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Multiplayer The Stonehenge Chronicles - JANUARY 21, 2008 North America and Europe Only The Stonehenge Chronicles Update Notes Happy New Year! 2008 is upon us, and we’re thrilled to be kicking it off with our first major update – the Stonehenge Chronicles. We’ve got a lot in store for all of our players, so let’s get to it! In this update, you’ll see the first of the big balance sweeps we’re doing on all of the character classes. Both the Guardian and the Evoker got a lot of attention this time around, and we hope that players of those classes will dig into how the classes play now. We’re making it simple for these players to get a handle on the new balances by allowing them to completely respec their characters. PvP is starting to get more attention with the introduction of the Dueling Arena. This both makes dueling easier to accomplish and also gives us a better and more accurate way to track play habits and stats – a key to really increasing this section of the game. There’s also a whole slew of other overall improvements, tweaks, and additions, so take a couple of minutes to go through the release notes and see what’s new. For our Subscription Members, we’re opening the portal to Stonehenge! This is a completely new area that not only has new items and monsters, but also completely new ways to experience the game. The Essence Caves are the first of our non-linear style of play. You can repeat this long quest chain multiple times throughout the career of your character as it scales with your character (or party) level. The rewards are rich and many of them are unique to the Stonehenge area. The Wild is also a new type of game play since it is focused exclusively on group play. You need big groups to have success out there – and the deeper you get, the harder it gets. It’s time to get your friends together! We’ve got lots more in store, and we’re working on every aspect of the game. Thank you all for your support over the past couple of months. We’re listening and doing all we can to make Hellgate London what we all want. See you online! --- General Based on the number and depth of balance changes to skills in this update, certain characters will be provided a “respec token” that allows them to reassign their skill points. This token is automatically placed in the character’s inventory and can be used at any time. All Evokers and Guardians will receive respec tokens, as will all characters in Subscription Member accounts. 激しくスキル調整したクラスがあるんで、スキル振りなおしのアイテムあげよう。ただし、課金者には全キャラあげよう。 PvP A Dueling Arena has been built for those who wish to test their mettle against each other. When challenging another character to a duel, the invitation dialogue indicates that the duel will take place in the Arena. When the duel is accepted, both characters are instantly transported there. When both characters have loaded into the Arena, a countdown begins. During the countdown, characters can move, but they cannot use skills, activate items, cast spells, or attack their opponent. After a duel has been won, the defeated character is reset, as is their opponent and a new countdown clock begins. Players can leave the Dueling Arena by activating their Recall device. Players can still duel in other areas by joining the same party and activating their /pvp flag as before. Group Play Increased experience and treasure bonus for groups. Characters now receive more experience and treasure on a greatly accelerated scale based on number of players in a group. Fixed a bug where grouped players that were separated from the rest of their party were receiving extra experience for all of the other group members. Graphics Templar melee animations have been tweaked for smoother combat flow. Memory Manager Party members will now show up in higher resolutions. Players will not see the change until they move to a different zone and users must have Textures at least set to High. User Interface The Mini Map is now set to the top right of the screen with character state icons appearing below. The Chat Window is now scalable. To adjust the size of the chat window, hold down the ALT key. There is a small tab in the upper right hand corner of the chat interface that can be used to resize the window. The LFG interface has received new functionality. To activate the LFG Interface, simply press the ‘P’ key.The screen has been re-arranged to allow for more information and additional features. Party Leaders can advertise existing groups to add new members. Individuals can advertise themselves as being available for a group. To instead create an entirely new group, select the CREATE PARTY option. Otherwise, the character is listed as an individual looking for a group to join. New search filters have been added to better find the right group dynamic. Players can now Invite, Join and Whisper to individuals or groups listed in the LFG interface. Skills There are a wide variety of balance tweaks across the Templar and Cabalist factions. Cabalist Brom s CurseThis spell now heals a fixed amount based on the attacker s level instead of being based on a percentage of the attacker s health. The rank progression of this spell has been adjusted. Brom s Curse affects up to 4 targets for 5 seconds at rank 1. The maximum number of targets is increased by 1, the duration increased by 1 second, and the amount healed is increased by 12.5% per rank. This spell may now be cast while moving. The range of Brom s Curse has been increased to 20 meters. AfterlifeThe power cost of this spell has been reduced. Elemental DrainThe power cost of this spell has been greatly reduced. The casting time has been reduced by 1 second. Word of FearThe Fear Attack Strength of this spell now properly scales with the caster s level. The base Fear Attack Strength of this spell has been increased by 25%. The rank progression of this spell has been adjusted. Word of Fear now gains 33% more Fear Attack Strength per rank. Evoker Skill Rank bonus descriptions have been updated and normalized to be based on their initial rank 1 effect. For example, Spectral Bolt now displays no Phase Attack Strength bonus at rank 1, but displays a more clear bonus of 25% Phase Attack Strength per additional rank. Spectral CurseSpectral Curse now also reduces targets movement speed by 10%. The rank progression of this spell has been adjusted. Spectral Curse now affects up to 4 targets for a 5 seconds at rank 1. The maximum number of targets is increased by 1, the duration increased by 1 second, and movement speed penalty increased by 5% per rank. This spell may now be cast while moving. The power cost of has been reduced substantially, and the range has been increased to 20 meters. The explosion damage caused by Spectral Curse has been increased. Drain PowerThe damage of this spell has been increased significantly. Drain LifeThe damage of this spell has been doubled. Arcane ShieldThe rank progression of this spell has been adjusted, providing slightly less shields at lower ranks. Arcane Shield is unaffected by the Evoker s movement. This spell now lasts for 10 seconds with a 25 second recast time. Concentrate DamageThe rank progression of this spell has been adjusted. Concentrate Damage now provides a lower initial damage bonus, but grants a greater bonus per rank. Concentrate Damage s new damage bonus progression surpasses its previous curve damage bonus progression at rank 4. Summon EmberThe rank progression of this spell has been adjusted. Additional ranks of this skill now provide 15% more damage instead of 20%, but the base damage of the Ember pet is significantly higher across all ranks. The Ember s Health, Damage, Ignite Attack Strength, Critical Chance, Interrupt Strength, Interrupt Defense, and Armor have been increased. FirestormThe rank progression of this spell has been re-designed. Additional ranks of Firestorm now provide a 5% increase in damage rather than an increase in Ignite Attack Strength. Firestorm surpasses its previous damage at rank 3. The Ignite Attack Strength of this spell has been reduced. The range of this spell has been increased to 10 meters. FlameshardsThe Flameshards spell has been re-worked. The number of shards fired is now fixed at 7, but multiple shards stack with each other. Individual shard damage has been decreased slightly to take damage stacking into account. Increased ranks in Flameshards now increases each shard s Ignite Attack Strength by 25%. The spells now has a cool-down time of 2 seconds. This spell s power cost has been decreased. The base Ignite Attack Strength of this spell has been increased by 25%. The range of this spell has been increased to 25 meters. The explosion delay of Flameshards has been decreased to 1 second. HellfireThis spell s casting time and initial power cost have been reduced significantly. Additional ranks now provide a slightly smaller decrease in power cost. This spell now has a cool-down time of 2 seconds. The damage and Ignite Attack Strength of this spell have been increased substantially. The range of Hellfire has been decreased to 25 meters. The targeting of this spell has been fixed. Spectral BoltThe rank progression of this spell has been adjusted. Spectral Bolt now provides an additional 25% Phase Attack Strength per rank. The initial Phase Attack Strength of Spectral Bolt has been slightly increased. The power cost of this spell has been decreased, and the Phase duration has been increased by 1 second. The cooldown of Spectral Bolt has been decreased to 1 second. The base Phase Attack Strength of this spell has been increased by 25%. Spectral LashThe damage of this spell has been increased by 35%. Spectral Lash MasteryThe damage of the explosion caused by this spell has been doubled. The rank bonus of this spell is now applied to the explosion effect properly. Lightning FieldThe damage of the Lightning Field has been increased substantially. The power cost of this skill has been decreased. This spell now has a cool-down time of 2 seconds. The rank bonus tooltip now properly displays a 15% instead increase in radius. The splash damage of the initial effect has been increased by an additional 17%. TempestThe casting time, power cost, and cool-down of Tempest have been decreased. The base damage of Tempest has been decreased. The strike frequency bonus per rank of Tempest has been decreased to 10% per rank. Each Tempest cloud now lasts for 15 seconds and has a range of 15 meters. The rank bonus of this spell now properly increases the frequency of lightning strikes. Arc LegionThe rank progression bonus of this spell has been changed. Additional ranks now increase the Shock Attack Strength and Shock Effect Damage of Arc Legion by 25%. The range of this spell has been fixed at 18 meters. The damage of this spell has been increased. DemonspineThe rank bonus of this spell has been slightly adjusted to a 25% increase in Stun Attack Strength per rank. The power cost of this spell has been decreased. The damage of this skill has been increased. The base Stun Attack Strength of Demonspine has been increased by 20%. BoneshardsThe rank bonus of this spell has been slightly adjusted to a 50% increase in Stun Attack Strength per rank. The damage of this spell has been increased by 60%. The cooldown of this skill has been decreased to 6 seconds. The base Stun Attack Strength of Boneshards has been increased by 25%. The power cost of this skill has been increased. SkullsplitterThe rank progression of this spell has been adjusted. Skullsplitter now begins with 12 fragments and gains 2 additional fragments per rank. Skullsplitter now explodes into a significantly more predictable nova pattern. The power cost and cool-down of this spell have been slightly decreased. Venomous SpiritThe damage of this spell has been increased and the power cost has been decreased. The Fear Attack Strength of this spell now scales properly with the caster s level and has been increased significantly. Additional ranks of Venomous Spirit no longer provide an increase in Fear Duration. The travel speed of the Venomous Spirit has been increased significantly. Venom ArmorSeveral bugs with which allowed the swarms created by Venom Armor to bypass its intended cool-down time have been fixed. The damage of each swarm created by this spell has been increased, and each swarm now lasts for a fixed amount of time on their target. The initial armor provided by this spell has been decreased, but the absolute bonus to armor per rank has been increased, reaching the previous maximum armor bonus at rank 10. SwarmThe rank progression of this spell has changed. Additional ranks in Swarm now increase the Poison Attack Strength and Poison Duration of Swarm by 20%. The cool-down of this spell is now fixed at 6 seconds. The power cost of this spell has been decreased significantly. Templar Aura of Power, Aura of Renewal, Aura of Defense, and Aura of Salvation have been rebalanced. Additionally, their skill rank progressions have been normalized to provide a 33% increase in effectiveness per skill level. Blademasters and Guardians will now see more return on investment in these auras. Aura of PowerThe power regeneration granted by Aura of Power has been decreased. At rank 10, Aura of Power grants 94% of the power it gave previously.AoP Rank10で以前の94%程度、つまり弱体化。 Blademaster Call of the ChosenThe Taunt and Fear Attack Strengths of this skill now properly scale with the Blademaster s level.Taunt/Fearスキルの強さが、キャラレベルに合うようにで調整された。 Guardian Aura of RenewalThe initial health regeneration granted by Aura of Renewal has been slightly decreased. By rank 10, this aura provides significantly more health regeneration than it did previously.以前と比べて、Rank1は弱体化、Rank10は強化。 Aura of DefenseThe armor bonus granted by Aura of Defense has been decreased.AoD弱体化(以前の半分くらい)。 Aura of SalvationThe initial elemental attack defense granted by Aura of Salvation has been slightly decreased. By rank 10, this aura provides significantly more elemental attack defense than it did previously.AoRと同じ。 Grand AuraThis skill now provides an equal percentage increase to the Guardian s Holy Aura radius at each rank, ending with the same total increase at rank 5 as it did previously.20/30/40/50/60 - 12/24/36/48/60 ChallengeThe Taunt Attack Strength of this skill now properly scales with the Guardian s level.Tauntの強さのベースが、キャラレベルに見合った強さになった。 DenounceThe Taunt Attack Strength of this skill now properly scales with the Guardian s level.Challengeと同じ。 Quests Certain quests that could not be completed after defeating Sydonai because Emmera was no longer accessible can now be turned in to a new NPC named Sammy. Items Unique items that were found before Patch 0.5 that are missing special attributes may now be rerolled for free. The process is as follows All mods must first be removed using a Delux De-Modificator. This is available once at no cost for qualifying items. Once all the mods are removed, insert the item into an Augmentrex 3000. Now click any of the three "Add Property" buttons to reroll the item attributes. All item attributes will be rerolled and the item balance will be up-to-date. If the item level was previously upgraded with the Nano Forge, the additional item levels will be added to the newly generated base level after the item reroll. This means that the new item level may not be the same. The Stun Defense granted by the Gyro Stabilizer has been increased. Health and Power injectors now show up in high level stations. Fire Extinguishers now give the appropriate Ignite Defense. Monsters Monsters with the Infested ability have had their damage reduced. Crafting The limit on number of times an item can be upgraded has been raised to 10. Upgrading an item takes 50% less resources. A new, rare salvaged material crafting material called Nanoshards are now required to upgrade items.Nanoshards can be obtained from any item, but the chance to salvage one is increased when disassembling rarer items. The number of Nanoshards required to upgrade an item increases each time the same item is upgraded. Fixes The mini-game now has a timer. This is partly a fix for characters at level 50 who have finished all the quests and get the quest icon and therefore cannot finish it. Fixed a bug where characters would not save when they killed 65,534 monsters in one session. Grappler no longer changes a character’s position in PvP. Fixed a rare bug where equipping the Cleanser and a shield can delete the shield. Fixed a rare bug where Templar could equip both the Cleanser and a shield. --- Special Subscriber Features Stonehenge is a new, non-linear adventuring area that can be accessed through a special portal in Templar Base. The quests and areas around Stonehenge scale in difficulty to challenge characters of any level. This is to allow players to return to this section of the world numerous times and complete the longer associated quests, missions, and raid areas. Stonehenge itself is a new hub that holds a larger number of players than most Underground Stations. There are new NPCs, new quests, and most importantly, new adventuring areas that are unlike anything within the confines of London. Quests A new series of non-linear quests introduce the area surrounding the great druidic monument of Stonehenge. The Caste Caves These mystic caves can be found in the wilderness areas outside of Stonehenge. Each caste of demon - Beast, Necro, Spectral, and Primus – has a powerful overlord that resides in these caves. The caves themselves are sealed by the essential aspect of their master’s caste. These caves cannot be entered until the essence of five (5) Champions of the matching demonic caste has been collected. Essence can be collected from any Champion, so adventuring above and below the streets of London may gain you the keys to unlocking these special areas. Once a character has gathered the required essence of a single Caste, they can either solo or lead a party into the caves and battle against the resident overlord. Not only are there great and special riches to be won, but the head of the caste overlord is also claimed. Once a character has collected the heads of the Beast, Necro, Spectral, and Primus overlords, the adventure continues. Moloch’s Lair A great and powerful Demon known as Moloch resides in the rough countryside surrounding Stonehenge, and only the worthy may enter his domain. Characters that have collected the heads of the Beast, Necro, Spectral, and Primus overlords can then make their way deep into the realms of Moloch, the Pit Baron. Moloch has very unique items that can only be won by defeating him in combat, so the journey to his defeat can be well worth the effort. His soul is eternal, however, so the process of opening his sanctum and destroying his corporeal form is a never-ending challenge. The Wild The other main area that lies outside of Stonehenge is known only as The Wild. The challenges here are far greater than anywhere else in or around London, requiring raiding parties to properly navigate them. The Wild is divided into three increasingly difficult sections that are balanced for parties of six, seven, and eight. This is regardless of the number of characters that enter The Wild, so while you could try to make your way slowly with a smaller group, the going will not be easy. Items There are new weapons and armor that can only be found in the areas surrounding Stonehenge. These new items have very different appearances from those found within London, so keep a sharp lookout for them. 13 new base weapon types divided amongst the Templar, Cabalist, and Hunters. Each faction also has two all-new Helmet types. Environments Apart from the settlement that has secreted itself at the Stonehenge triliths, there are numerous new areas to explore. Chief amongst these are the various Caste Caves and grand expanses and dark forests of The Wild. There are also new undergrounds and interiors to explore scattered throughout the countryside. Monsters The areas around Stonehenge also have spawned new Demons. The Winged Imps rain death down from the skies and swoop in to sever heads of those foolish enough to seek them out. Burning Fiends move amongst the underbrush and between the windswept trees. Moloch, the Pit Baron, also makes his fiery presence felt for the first time. Patch Notes Disclaimer While we make every effort to include all upcoming changes in our patch notes, please be aware that occasionally some changes are unintentionally omitted.
https://w.atwiki.jp/bloodlinechampions/pages/59.html
Open Beta • The Open Beta phase has begun. (Remember that most VIP features -60 day VIP from champions edition and lifetime VIP from Titan goes live at launch) • Account Statistics have been reset for all players in Beta (Games Played, Ranking, Grade, Level Experience, Time Played, Team Slots and Leaver Status). • The Bloodline rotation scheme has been turned on. • Extra Team slots have been added to all players that have pre-ordered. • Players can now earn Blood Coins by playing custom matchmaking games. • Winter gifts will be sent out to players that login on certain days in December ) General • Gamemode based sounds tweaked. • Ambient Occlusion added as a graphic setting. • The Default Key bindings are now correctly handled depending on your keyboards current language settings. • Ambient sounds added to all maps. • Ambient sounds volume slider added to audio options. • Particle Engine optimized. • Deferred rendering (high graphics setting) optimized. • Fixed a few graphical bugs (might solve some issues for some graphics cards that had problems with the Bloodline previewer or had other problems in-game). • Fixed a bug with leaver protection when playing 1v0 games or playing as an Observer. • Ignore list no longer duplicates all entries on load. • Fixed a bug where a players did not get leaver penalty when failing to load during solo matchmaked games. • Fixed a bug causing new teams or new solo players to get wrong division and rank. • Fixed a bug in the GUI where the rank and division of a team were displayed as 0. • There are now a total of 30 grades up from 15 (art and names are to be updated in the future). • Player movement and movement speed have both been reworked, players will now be able to change direction more quickly. • Several particle systems effects updated with new graphics. • The server now waits a longer time before it shuts down after a game. • The server now informs which players that are still loading during the load state. • A setting to make EX-abilities not cast the default ability when a player doesn t have enough energy has been added to the option menu. • Increased the time it takes to be able to get matched against the same team again in matchmaking. • Silhouettes have been replaced with a Highlight effect. • Fixed a bug causing the energy runes to spawn visually at different times on different clients. • LightFX have been implemented and can be turned on from the interface options. Players that have Dell/Alienware computers that supports LightFX will be able to see color changes when for example you join a matchmaking queue, join a lobby or gain energy. Seasons • Season 4 has ended, top players in this season will receive their rewards. • Season 5 has begun. Marketplace • The marketplace can now be browsed in-game, note that players cannot unlock items using Blood Coins or Funcom Points until launch. • Players can now view items in the Marketplace. • Pre-order Items are now viewable in the Marketplace. • New Outfits Weapons are now viewable in the Marketplace. Items • Players have now received their pre-order items. • Outfits Weapons can now be equipped using the Bloodline preview panel. • Several beta testers have received unique items depending on when they entered the Beta. Camera • Camera sweeps introducing both teams before the first round added. • Camera now spins around the player with highest combat value alive in the winning team when a round ends. GUI HUD • The HUD layout has been tweaked and updated. • The Observer HUD has been tweaked and updated. • The HUD Top bar has been reworked. • Countdown timer graphics updated. • Funds Account Status added to the profile page. • Match-up balance is now displayed in percentages in the game lobby. • All Bloodline Icons updated with new graphics. • The cooldown counter on the ability bar now stops when a player dies. • Fixed a bug with the match history not showing the correct matches. • A percentual estimation on which team that has the upper hand is now visible in the game lobby. Map Updates • Sheltidia the Sky Temple - New CTA map is now available. • Gatura Summit has been slightly tweaked. • Extra cannons added to Gatura Summit. • All maps have been updated with new lightning. • Conquest Points capture time down to 5s from 10s. Capture the Artifact - Gamemode Reworked • Players will now automatically pick up artifacts when near one. • It takes 1.5 second to pickup an artifact from a pedestal/capture point. • Picking up artifacts from the ground is instant. • No positive or negative effects added to a player that carries an artifact. • Players can now throw artifacts farther and faster. • Enemies can now pick up artifacts in-air when a player from the other team throws one. • The Gamemode now only last 1 round. • Retrieving both artifacts starts a 10s timer, holding both artifact for this time results in 1 point, first team to score 3 points win the game. • Respawn time set to 5s. • Game time is now set to 10 minutes, if no team have won after 10 minutes sudden death begins; increasing the respawn time for players over time. • All players now gain the Presence of an Artifact buff; Increasing damage healing done by 40% as well as increasing Recovery Health by 40%. • Resurrection Medallion switched to a Warp Medallion, enabling all players to teleport once every 20s in CTA. Statistics • The first version of the statistics feature is now implemented and can be found in your profile. • Everyone can view basic statistics, but more advanced statistics will only be viewable by players that have pre-ordered the game. Later this information will only be viewable by VIP members. • More statistics will be added in upcoming patches. In-game Voice Chat • In-game Voice Chat (VoIP) is now implemented, use the options menu to enable/disable and configure settings. • If VoIP is enabled players should automatically join a Voice Channel when connecting to a game server. • There are three types of channels, one for each team, and one for observers. Changing channels is done automatically when changing team or observing. • The VoIP setting for how sensitive the microphone is for input is currently not working properly; This will be fixed in a later patch. Animation Library • A new animation library has been implemented. • There should be less animation bugs. • Animations are now more optimized. • Several new animations and updates on old ones. Loader • The loader has been reworked and should now function more smoothly. • The loader will now update itself to the latest version before it begins the patching of the game client. • Now displays "Maintenance" when servers are down for maintenance. • Now displays download speed when downloading a new patch. Bloodlines Abilities • The four new bloodlines Stalker, Guardian, Blood Priest and Seeker is now available to play for everyone that have pre-ordered the Bloodlust Upgrade or the Titan Edition. • All projectile range and velocity tweaked, overall projectiles will travel a ~5-10% shorter distance (tool-tips velocity and range updated - was a tad off before, now it displays the correct values). • Melee Cones Range down to 22 from 24. • Melee Cones Angle down to 50 from 65. • Target AoE’s have been slightly reworked and should now spawn on a more likely target position when used near gaps/objects. (Volcano, Plague, etc). • Beams now uses a new type of collision; should be a lot more accurate. • A lot of slows have been tuned down. • Fixed a bug causing ground AoE slows to affect targets immune to movement impairing effects. • Absorb scrolling combat text is now stacking like damage and healing. • Trances (Wuju, Kunju, etc) are now labeled as Trances instead of Self Buffs in the tool-tip. • Trances tool-tips updated, stating that trances now trigger on projectiles/melee direct AoE s. • Non-Projectile/Melee Abilities that trigger trances are now displayed in individual tool-tips (AoE Spells that currently trigger trances are Volcano, Mortar Terror of Ahl’Buhl). • Trances no longer makes the target immune to knock backs during the channeling effect. • Several Abilities have had their global cooldown reduced to 0.3s from 0.4s. • Buffname is now displayed when hovering a buff icon. • A couple of bugs with the ex-system not correctly removing an ex-buff after it s duration or player death have been fixed. Tanks Vanguard • Max Health down to 210 from 225. • Size down to 7.5 from 8. War Axe • Slow factor down to 25% from 50%. • Dismantle Slow Duration set to 1 – 2s depending on range, down from 2.5s. • No longer interrupts other abilities cast than the core and secondary ability. Reflect • Stun Duration from melee attacks down to 1.2s from 2.2s. • Now absorbs all damage taken from melee attacks. Van’s Guard • No longer trigger Rage on dots. Rage • No longer absorbs damage. • Duration down to 7s from 10s. Horrifying Roar– EX Removed Battle Shout – New EX (Q, Reflect) Applies Battle Shout on all nearby allies, increasing damage done by 25% and movement speed by 15%, target’s health cannot drop below 1 health, last for 3s. Thorn • Size down to 7.5 from 8. Fungal Spores • Damage up to 14 from 10. • Bonus damage up to 6 from 5. • Slow Factor down to 10% from 15%. Defiled Plant • Slow Duration down to 2s from 3s. • Slow Factor down to 30% from 50%. Mud Walk • Now displays energy gain in tool-tip. Dead Roots • Damage per second up to 20 from 14. • Duration down to 3.5s from 6s. Mushroom Spore - Reworked Inflicts Sprout on impact. Sprout Inflicts Mushrooms on the target if it stands on ground level, the effect triggers 3 times over 5s. Mushrooms Deals 6 damage and immobilizes target for 1s. EX 1 – Fungal Spores - Reworked Casts 2 projectiles over 0.7s, each projectile deals 18 damage on direct impact and 14 damage to nearby enemies, inflicts Fungal Spore. on all enemies caught in the blast. Hitting a target affected by Fungal Spore deals 6 extra damage per stack. EX 2 – Healing Spores • Delay down to 0.5s from 0.8s. • Area up to 26 from 22. Glutton • Max Health down to 210 from 225. • Size down to 7.5 from 8. Stone Shield • Fixed a bug causing Stone Shield to display 20% of damage taken as protection instead of 80%. • Now breaks after absorbing 56 damage. Onslaught • Damage down to 16-34 from 16-40. Inhibitor Rune Infusion • Debuff duration down to 6s from 8s (same as normal Sol/Ohm debuffs). Wuju • Cast-time up to 0.2s from 0. Rune Shield • Stun duration down to 1.5s from 2s. Ohm Bolt • Healing from consuming ohm stacks down to 7 from 9. Runic Discharge • Slow duration down to 1.5s. • Slow factor down to 20% from 30%. Woje • Damage up to 10 from 8 • Incapacitation duration up to 0.6s from 0.2s. Wahl Burst • Fixed a bug causing the effect to not become renewed when hit by multiple Wahl Bursts. Ranged Igniter Searing Displacement • Cast-time up to 0.2s from instant. Living Flame • Cooldown down to 11s from 13s. • Area down to 28 from 35. • Damage down to 8 from 12. • Max Duration down to 1.6s from 2.5s. Crippling Fire • Slow duration down to 2s from 3s. Fire Beam • Damage up to 20 per second from 18. Flameshock (EX) – Removed Fire Wall – New EX (Living Flame – R) Creates a wall of fire at target location after a 0.2s delay, enemies inside the wall is dealt 2 damage every 0.5s. Projectiles that travels through the wall turns into bolts of fire; deals 8 damage to nearby enemies on impact, the igniter is healed for 8 health if caught in the blast. The firewall effect last for 2.5s. Gunner Stealth • Movement speed increase down to 15% from 35%. Execute • Cooldown up to 6.5s from 4s. Disabling Shot • Slow Duration down to 2s from 3s. • Slow Factor down to 30% from 40%. Focus Shot • Sound tweaked. Nomad All boomerang’s velocity tweaked, boomerangs should now return faster and travel ~10% shorter distance. Wind Strike • Slow Duration down to 1.5s from 2.5s. Sluggish • Slow factor down to 25% from 40%. Boomerang Storm • Damage up to 16 per second from 12 per second. Endurance EX - Removed Wind Thrust – New EX (Haste, Space) Leaps towards target location, deals 10 damage and knocks enemies back slightly. Engineer Movement speed up to 155 from 150. EMP Blast • Slow Duration down to 1.5s from 2s. Jet Pack • Global Cooldown down to 0.3s from 1s. Flame Thrower • Slow Duration down to 2s from 3s. Tractor Beam • Damage up to 14 from 12. Melee Spear Master Whirlwind • No longer triggers trances. Kunju • Cast-time up to 0.2s from 0. • Fixed a bug causing Instant Injection to deal damage when Kunju’d. Shuriken • Slow duration down to 2s from 3s. • Slow factor down to 25% from 33%. Evasion EX - Removed Tempest - New EX (Fleetfoot, Space) Dashes towards target location, deals 16 damage and inflicts Disturbance. Spear Master becomes Immaterial during the dash. Disturbance Locks all cooldowns, lasts 2s (players can still use spells that are not on cooldown, spells on cooldowns will not count down during the duration of this effect). Ranid Assassin Camouflage • Haste increase down to 15% from 25%. Toxic Bomb • Slow Duration down to 2.5s from 3.5s. • Now deals 8 initial damage. • Area down to 20 from 28. • Time in air increased slightly. • Now displays a mark where the bomb will land. • Cast-time down to 0.3s from 0.6s. Poison Dart • Duration down to 6s from 8s. Venom Dart • Now inflicts 1 stack of Vicious Poison on the main target down from 3. Harbinger Blood Grip • Hemorrhage slow factor down to 25% from 30%. Shadow Shift • Hemorrhage slow factor down to 25% from 30%. Nether Shift • Hemorrhage slow factor down to 25% from 30%. • Hemorrhage duration down to 4s from 4.5s. Plague • Duration down to 3s from 6s. Nether Strike • Damage and healing down to 16 from 20. • Silence duration up to 1.5 from 1. • Delay before impact down to 0.6s from 1s. Healers Alchemist Crippling Goo • Slow Factor down to 40% from 60%. Sleep Vial • Duration down to 2.5s from 3.3s. • AoE Duration down to 1.2s from 1.5s. • Cooldown down to 8.5s from 10s. Psychopomp • Movement speed up to 155 from 150. Mind Transfer • Fixed a bug causing dashes to continue after being hit by mind transfer. Mind Flux - Reworked Travels to target location. Colliding with an enemy causes a Mind Separation effect dealing 16 damage, inflicting Slow and teleporting the target away from the Psychopomp, the Psychopomp materializes on location on impact. Other side • Duration down to 2s from 2.6s. • Haste up to 20% from 15%. • Cooldown down to 11.5s from 12s. Spiritual Link • Cast-time down to 0.6s from 0.7s. Herald Stiffling Dust • Cast-time down to 0.44s from 0.5s. • Cooldown up to 0.58s from 0.5s. Chronoflux • Chrono Shield effect removed (the 20% damage reducing effect). Aura of Devotion • Healing and Anti-Healing effect down to 60% from 75%. Astronomer Astral Beam • Damage Healing up to 34 per second from 30. Moon Flare - EX Removed Moon Stone • Delay before impact down to 0.8s from 1s. Sun Ellipse • Cooldown down to 7.5s from 8s. Sun Swirl - New EX(Sun Ellipse, Space) Splits self into two orbs traveling in a swirl to target location, each orb heals allies for 5 health and deals 5 damage to enemies. Heals allies near the destination for 8 health, deals 8 damage to enemies near the destination. Astronomer travels back to his original position if the destination is blocked by terrain. Using this ability reduces cooldown of Sun Ellipse by 75%. User avatar Ilves Developer Posts 122 Joined 25 Nov 2009 21 14 * Private message
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RIFT 1.3 - WAVES OF MADNESS - 6/22/11 1.3 KNOWN ISSUES Guild Banks are not yet available thanks to an excellent find by our PTS testers. We will update you on their status later today. Iron Pine Peak daily quests are not properly awarding Plaques of the Mountaineer - a hotfix for this is underway. FEATURED The opening of Hammerknell draws near; the forces of Water and Death stand to unleash their power on Telara while the Ascended rush to contain Akylios and his cult. Character Transfers are now open - see below for details on moving your character or guild! Quantum Sight and Omen Sight now allow Ascended to see all new Artifacts for all new collections! A variety of new costume armor can be found in Iron Pine Peaks, Stillmoor, and Shimmersand. CHARACTER TRANSFERS Character transfers are free and a character can be moved once every 7 days. To be eligible for a transfer, your character must meet the following requirements Level 15+ [does not apply to characters on designated Trial Shards] If under level 40, the maximum Platinum that you can transfer with is capped at 3 Plat per character level. Your account cannot be Coin Locked You cannot have mail left in your mailbox, or auctions left on the auction house/pending bids. Initiate a Character Transfer from the Character Select screen. Not all shards or factions will be open for transfer at a given time; this will change based on population balance. If your name is not available on the desired shard, you will be prompted for a rename prior to moving. Once you accept the transfer, it will take several seconds to complete. For information on transferring your guild [as a guild leader], or joining your guild after it has moved, see below under GUILD TRANSFERS. GUILD TRANSFERS Guild leaders will be able to choose whether or not to move their guild with them to a selected shard after satisfying all of the above transfer process requirements. The Guild Bank must be empty for a guild to be eligible for transfer. If you are a member of a guild that has moved shards, you will be informed the next time you log in, and the same information will be available on the guild window until you transfer or join another guild. If you choose to transfer shards with your guild, the destination shard and faction will always be available to you, even if it is closed to non-guild transfer characters. You will need to meet all of the above individual character transfer requirements. Once your individual transfer is complete, you will be automatically joined with your guild on your new shard. GUILD BANKS Details on Guild Banks will be available once these are activated. GENERAL The Spoils of War comes to a close, and the daily quests and currency no longer drop after the release of Waves of Madness (1.3). Added a wide variety of new artifacts that can only be found by those Ascended that possess Quantum Sight or Omen Sight. New rewards and titles come along with them! The Icewatch Quartermaster in Iron Pine Peaks has a new set of costume armor for sale! The Quartermaster for the Order of Mathos in Stillmoor now offers new costume recipes for Armorsmiths! Collect a set of Refurbished Mathosian armor! These recipes require Tarnished Mathosian armor pieces, which drop from Undead and Endless Court mobs throughout the zone. Fixed expiration issues with temporary runes - they should now behave as expected. Multiple incoming quest-sharing offers will now be properly queued. Fixed a few artifact locations that had fallen victim to being stuck in invisible walls or beneath ice. Starting armor pieces will no longer allow you to try to dye portions of it that cannot be dyed, and cheat you out of a dye item. Fixed a bug preventing you from moving armor directly from your bank into a Wardrobe slot. Lava and Tar no longer have an effect on dead characters. Fixed a number of bugs where runes and other item effects were not being correctly removed when the enhanced item was un-equipped. Item tooltips for artifacts now list if you ve already collected the item if you are viewing the tooltip outside of your completed/in-progress collections window. RIFTS AND INVASIONS With the passing of the Spoils of War prelude, coin rewards for zone wide events have returned to previous levels. All zone events now use the blue shield icon on the map to indicate wardstones that must be defended. Expert Rifts will now be labeled as such on the map when opened. Rift lures and husks now have unique and improved icons. Raid Rift Growth of the Aelfwar Fixed some of Earl Aelorwin s abilities and their interaction with spell reflections. Raid Rift The Golden King The fourth stage will no longer completely reset if a single NPC within it resets aggro. The Scarwood Reach zone event, Double Danger, now correctly shows only 3 locations to defend. The Shimmersand zone event, Scourge of the Sands, had some issues fixed where otherwise eligible players would not get credit for the final event boss. The Stillmoor Rift, Endangered Souls, has more buffer time between timed stages so they progress properly if a stage is completed in the last few seconds. The Damned Spirit NPCs found in some Rift events will no longer hide beneath the ground. Raid Rift dropped items, dropped essences, and merchant-bought essences have been upgraded! Added purchasable Planarite in exchange for epic Rift currency on Rare Planar Goods merchants. Raid Rift loot chests now despawn after 20 minutes instead of sticking around indefinitely. A number of changes have been made to the rewards for Expert Rifts Every member of the group opening the Rift will receive 4 Crystal Sourcestones if they are able to seal the rift. Completing a daily quest for an Expert Rift now awards 6 Crystal Sourcestones. Everyone participating in the Rift has an increased chance to receive Crystal Sourcestone as Rift loot. Due to this, general participants will no longer receive random Rift loot. Essences obtained from Expert Rifts (dropped and store-bought) have been upgraded. Ancient Sourceshards have been converted into Crystal Sourcestones. Bosses and events that used to drop Ancient Sourceshards now drop Crystal Sourcestones, and items that used Ancient Sourceshards for purchase currency now use the Crystal Sourcestones as well. Existing Ancient Sourceshards will be converted automatically. Prices of lesser essences purchased with Crystal Sourcestone have been increased due to the higher drop rates. Additionally, Raid Rifts have their rewards updated as well Raid Rift essences have been improved in power. Raid Rifts now always award one Inscribed Sourcestone to every member of the opening group. Raid Rift daily quests now award 6 Inscribed Sourcestone. Ancient Sourcestones no longer drop, and have been replaced with Inscribed Sourcestones. Existing Ancient Sourcestones will be converted automatically. All items previously purchased with Ancient Sourcestone are now bought with Inscribed Sourcestone. Lesser essences that can be purchased now cost 20 Inscribed Sourcestone. LOOKING FOR GROUP The random dungeon cash reward now scales with your character level. Players entering a dungeon instance via LFG will be unable to use the LFG system again for 10 minutes, or until the group defeats the first boss in the instance. The first player to quit an LFG group before the instance is completed won t be able to use LFG again for 30 minutes, although it will take pity on groups that have had repeat wipes. The Enter/Leave Dungeon option now only works when none of the dungeon party members are in combat. The Group Formed popup now displays what kind of group you re forming - Rift, Dungeon, Quest, etc. High-level players can use the Specific Dungeon tab to queue for low-level dungeons if they want to assist some lower level players through the instance. When leaders queue their group for LFG, each member gets a popup confirmation window for which roles they want to fulfill. LFG party leaders who lose a player and miss the initial replacement popup can now open the LFG interface to request another member. GUILDS Due to changes in Guild Perks, all non-combat Guild Perk points have been reset. The ability for guilds to reset their own Guild Perk points for a fee is under development. New guild perk Tithe Gains additional money from NPC kills that is added to the guild bank reserves. An additional chat message is sent when a guild perk gives you bonus currency. Stealth is no longer cancelled when a guild trains the Rift Extraction perk. Guild Quest Defiant The Enemies of Telara Quest can now be updated in Expert Iron Tombs. ASCENDED POWERS Characters can now purchase the Planar Lure Ascended Power if they missed the quest that grants it. Made it so you can t waste Planarite buying the same Ascended Power multiple times. The tooltip on all Ascended Powers in the merchant window now explains that it grants the ability permanently. CULT SAGA The Life and Death epic quests that require group updates are now flagged as such, and are eligible for group matchmaking with the LFG tool! Saga of the Endless Powers of Life and Air The Glade Orb once again drops for all members of a group. Gnarladon, Cinderon, y u no spawn! You can now purchase lures for Gnarladon and Cinderon at the Sanctum Rift merchants. The Saga of the Endless A Family Affair Some tweaks to make the quest update more reliable after scanning Marsinie. A Snake in Sanctum Katia s monologue now only shows up if you need to summon Cealhaidh. The Icewatch Now only requires Icewatch faction of Honored. COMBAT Mana Regeneration Updated the calculation of mana regeneration to include diminishing returns. This should only be noticeable at higher levels and gear quality. Constant jumping will not cause melee attackers to be out of range for attack. NPCs now have a higher aggro threshold required to make them switch targets within melee range. Stealth Fixed a bug with toggling melee auto-attack would cause stealth to break. Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex Stormcaller, Necromancer). Fixed some effects on pets to be lost when teleporting. Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping. Fixed a bug causing some pet abilities to be inappropriately displayed as autocast-enabled after training a new rank of a pet. Some procced effects could then cause other procs to go off - these have been cleaned up in general and should no longer occur. NPC Beastmasters should no longer put the Fierce Strike debuff on their target. ZONES FREEMARCH I Heard a Storm was Coming The Abyssal Marker can now be used by all members of a party. Kelari Refuge Meeps, Kosmo... stop being spammers. Most of the shard would have ignored you by now if they could. GLOAMWOOD March of the Guardians, other quests Escorting Guardian soldiers through Silkweb Pass should be a bit less frustrating now. Moon Blossoms are blossoming once again. Go pick some flowers! IRON PINE PEAK Neutral NPC hubs in Iron Pine Peak now all have Healers available. Level 50 Deadwater Frostkeepers no longer hang out around Dayblind Hollows when they aren t actively engaged for the quest that spawns them. Breeder Branek the Yarnosaur breeder in front of the Chancel of Labors, is no longer an all-powerful defender of the Icewatch. Now a normal NPC instead of a raid NPC. Epov Itol no longer drops the unused item, Ballad of the Dragonians. The Coming Storm Made some adjustments to help with the quest event getting stuck and not resetting. Player pets should no longer be able to walk through walls in the Cloudbourne Caverns. MOONSHADE HIGHLANDS The Void s Deluge Fixed an issue that occasionally prevented demons from appearing when summoned. SANCTUM Tavril Plaza has a new epic civic centerpiece in it! Life in the Land of Death Marshal Kevdorras has received a stern talking to and has agreed to spawn his Abandoned Holy Symbol more consistently. Defiants no longer receive mixed messages from the spirits visible with Quantum Sight in Sanctum. SCARLET GORGE The Guardians have established a new wardstone at Stonecrest! Lurker in the Dark Massive Fang no longer drops for players already on the quest, or who have already completed it. SCARWOOD REACH Valuable Essence Characters attacking from range will no longer be occasionally deprived of quest progress. Hunters in Perspice and Kain s Command no longer report dead hunt targets as currently available. The fight master in Perspice is no longer stingy about letting contestants fight three matches a day. The Guardian Wardstone quest, Owner of a Lonely Cart, can now be completed! Firebrand, Pass It On Quests should now give proper credit. Heed the Call Guardian attackers should no longer heed the call endlessly and spawn forever. Stormborn Quest should now work much better while in a party. Taking the Reigns Corrected some edge cases that could cause some frustration while trying to complete this quest. Shrines of Life Reduced the potential for frustrating delays waiting for shrine spawns. The family of coyotes living on the Spice Road in front of the Perspice Inn has been relocated to a more remote location. No coyotes were harmed in the move. It has come to the attention of Telaran animal rights activists that polluted bunnies in the area of Keenblade Mill were possibly being unfairly exterminated. Heartless Critter Killers are now given the condemnation they deserve! SHIMMERSAND Rifts in the Dunes of Akala, zone events, and event colossi now have a chance to award zone-specific wardrobe items. Zone events should no longer cause Rift icons in the Dunes of Akala to disappear from the main map. Fish and other creatures have lost their taste for chewing on poor, drowned Darf. Permanent Slumber Fixed an issue that would occasionally prevent this quest from resetting. Secrets of the Sands Improved availability of discarded waste for this quest. Crones of Crucia Quest now only requires 5 Priestesses rather than 6. Priestess population increased. The interior of buildings in Fortune s Shore now grant rest experience. STILLMOOR A Darkwood Satyr that was hiding in the terrain has lost its hiding place. TERMINUS Fixed a rare case where the Time Machine event could become stuck and not progress. DUNGEONS, SLIVERS, AND RAIDS Dungeon portals now show additional visual effects when Expert difficulty is selected. Gilded Prophecy, Greenscale s Blight, and River of Souls no longer drop Plaques of Achievement or Glyphed items. These areas now drop Marks of the Ascended, used to purchase the merchant-bought Raid gear from this content. Existing Glyphed items can be consumed to convert them into the equivalent amount of Marks required to purchase that item type. ABYSSAL PRECIPICE Expert Kaler Andrenos Kaler will no longer cycle through phases faster than his abilities, which caused him to cast things out of order and unexpectedly. DARKENING DEEPS Fireballs and ground fire cast by Wanton Wildmages can no longer be spell reflected. GILDED PROPHECY [Sliver] Modified difficulty of several bosses in Gilded Prophecy to make them slightly more forgiving. These changes primarily consist of hit point rebalancing, a slight damage output reduction, and modifying ability cooldowns, cast times, or durations. No mechanics have been removed. We expect this to be an appropriate challenge for people who have not yet completed 20-person raids; feedback is welcomed! Thalguur now has a few new items! GREENSCALE S BLIGHT [Raid] Greenscale s Noxious Fumes damage can now be properly mitigated by Void Knight abilities. Fixed a bug where Invigorating Wisps could fail to despawn after Oracle Aleria s death or reset. KING S BREACH Soulflayer Mondrach s Crimson Pyre will now target characters in melee range if there are no characters at range. REALM OF THE FAE Removed a stealther mob from the Spring area that was missed in an earlier general population reduction. Expert Grand Apiarist Orban Quick resets of this fight can no longer result in the hedges becoming stuck. RIVER OF SOULS [Raid] Herald Gaurath s breath attacks will now be properly mitigated by Void Knight abilities. RUNIC DESCENT Expert Eliam the Corrupted Fixed an issue with Eliam finishing a channeled ability in progress after the last wisp made contact with him. Atrophinius Corrected the loot table for this boss. Added voiceover for Alsbeth in Expert Runic Descent. Added new voiceover and death dialogue for Atrophinius. PVP/WARFRONTS The Order of the Eye and The Unseen are now recruiting! New daily quests have been added to the Catari Command Center and Thedeor s Circle. Interacting with objects in Warfronts (the Fang of Regulos, Sourcestone, Flags from the Codex) will now be interrupted when a hostile action is taken against a player under the effects of an Absorption shield, Damage Immunity, guarunteed Avoidance, or is under immunity to an effect due to diminishing returns. Hostile actions include damaging abilities, auto-attacks, stuns, interrupts, fears, mesmerize, and knockbacks. For Damage over Time effects, only the first tick will trigger an interruption on an object interaction. Tweaked Warfront queues to better match up premades with each other, and smaller groups or solo players with other similarly queued players. Warfront daily quests are now synchronized for Guardians and Defiants. Channeled abilities used in PvP against player targets will now break if the target moves out of the channeling caster s range, or line-of-sight. If you are Soul Walking and enter a PvP auto-flagging area, you will not be flagged while a ghost - but when you come out of Soul Walk and are still inside the PvP area, you will be flagged on revive. Pyromancers The damage of Fulminate and Cinder Burst has been reduced by 20% in PvP combat. The damage of Inferno has been reduced by 10% in PvP combat. Fixed a bug causing players to have 1 health and mana when exiting a Warfront while dead. Rank 6 weapon DPS has been upgraded to match that of epic-quality tier 1 Raid drops. Whitefall Steppes Whirl of Speed no longer stacks with high-speed run buffs. Black Garden Increased sensitivity for resetting the Fang of Regulos when a team attempts to bring it into their own starting area. The countdown at the end of a Warfront match now reads Exit in (time) to reduce confusion. CRAFTING Weaponstones and Witchstones have new effects - they now add a fixed amount of damage to your spell or melee critical hits. Foraged plants receive an overhaul plant distribution has been adjusted in all zones, including addition of new spawn locations. Plants that are frequently used have their spawn rates greatly increased. This should also address issues with plants spawning in level-inappropriate areas. Foraging on plants now has a chance to provide 4 drops instead of 3. Updated a number of Apothecary recipes to use different plants. Krakenweed now gets used, and some plants have been scaled back in use while others have been increased to balance out consumption. Recipes that used plants of an incorrect rank have also been corrected. Reduced the minimum Foraging skill requirements for the following plants Creeperbrush 30 [previously 35] Krakenweed 60 [previously 70] Tattertwist 140 [previously 145] Drakefoot 180 [previously 185] Bloodshade 200 [previously 220] Increased the drop rate of bone and tooth drops from Butchering slightly, as well as the maximum number of bones that can be received per target butchered. Apothecaries can now learn a recipe from Master Apothecary Trainers called Catalytic Essence , which converts 1 Minor Catalyst into 3 Catalytic Essences. Apothecary recipes that previously used Minor Catalyst now use Catalytic Essences instead. High-level Apothecary recipes have had their costs re-evaluated Bottles of Critical Strikes/Bottles of Spellstrikes recipes now craft a quantity of 3. All Vial recipes now produce a quantity of 4. Heroic Healing Philter recipes produce a quantity of 3. Panacea recipe crafts a quantity of 3. Elixir of Impunity recipe produces a quantity of 2. Luminous Vengeful Rune and Luminous Unrelenting Rune have their levels adjusted in accordance with other Luminous runes. The stats on these runes are unaffected. Updated Master Artificer Supply Bags so they can now also drop Fanged Mandibles. Outfitter cloth quest starter items now only drop for Outfitters. Carmintium Pauldrons recipe now requires Spellspun Silk cloth rather than Bolt of Spellspun Silk. A Peerless Leather Quest now requires Soulbind Leather and Steeled Leather. Fixed an issue where Blazing Dexterity/Intelligence/Strength/Wisdom Runes and Runeshards had their names swapped. The two-handed version of these runes are now referred to as Runes and the one-handed versions are now properly named Runeshards . Items previously named Fortification Serum are now named Defense Serum. This is to prevent confusion with the stacking group fortification serum which applies to several items. The quest Workorder Diamond Icon now properly appears in the Sanctum category for Guardians. Fixed an inpenetrable typo in some augmented item names. Sanctum weekly crafting quests now show up under the proper quest log category. Fixed salvaging of cloth armor giving incorrect results. Diluted Siltreaver Venom can no longer be Runebroken. Artificer supply bags should now give the correct bone loot. Noble Rifle can now be Runebroken or Salvaged. ITEMS Tablet consumables from Water Rifts now all provide 5 Energy/Power per 5 seconds, down from 20 at the high end. This also applies correctly to Rogues and not just Warriors. Their other properties remain unchanged. Baleful Rune now deals 85 damage instantly, rather than 70 damage over 4 seconds. The Guardian Distinguished Service Medal cannot be used inside instances, and now gives a useful error message if you attempt to do so. Gloamsilk Poison now actually has an effect. Ritualist s Band now has Wisdom instead of Strength. Foe of the Aelfwar (wand) now has Wisdom instead of Strength. Adriana s Tumbling Deflector tooltip has been corrected. Source Chain Coif now has Spell Critical Hit instead of Melee Critical Hit. Arachnid Longsword renamed to Arachnid Long Knife as it is, in fact, a dagger - and not terribly long. Bonecrusher Sabatons have been upgraded along with other raid Rift-dropped items, however their Toughness has been reduced to 38 from 50. Tactical Soulstone (Greater Essence) Increased the additional damage bonus to Backstab from 18 to 73. Predatory Soulstone (Greater Essence) Increased the duration of the Attack Power buff from 15 seconds to 25. Sanguine Soulstone (Greater Essence) Increased the damage bonus amount from 42 to 64. Disruptive Soulstone (Greater Essence) Increased the Attack Power bonus from 33 to 42. Sturdy Soulstone (Greater Essence) Increased the Armor bonus from 297 to 357. Furious Soulstone (Greater Essence) Increased the damage bonus amount from 15 to 31. Abyssal Soulstone (Greater Essence) Increased the Armor bonus from 30 to 36. Amplified Soulstone (Greater Essence) Increased the damage bonus from 25 to 31. Sheltering Soulstone (Greater Essence) Increased the shield amount from 300 to 323. Flametouched Soulstone (Greater Essence) Increased the Spell Power bonus to 31. Gravetouched Soulstone (Greater Essence) Increased the Spell and Attack Power bonus to the Necromancer s pet to 32. Elemental Soulstone (Greater Essence) Increased the Spell Power bonus to 93. Characters affected by another player s Philter of Power now properly receive the Bitter Aftertaste immunity to similar effects, which was not applying if they were not the person to use the Philter item. You can no longer waste dyes trying to color Ring items. Deathwarder s Kris and Deranged Pyromancer s Kris have their strength stat replaced with something more useful to casters. Chausses of Relentless Life now have proper class restrictions. Warrior Sap (Lesser Essence) Changed Spell Critical Hit to Physical Critical Hit on this essence. Necrotic Semblance had an issue where if the illusion effect was removed, your character would lose the ability to proc until you re-equipped the item. Fixed! Verdant Archbow tooltip now properly displays its damage values. Unseen Insignia will no longer go on cooldown until its teleport triggers, to prevent the cooldown being wasted if the teleport cast is interrupted. Sword of Reverent Fear now has Endurance instead of Strength. Celestial Flameshard s effect now uses your Block stat. The following caster items no longer have wasted Strength stats on them Darkeve Chain, Deepthought Amulet, Koglok s Pointer, Whitefall Knife, Runebound Shield, Dawnswrath Chain. Bonegrinder of the Necrotic Ooze is now properly an Axe, and should be wielded like one. The Sacred Heirloom of Eth is now Epic in rarity. Fixed equipped planar essences not adding up to the correct total amount displayed on the Focus for certain stats. Buffs obtained from several Mighty and Heroic Vials, Resistance Vials, and Accuracy Vials can no longer be purged. ACHIEVEMENTS New display for linked achievements that shows the requirements and current progress toward that achievement when clicked! Achievement chains now show previous achievements you ve completed when you expand the achievement details. When you expand a previous achievement in the chain, it will update to show just that achievement s point amount and not the total of all completed achievements for that chain. Updated Achievement descriptions for Open Season, Might Makes Right, and Faith Denied to more clearly reflect that kills are required in each zone listed. Deep Roots Credit for exploring the Drake and Broodmother caves should no longer be swapped. The Stonefield rare mob achievement, Stonefield Defender, has been renamed to Fields of Shattered Foes . Mirror Mirror Players should now be able to obtain this achievement when grouped for the required quests. Dungeon Butcher Now correctly requires the Rapid Assault Realm of the Fae achievement for completion. Critical Critter (Greenscale s Blight) Hedge Stalker requirement increased to 4. A new title is available for those who have already completed, or eventually complete, the Ultimate Dungeon Hero achievement. Titles have been added as rewards for 20-player raid meta achievements. Completing the Greenscale s Blight set grants the title Fae Master/Fae Mistress . Completing the River of Souls set grants Death Master/Death Mistress . MACROS/COMMANDS Added a new type of log that records each time an NPC dies, you interact with an NPC, or you loot an item. Provides relevant database keys and location - intended for use by external sites to put together map data and loot tables. /discoverylog toggles the new log type on and off and persists through logouts. Creates a file named discovery.log that is appended to for each play session. You can now ignore all duel requests via a toggle on the Combat settings window. Mounts no longer think they re a piece of equipment when using /saveequip and /loadequip macros. You will need to use /saveequip again to overwrite any old sets that included a mount in it. Added a display option to always show raid member overhead names. The and / keys can now be re-bound, if desired. Improved handling of keys bound to multiple commands with and without modifiers (like m and SHIFT+m both being bound). ART AND AUDIO New alert sound when your LFG queue pops! Added an audio cue for your pet dying in combat. New Raid Warning sound added. Added a notification sound for when the Accept Resurrect confirmation window pops up. A unique sound now plays when you loot an item that offers a quest. Transferring items into your bank via right-click now plays a sound. Fixed armor colors displaying oddly when inspecting a character. Other players and NPCs entering stealth can be heard more easily; detecting a stealthed player or NPC nearby now plays a single sound and is more noticeable. The sound for /chicken now plays only one time at the beginning of the animation. Added some variation to combat hit/injury noises so combat sounds have more variety. Iron Pine Peaks volume level tweaks, new ambience and music in ice caverns including surround sound support. Music should be more prominent in Shimmersand, Scarlet Gorge, and in the Gilded Prophecy Sliver. NPC creatures in the process of spawning should properly show their spawn-in animations! Buffed up Plate armor - now with more shiny! RIFTCONNECT Rift can now receive tweets as well as sending them out if you are signed in to Twitter through RIFTconnect - check the Chat Window settings to disable or change which tab tweets appear on. Logging out now cancels YouTube encoding and uploading. Added keep me logged in checkboxes for social networks. UI/SETTINGS Destroyed wardstones during zone events will no longer display on the main map when fully zoomed out (other zone icons do not display at this zoom level, either). Scrolling Combat Text will now always appear on-screen even when fighting partially or fully off-screen enemies. The Auction House results list can now be sorted by Buyout Price. Click the arrow button next to the Current Bid header to toggle the sort types. This setting will persist between logins. The Auction House now persists the following between logins starting and buyout prices for the last 100 items put up for auction, duration chosen when creating an auction, the starting price equals buyout option, and the sorting column and order for Browse, Auction, and Bids tabs. Added a Useable Only checkbox to the Auction House search to limit results to items you can actually use. The casting bar for spells that cannot be interrupted now has a new appearance and turns orange! UI animations for items dropping into your bags no longer queue up and will play immediately instead. Fixed an issue with portrait lighting sometimes appearing too dark. Added available keybindings for clearing your primary target, and clearing all targets. Added a new keybinding that allows you to cycle up/down through main ability bars. Shift + Up arrow to go up a page, Shift + Down arrow to go down a page for your main hotbar. Quest stickies now update correctly if you have items required for a quest and destroy or sell them prior to turn-in, and reflect the no-longer-complete quest status. Fixed the Warfront, Guild, and World Event buttons showing as available when they shouldn t be in the menu icons after resetting the UI. Very long names on target portraits are now truncated. Fixed some bugs with the Rift loot window display and looting when multiple items of the same type were waiting to be looted. Purchase confirmation windows now go away if you close the merchant window or purchase a different item instead. Fixed a bug causing the buff bar on your target portrait to shift downward at inappropriate times. Updated the Plaque of Achievement icon so it s easier to see stack counts on them. We now have abbreviations for very large hit points displayed when showing percentages on the health bar. Updated the error text on the Planar Lure ability to indicate the Major or Minor tear requirement so it s more clear when trying to use it on a Raid Tear. Non-Ancient Wardstones should no longer display Ancient Wardstone details. Fixed a bug where the Ancient Wardstone indicator would overlap tracked quest text. Sending cash through the mail now only accepts up to two digits for values of gold and silver. You can now more precisely move UI elements in Edit Layout mode using the arrow keys on your keyboard. Chat window positions will no longer change when selecting Default in Edit Layout mode. Fixed a bug causing right-clicking of items on the character sheet to not unequip them if the character stat panel was visible. The LFG interface should no longer flicker when things update. There is now an option in the Interface settings to turn off the glow on selected targets or on mouseover of players/NPCs in the game, or to disable it altogether. CLIENT If a player s email address or password is changed while they are logged in to the game, they will be kicked automatically and will have to log in to continue playing. Fixed a UI issue where deleting a character and immediately attempting to change shards would grey out the shard selection button. Improved streaming for fewer framerate hitches when running through the world.
https://w.atwiki.jp/savage2/pages/44.html
Version 1.5.1 FREE CONTENT UPDATE2 (Version 1.5.0) VERSION 1.4.8.1 VERSION 1.4.8 VERSION 1.4.5 to 1.4.7 VERSION 1.4.4 VERSION 1.4.3 VERSION 1.4.2 VERSION 1.4.1 FREE CONTENT UPDATE (VERSION 1.4) 古いのはこちら UpDate情報2 Version 1.5.1 Fixes Fixed Hunter jump attack causing issues if the attack button is spammed Fixed Maliken exploit causing invincibility Fixed items disappearing caused by selling a race-specific item after a team switch Fixed Maliken summon effect (first part, the fire) cutting off early Dodge is no longer usable with Sacrifice active Maliken items no longer provide their effect when disabled Fixed a server crash and a few misc. minor issues Attempting to host multiple local games now always connects to the proper server Race-specific items are now properly sold when switching teams Fixed a bug allowing a player to move while Hunter s sleep is in progress Ejecting from siege no longer causes the player to lose his items Heavy armor items now properly reduce speed by 10% Fixed server-wide lag caused by a player crashing (One cause of it at least) Fixed loadout not properly showing "ammo" counts for item stacks Fixed spawn placement for Maliken placing him on top of structures Made it easier for the commander to focus on a unit by double clicking his portrait Selecting the build skill now properly deselects what you had previously selected, so it s no longer possible to accidentally have overlapping gadgets while trying to build Deselecting the build skill now properly takes you out of build mode Deactivating build now properly returns you to your melee weapon The pet menu will no longer be enabled unless you have a pet The officer menu will no longer be enabled unless you are the officer Fixed crashes with some replays from pre-1.5.0, there are still some issues to work out in this regard Switching to commander will no longer cause you to lose your items Reworked unit change placement code so that ejecting from a siege unit will no longer place you on top of a prop, and Maliken cannot spawn on top of buildings Spawning as Malphas during warmup will no longer cause the global weather effect or music change Players using Recall no longer leave an attackable body behind while in the spawn screen Fixed several issues with channelling spells (Sleep, Health/Mana Chant) Fixed an issue with cooldowns occasionally showing improperly on the client Fixed the taunt key hiding other animations Fixed gold mine raid bonus being given to the wrong team Fixed an issue with Blade Frenzy displaying NAME instead of Blade Frenzy in kill messages Dodge can no longer be used while the user is not idle Balance Changes Malphas soul cost back up to 20 Maliken health regeneration changed from -1.5 to -1.7 Maliken health increased from 900 to 1300 Maliken type set to Hellbourne, he can no longer be targetted by most spells and abilities Maliken soul cost has been increased to 15 Maliken s lightning mode bounces reduced from 3 to 2 (It now hits the initial target and 2 extras, instead of 3 extras) Maliken s melee modes now proc 20% of the time with Blade Frenzy, down from 25% Maliken now heals 100hp per soul earned, up from 50hp Maliken s blade throw now costs mana to activate Maliken s maximum mana has been increased from 250 to 275 Maliken s high armor state duration has been increased from 30 seconds to 40 seconds Blade Frenzy hit damage from 35 to 30 Blade Frenzy cooldown from 25 seconds to 35 seconds Blade Frenzy mana cost increased from 100 to 125 Maliken s push back mana cost reduced from 50 to 25 Maliken mana regeneration reduced from 3 to 2.5 All gold earned by Maliken now goes to the team All Maliken items have had their cost reduced by 25% Hunter s melee modes now disable mana regeneration and have a small mana cost per second Hunter s Glide damage reduced to 30, cooldown increased Hunter s Frenzy and Venomous are no longer dispellable FREE CONTENT UPDATE2 (Version 1.5.0) Fixes Fixed an issue causing melee attacks with certain units to miss on very rare occasions at certain distances Fixed a bug with siege aiming behind them if a blocker is behind the unit The Sleep animation now properly ends when the player ends Sleep early Fixed taunts, they are now visible by all players Fixed the "morning" crash Fixed an issue causing D3DDRIVER_INTERNALERRORs and crashes in certain situations Fixed an issue causing a loss of textures in the map editor Characters will no longer turn with the camera when immobile (such as with Hunter s Sleep) Linux Version Improve updater/uninstaller interaction OpenGL Renderer Fix a number of issues when run on an ATI video card Changes/Additions Added some new "anti-hack" features Reduced overall RAM use Added some optimizations to the renderer Losing a prerequisite after purchasing a consumable item will no longer disable that item Prerequisites for items now display in the loadout screen Pressing "Y" while in-game will display an overlay that allows you to view your skills The player backpack now shows up on the death screen All spells/skill will now display as red when they are in cool down The item store is now sorted more appropriately Spawn portals now have 120s lifetime and 75s cooldown All cooldowns are now global, switching units will not cause them to finish Kill streak notifications Dodge system now in place. Double tap A,S, or D to perform a dodge in that direction. Shaman and chaplain have had their main healing spells reduced to 6 seconds cool down, slight mana cost reduction Slight armor decrease on chaplain and shaman Gold and EXP for healing lowered Three new maps, Ancient Cities, Desolation, and Hidden Village A tips system has been added to the loading screens and death screen Added a number of new Enduring items, these items will persist through death and unit changes Gust of Wind You are immune to ranged damage while charging and dodging, and you can charge slightly further. Power Absorption Automatically dispels one negative effect per minute and restores some mana when doing so. Shield of Wisdom On use, it drains all remaining mana and prevents mana regeneration. In exchange, it shields you for damage based on the amount of mana drained for up to 30 seconds. Trinket of Restoration Heals all nearby allies and increases their armor for a short period. If a second trinket is used, it will not heal nearby allies if they still have the armor buff. Savior s Valor Can be used to cast recall on yourself (with a cool down on damage) - Will cancel if taking damage while recall is in progress. Token of Life May be used after death to revive yourself. Ammo pack/ammo sachel and mana stone/mana crystal are now flagged as enduring items and will not be dropped on death New unit Maliken. Maliken is obtained by the following steps. 1. Purchase a Brain of Maliken, Lungs of Maliken, and Heart of Maliken 2. Purchase the Soul of Maliken 3. Activate Soul of Maliken, at the cost of 10 souls. You will then transform into Maliken on the field at any location. Note that many of maliken s skills are blade modes. They are not a one time cast but rather a passive effect that does not turn off until the skill is manually cancelled or another blade mode is activated. Maliken s skills are 1. Blade of Damnation. This sword is unblockable in melee combat. Instead of an interrupt move, maliken throws his sword. Interrupt or right click a second time to teleport to it. The block button is a defensive maneuver that will knock back enemies around maliken. 2. Blade of Flames - applies a fire damage over time to a target. This effect stacks with each melee hit 3. Blade of Lightning - applies a lightning effect to maliken s sword. Each successful melee hit will result in a lightning bolt that bounces around between maliken s enemies, decreasing in damage with each bounce. 4. Blade of Wind - Each melee attack stirs up a gust of wind, protecting maliken from ranged attacks.5. Blade of Demonic Healing - each successful melee hit will heal maliken s nearby allies for an amount based off the damage caused. 6. Blade Frenzy - Maliken goes into a blade frenzy. This is an area of effect attack that lasts a short while and has different effects based on which of the above blade modes are active Maliken s spawn event spawns him with very high armor for 30 seconds, and he gets the benefit of maliken items when receiving souls. He can be buffed, debuffed and healed. However, he cannot be resurrected or recalled, and Riposte has no effect on him. He is also unstunnable. New unit Hunter. This unit replaces the Summoner. His skills are 2. Glide - This skill shoots the hunter forward in a line, damaging any in his path. This ability costs stamina instead of mana and will apply the Frenzy and Venomous effect. 3. Wing Spin - This skill damages and knocks back all nearby enemies. 4. Frenzy - Similar to Maliken s blade modes, this applies a passive effect to all melee attacks that leeches stamina from enemy players. 5. Venomous - This is a passive effect that applies a poison debuff to all melee attacks. Only one of Venomous and Frenzy can be active at a time. 6. Sleep - Puts the Hunter to sleep for a short duration, making him immune to ranged damage and regenerating life at a rapid rate. 7. Sentry - Places a sentry bat to act as a scout at the target location for a limited time. Modding Added "SkillCategory", "SkillCategoryCooldown", "SpellCategory" and "SpellCategoryCooldown" settings to all skills and spells If a unit uses a skill/spell and another one of their skills/spells matches it s category, it will be put into cooldown for CategoryCooldown milliseconds Added "GetPrereqDetails( example_prerequisite );" UI_CMD that will return a human-friendly prerequisite string. Prerequisites can now use an "or" operator. For example, consumable_tokenoflife_prerequisite "building_monastery or building_sanctuary" VERSION 1.4.8.1 Fixed missing "Steam.dll" error VERSION 1.4.8 BALANCE All structures now have a minimum armor value. Attacking the structure will not cause its armor to degrade past its minimum armor setting. Strongholds and Lairs have a minimum armor setting of .3 Main base structures have a minimum armor setting of .2 Towers and garrisons have their minimum armor setting at 0 The beast static charge spire has had its range increased to 900 to match the cannon tower Spawn portals have had their duration reduced to 90 seconds, health reduced to 300, and will not die when the officer who placed it dies. This is to encourage more strategic placement of spawn portals and encourage their protection Sacrifice will now cause the player to move at 85% movement speed, down from 90% Imp damage reduced to 30-38 from 35-42 Revenant s ranged attack damage increased to 60-65 from 50-58 Revenant s quick attack damage increased slightly Devourer soul cost increased to 9 Steambuchet s secondary ranged attack has had its range increased to match its primary attack Decreased range of tempest s meteor slightly Ranged Siege can no longer aim past map blockers, which is on most mountains Conjurer health reduced from 390 to 370 Summoner melee attack damage increased slightly FIXES Fixed an issue that was causing commander centurion armor to sometimes be out of range when zoomed out Fixed an issue that was causing voice commands to stop working after disconnecting from a server Fixed an issue allowing commanders to cast spells on enemy players through the fog of war Fixed an issue allowing commanders to select enemy players and structures through the fog of war Fixed "extended" mouse buttons, they will now work as intended when bound to an action Spectators now properly spawn in the middle of a map rather than in the corner There is now a 5 second delay on the ability to ping the minimap Fixed various glsl shaders Fixed skybox seams on gl2 renderer Fixed gl2 renderer shadow settings not being properly applied without a restart Maps Morning has been re-worked. The hell shrine is now between the two bases and there is a gold mine in the north. The walls have been moved further south and stronghold/lair moved slightly north. VERSION 1.4.5 to 1.4.7 Fixes Fixed an issue that was preventing some users from passing authorization Fixed several issues that prevented some users from being able to update or login VERSION 1.4.4 Fix a major exploit with ammo depot/mana fountain VERSION 1.4.3 BALANCE Spawn portal experience value on kill from 50 to 150 Max health for spawn portals from 300 to 1200 Cooldown time on portals from 30 seconds to 60 seconds Spawn portals can now be used multiple times FIXES Fixed some issues with pathing Fixed some server and client crashes Interrupt will no longer damage gadgets or structures Siege no longer recieves a camera kick when being attacked Fixed some PNG format clan icons not loading properly Fixed issues with white unit portraits, messed up health bars and units named "NAME" Fixed all known issues caused by hosting a local server and then connecting to an online server Fixed issues with Revenant and Devourer strong attack, they have now been re-enabled ADDITIONS/CHANGES Promotional codes can now be entered during in-game account creation Map rotation system has been changed, it now plays maps in a linear order, the "weight" has been changed to a percent chance a map will be played (0.75 means 25 percent chance it will skip to the next map in the lineup) VERSION 1.4.2 BALANCE Steambuchet and battering ram turn speeds increased. They should feel a bit more maneuverable now Battering ram s flames ability no longer freeze the battering ram in place for their duration Behemoth s shockwave mana cost decreased from 75 to 60 Behemoth s stomp mana cost decreased from 125 to 90 Behemoth s trunk slam mana cost decreased from 75 to 60 Tempest meteor now properly deals splash damage rather than full damage to all entities in the splash radius Devourer s vomit ability impacts a much wider radius, making it easier to hit opponents with Consume corpse does not make the devourer grow quite as big (maximum 60% size, down from 75%) Decay no longer harms the devourer. Mana cost per second increased from 4 to 7 Moderately decreased overall exp earned from attacking structures. It s still more rewarding to attack a structure over attacking a player in terms of experience. Shield generators now stop tempest s meteor MAP CHANGES Grimm s wall on morning had its HP reverted back to 8000 for now. This will help with ranged siege attacking from behind the walls. A more permanent fix is in the works, at which time we will increase the wall health again. FIXES/IMPROVEMENTS Devourer unit can no longer pick up items from NPCs More path finding improvements Fixed the "donate all" button on the loadout screen Made it easier to target corpses as the devourer after leveling up in size a few times OpenGL renderer Fixed volume texture mipmap issues VERSION 1.4.1 BALANCE Reduced tempest and steambuchet range Increased the maximum range on interrupt from 100 to 135 Increased duration of stun effects on being blocked or interrupted from 1 second to 1.4 seconds Spawn portal ability now has a 3 second cool down on damage, down from 5 seconds Spawn portal ability general cool down reduced from 75 seconds to 30 seconds Total experience earned for destroying a stronghold or lair reduced to 1250 from 2000 Behemoth, battering ram, and malphas now have attributes applied to them Strength attribute now increased damage by 2.5% per point Agility attribute now increased 3.5% per point, up from 3% Stamina sprint cost down from 12 to 11 Imp s gun mana cost increased from 13 to 15 per shot Imp s gun damage decreased from 40-48 to 35-42 Ravager s damage decreased from 9-10.5 to 8-9 Demo charge size increased by 25%, sight range decreased to 200 from 1000 Steam turret hit points decreased to 350 from 500 Venus plant hit points decreased to 400 from 500 Builder s hitpoints increased from 350 to 375 Conjurer s venomous spore weapon now has 6 projectiles instead of 12. The damage of each projectile has effectively been doubled, but the weapon now requires a more accuracy to hit with. Venomous spore damage increased to 65-80 from 62-75 MAP CHANGES Maximum players on morning reduced to 20 from 24 Fixed some areas on crossroads that were allowing commanders to place unreachable towers Moved human base gold mine on morning closer to the stronghold to put it in the buildable radius Added a death animation to Grimm s wall on morning, increased Grimm s wall s health Gold mine extraction rates on morning increased Added Devourer to practice and duel arena ADDITIONS Enabled all loading screens, removed FCP #1 announcement Added two new tools to the editor for working with textures, controlled by the CTRL and ALT keys Added color tints that display when blocked or interrupted When sudden death mode is activated, it will be displayed in the upkeep section of the interface Attribute screen now pops up again when you have points to spend Made it easier for commanders to see the edge of maps Commanders can zoom out further Players will now be given the option of having their stats recorded or not when they first join a server FIXES/IMPROVEMENTS Some path finding improvements (more to come) Fixed a minor bug in VoIP causing some console spam Fixed a bug that was preventing some of the animation based effects and sounds from precaching properly. This was causing some hitching, expect some performance improvements Removed the extra 30 seconds that were added to commander election time if leaving warmup mode Voice tips precache properly Fixed several crashes Unofficial servers now highlight correctly when selected Added spawn queue message to the loadout screen. This will display when the teams are unbalanced and the spawn queue is in effect Your player SF now displays properly in the loadout screen Added an experience bar in the loadout screen Fixed strength tool tip, it no longer mentions attack speed Changing resolution no longer requires a full reload of all interfaces, it simply resizes them to the proper size Fixed issue with the game browser on lower resolutions that would hide player level size of clan icons lowered to 24x24 from 32x32 Music is now properly precached Fixed an issue that was causing persistent vault icons to not always show up properly Fixed a crash in the editor related to cloning entities Commander Reveal spell can now be placed within blocked area Fixed a bug that would sometimes allow a user to join a full server Fixed an issue where voice commands wouldn t show up after disconnecting/reconnecting LINUX SPECIFIC XRandR is no longer required Fix problems when window manager gives game different sized window than requested Sound drivers list in options menu will now update after changing the sound output system FREE CONTENT UPDATE (VERSION 1.4) ADDITIONS Added two new maps, lostvalley and morning Added Voice over IP for commanders. The "\" key is used to broadcast by default Added armor level progression. At levels 4, 8, and 12 your character will receive new armor Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it Added a clan system, complete with clan reservation for clan matches on select servers. Check out www.savage2clans.com for details Added a voice tip system. This system plays audio messages for each new game element you encounter. This can be disabled in the options Clan icons show up in game Added an Unofficial server list for player hosted servers Added automatic map download if you connect to a server hosting a map that you don t have New loadout screen and hellshrine screen Reconstructed the tutorial. It is now much more concise and offers a commander practice mode Added the Devourer unit, a hellbourne unit costing 7 souls Corpses now fade out slowly for the last 3 seconds of their lifetime Added some terrain rendering optimizations Players now always go to the spawn screen, even if only one spawn is available Added a "Return to Loadout" button to the spawn screen A notification is now displayed when your team has no commander A linux client of Savage 2 is now available Clan icons will now show in the score screens NEW COMBAT SYSTEM Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move Stuns times were all generally reduced Blocking an opponent will cause 60 damage to the attacker, as well as reducing their armor by 35% and movement speed by 20% for one second You can block multiple opponents (your block will not lower when it is hit) Block takes 0.075 seconds to go into effect after hitting the block button, and can be held for a maximum of 5 seconds After releasing the block key, it takes 0.175 seconds to fully disengage Interrupt does no damage to opponents who are not blocking Interrupt deals 75 damage to opponents who are blocking, does 75 damage, and reduces movement speed by 20% for 1 second. Costs 22 stamina to execute Strafespeed reduced to 86% of base movement speed Quick attacking causes a 20% decrease in movement speed briefly, your movement speed returns to normal over .75 seconds All quick attack damage and range increased by approximately 10% Most ranged weapons had an approximate 15% increase in damage The angles on block and interrupt were significantly widened, it should be much easier to block and interrupt opponents who are in front of you FIXES/IMPROVEMENTS Pathing code re-worked. Pets and npcs should path more efficiently around players and objects in the world. An icon will now display when certain skills are active (devourer s decay, polymorph, healingward, manaward, cheetah) Fixed crashes when hosting multiple local games in a row Fixed memory corruption due to some new pathing code Fixed several potential crashes Duel arena is once again functional Fixed an issue with pushback effects pushing players in the wrong direction Fixed an issue with how NPCs aggro off of damage Fixed an issue allowing players to view scores in the lobby Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor Fixed an issue causing snapcasted spells to not properly check range Fixed a bug with quick attack causing it to ignore damage bonuses Fixed Revenant s melee impact time Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead Fixed an issue where melee weapons would disappear when a skill is selected Fixed mouse cursor disappearing while placing buildings as a commander Fixed mana incorrectly regenerating while polymorph was active Fixed Heal Pet being able to target siege Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up Fixed several editor crashes (Texturing bug still being elusive...) Added a fence and some more blockers to the bridge on Eden, to prevent falling in the water BALANCE CHANGES/ADJUSTMENTS Players can no longer take command if they have loadout time remaining Leaving command now causes a loadout time of 25 seconds The build ability of builders and conjurers is now entirely disabled if a commander is present Increased Engineer s stamina from 125 to 150 Officer aura stamina regeneration boost reduced Savage s Morale stamina regen boost reduced Jump attack no longer stuns blockers/interrupters, it simply does damage Builder s Rifle damage reduced slightly Savage s Ravager ammo reduced slightly Imp s projetile speed increased slightly Holybolt now does less damage against Hellbourne Jump attack no longer restores stamina on a successful hit Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction Reduced price of hellshrine to 7500 Move speed debuff on conjurer s Venomous Spore now decreased movement speed by 10% instead of 20% Conjurer s roots no longer root human siege All tower costs reduced Strata and arrow tower increase in HP and armor, increased attack speed Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret Commander spell reveal had its cool down increased from 30 seconds to 60 seconds Commander can no longer speed boost human siege The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly Builder Rifle now has 25 ammo, down from 30 Tempest s push back ability has a wider angle, should be a bit easier to use Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders. Scout s crossbow has faster attack speed, slightly more damage, and a slightly faster projectile Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire Shapeshifter s lightning gun mana cost decreased from 50 to 35 Conjurer s entangle trap lasts 2.5 seconds, down from 3 seconds Conjurer s entangle trap had its affect radius decreased from 200 to 150 Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall Gold and exp awarded for killing the bearloth and imp has been drastically reduced Cheetah form now requires a nexus Bearloth s melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased Behemoth s main melee attack now hits at 30 degree arc, increased from 10 degrees Behemoth s Trunk Slam and Shockwave had mana cost decreased and damage increased Mana cost on behemoth s stomp ability was increased Tempest s range with meteor was increased Streambuchet s range on both attacks were increased All siege now cost 750 gold reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175 Removed the freeze effect on predator s enrage ability to make it more useful in combat Decreased worker movement speed and increased stamina pool Tempest stamina lowered to 150 Strength no longer has an effect on attack speed Modified attribute point costs Increased observer movement speed Players no longer gain experience for using their own ammo demo or mana fountain Revenant weakened slightly, soul cost from 7 to 4 Entangling Roots is now removed by damage. Removed damage over time from conjurer spores but buffed their damage to compensate. Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles Shield generator no longer recieves experience from NPC attacks
https://w.atwiki.jp/riftinfo/pages/255.html
RIFT 1.2 - 5/10/11 - Spoils of War FEATURED GENERAL GAMEPLAY LOOKING FOR GROUP GENERAL INSTANCES WARDROBE SLOTS RIFTCONNECT CRAFTING RIFTS ROLE/CALLING DISPLAY ASCENDED POWERS RIFTS AND INVASIONS ANCIENT WARDSTONES GUILD PERKS GUILD QUESTS CULT SAGA COMBAT SOULSCLERICCABALIST DRUID INQUISITOR PURIFIER SENTINEL TEMPLAR [PvP] MAGESARCHMAGE [PvP] ARCHON CHLOROMANCER DOMINATOR ELEMENTALIST NECROMANCER STORMCALLER WARLOCK ROGUEASSASSIN BARD BLADEDANCER INFILTRATOR [PvP] MARKSMAN NIGHTBLADE RANGER RIFTSTALKER SABOTEUR WARRIORBEASTMASTER CHAMPION PALADIN PARAGON REAVER RIFTBLADE VINDICATOR [PvP] VOID KNIGHT WARLORD ZONESDROUGHTLANDS FREEMARCH IRON PINE PEAKS MERIDIAN MOONSHADE HIGHLANDS SANCTUM SCARLET GORGE SCARWOOD REACH SHIMMERSAND SILVERWOOD STILLMOOR STONEFIELD DUNGEONS AND RAIDS ABYSSAL PRECIPICE CHARMER'S CALDERA DARKENING DEEPS DEEPSTRIKE MINES THE FALL OF LANTERN HOOK FOUL CASCADE GREENSCALE'S BLIGHT [Raid] IRON TOMBS KING'S BREACH REALM OF THE FAE RUNIC DESCENT ITEMS CRAFTING PVP/WARFRONTS ACHIEVEMENTS GRAPHICS AND AUDIO COMMANDS AND MACROS AUCTION HOUSE UI UI/SETTINGS CLIENT FEATURED New Looking for Group tool to form Dungeon, Rift, and Quest groups with other interested players on your shard! Along with Looking for Group, Expert Dungeons have undergone a general balance pass and reward improvement. Brand new Wardrobe slots allow you to customize the appearance of your character and even save whole outfits to swap between. Added the option to purchase a fifth Role from your Calling trainer! Discover Slivers - a glimpse into an alternate Telaran reality - that pose challenges geared toward 10-person Raid groups. Increased rewards for PvP play and Warfronts, including improved gear and better Favor and Prestige rewards. New Crafting Rifts offer additional ways to obtain materials and crafting skill-specific Plaques! Use RIFTconnect to easily manage options for the various social networks you can integrate with RIFT. Many, many additional changes below! GENERAL GAMEPLAY You may now purchase a 5th role at your Calling trainer! Reduced Auction House deposit prices by about 25%. Added weekly quests to Meridian and Sanctum to obtain a random Expert Rift lure. Corrupted coins on the ground in Meridian now behave properly. You can now use social emotes, even with a partial name match, to display your emote at another player in target range regardless of whether you actually have that player targeted. (ex /wave Joe to wave at Joebob, even if you have Mary targeted.) Those who managed to sneak behind enemy lines and complete the introductory artifact collections inside Meridian or Sanctum now have a special reward coming their way! To make Artifact set collecting more fun for more Artifact hunters, rarity rates have been tuned to be less extreme between common and rare Artifacts. We ll be keeping an eye on this through future updates to see if the rates need another boost. Artifacts for the Guardian version of the introduction quest for artifact hunting no longer have a sell value. Mana and Health potion drop rates from mobs have been reduced. They can still be purchased from your friendly local Apothecary friend or Auction House! Markers for completed quests will now always appear on the main map regardless of whether they are currently being tracked in quest stickies. Discover quest objectives will no longer increment while a character is dead. Characters can no longer accumulate multiple daily quests from the same category (i.e. multiple Outfitter dailies) in their quest journals. Daily quest on offer for a particular day now stay the same before and after a shard restart. For quests requiring you to kill level-appropriate targets, tooltips for mobs of too low level will no longer indicate that they will count for the quest. You now receive an alert message when reaching a currency cap on your character (ex Planarite). Currency caps are now shown on the character sheet. Potentially fixed player armors randomly changing color! If the last leader-ranked member of a guild is removed due to trial player restrictions, a new leader will automatically be selected. As a part of the Looking for Group release, there have been a number of updates to instances and item rewards See below for details! LOOKING FOR GROUP You can now use the new Looking for Group tool to queue for Dungeons, Rifts, or group quests with other players on your server! The Looking for Group icon has been added to the main menu tray in the lower left corner of the screen, and can also be opened with the default shortcut key I . Select from the group roles available to you based on the roles you currently have saved on your character. Queue for specific dungeon or expert dungeon groups, or join the random dungeon queue. Once a group is formed, members will be teleported to the chosen dungeon zone. Rift and quest groups formed through the Looking for Group tool are not automatically teleported. Queue for group quests currently in your or your party members quest journals from anywhere in the world and find others also looking to complete these quests! Additional rewards are granted for completing a random dungeon through the Looking For Group tool - these can be gained up to seven times per week but are not restricted in number per day, so you can do as many or as few as you like each day of the week up to the weekly cap. Save them all up for one day or spread them out; your choice! Additional restrictions based on gear also apply to forming groups for tier 1 and 2 Expert Dungeons through this tool. Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool. You must wait 10 minutes after your LFG tool party forms before being able to vote-kick a member. Players vote-kicked from an LFG group will be prevented from being picked again for re-queues by that group for 15 minutes. Players put on ignore will not be selected for your group ever. Players waiting for a group through LFG cannot be joined via public grouping or group merging while in the queue. Players in the LFG queue will drop out of it if they choose to join a public group or invite others into their group themselves. If a player has to leave an LFG group mid-dungeon, the group leader will have the option to use the LFG tool to automatically search for a replacement to continue the instance. GENERAL INSTANCES Expert Dungeon Plaque of Achievement items have all received a power upgrade. If you already have these items, they will be boosted as well! Expert Dungeon final bosses are now guaranteed to drop an Epic item. No more finishing the dungeon and getting nothing but Rare items for the whole run. Epic items still have a chance to drop from the rest of the bosses in the zone. Some items have been weeded out of the Expert Dungeon drop tables that were very similar to others so you are more likely to see a wide variety of drops. Additionally, some items now drop from different bosses in order to spread out the range of drops available per fight. Your instance and raid lockouts are now displayed on a new Instances tab in the Character window. SLIVERS As we all know, Telara’s universe is comprised of a myriad of planes and realities that all intersect with each other and with Telara at seemingly random angles and times. A “Sliver” is a place where a thin slice of another reality can be seen intersecting with our Telara. Some of these slivers are places where planar conflicts may have already been won or lost. Help set things right in other realities, or protect our own from their influence! The Planar Goods merchants in Meridian and Sanctum now sell the ascended power to view slivers - Omen Sight for Guardians and Quantum Sight for Defiants. These new abilities allow you to see things others might not be able to see, and potentially lead to the discovery of the entrance to Gilded Prophecy, a raid instance intended for 10 players. WARDROBE SLOTS Wardrobe slots are now available for you to customize your character s look! All characters have access to the first wardrobe set (all armor slots) at level 1. Additional purchaseable wardrobe sets will allow you to save and swap multiple outfits quickly. You can only equip armor in Wardrobe Slots of the appropriate type for your calling - Plate for Warriors, Leather for Rogues, etc. Additional clothing items will be available in the future, including from new Clothier vendors in Sanctum and Meridian. A wardrobe set s icon can be dragged onto ability bars to create a shortcut for quickly changing your character s outfit (similar to Role icons on ability bars). Costume versions of character starting clothes have been added to Clothier merchants in Meridian and Sanctum. Cosmetic hat items have been converted to costume items so they can be equipped in Wardrobe slots. RIFTCONNECT The optional social network integrations in RIFT have been combined and expanded under the heading RIFTconnect . Settings for Facebook, Twitter, Tumblr, and YouTube can now be accessed via a button on the lower left corner of the patcher as well as the Settings menu in-game. Facebook sign-in status can only be changed from the game patcher. In-game recorded video now has options for Twitter, Tumblr, and Facebook sharing. The commands used to post updates from in-game are - Facebook /fb, /fbpic - Tumblr /tumblr, /tumblrpic - Twitter /tweet, /tweetpic - To send out to everything you re currently logged in to /blast, /blastpic CRAFTING RIFTS Lures for Crafting Rifts and are obtained by completing the new weekly crafting quests in addition to the tradeskill-specific Plaque the quest awards. These Rifts drop raw materials, Augments, and other goodies for crafters. Reaching the final stages gives a chance of obtaining an additional plaque! Crafting Rift lures open a Rift of appropriate level for the zone. In addition, materials awarded are also based on the zone level where the Rift is opened. All levels of crafting Rifts give a chance for an additional plaque from the bonus stages, even below your character level. Bring your friends and spread the wealth! ROLE/CALLING DISPLAY Shifted from 5 different Combat Role colors to using a combination of Combat Role icons and Calling name colors. Callings use the following colors Red - Warrior, Purple - Mage, Green - Cleric, Yellow - Rogue. An icon is displayed to the left of the player s name to indicate their Combat Role. Defensive/Tank - Shield icon, Damage - Sword icon, Healer - Cross icon, Support - Flag icon. These indicators now also appear on search results and Warfront leaderboards. ASCENDED POWERS Added new consumable Aspect of the Ancients items to the main Planar Goods Merchants in Sanctum and Meridian. You can carry up to three of these and they restore one planar charge when used. Anti-Planar Augmentation and Holy Champion now properly self-cast even when the auto self-cast option is turned off. RIFTS AND INVASIONS Gear from Expert Rifts has been increased in power. Existing items will be updated automatically. NEW EXPERT RIFT The Expert Earth Rift ‘Auricore Forerunners’ is now available! NEW RAID RIFTS The Raid Rifts ‘The Golden King’ and ‘Drakith Hatchery’ are now available! Zone and Colossus Events are now easier to find. Zones that have active zone events now have a special icon next to the zone name on the main map. Mousing over the icon will display a tooltip showing the current progress of the event. Zone events now show on the main map which Wardstones need to be defended. Wardstones that must be defended as part of a zone event now have their main map icon turn red when they are destroyed. Expert and Raid Rifts now have Achievements! Defender Achievements for each zone no longer list Rift events that do not occur in those zones. Reduced the amount of Planarite awarded by individual Invasions and Footholds during zonewide events. Slightly increased the amount of Planarite awarded in general from Rift content of levels 10-14 to keep it in line with the 15-19 range. Increased Planarite cap from 30,000 to 60,000. You may now purchase Expert and Raid Rift Lures if you have the required Planar Notoriety of the appropriate type - or purchase husks which no longer have a Notoriety requirement to obtain. ANCIENT WARDSTONES Ancient Wardstones should no longer disappear mysteriously. Ancient Wardstones now have their own tooltip type with related information displayed on mouseover. Ancient Wardstones are now shown on the main map when controlled by one of the factions. During zone events, Neutral Wardstones now take reduced damage, much like Defiant and Guardian wardstones do. Invaders attacking the Ancient Wardstone in Howling Plateau of Scarwood Reach will no longer travel through Scarlet Gorge to get there. GUILD PERKS Planar Protection Fixed a typo in the tooltip for this perk. Recall Scrolls should continue to count down their reuse time while you are logged out. Call of the Ascended Now properly costs 3 Planar Charges. Will no longer prompt living people with a resurrection window. No longer works in a dungeon if anyone in the group/raid is in combat. Now has a 20 second casting time. GUILD QUESTS Guild quests requiring you to kill a number of monsters from rifts now require that your target be green, but no longer require an overall minimum mob level for guild level 10 quests or below. New weekly harvesting guild quests are available from Horace Shoe in Meridian, and Cardinal Gladewillow in Sanctum. These are taken and completed as an individual, but reward your guild. More standard guild quests have been added to the mix! Player-kill objective PvP quests now require more updates in general. CULT SAGA Forces of the Plane of Death Updated the quest text to indicate that participation in the Rift is required to receive credit. The Means of the Endless Towers should give more time between waves, and mobs will despawn after wipes. Cutting Off Communications and Tombs of Old can now be updated through the Expert version of the appropriate dungeon. A Family Affair The aura detector can now be used again on Jiles Newkosa if you fail to kill him the first time. Powers of Life and Air Now requires only Honored notoriety. Securing Source Now asks a bit more than just running the Deepstrike Mines dungeon. COMBAT Diminishing Returns changes Abilities are now consolidated into two groups for diminishing returns. - Movement abilities [Root, Knockback, Snare] which were not previously set up with diminishing returns. - Control abilities [Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun] In PvP, being hit with a crowd control effect starts a 24 second diminishing returns timer. If you are hit with a second effect from the same group (Movement or Control) during that time, the effect is reduced by 50%. You are then immune to additional effects from the same group until the initial timer has expired. Crowd control-breaking effects have also been updated with the new Diminishing Returns groups Breaks all effects - PvP Souls Break Free - Bladedancer Untangle - Elementalist Sever Bonds - Pyromancer Flicker - Ranger Escape Artist - Escape Artist no longer grants immunities. - Riftblade Rift Walk - Riftstalker Flashback Breaks Control effects - Paladin Devotion - Reaver Tempered Will Breaks Movement effects - Bladedancer Flash of Steel - Champion Ruthless Pursuit - Marksman Getaway - Riftstalker Shadow Stalk - Shaman Battle Charge - Vindicator Unrestrained - Warden Dissolution Damage Reduction updates The following powerful short-duration damage reduction buffs will no longer be overwritten by weaker effects - Nightblade Twilight Shelter - Riftstalker Planar Refuge - Vindicator Phalanx - Warlock Neddra s Essence The following abilities no longer stack with other powerful short-duration damage reduction buffs - Druid Strength of the Fae - Infiltrator Ignore Pain - Sentinel Healer s Covenant - Void Knight Singularity NPCs will prefer unstealthed targets when picking between targets they re equally mad at. You should no longer see NPCs targeting invisible man or other un-targetable phantoms. Falling damage no longer triggers abilities and other effects that react to damage taken. Fixed an issue causing ability effect tooltips on others to often show incorrect values. Queued abilities will now be cleared when casting another ability, even if you cast one off of global cooldown. This will stop queued damaging abilities from doing things like breaking stealth if Slip Away is used in combat. Channeled abilities will no longer interrupt themselves, or be interrupted by attempts to use another ability that fail. If queuing is enabled, they will be queued for next cast. Otherwise, the second use while the channel is under way will be ignored. This is a server-side queue and not impacted by client lag. Visual effects that appear on the ground from using abilities [ex Marksman s Pedestal] will no longer disappear when the caster is polymorphed. Character sheet tooltips for Hit, Focus, and Toughness now offer suggested amounts for different content tiers. Autoattacks now resume more quickly after performing abilities. Toggling auto-attack no longer triggers certain cases of reactive abilities. Reactive Abilities now check if an effect comes from your character or your pet, which allows abilities like Flesh Rip to appear correctly. Reactive abilities whose target has moved out of viewable range will no longer leave a sad, orphaned reactive ability icon on screen. Fixed pets losing effects that were on them when teleporting or entering/leaving an instance. Fixed a bug where the Battleworn debuff didn t prevent NPCs from regenerating health outside of combat. Scorpion and Ranged Spider-type (yikes) mobs Skittish Reduced from a 25% Dodge bonus to a 10% Dodge bonus. NPC Assassins Malicious Strike ability for these NPCs now deals damage and snares the target by 30%. NPC Assassins These NPCs no longer use Paralyzing Strike when attacking from stealth. They now use an NPC version of Assassinate instead. Basilisks Toxic Discharge, Scarab s Septic Wound These NPC abilities are now properly cleansable as Diseases. Reduced the Dodge bonus for the Insubstantial ability used by Ifrit and Djinali NPCs. SOULS PvP Souls Break Free In addition to cancelling crowd control and movement impairing effects, Break Free now grants 5 seconds of immunity after being activated. Reaver, Void Knight, Paladin, Warlord Fixed a bug causing AoE taunts to only trigger an 8 second cooldown with each other rather than the full shared 1-minute cooldown. Taunts can now be used three times before diminishing returns affects NPCs [previously 2 times]. Fixed an issue with the use of Rogue tracking abilities while mounted that would cause the Rogue to fall through their mount. Also fixed a bug with Feign Death and Slip Away abilities that sometimes didn t keep you from gaining aggro right after use. Cleric snares now list the movement speed reduction on the effect tooltip. Increased the base values of AoE damage reduction abilities on pets. They each now reduce AoE damage by 65% + 1% per point spent in that soul. Affected abilities are - Summon Greater Primal Companion [Beastmaster], Forest Blessing [Druid], Greater Elemental Affinity [Elementalist], Ancient Tomb [Necromancer], King of the Jungle [Ranger]. CLERIC CABALIST Distorted Shadows Fixed rank 10 to do appropriate amounts of damage. Dark Water Fixed the damage dealt per tick to match the intended total damage listed on the tooltip. DRUID Weight of the World Fixed tooltip to properly indicate that healing is affected as well as damage. Friend of the Weald Fixed tooltip to indicate that it also affects attack power contribution. Crag Hammer Increased the damage of Rank 6. INQUISITOR Sanction Heretic The damage over time portion now has a separate name, Sanction, so it can be differentiated in combat logs. Life and Death Concord Now has a 6-30% chance to proc and no longer has an internal cooldown. Utilizing the proc now gives Bolt of Depravity a 10 second cooldown after that cast. Armor of Treachery Now increases Armor and Endurance. Armor of Devotion Now increases Spell Power and Critical Hit. Armor of Awakening Now increases spell damage by 5%, critical hit by 5%, and mana regeneration rate by 10%. Increases damage taken by 5%. Aggressive Renewal Added a tick for a total of 4 intervals, increased the mana restored, and reduced the cooldown to 1 minute. Nysyr s Rebuke Now shares the same diminishing returns group as other Control abilities. PURIFIER Ward of the Ancestors Reduced cooldown to 3 seconds. Ward of the Ancestors cannot be cast again on the same target for 20 seconds. Caregiver s Blessing No longer triggers the global cooldown. SENTINEL Word of Hope Now also increases the spell power bonus of Healing Breath by 2% + 1.5% per point spent in Sentinel above 36. SHAMAN Vengeance of the Frozen Earth No longer applies a snare to the target if they are already snared. TEMPLAR [PvP] Barb of Shackles Now shares the same diminishing returns group as other Movement abilities. No longer applies a snare to the target if they are already snared. Blessing of the Martyr Now gives your damaging abilities a 20% chance to remove 1 buff effect from enemy players. Once triggered, this cannot happen again for 2 seconds. Ethereal Shell Once triggered, cannot happen again for 15 seconds. Reduced duration to 5 seconds; damage reduction reduced to 3% per point spent. Arcane Defenses Spell damage reduction has been reduced to 1% per point spent. MAGES ARCHMAGE [PvP] Due to the below changes, characters with Soul Points spent in Archmage will receive a free soul respec. Mana Shield Fixed so this now works as described. Steelweave Now correctly reduces all damage received from players instead of only physical damage. Steelweave Physical damage reduction reduced to 1% per point spent. Lethargy Removed. Degeneration - New Ability Channels dark energy into the enemy player, dealing Death damage over 3 seconds and removing a single buff effect from the target each second. 30 second cooldown. This ability is obtained after spending 10 points in Archmage. Ethereal Shell Once triggered, cannot happen again for 15 seconds. Damage reduction has been reduced to 3% per point spent. ARCHON Exhilaration Now only triggers on damaging or healing Critical Hits. Power in Numbers Corrected an issue where the second rank of this ability was not affected by aura abilities. CHLOROMANCER Living Shell Fixed an issue where this was returning mana if the absorb shield was removed before it expired. Also correctly removes mana when it deals damage. Enduring Tether The cooldown reduction granted by this ability is now reflected in the Soul Tether tooltip and affects it properly. Nature s Touch Updated ability description to clarify how this works with Lifegiving Veil. Lifegiving Veil Fixed an issue with heals from Livegiving Veil receiving a bonus from Spell Power twice. Fixed an issue preventing Corrosion from triggering healing from Livegiving Veil. Seed of Life, Soul Tether Can no longer be cast on a pet. DOMINATOR Controlled Opportunity In addition to its current functionality, this now also gives the next damaging ability used on the target a 100% chance to hit, but prevents that ability from critically hitting. Durable Control Now causes Transmogrify, Mass Exhaustion, and Disorient effects to break after the enemy receives damage equal to 1.5-3% of your max Health, plus 0.15-0.3% of your maximum health for each point spent in Dominator. This only occurs with enemies above 85% health. ELEMENTALIST Charged Now properly affects ranks 8, 9, and 10 of Lightning Strike. Tempest Corrected an issue where Tempest would apply inconsistently to AoE abilities. Water Elemental s Ice Bolt no longer snares the target. Planar Expansion In addition to the original effects on Air and Earth pets, this now increases the damage done by the Greater Water Elemental and increases the duration of the Water pet s Mind Freeze ability. NECROMANCER Corpse Explosion Rank 3 now has a 10 second cooldown instead of 45 seconds. Blood Spike Ability description now updates to reflect changes from Clattering Bones. Plague Bolt Fixed an issue that allowed this to gain damage bonuses from other players stacks of Deathly Calling. Shadow Revenant Ruination No longer gains damage bonuses from Vengeful Spirit for stacks of Deathly Calling above 5 on the target. Soul Rend No longer gains damage bonuses for stacks of Deathly Calling above 5 on the target. Skeletal Zealot, Skeletal Horror Readjusted their armor values, which were not previously readjusted after the cloth armor increase in 1.1. Other pets are unaffected. PYROMANCER Burning Bonds Using this will no longer cause a pet to stop attacking an enemy if the Pyromancer has the Unbreakable Bonds ability. Ground of Strength Now reduces damage received by 20% and reduces damage dealt by 10%. Now increases all magical resistances by 60, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun. Fire Storm Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Combust Fixed an issue causing multiple stacks of the DoT effect to only deal the damage of one stack. This now works properly. Cinder Burst and Fulminate can no longer be used within 5 seconds of each other. Cinder Burst/Pyromancer s Armor Fixed an issue where the damage from Cinder Burst would consume a Pyromancer s Armor proc incorrectly if the proc occurred after Cinder Burst was cast but before it landed on the enemy. STORMCALLER Building Storm Now gives a 100% critical damage bonus to Hypothermia-causing spells, up from 50%. Lightning Storm Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Lightning Conductor Now correctly affects ranks 9 and 10 of Thunderbolt, and rank 10 of Electrocute. Static Discharge Fixed an issue causing the damage portion to retain the effect of buffs that were active when the ability was cast but no longer active when the damage portion triggered. Damage is now attributed to the person triggering the damage instead of the caster of the buff. Static Discharge now triggers off of damaging spells and abilities and no longer triggers off of auto-attacks. Spark of Life Can no longer be cast on a pet. WARLOCK Devouring Shadows Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Improved Life Leech Updated ability description for more clarity. ROGUE ASSASSIN Serpent Strike Damage increased. Cooldown reduced from 10 seconds to 8 seconds. Impale Damage increased. Now gains additional damage bonuses from Attack Power. Assassinate Damage increased. Backstab Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Now has a 6 second cooldown. Murderous Intent Fixed a bug where this was not giving the correct percentage increase to physical damage. Poison Malice No longer causes stealth to break when activated. Hidden Veil Reworded ability description. Slip Away Should now work more consistently against NPCs. Physical Trauma Now increases your Final Blow damage by 4-8% on targets affected by Impale. Improved Stealth Should no longer mysteriously stop working. BARD Cadence Cadence will correctly give 3 combo points instead of 2 when you have points spent in Expedited Wounds [Infiltrator]. Anthem of Fervor Will no longer be overwritten by lesser buffs. Verse of Rebirth - New Ability Brings the fallen ally back to life and restores 20% of their health and mana. This ability cannot be used while in combat. Available with 36 points spent in Bard. BLADEDANCER Due to the below changes, characters with Soul Points spent in Bladedancer will be given a free soul respec. Flash of Steel The minimum required range to use this ability has been reduced to 3 meters from 8. Deadly Strike Corrected an issue where rank 9 and 10 were both trained at level 42. Rank 10 of Deadly Strike is properly trainable at level 48. Quick Strike Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Precision Strike Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Mass Subdue The damage from Mass Subdue will no longer trigger secondary effects like Serrated Blades or weapon poisons, and will no longer cause the incapacitation effect to break as a result of these secondary effects. Blade Tempo, Side Steps, Blade and Soul Parity, Double Coup, and Dualism No longer cause stealth to break when activated. Blade Finesse and Combat Expertise Traded positions within the soul tree. Blade Finesse Now increases the Attack Power bonus for Deadly Strike by 5-25%. Deadly Dance Bonus increased to 7-21% and can occur up to 3 times. INFILTRATOR [PvP] Focused Intent No longer works against non-player targets. Against All Odds Now triggers from stun, root, or disarm, reducing damage by 3-15% for 5 seconds. Once triggered, cannot be triggered again for 15 seconds. Now also triggers from Silence effects. Evading Thoughts Reduced duration to 2 seconds per combo point. Take Cover AoE damage reduction reduced to 3% per point spent. MARKSMAN Due to the below changes, characters with soul points spent in Marksman will receive a free soul point respec. Fire and Forget Removed. Eradicate - New Ability Available after spending 44 points in Marksman. Removes up to 2 buffs from the enemy target. Close Quarters Combat Now a 1 point passive ability rather than an activated one. Now available as a 6th tier branch ability. Bull s Eye Now available as a 5th tier branch ability. Crossfire Available after spending 26 points in Marksman. Sniper Training Revised. Now increases the damage of Empowered Shot and Deadeye Shot by 7-21%. Controlled Fire Removed. Improved Hit and Run New ability available after spending 38 points in Marksman. Allows the execution of ranged attacks while moving; causes Empowered Shot and Deadeye Shot to become instant cast abilities, removes cooldown on Empowered Shot, and reduces the Energy cost of all Marksman abilities by 50%. Shares a cooldown with Hit and Run. Hit and Run No longer causes stealth to break when activated. Rapid Extrication Revised - it now reduces the cooldown of On the Double, Hit and Run, Improved Hit and Run, Bull s Eye, and Retreat by 15-30%. Strafe Now deals an additional 20% damage if you are standing on your Pedestal. Rapid Fire Shot Revised. No longer adds a buff that increases your attack speed. Now a ranged damage finisher that fires 1 shot per combo point up to a maximum of 5 shots. 20 second cooldown. Master Archer Now scales up in damage with the number of points spent in Marksman. Deaden - New Ability Blasts the enemy, interrupting casting and silencing them for 5 seconds with a successful interrupt. Not affected by global cooldown. Available with 24 points spent in Marksman. Pedestals Leaving a pedestal now applies a 15 second buff of the Pedestal s bonus, which will wear off unless you re-enter. NIGHTBLADE Heat Retention Fixed an occasional issue where this wouldn t always trigger when using a damaging ability that awards a combo point. Ebon Fury, Twilight Shelter, Twilight Transcendence No longer cause stealth to break when activated. RANGER Double Shot Fixed a bug where this would cause Fang of the Life Lord to trigger. Shadow Fire Now increases the damage of Ranger attacks by 35%. RIFTSTALKER Rift Disturbance Now generates more threat than before. Planebound Resilience, Planar Refuge, Scatter the Shadows No longer cause stealth to break when activated. Flashback Can no longer be used when carrying the Fang of Regulos in Black Garden. SABOTEUR Incriminate, Carpet Bombing, Rapid Setup No longer cause stealth to break when activated. Combat log messages now appear when Energy is refunded for using Charges out of combat. Spike Charge The Bleed effect from Spike Charge should now trigger Blood Rage on your pet if you have soul points spent in Ranger s Blood Rage. Traps will no longer follow you when zoning into an instance or using a porticulum. Last Stand Removed. High Explosives - New Ability Unlocked at 44 points. Detonate causes the target to Bleed for 6 seconds. The amount of damage dealt is based on your weapon damage and number of combo points used. WARRIOR Warriors Threat generation of Finisher attacks for Reaver, Paladin, Warlord, and Void Knight have been increased. BEASTMASTER Backhanded Blow Fixed a bug causing this to not deal extra damage per bleed on the target. Also properly affected by abilities that modify attack-point building attacks. Flesh Rip Now correctly considered a bleed effect for other Beastmaster abilities. Also no longer incorrectly triggers a global cooldown. Removed the Messy Wound effect that showed on the target s debuff bar when they were critically hit by a pet. Protective Companion Fixed a bug causing non-offensive polymorphs (such as several quest effects that disguise you) to break while this was active. Spoils of the Hunt Should now heal correctly. CHAMPION Mark of Extermination Effect now ends when the target dies. Intense Training Fixed the incorrect soul tree display for the impact of Intense Training on Soldier s Bearing, Slayer s Bearing, and Destroyer s Bearing. PALADIN Balance of Power Removed internal cooldown. Tip the Balance still has an internal cooldown. Improved Paladin s Devotion Now shows correctly reduced cooldown in tooltip and on the cooldown timer. Tip the Balance Slightly reduced the internal cooldown on Tip the Balance. Shield of the Hero Will now properly be removed by abilities that remove buffs. PARAGON Shifting Blades The tooltip has been updated to better reflect that this ability is intended to be used with two-handed weapons or sword-and-shield builds. Deadly Grace Fixed a bug causing this to trigger on every other Dual Strike, instead of on all of them. Touch of Tranquility Now shares the same diminishing returns group as other Control abilities. REAVER Power From the Masses Now triggers off of any damaging ability used, rather than just AoEs. Corrected a bug that caused this to trigger on auto attacks. Shroud of Entropy Now shares a stacking group with other damage reduction abilities to keep them from being stacked to unintended levels. It now stacks with Power from the Masses and Imbued Armor. RIFTBLADE Planar Blade Fixed a bug causing Planar Blade to not proc as much as was intended. Stonespear The root from this ability should now break based on damage dealt to the rooted target. Avatar of the Rift Fixed a bug causing this to modify Attack Power contribution by too little. Avatar of the Rift Fixed a bug causing this to increase the damage of Avatar of the Rift s damage shield, Burning Blood, and Elemental Touch by more than was intended. Fiery Burst The damage-over-time component from Fiery Burst will no longer overwrite the same components applied by other Riftblades. Burst abilities in general The debuff component on Burst abilities no longer overwrites debuff components applied by other Riftblades. Fixed several issues that were causing Burst abilities to trigger out of order. VINDICATOR [PvP] Subdue Now properly lowers damage against all targets. Stand Off Now properly roots the Warrior in place. Phalanx Duration reduced to 10 seconds, max range reduced to 10 meters. Now applies a debuff that prevents the target from being affected by Phalanx for 60 seconds. Forced Recon, Furious Blades Now only trigger against players. Forced Recon No longer applies a snare to the target if they are already snared. VOID KNIGHT Pacts Changed the way Pacts are spent. Abilities no longer consume all Pacts on the caster - they consume a set amount and their effects are modified by those Pacts consumed. This should allow Void Knights to strategize the use of Pacts while also keeping some in reserve when using abilities. Fusion of Flesh Revised - now protects the Void Knight for 20% of their maximum health for each Pact consumed by the next 5 non-Physical hits over 30 seconds. Each non-Physical hit heals the Void Knight for 20% of their maximum health. Consumes up to 5 Pacts. Discharge Revised - Now costs 2 Pacts. The first damage effect will remain the same and occur with 1 or 2 Pacts consumed; the second hit will scale based on how many Pacts the Void Knight spent. The overall damage of the ability should remain the same as the previous incarnation. Tempest Moved to require 26 soul points, with additional ranks added. The first damage effect will occur regardless of how many Pacts are spent and is unchanged, while the second will scale based on how many Pacts were spent. The overall damage of the ability should remain the same as the previous version. Rift Shield Now costs 5 Pacts. The overall absorption should remain the same, with the only change being that it doesn t consume all Pacts available. Ravenous Strength, Ravenous Defense Now apply and last as long as Pacts. Any abilities adding a Pact will add these, and anything that removes Pacts will remove them. Ragestorm No longer incorrectly hits more than 5 targets. Insatiable Hunger Fixed a bug causing this ability to take the value of the target s weapon in calculation, rather than your own. Improved Rift Summon Now shows correctly reduced cooldown in tooltip and on the cooldown timer. Quality Care Fixed a bug causing Quality Care to trigger off of pre- and post-phase Warfront heals. Also fixed a typo in the ability description. Spell Sunder Won t incorrectly remove Distraction debuffs from the target. Accord of Emptiness - New ability Reduces damage dealt by melee attacks by 20%, and non-physical attacks by 10%. Available with 50 points spent in Void Knight. Spellbreaker will no longer remove the Reaver’s Binding of Atrophy. The debuff from Binding of Atrophy can now be removed. Fusion of Flesh Fixed a bug causing this to trigger off of the Void Knight s own abilities. Fixed a bug with Reckless Strike, Rift Tap, and Furious Rage, where they were not generating enough threat. WARLORD No Permission to Die Fixed a bug that could cause this to not actually heal the Warlord on death . Promise of Steel Cooldown reduced from 10 seconds to 8 seconds. Call to Battle Now also places a buff on the Warlord, Battle Caller, which increases their Attack Power. This buff stacks with Call to Battle and other raid-wide buffs. Call to Entrench Now also places a buff on the Warlord, Entrenchment Caller, which reduces their damage taken. This buff stacks with Call to Entrench and other raid-wide buffs. Call to Regroup Now also places a buff on the Warlord, Regroup Caller, which increases the threat they generate. This buff stacks with Call to Regroup and other raid-wide buffs. General s Order - New Ability Available with 51 points, this ability acts like Sergeant s Order versus a group of up to 5 enemies. Fixed a confusing error in the tooltip for Call to Entrench. Battlefield Awareness Now causes Call and Command abilities to generate threat against up to 10 nearby enemies. ZONES Zone bosses spawned by Ancient Wardstones in Scarlet Gorge, Scarwood Reach, and Droughtlands now display on the main map. Resolved some issues with major or elite Invasions not dropping loot - mostly seen in Stonefield and Iron Pine Peaks. Fixed a bug which could occasionally cause players to pinball over areas of water. DROUGHTLANDS The talking Raptors around Redoubt no longer have say text on aggro. Clever girls. You can no longer mount in the upper levels of Lantern Hook. Battle Royale Gave the Arcane forces a bit more survivability. In the Name of Lantern Hook The first quest objective now shares updates with a group. Scout and About Adjusted map indicators. Clearing the Rest Added map indicators to help with finding the Fleshrend Centaurs. In the Name of Lantern Hook Updated quest text to better indicate that using the Standard is what summons Mongrok. Thwarting the Emberlord Fixed an issue that could cause Morkael to get into a broken state. Also corrected the display of the sword-type quest reward to not look like an axe. Back to the Pit Quest rewards corrected! Carrion s Song Increased Carrion s respawn rate. The Flightsong ability now lasts twice as long, though it reduces Carrion s damage output by 50% rather than 75%. Flightsong still hits Carrion like a truck. Reduced Carrion s level from 43 to 42 to match the quest level. Words of the Damned Added some visuals for being teleported around Redoubt Tower. NPCs at Brigand s Bluff and Fallback now have levels appropriate to the surrounding content. Stormbrood Lair Mob population now responds better to the level of player activity in the area. Hook and Crook, Grab and Go You should now be able to continue on a scavenger hunt regardless of whether a new one has started. The Biggest Void Reduced the amount of mana taken and damage done by Netharius Life Glutton ability. Netharius and his Summoned Nethers now deal less damage, and the Summoned Nethers have slightly less health. The Full Rundown, On the Hoof The tooltip for Whirl of Speed now displays the correct duration of 6 seconds. Ancient Wardstone quests in Droughtlands now with 100% more actual rewards! FREEMARCH Uncanny Box Fixed an issue that could cause players to teleport to another tower in the Iron Fortress. Trial of Combat Sir Olgedon should no longer be able to enter a broken state after being defeated in combat. Rift Jakub s Second Battalion Fixed an issue causing the Aurarch to hulk out and be pretty much un-killable. He s not quite so angry anymore. IRON PINE PEAKS A new zone event has been added to Iron Pine Peaks! Planar Chill - hold the Icewatch Bulwarks to defeat the forces of Crucia! Frozen Gauntlet Visually improved and optimized this daily quest. Also made it update properly for all members of a group. You can now turn in Iron Pine Peak event dailies even when the corresponding event isn t running. Shipment Triangulation Fixed the icon for the Locator Device. Bitter Winds Fixed some rare cases that could cause this quest to stop working. Redsnow Bodyguards no longer get so confused over who is Defiant or Guardian. Consequences of Neglect You can now progress past the second objective of this quest. A Gathering Storm Added map markers to the second and third kill objectives. An Unbearable Burden Fixed several issues with the debuff applied during this quest. Defiants that die near Choke Water no longer respawn at the Guardian resurrection point there. Jengri Blackfoot can no longer be helped repeatedly by Savik and Kric. Moved a few artifacts that were impossible to reach or iced over. Dabbling in the Forbidden Fixed an issue that would sometimes cause the Ritual Altar to not be usable. MERIDIAN Garad Nallam, the primary planar merchant in Meridian, now has the appropriate Planar Goods merchant title. Expert Dailies have been moved to Epoch Plaza and are now given out by Lord Olangdon. MOONSHADE HIGHLANDS Added a porticulum to Reclaimer s Hold. Honor Them Quest now grants updates for the entire group. Mistfall Monsters This quest now has map locators for both objectives. Memories of the Past Fixed incorrect tagging mobs for corpse scanning. Wild Element Fixed an issue causing Bound Sobeks to incorrectly grant credit for this quest. Tormented Minds Fixed Veiled Nightmares not being attacked by guards. The Key to it All This quest now gives more accurate instructions. The Relics of Bahralt Abyssal Thieves should no longer mount more than one ambush in each location. A Holy Remedy Fixed an issue that caused a few of the Sickly Dwarves to be incurable on this quest. Death s Embrace Sped up the respawn of Abyssal Focusers. His People s Shield Updated quest visuals to have a physical form for those with lower settings who can t see the visual effects. SANCTUM Assassination attempts have become so frequent that they no longer stun Cyril. Cyril, Borrin, and Shyla now have boss-style immunities, including against interrupts. Quartermaster Melke, the primary planar merchant in Sanctum, now has the appropriate Planar Goods merchant title. Guardian players wondering how they can be knighted as a member of the Sanctuary Guard can now speak to Sir Guysun Lawless in the Lodge of the Planes to the rear of Sanctum. Sir Guysun can direct those seeking this honor to where they may have prerequisite quests incomplete. [Kain storyline quests] SCARLET GORGE The Living and the Dead The Uythradge Eye will now dismount players. Spared Parts Reduced the respawn time of Elemoil. Broke Down Bahlmus, Spared Parts The modified DX-27 will now drop the Carmintium Belt for all party members. An Unlikely Initiate Fixed an issue that could cause Agogag s cage door to close instead of open. Strange Brew Noxious Fumes debuff is now less obnoxious. It shouldn t get stuck on you. Crushing the Constructs Increased respawn rate of quest targets and flagged additional mobs in the area to count toward this quest. Rift Basilisk Den This rift should no longer claim to be Minor when it s really full of super strong creatures. SCARWOOD REACH Added a respawn point, resurrection NPC, and Healer just outside of Trollblight Caverns to alleviate rage caused by dying in the cave and having to run back from Perspice. The undead population of Granitewood Crossing should be a little less punishing. An Innocent Condemned The Cage Key can now be looted by all members of a group. Proof of Concept Now with 100% more Reliquary sealability. Recovering the Unknown Fixed map marker to show actual quest objective area. Can You Hustle? Quest objectives no longer require you to complete them sequentially. Honest When Dead Fixed missing map marker. Wrongfully Buried Elysia Raymund now offers this quest only to Defiants. Rift Eaters of the Dead The Flesh Mound for this event should no longer fail to spawn. Rift In the Ground Elite mobs should no longer spawn throughout this entire Rift. Draylo Fuzzchin s supply of Greater and Mighty Mana Potions has finally run out. Risen Channelers in Granitewood Crossing no longer have a knockback attack and had their damage output reduced by 20%. SHIMMERSAND Foiled Plans Players in Hazeed s Cave waiting to take on Hazeed will no longer be teleported out when another player defeats him. Miracle of Modern Magic The quest marker for Fibrous Reeds should show a more accurate area. Pillaged Goods This quest now requires only 7 Confiscated Sourcestones instead of 10. Turn the Hourglass Quest objective should now increment more reliably. Foiled Plans Fixed a rare issue where the Enthralled Stonemaw would fail to die during this quest. Making a Deal This quest now displays a map locator for both objectives. Assistance from the Dead You can now re-awaken mobs for this quest if your initial target is killed by someone else. Ritual Rescue Fixed this quest for Dragonslayer Covenant dailies. The bridge in Gildstone Sanctum can now be crossed after completing the quests The Prize and the Power and Strike the Earth . The Pulsing Grit buff can no longer be purged from Akala s minions. Sandstone Brutes in Gnawbone Valley will no longer hide in walls. Players running the Low Quality Renderer should find it much easier to complete the Shimmersand Puzzle. A Crafter s Lament Quest now grants credit to all members of a group. The Inmate Disguise will now display on the quest sticky for the following quests in the Flatyard Slither the Voice, Welcome to the Yard, A Man Who Can Get Things, The Mastermind, Loose Ends, and Final Preparations. The Kobold members of The Wanton in Firesand Desert now drop Ritual Firebrands. Removed the prerequisite quest for Ritual Firebrands. Zone Event Wind and Wings Corrected the progress text. Whispering to the Winds Fixed the second objective for this quest so it can be completed. SILVERWOOD The Vigil s Shield Tweaked the mechanics of this quest slightly for playability. Lord of the Fae Makirn will not respawn so quickly if there is no one nearby on the quest. Rift Gedlo Supply Drop Adjusted to prevent creatures getting stuck in stacks of crates...again. STILLMOOR A new zone event has been added to Stillmoor! An Eye for an Eye - gather shadestone to summon your own champion in order to defeat Gogalab the Pox Bringer! Ruston is now a potential invasion location for Defiant invaders. Stillmoor got a bit less stingy - daily quests now award notoriety comparable to other end-game zones. Guardian players that were eligible but did not receive the Marshal Kain storyline rewards (a Necrotic Semblance or Necrotic Rage essence) should seek out Sergeant Coda at Thalin Tor. Abominable Reconnaissance Removed the use time on manifests to make them a bit easier to click on while also fending off abominations. Master and Wolf Improved respawn time of quest targets. Following the Light/The Light that Leads The Retreating Instincts ability now makes the targeted wisp unattackable. Additionally, the polymorph it puts on your character can now be clicked off. In a Quiet Place/Where the Dead Rest Fixed an issue that could cause the Obrivic Sentinel to not return to his original location after being kited away, or remaining hostile to players. Dark Discoveries Increased the drop rates on the Abominations slightly. Dirty Job Adjusted the visual effects that appear when near the Blessed Weapons so they are more visible and last longer. Sniffing Them Out Coyotes should now properly spawn when requested. The Past Added more clues and adjusted the location of existing clues to make this quest easier. Added another Cooking Fire nearer to Tigram Stillstep for luring Gunder away. Spawn rate of Stillstep Lackeys reduced. Drugon Khaliknos now respawns more quickly. The Hunt Rages On The named mobs for this quest now respawn much more quickly. The Big Three, The Dead Ringers Reduced respawn times on targets of these quests. Decreased respawn times on some daily quest targets in Stillmoor. The Endless Citadel should be slightly easier to fight through - especially for those who use mana to dispatch their enemies. Past is Prologue Simplified how this quest is available - now offered by Donal Sumptor immediately after completing Rise and Fall . STONEFIELD Taking the Trog for a Walk Goorn should now properly reset when a player abandons this quest. The Smoldering Tormentors of Rock Ridge have grown more numerous! The Last Valley Centius respawns more quickly. Stealing Glory Only players on this quest should receive Soul Essence. Extra Strength Relief The Fluid Injector now dismounts players at the start of use. Gnarvul, Questing Overseer, and XT-300 have now been sighted by reliable sources in Stonefield. DUNGEONS AND RAIDS Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool. The health of general population mobs in Expert Dungeons has been reduced. Reduced the damage dealt by general Expert Dungeon NPCs. If players log out while in a raid, as long as one member is still actively online the raid will be kept and offline members shown as Disconnected. Greenscale s Blight and River of Souls now have closer respawn locations. All Raid bosses now drop 5 Plaques of Achievement for each member of the raid. Many bosses have had a pass done to bring them in line with their intended difficulty, and to make them more fun for melee damage characters in general. In a number of cases, some encounters were more challenging than intended. These changes should also help with forming appropriately matched groups through the upcoming Looking for Group system. With the upcoming addition of the Looking for Group tool, we re also in the process of tuning our Expert Dungeons to be completable with one appropriately geared healer per group, instead of frequently requiring a second full healer on top of support heals. Additionally, the power of the items purchased from the Expert Dungeon stores has increased to assist gearing up for further challenges. With these changes we expect more dungeons to be completed more often; as a result, the cost for Expert Dungeon merchant items has increased. Overall, this should net a similar or improved gain rate of plaque-purchased items. The power level of tier 2 Expert Dungeon items and Raid items have been upgraded. This should more clearly differentiate later Expert Dungeon gear from early Expert gear, as well as Raid items from Expert Dungeon items. Corrupted and Malformed Souls can now be purchased for Plaques of Achievement. Expert Rift openers can now be purchased for 1750 planarite Raid Rift openers can now be purchased for 3500 planarite ABYSSAL PRECIPICE Kaler Andrenos Kaler s Ice Geyser now deals Water damage. Expert Calyx now resets if pulled off of his platform. A blocking wall is also activated at the start of the encounter. Expert Renthar should be less likely to chain high damage abilities on a single target. Added a portal to Calyx s platform that activates once he is killed that allows players to exit the instance. Majolic Blood Crystal health slightly reduced. Majolic Blood Contagion can no longer affect pets. CHARMER S CALDERA Gronik Slightly reduced the amount of power Gronik gains over time. Cyclorax now uses mana. Expert Adjusted the encounter space around Ryka Dharvos so the lasers can t be so easily avoided. Standard Corpse Eaters no longer provide experience or drop loot. DARKENING DEEPS Expert Glubmuk s Poison Bolt should not hit characters fewer than 6 meters from him. Expert Scarn s Wind Buffet no longer ignites smoldering bones. Scarn s Smoldering Bones stay on fire longer. Incinerator Gerbik now uses mana. Non-boss NPCs in Darkening Deeps no longer count toward quests requiring dungeon boss kills. Expert Tegenar Deepfang Cocoon health slightly reduced. Expert Scarn Searing Heat damage slightly reduced. DEEPSTRIKE MINES Kaleida Reduced the radius of her crystals AoEs substantially. THE FALL OF LANTERN HOOK Oludare Fixed the targeting method used by Oludare so he won t turn to face a new target while cleaving or rear-kicking (in the face). Expert Ereetu Firestorm damage slightly reduced. FOUL CASCADE Expert Sparkwing learns to use his ranged abilities. It s super-effective. GREENSCALE S BLIGHT [Raid] A number of new Relic quality weapons have been added to Greenscale. Prince Hylas Slightly reduced the absorption amount of Spiritual Barrier. Prince Hylas Modified the amount of damage increased by Avenging Wrath. IRON TOMBS Expert Players immune to knockback will no longer be immune to Totek s Ancient Fury. Expert Bonelord Fetlorn s Boiling Marrow no longer affects pets. Guardians now respawn next to the Messenger of the Vigil. Humbart the Bold no longer cleaves players behind him! KING S BREACH Expert General mob populations have been reduced by a few pulls. Expert Immunity to knockback no longer prevents damage from Konstantin s spikes. Expert Konstantin s Cleaving Strike now has a proper effect radius. Expert Konstantin s Mathosian Fury displays an on-screen warning before use. Expert Players within 3.5 meters of Konstantin receive a 20% damage bonus. Expert Konstantin Spike Trap damage slightly reduced. REALM OF THE FAE Expert General mob populations have been reduced by a few pulls. Chillblains Fixed the targeting on the Elemental spawn, which was not working reliably. Luddoghan Made some adjustments to prevent his ground goo from targeting the tank. Expert Fae Lord Twyll Fae Chill damage reduced. RUNIC DESCENT Rictus Adjusted how Rictus uses his abilities and reduced some of the associated stuns and stun durations. Expert There is now a text warning when Eliam gains Dark Fury. ITEMS Greater Essences that can be equipped simultaneously now stack properly with each other. Previously, a few cases of matching elemental type Greater Essences would sometimes conflict. Now, if you can equip both in the same Focus, you receive the benefits and effects of both Essences. Unique-Equip Families have been removed from most Greater Essences; you should now be able to equip any Greater Essences together. Planar Lenses still share a unique-equip family (you can only have one Lens equipped at a time). The speed of the Ancient Tartagon [Collector s Edition mount] now scales to match the speed of the fastest mount you own. Fixed Swift Desert Najmok to move at epic mount speed (110%). It was incorrectly using the rare mount speed (90%). Cult Saga quest reward helms for Mages and Clerics have their Hit replaced with Focus. Aelfwar Conspirator s Signet will now properly display in combat logs, and has a more informative tooltip. Ancient Ironwood Staff now has Endurance instead of Dexterity. Arcane Hand Icon should no longer trigger when using Sacrifice Life Mana or other non-hostile spells. It also now triggers only on the target of the ability that caused it to proc. Buckley s Necklace is now an actual necklace instead of a ring. Increased stats to bring it in line with other neck items. Despoiled Band was not able to be equipped by anyone; now it can be equipped by anyone. Oh, and it also has a correctly spelled name. The ability on Divine Defender will now trigger properly, instead of not at all. Faeguard Belt has its Block changed to Parry, as Rogues do not generally block. Fang of the Life Lord Updated tooltip to clarify that the user is healed for the damage caused. The Fleshreaper now triggers properly. Grand Bauble of Brilliance now has the correct icon and appearance. Hand of the Eviscerator now triggers properly. Helmet of Transgressions is now Warrior-only. Lich-Skin Jerkin and Battlemaster s Jerkin can now be sold to vendors. Martyr s Fist now has a chance to deal an additional 90 Life damage, instead of claiming to restore mana - which it never did. Mortuous Shadestone should proc more reliably now. Night Leather Jerkin now has Attack Power rather than Spell Power. Petrifying Rune The root proc effect now breaks on damage. The Pyroblade from Fall of Lantern Hook is now a bind on pickup item. The Quicksilver Yearbook now requires being equipped to trigger. Royal Ruby Charm Melee Critical Hit is now Spell Critical Hit on this item. Sandwarden s Robe Changed Spell Critical Hit to Spell Power on this item to differentiate it from Robe of the Last Ritual. Scorching Blade of Talos Now properly has Spell Power. Scotty s Research Papers are no longer Soulbound and have an appropriate sell price. The axe Shadefall now has Endurance rather than Wisdom. Brilliant Shadestone Amulet now has Focus instead of Hit. Fervent Shadestone Necklet and Mighty Shadestone Necklet now have Focus instead of Hit. Shroud of Anti-Life now sorts under the proper Auction House category. Spectral Horse items are no longer Unique. Titan s Eternal Band now properly has Focus instead of Hit. Totem of Overgrowth Healing from this item now correctly displays in the combat log. The cooldown on Unseen Insignia will now continue to count down while you are offline. Verdant Archbow should no longer proc on non-damaging abilities. Wand of Charred Earth Changed Melee Critical hit to Spell Critical hit. Warmaster s Hammer Spell Critical Hit removed and replaced with more Parry. Waylon s Ring has been resized so it fits as a ring instead of a necklace. Whip-Worn Britches are now called Whip-Worn Boots and should have the correct appearance when worn. The Rare Essences, Marching Flood and Battle Tide are no longer Soulbound when acquired. The Crystallized Fire Elemental essence sold in Fortune s Shore has been removed and replaced with a new Greater Essence. Existing Crystallized Fire Elemental essences will not be changed. The effects of Sacred Heirloom of Eth and Totem of Overgrowth have had their chance of triggering with Area Effect abilities decreased, and their chance of triggering on single target abilities increased. These also now only trigger from the first tick of a heal over time spell. A number of offhand books and skulls have their appearances fixed. Bahralt s Symbol of Justice, Thedeor s Symbol of Retribution, and Thontic s Amulet of Discovery Replaced Hit with Focus on these items. Essence Watertouched Soulstone Updated the ability description. Essence Elementalist Sourcestone Now works as described. The essence Beholden Target now correctly has Attack Power instead of Spell Power. Many Expert Dungeon and Raid loot items had no sell value - this has been corrected. Changed the name of the dropped cash item, Shimmering Powder, to Glittering Powder to avoid duplicating the name of the Epic Runecrafting ingredient, Shimmering Powder. Dragonslayer Covenant, Order of Mathos, and Icewatch notoriety merchants now sell only a single version of their armored mounts. Greater Bottle of Tricks, Exalted Bottle of Tricks, Whisker Concoction, Sheepish Concoction, Prancing Concoction, and Abyssal Modifier now share the same diminishing returns as Control abilities. Strength-type random essence containers should no longer give out underleveled essences. Corrected an issue with the Greater Essences Rekindled Flameshard, Cinder Flamesource, Combusted Flamesource, Engulfed Flamesource, and Smoldering Flamesource which prevented them from proccing correctly in some situations. Rare Sourceshard planar currency can now be traded for Planarite at Rare Planar Goods vendors. All relic weapons out of Greenscale s Blight and River of Souls now require level 50 to equip. Nico Lights are now on the global cooldown. A number of mysterious items no longer drop with no apparent use (Diviner s Frond, Sublimated Stone, etc). They may make a reappearance someday! Illusion Ethian Monk and Illusion Mathosian Vanguard now have a 60 second use cooldown. Added description text to the Lute and Flute artifact merchant items. CRAFTING New weekly crafting quests have been added for all six production skills. Each awards a plaque as well as a Rift Lure that can be used to open a Crafting Rift (details above). Crafting daily and weekly quests now scale to match your character level and always award appropriate experience and notoriety. The recipe window now has a Search feature! Search recipe names, ingredient names, equipment slots, and Rune usable on slots for recipes that your character knows. You can also filter by the type of modification a Rune provides (Strength, Spell Power, etc). For each production skill, one Master workorder has been bumped up to 250 minimum skill instead of 230. - Order of Mathos Workorder Mighty Bottle of Critical Strikes has been changed to Workorder Mighty Healing Tonic, which does not include Pristine Distillate as an ingredient, and requires 250 skill to receive this quest. - Icewatch Workorder Radiant Rage Runeshards now requires 250 skill to receive this quest. - Icewatch Workorder Soulbind Leather Shoulders now requires 250 skill to receive this quest. - Dragonslayer Covenant Workorder Carmintium Sabatons has been changed to require Carmintium Pauldrons, and requires 250 skill to receive this quest. - Dragonslayer Covenant Workorder Carmintium Longsword has been changed to require Carmintium Stilettos, and requires 250 skill to receive this quest. Armorsmithing Workorders that duplicated the required items from other workorders of the same rank have been updated - in most cases this means a Sabaton Workorder now asks for Boots instead. Workorder Basic Healing Tonics and Workorder Mighty Healing Tonics (previously Mighty Bottle of Critical Strikes) are no longer set as level 1 quests. Exquisite Cloth, Light Downy Cloth, and Tough Silken Cloth now only drop for Outfitters. Slightly increased the drop rate of all crafting quest items. In addition, they can now be found on a wider variety of mobs and resource nodes. The description for the quest A Peerless Leather now refers to the correct quest objective items. Bottle of Spellstrikes and Bottle of Critical Strikes now trigger the effect Bitter Aftertaste , which prevents another such potion from being used for 60 seconds. Redistributed some ingredients in Runecrafting recipes! The changes are as follows -Unwavering Rune recipes now use Perpetuals in their recipes instead of Sentience Runecrafting materials. -Resolute Rune recipes now use Perpetuals in their recipes. -Recondite Runeshard recipes now use Sentiences instead of Kinetics. -Potent Rune recipes now use Perpetuals instead of Kinetics. Recipes for Quicksilver Bow and Hunting Bow now require only 1 Core each. Fine Leather Shoulders now require Fine Leather instead of Reinforced Leather. Enchanted Cores and Evergreen Cores can now be found in both Silverwood and Freemarch. The following crafted items are no longer Unique-Equip Ebony Hatchet, Darkmetal Scepter, Orichalcum Ritual Blade, Darkmetal Sword, Divine Defender, Orichalcum Mace, Eviscerator, Damascus Shiv, Damascus Saber, Band of Crystallized Mana, and Titan s Signet. Smoldering Runeshards have been renamed to Smoldering Runes. The scroll for Recipe Medium Leather Hood was previously Epic, though the crafted item was Uncommon. This has been corrected so the recipe scroll shows Uncommon rarity. Plaited Silver Ring has been renamed to Plaited Cinerium Ring. Death Warding Potions have been renamed to Unholy Warding Potions. Glowing Wrathful Rune now displays its name correctly after being applied Fixed a typo where Honed Demon Horn mentions parry. This reference has been removed. Like other versions of the Demon Horn augment, Honed Demon Horn only award Attack Power and Dexterity. Jagged Lightstone now sorts properly under Gems for auctions. Darkcloth Belt, Conditioned Leather Boots, and Conditioned Leather Jerkin now sort under the appropriate categories in the Recipe window. A number of items from Dungeons and Raids were not able to be Salvaged or Runebroken. Now all dropped equipment in Expert Dungeons or Raids should be salvageable or runebreakable. The following items now Salvage correctly Silver Choker, Lariat, and Pendant; Gold Chain, Choker, Gorget, and Lariat; Fine Platinum Chain; Platinum Choker, Gorget, and Necklace. Tweaked node respawn rates in Shimmersand, Moonshade, Scarlet Gorge, Scarwood Reach, Iron Pine Peak, and Stillmoor. Adjusted respawn rates and frequency of Orichalcum, Shadethorn, and Twilight Bloom. Fixed miscellaneous Butchering issues Telthaeus in Stillmoor can now be butchered for proper loot. Blackhorn Grazers and other Cattle mobs (with the exception of critters) can be butchered. Sloptongue mobs no longer require 215 butchering, which was way above level, and have been adjusted accordingly. Fixed a variety of typos on items, augments, tooltips, and recipes. A number of new recipes have been added to the Artisan Stores. Blazing Resistance Runes are now Epic quality. Sharp Runes and Accurate Runes are now Rare quality. These recipes have had their ingredient cost adjusted to reflect the updated rarities. Minor Catalysts now only drop from Elite or dungeon mobs. You can now click on the Loom in Lantern Hook to open the crafting window. Made adjustments to sync up Runebreaking and Outfitter better. Previously, items crafted by Outfitters were too high level to be runebroken by an equal-level Runecrafter. The level ranges for Runebreaking have been updated and expanded to account for this and to be more flexible in general. Restricted the drop of crafting Cores to specific mob types when in Shimmersand, Iron Pine Peaks, and Stillmoor - once discovered, these can be targeted for hunting if you re after more Cores! Brilliant and Blazing Life Resistance Rune recipes are now differentiated by required skill and planarite cost. Resistance Vial recipes now cost 2000 planarite, Heroic Warding Potion recipes now cost 2500 planarite, Brilliant Resistance Rune recipes now cost 1500 planarite, Blazing Resistance Rune recipes now cost 10,000 planarite. The loot window now closes upon the first click of Take All while Runebreaking and Salvaging. Looting items individually from Runebreaking and Salvaging will no longer play the sound effect for each item. Added a more appropriate error message to the crafting item drop quests to indicate if you have already completed the quest. Crafting an item no longer displays a loot message to party members. Corrected the description for the Augment, Sobek Eye , that incorrectly said Parry. Fixed quest text for A Peerless Leather that referred to the wrong items. Workorder Titanium Sabatons Now states the turn-in location of the quest, which is Chancel of Labors. PVP/WARFRONTS PvP Souls have been moved from the rank 2 PvP merchants in Meridian and Sanctum, and are now on the General Favor Quartermasters. Across-the-board improvements for PvP rewards and dailies. Rank 5 weapons have been moved to the rank 4 vendor, and had their names and prices updated. Rank 6 weapons are now available for purchase. The effectiveness of Valor has been updated. The numerical values have changed, but you will still gain 2% reduction per level up to 50. Complete PvP armor sets now give the following Valor - Rank 1 and 2 15% - Rank 3 and 4 22.5% - Rank 5 and 6 30% - Blazing Valorous Rune 50 Valor - 2%. - Radiant Valorous Rune 25 Valor - 1%. Stat distribution for all PvP armor sets have been updated to be a bit more competitive with Expert Dungeon and Raid sets. - Boots, Gloves, and Rings that were previously rank 2 no longer require a rank to purchase or equip. - New items have been added to make a rank 1-2 set comparable to the tier 1 dungeon merchant sets. - New Boots, Gloves, and Rings have been added to the rank 3-4 sets, and their quality has been upgraded to be comparable to tier 2 dungeon merchant sets. - Favor costs have been updated on many items across rank 1 through 4 sets. Increased the experience, coin, prestige, favor, and notoriety awarded from completing Warfront daily quests. Increased the Notoriety awarded for Warfront outcomes. Wins award 250, Ties award 150, and Losses award 100. Also increased the amount of Prestige and Favor awarded for losses or ties in Warfronts. The range for receiving rewards from kills in Warfronts now includes the entire zone. The Battle for Port Scion Infiltrators using Step Into the Shadows will lose their grip on Sourcestones. Updated The Battle for Port Scion Notoriety rewards - Eldritch Vanguard Steed and Noble Guard Valmera no longer have a Notoriety requirement and can be purchased from the General Favor Quartermasters. - Friendly-rank necklaces have been upgraded to Epic items. - Decorated-rank rings have been upgraded and now require Honored to purchase. - Revered-rank weapons have been moved down to Decorated. Two-handed Warrior weapons are now available. - Eldritch Vanguard Warsteed and Noble Guard Armored Valmera can now be purchased at Revered. - New consumable helm Runes are now available at Glorified. PvP Quests Securing the Port and Relentless Assault now only update when winning matches in The Fall of Port Scion. Black Garden Riftstalkers Flashback can no longer be used while carrying the Fang of Regulos. The Battle for Port Scion The stacking buff Sourcestone Empowerment, granted from turning in Sourcestone, no longer reduces damage taken. Reduced the favor cost of Cultist s Focus to 8550 Favor. It was previously priced as a 2-handed item. ACHIEVEMENTS Avoiding Death s Grasp Now properly gives credit and has an updated description. Back In the Bottle Time limit reduced to 100 seconds to match the encounter. Baron It All Now displays under the proper category and gives achievement points. Keep Your Enemies Close Now specifies the proper ability. Look Into the Light Now functions as intended. Melted Sludge Should properly give credit. Pressure Cooker Updated the description text and made it so you can actually get credit for this achievement. Rapid Assault Abyssal Precipice Fixed so this achievement is not always awarded, even when the criteria has not been met. Characters who had received it while not actually completing the required task will have this achievement removed. The Silent Vigil Achievement can now be gained by Defiants. Spikeless Now gives credit only to the player completing the achievement rather than the whole party. There Will be Blood Fixed an issue where credit was not properly being awarded. We Three Kings Fixed a case where Derribec wasn t always giving proper credit for being the last alive. Champion of the Droughtlands, Droughtlands Hunter Guardians should now be able to achieve these. The achievements Thwarting Their Plans , On the Hunt , and Stillmoor Days, Mathosian Knights could potentially not credit properly if the associated quests were completed as a group. If you were caught by this, you ve now been credited with the appropriate achievement. It will also work properly for those yet to complete them. GRAPHICS AND AUDIO Party member portraits for members in different instances should stop turning non-interactable. Fixed a bug that could cause incorrect animations to play when stacking polymorph effects. Added an Ambient Occlusion option to the Advanced Video Settings which makes lighting look super cool. Improved quality of shadows. Fixed an issue causing visual effects to occasionally streak across the screen. More natural-looking character skin. Improved the appearance of Water Elementals and Living Oceans. Updated sounds for High Elf and Kelari males. Voiceover audio should no longer continue to play after you have logged out or teleported. Improved rendering of ghostly characters. Fixed an issue with physics which could cause players to become stuck in a falling state on certain collision. Oh, silly gravity. Corrected some audio stuttering at the end of combat, specifically in Iron Pine Peaks, Shimmersands, and Droughtlands. Turned up the relative volume of the ready check sound. Corrected party pet portraits displaying incorrectly when zoning in or out of Dungeons or Slivers. Fixed incorrect visual textures sometimes being shown on NPCs. Updated the ambient sound of rivers to prevent some audio drop-outs. Attack sounds for weapon-based melee attacks should come through a bit more clearly. Made some audio adjustments to Assassin abilities. Touched up audio for Paragon and Justicar abilities. Various ability sound fixes based on user bugs and feedback. COMMANDS AND MACROS Tab-targeting now skips hostile players if you are not PvP flagged and have the PvP Auto Flag option turned off. You can now use the ESC key when typing in chat while the respawn countdown window is active. If all nameplates are disabled in your settings, pressing Ctrl+U will only toggle the UI. Added the @mouseoverui macro argument to supplement @mouseover; @mouseoverui will oly select from UI elements and never pick targets when not moused over a UI selection. AUCTION HOUSE UI Adjusted window size and panels. Browse Moved Results field to the bottom of the window. Reduced size of Category filter dropdowns. Auction Added a checkbox to set the same price as an existing auction on new auctions. You can now filter results by Item Rarity, Calling, Lesser or Greater Essence types, Min or Max Buyout Price. All tabs can be sorted by stack size. The Auction and Bids tab can be sorted by unit price. Clicking a text field on the Auction UI now highlights existing text in that field. Pressing the ENTER key when creating an auction now creates that auction. You can now price an auction you are creating by buyout price or unit price. You can now automatically set the starting price to be the same as the buyout price when creating an auction. Auction prices now always display the Bid amount above the Buyout amount, and the location of the Bid amount does not move if there is no Buyout set. The Auction House now shows "Apothecary" rather than "Alchemy" when searching recipes. Made better error messages for the Auction House. UI/SETTINGS Group and Raid overhead arrows, map icons, nameplates, and ground reticules are now all blue to maintain consistency, instead of mixed colors. A blue "X" now distinguishes your own map waypoint target from others in your group. You may now hide your character s shoulder armor in much the same way as the Hide Helmet option works. An option has been added to the Raid window (default key Y) to lock raid frames from being moved outside of Edit Layout mode. When departing a guild and joining a new one, your member notes and officer notes will be reset. The Guild MOTD text box now allows you to type in it even when other things are updating in the guild UI window. Added more specific error text when trying to trade with a character that is out of trading range. Splitting stacks of items in your inventory now brings up a count window showing the total stack size instead of always displaying one less than the full stack amount. The Spell Power tooltip also explains that it increases outgoing healing. A dropdown has been added under Misc settings to change/add a modifier key to activate the right-click context menu in game, or to disable it entirely. Raid markers can now be seen on player, target, target of target, and focus target frames. Fixed an issue where icons, particularly arrows, on the edge of the minimap would show in the wrong location. Waypoints are now cleared when changing characters or leaving the main world map (i.e. entering Warfronts). Fixed some quest highlighting bugs when opening, closing, or scrolling through the Quest Journal. The Class Mechanic UI now updates size when changing the global scale, rather than waiting until your next role change. The only show my debuffs setting now only applies to targets that you can harm. The Settings option for Show All Party Buffs is now Show only my buffs on target , which behaves the same was as the Debuff visibility options. The show all party buffs filter now applies to frames other than just the party frames for party members. Added a new minimap filter to show High Level Quests. Fixed a bug causing the 2D Scrolling Combat Text to appear in an incorrect location when playing at resolutions wider than 2000 pixels. Fixed a bug preventing ability tooltips from displaying when mousing over a buff icon on the target or pet portraits. The crafting window should no longer reset the scroll bar position randomly while you have it open - same with the skill and soul training windows. The middle mouse button can now be properly bound to the look behind function. Video capture now stops when resizing the game window. Party member portraits now show a Role icon next to the player name. Player mouseover tooltips now show the character s Role if you are grouped with them. Fixed bank bags that wouldn t always save their positions on your screen. The Notoriety panel of the character window now lets you view more than one notoriety group at a time. You may now track artifact set progress on-screen much like quests. The Artifact pane of the Character window now has a built-in search search for the artifacts you’re missing, or search for the collections themselves! You can now click on an artifact or empty artifact slot in the Artifact pane while viewing the Auction House to search for that item. The Guild Exp contribution column on the Guild UI has been changed to show the member s total Achievement score. Raidframe ready check marks should be more readable. Text for raid warning messages should be more visible, appear instantly, and come with a sound effect. Raidframes no longer show players as dead when they zone. Sending an in-game mail message now attempts to auto-complete the subject line based on recently typed subjects. If you attach an item or coin to a mail and the subject text is empty, it will auto-fill the name of the item into the subject field. Mail expiration text in the mailbox now says "Expires in X days" rather than just "X days from now". Zone names on the main map no longer change size weirdly when clicked on. CLIENT Added alert flashing (similar to aggro flashing) to the client on the Windows taskbar for LFG popups while the game is minimized. While waiting in a server queue, you can now click the Settings button to change game settings. Bandwidth optimizations.
https://w.atwiki.jp/cohwbg/pages/10.html
Core Map Features Looking to create a New Map? Try this Page. 新しい地図を作成するように見えること?このページを試みてください。 Starting Locations On your World Builder toolbar there should be a small button depicting a tree with a man beside it holding what looks like a green flag. Hovering over this button should give you the "Object Placement" helptext. We'll start here. Click on that button to open up the EBPS list. On this list you will find everything from brushes and trees, to statues and buildings. There are three key items you will need for each players starting location あなたのWorld Builderツールバーにおいては、何が緑のフラグのように見えるかそのそばの人が考えて、小さなボタンが木を描いているべきです。このボタンの上でとどまることはあなたに「オブジェクト配置」helptextを与えるべきです。私たちはここで出発するでしょう。EBPSリストを開くためにそのボタンをクリックしてください。このリスト上で、彫像と建物に、ブラシと木からのすべてを見つけるでしょう。位置を始める各プレーヤーのために必要とする3つの重要品目があります 1.) ebps\gameplay\starting_position This is your starting HQ これはあなたのスタートするHQです。 2.) ebps\gameplay\map_entry_point This is the players map entry point - The point at which reinforcement type abilities will have units enter the map on (Like the Allied Off-Map Combat Group or Axis Stormtrooper abilities) これはプレーヤー地図エントリー・ポイントです-補強タイプ能力がユニットに地図に上に(連合したオフ地図戦闘グループあるいは軸突撃隊員能力のように)入らせるポイント 3.) ebps\gameplay\bunker_marker These will be your players starting defenses, once placed you can select it then hold Shift as you Click and Drag to point the arrow in the direction you want the defenses facing. これらは防衛力を始めているあなたのプレーヤーです、一度、置かれてあなたはそれを選ぶことができて、そしてあなたが防衛力が向かうことを望む方向で矢を示すためにあなたとしてのShiftをClickとDragにすることができます。 World Builder上での表示 For each of these items you will want to select the item and observe the 'Player Assignment' of that item. On your right panel there are two places for Player Assignment, Default and Current. これらのアイテムの各々については、アイテムを選択し、そのアイテムの「プレーヤー割り当て」を観察したいと思うでしょう。あなたの正しいパネルにおいては、プレーヤー割り当て、デフォルトおよび流れのための2つの場所があります。 I would advise leaving the DefaultPlayer assignment to World, what you need to do is select all of the above objects for each separate starting location and change their CurrentPlayer assignment to "Player X", X starting with Player 1 for the first starting location, Player 2 for your second starting location, and so on until you have assigned each starting location its own player. 私は世界にDefaultPlayer割り当てを残すことに助言しましょう、あなたが行う必要のあるものは選択されます、個々の個別のスタートする位置の上記のオブジェクトのすべて、また各スタートする位置にそれ自身のプレーヤーを割り当てるまで、あなたの2番めのスタートする位置と第1のスタートする位置用プレーヤー1から始めて「プレーヤーX」、X、プレーヤー2などにそれらのCurrentPlayer割り当てを交換します。 プレイヤー番号設定 Make sure that all objects placed are within the playable area (To view this - Overlay Toggle Playable Area), otherwise the 'CurrentPlayer' option will not be available. 置かれたオブジェクトがすべて行なえるエリア(これを見ること-オーバーレイ トグル行なえるエリア)内にそうでなければあることを確かめる「CurrentPlayer」オプションは利用可能になりません。 If you want to see a map in the game, you need to at least have two (2) starting_position objects placed (see Object Placement) The starting positions are located under - ebps\gameplay\starting_position_sp. One starting position must be player 1, and one must be player 2. Place the objects away from each other, select each in turn and click the dropdown for Player assignment. Set one to player 1, and the other to 2. 2つの(2)starting_positionオブジェクトを少なくとも置く必要があることをあなたが理解したい場合(オブジェクト配置を参照)開始位置は―ebps¥gameplay¥starting_position_spの下で位置します。1つの開始位置はプレーヤー1であるに違いありません。また、1つはプレーヤー2であるに違いありません。オブジェクトを互いから遠ざけて置いて、順番に各々を選択して、プレーヤー割り当てのためのdropdownをクリックしてください。2にプレーヤー1への1つおよび他方をセットしてください。 You will also need to place two (2) map entry point objects. The map entry points are located under - ebps\gameplay\map_entry_point. Place the entry points at the edge of the map near the starting points and assign one point to each player. The starting points and entry points, which are in close proximity to one another, should have matching player assignments. さらに、2つの(2)地図エントリー・ポイント・オブジェクトを置く必要があるでしょう。地図エントリー・ポイントは―ebps¥gameplay¥map_entry_pointの下で位置します。出発点の近くの地図の端にあるエントリー・ポイントを置いて、各プレーヤーに1ヶ所を譲渡してください。出発点およびエントリー・ポイント(それらは互いのすぐ近くにある)は、一致するプレーヤー割り当てがあるべきです。 Also, you will want to give your map a name. The file name is not used for the displayed name. You need to enter the name and description in the Scenario Properties dialog under the Scenario Menu. さらに、地図に名前を与えたいと思うでしょう。ファイル名は表示された名前のために使用されません。シナリオ・メニューの下のシナリオ特性対話に名前と記述を入力する必要があります。 World Builder-Scenario-Scenario Properties... ゲームプレイ時の表示位置 This should be enough to get you up-and-running with a viewable play area. これは見えるプレー・エリアで活動中あなたを得るのに十分に違いありません。 (PS when you can't select an assignment, place the object further away from the border). (PS 割り当てを選択することができない場合、オブジェクトをさらに境界から遠ざけて置いてください。)。 To Keep in Mind Cover Explained Tips & Tricks From Relic Community Wiki
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#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# # Configuration file for Backup . # # @author Domenic Horner (gamerx) # #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# #======== Backup Settings ==========# ## How often show the backup run? (Default 15M / 15 Minutes) # (Note -1 or 0 will disable automatic backups.) # Format [Time][M-Minutes, H-Hours, D-Days, W-Weeks] backupinterval 2H ## Enable scheduled save-all? (Default 0 / Off) # (Note -1 or 0 disables this feature.) # Format [Time][M-Minutes, H-Hours, D-Days, W-Weeks] saveallinterval 5M ## How many backups are retained? (Default 25) # If this limit is hit, the oldest backup(s) will be removed. # (Note -1 or 0 disables this feature.) # This can also be a max size, Format [Size][K-KiloBytes, M-MegaBytes, G-GigaByes] maxbackups 15 ## Should backups be performed on an empty server? (Default false) # When the last player leaves the server, a final backup will be made. The automatic backup cycle will resume when a player re-joins. backupemptyserver false ## Should the backup stop the schedule after the first backup? (Default false) # If enabled, one backup will be performed at the time specified under backupinterval. norepeat false ## Option to always perform a /save-all on backup schedule. (Default false) # If false, /save-all s are only performed when a backup is required. alwayssaveall false ## If permissions system is un-available, should everyone be able to access all commands, or just ops? (Default true) # If set to false, all players will be able to perform all commands, unless you use a permissions system. onlyops true ## Should the bypass node be ignored? (Default false) # If this is true, even if all players have the backup.bypass permissions node, the backup will still continue. ignorebypass false ## Enables the auto-save function after the backup. (Defualt true) # Note If you set this to false, this plugin will backup your worlds but not save the data from the memory to your hard disc. If the server crashes between # backups, all work is lost. Disable if you use another plugin to save the world to disk (EG autosave). enableautosave true ## Should we backup the entire folder? (Default false) # Use with caution, as this will be a long, large backup, it automatically ignores the backup folder, so it can still be in the server folder. # Using this will ignore backupworlds , backupplugins , skipworlds , skipplugins , and splitbackup backupeverything false #======== File Location Settings ==========# ## Directory to store backup in. (Default backups) # Note Path can be relative, or absolute. ( D \Backups , /var/backups , altbackups , and ~/backups are all valid) backuppath backups ## Do we use the temp folder when doing backup? (Default true) usetemp true ## Name for the temp folder. (Default none) # This stores tempoary files while backup is in progress. # Note Path can be relative, or absolute. ( D \temp , /tmp , temp , and ~/backups/temp are all valid) # If this is not set, it defaults to a temp folder under the backups folder. tempfoldername ## Whether to ZIP Backups or not. (Default true) # If enabled, backups will be compressed and stored in a ZIP archive named with the current timestamp. # If disabled, the backup will stored in a folder with the timestamp. zipbackup true ## Should all the worlds be split into their own foders? (Default false) splitbackup false ## Customize the date format for each backup. (Default %1$tY-%1$tm-%1$td-%1$tH-%1$tM-%1$tS [YYYY-MM-DD-HH-MM-SS]) # This has to be a Java String.format string, see # http //download.oracle.com/javase/1.5.0/docs/api/java/util/Formatter.html#syntax dateformat %1$tY-%1$tm-%1$td-%1$tH-%1$tM-%1$tS #======== FTP Server Settings ==========# ########################################################### ## !!! Warning on FTP !!! ## ## This implementation relies on Sun s implemenentation ## ## of the FTP protocol, and depending on the version ## ## of Java you have installed, it may or may not work. ## ## You need sun.net.ftp.FtpClient in your JRE. ## ## Please tell me if this works/doesn t for you. ## ########################################################### ## Should we enable FTP uploads? (Default false) # If enabled, following options must be set. # zipbackup must be true for this to take effect. ftpuploadenable false ## The FTP server address to connect to. (Default none) # Can be an IP address or a hostname. ftpserveraddress ## What port should we connect to on the server? (Default 22) # The FTP default port is 21, if you re unsure, don t change this. ftpserverport 21 ## The username to login to the FTP server with. (Default none) ftpusername ## The password to login to the FTP server with. (Default none) ftppassword ## The directory on the FTP server you would like backups stored in. (Default backups) # Please leave blank for the root directory. # This folder MUST exist on the FTP server, and will NOT be created! ftpdirectory backups #======== Content Settings ==========# ## What to backup. (Default true, true) # Will give warning if either is disabled. backupworlds true backupplugins true ## Worlds for the backup to skip. (Default none) # Seperate by a semicolon. eg. world;world_nether skipworlds ## Mode for the below list. (Default true [Exclude listed files/folders]) # This can be true or false, false makes only the below plugin paths get included. pluginlistmode true ## List of files to exclude/include from the plugin backup. (Default none) # Seperate by a semicolon. eg. Plugin1;Plugin2;Plugin3. This takes effect inside plugins/ pluginlist #======== Notification Logging Settings ==========# ## Should we display messages in server/console log? (Default true) # If false messages will only be logged to file. displaylog true ## Should we send messages in-game on backup complete. (Default true) # False will only notify players with the backup.notify permission. notifyallplayers true ## Enable online version checking? (Default true) # Requires internet connectivity. enableversioncheck true ############################################### ## Internal Settings (Read DO NOT EDIT) ## ############################################### requiredstrings str-200 version 2.0
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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the Ridge Vents Installation Market . The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Ridge Vents Installation Market . Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. 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Geographical segmentation is also being done to get valuable insights into the Ridge Vents Installation Market . Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Ridge Vents Installation Market based on the geographical location. This section throws light on the demand and sales output for the Ridge Vents Installation Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88264?pu Market Key Highlights The market report on the Ridge Vents Installation Market is a summary of the current market situation for the Ridge Vents Installation Market . Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast Joe Ochoa Roofs, Elite Remodeling Services, Craftline Construction, Hamilton Roof Pros, Legacy Metal Roofs, Masada Roofing. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/cumene-sulfonic-acid-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/3-hexenyl-salicylate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/ethylene-glycol-monostearate-market-trends-growth-size-swot-analysis-opportunity-assessment-by-forecast-to-2021-drivers-and-applications-are-pertinent-for-sustenance-during-the-forecast-period-20/ Details Contained In The Ridge Vents Installation Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Ridge Vents Installation Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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ip_mod_tips|Tips ip_mod_tips_text|1. You can select a character in your party as the commander for battles and control him/her to fight in battles personally. ^^2. In auto-loot menu, you can let characters select equipments automaticly, also you can talk to them to tell them how to upgrade their equipments. ^^3. Companions can also read books, and you can use auto-loot to let them to select and read readable books automaticly. ^^4. You can adjust raining and snowing possibilities in Camp options. Snowing for snowlands and raining for the other lands. ^^5. During auto-sell, items in the inventory of companions which selected as the type for sell and their prices below the auto-sell price limit will be sold to all merchants in towns or the elders in villages automaticly. Specifically foods, trade goods and books will never be sold. ^^6. To quickly move members or upgrade members in party window, hold down the control key while you left click. ^^7. All parties can reinforce their ally like Lord parties and they can join in the battle directly. ^^8. If you enounter stronger enemies and leave some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal. ^^9. You can turn on formations in the mod options menu. ^^10. You can order your soldiers to move to a spot by pressing and holding down the F1 key. ^^11. Horses and men move less quickly in rainy weather. ^^12. You can wait on the world map by holding down the space bar. ^^13. You can recruit new men to your party in taverns, villages, castles and towns. ^^14. You can give orders to your party while in battle. ^^15. A party with high morale moves more quickly while travelling on the map. ^^16. Wounded party members will heal faster while resting in taverns. ^^17. To quickly buy and sell items in the inventory window, hold down the control key while you left click. ^^18. You can press the Backspace key during battle to bring up the command interface. ^^19. You will pay half wages to your troops while you are staying in a town or castle. Similarly, you will pay half wages to troops you garrison in a castle. ^^20. You can leave any location instantly by pressing the tab key. ^^21. You can hold down the shift key to zoom-in while aiming at distant enemies. ^^22. You can talk to various lore characters around the world. Some might give you quests, some might just have a bit of story for you. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the world of A Clash of Kings need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the known world, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of the noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Easos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that the society of A Clash of King is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the world, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Sovereignties will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. He may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_sea_travel|Sea Travel ip_sea_travel_text|Many locations in Westeros and Essos are only accesable by sea. To reach an island destination, or to travel from one continent to another, simply click on your desired location, and your character will find the nearest port and depart from there. ip_formations|Formations ip_formations_text|You can turn on formations in the Mod Options menu. To access the Mod Options, click the Camp menu. ip_entrenchment|Camp Entrenchment ip_entrenchment_text| When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^ If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run recieves the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^ In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns in Calradia, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^ When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellant base of operations for sieges or incursions into enemy territory.
https://w.atwiki.jp/eternal_duel/pages/28.html
Strategies for Levels Level 1-20 First, see the guide to the First 14 Days In-game. Select a weapon and armour from the armoury and request them. I would recommend choosing a weapon that has +75% experience and gold gains. These weapons will help you to level up quickly as they give you bonus experience and gains against NCP monsters. The weapons that show -75% are more powerful and should only be used for PvP. Who you plan to fight will dictate which one you choose to use. If you want to level up quickly, choose the one that gives you the experience gains and battle the NCP monsters. If you want to beat other players around your level, choose the more powerful weapon. The basic weapons in the armoury (those without upgrades) should be used when you don’t wish to level up (when you are training your stats to 850 850, for example). Note - You will not get bonus gold or experience when fighting other players Level 20 and 14 Days Old At level 20 I would recommend using all your energy at each reset to train your stats to 850 Agility and 850 Strength. It will take about 6 months but it is well worth putting the time in now. Once you are level 10 the Legend Stone unlocks Medium Training and this is the one you should use to train. Training in the Clan Castle will give you a 5% bonus each time and help you reach max stats a little quicker. After training you will have a few energy left over to battle each day. Have a look at the scenario below to understand why maxing stats early is important. Player 1 maxes stats at level 100 (850 850) Player 2 maxes stats at level 20 (850 850) Player 3 maxes stats at level 10 (850 850) Now the players stop training and start to level up. Each time you level up you get an additional 1 Strength and Agility point. Player 1 at level 200 (950 950) Player 2 at level 200 (1030 1030) Player 3 at level 200 (1040 1040) Players who stop leveling early in the game and train will be stronger and quicker later on. Some people stop leveling as soon as Medium Training opens at level 10 and max stats from there. It means they will have an extra 10 Strength and Agility points when they max their stats but it also means they have missed out on the opportunity outlined below. At 14 days you are now old enough to head out into the countryside and have the level required (20) to access the Pawn Shop in Silver Meadows. Before going into the countryside make sure that you buy some elixirs from the Witch in Rydar Street in Black Dale. If you get killed in the countryside without elixirs you will stay dead until the next reset. Sometimes the Witch is not there so you may need to go back later. When you buy your elixirs, try and buy 50 to start with. After you’ve made the journey a few times you’ll get a feel for how many you think you need but it’s best to have too many to start with. Also, put your money in the bank before you set out. If you are killed in the countryside you will lose some money. Silver Meadows is located at (25,25). Go to the Pawn Shop and buy gems, Nectar and Mythril at a discount. The first time you use the shop you need to pay but this is a one off. I don’t remember how much you have to pay but if you’ve been mining for a couple of weeks, you will have enough. The prices in the shop change sometimes but the Nectar and Mythril are usually available for less than the Black Dale market price. You can make a good profit by buying at the Pawn Shop and selling on the market. The gems in the shop are usually more expensive than on the market so I wouldn’t worry too much about them. The exception is the Crystals but check the market before you go. The Pawn Shop also enables you to buy Opals. Opals are used to increase your Race Level. I would recommend that you use your profits from trading to buy Opals. You will also get Opals from battling NPC monsters and may get them from gambling on the Key Wheel in the Casino but buying them at the Pawn Shop is the most reliable way to obtain them. Buy as many Opals as you can each day and save them until you have finished maxing stats. At this point you may decide to start keeping the resources you get from mining or you may choose to continue selling them. I would suggest starting to keep your Nectar. You can convert Nectar into Lucky Charms, which apparently increase your chances of good luck at the Shadow Church. It takes 10 Nectar and 10,000 gold to make one Lucky Charm. Some people say they are not worth it, some say you need between 11 and 13. Some people have lots, some only a few. Nectar is also use to unsoul Mythril weapons. If you buy a second hand Leviathan Blade you will need 50 Nectar to unsoul it. If you want a new Leviathan Blade, keeping your mining gains is a good way to start saving Mythril, which you need to buy it. If you want the clan to loan you an LB, you don’t need to worry about all that. If you haven’t already, you might want to start fishing. Once you get a level 10 Fishing Boat and Rod you can pull in 10 to 13 million gold a day. Farming is another option but the returns are not nearly as good and you have to remember to harvest on the right day to get the best yield. Finally, join the Shadow Church and touch the Wraithblde twice after each major and minor reset. Save your Faith Points until you have maxed stats. Level 20 and Max Stats You are now born again hard! If you’ve done all of the above you are level 20 (850 850) with thousands of accumulated AP points and about 6,000 Opals. Time to start leveling. Before you do, however, convert your AP to either extra Strength, Agility, HP or a mixture of all three (personally I would recommend all on Agility) and convert your Opals to 6 Master Opals and rank up to Race Level 3. Select an NPC weapon from the Armoury and battle the NPC monsters in Black Dale with all your energy. You will be at level 40 in a matter of days. Remember to keep voting for AP and use it as you will. Again I would recommend using it on Agility. Level 40 – 200 Get yourself a Leviathan Blade. Purchase one yourself or borrow one from the Clan. At level 150 you will be able to equip Race Armour 1 (RW1). We’ll talk to you about that later as they are expensive and the clan cannot guarantee to provide one free of charge. If we can’t get one for you, we will contribute to the cost of your purchase should you want one. Also at level 150 you can equip the Omega Blade or equivalent. This is a great weapon for PvP. Again we can discuss providing this closer to the time you need it. 300+ Training time again. More details on this to follow.