Coliseo carried two problems from its earlier days. Duplicated gold had inflated everything: creatures dropped fortunes with no relation to shop prices. And skills were made to be raised with macros, night after night, for months. Coming back meant starting clean.
A world with no owners
No old account or character came into the new game. Out of the world went 40 houses, 7 tents, 354 ships, 410 owned chests, which held 6.9 of the world's 7.07 million coins, and the 95 vendors of the player market: 42,840 objects and 7,102,870 coins in all. A second pass found nothing more. Everyone starts from scratch, in the same old world.
One balance for every price
- Everyday goods cost the same; reagents go from 3 gold to 1.
- Of a price above 2,000, two fifths of the excess count: the smallest house goes from 50,370 to 21,505 at the shop, the castle from 1,176,220 to 471,845 and ships from 16,100–21,275 to 7,820–9,890.
- The shard's own shop stones follow the same scale.
- The gold creatures drop is a tenth of what it was.
- Shops have their classic stock again, pickaxes and tools included.
Skills that rise as you play
From 0 to 100, a combat skill now takes 5,250 uses (22,750 before), magic 4,500 (30,250 before) and the rest about 2,250 (close to 7,600 before). They rise faster at first and slower near the top. Attributes rise three times as often, within the shard's usual limits: 150 each and 450 for the three. On 15 October we also lowered the strength the heaviest weapons and armour ask for, to fit those limits.
