Auraria v1.6.0-a

The big addition this time is hardcore dungeons: high-risk runs where death or leaving means losing everything you brought in. Enchanting also gets a new lever for reaching the top tiers, and a couple of fixes close holes players could otherwise exploit.

New

  • Hardcore dungeons are here: five new dungeons, gated by level, where every combat slot must be filled with your active gear to even enter. Kill the boss and you have 15 seconds to get out with everything intact; die, disband, or abandon the run before that and your whole bag plus all seven equipped slots are destroyed (tools and your bank are safe). Enemies wear gear rolled to match your party’s power and get tougher the deeper you go, and you can inspect any mob before you fight it to see exactly what it’s wearing. Kills also have a chance to drop real gear rolled at that mob’s power level, and bosses always drop guaranteed loot.
  • The refiner can now fuse three enchanted books of the same enchant and tier into one book of the next tier up, using extra materials and gold and gated behind crafting level. Enchanting itself no longer has a chance to fail or crack your gear. The book, materials, and fee now buy the enchant outright, but rolling a top-tier affix from loot or extraction is considerably rarer than before, making fusing the reliable path to the best enchants. Enchanting also now correctly blocks stacking a duplicate or conflicting enchant on the same item.

Fixes

  • Dying while disconnected used to let you dodge every consequence: no XP penalty, no gear damage, and no dungeon losses, since the death was never actually processed. Now the full death sequence runs the moment you’re defeated, even while offline, and is replayed for you on reconnect, including hardcore dungeon losses, which now apply correctly to players who were disconnected when they died.
  • The invite popup for friend requests, party invites, and ready checks no longer overlaps the notch or camera cutout on mobile devices.

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