Alpha 0.0.29: Affixes, Loot & Trading
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Alpha 0.0.29 is a game update released on 25 July 2026. This patch adds affixes and tempering to all gear, rolls loot from the enemies you hunt, gives merchants real storefronts, and adds factions, ranged weapon sets and belt slots.
Affixes & Tempering
All weapons and armor are now built out of affixes.
- Every piece carries an implicit from its base type, rolled power as prefixes, and a suffix holding the item's effect.
- Affixes grant stats, add damage dice, or trigger on a hit to burn, poison, blind, put a target to sleep, or drain their life into your health. The full list is on the wiki.
- Accuracy now rolls on gloves, weapons, helmets and rings, so a character who did not build Dexterity can buy their hit chance back through gear. Evasion rolls on light armor and shields.
- Reagents are a new crafting material. Creatures drop them, and dismantling gear that carries affixes returns one drawn from that item's own affixes.
- Added a dedicated interface to modify and temper your equipment. With the crafting level and the reagents, you can target a specific affix to add to a piece, or upgrade one already on it.
- How far an affix can be upgraded depends on the gear's level and your rolls.
- Tempering always lands. Rolling under the DC still adds or upgrades the affix at a lower potency, unless you fail spectacularly.
- Doing the work at a suitable location, such as a forge, grants advantage on the roll.
- Each piece holds a limited number of tempers, more on rarer gear. Spend them all and that piece is finished.
- Gear you already own keeps working. Its bonuses were rewritten onto the new ladders and never raised, and a bonus the new system cannot place is kept as it was.
- Asking a maker to work an effect into a piece still works, now bounded by that piece's level and rarity. Stat improvements go through tempering instead.
Dynamic Loot Drops
- Loot is now rolled from the level and type of the enemy you killed instead of a fixed table.
- Enemies scale their level to the danger of the location, so where you hunt decides what drops.
- What a creature is decides which reagents it sheds, so you can farm a specific reagent by hunting the creatures that carry it.
- Certain enemies carry specific equipment, and it now sits on them where you can see it before the kill.
- Every elite and boss drops at least one epic or better item.
- Killing something far below your level returns almost nothing.
Merchant Storefronts
- Merchants now run storefronts with rotating stock at set prices, browsed, bought and sold in one visit.
- What a merchant stocks scales with their own standing and level, your level, the settlement, and the faction they belong to.
- Stock rotates every two in-game days. A piece someone buys is gone until the restock.
- Merchants carry limited coin and cannot buy more from you once their purse is empty.
- Items you sell stay on the counter for a while and can be bought back.
- Ask for something a merchant does not carry and they can order it in at a firm price.
- Completing a trade earns Bartering experience.
The Absence of Soul
- A blocked magic attempt is now far less punishing. Instead of failing your action outright, the game offers up to three rewrites that pursue the same goal without magic.
- The rewrites are drawn from your character's skills, the gear you carry, and what is present in the scene.
- Taking one continues your turn with no extra credits spent, and your roll carries over instead of being lost.
- You can still press the magic attempt, and it fails the way it always has.
Ranged Weapons & Equipment Slots
- You can now equip a melee set and a ranged set at the same time, and a strike draws from whichever the range calls for. You still make at most one attack per turn.
- Ammunition is now consumed on every ranged attack and adds its own damage type and dice to the shot.
- You can still shoot without ammunition. The shot lands for less.
- Added a leg armor slot.
- Crafting materials and coin no longer take up inventory slots.
Item Effects & Belt Slots
- Item effects are now enforced and activated systematically, so the Narrator handles them far more reliably.
- Item effects now run on cooldowns, and you can see the uses a thing has left before spending one.
- Added belt slots for small items. Equip an item there to activate its effect during play.
- You start with one belt slot and unlock more as you level, up to four at level 10.
- Consumables, reagents and ammunition cannot be belted.
Enemy & Boss Rebalancing
- Every enemy and boss has been rebalanced around the gear a party can now reach.
- Bosses carry a declared difficulty, and boss health now follows the creature's body instead of one flat pool.
- Heavily armored and resistant bosses stay hard through their defenses rather than inflated health.
- Bosses press their full offense every round, and signature attacks such as breath weapons sweep the whole party.
- No ordinary boss attack can delete a full-health character in good gear. Signature attacks still can.
- Enemies above level three carry far less health, so fights end in fewer turns at every level.
Legendary Gear
- Legendary gear you already own keeps the affixes it has.
- Legendary crafting is now recipe-linked. A legendary material always forges a specific pre-authored item instead of whatever came up in conversation.
- Every legendary carries a unique affix that fundamentally changes how you play. More are coming next patch.
- Legendary gear can no longer be dismantled or reforged. Tempering is the only work it takes.
Factions & Reputation
- Creatures and characters now belong to factions with leaders, ranks and claimed territory.
- Your deeds move your standing with a faction, and word of them travels along its lines to members who were not there.
- Faction members act on where you stand with their group, deciding who trades with you, who will join you, and where you can rest safely.
- Turn a faction against you and its shops, members, beds and roads all close at once.
- You can win a faction over far enough to take it over, and its people will then answer to you.
- There is no reputation screen. You find out where you stand from how the world treats you.
Combat
- Evasion and accuracy now run on a scale ten times larger, at 5 per point of Dexterity instead of half a point. Roughly 10 evasion today is the 1 evasion you had before, and the values on gear you already own were converted to match.
- Your armor's weight class now caps your evasion. Heavy armor drops it to nothing, medium holds it down, and light or cloth leaves it alone, replacing the caps that used to sit on individual pieces.
- Every attack now has a real reach. Distant enemies close the distance before striking instead of hitting you from across the map.
- Blinded now cuts both ways. The blinded strike poorly, and attacks against them land true.
- Added the Chilled condition, which slows movement and dulls dodging, and Stasis, which holds its victim fast and beyond all harm until it breaks.
- Acid joins the damage types, resisted the way poison is.
- Damage over time now fades, with the first tick the strongest.
- Shields now reduce elemental damage from a blocked hit, not just physical damage.
- Enemies carrying magic items can now trigger those items' effects in combat, the same as you.
- Bleeding out is now turn-based. A dying character slips a quarter of the way toward death each exchange rather than on a game-time clock.
- Overkill no longer carries into the dying state, so you always start bleeding out from the top of the window.
- Critical hits are no longer trimmed by the per-turn damage cap.
- You now earn full experience when a party member lands the killing blow.
Interface
- Combat Stats: Your equipment screen now shows Offense and Defense summaries, and either opens a full breakdown with your weapon damage for each hand, armor, evasion, block, resistances and vitals.
- Item cards now show a piece's open affix slots and the tempers it has left.
- A shop, tempering, rest or Loot Nearby panel you open and walk away from now clears out of the chat instead of staying behind greyed out.
- Every request card carries an info icon explaining what it is for and what each roll outcome means.
- Status effects with no fixed timer now show a condition label such as "While Overburdened" instead of reading "Permanent".
- Rolling a natural 1 now shows its own critical failure visual.
- Long weapons and leg armor render at an angle instead of being cropped square.
- A banner now appears when your connection drops, and messages show honest status text instead of sitting there silently.
General Improvements
- The Wiki: wiki.nopotions.com is live. Classes, skills, feats, attributes and the item catalog are generated from the live game data, and every patch note from Alpha 0.0.1 onward is there.
- Paid Undos: Paid members can keep undoing after their free daily undos are spent, at 2 credits each. Free daily undos are unchanged and always used first.
- Give Up: While your character lies dying, you can end it on the spot instead of bleeding out turn by turn. The death recap and revive options work as they do after any other death, and it costs no credits.
- The Creation skill is now Crafting and rolls under Dexterity, Potions now rolls under Intelligence, and the Arcane skill is now Arcana. Your levels, experience and feats carry over.
- Locations and points of interest now update as your story changes them, reflected in their descriptions and on the map.
- The Narrator can invent and place new named locations as the story calls for them, instead of being limited to pre-built places.
- Item prices are re-anchored across the catalog, and gear has been rebalanced to fit the new scaling and crafting systems.
- Storing an item in a chest or a vault now keeps it there for good. Dropped items still decay, stashed ones never do.
- Party companions now mend on their own over time, and revival of fallen characters comes a few hours sooner.
- You can permanently delete your account and its data from account settings.
Bug Fixes
- Fixed a bug where the Narrator could stage an endless journey toward a place that only exists in stories, complete with invented guides and directions that led nowhere.
- Fixed a bug where gold in a loot panel had no selection mark and was always taken instead of being picked or left behind like any other item.
- Fixed a bug where an item's stat bonus could silently stop applying.
- Fixed a bug where a piece of equipment with an unreadable effect line could lock up that character's turns entirely.
- Fixed a bug where an item a trader could not recognize sold for barely a single coin.
- Fixed a bug where an attack that reached its damage limit showed a confusing "0 HP" for some damage types instead of showing the extra damage as capped.
- Fixed a bug where capped hits and damage-over-time ticks showed fractional damage or a stray negative zero.
- Fixed a bug where a creature that came under your command kept attacking you over a stale grudge.
- Fixed a bug where your carried weight showed a stale value after dropping or picking up items until the turn fully ended.
- Fixed a bug where a message rejected or lost mid-send vanished instead of returning to the composer, and where a message that did deliver was wrongly marked Failed to send.
- Fixed a bug where tapping a text field on iPhone zoomed the page in and left the screen shifted to one side.
