> For the complete documentation index, see [llms.txt](https://cambria-1.gitbook.io/gold-rush-s2/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cambria-1.gitbook.io/gold-rush-s2/patch-notes/patch-notes-day-4.md).

# Patch Notes: Day 4

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## Combat Changes

* (NEW) Water spell’s have a 30% increased attack range. 7 tiles -> 9 tiles.
* Reinforced Crossbow’s special attack (Trap Launcher) will no longer indefinitely leave traps on the ground, they will be destroyed after 60s.
* Reinforced Crossbow’s special attack (Trap Launcher) uses the same Trap RNG as the ranged Trap Master ability (see above @ Ranged T5 changes).
* PvP Skull Removal now (correctly) charges up to 250k Silver (based on length of time since skull)

## Item Changes

* Ghostly Robe:
  * Tenacity: 60 -> 40
  * Poison Resist: 40 -> 30
  * Bleed Resist: 40 -> 30
  * Burn Resist: 40 -> 30
* Ghostly Hood:
  * Magic Accuracy: 0 -> 6
  * Tenacity: 0 -> 30
  * Poison Resist: 0 -> 15
  * Bleed Resist: 0 -> 15
  * Burn Resist: 0 -> 15
* Melee Armour (All Tiers)
  * Tenacity: -25 -> 0
* Obsidian Armor
  * Increased Ranged Defense from 150 to 186

## Balance Changes

* Focus Point Regen increased by 10%
* Reduced Repair Costs
* *NPC Artifact Reward Changes* :star:
  * Added reward for Possessed Zombie (previously, Zombies had no Artifact rewards)
  * Reduced reward for Dragon, Shadowsoul Cannibal, Shadowsoul Spiritmancer, Shaman Boss
  * Increased reward for Wyrmkin Hunter, Wyrmkin Warrior, Broken Castigator (T5), Broken Felbourne (T5), Broken Legionnaire (T5)
  * Mok'rul event is over
* All NPCs have 10-25% increased Melee Defensive bonuses&#x20;
* Agility Course rewards increased by 50%

## Mastery Changes

* Magic (T5):
  * Increased the Master Mind Controller range from 8 -> 10 tiles.
  * Increased the Master Mind Controller duration from 30 -> 45 seconds.
  * NPCs that are controlled by Master Mind Controller will now count as player damage, awarding the player the kill for the NPC for drops such as drops & artifacts. (You need to damage the target at least once)
    * Note, attacking an NPC controlled by the player will remove the Master Mind Control effect.
* Magic (All Tiers):
  * Enhanced Power has been reworked. Instead of being based on missing health, it will now be based of stress (up-to 200).
    * Example: 0 stress = 0% bonus, 200 stress = 100% bonus.
    * If the player has T5 @ 75%, this will increase the following:
      * Fire spell’s burn trigger chance from 30% -> 52.5%.
      * Fire spell’s burn damage changed to 0.125% of the current hit (x4) - Increase damage from 0.125% -> 0.22%
      * Wind spell’s stun duration increased by 45%.
      * Earth spell’s damage increased from 40% to 70%
      * Frost spell’s root increased from 5.6s to 9.8s.
        * Note, with a recent change to frost spells - players will be immune to frost root effects for 4s after the 9.8s root finishes
        * Wearing tenacity items such as “Ghostly” will reduce the time spent frozen. 70 tenacity = 70% freeze time reduction (9.8s -> 2.94s).
      * (NEW) Water spell’s attack range increased from 30% to 52.5%. (10 tiles)
* Melee (All Tiers)
  * Increased the Instant Attack damage by up-to 10%.
    * Note, the damage debuff only applies to your next “melee basic attack”, it does not apply to your next special attack.
* Melee (T5)
  * Taunt duration has been reduced from 10s -> 8s.
  * Taunt will now increase the melee damage and accuracy by 10% for anyone attacking the target, not just yourself.
    * Note, this does not stack. If two players use Taunt on the same NPC, it will only increase the melee damage & accuracy by 10%, not 20%.
* Ranged (T5)
  * Trap RNG has been adjusted for the Trap Master ability:
    * Poison Trap: 35% -> 60%. (Poison damage)
    * Tree Spring Trap: 50% -> 25%. (Short stun + Movement displacement)
    * Pit Trap: 15% -> 15%. (Long stun)
  * Traps shot from the Trap Master ability will no longer last indefinitely, they will be destroyed after 60s.

## Bug Fixes

* Fixes an issue where the combat level would not be updated and show “level-3”, preventing players from attacking them.
* Fixes a bug with the Taunt ability where using Taunt on a player (that is not skulled) would cause them to be skulled.
  * Instead, if you use Taunt on a player that is not skulled, it will skull you.
* Fixes a bug where you can equip higher level gear when level requirements are not met.
  * Temp level no longer affects what weapons and armor you can equip. It is now based on Current level.
* Fixes a bug where freeze immunity was either too much or too little, depending on tenacity. (Out of sync)
* Fixes a bug where the player would stop attacking an NPC or Player if they ran too far away from the attacker.
* Fixes a bug which “should” resolve the issue where the Action Bar shows incorrect cooldown timers.
* Fixed a bug where incorrect temp-levels were showing in the Skills tab, such as drinking multiple potions and leveling up skills.
* Felborne Assassins will no longer spawn on Tutorial Island.

## Pet Perks

* The auto-pickup pet perk will no longer be usable by F2P players.
* The auto-pickup pet perk will no longer work when you have 0 energy.

## Engineering Trap Info

* Traps placed by the player will last indefinitely (until server restart)
* Traps will only last 60s if shot from an ability or special attack.
* Trap damage is increased the higher Engineering level you are.
* Trap CC duration is longer the higher Engineering level you are.

## Helpful Noob Tips from Mr. Kai

Skill Tips:

* Higher Attack level = increased melee accuracy (less chance to miss).
* Higher Strength level = higher max hit (more damage).
* Higher Defence level = reduced melee & ranged damage and higher chance to dodge melee and ranged attacks.
* Higher Magic level = increased magic accuracy (less chance to miss), increased chance to dodge magic attacks.
* Higher Ranged level = increased ranged accuracy (less chance to miss), higher max hit (more damage).
* Higher Hitpoints level = increased maximum health and increased passive (out of combat) health regeneration.
* Higher Agility level = less stamina (run energy) used.
* Higher Engineering level = increased trap effectiveness -> trap damage, trap cc.<br>

Tips for Melee vs Magic

* Carry around “Ghostly” or “Ranged” armor and switch to it when being attacked by a NPC or Player that is using magic.
  * This will reduce the CC duration of the Root / Stun / Slowed effects by the amount of tenacity the items have. 70 Tenacity = 70% reduction.
  * Ranged armor also gives magic defence bonus, which will reduce the chance that a spell will hit you. Meaning the mage will deal 0 damage, completely missing their CC spell.

Annoyed that you are locked into a specific Mastery tree?

* Soon, you’ll be able to reset your masteries… but at a cost?? Yes, YOUR COMBAT EXPERIENCE!… but you’ll get something a little extra…
  * You may, or may not require \*\*many\*\* 95-99s. &#x20;
