Lowmoor Idle RPG: An Adventurer's Chronicle · published · build 25129968
Lowmoor plays itself, so the few places where it asks you something have to be worth the ask. This release adds two of them and puts more gold in your purse on the way down. Rank choices arrive with their auto box already ticked, so a hands-off run keeps playing itself; Story has a box of its own and it starts off, because the choices in that window decide how your run ends.
Four thresholds, three columns at each, and what you take is kept for the rest of the run.
Rank 5: +10% damage from attacks and abilities, +15% max HP, or +20% max MP.
Rank 11: +50% crit damage, +2 Defence, or MP regenerates 30% faster.
Rank 20: +20% damage to foes below half HP, -15% damage taken after Defence, or -1 MP on your main ability (a Warlock's pact costs 1% less max HP instead).
Rank 30: +25% damage from attacks and abilities, +25% max HP, or a 25% chance your main ability costs nothing.
Ticked, the Guild takes whichever of the three you have picked most, and your trade's own until you have picked any: a Fighter defends, a Rogue hits, a Wizard banks MP. Untick it and every reached choice waits for you. The window opens from the + beside Rank on the Adventurer's Papers, or from the Choices button in Build. An existing save has its reached choices entered when it loads, unless you already had every auto box off.
The letters, the camps, the forks in the hall: the game has always thrown scripted moments at you, and once one was answered it existed nowhere. Story, on the menu bar, is the book of them. Every moment you have met is listed in the chapter it happened in, in the order you met it, with the answer you gave written beside it, and an answer the Guild made for you says so. Anything still waiting sits in its own chapter with a button to answer it now.
Nothing in that book expires. A crowded satchel used to settle a letter on its first option to make room, and that included the eight answers at the last camp that decide your epilogue. Story choices are held out of the queue entirely now. The last camp waits until you answer it or retire, the two ending letters are taken on their first option only when their module's final boss falls, and the retirement card names anything still open with a button to answer it.
Gold from the first fifth of a descent is doubled, eases over the next 15% and settles at +30% for the deep floors, which used to be paid flat. It applies to every purse: the counter, chests, stripped traps and a capstone's own gold. The Mourning Vale was paying 40% of the Maw an hour. It now pays about 50% more what the Maw pays, measured over an eight-hour window, so the Vale is worth walking for the gold as well as for the story. The Maw's own rate is untouched, and Statistics names every share of what you earned.
The Mourning Vale ends four ways depending on how you answer the hall, and each answer now opens a row you can sign for at your next enrolment.
Answer with the fire: the Ashen, a folk. Travel is 5% faster.
Answer with the seat: the Dhampir, a folk. +3% of max HP back on every kill.
Answer with the morning: the Bell-ringer, an origin. 10% of short rests become a long rest with no camp spent.
Answer with the name: the Registrar, an origin. Undead abilities trigger 30% more often.
Reset your skill tree and one click signs the whole of it again.
Hold the middle of a ring you are already in to close the whole ring at once.
Gold from the first 20% of a descent is doubled, easing to +30% by the deep floors, which were paid flat.
It applies to all gold: the counter, chests, stripped traps and capstones.
The Mourning Vale paid 40% of the Maw an hour. It now pays about 50% more than the Maw over eight hours.
The smith's own hammer keeps its odds and now falls by your 600th Guild forge attempt.
Existing saves start that hammer count at zero.
Ending choices now survive a full queue, including the last camp's eight answers.
Auto-settled choices are recorded with the option taken instead of disappearing.
The queue counts ordinary choices only, so protected ones cannot block it.
The Red Ribbon is retired. Every save that bought it gets its 75 prestige back.
The Coin That Comes Back now pays the rising bonus its text promised.
That bonus is +10% gold, +25% at 100 trophies sold and +50% at 1,000, counted across all runs.
The quartermaster's letter no longer calls an incomplete book of hands complete.
Every face is now reachable, offered against any of your hands.
The catch-up after hours away runs half again as fast and renders the same account.
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