Dragon Soul item properties changed to 15% chance of free glyph cast.
Interesting; this has definitely got me curious and I'll be trying it out later. Like unpredictable dodge, though, it may be difficult to leverage even if it is quite powerful.
Balanced Dagger bonus is now 3 XP
I'll give the Balanced Dagger another look now. It's a little weird since it changes your entire game plan, so it'll need playtesting to know for sure whether this addresses its issues.
Naga Cauldron bugfix, now permits overheal
Sounds good; now here's hoping to see it in the Slime Pits next week ^_^
Non-level XP bonuses apply to Slayer Wand (learning, petrification, etc)
Not going to change my opinion of the item, even if it is a sensible change.
Orb of Zot effect now effective vs hidden monsters, buffs player while in inventory
Sounds great; I'll definitely give this item renewed attention.
Crystal Ball starts off charged when bought from shops
Crystal Ball increases in cost per use
Interesting direction. I like making it start off charged when purchased from shops, but I dislike further pinning its downsides on its gold cost.
Transmuter now replenishes mana before triggering Spirit Sword
Strength potion damage adjusted
Strength potion and Spirit Sword will prioritise instance with highest damage
Strength effect: adds +1 damage per character level
All interesting stuff. I don't think the +1 damage per character level will rescue the strength potion from being predominantly used by 1st level characters at the start of the dungeon run, but it's a step in the right direction.
Good changelog, though once again I must mention that if APHEELSIK is going to remain at 5 MP then mystic balance needs a change, since it affects too few glyphs now.