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Patch 1.7a8 : Armor Warding!

Armor Warding


Heroes pushing into Adventure Maps of threat 18 or higher will encounter the occasional Warding Seal, magic used by Foomwardens of old to increase the power of their armor. Layer by layer, you will build up warding over time, creating a trusty set of protection that will let you charge into ever greater danger.

Warding has three different effects:

For Light 'Armor', Warding adds additional % to your Light Shield size.
For Medium Armor, Warding adds AP Gain.
For Real Armor, Warding adds flat resists to Melee and Ranged damage.

Just a heads up, the AP Gain on Medium Armor is not huge right away, so don't go feeling like Medium Armor is a must have.

Shops


Weapons with default modifiers on them, such as the variant Polearms and Wizard Staffs, will no longer show up as magical if they are not.
Buying out all of a shop's inventory will put that Shopkeeper out of business, unless...

Bug Fixes
  • Fired Up Rangermans powers no longer accessible without being Fired Up!
  • Right clicking to identify no longer dances around the fact that Identify Scrolls might not yet be Identified!
  • Weapon and Armor racks no longer have a chance to drop 0 loot (boring!) and can drop better loot at higher levels, including the rare legendary if you are lucky.
  • Status effects tick correctly when walking up/down stairs, meaning Banner particles won't get stuck on you anymore.
  • Salford's Sealant should no longer accidentally seal away the wrong magic on items with 3 or more stacks of the same enchant.
  • Foomwarden enchants can be applied correctly to Psychofocii.
  • Perks should only show up once in the character sheet.
  • Lizardmans Popes should not be able to die and leave you without a portal.
  • Fixed some fiddly paper doll stuff.