> 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-8.md).

# Patch Notes: Day 8

## Bug Fixes

* Updated the value of Tier 4-6 weapons to Trading Post values so they keep correctly on death
* Fix issue where all players leaving guild would have Top Guild mark for an hour
* Fixed Enchanted Bolts - Dragonfire damage calc was wrong, Piercing was hitting 2x the max hit
* Fixed Cultist's Repeater - it should trigger the Enchanted bolt on-hit effects (on %) in normal use
* Special Bar Fix
* Players can no longer drop items while in combat with another player&#x20;

## Balance Changes

* Stone Maul - reduced armor penetration from 100% to 75%
* Teleport Tab cannot be used by Top 5 Guilds
* Removed Teleblock from shop, added to Skilling (Curios) drop at 2x the rate of the Teleport Tab

## Other Changes

* Mastery Scrolls have been added as extremely rare drops to the Bosses in the game, ahead of our Mastery Respec / Prestige system release

## PVP Changes

### Gear Savior :angel: - Random Trigger

The more players are involved in your death to PvP, the more likely it is for "Gear Savior" to trigger -> this perk will miraculously result in you keeping all of your equipped weapons & items after respawning.

### Environmental Stress (Players in Area)

The more players are in an area, the higher the Stress increase from Environmental Stress (randomly chance to trigger based on Region tier).  Previously, *+4* Stress was gained per Environmental Stress tick, this now scales between *+3* and *+10* based on the number of players nearby.

<figure><img src="/files/xnLxWE33jt6eos6rbGrU" alt=""><figcaption></figcaption></figure>

### Stress on Aggressive Action&#x20;

When engaging in an aggressive action (that would <mark style="color:red;">**Skull / Mark as Outlaw**</mark> if not already a red name), players gain a significant amount of stress.  This does not trigger again until the player goes out of combat for a while.  This stress amount deals **half of the Stress gain to all players nearby** (including the target). &#x20;

### 100+ Stress Changes

At 100+ Stress, players gain Afflictions.  All of theses afflictions have had their **positive effects nerfed**.  Rolling to an Exalted status (\~25% chance) will additionally **heal the player for 15% of max HP + 2**.

### 200 Stress Changes

At 200 (max) Stress, you will deal **50%** **less damage**.

### PvP Rewards scaling on Reward Index

The higher your Reward Index, the less likely it is for items dropped by a player on death to trash before being added to the Loot Bag - meaning more rewards dropped.  Previously, this chance was <mark style="color:orange;">**25%**</mark>, now it scales from <mark style="color:green;">**10%**</mark> (at 10k Reward Index) to <mark style="color:red;">**50%**</mark> (at 0 Reward Index).   This incentivizes longer duration PvP trips, and mixed PvPvM / opportunistic PvP.
