are not controlled at the mod profile level:
  • Mod subscriptions, as these are tied to your mod.io account. This means unsubscribing from a mod removes it from all profiles as well.
  • Mod load order, as there isn't much benefit in allowing per-profile load orders.


A Whole Heap of QoL

In addition to the mod profiles and a refreshed look and feel of the Mod Manager, some additional QoL of features and fixes that have been addressed include:
  • The Browse tab now has infinite scroll.
  • Quickly toggle all mods' enabled state in the My Mods more (...) menu.
  • The mod details panel will now display up to four of the images added to the mod's mod.io profile.
  • The most recent changelog for a mod is always visible in the mod details planel, regardless of if you're subscribed or not.
  • Mods without any platform tags are now treated as being available for any platform.
  • Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)

Look out for this update which we hope to release next week!

Game Update - v1.2.2 ?8126

[h2]Atlas of Discovery[/h2]
[h3]New[/h3]
  • "Donate Generic Artefacts" now has a Settings button which will house customisation settings for the mechanic (Added over time)
  • Added an "All but 1" setting which can be toggled. When enabled, donating Generic Artefacts will always leave 1 remaining in your bank.
  • The "Show Artefacts" popup will now display if an Artefact is classed as Generic or not, as long as you have located at least one.
  • The tooltip for Artefacts will now mention if it is classed as a Generic Artefact.

[h3]Fixed[/h3]
  • Fixed issue where Barrier amount could go into negatives.
  • Fixed issue where increased damage reduction with active Prayer modifier was being calculated after all of DR calculations, resulting in higher/lower effects than intended.
  • Fixed issue where Slayer Relic 1 was granting Slayer Coins regardless of actual poison damage dealt
  • Fixed issue where some Artefacts were classed as a Generic Artefact when they had a use around the game. For example, items required for Township Tasks.


[h2]Base Game[/h2]
[h3]Fixed[/h3]
  • "Upgrading" a charge stone of Rhaelyx back into a mysterious stone is now classed as a downgrade.
  • Fixed issue where Township worship tooltip was missing the 2x season multiplier (Visual only)

[h2]Hotfixed Bugs[/h2]
These bugs were hotfixed shortly after the release of v1.2.2
  • Fix Summoning Shard quick buy using the new summoning packs instead of individual shards for purchase.
  • Fixed visual error with the Superior Woodcutting Skillcape name.
  • Fixed incorrect visual damage reduction calculation for Barrier damage when out of combat.

Game Update - v1.2.2

[h2]Preface[/h2]
If you have already obtained 100% completion in Atlas of Discovery, then this update will remove that status as you will be required to obtain the new content to reach completion.

If you currently have the Completion Cape (Atlas of Discovery) equipped, then this will be removed automatically when loading into the update.

If you die upon loading into the update due to an item being automatically unequipped, you will not lose any items on death.

[h2]Atlas of Discovery[/h2]
[h3]New Items[/h3]
Gems
  • Reduced Hitpoints Gem: Enemy has -3% Maximum Hitpoints.
    • Obtained from Cult Grounds chest.
  • Combat Doubling Gem: +3% chance to double items in Combat.
    • Obtained from Unholy Forest chest.
  • Maximum Hitpoints Gem: +20 Maximum Hipoints.
    • Obtained from Cult Monster.
  • Slayer Gem: +3% Slayer Coins, +5% Damage dealt to Slayer Task monsters.
    • Obtained from Magic Golem Monster
  • Dungeon Gem: +5% Damage to Dungeon Monsters.
    • Obtained from Trickery Temple Chest
  • Combat Gem: +5% Damage to Combat Area Monsters.
    • Obtained from Raging Maple Monster
  • Combintaion Fury Gem: Combines all of the above new Gems into a single Gem.
    • Obtained by combining various quantities of the above Gems, plus an extra required Item.
    • This Gem is designed for post-AoD content.
Off-hand
  • Summoner's Defender: -10% Summoning Familiar Attack Interval
    • Obtained from Trickery Chest
  • Knight's Summoning Defender: -0.1s Attack Interval, -10% Summoning Familiar Attack Interval, -3% Damage Reduction, +9 Melee Attack Bonus.
    • Obtained by upgrading 3 x Summoner's Defenders & 3 x Knight's Defenders
Ring
  • Summoner's Blessed Ring: -10% Summoning Familiar Attack Interval.
    • Obtained from the Trickery Chest
Consumable:
  • Summoner's Blessing: Consumable, -5% Summoning Familiar Attack Interval.
    • Obtained from the Shop.
  • Archaeologist's Consumable: -10% Archaeology Interval.
    • Obtained from the Shop.
Weapon Slot
  • Enhanced Spyglass: +5 Cartography sight range, +5 Cartography survey range, -10% Cartography Interval, and -10% Cartography travel costs.
    • Obtained by combining the Old Spyglass and Enhanced Spyglass Lens


[h3]Upgraded God Gear[/h3]
Aeris, Glacia, Terran and Ragnar God Gear now have Barrier (B) and Crystal (C) upgrades.

Each God (B) Piece:
  • Is an upgrade to base God gear.
  • +40% Summoning Familiar damage added as extra damage to Barrier.
  • +55 Flat Barrier damage added to Summon Familiar.
  • +35% chance to dodge Crystallization from being applied.
Each God (C) Piece:
  • Is an upgrade to (B) God gear.
  • Same bonuses from (B), plus
  • +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect).
  • +35% chance to dodge Crystal Sanction from being applied.
Misc Items
  • Barrier God Shard: Used for high level gear upgrades like (C) God Gear and the Combination Fury Gem.
    • Obtained per completion of Underwater City Dungeon.
  • Museum Token: See below details about new Archaeology mechanic.


[h3]New Shop Purchases[/h3]
All located in the Atlas of Discovery Shop category.

Permanent Unlocks
  • Travel Token: -10% Cartography travel costs
  • Dig Site Token: +6% Archaeology Skill XP
Purchasable Items:
  • Enhanced Spyglass Lens
  • Summoner's Blessing (Consumable)
  • Archaeologist's Consumable
  • Topaz Bolts (Enchanted)
  • Sapphire Bolts (Enchanted)
  • Diamond Bolts (Enchanted)
Packs:

Provides all listed items on purchase
  • Summoner's Pack I: +2 Summoning Shard (Red), +2 Summoning Shard (Green)
  • Summoner's Pack II: +4 Summoning Shard (Red), +4 Summoning Shard (Green), +2 Summoning Shard (Blue), +2 Summoning Shard (Silver)
  • Summoner's Pack III: +6 Summoning Shard (Red), +6 Summoning Shard (Green), +4 Summoning Shard (Blue), +4 Summoning Shard (Silver), +2 Summoning Shard (Gold), +2 Summoning Shard (Black)
  • Combat Supply I: +200 Adamant Javelins, +200 Chaos Runes, +200 Big Bones
  • Combat Supply II: +200 Rune Javelins, +200 Death Runes, +200 Magic Bones
  • Combat Supply III: +200 Dragon Javelins, +200 Blood Runes, +200 Ancient Runes, +200 Magic Bones


[h2]Barrier Content Balancing[/h2]
General:
  • Early-Mid game Monsters no longer have Barrier Regeneration
    • Monsters from Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory & Unholy Forest
  • Every time a Monster regenerates Barrier, they receive a stacking debuff which applies a 5% slow, and also reduces their Accuracy and Evasion by 10%. One stack is applied per regeneration, up to a maximum of 5 stacks.
  • Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monster’s maximum Barrier value and can also be doubled.
  • Monsters with Barrier Regeneration will now display it as a Passive.
Monster Drops
  • Rare Equipment obtained from monsters in Underwater Ruins Combat Area are now 25% more common.
  • Granite Golem will now drop Imbued Bronze Bars.
  • Ranged Golem will now drop Imbued Steel Bars
  • Earth Golem will now drop Imbued Mithril Bars
  • Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
  • Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
  • Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars
Dungeon Chests
  • Treacherous Chest now drops up to 10 siphoning barrier gems and up to 250 imbued dragonite bars.
  • Ritual chest now drops up to 100 imbued runite/dragonite bars.
  • Ritual Chest now drops up to 5 siphoning barrier gems.
  • Ritual Chest can now drops up to 3 barrier exalted shards.
Buffed Summoning XP from Barrier:
  • Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.
Tortoise & Summoning Synergies
  • Tortoise: Increased Summon Familiar damage added as extra damage to Barrier to 75%, up from 50%.
  • Tortoise + Cyclops: Now provides +20% Summoning Familiar damage added as extra damage to Barrier. The old bonus did nothing as Barrier Monsters cannot be a Slayer Task.
  • Tortoise + Dragon: Increased chance to apply Barrier Burn to 20%, up from 10%.
Barrier Gear

We've increased the Flat Barrier damage outputted from Barrier Gear:
  • Bronze: 10 -> 15
  • Iron: 10 -> 15
  • Steel: 20 -> 25
  • Black: 20 -> 25
  • Mithril: 20 -> 30
  • Adamant: 20 -> 30
  • Rune: 30 -> 40
  • Dragon: 30 -> 45
  • Ancient: 40 -> 50
Visual Barrier Damage
  • Combat UI now displays your maximum Barrier Damage.
  • Summoning Max/Min hit no longer includes Barrier Damage.

[h2]Archaeology[/h2]
New - Donate Generic Artefacts to Museum
  • You can now donate all Generic Artefacts to the Museum with a single click in exchange for Museum Tokens.
  • Museum Tokens are used for the new Shop Purchases listed above.
  • Any item from Archaeology that has no use outside of selling will be classed as a “Generic Artefact” which will be donated with a single click.
    • This includes Map items for Dig Sites, as you don't need to keep them after locating them (Cartography adds a permanent icon to your Map).
  • Locked items don’t get donated.
Archaeology Balance
  • Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.

[h2]Cartography[/h2]
  • Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
  • Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
  • Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.

[h2]Unholy Prayers[/h2]
  • Unholy Prayers now use Prayer Points on every hit, changed from once per Attack Turn.
    • Unholy Marks can be applied per hit, so its only fair that Prayer Points are also used per hit.

[h2]Other[/h2]
Changes
  • Increased the chance for some rare Cartography Travel Events to appear.
  • Blunderbuss special attack for the Player now deals up to 15% normal damage per hit, instead of always 15% normal damage per hit.
Fixes
  • Fixed issue where Blunderbuss special attacks for both the Player and Ghost Mercenary was calculating damage based on their own normal damage, instead of the Target’s normal damage like the description mentions.
  • Fixed issue where the Summoning Master Relic would not be active when loading a save, and would only become active again after forcing a modifier update.
  • Fixed issue where bonuses for Crafting that affect Jewelry were not applying for Rings & Amulets within the “Special Items” category.
  • Fixed issue where the Ceramic Jar was not providing its bonus to Soup correctly.
  • Fixed issue where modifiers that provide a chance to avoid Slow effects were not working on the Slow effect from Monsters within Underwater City.
  • Fixed issue where the Old Crafting Gloves was providing the incorrect percent bonus.
  • Fixed issue where Township would roll for ancient relics every time you clicked the repair all button, regardless of whether or not a building was actually repaired.
  • Fixed issue where Ranged Ammo that provided modifiers were not applying exclusively to the Ranged attack style.
  • Fixed incorrect item descriptions for existing Gems that mentioned the bonus was applied per hit, and not per turn like it actually works.
  • Fixed issue where the Cleansed modifier from the Cleansed Ring was not actually providing immunity to DOTs.
  • Fixed issue where the Puppet Master's passive that increases its Maximum Hitpoints was applying per hit, and not per turn.
  • Fixed issue where the Eradicating Gloves, Ring of Malice, Grudge Amulet, Consuming Shield, Helmet of Spite and Shield of Martyr was applying its effect for 1 turn longer than the description states.
  • Fixed incorrect description for the Power Crystal which incorrectly stated 5% bonuses, instead of the intended 10%.
  • Fixed issue where Crystal Sanction effect was applying for 1 turn longer than intended.
  • Fixed issue where the Attack Master Relic was applying its effect per Attack Turn, instead of per hit.
  • Fixed issue where the Cape of Completion (Atlas of Discovery) was providing an extra 10% interval reduction for Cartography.
  • Fixed issue where Attack Master Relic was providing decreased Global Evasion instead of Melee Evasion
  • Lemon Season should now display in the list of potential Seasons in Township once the Ancient Relic for it has been located.
  • Fixed broken effect artwork for various effects.
  • Fixed incorrect Knight’s Defender Item Description
  • Fixed issue where temporary modifiers gained in Cartography would last 1 travel action less than intended.


[h2]Throne of the Herald[/h2]
Fixes
  • Fixed issue where the Summoning Scrolls and Summoners Bag were not using charges when your Summoning Familiar attacks.
  • Fixed issue where the Fox + Salamander synergy was causing the item cost reduction to be 100%, instead of disabling it.


[h2]Base Game[/h2]
New
  • We have a brand new "News" site which will become the central news hub for all things Melvor Idle. This is also where the in-game changelog will direct you when clicked. https://news.melvoridle.com
Changes
  • The 'Set Item as Bank Tab Icon' setting will now reset the icon when the selected item is the same as the one currently set.
  • Township Casual Tasks that require you to defeat an enemy using a specific item will no longer appear unless you've found at least one of that item.
  • Township Casual Tasks that ask for Summoning Tablets will no longer appear until you've found at least one of that Tablet.
Fixes
  • Fixed visual bug where Farming Plots would display the XP/MXP values for the wrong seed.
  • Fixed issue where the increased minimum spell damage modifier would not apply to Nature’s Call spell.
  • Fixed issue where the Mole + Crow Summoning Synergy would apply its bonus to Pure Essence as well, even though the description only mentions Rune Essence (It also used zero charges on Pure Essence while providing the bonus).
  • Fixed incorrect Area Effect description for Arid Plains
  • Fixed incorrect Item icon for tutorial step "Magic Preparation 2".

Upcoming changes to Atlas of Discovery

Hey everyone!

We’ve been blown away by the support from the community around Atlas of Discovery. It’s amazing to see so many players enjoying and participating in the content made available from the expansion. Seeing the discussions around the content on all our social platforms has been a delight to read.

This level of support allows us to continue to create massive expansions that extend the gameplay of Melvor Idle in new and exciting ways, and allows us to explore new mechanics for content.

Over the last few weeks, we’ve been monitoring all channels of community feedback to see what and if anything needs to be addressed within the expansion that may not be sitting right with players.

What we’ve seen is that Atlas of Discovery requires quite a lot of adjustments to get it to the point where it becomes a viable choice of content throughout someone’s 1-99 journey, and it should also provide some use after you’re done with it.

This announcement aims to talk about the most prominent pain points we’ve seen, and what we’re doing to address the concerns raised by the community.

Preface

This announcement details upcoming changes to Atlas of Discovery. These changes are not yet released, and there is not an exact ETA on when this update will be released.

We’ll break down this announcement into Barrier, Archaeology and Cartography so you can see what has been changed/added.

It’s important to note that every pain point we’ve seen will not be addressed with this update. It may take a few updates to get right with the community’s help. However, we hope these initial adjustments to Atlas of Discovery are a step in the right direction.

Barrier

This mechanic is by far the largest topic of discussion, and requires the most attention in terms of changes and adjustments to bring it in line with the progression we want to see during someone’s playthrough.

[h2]Notable Feedback We are Addressing:[/h2]
  • Barrier Combat is Unrewarding: It's more beneficial to outlevel the rewards than to invest in upgrading barrier-specific items. This renders the whole barrier combat mechanic redundant as you can simply bypass it for better results.
  • Barrier Mechanic Feels Bad: With summoning attacks fixed at 3-second intervals, you often deal no damage to the Barrier if accuracy is low. On top of this, Barrier regenerates which makes the fight last much longer.
  • Overly Grindy Nature of Upgrading: The Barrier combat mechanic requires an excessive grind to upgrade gear effectively, especially when the main item to upgrade (Barrier Gems) only comes from a single source and has limited availability.
  • Slow Kill Times: Attempting to approach AoD Combat without using TotH gear leads to incredibly slow kill times and very long grinds to obtain upgrades.

[h2]What’s Being Changed[/h2]
[h3]Adjustments to Barrier Regeneration[/h3]
This mechanic is important to retain, but the Monsters that have Barrier Regeneration should be reduced.
  • Early-Mid game Monsters will no longer have Barrier Regeneration (Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory, Unholy Forest)
  • Every time a Monster regenerates Barrier, they will receive a stacking debuff which applies a slow, and also reduces their Accuracy and Evasion. One stack is applied per regeneration, up to a maximum of 5 stacks.
  • Monsters with Barrier Regeneration will now display it as a Passive.

[h3]Lessening the Grind of Barrier Items & Gear Upgrades[/h3]
Note: There are changes to Archaeology below to also help with the grind.
  • We’re increasing the drop rates of various high-level Barrier Items.
  • Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monster’s maximum Barrier value and can also be doubled.
  • Granite Golem will now drop Imbued Bronze Bars.
  • Ranged Golem will now drop Imbued Steel Bars
  • Earth Golem will now drop Imbued Mithril Bars
  • Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
  • Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
  • Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars

[h3]Introducing Summoning Attack Interval Reduction[/h3]
There will be 3 new Items you can obtain via Atlas of Discovery content that will reduce Summoning Attack Interval (Ring, Off-hand & Consumable). With all 3 equipped, you can achieve -25% Summoning Attack Interval.

[h3]Increasing Late-Game Barrier Damage[/h3]
We’re introducing Barrier and Crystal upgrades for all God Gear (except gloves).
  • (B) Upgraded God gear will provide a massive increase in Barrier Damage
  • Each God piece provides +40% Summoning Familiar damage added as extra damage to Barrier (Total of +160%)
  • Cost to upgrade is the same as Ancient Gear using the base God Item.
  • Obtainable if you can complete the God Dungeons + Cult Grounds dungeon

The addition of more gear to upgrade means more resources to grind for, but we’ve added these resources to other areas of the game to assist:
  • As mentioned above, we have more Barrier Dust and Imbued Bar drops around the game. Note Imbued Dragonite Bars are more plentiful as well.
  • Ritual Chest from Cult Grounds dungeon now also contains Barrier Exalted Shards & Siphoning Barrier Gems.

[h3]Making Barrier Content More Rewarding[/h3]
There’s quite a few changes and new content we are adding in hopes to make Barrier content more appealing for general progression.

Summoning XP:
  • Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.
New Gems for the Gem Slot
Utilising the Gem Slot allows us to add more content to the game that provide a positive bonus to your character without needing to remove an existing item in a different slot.

These Gems are designed to assist in various non-AoD content.
  • Reduced Hitpoints Gem: Enemy has -3% Maximum Hitpoints. Obtained from Cult Grounds chest.
  • Combat Doubling Gem: +3% chance to double items in Combat. Obtained from Unholy Forest chest.
  • Maximum Hitpoints Gem: +20 Maximum Hipoints. Obtained from Cult Monster.
  • Slayer Gem: +3% Slayer Coins, +5% Damage dealt to Slayer Task monsters. Obtained from Magic Golem Monster
  • Dungeon Gem: +5% Damage to Dungeon Monsters. Obtained from Trickery Temple Chest
  • Combat Gem: +5% Damage to Combat Area Monsters - Obtained from Raging Maple Monster

We’ve also added the Combination Gem, which is an upgrade to all of the above. This new Gem combines all the above bonuses into a single Gem. It is designed for very late-game with the requirements that are set.

Other
Existing Barrier gear will most likely get a damage buff, especially through the early game.

We’re also adding your Barrier Damage value to the Combat UI so you can see how your Barrier modifiers are affecting your damage output.

Archaeology

There’s a few key pain points we want to address with Archaeology with this update.

[h2]Notable Feedback We are Addressing[/h2]
  • There’s Too Much Junk - Archaeology has too many items that provide zero use other than to sell. This feels bad and clogs up Bank Space.
  • Archaeology is Too Slow - The high base interval and lack of interval reduction makes the Skill feel like a slog.

[h2]What’s Being Changed[/h2]
[h3]Faster Progression[/h3]
  • Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.
  • We’ve also added a new consumable that further reduces Archaeology interval by -10%.

[h3]Providing a Use for Junk[/h3]
We’re adding a brand new mechanic to the Grand Museum of Melvor where you can donate all of your Junk with a single click in exchange for Museum Tokens.

Any item from Archaeology that has no use outside of selling will be classed as a “Generic Artefact” which will be donated with a single click (Locked items don’t get donated).

These Museum Tokens can then be taken to the Shop to exchange for the below Items/Packs. These items also have an Archaeology Level & Artefact Donation count requirement.

List is not final and is subject to change
  • Enhanced Spyglass Lens: Allows you to upgrade the Old Spyglass to the Enhanced Spyglass, significantly increasing the Survey & Sight Range.
  • Travel Tokens: -10% Travel Costs in Cartography
  • Archaeologist’s Consumable - -10% Archaeology Interval
  • Dig Site Tokens: +6% Archaeology Skill XP.
  • Summoners Pack I: Provides 2 Red & 2 Green Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Summoners Pack II: Provides 4 Red, 4 Green, 2 Blue & 2 Silver Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Summoners Pack III: Provides 6 Red, 6 Green, 4 Blue, 4 Silver, 2 Gold & 2 Black Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Combat Supply I: +200 Adamant Javelins, +200 Chaos Runes and +200 Big Bones using Museum Tokens + GP.
  • Combat Supply II: +200 Rune Javelins, +200 Death Runes and +200 Magic Bones using Museum Tokens + GP.
  • Combat Supply III: +200 Dragon Javelins, +200 Blood Runes, +200 Ancient Runes and +200 Magic Bones using Museum Tokens + GP.
  • Topaz Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
  • Sapphire Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
  • Diamond Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)

We’ll continue to monitor the selection of Items available for exchanging Museum Tokens.

Cartography

The changes to this Skill will seem minimal compared to the rest, but the idea is that the changes listed above will make Cartography more appealing to progress in.

[h2]Notable Feedback We are Addressing:[/h2]
  • It's too expensive: The Skill is too expensive for meaningful progression to actually be made in AoD alongside the rest of the game.

[h2]What’s Being Changed[/h2]
[h3]Cheaper Travelling[/h3]
We’re significantly reducing the base travel costs across the board:
  • Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
  • Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
  • Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.

We also understand that there is feedback regarding the Auto Survey mechanic and just wanted to let you know that we see it. This update doesn’t address the feedback, but we hope to address it in a future update.

Conclusion

Thank you again for doing what you do best and providing feedback so we can better the content made available to you.

We hope this first update is a step in the right direction in improving the mechanics around Atlas of Discovery. We’ll continue to monitor feedback and provide updates where needed.

I’ll have an update soon on when to expect this update to drop.

Speak soon!

- Malcs