# Patch v0.1.3

<figure><img src="/files/vlDWhH07ToUMq576NGwj" alt=""><figcaption></figcaption></figure>

## Summary

In this patch, we're pushing major gameplay updates to both the Dungeons and Islands game modes.

**Key Updates:**

* Dungeons - Balancing, New Content, Stress Overhaul, Curios, and more
* Islands - Settler's Update: Leaderboards, Energy Collector is back, huge boost in Favor

**Part 2 - Coming Soon:**

* Regional Servers coming on Monday / Tuesday
* Jackpots & Rewards v2 - major patch coming on Wednesday with a Dungeon Coin Reset
* Abilities & Passives v2 (Ranged focus) - content update on Wednesday

{% hint style="info" %}
Note: We are moving to a bi-weekly Dungeon Coin distribution schedule.  Pools will be distributed on Sunday, and on Thursday.  Note: this week is an exception - the next pool reset will be Wednesday (6/10).
{% endhint %}

## \[1.0] Patch Notes: Dungeons

#### Stress Rework

* **Heart Attack (at 200 stress)**: deals 30% of *current* HP (+5% per existing Weakened stack, cap 50% - can never kill outright), applies a **Weakened** stack, resets stress to 150, and triggers a vulnerability window (forced walk + ×1.5 attack delay, 3.0s base +0.3s per stack, cap 4.2s).
* **New Weakened status** (max 5 stacks, persists for the whole run):

| Stacks | Damage Taken | Armor Soak Effectiveness |
| ------ | ------------ | ------------------------ |
| 1      | +10%         | −15%                     |
| 2      | +18%         | −27%                     |
| 3      | +24%         | −36%                     |
| 4      | +28%         | −42%                     |
| 5      | +30%         | −45%                     |

* **Stress Boosts**: up to **+35% damage** at 200 stress (vs NPCs only)
* **Stress healing reworked**: old "Take That!" RNG replaced with a kill-roll system (gain Stress heal on kill) plus crit-heals restoring 5.&#x20;
* **Crits no longer heal stress.**
* **Passive stress tick halved** - event income (Big Hits, ambushes) now dominates.
* **Big Hit Taken**: +4 stress per proc, from NPC damage that's 90%+ of its max hit
* **Strong Ale reworked**: now **consumed on pickup**.&#x20;
* **Pact deepening** now costs **+5 stress per level** at the Cursed Shrine.
* **Pact stress scaling raised**: all stress income (passive ticks, ambushes, traps, act-outs, curios) scales up to **×1.5 at max pact** (was ×1.4).
* **New: Virtue battle cries** - Virtuous players above 60 stress periodically yell battle cries that *restore* 2–4 stress.
* **Act-outs retuned**: now trigger at **≥120 stress** (was Overstressed-only); being Overstressed amplifies them (trigger chance 3% → 5%, stress added 5–8 vs the normal 3–6).  Amplifies stress.
* **Infested side-room entry stress softened**: 25 → **15**.

#### Bosses

* **New boss: Aralak** - a ranged Depths boss (2,500 HP, 2×2 size) built around positioning: Boulder Throw default attack (stagger + reload), **Boulder Slam** (30% roll, 20s cooldown — melee-zone AoE knockback that punishes face-tanking), and **Sky Piercer** (15% roll — meteor volley with burn).&#x20;
* **Boss Pulse** (new unavoidable pressure mechanic): poison-typed damage every 10s that can't be dodged or prayed away. Final tuning: starts **45s** after spawn (was 30s), **5%** of baseline max HP (was 6%), escalating **+15%** per pulse (was +25%). Mitigated by Body Rune + Momentum (75% combined cap) and armor soak; Weakened stacks increase it. "*The boss's miasma seeps into you… end this quickly!*"
* **Stormbinder rework**: now a **Depths-exclusive boss - Storm** **Slam** double-taps (primary 150–420 magic at cast position, follow-up at 900ms strikes your *current* position for a 60% fresh roll - keep moving and both miss; recovery 4s → 2.5s). New **Storm Brand** thundercloud hunts you: 5 guaranteed strikes over \~5.6s at 90–150 each (floor-scaled), 600ms paralysis per strike **scaled by tenacity** (100 tenacity = immune) — countered by build, not movement. New **Static Charge**: melee hits vs the boss shock you for 5% of your max HP (magic, unsoakable, 1.2s ICD per attacker).
* **Boss-summoned adds no longer drop artifacts** (Cyclops banshees/skeletons, blood elementals, spiritmancers)
* **Boss HP now scales with pact**: ×1.75 at pact 0 (down from flat ×2.0) up to a max-pact bonus finalized at **×4.6**&#x20;
* **Bosses on floor 4+ are Bloodthirsty** (gap-closer speed surges; initially all bosses, relaxed so early floors stay learnable). Roaming threats are always Bloodthirsty.
* **Rulebreaker fixed**: now suppresses time-based boss-room rules (Rage/Undeath ticks) mid-fight, not just on pickup.
* **Fasting rule**: now blocks food/potions **except Healsalts**.

#### New NPC Modifier

* **Crushing** (floors 5+, orange glow): raises armor penetration to a floor of **80%** (never lowers an already-higher value). "Attacks pierce most of your armor."

#### New: Curios (risk/reward shrines)

0–3 Curios spawn per Depths floor (each with its own glow/light source). Clicking opens a confirm modal; examining takes 2s and rolls a good or bad outcome:

| Curio             | Success | Good outcome                                           | Bad outcome                                       |
| ----------------- | ------- | ------------------------------------------------------ | ------------------------------------------------- |
| Ashen Urn         | 75%     | −10–20 stress + artifacts                              | +15 stress + choking-ash damage                   |
| Cracked Reliquary | 80%     | Biggest artifact haul of the four                      | +10 stress + movement slow (\~2s)                 |
| Withered Altar    | 70%     | 1–2 food (Mudfish/Healsalts) + artifacts               | +5 stress + lose 1 food                           |
| Bone Effigy       | 70%     | High-tier (T2–T4 weighted) artifacts + heal 10% max HP | +20 stress + 10% *current*-HP damage (can't kill) |

#### Treasure Toad Redesign

* Spawning changed from a time-based ramp (0.3% base +0.08%/min, capped 1.5%, checked every 60s) to **one static 5% roll per floor**, made when you land on the floor - idling on cleared floors no longer farms toads.

#### Mystery Objects QoL

* **Walk-over auto-open is now stress-gated**: stepping on/next to a Mystery Object still auto-opens it while you're composed, but at **100+ stress** containers no longer pop in passing — overstressed players must open them deliberately. Interaction range in the Depths equals your combat range, so ranged/magic builds can pop them from several tiles away.

### AOE Reduction

* **Elites and Uniques now resist multi-target damage**:

| Enemy Type   | AoE Damage Reduction |
| ------------ | -------------------- |
| Regular mobs | 0%                   |
| Elite        | 50%                  |
| Elite Group  | 35%                  |
| Unique       | 60%                  |

* Counts as AoE: Cleave/Whirlwind/Rend splash, any non-primary-target hit, and ground-targeted abilities (Meteor Strike, Blizzard, Frost Nova, Chain Lightning). **DoT ticks are NOT reduced** - ailment builds stay viable vs elites.
* **Higher pact = higher-quality floors**: elite-group and unique spawn weights increased; at max pact on floor 7+ the mix is roughly 20% regular / 48% elite / 21% elite group / 12% unique.

### New Quirks (26 total)

#### Synergy Batch (16)

* **Exposed Nerves** (Uncommon): +25% crit chance vs targets with ailments (bleed/burn/poison)
* **Hemorrhage** (Uncommon): crits inflict Bleed scaling with the crit
* **Opportunist** (Uncommon): +20% damage vs poisoned/bleeding/burning targets
* **Vivisection** (Rare): ×1.3 damage vs targets with 2+ ailments
* **Venom Bloom** (Uncommon): poisoned NPCs spread poison on death (2 tiles, max 8 targets)
* **Killing Spree** (Common): +20% damage for 4s after a kill, refreshing
* **One Last Chance** (Rare): +100% damage; each kill has a 1/200 chance to kill *you*
* **Critical Cascade** (Rare): your abilities can crit using weapon crit stats
* **Concussive** (Uncommon): +25% damage vs stunned/knocked-up targets
* **Madness** (Rare): ×1.35 damage while Stress ≥ 150
* **Stonewall** (Uncommon): hits over 30% max HP reduced 50% (15s cooldown)
* **Voidheart** (Rare): +40% max HP, −50% all healing
* **Turtle Shell** (Uncommon): stand still 1s → take 30% less damage until you move
* **Lone Hunter** (Rare): ×1.3 damage when no other enemy within 4 tiles of the target
* **Key Miser** (Rare): +1% damage per chest key held (cap +30%, real-time)
* **Courage** (Rare): +15% lifesteal while carrying zero healing items

#### Multiplicative Build-Arounds (5)

Note: Multiplicative Quirks (xMult) have 1+MULT damage.  e.g. 1+1.3x = 2.3x)

* **Shardlord** (Rare): damage multiplier per quirk shattered *while equipped* - finalized at **×1.75 per shatter.**  Salvaging (unequipping) quirks does not count.
* **Hungry Blade** (Rare): devours one random equipped quirk per descent; ×1.15 damage per devour (devours feed Shardlord)
* **Naked Steel** (Rare): ×1.35 damage with no affixes equipped
* **Dying Star** (Uncommon): ×1.5 damage on pickup, −0.1 per floor (burns out after 5)
* **Hollow Power** (Rare): ×1.15 per empty quirk slot, compounding (4 empty = ×1.75)

#### Random Batch (5)

Note: Multiplicative Quirks (xMult) have 1+MULT damage.  e.g. 1+1.3x = 2.3x)

* **Septic Strike** (Uncommon): ×1.3 damage vs any poisoned/bleeding/burning target
* **Lethal Precision** (Uncommon): critical hits deal ×1.5 damage on top of the crit roll
* **Trauma Bond** (Rare): ×1.5 damage per stress breakdown survived while equipped
* **Warden's Toll** (Rare): ×1.15 damage per boss defeated while equipped
* **High Roller** (Uncommon): ×1.05 damage per 10 chest keys spent while equipped (cap ×1.5) — the direct fork against Key Miser

#### Quirk System

* **Quirk slots expanded 5 → 6.**
* **One Last Chance** death roll now runs once per equipped copy (stacked copies = doubled damage *and* doubled risk).
* **Quirky** now counts equipped items, not unique types.
* **15 binary "enabler" quirks stop dropping while you own a copy** (Rulebreaker, Spectral Sight, Stonewall, Turtle Shell, Courage, Hemorrhage, Venom Bloom, Critical Cascade, Unyielding, Hyperborea, Full Loadout, Idiot Savant, Explorer, Charity Case, Spirit Realm) — no more dead duplicates from relic chests.
* **Removed Quirks:** Party Animal, Teetotaler, Fish Sacrifice
* **Spectral Sight quirk** added (over-wall casting of magic or ranged)

### Combat & Ability Balance

#### Lifesteal & Melee

* **AoE melee no longer lifesteals** (Cleave splash, Rend, Whirlwind, Battering Club ticks) — only primary swings heal.
* **New: +2% baseline lifesteal on every melee hit** by default (stacks with the Life Steal pick; excludes AoE/DoTs).
* **Relentless Strikes** pick re-enabled: +3%/6% per consecutive hit on the same target (up to 5 stacks).

#### Ability Tuning

| Ability         | Net change (old → new)                                                                                                           |
| --------------- | -------------------------------------------------------------------------------------------------------------------------------- |
| Instant Attack  | Damage 150/200% → **175/250%**; lifesteal 5% (10% Enhanced) → **25% flat**                                                       |
| Quickdraw       | Damage 50/80% → **40/65%**                                                                                                       |
| Evasion         | Duration 15s → **8s**; dodge 30/60% → **35/55%**                                                                                 |
| Berserker Rage  | Attack speed 25/40% → **35/60%**; +10% damage-taken drawback **removed**; now lifesteals **15% of melee damage** (excl. AoE)     |
| War Cry         | Enemy accuracy reduction 20/30% → **25/40%**                                                                                     |
| Iron Skin       | Damage reduction 30/60% → **25/40%**;                                                                                            |
| Whirlwind       | Damage per tick 100/160% → **120/180%**; ticks now apply your on-hit affixes to every enemy struck                               |
| Volley          | Ranged damage 60/85% → **50/70%**                                                                                                |
| Explosive Shot  | Bonus damage 120/180% → **100/150%** (full on primary, half splashes nearby)                                                     |
| Blizzard        | Per-extra-enemy +30% → **+20%**, cap +120% → **+50%** (tick damage 25/45% unchanged)                                             |
| Frost Nova      | Current-HP damage 2.5% → **5%**; frozen enemies now take **+20% damage** (freeze duration 5/7.5s unchanged)                      |
| Chain Lightning | Now deals **60% staff spell damage (80% Enhanced)** per chained target; chained hits apply on-hit affixes (3/5 chains unchanged) |
| Arcane Barrage  | Cooldown 4s → **8s**                                                                                                             |
| Crippling Shot  | Flipped: enemy now **takes +X% damage** for 8s (was dealing −X%); values 10/20% net-unchanged                                    |
| Smokescreen     | Now a mobile 3×3 cloud; enemies *miss* X% of attacks (values 35/70% net-unchanged)                                               |

Net-unchanged ability numbers for reference: Rend (80%), Meteor Strike (200/350%), Void Missiles (35/55%), Shadow Step (25/40%), Rejuvenate (35/55%), Tumble (7s).

#### Ranged

* **Bounce rework**: max chain 5 → **15** targets, falloff 10% → **5%** per hop, with a 90% continuation chance per hop (\~8 expected hits in a dense pack).
* Ranged weapons now **auto-reload** when ammo runs out; Silver Bolt effect moved to the ammo (works with any crossbow).

#### Other

* **Victim threading fix**: victim-conditioned quirks (Opportunist, Concussive, Vivisection, etc.) now correctly apply to ability casts and off-target hits.
* **Weapon procs (Of Bleed/Fire/Poison, native slash bleed) now fire on Cleave splash and Rend ticks.**

#### Ailments

* **Player-sourced bleed buffed** (NPC-sourced/PvP unchanged): tier 1–6 coefficients now 0.30 / 0.34 / 0.40 / 0.44 / 0.50 / **0.56** (from 0.18–0.34; tier 6 weapons are now properly in the table instead of an unintended 1.0× fallthrough).
* **Bleed refresh at max stacks (PvE)**: player-sourced bleeds on NPCs now **refresh duration and restart the tick cycle** instead of wasting procs at the stack cap (only after the first tick lands, so rapid crit cycles can't permanently reset the timer). Bleeds on players keep the old no-refresh rule.
* **Glacial Surge** (Depths staff special): root duration now **scales with Enhanced Power** (was fixed 4s regardless of mastery investment).

#### NPC Behavior

* **Overworld NPCs disengage sooner**: chase radius reduced (A *pathfinders 26–32 → 19–23 tiles, simple pathfinders 20–24 → 15–19*\*) — you can now break off fights you don't want. Depths ambushers (Cyclops, Assassin, Chanter) still never give up the hunt.

#### Passives - New Picks

* **Alacrity** (Rare) — −10/18/25% ability cooldowns per stack (shares a 60% combined cooldown-reduction cap with Twitchy/Jitterbug).
* **Scholar** (Rare) — +15/25% Dungeon XP from all sources (mob kills, boss bonus, chest XP, scrolls).
* **Critical Strike (Magic)** — +5/10/16% spell crit chance for up to +40% bonus damage (completes the crit triad; crit rolls per AoE target).
* **Reaper** (Rare) — hits execute enemies below 15/22% HP; Enhanced: executes also strike the nearest enemy for 30% of its *current* HP. Does not affect bosses or roaming threats.
* **Relentless Strikes** re-enabled — +3/6% damage per consecutive melee hit on the same target (up to 5 stacks; resets on target switch or miss).

#### Net Passive Changes

All passives now roll at **Common weight** Per-tier values:

| Passive                 | Old                               | New                                                                   |
| ----------------------- | --------------------------------- | --------------------------------------------------------------------- |
| Melee Strength          | 12/24/40                          | **15/30/50**                                                          |
| Melee Accuracy          | 12/24/40                          | **15/30/50**                                                          |
| Defence                 | 35/85/160                         | **20/45/100**                                                         |
| Dampening               | 25/45/80                          | **18/30/50**                                                          |
| Life Steal              | 8/15/35                           | **4/8/16** (now *excludes* AoE)                                       |
| Rage                    | 3/5                               | **4/7**                                                               |
| Critical Strike (Melee) | 10/18/30                          | **12/22/35** (+70% crit dmg unchanged)                                |
| Special Charge          | 8/16                              | **10/20**                                                             |
| Frozen Chill            | 12.5/35                           | **25/50** (now counts impairs from any source, incl. Of Frost chills) |
| Enhanced Power          | 35/75                             | **50/100**                                                            |
| Piercing Arrow          | 16/45                             | **13/36**                                                             |
| Bounce                  | 25/65 chance, 5 targets, −10%/hop | **20/50** chance, **15** targets, **−5%**/hop                         |
| Maximum Health          | 12/30/70                          | **10/20/40**                                                          |
| Bloodlust               | 8/20                              | **10/18**                                                             |
| Arcane Shield           | 20/40                             | **15/30**                                                             |
| Marked for Death        | 25/65                             | **20/50**                                                             |
| Thorns                  | 8/22                              | **15/40**                                                             |
| Headshot                | 5/12                              | **4/9**                                                               |
| Rupture                 | 35/75                             | **50/100**                                                            |
| Adrenaline Rush         | 10/25                             | **15/35**                                                             |

Net-unchanged: Second Wind (15/30), Elemental Mastery (30/60), Critical Strike (Ranged) (8/16/24, +45%).&#x20;

#### Boosts - Net Changes

Boosts at T4/T5 bumped up even more.

* **Body Rune** max HP T4/T5: 35%/60% → **50%/100%** (damage-reduction ladder 8/15/25/35/60% deliberately unchanged — DR compounds toward invincibility and feeds Boss Pulse mitigation)
* **Fury** max hit T4/T5: 45%/80% → **60%/120%**
* **Vitality** healing T4/T5: 100%/150% → **150%/250%**; tenacity T4/T5: 40/55 → **60/85**
* **Fortitude** attack speed T4/T5: 40%/70% → **50%/80%**
* **Cosmic Wealth** unchanged (artifact EV is cash-out adjacent; excluded from the pass)

### Loot & Economy (Depths)

* **Boss chest gear**: offhand 20→25%, ring 20→25%, armor 30→**40%** (weapon 5% unchanged).
* **Chest keys \~15% scarcer**: mob 15→13%, boss 4–8 → 3–7, Blood Pool 3–6 → 3–5.
* **Dynamic gear rarity spikier**: tier weights 60/25/10/4/1 → **50/30/13/5/2**; gear stat multipliers Rare 1.35× / Epic 1.6× / **Legendary 2.0×** (was 1.45×); amulet flat Life Rare +75 / Epic +250 / **Legendary +650**.
* **Static gear buffed**: Ruined Ring of Power defences 33→55, Ring of Agility tenacity 35→55, Vampiric Crossbow 133→155, Ruined Handcannon 128→140, Heavy Bow 92→100, Mageslayer Bow 84→95.
* **Descent food spoilage harsher**: mudfish loss **50–90%** (Healsalts never spoil).
* **T5 Otherworldly Artifact base value 500 → 400**&#x20;
* **Boosted** quirk: extra descent rolls 3 → 1.&#x20;
  * **Min key risk reduced to 1**, and run stats now show **USD value**.

### Dynamic Dungeon Rake

The flat **8% rake is gone**, replaced by a win-progressive & pool health-based rake system.  This system automatically adjusts based on various key pool metrics to dampen negative-spiral extraction.  We are still tuning this system's parameters and major changes may still be made.

## \[2.0] Cursed Pact Changes

On the last patch, Cursed Pact had some design issues - the Dungeon Coin gross earnings (from Artifact mob drops) did not scale with higher Pact Levels (#5 and #6) as aggressively as designed.  This meant that deeper risk tiers were often not worth it.

We've revised the approach to now correctly preserve the baseline full EV value of mobs generated per floor while also keeping the upside of new Pact-increased mobs (these have diminishing returns).  That way, every extra kill always adds positive value on top.  Difficulty has also been slightly scaled up to ensure that higher Pact levels always have run-ending / downside potential.

## \[3.0] Islands

{% hint style="info" %}
Energy Collector is back!
{% endhint %}

With the relocation of the Chancery of the Archipelagos to Ashford's Hollow, the Royal Treasury has installed new management.  Whether you own an Island NFT or rent a plot on someone else's, there's a role for you - and a new reason to build a community.

<figure><img src="/files/Zb6cLltFJt2T5XMeKC7l" alt="" width="375"><figcaption></figcaption></figure>

#### Key Changes

:zap: **Energy Collector (for Island NFT holders only)** is back!  Your Island NFTs now generate free Energy, most of which is available for Tenants to claim. When they cash in, you get a cut of the Favor.  In addition, we're adding Leaderboard Rewards (USDC, Favor bumps) to top Islands.

🏝️ **Islands & energy reworked into a two-sided economy**: owners set a Favor tax, tenants earn free energy, owners take a cut on all Favor their tenants cash in; tax rates are now shown up-front with a sortable Fee Rate column. Island resource respawns massively faster (ores/herbs 5×). &#x20;

:zap: **Favor Increase** - Island favor has been massively increased to closer balance it against favor from Dungeons and Arena Token games.

📦 **Supply Drive is now a living market** - no more 12h timer; supply-and-demand pricing with 5-day price recovery, plus telegraphed **Demand Spikes** paying up to 2× favor.

### Islands: Landlords, Tenants, Free Energy

#### 🏝️ Island owners: set your tax, grow your island

* **Set a Favor Tax** in the Island Management screen. It applies to **all your islands** at once. Default is **5%**.
* When tenants on your island cash in Favor, **you collect your tax** of it.
* In exchange, your islands generate **Free Energy** via the **Energy Collector** that your tenants can claim — and the more (and more productive) your tenants are, the bigger that pool gets. **Higher tax = more free energy for your tenants**, so a high-tax island can still be a great place to rent.
* Note: To continue receiving a flow of Free Energy, you must hold the Island NFTs, invest in upgrading the Energy Collector with resources, and provide an Arena Token-funded maintenance fee to keep it operational.
* Don't want tenants? You still get a small **owner energy baseline** for yourself, every day, no matter your tax or who's renting. Set a low tax and just play.

#### ⛺ Islet tenants: get funded, or fund yourself

* Rent a plot on an active island and you can claim a share of that island's **Free Energy** at the Energy Collector — great if you'd rather earn your energy than buy orbs.
* Your share grows with **your own productivity** (how much Favor you cash in) — grinders earn more — and brand-new tenants get a starter amount so you can get going.
* Prefer to bring your own orbs and keep more of your Favor? Rent on a **low-tax** island.

#### 🧃 Island Leaderboards

* A new Island Leaderboard in Ashford’s Hollow now shows the top players by total Island Productivity to reward the top Island communities. This leaderboard earns additional Favor and USDC prizes - TBA in Discord.

#### ⚡ Redesigned Energy Collector

The Energy Collector screen is rebuilt with tabs:

* **Collect** - your claimable energy, a breakdown of where it's coming from, and how often it regenerates.
* **My Islet -** your landlord, the tax, your island's productivity, your own productivity, and your daily share.
* **My Island -** your islands' totals: energy capacity, active tenants, and a full list of your tenants and what each is producing.

Free energy regenerates **every 10 minutes** and is waiting for you at the Collector.

#### 🔒 Materials are now bound

Raw skilling materials used in refining - **fish, ore, herbs, and crops** - can no longer be traded or sold. To turn your gathering into Favor (and into your landlord's tax, and your free-energy share), **refine and cash them in yourself.** A shared island guild chest for pooling resources between tenants is planned for later.

***

*Tip for landlords: a thriving island pays off twice — more tenants and more activity means more tax Favor for you and a bigger free-energy pool that keeps your tenants happy.*

### Supply Drive Rework

<figure><img src="/files/P4uBRD178KQTenBVfqYh" alt=""><figcaption></figcaption></figure>

#### Summary

Replaces the **Supply Drive Board** with a **continuous, per-item supply/demand market with 2-3 "WANTED" items** with increased demand (random cycle).  This War Board has smoother curves and is more responsive to changing supply and demand.

#### Why

The old Supply **Drive Board** had a bunch of issues - favor was handed out on a 12h reset, and the **first** submission after the reset claimed the peak multiplier as a **flat rate on its entire batch**, decaying for everyone after. That produced:

* **Timing races** - a 0.01s-earlier submission was worth real money.
* **Flat-batch capture** - a whale dumping a huge batch took the peak on the whole quantity.
* **Pool cornering** - favor was a shared pot per rotation, so a big supplier took a disproportionate cut.
* **Login windows** - you had to show up right after the reset, or the value was gone.
* **"0.6x feels like nothing"** - dead windows once the pool was drained.

The Supply Drive and "WANTED" item system now implements improved formulas for handling these.

#### Other Changes

Other relevant Island Changes:

* **Raw skilling materials (fish, ore, herbs, crops) are now bound** - refine and cash them in yourself to convert gathering into Favor.
* **Island resource respawns massively faster**: copper/tin/iron 5s → **1s**, coal 15s → **3s**, adamantine 30s → **6s** (and its difficulty modifier 6 → 1.2), herb spots 15s → **3s** with gather time 1.2s → **0.24s**, fiber herbs **2× faster** across tiers.
* **Mando Relic jackpots rebalanced**: relic ladder compressed (T1 1M / T2 3M / T3 8M / T4 20M AT) with T2–T4 odds raised 1.7–5× to keep \~equal EV per tier.
* **Leaving an island now routes to the Depths lobby** (Chancery Portal), falling back to your home world if Depths is down - no more stranding mid-redirect. A Depths Armory NPC was added on islands.
* **Energy Orb listing free now dropped to 0%**
* **Energy Orbs** now have a Founder (1.1x) and Island NFT (1.15x) holder bonus on the amount of energy restored when consuming, stacking multiplicatively.
* **Energy** is no longer restored from Crash Duels, Pit Fights, RPS, Flower Poker

### Island FAQ

#### Q: The green number under each tenant on the "My Island" tab — is that the energy/day my tenants are getting from me?

**Yes.** On the **My Island** tab, each tenant row shows two numbers:

* **Top (tan) number** = that tenant's **productivity** — the total Favor they've cashed in over the last 14 days.
* **Bottom (green) number** = their **energy per day** — the amount they receive from your island's pool.

So the green number is exactly "how much daily free energy this tenant is getting out of the pool your tax funds."

#### Q: Can I set the tax % per island, now or in the future?

**Right now, no — one tax rate applies to all of your islands at once.** When you change it on the Island Management board, it's set across every island you own (the confirmation even says "set to X% across N island(s)").

Per-island tax rates aren't supported today. It's technically possible to add later (the rate is stored per island), but it's a single owner-wide dial for now.

#### Q: The "Capacity per day x / y" on the My Island tab — is that the total energy I can produce for tenants, and is it based on how many island NFTs I hold?

It's **energy generated per day / your maximum capacity per day**:

* The **right number (capacity / max)** is your ceiling. It's **1,000,000 / day per island**, with a small bump for higher-tier islands (Tier 1→5 multipliers: 1.0 / 1.05 / 1.1 / 1.2 / 1.35), **summed across every island you own**. So yes — more island NFTs (and higher-tier ones) raise this number.
* The **left number (generated)** is what your island is **actually** producing right now and splitting among tenants. It depends on your tax, your tenants' total Favor, and how many tenants are active.

You only approach the right-hand ceiling if your tax and tenant activity are high enough. A quiet island with low tax will sit well below its capacity.

#### Q: The more Favor a tenant earns, the more energy they get — is that a formula? Does the green number go up, and does it refresh daily?

**Yes, it's a formula, in two steps.**

**1. Your island's daily pool** grows with three things:

```
pool per day = min( capacity,  130,000 × tax% × (totalTenantFavor / 300,000) × headcount )
```

* **Tax %** — a straight multiplier. Double the tax → roughly double the pool.
* **Total tenant Favor** — more Favor cashed in by your tenants → bigger pool. (≈300,000 Favor over the window = "one productivity unit".)
* **Active tenants (headcount)** — more active tenants help, with diminishing returns (the first few matter most; it nearly maxes out around 6).
* …all capped at your **capacity** ceiling.

**2. Each tenant's share of that pool:**

```
your share = 8,000/day floor  +  (pool − floor for everyone) × (your Favor / all tenants' Favor)
```

* Everyone gets a small **8,000/day floor** so a brand-new tenant can still get started.
* The rest is split **by how much Favor you personally cashed in** versus the other tenants.

So when a tenant cashes in more Favor, **both** the total pool **and** their slice of it grow — the green number goes up.

**Does it refresh daily?** Not as a hard daily reset. Productivity is a **rolling 14-day window**, so the per-day numbers re-calculate continuously as Favor comes in and old Favor ages out. The numbers you see recompute each time you open the screen. The actual energy trickles in every **10 minutes** and waits at the Energy Collector (up to a 4,000,000 cap per source before you need to collect it).

***

### Related questions

#### Where does my energy come from? (the "Collect" tab breakdown)

Up to three buckets, all claimed together:

* **Owner baseline** — a fixed daily amount for islands you own (≈ 50,000/day per island, × the tier bump). You get this even with zero tenants.
* **Tenant pool** — your share of the free-energy pool on an island you rent on (see the formula above).
* **Legacy** — older passive energy, if you have any.

#### How is the Favor tax split when a tenant cashes in?

If a tenant cashes in `F` Favor on your island:

* The **tenant keeps** `F × (1 − tax%)`.
* The **owner receives** `F × tax%`.
* Cashing in on **your own island is never taxed** — you keep 100%.

#### Why would anyone rent on a high-tax island if it takes more of their Favor?

Because **higher tax funds a bigger free-energy pool**. A high-tax island gives up more Favor at cash-in but hands back more daily free energy. Low-tax islands keep more of your Favor but generate a smaller pool. Pick whichever suits how you play.

#### What counts as an "active tenant"?

Any tenant who has cashed in Favor within the rolling 14-day window. The owner's own islet doesn't count toward tenant numbers.

#### How does the Island Leaderboard rank owners?

By **Productivity Score** for the **current Favor round** — gross tenant Favor scaled by the number of *unique active tenants*, so an island needs both real volume **and** a real spread of contributors to climb. It isn't raw Favor, so one big tenant (or self-dealing across wallets) can't carry an island to the top. It resets each Favor round.

> Heads-up: the **Leaderboard** is scoped to the current **Favor round**, while the **energy** productivity uses a rolling **14-day** window. Same word, two different time bases — don't expect the two numbers to match.


---

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