EastScape Wikibuilt from the game itself
Version 1.4 · Tue 6 Oct to Thu 8 Oct

Update 1.4

Combat, monsters and dungeons, for the players at the top. Three new party dungeons, one of them built to wipe you; every dungeon with its own armour set and its own pet; more tickets for the Crypts and the Pyramid; and a reason to climb the Tower past 30.

The big ones

By the numbers

Asking the server for this version's numbers…

Every change

  1. The Crypt and the Great Pyramid
    1. Changed: the Crypts pay 3,500 / 10,000 / 15,000 a clear (were 2,500 / 7,000 / 11,000), and the Great Pyramid 10,000 (was 6,500).
    2. Added the Gravewalker leathers (Archery 40), only from the Crypt's chest: more defence than the outfitters' pieces at 40, and with all five undead hit you 10% less.
    3. Added the Scarab wraps (Magic 60), only from the Pyramid's chest: with all five, 25% of spells leave venom that bites again for 40% of the hit.
    4. A chest never gives you a set piece you already have (worn, in your bag or in your bank). Own all five and that roll is tickets.
    5. Added the Little Hoodie, the Crypt's pet: 0.5% of chests, 1% in the Deep Crypt, 2% in the Black Crypt. Its Legendary, Hoodie Royale, is one Black Crypt chest in 400.
    6. The Pyramid's pet is still the Coilling, at the same odds as before.
    Gravewalker leathersArchery 40, the Crypt
    Gravewalker cowlundead hit you 10% less
    Scarab wrapsMagic 60, the Pyramid
    Scarab headwrapyour spells leave venom
    Little Hoodiea pet, 0.5% to 2% of chests
    Hoodie RoyaleLegendary, the Black Crypt
  2. The Tower
    1. Changed: past floor 30 a fight takes about three minutes (it was four and a half). The tickets an hour are the same.
    2. Added a chest on every tenth floor from 40, and on the top: 100 tickets a floor (4,000 on floor 40, 9,900 at the top) and a 4% to 14% chance at the Stairwell signet, which nothing else drops. Each landing's chest is once a Chicago day.
    3. Added the House Pet and the title « Top of the House » for the first person ever to clear floor 99. There is one of each.
    Stairwell signetthe landings' chests only
    House Petthe first to the top, ever
  3. The Undercity
    1. Added the Undercity, a party dungeon under the Trailer Park (the storm drain on its south side): the Undercity (Combat 65), the Deep Drains (78) and the Rat Court (88), paying 12,000 / 15,000 / 19,500 a clear.
    2. Sludge burns 4% of your health a second while you stand in it, and the gutter channels carry anybody standing still downstream. Walking through either is free.
    3. Added the Rat Parliament: three kings who share a vote. When one falls the others hit a third harder, and unless they are all down within 9 seconds the fallen one is voted back in at half its health.
    4. Added Gutterplate (Melee 90): with all five, every kill heals you 5%. Added the Rat Prince and its Legendary, the Rat Emperor.
    The storm drainthe Trailer Park
    The Speakerslow, hits hardest
    The Whipquick
    The Backbencherwill not fall over
    Rat Knight
    Rat Crossbowmanshoots from 3 tiles
    Drowned Plumberundead
    Sewer Sludge
    GutterplateMelee 90: kills heal 5%
    Rat Princea pet
    Rat EmperorLegendary
    The Rat Court: the three kings, the gutter channels either side of the middle, and sludge in the corners.
    The Rat Court: the three kings, the gutter channels either side of the middle, and sludge in the corners.
  4. The Fever Ward
    1. Added the Fever Ward, a party dungeon in the old pier hospital on the Boardwalk: the Fever Ward (Combat 70), the Night Ward (82) and the Long Night Shift (92), paying 14,000 / 17,500 / 21,500 a clear.
    2. The lights go out in the busiest ward every 35 seconds and everything in it moves. Standing in the dark gives you a fever, up to 10, and every point makes every hit you take 4% worse.
    3. Night Nurses mend the most hurt monster near them every few seconds.
    4. Added the Night Doctor: three times he sends you into a dream where there are four of him and only one is real. A copy bursts and raises your fever; hitting the real one ends the dream.
    5. Added the Night-shift robes (Magic 95): with all five, your spells reach a tile further and a tenth of what they do heals you. Added the Sleepwalker and its Legendary, the Dreamwalker.
    St. Fever'sthe Boardwalk
    The Night Doctordreams three times
    Night Nursemends the monsters
    Night Orderly
    Fevered Patient
    Walking Drip
    Night-shift robesMagic 95: reach, and spells heal
    Sleepwalkera pet
    The DreamwalkerLegendary
    The Night Theatre: the Night Doctor and his nurses.
    The Night Theatre: the Night Doctor and his nurses.
    Admissions, where the lights go out first.
    Admissions, where the lights go out first.
  5. The Hall of Mirrors
    1. Added the Hall of Mirrors, the extreme dungeon, at the Carnival: exactly four players. The Hall of Mirrors (Combat 92), the Glass Maze (98) and the Queen's Reflection (99, once a week), paying 59,000 / 75,000 / 88,500 a clear.
    2. Every room's monsters are your party: a reflection of each of you with your own attack, defence, max hit, speed and reach. Your own reflection takes only a fifth of what you do to it.
    3. Added the Mirror Queen: twice she splits into a copy of each of you, and all the copies have to break within 6 seconds of the first.
    4. Added the Silvered leathers (Archery 99), the best defence in the game: with all five, rare drops come up 10% more often. Added the Mirror Imp and its Legendary, the Glass Queen.
    The funhousethe Carnival
    The Mirror Queensplits into all of you
    A reflectionone of each of you, every room
    The Queen's copybreak them together
    Silvered leathersArchery 99: the best defence there is
    Mirror Impa pet
    The Glass QueenLegendary
    Your own reflection, at your own level, with your own numbers.
    Your own reflection, at your own level, with your own numbers.
    The Mirror Queen, at the end of the hall.
    The Mirror Queen, at the end of the hall.
  6. Everything else
    1. Changed: a party can be up to 8 now (it was 4). Every party dungeon but the Hall of Mirrors takes two to eight; a boss grows with the party (2.2x for four, 4.6x for eight), and the share of the damage you need for full pay falls with it (a tenth up to four, 5% at eight).
    2. Every dungeon's clears are counted by depth, and the Count Room's now count in the version issue's totals.
    3. Added fastest-clear boards on the Hiscores for all nine new dungeon tiers.
    4. Fixed: the "bring" level on the Crypt, Pyramid and Undercity windows is readable now.

Worth knowing

  • Nothing you own changes. The new sets come only from their dungeons' chests, and a chest never repeats a piece.
  • Every dungeon still takes an ante, pays three clears a day in full and a quarter after, and a wipe keeps the ante.
  • Every change is listed below, dungeon by dungeon.