The update is near, and this time we are gonna try something different. Instead of surprising you guys with every features all at once, we are gonna post them separatly over the course of the next few weeks. A full changelog will be posted at the very end. On the update, we focused a lot on the gameplay aspect of the game. We took a good look at our game and fixed what we thought was time to change. You guys gave us a lot of feedback since the Gavel Expansion, and even though it sometimes stings to hear complaints about your game, we listened and fixed some of the issues we've been told about. This is why the official name for the update is... We've done a lot of changes for this update. But for now, what better way to start the first post about the Gameplay Update than talking about powders? Powders For the new players who didn't play before the Gavel Expansion, powders were a way to enchant your items with special effects like damage, knockback protection, fire, etc. If you recall correctly, there were pretty much only one powder that everyone used, the green one. Why? Because it was the one buffing your damages. Well this time, EVERY single powder will do that. How do they work now? There are now 5 types of powders. Air, Fire, Water, Thunder and Earth. There are also 6 tiers. Powders will do mainly two things: Add some elemental damage to your item, and transform some neutral damage into elemental one. On armour, they simply add some elemental defense and weakness. Not all powders are equal. Some of them will give more neutral to elemental damage, but less raw elemental damage. These elemental damage will obviously be affected by your skill points and item IDs. Pretty straight forward, isn't it? Well, we got a little bit more for you. Look a little bit closer.... "Adding 2 powders of tier 4-6 to your item will activate its special". Powders of tier 1 to 3 will not add anything insane, but starting at tier 4, you will be able to add some cool "specials" to your items. There are two types of special: Charged Special, and Passive Special. Charged are found on weapons, while passives are found on armours. Charged Special: Here's what it looks like on your weapon... The powder of the special will depend on the powder tier you used. Two T4 will not give you a special as strong as two T6, or even one T4 and one T5. We've been careful to make sure that every special can work with each other to deal insane amount of damages. Here is the list: Thunder: Chain Lightning. Will damage all nearby enemies one after the other Earth: Quake. Will deal great damage around you and very slightly stun your enemies Water: Curse. Will create rain over an enemy's head, reducing its defense by a lot for a few seconds. Fire: Courage. Will highly buff the damage of everyone nearby for a few seconds. Air: Wind Prison. Will hold the enemy hostage for a few seconds. If attacked, the enemy will get knockbacked far and receive additional damages. You can charge up your special by dealing melee damage to an enemy. This little icon will appear, letting you know that your special is charging up. When it's ready, you will hear a sound effect and the icon will become coloured. You then simply shift+left click (or right-click for archers) to unleash it. Don't worry, quick-duel is disabled when your special is charged up. It's important to note that you can only have one special per weapon. We've also taken attack speed into account. Slow weapons won't be penalised. Passive Special: If added to an armour, here's what you will see... Just like weapons, the strength of the special will depend on the powders you used. The goal with the passives is to get you killed. For real, we want to encourage risk-taking in order to buff your damages. Here's the list: Thunder: Kill Strike. Gives additional damage per kill streak. As soon as you are too slow, the bonus go away. Water: Concentration. Gives additional damage per mana used. The duration also depends on the spell used, so casting a Meteor at 8 mana will give you a bonus for 8 seconds. Air: Dodge. Gives additional damage per time spent close to a mob. It resets as soon as you get hit or go too far. Earth: Rage. Gives additional damage per percent of health missing. Fire: Endurance. Gives additional damage per hit received, for a few seconds. Again, you can only have one special per armour. However, nothing stops you to put 4 special of the same element on all 4 of your armours, giving you four times the damage bonus. It's important to note that Passive Specials damage bonus only work on the element of the powder itself. How do you add these powders? In every major towns, there will be a new NPC called the Powder Master. This NPC will allow you to add, remove, and upgrade powders. For a price. When you talk to him, this will appear. The green + will allow you to add powders to your items. The red X will let you remove powders from your items. However, you won't be able to get your powders back. The yellow arrows will let you transform 4 powders of the same tier into a higher tier one. Alternatively, you can take a chance and upgrade powders of different element and tier in the hope of getting what you want. This is pretty much it. I'll skip the small details for this post, you'll see them yourself in game! We hope you guys will like the new powder system, we've spent a lot of time and thought on it. Powders should hopefully change your gameplay around depending of what element you want. Thunder is all about killing mobs quickly, Water is all about being support and using your mana, etc. See you next time for another quick peak at the new update!