Rabbie's new dungeon renamed to be Rabbie Abyss. All passes have a little flavor text about how Abyss has been scratched out and replaced with it's current name. Just something fun.
Dungeon board now has quests for party missions. Party mission exp increased a bit along side the money. You automatically receive a 'dungeon complete' quest upon entering a dungeon. THIS is how you get your money from the dungeons from now on, no more dropping from the end chest. (Thanks for trying with the bags however, that was nice but they didn't always drop bags, got money more than once that should have been in a bag.) On top of that, exp as well that isn't split between the four people running the dungeon.
You can search party quests by dungeon.
You can find a quest board inside any dungeon lobby, even the hard mode lobby.
Dungeon 'normal' passes. They function just like any item you'd drop on an alter but are needed for altering the normal version of a dungeon.
Dungeon recommendation menu altered to be less cumbersome. Really, who wants to talk to an npc, look at all his different options to ask a single question, then ask it again, then again still? This should have just been a list that popped up for you listing each dungeon. Selecting a dungeon will show it's various difficulties along side a recommendation of how hard or easy it should be for you.
The researcher is still there for his shop. Both stores merged into one window with two tabs (Seriously, why the hell....? Even if this is JUST an event...You have other NPCs with event tabs YOU NEVER USE, he could actually USE ONE.) Tuesday he will sell INT and ADV passes for a HIGH amount.
I need to play around more with every dungeon to learn the new mob spawns and such before I can suggest things in more detail. That 3 floor Rundal normal threw me for a loop with constant first floor spiders.....
Pass altering: Pass altering works much the same as it does for the Knights training dungeon. Though you only need to pay gold to alter a pass. Depending on how you alter a pass, your clear dungeon quest will alter as well.
You may alter a pass at the Poulnabrone Rock. Approach the rock and interact with it. Don't ask to move to a dungeon lobby, instead ask to alter an existing pass. You have the option to make the dungeon easier or harder, both will effect end dungeon rewards, both quest and chest alike, as well as monster item drop rates. Making the dungeon easy in any way will decrease your rewards and drop rates a fair bit.
Monster related:----------(total hard: 10, total easy:10)
Increase monster HP 1, 2, and 3. Increases monster HP by 5, 8, and 10 percent.
Frail monsters 1, 2, and 3. Decrease monster HP by 5, 8, and 10%
Living shields 1, 2, and 3. Increase monster Defense and protection by.. 5:2%, 8:5%, and 10:8%
Cracked Skin 1, 2, and 3. Decrease monster Defense and protection by.. 5:2%, 8:5%, and 10:8%
Warded walkers 1, 2, and 3. Increase monster M. Defense and M. Prot by 8:4%, 11:8%, and 15:12%
Magicphobia 1, 2, and 3. Decrease monster M. Defense and M. Prot by 8:4%, 11:8%, and 15:12%
Title Lovers. Increases the likely hood that monsters will have a title of any sort. This doesn't count as making the dungeon harder or weaker as it can go either way.
Magical Power: increases the monsters magic damage by: (I'm not 100% sure how magic damage works anymore...so I'll just leave this blank.)
Power house: increase the monster physical damage by: 20%
Player related:-----------(Total hard: 4, Total easy: 1)
Weakening aura: Player HP, MP, and SP lowered by 30% while in the dungeon.
What's Magic?: Player Int halved.
How do I fight again?: Player str and will halved.
Starving aura: Hunger rate increased by 50%. (I think...)
Training time!: Gain an extra 0.001 training to combat skills on use.
Pet related:--------(Total hard: 1, total easy 2)
Pet playhouse: Pets gain 15%hp 10defense 5 protection 10m.defense 5m.protection
Pet training: Pets gain 45% more exp.
No pets allowed!: Cannot summon a pet while in the dungeon.
If you make the dungeon easy, you must make it harder to compensate or suffer a penalty.
Minus any difficulty: Reward halved, drop rate halved, end chest rewards turned to generic items.
By 3 points, +5% exp +3% gold from end mission.
By 5 points, +15% exp +5% gold from end mission.
By 8 points, +30% exp +8% gold from end mission.
By 11 points, +60% exp +15% gold from end mission.
Titles: Monsters now have new tittles to alter up combat a bit! I have to go so I can't go into this too well...so here's the jist of it.
Titles that make some skills used by the mob stronger or weaker, make them stronger or weaker to elements, stronger or weaker to attacks from some skills, stronger or weaker from attacks from types of weapons, titles that make them immune to sleep and wake up those asleep around them, tittles that make them target rush people when using certain skills, ignoring agro rules, titles that make them target rush based on gender and race, titles that make them get stronger against one of your party members, titles that make them have a healing aura to their friends around them, titles that make them summon 1-3 more monsters for that room, and maybe more.
Also AI changes and such. Blarg, I must gooo!