Caelumora — v0.74.0: Dungeon & Combat Overhaul
Dungeons got a massive upgrade this patch. Tiered loot tables, mastery XP per kill, better UI across the board, and a full equipment combat stats pass that gives every piece of gear a more distinct combat identity.
Dungeon Loot Tables
Dungeons now drop randomized loot on completion. Each dungeon has its own themed loot pool with four rarity tiers — common, uncommon, rare, and very rare. Higher-level dungeons get more rolls and better odds at rare drops.
- Goblin Hideout / Spider’s Lair: 2 rolls per completion
- Dragon’s Peak / Shadow Crypt: 3 rolls
- Void Rift: 4 rolls
- Primordial Core: 5 rolls
Guaranteed drops (bones, scales, etc.) still exist alongside the random loot. The completion toast now lists everything you received.
Dungeon Mastery XP
Every mob you kill during a dungeon run now awards mastery XP. Wave mobs give 2x their base mastery XP, and boss kills give 10x. This makes dungeons a meaningful way to level up mob mastery, not just a source of completion rewards.
Equipment Combat Bonuses
Four new bonus types have been added to equipment:
- Crit Chance — gauntlets, crossbows, rings, helmets
- Lifesteal — staves, rings, prestige gear
- Damage Reduction — shields, platebodies, amulets
- Attack Speed — swords, prestige weapons
These show as green text in equipment tooltips and stack with existing sources (skill tree, enchantments, blessings, gems). 28+ items across all tiers now carry combat bonuses.
Per-Equipment Stat Breakdown
Combat stat tooltips (armor, evasion, accuracy, etc.) now show exactly which equipped item contributes what. Instead of a single “Base: 45” line, you’ll see “+25 Iron Platebody”, “+12 Wooden Shield”, etc. Base is now 0 — everything comes from your gear.
Dungeon UI Overhaul
A bunch of quality-of-life improvements to the dungeon experience:
- 2-column dungeon grid — no more scrolling through a single-column list
- No more collapsible — dungeon cards are visible immediately on the Dungeons tab
- Drop previews — each dungeon card shows what it drops (guaranteed + random roll count)
- Travel button — if a dungeon requires an area you’re not in, a “Travel to [Area]” button opens the travel modal
- Combat stats stay visible — the Combat Statistics panel now shows above both tabs, so you can see your stats during dungeon runs
- Next monster preview — the dungeon HUD shows what mob you’ll face next
- Attack bars during dungeons — player and enemy attack progress bars now work in dungeon mode
- Execute threshold line — a yellow marker on the enemy HP bar shows your execute threshold
Combat Knockout Fix
Previously, combat could continue after the player hit 0 HP if auto-eat healed them back up in the same tick. The knockout check now runs before auto-eat — if you reach 0 HP, combat properly pauses (or the dungeon fails). Auto-eat is for preventing knockout, not recovering from it.
Other Fixes
- Mastery toasts: Dungeon mob mastery level-ups now show the mob’s name instead of “undefined”
- Area names: Dungeon cards show “Verdant Woods” instead of “forest”
- Equipment names: Proper title case throughout the dungeon UI
- ActionDisplay: No longer blank during dungeon fights
- Gem modal: Cards no longer overlap — buttons are always aligned at the bottom
- “Attack Speed” label: Combat now shows “Attack Speed” instead of “Action Speed”
- 2-decimal formatting: All bonus breakdown percentages show 2 decimal places
What’s Next
More dungeon content, combat balancing, and potentially new equipment tiers. The combat system is feeling solid now — time to fill it with more content.
Discord
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— VHS