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https://w.atwiki.jp/warband/pages/641.html
ui_texture_detail|Texture Detail ui_max_frame_rate|Max. Frame Rate ui_enable_bumpmap|Use Bump Mapping ui_disable_blood|Hide Blood ui_disable_music|Disable Music ui_disable_sound|Disable Sound ui_enable_cheats|Enable Cheats ui_enable_edit_mode|Enable Edit Mode (Be warned, this slows down the game.) ui_enable_pixel_shaders|Use Pixel Shaders ui_enable_sound_variation|Enable Sound Variation ui_enable_vertex_shaders|Render Method ui_shadow_quality|Shadow Quality ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|Show Framerate ui_start_windowed|Start Windowed ui_trialmode_caption|Activation ui_trialmode|Please take a moment to activate Mount Blade Warband with your serial key. Your unique, 16-digit serial key is included inside your boxed copy.\nIf you don't wish to activate the game now for any reason, you can still continue to play the game in trial mode, however you won't be able to advance past character level 8. ui_launch_buy|Buy a License from TaleWorlds.com ui_launch_faq|Activation Frequently Asked Questions ui_trialmode2|In order to activate the game now... ui_trialmode3|Or, you can also... ui_trialmode4|If you have any questions about the activation process, you can read... ui_serial_key_caption|Serial Key ui_notification_serial_input|Enter your serial key below (you can copy paste it) and click on Activate button ui_activate|Activate ui_paste|Paste ui_notification_serial_internet_connection|Activation requires an active Internet Connection! ui_notification_serial_offline|If this computer does not have access to the Internet you can also use ui_manual_activation|Manual Activation ui_offline_activation|Offline Activation ui_manual_activation_caption|Manual Activation ui_offline_activation_caption|Offline Activation ui_cancel2|Cancel ui_close|Close ui_ok2|OK ui_activation_successful|The game has been activated successfuly. ui_activation_successful2|Please keep your serial key for future reference. You may need it again in the future if you want to install Mount Blade Warband on a new computer. ui_activation_denied|Activation Denied! ui_notification_serial_already_used|Serial Key already used for another computer. You must wait for a few weeks to reactivate the game on this computer. ui_notification_unable_to_connect_to_activation_server|Unable to connect to activation server! ui_notification_unable_to_connect_to_activation_server2|Please make sure that your internet connection is active and working properly and try again. If you are using a firewall, you many need to give the game permission to access the internet. If all else fails, you may always use manual activation. ui_incorrect_serial_number|Incorrect Serial Key! ui_incorrect_hardware_hash|Incorrect Hardware Hash! ui_incorrect_activation_code|Incorrect Activation Code! ui_cant_write_to_registry|Can't Write to Registry! ui_video|Video ui_audio|Audio ui_game|Game ui_advanced|Advanced ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 6. To continue further, please buy a license from taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_there_are_no_modules_installed|There are no modules installed! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|Off ui_continue_playing_the_trial_mode|Continue playing in Trial Mode ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|Auto Adjust ui_screen_size|Screen Resolution ui_antialiasing|Antialiasing ui_use_desktop_resolution|Use Desktop Resolution ui_play|Play Mount Blade Warband ui_check_for_new_version|Check For New Version ui_configure|Configure ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|Force Vertical Sync. ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|Low ui_m_high|High ui_m_ultra_high|Ultra High ui_force_single_threading|Force Single Threading ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page now?" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|Load Textures On Demand ui_language|Language ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|Enable Version Check ui_disable|Disable ui_yes2|Yes ui_no2|No ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.
https://w.atwiki.jp/fifa-pc/pages/115.html
FIFA 18 TITLE UPDATE 2018/8/2 FIFA 18 TITLE UPDATE 2018/5/29 FIFA 18 TITLE UPDATE 2018/3/26 FIFA 18 TITLE UPDATE 2018/3/13 FIFA 18 TITLE UPDATE 2018/2/20 FIFA 18 TITLE UPDATE 2018/1/23 FIFA 18 TITLE UPDATE 2017/11/30 FIFA 18 TITLE UPDATE 2017/11/23 FIFA 18 TITLE UPDATE 2017/11/14 FIFA 18 TITLE UPDATE 2017/10/25 FIFA 18 TITLE UPDATE 2017/10/07 FIFA 18 TITLE UPDATE 2017/10/03 FIFA 18 TITLE UPDATE 2018/8/2 The latest title update for FIFA 18 is now available. This update includes the following Made the following changes in Language Selection Players will no longer be able to select a language when launching the game. The language used will be the language currently selected in Origin.Players can change this language within the Origin client. Made the following changes in FIFA World Cup™ Changes made to the team sheets in the FIFA World Cup™ Online Tournament will now save and persist between boot sessions.Changes will be saved to a file called WC Online Squad Customisations. Removed the Cup window in the FIFA World Cup™ Online Tournament. This means that the FIFA World Cup™ Online Tournament will no longer reset each week. Addressed the following issues in FIFA World Cup™ The Customize Controls and Game Settings tiles now work correctly with the settings defined in the Accessibility Settings screen. Rarely the game would crash when attempting to rapidly progress through the FIFA World Cup™ Online Friendlies match flow. Addressed the following issues in FIFA World Cup™ Ultimate Team A crash during the FIFA World Cup™ Ultimate Team club creation flow for some players.This crash would occur if the player selected a language when launching the game that did not match the default language selected in Origin. Toggling between the two teams on the Player Ratings screen in the Pause Menu would sometimes cause the player heads to change size. Accepting a game invite to another mode within FIFA, while in the FIFA World Cup™ Ultimate Team menus, was causing some visual corruption until the game was shut down and restarted. Players sometimes getting an error message following the completion of the group stage of the FIFA World Cup™ Ultimate Team Online Tournament. The Swap With Duplicate option was not properly displaying on a Player Item in Duplicate Storage if you had just sent another version of that Player Item to your Club. Players getting an error message when attempting to send a duplicate Player Item to their Duplicate Storage after they have swapped that Item with an item in their Active Squad. The latency bars were not properly displaying the latency to the server in the FIFA World Cup™ Ultimate Team Online Tournament mode. Addressed the following issues in FIFA Ultimate Team Rarely the game would crash after entering and exiting FIFA Ultimate Team numerous times. Addressed the following issues in Career Mode A crash when searching for a player that you had previously scouted on a different team if that player had been fully scouted by your 6th hired scout. Addressed the following issues in Gameplay Rarely the game would crash if you suspended and resumed the game while in the Instant Replay screens. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2018/5/29 https //fifaforums.easports.com/en/discussion/394276/fifa-title-update-29th-may Hey FIFA Fans, The latest title update for FIFA 18 is now available. This update includes the following The FIFA World Cup™ comes to FIFA 18! Access the FIFA World Cup™ features from the FIFA HUB. Find all the information about what s new here - https //www.easports.com/fifa/2018-fifa-world-cup-update Addressed the following issues in Online When a Virtual Pro has hit the XP Growth Cap for an attribute, it will now correctly display that it has reached the max on the Overall Progress screen following a Pro Clubs Drop In, League or Cup Match.Previously, Virtual Pros that had hit the XP Growth Cap for an attribute were still being shown as having earned progression for that attribute on the --Overall Progress screen following a Pro Clubs Drop In, League or Cup Match. When this happened, it had appeared as if the Virtual Pro was earning progression that was then no longer present upon returning to the Pro Clubs menus. For more details on how Virtual Pro progression in Pro Clubs works, check out a guide here - https //fifaforums.easports.com/en/discussion/369615/pro-clubs-virtual-pro-progression-guide Made the following changes in Presentation / Visuals Changes to the Sevilla kits displayed in game. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2018/3/26 https //fifaforums.easports.com/en/discussion/379628/fifa-title-update-26th-march Hey FIFA Fans, The latest title update for FIFA 18 is now available for PC, XB1 and PS4. This update includes the following Addressed the following issues in FIFA Ultimate team FUT Champions Channel replays, for matches that ended early and resulted in a DNF, were sometimes incorrectly displaying which player received the loss.This was purely a visual issue on the FUT Champions Channel screens, and had no bearing on the results of the actual match. The goals were visually missing from the pitch if the Net Shaping settings had been changed to something different than those used by the player s active Stadium. The Camera Target buttons, displayed when watching a FUT Champions Channel replay, were displaying as controller buttons when using a keyboard. The Toggle Tabs buttons, displayed on the FUT New Items screen, were displaying as controller buttons when using a keyboard.They are now also clickable when using a mouse. Made the following changes in Audio / Visual / Presentation Changes to the Arsenal Tula banners displayed in game. Changes to the Club America kits, crests and banners displayed in game. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2018/3/13 https //fifaforums.easports.com/en/discussion/375842/fifa-title-update-pc-13th-march Hey FIFA Fans, The latest title update for FIFA 18 is now available on PC, XB1 and PS4. This update includes the following Made the following changes in FIFA Ultimate team Matches that ended early will, in most cases, now be available for viewing in FUT Champions Channel.Matches that end early due to a loss of connection by the home team will not be viewable. Addressed the following issues in FIFA Ultimate team Custom kit numbers will no longer change after swapping players around in your squad. Players will now always see their team on the left in the pre-match Team Management screens when playing a FUT Champions Weekend League match. In FUT Champions Channel, the introduction of the Orbit camera in a previous update had inadvertently removed the slow (0.5x) playback speed. This has been added back as a playback option. The Match Preview screen for FUT Champions Weekend League matches was sometimes showing the status of your opponent as blank instead of Making Changes . When an action shot on a player item fails to load, it will now properly default to the player s 2D portrait. The wrong text was being highlighted in red, on player items, when a squad did not meet the requirements for the FUT Champions Daily Knockout Tournament due to either League or Nationality requirements. Made the following changes in Online A Pro Clubs Friendlies match that is tied at the end of full time will now progress into extra time (silver goal) and, if needed, penalties. Addressed the following issues in Online The on-screen pause button, when enabled through the Accessibility settings, was not working in Pro Clubs matches. Made the following changes in Audio / Visual / Presentation Updates to the Catfish and the Bottlemen kit in FUT. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2018/2/20 https //fifaforums.easports.com/en/discussion/369307/fifa-title-update-20th-february Hey FIFA Fans, The latest title update for FIFA 18 is now available on PC. This update includes the following Made the following changes to settings The addition of an Accessibility Settings screen. This is available in the Main Menu on the Customize tab by selecting the Settings tile. This adds the following new settings The ability for players to remove the need to use the right stick within the game menus, allowing for navigation with the left stick only when using a controller. The ability for players to remove the need to use the left and right trigger / left and right bumper buttons within the game menus, allowing for players to scroll up to the top of the menu and cycle through them with the left stick when using a controller.This change will impact the Game Settings and Controller Settings screens only. The ability to add an on-screen, and clickable, ESC button during gameplay to allow for opening the Pause Menu using the mouse only. The ability to increase the size of the clickable buttons within the game menus when using a mouse. Addressed the following issues in all screens Pressing the D-pad, when using a controller, would occasionally not register. Made the following changes in FIFA Ultimate team In FUT Champions Weekend League, on the Match Preview screen, you will no longer see the status of your opponent update between "Making Changes" and "Ready", it will always display as "Making Changes". There is a known issue with this change that sometimes results in the status for your opponent showing as blank, it will be addressed in a future update. Selecting the difficulty of a match in FUT Squad Battles will no longer cause the player s default match difficulty setting outside of FUT Squad Battles to be changed. In the preview panel for a FUT Champions Channel replay, the match records displayed for the participating players will now reflect their record when that match took place instead of their current record. Addressed the following issues in FIFA Ultimate team German and Polish text overlapping the button icons on the controls panel in FUT Champions Channel. Player Contracts and Manager Contracts were incorrectly capitalized in the search filter options of the FUT Transfer Market. Made the following changes in Audio / Visual / Presentation Updates to the 2D portraits for 970 players. Added 2d portraits for 342 players that previously had a silhouette. Addressed the following issues in Audio / Visual / Presentation Post goal commentary saying that a defender deflected the ball on goal, when it was actually the keeper that touched the ball before it went into the net, when using Arabic, German, Dutch, Spanish, French, Italian, Mexican Spanish, Polish, Russian or Japanese commentary. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2018/1/23 https //fifaforums.easports.com/en/discussion/359848/fifa-title-update-23rd-january Hey FIFA Fans, The latest title update for FIFA 18 is now available for PC. This update includes the following Made the following changes in Gameplay After kickoff, the defending team will be more compact in defense.Their attacking players will be less aggressive in pushing up the field. Their defensive players will close the space between them and their attacking players to reduce the gap and limit the attacking team’s space. Addressed the following issues in Gameplay Goalkeepers unnecessarily clearing the ball when it was passed to them in certain situations. Made the following changes in FIFA Ultimate team The following changes have been made for all FUT Champions Weekend League matches All matches will now take place in the FeWC Stadium, with the Time Of Day always set to Night and Weather always set to clear. The Pre-Match screens will no longer display which team is the Home team or Away team; instead, players will always see their team on the left side of the screen, with their opponent s team displaying on the right side. You will no longer see your opponent s kits in either gameplay or the Pre-Match screens; instead, you will see your opponent wearing your unselected Active Kit.For example, if you choose to play the match in your Home kit, you will see your opponent play the match in your Away kit. The Kit Selection and Match Preview screens have been updated as a result of this change. The Orbit Camera can now be used when watching FUT champions channel replays. Addressed the following issues in FIFA Ultimate team The Player Fitness and Squad Fitness search filters on the FUT Transfer Market not returning the correct items. The Player Contract and Manager Contract search filters on the FUT Transfer Market not returning the correct items. The Specialties displayed for some inform players, in the Team Management screens of a FUT Online Match, were incorrect.This was a visual issue only with no impact on gameplay. Made the following changes in Online Modes Updated the colors used for the Connection Quality Bars in all Online modes, including in FUT.5, 4 and 3 bars are green. 2 bars is yellow. 1 bar is red. Addressed the following issues in Online Modes A player’s Pro Clubs Virtual Pro having incorrect attributes if it was created when the player is not connected to the servers. Made the following changes in Audio / Visual / Presentation Updates to a number of kits. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/11/30 https //fifaforums.easports.com/en/discussion/339309/fifa-title-update-30th-november Hey FIFA Fans, The latest title update for FIFA 18 is now available for PC. This update includes the following changes Addressed the following issues in Gameplay A freeze happening, in some situations, during the goal celebration for a goal that was scored by the goalkeeper. The goal celebration being skipped, in some situations, after a goal was scored by the goalkeeper. Holding the sprint button will once again cause a goalkeeper to get up quickly if he is on the ground while holding the ball. The player sometimes being in control of the wrong player in a Skill Game. Stringing the juggle skill move together multiple times in the Practice Arena could cause your player to disappear. Updated the default FIFA Trainer settings for the Intro Match to show both Movement and Mechanics instead of just Movement. Addressed the following issues in Online Modes Captains, or players that had just transferred captaincy to another player, getting disconnected or crashing after inviting another club to a match in Pro Clubs Friendlies in some situations. Made the following changes in FIFA Ultimate team Added the ability to watch FUT Champions Channel replays in a slower (0.5x) playback speed.When toggling the playback speed of the replay, it cycles through Normal -- Fast -- Slow. Removed the Single Player Camera from the list of available camera angles in FUT Champions Channel. Removed the non-functional Restart button in the FUT Champions Channel Pause Menu. Renamed the FIWC Stadium item to FeWC Stadium. Addressed the following issues in FIFA Ultimate team FUT Squads that had default tactics values that were incorrectly set to over 100 have been reset to the normal default values. A visual issue where sometimes the kit that a player selected to play with would not be the kit that their opponent would see them playing with in -FUT Online modes. The FUT Squad Battles Featured Squad image not loading properly after rapidly transitioning through screens. The Pause Menu countdown timer sometimes displaying throughout a FUT Champions Channel replay. The scrolling team lineup list sometimes displaying at the start of a FUT Champions Channel replay. The penalty shootout tutorial sometimes displaying during a penalty shootout in a FUT Champions Channel replay. Addressed the following issues in Audio / Visual / Presentation Updates to the 2D portraits for some players. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/11/23 https //fifaforums.easports.com/en/discussion/336735/fifa-title-update-pc Hey FIFA Fans, The latest title update for FIFA 18 is now available for PC. This update includes the following changes Addressed the following issues in Gameplay Incorrect penalty calls where a defender legally wins a header but also collides with an attacking player. Goalkeepers staying on the ground too long, not attempting to gather the ball, when the ball was within reach after a save. Goalkeepers sometimes not going for the ball after a back pass.This issue would occur more often if using manual passing. Addressed the following issues in FIFA Ultimate team Players getting a message that there are no attempts remaining in the current Daily Knockout Tournament when their final attempt is still active. The game freezing when quickly selecting an opponent in Squad Battles immediately after getting to the Opponent Selection screen. Corrected some of the text for the squad requirements in FUT Champions. A visual issue with an incorrect overall player rating showing in the Player Performance screen of the Pause Menu in certain situations. Made the following changes in Online Modes Added additional matchmaking regions in Pro Clubs. Addressed the following issues in Online Modes Players being unable to make quick subs if they had used all their available pauses. The trophy not being present in the Pro Clubs Championship celebration. Captains disconnecting from Pro Clubs matches when Voice Chat is disabled via game launcher. Addressed the following issues in Career Mode Players signed to pre-contracts, in the first season, not coming to your team if the first summer transfer window was disabled during Career Mode setup. Some player attributes were missing from the Squad HUB. Addressed the following issues in Tournaments Mode The tournament tree in the Women s International Cup being empty after the semifinals. Addressed the following issues in Audio / Visual / Presentation Repetitive whistling that was heard in some stadiums. Some visual issues with the Bundesliga broadcast package. Updates to a number of crests and kits. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/11/14 https //fifaforums.easports.com/en/discussion/333042/fifa-title-update Hey FIFA Fans, The latest title update for FIFA 18 is now available on XB1. The update will be available on PS4 and PC later today. This update includes the following change, which was made because some players were using an unintended gameplay mechanic to beat the computer on higher difficulty levels in FUT Squad Battles Made the following change in Gameplay Removed the chance for the CPU AI controlled player to receive a second yellow card when trying to push or pull an opponent, with the exception of an attacker who is through on goal and 1 on 1 with the keeper. This has no impact on human controlled players. To better explain this change we wanted to provide some additional context around how the CPU team plays the game. The CPU plays the game as you would, limited by the same input restrictions as a human player is. This means that the CPU team has an active player, just like you do, which we call the CPU AI controlled player. A CPU AI controlled player exists in the following circumstances On a team with no human players.For example, the CPU controlled team in Squad Battles. On a team with human players who are all locked to specific players, that also has CPU teammates.For example, a Pro Clubs team, with less than 11 human players, with no ANY player. A CPU AI controlled player does not exist in the following circumstances On a team with human players who are not locked to specific players.For example, a team in FUT Champions. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/10/25 https //fifaforums.easports.com/en/discussion/324535/fifa-18-title-update-3 Hey FIFA Fans, The latest title update for FIFA 18 is now available for PC. This update will be available on XB1 and PS4 in the coming weeks. This update includes the following changes Made the following changes in Gameplay Made ground passes and ground through passes less effective when blindly passing the ball between 90 and 270 degrees, where 0 degrees is the direction the player is facing.The most significant impact will be seen when the pass angle is between 140 and 220 degrees. The impact scales when the pass angle is between 90 (least impact) and 139 degrees and between 221 and 270 (least impact) degrees. The passes impacted by this change will see Reduced ball speed. Reduced accuracy. Disabled user controlled reactions, when locked to a player, when the goalkeeper is holding the ball. Addressed the following issues in Gameplay The goalkeeper sometimes parrying the ball into his own goal. The goalkeeper diving too early on downward header and volley shots. Players sometimes becoming invisible during a match. Dragbacks not working when rapidly tapping the modifier button. Players being unable to string together multiple stepovers. The goalkeeper, in some situations, being unable to throw the ball after making a save close to the goal line. The player automatically passing the ball from a set piece after the game had been paused in an Online match. An issue with Custom controls where movement with the directional buttons was not working when locked to a player. Made the following changes in FIFA Ultimate team Added the Objectives tile to the Pause Menu in all FUT Online modes. Added Guest Mode in FUT Online Seasons and FUT Online Draft. Disabled the FIFA Trainer within FUT Champions. Addressed the following issues in FIFA Ultimate team An issue in Squad Building Challenges where tagging a group of challenges would make it unselectable. ICONs displaying their current age on in-game overlays. Wrong badge showing for your opponent on the Online Season s Match Preview screens. Objective Completed visual notification not displaying correctly for some Daily/Weekly Objectives. Alignment of the text on Manager League items. An issue with the effects shown during the pack opening animation. The icon of your rank in Squad Battles displaying incorrectly when claiming rewards. Addressed the following issues in Online Modes Players crashing when matching up in Pro Clubs Friendly Matches in certain situations. Players would not receive invites in Pro Clubs Friendly Matches in certain situations. Addressed the following issues in Career Mode Players crashing during the first game of the season in certain situations. Made the following changes in Audio / Visual / Presentation Updated the Chile National Team kits and crest to be authentic. Addressed the following issues in Audio / Visual / Presentation The volume of the audio in the Cristiano Ronaldo celebration. Some issues with crowd flags displaying the wrong images. Some visual issues with the Bundesliga broadcast package. Situations where the ball would appear to go through the goal netting. An issue where a player on the ground would incorrectly animate as flipping or spinning. Celebrations clipping through ad boards. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/10/07 https //fifaforums.easports.com/en/discussion/315376/fifa-title-update-pc OCTOBER 7, 2017 12 06AM Hey FIFA Fans! The second title update for FIFA 18 is now available on PC. This update includes the following changes General stability improvements. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team FIFA 18 TITLE UPDATE 2017/10/03 OCTOBER 3, 2017 9 21AM https //fifaforums.easports.com/en/discussion/313085/fifa-title-update Hey FIFA Fans! The first title update for FIFA 18 is now available on PC. This update includes the following changes Added the following in FIFA Ultimate team New functionality to Champions Channel including missed shots and hidden timeline. Addressed the following in FIFA Ultimate team An issue with the extra time display on the Champions Channel timeline. An issue with locked EASFC catalogue kits on opponent teams in Squad Battles. An issue where the crowd would have incorrect flags when the home team is wearing a certain kit. An issue where a player could crash when watching a FUT Champions Channel match. An issue where players could control the goalkeeper in FUT Single Player modes. Changed Matches Remaining to Attempts Remaining in FUT Champions Daily Knockout Tournament. Changed the Possible Points text in Squad Battles to Projected Match Points. Updated loan player portraits in the EASFC Catalogue. Visual improvements to some FUT item types. Addressed the following in Gameplay Tuned goalkeeper reactions in certain situations. Tuned down the difficulty for Amateur and Semi-Pro difficulties. Reduced shot accuracy and slightly increased goalkeeper reaction times in certain in-game situations. Added the following in The Journey Hunter Returns Icons in cinematic scenes to indicate the user-triggered action. Triggered actions are Personality, FIFA 17 Result, Match Result, Key Decision, Player Performance, Team Performance, Partnership Rating Addressed the following in The Journey Hunter Returns An issue where the player could crash during a cinematic in Chapter 5. Added the following in Career Mode Added option to delegate contract renewals. Allow users to renegotiate contract with a player whose release clause has been paid. Addressed the following in Career Mode An issue where users could use a loaned player as part of a transfer deal. An issue where Breaking News weren t getting refreshed. Addressed the following in Online Modes An issue in Pro Clubs where a player could return to an invisible lobby after a match. Enabled the opponent indicators in online matches. Improvements were made to the kit clashing logic. Audio / Visual / Presentation Changes Adding this season’s authentic Bundesliga broadcast package. Addressed multiple minor audio issues. Improvements to the goal net animations. Thanks to those who’ve provided feedback. Throughout the course of the FIFA 18 season we ll provide you with more information and updates if and when they become available. The FIFA Team
https://w.atwiki.jp/riftinfo/pages/274.html
RIFT 1.5 == FEATURES == = ASHES OF HISTORY - WORLD EVENT = = CHRONICLES = = PLANAR ATTUNEMENT = = VETERAN REWARDS = = MASTER-MODE DUNGEON - DARKENING DEEPS = = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = = ENDGAME RIFT ZONE EVENT REWARD UPDATE = = WARFRONT ACCOLADES = = GUILD WALL = GENERAL GAMEPLAY CHAT SYSTEM UPDATES RIFTS AND INVASIONS LOOKING FOR GROUP GUILDS COMBAT ==SOULS==CLERICCABALIST DRUID INQUISITOR JUSTICAR PURIFIER SENTINEL SHAMAN TEMPLAR [PvP] WARDEN MAGEARCHMAGE [PvP] ARCHON DOMINATOR ELEMENTALIST NECROMANCER PYROMANCER STORMCALLER WARLOCK ROGUEASSASSIN BARD BLADEDANCER INFILTRATOR [PvP] MARKSMAN NIGHTBLADE RANGER RIFTSTALKER SABOTEUR WARRIORBEASTMASTER CHAMPION PALADIN PARAGON REAVER RIFTBLADE VOID KNIGHT WARLORD PVP/WARFRONTS DUNGEONS, SLIVERS, AND RAIDSABYSSAL PRECIPICE DARKENING DEEPS DEEPSTRIKE MINES DROWNED HALLS FALL OF LANTERN HOOK GILDED PROPHECY [Sliver] GREENSCALE'S BLIGHT [Raid] HAMMERKNELL [Raid] KING'S BREACH RUNIC DESCENT ZONESDROUGHTLANDS FREEMARCH GLOAMWOOD IRON PINE PEAKS SCARLET GORGE SCARWOOD REACH SHIMMERSAND SILVERWOOD STONEFIELD CRAFTING ITEMS GRAPHICS AND AUDIO COMMANDS AND MACROS UI/SETTINGS CLIENT == FEATURES == New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below. New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT! Veteran Rewards are being added as a bonus for longtime Ascended. Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them. A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below! New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES. The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON! AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience. = ASHES OF HISTORY - WORLD EVENT = Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery. The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they ll need all of the Ascended help they can get! Keep an eye on your World Event UI for the start of this world event. = CHRONICLES = Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5. The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system. Duo or strong solo 50s can enter the Chronicles version of Greenscale s Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones. The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events. Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the J key. Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn! = PLANAR ATTUNEMENT = Advancement doesn t stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character! Planar Attunements provide base enhancements to your character s Calling from each Plane, and is not Soul-specific. Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement. You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up. Rested experience does not apply to post-level-50 Planar Attunement experience. = VETERAN REWARDS = Our players are what make RIFT possible - as a thank you from us to you, additional bonuses are earned based on how long you ve been with us in Telara. Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you ve been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs. Check your in-game mailbox to receive Veteran Rewards! For additional details including the list of rewards and milestones, see http //www.riftgame.com/en/game/veteran-rewards.php = MASTER-MODE DUNGEON - DARKENING DEEPS = For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps. Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls. Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well! Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool. = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = A new Warfront joins the weekend rotation - this one in an all-new setting! Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended. Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul. Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players. = ENDGAME RIFT ZONE EVENT REWARD UPDATE = Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character! Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards. Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone. Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests. Significantly increased the rate in which players can obtain Inscribed Sourcestone. Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone. = WARFRONT ACCOLADES = A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP. Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions! = GUILD WALL = A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time. Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings. GENERAL GAMEPLAY You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present. Trinkets and other usable-equippables will now enter their cooldown period when equipped. Quantum Sight and Omen Sight now last 15 minutes. The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced. Ascended Powers are now on their own merchant in Sanctum and Meridian. Fixed an edge case with master looting where a group could become ineligible for assigned loot. Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion. Fixed the message Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item. NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day. If you try to pay for a cash-on-delivery mail attachment multiple times, we don t actually charge you more than once. When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room. Quests that share updates with party members will now also share across the whole raid, not just within your raid group. Using click-to-move no longer acts bizarrely if you click on a floor above or below your character. Smart Targeting now actually changes your target to the one chosen by your ability. CHAT SYSTEM UPDATES You no longer need to be Prestige rank 2 to join the World Defense chat channel. Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update. Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats. When your character is automatically added to a new level channel (when reaching 30 or 50), we ll no longer also remove you from the old one. RIFTS AND INVASIONS A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum. Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi! The Defiant s Flare and Guardian s Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes. Raid Rift tears no longer time out and disappear. Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other. Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown. After invaders take over a location they will start stacking the Burning Out debuff, causing them to take increased damage for each stack. Player pets no longer deal reduced damage to Invaders. Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone. Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time. Raid Rift tears now have a unique map icon. When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event. PvP Rifts will also be visible on the main map when zoomed in, even if you re not currently in the zone. LOOKING FOR GROUP The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level. Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons. Fully LFG-formed groups now default to having the tank set to leader. LFG groups can now vote kick someone who is not in the instance. You can also access other useful things from the party member s right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc. Fixed a case where you wouldn t be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon. Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen. Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it. LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader s screen. Killing the first boss in a normal dungeon will properly remove the party s LFG cooldown debuff, much like the Expert dungeons do. Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed. Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the raid . Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit. Leaders of LFG raidframe groups can now change the order of players within the party. The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change! The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won t forget group member names if someone is in a Warfront when the window comes up. Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message. GUILDS Guild Perk Bloodthirsty Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active. Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week. COMBAT Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned. Area effect heals that were using up a heal count on a dead friendly target will no longer do so. Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values. Your camera angle will no longer change when struck by an NPC using Thunderous Kick. ==SOULS== Cleric mana pools will now increase just a bit more from gains in Intelligence. Fixed an issue causing some passive abilities to linger after resetting your Soul Points. CLERIC CABALIST All Sigils are now area of effect on the target rather than ground targeted area effects. Ravaging Darkness The damage from Ravaging Darkness itself is now properly converted into healing. Reversal of Fortune No longer causes you to be hit by your own Decays. Dark Water Fixed tooltip inconsistencies. Symbol of the Ancient Removed the extra comma from the tooltip. Curse of Discord, Curse of Solitude Both now specify in their tooltips that they will not stack with each other. DRUID Fae Blast Now properly generates aggro. INQUISITOR Corporal Punishment Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul. JUSTICAR Bolt of Radiance Removed the secondary taunt effect that required Mien of Leadership. Provoke Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown. Interdict No longer has a delay before actually interrupting the target. PURIFIER Ancestral Flame Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased. Rite of the Ancestors Corrected the tooltip on the effect. SENTINEL Serendipity Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul. Lasting Invocation This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion. Vigilance Rank 2 is no longer blocked by the Latent Blaze debuff. SHAMAN Lust for Blood Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul. Vengeance of the Primal North Corrected the effect tooltip. TEMPLAR [PvP] Nysyr s Brand Increased cooldown to 10 seconds. WARDEN Overflow Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul. MAGE Warlock s Opportunity and Dominator s Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time. Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge. ARCHMAGE [PvP] Nenvin s Lament Fixed an issue where a previously cast spell would consume Nenvin s Lament if it was cast before the prior spell finished hitting the target. ARCHON Disorient Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits. Rock Slide Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick. Leeching Flames Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace. Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant. DOMINATOR Charged Shield, Mass Charged Shield Shield damage now checks for damage buffs and debuffs at the time the damage occurs. Mass Charged Shield Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly. Death s Edict, Mental Shock Now deals damage even if the target is immune to the stun portion of the effect. Swift Control Updated the description to help clarify how this spell functions. Improved Charged Shield Updated the description to indicate that it increases the base damage of an ability. Pets will now be able to attack enemies affected by the root from Storm Shackle. Quick Thinking No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ELEMENTALIST Fixed an issue with the Water Elemental s Icy Chains ability that prevented the root from being cleansed. Sever Bonds Can now be cast while silenced. NECROMANCER Last Gasp Can now critically hit. Flesh Rot Updated the description to indicate that it increases the base damage of an ability. Symbiote Updated ability description to clarify that it applies to the base healing of Essence Link. Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling. Corpse Explosion Fixed a bug where this wouldn t trigger if used on another player. PYROMANCER Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec. Withering Flames Can now critically hit. Burning Shield Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast. Ground of Power updates Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration. PVP - Glyphs of Power The bonus to Fire damage from Glyphs of Power in PvP combat is 5%. Improved Ground of Power Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power. Improved Grounding Removed. Improved Flame Jet - New Ability Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer. Wildfire The buff can now be clicked off or otherwise removed. Flicker Can now be cast while silenced. STORMCALLER Absolute Zero This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target. Building Storm The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt. Storm Guard Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged. Icy Vortex Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit. WARLOCK Defile Fixed an issue where the last damage tick was not occurring. Sacrifice Life Mana No longer prevented from returning mana when used with Empowered Darkness active. Dark Fury Now deals damage even if the target is immune to the Stun portion of the effect. Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs. Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active. Opportunity No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ROGUE Increased Energy regeneration rate to 23 per second. General gameplay goals for the rogue update - Competitive PvE Alternatives to Sabodancer, both melee and ranged. - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat. - Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one s target, with a portion of the stolen amount going to the rogue. - Better synergies between souls. - More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have. - Large pack tanking improvements - Improvement to threat on multiple mobs - Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away. - Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power ASSASSIN Gameplay goals More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete. Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects. Baneful Touch No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin. Leeching Poison The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50. Debilitating Poison Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target s maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time. Poison Mastery Now also increases the Attack Power of the Assassin s poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%. Enduring Brew Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown. Backstab Attack Power damage bonus increased to 150% from 100%. Assassinate An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target. Exposed Weakness The additional damage taken by the target is now increased by the Assassin s Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added. Energy cost reduced to 10 from 20. Physical Trauma Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%. Slip Away Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth. Cut and Run - New Ability Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown. Serpent Strike Energy cost reduced to 10 from 20. Impale Damage has been increased. Duration increased to 20 seconds, up from 16. Hidden Veil Fixed a bug where this wasn t working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away. BARD Gameplay goals A little more low level survivability - More of a reason to take this as a 3rd solo soul if you re inclined to get some more survivability back. Motif of Renewal - New Ability Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration. Triumphant Spirit Healing bonus is now applied to Motif of Renewal. Motif of Regeneration Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration. BLADEDANCER Gameplay goals Should be a viable in-your-face combat rogue. Combat Culmination Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3). Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time. Weapon Barrage Removed the damage component of this interrupt ability. Strike Back Now triggers off of dodges as well as parries. Compound Attack Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3. Turn the Tide Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%. Contra Tempo Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31. Counterbalance Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds. Flash of Steel Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added. Twin Strike The offhand attack now hits up to 4 enemies, increased from 1 other enemy. Unabating Steel Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel. Blade and Soul Parity Also increases the Bladedancer s Critical Hit damage by 50%. Double Coup Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%. False Blade, Dauntless Strike Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points. INFILTRATOR [PvP] Cleanse Soul No longer takes you out of stealth when used. MARKSMAN Gameplay goals No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy. Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec. Marksman s Pedestal and Sniper s Pedestal have been removed. Hit and Run Removed. Improved Hit and Run Removed. Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot Damage increased. Strafe Damage increased. An additional 100% bonus from Attack Power is added to this attack. Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments. Electrified Munitions Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability. Rending Munitions Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target s armor. Vampiric Munitions Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target. Silver Tip Munitions Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability. Controlled Fire - New Ability Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38. Deaden Energy cost reduced to 10 from 40. Lightning Fury Can now be cast instantly. Energy cost reduced to 30 from 40. Single Minded Focus Ability changed - now increases the damage of all single target damage abilities by 1-5%. Increased Fire Power Effect is now triggered on all critical hit attacks. Rapid Extrication Now reduces the cooldown of all Marksman abilities by 15-30%. Barbed Shot Moved to a 16 point root ability. Penetrating Shots Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target s armor, up from 4-20%. Master Archer Ability changed - whenever you are standing still, damage with ranged weapons is increased by 5-25%. Fan Out, Crossfire, Lightning Fury Can now hit up to 8 targets, increased from 4. Collateral Damage Increases the damage of all ranged weapon area of effect attacks by 15-30%. The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant. 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes now increases the damage of Electrified Munitions by 50%. NIGHTBLADE Gameplay goals Some more survivability, without having to rely on pure immunities. Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects. Primal Strike Now deals Death damage instead of Physical damage. Primal Death Now increases the damage of Primal Strike by 5-15%. Enkindle Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-30%. Living Flame Increased the damage bonus from Attack Power by an additional 50%. Twilight Transcendence Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds. Fell Blades Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target. Fiery Chains An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point. Nightstalker Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health. Weapon Flare Now grants a Combo Point when used. RANGER Gameplay goals Synergizes with other souls better. No longer overly dependent on Shadow Fire. Killing Focus Now increases the damage of both melee and ranged weapon attacks by 2-4%. Double Shot All ranged weapon attacks gain a 10-50% chance of firing an additional shot. Shadow Fire Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%. Master Huntsman The Dire Wolf s Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor s Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%. Divert Rage Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability. Rain of Arrows Cooldown reduced to 6 seconds from 8. Bloodied Blow Damage has been increased. RIFTSTALKER Gameplay goals Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls ability to close all currently lives in this tree. Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release. Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec. Guardian Phase Threat generation increased to 200% from 100%. No longer purgeable. Stalker Phase Effect is no longer purgeable. Now adds a 10% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz Reduced the threat generated by these abilities. Shadow Blitz An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points. Shadow Stalk Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target. Annihilate Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value. Stalker Phase Effect is now triggered after using any Plane Shift abilities. Increases damage by 5% when active. Rift Barrier Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker. Improved Rift Barrier Removed. Planar Vortex - New Ability Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase. Hasted Time Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer s Sprint and the Marksman s On the Double. Freedom of Movement Effect is triggered after Plane Shifting and can only occur once every 10 seconds. Shadow Assault The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points. Shadow Mastery Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds. Phantom Blow Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%. Rift Guard Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker. Shadow Guard - New Ability Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus. Planar Disruption - New Ability Unlocked with 22 points spent. Attempts to disrupt the target s spell casting. Not affected by global cooldown. Physical Wellness - New Ability Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds. Defer Death Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds. Instigate No longer triggers the global cooldown. Guarded Steel, Annihilate Duration per combo point is now 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5. SABOTEUR Gameplay goals Use of bombs should not be a DPS downgrade. Annihilation Bomb, Chemical Bomb, Fragmentation Bomb An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased. High Explosives Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44. Residual Shrapnel Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds. Time Bomb An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased. Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%. WARRIOR Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin s Reprisal, Retaliation, and Turn the Blade. Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage. Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant s order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw. Grim Lure, Spark, and Shield Throw Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits. BEASTMASTER Pack Mentality Fixed a case where this effect was removed when spending a soul point. CHAMPION Bloodthirst This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point. PALADIN Light s Decree Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks. Paladin s Devotion Can now be used while snared or rooted and will properly remove those effects. Paladin s Reprisal Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul s ability, The Art of Defense . Sweeping Strike Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. PARAGON Wrist Strike No longer blocks Break Free abilities. Predictable Movements Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities. Reaping Harvest Ability will show as unavailable while wielding a 2-handed weapon. REAVER Creeping Death Fixed a bug causing rank 2 through 4 to not properly snare the target. RIFTBLADE Riftwalk Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn t changed and still roots the target. Avatar of the Rift Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability. Earth Burst Fixed a tooltip typo that listed the snare duration as 0 seconds. VOID KNIGHT Ragestorm Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. WARLORD Combat Awareness Updated tooltip to better indicate that the ability generates significant threat. PVP/WARFRONTS Killing a mind-controlled player of your own faction will not give you prestige, favor, or experience. It s still pretty funny, though. PvP deaths no longer result in soul damage, even if NPCs are attacking you. Fixed the calculation of the Monthly Kills stat. NOTE This will result in a one-time reset of your monthly kills display, and then it will start tracking properly! For PvP quests that require defeating other players, NPCs can no longer steal your credit. If you are in a raid with less than 6 people, Prestige and Favor awards will be calculated using the party values. Whitefall Steppes Escalation Now properly tracks and displays Sourcestone captures and returns on the leaderboard. Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones. Fixed an exploit that allowed Guardians to get up to the back side of the Defiant spawn point in Port Scion. Pyromancers Glyphs of Power Reduced the bonus to Fire damage from Glyphs of Power in PvP combat to 5%. Port Scion Zerena Karathi and Alys Whiteshield (both in the starting areas) will no longer attack players. Characters will no longer be affected by PvP Immunity effect when zoning into or being resurrected inside an instance. DUNGEONS, SLIVERS, AND RAIDS Increased the chance for tier 1 Expert bosses to drop Epic quality loot. Added a 50% chance for tier 1 Expert bosses to drop a second Plaque of Achievement. Added a 50% chance for tier 2 Expert bosses to drop a third Plaque of Achievement. Reduced the prices of Expert dungeon armor. The second tier of Expert dungeon armor now requires turning in the first tier of Expert armor to purchase. ABYSSAL PRECIPICE The Abyssal Precipice achievement can now be updated by defeating Expert versions of the bosses. DARKENING DEEPS Darkswarm mobs no longer award experience. Braxtepel Flame Cleave can no longer be reflected. Gedlo Council Fiery Bonds and Searing Flame can no longer be reflected. DEEPSTRIKE MINES Expert Fixed some locations where characters would be teleported after being resurrected. The ledge of the Titan s bed in Deepstrike Mines is now too slippery to stand on! DROWNED HALLS Players can no longer hide from Isskal s single-target attacks. Hydriss Tsunami visual effect looks and is times better to help represent ability damage increase over distance. Hydriss should no longer attack players during or instead of her Waterburst and Hydrostatic Shock phases. FALL OF LANTERN HOOK Expert Additional tuning for the Helena Brass finale so Oludare should always spawn and not block you from completing the dungeon. GILDED PROPHECY [Sliver] Added a Conqueror type achievement for this zone, along with a new reward! GREENSCALE S BLIGHT [Raid] Oracle Aleria If Necrotic Eruption is on a character at the time of Aleria s death, it gets removed rather than bombing the entire raid once the maze walls drop. No more victory-wiping! Lord Greenscale At long last, and hopefully for good - fixed a case where Lord Greenscale would sometimes cancel his Genesis Torrent cast or channel. HAMMERKNELL [Raid] Darktide Mists can now be crowd controlled. The later bosses in Hammerknell now drop additional Greater Marks of Ascension. Sicaron Adjusted duration of the Soul Harvest ability. Grugonim Removed reputation gain from the Bloodplague Crawlers and Manifested Death (towers). Grugonim Increased the damage buff granted to players to 4% from 2% per stack. KING S BREACH Strange Plots of the Aelfwar Fixed a case where the quest objectives would not reset and refused to allow players on this quest to return to the instance and complete it. RUNIC DESCENT Standard Slightly reduced base mob density in this dungeon. Expert Neutral mobs no longer award experience. Expert Rotting Flesh is now cleansable. Expert The Keep Cleansing achievement should now properly award as described. ZONES The Saga of the Endless A Father s Love Nearby Rifts will no longer cause quest targets to hide from this quest. Some NPCs, primarily in Moonshade Highlands, were granting experience outside of the normal range for their level and difficulty. Corrected! Manticore type mobs just got more lucrative to hunt - they weren t dropping as much currency loot as they should have. DROUGHTLANDS Zone event Saving Lantern Hook This event should no longer be able to get into a non-completable state. FREEMARCH A new porticulum has been added to Ark of the Ascended, allowing new characters to receive their Soul Recall ability earlier. GLOAMWOOD Out of Harm s Way This quest should be less negatively impacted by footholds at the nearby Guardian Encampment. Also increased the distance the escort can be from the player before the quest will fail. Gwyddon is now properly removing the Hag s curse for any afflicted Ascended. IRON PINE PEAKS The Redsnow Bandit population around Frost Falls has been retuned to be more in keeping with the quest levels of that area. SCARLET GORGE Daily quests in Scarlet Gorge should all properly grant notoriety for repeat completions. SCARWOOD REACH Zone Event The Witching Hour Fixed a case where the event could fail before all targeted locations had fallen. Realigned Priorities The Guardian Raiders that spawn should no longer flag you for PvP and as an added bonus, also no longer hit like trucks. Chronic Cultist Culling Removed the second objective from this daily quest. Local Cures Umbral Sedge plants will no longer spawn inside of rocks. Insuring Their Safety More Gorefang Wranglers should now be available. A Temporary Solution Reworked this quest so you are asked to speak with Sasha Nikadon in The Sagespire to receive the quest objective item, A Pinch of Sourcestone Powder . SHIMMERSAND Zone event Scourge of the Sands has been tuned down in difficulty. The Order s Charge Quest will now always update on killing a Maelforge Emberdrake if the Flamerod is active. The Unlucky Few NPCs will respawn more reliably during this quest. Fight Fire with Fire During this quest you will no longer be able to pick up more than 9 Core of Flames. Ritual Firebrands This quest no longer grants experience when completed. Level 50 Rifts now have a chance to appear in Firesand Desert! SILVERWOOD A new porticulum has been added to Divine Landing, allowing new characters to receive their Soul Recall ability earlier. The rare spawn NPC, Pandora, will no longer be a potential target of Defiant Footholds. STONEFIELD Tracking a Traitor Ascended will now have an easier time using Kira s Signal during this quest. Daily quests in Stonefield should all properly grant notoriety for repeat completions. CRAFTING Skill-specific Plaques have been converted into Master Crafter s Marks. Master Crafter s Marks will now drop and reward wherever the previously skill-specific Plaques would (Apothecary Plaque, Outfitter Plaque, etc.). All Epic crafting recipes are now purchased with Master Crafter s Marks. Reduced the amount of Eternal Planar Dust required to make the components for the weekly Crafting Rift lure quests. Slightly increased the amount of store-bought materials needed to offset the cost reduction. You can now receive Inert Shards, Stones, Gems, Crystals, and Prisms from Apothecary daily quest reward bags and chests, as well as Apothecary Crafting Rifts. Crafting Rift Weaponsmith Will no longer auto-complete the third bonus stage due to multiple characters completing the second. Brilliant Enduring Rune now grants +9 Endurance, up from +8. Every point counts! Tempered Orichalcum Bar, Enchanted Shadethorn Lumber, Steel-Stitched Leather, and Infinite Essence now sort properly on the auction house. Epic Essences and Rare Essences above level 50 now Salvage for more level-appropriate materials. Dark Seafoam Green Dye has been fixed to require 110 Apothecary skill to create. It previously was set to 130. Ruby Gorget was incorrectly requiring 201 skill to create instead of 210. Fixed! Skilled Armorsmith Supply Chests will properly award Armorsmith materials rather than Weaponsmith. Ornate Platinum Choker now displays the correct name in the recipe list. Corrected the name of the Apothecary Workorder that requires Lesser Healing Potions. Runecrafters will no longer receive Workorder Radiant Steadfast Runes. Characters currently on this quest will still be able to complete it - a new Runecrafter Workorder has been added to replace it, requiring Radiant Insightful Runes. Fixed an issue where neutral Crafting Trainer NPCs in Fortune s Shore were offering faction-specific recipes. Corrected the Bind on Pickup flag on some Rune and Runeshard recipes that were not previously set. Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones. Endurance bonuses from crafted item sets can now stack with each other. Shard firsts for crafted items are now granted at the time the item is successfully crafted. Fixed the skill level requirement to craft Carmintium Lariat. ITEMS The prices of Essences on the Planar merchants has been adjusted due to the merging of Inscribed and Crystal Sourcestone. New Synergy Crystals are now available from the Planar Goods merchants for Greenscale and tier 2 Expert item sets. A number of vanity items and gloves that were previously non-tintable can now be dyed! Gravemaker Steaks, Drake Filets, and Icewatch Cupcakes no longer have an item use time. The effect is now applied immediately. Items that grant temporary enhancements (ex Padding, Armor Plating, Spellstones, Riding Chaps, etc.) have updated icons. Collectible books no longer count as quest items and will go into your primary inventory. If you have any in your quest bag that you hadn t added to your collections, you ll need to move them into your general inventory to use them. Fixed a bug that could cause Synergy Crystals to display incorrect tooltips in merchant windows. Transplanar Synergy Crystals no longer have a faction requirement to use. Fixed an issue where clicking off the buff from Necrotic Rage would prevent it from proccing again unless the focus was re-equipped. Binding Silk Now with Physical Crit rather than Spell Crit. Bulwark of Banishment Reduced the Block bonus from 40 to 20 to bring it in line with other items of similar level. Deathsteel Pauldrons Now with Attack Power rather than Spell Power. Double Barrel Problem Solver Changed graphic so this is actually double-barreled. Energetic Sourcestone Mirror is no longer able to proc from every tick of a damage over time ability, only on the first. Fang of the Life Lord Can now correctly proc from Warrior abilities. Gossamer Motions Now has Attack Power instead of Spell Power. Gravetouched Soulstone Fixed so it actually does proc the buff on your pet, as the description indicates. Metamorphic Stonesource Will now apply the correct effect. Murk Shrouded Trinket Effect tooltip now displays the correct name. Nyx s Chloromancer Crystal 2-piece bonus now increases the chance for Radiant Spores to proc by 10%, up from 5%. Nyx s Chloromancer Crystal 4-piece bonus now causes damage ticks from Void Life to place a stacking buff on the Chloromancer. Each stack reduces the casting time of the next Nature s Touch spell by 0.5 seconds. Privateer s Axe of the [...] Can once again be sold to merchants. Sandcovered Shroud Now accepts both Primary and Secondary areas for dyes. Stinging Faesource Now procs the correct buff. Tuthmet Wine Fixed the spell power buff so it will no longer be overwritten by a weaker version. Fixed a bug where Simple Synergy Crystals could be equipped by Clerics. GRAPHICS AND AUDIO Now with better Anti-Aliasing! Set your Anti-Aliasing option to Edge Smoothing to see the new improvements. Fixed an issue with falling through the world when changing your graphics texture quality. It s a lot more difficult to get your character to stand at impossible angles while mounted. Fixed an issue with sound reverberation in some areas (such as Chancel of Labors in Iron Pine Peaks) where the effect was way too strong on footsteps, character speech, and some other sounds. Fixed footstep sounds for some polymorph effects that had none. Fixed objects not drawing to the correct distance at initial login. Look for new finely-feathered-friends livening up Meridian and Sanctum! Improved the variation in crowd cheer audio. Fixed some issues that could cause framerate stuttering when running through the world. Added voiceover to several existing major zone events. Added a sound to Prince Hylas opening of Greenscale s Door inside Greenscale s Blight. Fixed a bug where casting animations were sometimes interrupted by other animations. COMMANDS AND MACROS Added a keybind-able command that will hide other players on your screen when the key is pressed. There is no default bound key, but you can set one in the Key Bindings menu as Hide Other Players under UI Toggles. You can now add [notactive] to a /cast macro to prevent it from turning off a toggled ability. Fixed a bug where players could incorrectly end up targeting themselves when using abilities from macros. The Marksman Bull s Eye and other similar abilities will now work properly in macros. UI/SETTINGS Parties can now be displayed by default using the Raid Frame UI. Check the Display tab under Options to enable this setting. The Auction House no longer truncates long item names with ... when using right click on an item in your inventory to search auctions. The quest log now displays how many daily and weekly quests you ve turned in as well as the limit per day/week. It also shows the current total number of quests in your quest log alongside the quest log cap amount. The visuals on the character sheet now update as soon as an armor item is dyed. Added an option to always display status text for your Focus target, similar to the existing options for Player, Target, Party, etc. If your character has had more than one role that has had a free Soul Point respec applied to it due to a patch, you now see a message box listing all of your respecced roles on first login. The Auction House now has a new Vanity subsection to look for wardrobe items! Clicking the Bid or Buyout buttons on the Auction House no longer changes the position of your scroll bar in search results. Fixed an Auction House purchasing bug that would prevent you from buying an item from search results immediately after placing an item up for auction. Soul Exhaustion tooltip now correctly explains whether it has been applied by resurrecting at a graveyard or by reaching 0% Soul Vitality. Title rewards are now displayed in the Achievements window. The on-screen popup message for Quest Accepted now appears for all quests, including Rift dailies. Removed an erroneous error message when adding the first quest to your quest stickies when the stickies are currently empty. Item tooltips no longer display red text while dead if you can use the item while alive. Tooltips for kill quests that require specific level mobs or higher will no longer show too-low targets as valid. Moved the Settings option for Ability Queue into the Action Bar settings category. Fixed a bug where you couldn t delete quests from your quest log if the only quests you had in there were daily/weekly types. Fixed the chat window occasionally truncating lines when using larger text sizes. Ascended Powers and Guild Perks are now organized by category in your Abilities window. CLIENT Client stability improvements, yay! Fixed an incompatibility with Windows 8 32-bit.
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v 0.6.27 12.15.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES. YOU WILL RECEIVE ONE FREE BASE WHEN YOU LOG IN FOR THE FIRST TIME. IT IS RECOMMENDED THAT YOU IMMEDIATELY EDIT THIS BASE AND SET UP ITS DEFENSES AND MINES BEFORE ATTACKING OTHER BASES. * NEW BASE OFFICER SYSTEM! The number of bases you can have at any given time is now determined by how many Officers you have. You can only have as many Officers as your current level (if you are level 2, you have 2 Officers.) Each time you level up, you are granted an additional Officer. Each Officer has two values Defense Leadership and Attack Leadership. The Defense Leadership determines how many capacity points you can deploy on a base that is commanded by that Officer. The Attack Leadership determines how many capacity points you can deploy when attacking another base with that Officer. Officers are not required to lead your attacks - but if you attack without an officer, you can not capture the base - you can only LOOT it. Which brings us to the next major update! * NEW LOOT SYSTEM! If you win a battle using an Officer, you are given the choice at the end of the battle to either LOOT or CAPTURE the base. Looting the base allows you to steal an amount of resources from the player who owned that base proportionate to the number of kills you made during the battle. The more you kill, the more you will loot. You will always loot a percentage of the defending player s current resource stash, usually earning some amount of gold, iron and stone. If you attack a base WITHOUT an Officer leading the attack, you can only loot the base, and cannot capture it. If you decide to capture the base instead of looting it, the only loot you will get is a percentage of the defending player s resources stored in any SILOS on that base. * NEW COMMAND VEHICLE! Command Centers and Command Castles have been replaced by a mobile Command Vehicle on all bases. You are considered to be the winner of a battle if you destroy the Command Vehicle (or CV for short.) Furthermore, when editing your own base, you may pick up and move the CV to any location you desire. However, you cannot save an edited base unless the CV has been placed somewhere on the map, so if you pick it up, remember to place it back down somewhere! * BLACK MARKET REVAMP! Check out the new Black Market, found by clicking the button with the bearded guy up at the top of the screen just to the right of the Marauders logo. The Black Market is where you can spend Gems to buy unique Vehicles or Infantry squads, new Base Officers, resources, and more! Just a few Gems can really get you ahead of the competition in here. * NEW IN-GAME USER INTERFACE! It s new, it s improved, and it s animated! Most of it should be familiar to you, but we went back to the drawing board with the whole thing and made it much more dynamic and efficient. Look for even more enhancements coming soon! * NEW LOGIN SPLASH SCREEN! No longer cluttered with news posts and other distractions, the new Marauders homepage gets you right into the action in the most efficient way possible. Just log in and click the big green PLAY button! * NEW PRODUCTION FACILITIES! The new Engineering Bay, Training Facility and Laboratory structures can be added to your bases to increase the productivity values of your Engineering, Training and Laboratory rooms in the web game interface. Higher productivity means cheaper prices and shorter build times for all items in that room! You can also increase productivity by training Engineers, Instructors and Scientists, as you did before this update. * NEW MAPS! All new maps designed to work with the new Command Vehicle have been released for this build, which was the primary reason for the reset. The new maps are a better size to get you into the action faster and reducing the amount of tedious movement turns you have to make. The camera is now also constrained to the action, so you shouldn t ever see the black edges of the map anymore. * NEW PROPAGANDA TRUCK! This new vehicle will increase the movement range of all friendly units within its area of influence. * You can no longer attack other players until you are level 4. Below that, you will be attacking randomly-generated AI bases owned by the Militia. After level 4, you may still attack random Militia bases, but you may find it more lucrative to pillage and capture bases owned by other Marauders... * Numerous web interface fixes and enhancements. * Numerous enhancements and fixes to the AI. Hotfix 2 - v 0.5.169 11.03.2010 * Fixed an issue with the FOW where enemy units that fire from the FOW were not being revealed. v 0.5.168 10.29.2010 * Three new units! Bomb Trucks can be sent into the middle of the enemy forces and detonated for MASSIVE damage to surrounding units. This kills the truck, however. And don t let your own units near the explosion, or they will die too! Repair trucks can restore health to vehicles, and Ambulances can restore health to squads of human units. * Attacks will now show a numeric value of the damage they cause on impact, or "MISS" if appropriate. * More AI performance improvements. v 0.5.145 10.13.2010 * Militia bases are no longer direct clones of player bases. They will now be populated with randomly-generated defenses appropriate to the player s level. * The Militia player will now always be the same level as the attacking player to better balance the end-of-battle XP earnings. * Fixed a problem where framerate would drop drastically due to the AI calculating lots of data each frame when the enemy had nothing but defensive structures left. * Scientist Level 2 should now be researchable at level 6. * The Library has been activated! Click on the book button on the top right corner of the Play Page to check it out and get all kinds of detailed help on every aspect of the game. * You can now see what units are deployed on a base without having to open it in Edit mode. Click on the base to see the detail page, and look towards the top left corner of the main window to see the new Base Contents section. * Long chat submissions should properly display on more than one line now, rather than stepping on the next chat message. * Many other minor bug fixes. KNOWN ISSUES * The Base Edit Tutorial is currently broken and cannot be completed. We will be releasing a hotfix in the next 48 hours to fix this. The workaround is to simply close the 3D game window when you get stuck and the tutorial will continue from there without issue. v 0.5.104 09.22.2010 * Added a new structure type called "barricades", which act as simple destructible road blocks to hinder enemy progress. * Fixed a problem where high-level research projects wouldn t stay completed. * Fixed several end-of-game XP rounding errors. * Made the "Back" button in the top left corner of the main game window larger, and added a "World Map" button to the top right corner of the main game window. * Added lots of useful statistics to the user profile pages, including recent battle history. v 0.5.98 09.10.2010 * Removed Gems from the leaderboard. No more buying your way to the top! * Leaderboard Empire stats now show the number of units you have rather than the cumulative unit score for each unit type. Final Empire Score is still based on the capacity score. * The XP bar now starts over at 0 when you level up, and only goes up to the difference in XP requirement between the current level and the next. This should make the XP progress bar a little easier to understand. * The 3D tutorial has been overhauled with a new map and easier-to-understand steps. * The 2D tutorial has been slightly revamped to fix several problems with certain steps from completing and advancing. It is also now easier to reset the tutorial, though players do not yet have the ability to do this for themselves. * The ISOTX logo should now be in correct proportion on the 3D game s loading screen. * More A.I. improvements. * New tech tree. * New high-level units! Level up and do all your research to find out what they are! v 0.5.75 08.28.2010 * Massive performance improvements throughout the site. You should notice that all rooms in the web game open much faster than before. * New leaderboard! Check it out to see where you rank. * Units and structures deployed on bases no longer count toward your used storage capacity. Only items that are currently found in your Storage Room, and items currently cooking in a queue will count toward your storage usage. * Base max storage is now 1800 instead of 2000, and all bases storage bonuses have been nerfed to balance with the new storage rules. * The productivity formulas have been adjusted for the queue rooms. Upgrade the rooms and train more Engineers, Trainers and Scientists to increase productivity! * You can now right-click in the fog of war to move units. * The AI problems from the last build have been repaired. The AI should no longer crash your browser window or lock up the game indefinitely. v 0.5.64 08.21.2010 * Players will now spawn in random locations when attacking a base, instead of in the same place every time. Build your defenses accordingly! * All units and structures should properly repair to full health following a battle. * Movement area shader updated to look more grid-like, rather than solid. * Units at the bottom of a ramp will now have correct line-of-sight toward units at the top of a ramp. * The storage capacity bonuses have been updated for all base types. * Purchasing items on the Black Market, such as resources and units, will allow you to go over-capacity on those resources and storage capacity. If you are over-capacity, your mines will not produce any more of that resource until you drop below maximum capacity. * Several layout fixes to the site. * Several performance enhancements related to the chat and queue systems. KNOWN ISSUES * Sometimes the AI will get stuck "thinking" under certain conditions. To fix this, simply close the attack window and click the big ATTACK button again to re-open it. This will start the battle again right where you left off. * Sometimes the AI units will continue animating after they finish moving. v 0.5.57 08.16.2010 * Fog of War no longer obscures the terrain, only enemy units and structures. * You may now move units into unexplored areas of the Fog of War by using the Move button. This does not yet work for the right-click context move command, but that s coming soon! * Fixed some problems with the email notifications when bases are captured. * Fixed an exploit where clicking READY before deploying units in attack mode would cause an instant win scenario. * Fixed a formula in the storage room where dismissing units was causing ridiculously high amounts of resources to be given back to the player. Hotfix 1 08.13.2010 * Level 2 and Level 3 silos should now increase your maximum resources. This value is updated every 10 minutes from the hour (e.g. - 2 00, 2 10, 2 20, 2 30, etc.), so you may have to wait up to 10 minutes to see your maximums increase after saving a base with silos on it. v 0.5.54 08.12.2010 * Improved server performance when users are viewing the screenshot gallery. * Fixed an issue that was causing the database server to lock up periodically, causing extreme slowness and timeouts for many users. * Added an email notification for when a base is lost. * Optimized the chat system to improve the speed of the site overall. * Fixed a problem that was causing some resource patches to not show up on some bases. v 0.5.48 08.09.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * Fixed an issue that was preventing some people from buying stuff with Gems in the Black Market until they logged out and logged back in. * The last publish broke the ability to level up queue rooms. This has been repaired. * Several tweaks to the tutorial script to make things more clear and precise. * Fixed a problem with the post-tutorial base generator that was setting an incorrect path to the General s avatar. * Reduced the initial starting Leadership value for bases down from 900 to 600 to correct some balancing problems. * Fixed several issues with infantry squad attack damage values. This should improve the AI slightly, as well as fix several balancing issues. * The various pages of the web game should now show a loading animation while they load. * Replaced the map flags with new graphics. * Balanced the XP required for each level. People shouldn t be jumping 7 levels from one battle anymore. v 0.5.47 08.08.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * The first version of the new player tutorial is live. At the conclusion of the tutorial, you will be granted a free base of a random type. * Fixed several bugs in the queue rooms that were preventing freshly-built units from showing up in your storage for several minutes. * Fixed several layout and alignment issues with the queue rooms. * Implemented a new beta invite registration page. * Fixed another problem that should help to prevent the loser in a battle from getting 0 XP, despite the loser making a few kills. v 0.5.26 08.04.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Introducing the Black Market! Click the little green button next to the gold, iron or stone resource monitors to check it out. We ll be granting free gems to all beta players over the next few days. * Lots more tooltips have been added, most importantly the tooltips on all unit portraits in the queue rooms. Hover over them to get information about health, attack damage and range, mining rates, storage bonuses, AP, and more. The items in the Laboratory will also tell you what they unlock when you research them. * The A.I. will try not to bunch itself up into small groups that can be taken out with AOE damage. * The A.I. will now be better about "making up its mind" about what it s doing. Previously, it would switch between tasks too often. * Dismissing units from the Storage Room will now return 33% of the resources required to build them back to the player. * We are now running from a brand new set of server hardware that should be faster and more secure. Overall, downloads and site navigation should be faster. * The terrain during Base Edit and Attack Deployment phases is now color-coded to better indicate where units and structures can be placed. Most of the terrain will now be red during these phases, indicating an invalid location. * The costs for building and training units and structures have been overhauled in the name of balance. * Updated the productivity formulas for all the queue rooms in the name of balance. * Bases will now have a specific storage bonus that they grant. The amount of the bonus is dependent upon the base type. For example, Town bases provide the largest bonus, while Forest bases provide the smallest. * All new maps! * Tutorials coming soon! v 0.5.0 08.01.2010 * Fixed the end-of-game calculations to ensure the correct XP was granted to both players. Some games may still be broken until the server reset scheduled for 08.04.2010. * Green buttons no longer grant instant refills of resources. These will be re-enabled in the next patch to link to the Black Market page, where you can trade Gems for resources. * Hooked up the buttons to the right of the chat window - they should now link to the correct locations. * Back button will now return to the previous page (in most cases) instead of always returning to the main World Map. * Improved pagination controls for the player s base list. * Removed unnecessary chat buttons. * Removed unnecessary profile buttons to the left of the player s avatar. * Removed the map coordinate display for all users except admins. This was a debugging feature meant for the developers. * Several improvements and additions to the tooltip system. Hovering over something you don t understand should shed at least a little light on the subject. * Highlight color on the bribe list reconfigured to not burn your eyes out when you look at it. * The magnifying glass icon next to items in the bribe list will now link directly to that base. * Clicking the avatar of the owner of the base you re viewing will take you to their profile page where you can add them as a friend or send them a PM. v 0.4.9 07.28.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Fixed some issues that were causing the number of units in storage to go negative. * Fixed an issue that was causing a Command Center to show up in your storage, and allowing you to place them on maps (only to have them get stuck.) * Replaced the entire technology tree with a new one. The laboratory research projects should be paced better now. * End of game calculation tweaks to improve the gold payouts at the end of a battle. * If you have silos on a base, and lots of resources in the bank, and someone steals that base, they get some of the resources that are stored in those silos. * Building units and structures in the queues should now allow those freshly-built units to appear in Base Edit Mode immediately. Previously, there was a several-minute delay. * There are now new level 2 and level 3 versions of most structures, including mines, quarries, power stations, silos and turrets. * A tutorial is coming soon! For this build we have re-implemented the majority of the SBBG tutorial, and now just have to finish the 3D portion. * Sai Nyasson will now grant you some gold each day for logging in. The amount of gold is dependent upon your current level. * There are now three new locations from the Region Map Stark s Tavern, Jasmine s Gentlemen s Club, and Frannel s Smoking Den. Check them out for the latest information on juicy bases to steal! * Removed the map coordinate display from the World and Region maps. * Fixed a bug causing text corruption in the chat stream when certain special characters are typed. * Fixed bugs related to browser cross-compatibility in the queue rooms. * Leaderboard page has been slightly improved to fit within the window properly, and to include a scroll bar. * The resource monitors on the right side of the play page will auto-refresh more often as a result of expenditures in the queue rooms. * Many tweaks to existing unit and structure properties in the name of balance. * Default Unity loading logo replaced by ISOTX logo. * Base Generals can now be promoted to allow you to place more objects on a base. * Replaced Welcome message below your avatar with a handy LOGOUT link. * Fixed several missing image errors throughout the SBBG. * Added the new Command Castle to "Castle" type maps. This is equivalent to the Command Center on other maps. v 0.4.8 07.21.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Players can now buy gems at the store! Click the treasure chest icon at the far right of the main play page. * Green buttons next to resources will continue to work for the next few days, but we will be replacing their function in the next few days to allow you to convert gems into resources. * Gold/Iron/Stone silos placed on maps should now increase your maximum storage capacity of that resource. * New players can now build the AT Turret from the outset. * Many bug fixes to improve the stability of attacking Militia (NPC) bases. * Fixed a bug that was causing end-of-game kills and losses to be out of sync. * Fixed a bug that was causing the smart downloader to download ALL game assets, and not just the ones needed for that particular base. * Players should now level up properly based on the XP they earn at the end of a battle. * Bases should now be immune from attack for 6 hours after being attacked. * You can no longer attack bases that are currently under attack or being edited, which will prevent many problems with bases getting out of sync and unstable. * New maps! * Players should now receive a message in the profile message center when their bases are captured by another player. * The Army Editor will now only show units that are currently in your storage room. If you need more tanks or infantry, build them in the Engineering or Training rooms! Don t forget to research new technologies in the Laboratory! * Command Centers are no longer buildable. The only Command Center that may be on a base is the one that comes with the base in the first place.
https://w.atwiki.jp/warband/pages/512.html
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 behaviour 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 Westeros and Essos 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 Westeros and Essos, 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, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos 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 centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre 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|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them 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 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 short cut -- 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 Essos 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 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 Westerosi society 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 continents 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 quarrelling 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 favour 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 in Westeros and Essos 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 defence.^^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 nobles 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 in Westeros and Essos 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 in Westeros and Essos 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 Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos 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 of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these 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 in Westeros and Essos 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.^^Kingdoms 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 honour, 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. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). 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 receives 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 within the Known World, 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 excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_AWoIaF_formations|Battle Keys and Orders ip_AWoIaF_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/riftinfo/pages/270.html
RIFT 1.4 == FEATURED ITEMS == PVP RIFTS - NEW ALTERNATE WARFRONT WHITEFALL STEPPES - NEWWhitefall Steppes - Escalation CROSS-SHARD LOOKING FOR GROUP WATER SAGA STORY QUESTLINE - NEW DROWNED HALLS - NEW SLIVER QUEST SYSTEM HAMMERKNELLMurdantix Grugonim Sicaron Vladmal Prime Rune King Molinar Matron Zamira GENERAL LOOKING FOR GROUP GUILDS GUILD PERKS RIFTS AND INVASIONS COMBAT COMBAT ITEM PROC RATES ==SOULS== CLERICCABALIST DRUID INQUISITOR JUSTICAR SHAMAN TEMPLAR [PvP] MAGEARCHMAGE [PvP] ARCHON CHLOROMANCER DOMINATOR ELEMENTALIST NECROMANCER PYROMANCER WARLOCK ROGUEASSASSIN BARD BLADEDANCER INFILTRATOR [PvP] NIGHTBLADE RANGER RIFTSTALKER SABOTEUR WARRIORBEASTMASTER PALADIN PARAGON REAVER RIFTBLADE VOID KNIGHT WARLORD CULT SAGA ZONESDROUGHTLANDS GLOAMWOOD IRON PINE PEAK MOONSHADE HIGHLANDS SCARWOOD REACH SHIMMERSAND SILVERWOOD STILLMOOR DUNGEONS AND RAIDSCHARMER'S CALDERA FOUL CASCADE RUNIC DESCENT PVP PVP ITEMIZATION ITEMS CRAFTING ACHIEVEMENTS ART AND AUDIO COMMANDS AND MACROS UI/SETTINGS CLIENT == FEATURED ITEMS == A new type of Rift - PvP Rifts - can now be opened at Raid Tear locations with a special Ascended Power. See below under PvP Rifts for details. The first Alternate Warfront, for Whitefall Steppes, will now appear on weekends and grant double awards when active! The Looking for Group tool goes cross-shard with the other shards in your wargroup; look below under CROSS-SHARD LOOKING FOR GROUP for more info. A new epic questline for higher level characters solo or in small groups is now available The Water Saga! The new 10-person Sliver, Drowned Halls, makes an appearance in Scarwood Reach. See below under DROWNED HALLS - NEW SLIVER. The quest journal system has some shiny new updates; see QUEST SYSTEM below for specifics. Many, many more improvements below! PVP RIFTS - NEW The armies of the Ascended can now open special PvP rifts at Rift Raid locations. Opening these rifts secures sourcestone for your faction, but also leaves you open to attack from enemies! Keep the rift open as long as you can to gain the most rewards - or close your enemy s rift for additional bonuses! See Girdoom in Meridian and Templar Zin in Sanctum to obtain the Ascended Powers needed to open these new Rifts, purchased with Favor (Lure of the Unseen and Lure of the Eye). PvP Rifts can be opened at Raid Tears in Shimmersand, Iron Pine Peak, and Stillmoor. Only one per zone can be opened at any time, for a total of three active PvP Rifts at a time. Contribution to objectives or to PvP activity in the region of the opened Rifts triggers rewards. PvP Rift activity will be broadcast in the new World Defense chat channel. ALTERNATE WARFRONT WHITEFALL STEPPES - NEW Whitefall Steppes - Escalation In their fight for dominance, the Guardians and Defiants have deployed massive rune cannons to the Whitefall Steppes. Their Ascended armies battle to collect and return Soucestone to fuel these powerful weapons. Capture three Sourcestone from the field and hold them at your base to win. Beware though; Sourcestone can be stolen directly from your base by the enemy. Alternate-mode Warfronts appear on weekends and are highlighted in the Warfront queue UI when available. These Warfronts grant double awards while available. Daily quests for the standard version of Whitefall Steppes can still be completed in the Alternate Mode. Achievements related to Whitefall Steppes must still be done in the standard version. CROSS-SHARD LOOKING FOR GROUP The Looking for Group tool now includes queues from the other shards within your battlegroup when forming instance groups. Cross-shard players are indicated the same way as in Warfronts - Name@Shard. Cross-shard groups cannot contain more than 5 characters but can still be converted to a raid for the UI change. The ability to ignore players cross-shard is currently being worked on. You cannot trade items or coin to players from another shard. This includes Bind on Pickup items under the 30 minute trade window after looting. WATER SAGA STORY QUESTLINE - NEW After the appearance of Akylios, Guardians take a trip through madness while Defiants learn the story of the Faceless Man and help determine his future. The Abyssal have a hand in all of it. The Water Saga is intended for higher-level characters in solo and small groups. You don t need to raid to complete it though you may need to bring some friends for some portions. Start the story after completing either Standard or Expert Abyssal Precipice. Defiants speak to Faceless Man inside the Abyssal Precipice instance itself, while Guardians need to see Cardinal Visc in Sanctum after completing the instance once. Pre-1.4 completions of Abyssal Precipice DO count! New item rewards are available while completing the questline, and rumor has it that finishing the series grants the player a sweet new mount type. CROCNARD! DROWNED HALLS - NEW SLIVER A new Sliver location has been reported to be intersecting with present-day Telara in the region of Lord s Hall in Scarwood Reach. High Priestess Hydriss attempts to break through from a twisted reality, bringing her Abyssal army to claim the Ascended s Telara for Akylios. Enter the Sliver to fight her back on her own turf before she can bring her future into ours! Drowned Halls is positioned as an entry-level 10-person raid instance, with unique new loot to help gear for more difficult challenges. Several new costume items can be obtained from the Drowned Halls sliver and Achievements. QUEST SYSTEM Repeatable quests (daily, weekly, etc) no longer count against the 25-quest limit in the quest log. Collected quest items that are placed in your bank now count toward the total required for the quest and will be withdrawn when the quest is turned in. All characters now have a quest bag attached to their quest log which holds items that are either gained during or required for quests the character is currently on. Looted quest items will automatically go into this new quest bag. You can move quest items around inside the quest bag or move them into your general inventory if needed. Regular items go into inventory bags as usual, and cannot be stored in the quest bag. HAMMERKNELL General population mobs prior to Murdantix no longer drop loot. Added Soul Beacon to Quarry. Removed Runeguard notoriety awards from Matron Zamira minions. Murdantix Fixed an edge case where Murdantix could respawn after being killed. Slightly reduced frequency of Demonic Tar. Demonic Tar will be less likely to double hit players within melee range, and now triple-casts at a lower health percentage. Grugonim Increased the outgoing damage buff of Nerve Damaging Poison. Grugonim s Rampant Decay and Corrosive Bile are no longer interruptable. Grugonim will no longer use Tail Lash immediately after casting Rampant Decay or Corrosive Bile. Grogonim s Corrosive Ooze and Seismic Disruption will no longer damage pets. Parasite Swarm now ticks faster. Grugonim now has increased run speed. Sicaron Sicaron will cast Moldering Decay a bit less frequently, and it will reach a greater distance. Moldering Decay will no longer hit pets. Fixed a bug causing Sicaron to apply Eye of the Void at a lower health value than intended. Vladmal Prime Vladmal Prime will no longer cast Asphyxiating Smoke at his primary target. Boundless Tunnelers will spawn faster throughout the encounter, and no longer have decreased movement speed. Boundless Delvers will spawn a bit slower throughout the encounter. Rune King Molinar Prince Dollin will begin to cast Terminate Life earlier in the encounter. Incorporeal Revenants will deal less damage than they previously did after becoming Corporeal. The projectile portion of Cursed Blows now deals Death damage rather than Physical. Both Rune King Molinar and Prince Dollin have reduced health. Prince Dollin s Rend Life is no longer resistable. Matron Zamira Plenty of Tome achievement should now properly award. Nightmare Spirits have reduced health. They also will wait longer before starting to cast Arc of Night. Matron Zamira will cast Shadow Strike less frequently. Matron Zamira will begin casting Hideous Blast earlier in the encounter. GENERAL Bind on Pickup items can now be traded to other eligible characters within 30 minutes of looting the item. New items added to your bags (from looting, trading, etc.) are now highlighted in the bag UI the first time they are seen. Once you close the bag for the first time after obtaining a new item, the highlight is removed. Souls are now available from your friendly neighborhood Calling trainer. Removed the Soul Quests, although players who currently have these quests will be able to turn them in normally. Added a World Defense chat channel to help with coordination of world pvp activity. Characters must be Level 50 and Prestige rank 2 to use this channel; you will be automatically added if you have an open channel slot. If you elect to leave this channel, you will not be automatically returned to it later - eligible characters can join at any time using /join World Defense. Using the F1 through F5 keys to target party members in Raids should work more consistently and intuitively. Receiving tells while at a loading screen now actually shows you who the tell came from. New transplanar Synergy Crystals have been added to the Rift faction vendors in Sanctum and Meridian. These work with the existing transplanar armor available from Rare Rift Goods vendors in Stillmoor, Shimmersand, and Iron Pine Peak. Aspect of the Ancients is no longer usable while you have full Planar Charges (which would end up just wasting it). The character window stat page now highlights stats that are important for your calling, with tooltip goodness. LOOKING FOR GROUP You can now jump into Warfronts while remaining in the LFG queue and will still receive LFG queue popups. LFG group leaders who previously dismissed the offer to seek a replacement member can now trigger it by opening the LFG UI while in the dungeon. LFG characters who die in an instance while linkdead no longer have to run across the world to get to their gravestone. GUILDS Guild Master NPCs (the ones who sell guild charters in Sanctum and Meridian) now provide an additional service resetting spent Active or Passive guild perk points for a fee. You can now split item stacks, preview items, and link items from within the Guild Bank. Some guild quests have been rehauled for better functionality - you ll notice changes in some Dungeon and PvP guild quests. GUILD PERKS Cache Finder now offers a 15-45% chance to gain an additional Plaque or Mark when defeating an Expert Dungeon or Raid Boss. RIFTS AND INVASIONS Rift consumables now drop in only three ranks rather than five. The first comes from Rift content from levels 1-29, and the other two drop from level 30+ content and are based on player level. Characters of level 30-39 receive the second rank of consumables, and 40-50 receive the third. Puresource containers have also been changed so that Rift and Invasion content drops higher level versions as you gain levels relative to the content. Rifts from the Plane of Life and Plane of Water have been spotted in new locations all across Telara! A number of zone event boss abilities have been slightly reduced in severity and have better warning visuals or casting times added to them. Links in chat messages broadcast by zone events now work properly. Chat channel broadcasts for the start of zone events now go to all level bracket channels appropriate for the event zone. Hit points for zone event colossi now scale based on zone population. Major versions of the Gloamwood Rift The Burning of Gloamwood and Iron Pine Peak s Vicious Squall may now appear. COMBAT Taking certain actions on the Pet Bar - changing pet aggro status, toggling abilities to use - no longer dismounts you. Fixed a bug causing pets to sometimes lose passive effects. Fixed synergy crystals sometimes not applying their bonuses when switching roles after they were equipped. Fixed an incorrect calculation of weapon damage when swapping weapons to a different hand. Corrected some ability and effect tooltips where they displayed an incorrect value for a percent of health healed. COMBAT ITEM PROC RATES Item with proc effects (% chance of X on Y) will now be normalized so that the results of an item proc are more consistent regardless of the ability speed or number of targets it hits. - Abilities that hit multiple targets will trigger procs less than abilities that hit single targets. - Abilities with longer casting times will trigger procs more often than abilities that are quick to cast. Additionally, we ve made a pass on the trigger events for procs themselves to make them more consistent across different items. ==SOULS== Calling abilities are now categorized in the ability panel and sorted alphabetically. CLERIC Addressing issues with Cleric damage Souls to bring them more in line with the other callings. CABALIST The goal of the below Cabalist changes were to make this soul far less confusing in general, reduce the awkwardness of using Sigils, tone down the long and complex rotations, and combine the AE abilities in a way that can use a single, understandable rotation. Decay Renamed Lurking Decay. This is now a buff that automatically generates one stack of Decay every 2 seconds. Tyranny Now consumes (and therefore triggers) all of your Decays at once. 30 second cooldown. Obliterate Reduced cooldown to 45 seconds. Decays triggered from this now deal triple damage, but no longer cause an AE. Sigil of Power Renamed Vile Power. Now available at 20 points. This now works like Tyranny, dealing damage and consuming/triggering all of your Lurking Decays. In addition, it restores a base amount of mana, plus an additional amount of mana for each enemy it hits. Reduced the cooldown to 90 seconds. Sigil of Ravaging Renamed Ravaging Darkness. This now works like Tyranny, dealing damage and consuming/triggering all of your Lurking Decays. In addition, it heals the Cleric for 100% of the damage done. Affinity for Death Now reduces all abilities that consume Decay by 6-30 seconds. Sigil of Binding Now an executed ability that is a GTAE Snare that affects up to 10 enemies. Sigil of Woe Now an executed ability that is a GTAE Purge (removes 1 buff) that affects up to 10 enemies. Reduced the cooldown to 15 seconds. Sigil of Secrecy Now an executed ability that is a GTAE Silence that affects up to 10 enemies. Reduced the cooldown to 30 seconds. Sigil of Ruin Now an executed ability that is a GTAE Stun that affects up to 10 enemies. Reduced the cooldown to 30 seconds. Curse of Discord - New Ability This deals Death damage to the enemy over time, in addition to dealing Death damage whenever the enemy uses an ability. Does not stack with Curse of Solitude. Obtained at 8 points. Curse of Solitude The AE Death damage dealt now only affects up to 5 enemies. Does not stack with Curse of Discord. Leviathan s Mark Now increases the damage of Dark Water, Curse of Discord, and Curse of Solitude by 5-15%. Death s Dominion Now increases the damage of both Distorted Shadows and Shadow s Touch by 2-10%. Bound Fate Now affects up to 5 enemies. Engulfing Shadows Removed. Negation of Life Now increases the Spell Power bonus of Decay by 1% + 1% per point spent in Cabalist above 26. Symbol of the Ancient Now increases the Spell Power bonus of Shadow s Touch, Dark Water, Distorted Shadows, Curse of Solitude, and Bound Fate by 2% + 2.5% per point spent in Cabalist above 36. Howling Death Fixed (reduced) the mana cost. DRUID Hidden Path Now removes all Curses, Diseases, and Poisons from both the Druid and the Druid s pet. No longer requires a pet active to use. Thorns of Asphodel - New Ability Available at 38 points. Causes your pets to deal additional Life damage with their attacks. Friend of the Weald Increased the boost to Attack and Spell Power bonus on your pet s abilities to 20% + 17% per point spent in Druid above 36. Friend of the Weald Does not increase the Faerie s damaging abilities. Rage of the Fae Fixed effect tooltip to match current ability functionality. INQUISITOR Due to the below changes, characters with Soul Points spent in Inquisitor have received a free Soul Point respec. Bolt of Judgment Increased the Spell Power bonus. Life and Death Concord Now also triggered by Nysyr s Rebuke. Lethargy Removed. Harsh Focus New tier 5 branch ability. Causes Harsh Discipline to no longer suffer casting pushback from damage. Nysyr s Rebuke Reduced cooldown to 1 minute. Now deals Life damage, increased the Spell Power bonus. The damage will now affect enemy targets even if they are immune to Stuns. Persistence - New Ability Tier 5 branch ability. Extends the immunity granted by Perseverance to all control effects. JUSTICAR Mien of Leadership Increased the bonus threat granted to 450%. Doctrine of Loyalty Now uses smart healing to select targets. SHAMAN Vengeance spells no longer trigger a global cooldown; instead, they now have a shared 5-second cooldown. Vengeance of the Primal North Now available at 44 points. Lasts 1 hour, reduced the Spell Power bonus, and is now on the shared cooldown with other Vengeance abilities. Call of Ice Increased the damage bonus for Massive Blow to 10% + 5% per point spent in the Shaman soul above 36. Increased the Attack Power bonus for Massive Blow to 5% + 2% per point spent in Shaman above 36. Frozen Wrath - New Ability Available at 51 points. Deals weapon + additional Water damage over 15 seconds. Also increases damage the target takes from the Shaman s Vengeance of the Winter Storm by 200%. TEMPLAR [PvP] Overload Can no longer be applied to the same target more than once every 2 minutes. Replaced Barb of Shackles with Nysyr s Brand Marks the target, blocking their ability to stealth and increasing the chance they will be critically hit by 5% for 30 seconds. Echoes of Ascension The cooldown now begins counting immediately rather than waiting for the effect to trigger. MAGE Tweaking general Mage damage upwards for Charge consumption abilities. Addressing issues specifically with Dominators and complete energy/power starvation in PVP. ARCHMAGE [PvP] Degeneration Will no longer remove non-purgable buffs. ARCHON Fixed a bug where Burning Purpose would trigger the Dominator ability Quick Thinking. Crumbling Resistance, Rock Slide Updated ability icons. CHLOROMANCER Fixed an issue with the bonus healing provided to the Synthesis target by Lifebound Veil and Void Life. This healing should now reach the same range as all other healing from Lifebound Veil. Fixed typos in the Lifegiving Veil and Lifebound Veil tooltips. Void Life The channel duration is no longer affected by damage. Fixed an issue where the last tick of damage would be delayed longer than intended. Withering Vine Fixed an issue where certain buffs or debuffs, such as the Riftblade s Stoneshield, would block the healing component of Withering Vine. Entropic Veil, Void Life Updated ability icons. DOMINATOR Traitorous Influence, Mass Betrayal Energy and Power drained by procs from these abilities has been reduced to 20 from 30. These abilities now only trigger off of damaging or healing abilities. Controlled Opportunity, Swift Control Updated descriptions to remove references to Overpowering Will. Transference now reduces energy/power/mana regeneration by 25% and increases ability costs by 50% for 7 seconds. ELEMENTALIST Elemental Forces Reduced rate of Charge consumption. Fixed this ability expiring early if used with a full Charge bar. NECROMANCER Soul Purge Reduced rate of Charge consumption. Fixed an issue where Flesh Rot would not extend the duration of the guaranteed critical hit from Necrosis on the Skeletal Zealot s Blood Spike ability. Plague Bolt Deadly Plague should now correctly affect Plague Bolt immediately after spending Soul Points. Ancient Tomb, Detonate Bones Updated ability icons. PYROMANCER Internalize Charge Reduced rate of Charge consumption. STORMCALLER Eye of the Storm Now a ground-targeted ability. Building Storm Now stacks buffs on the caster, increasing the critical hit chance of Hypothermia-causing spells. Lightning Burst - New Ability Available at 44 points. Blasts the enemy with lightning, dealing Air damage. Damage is increased by 50% for each stack of Electrified on the target. Deals 10% of the total damage dealt per stack of Electrified to 5 additional targets within 7 meters. Removes all stacks of Electrified from the initial target. Static Flux Reduced Charge consumption. Lightning Storm Updated ability icon. WARLOCK Defile, Empowered Darkness Reduced Charge consumption. ROGUE Addressing some of the disparity between builds that use Deadly Dance and those that do not. Improved Bard heal scaling. ASSASSIN Physical Trauma Impale causes the target to take 15-30% more damage from your Final Blow, up from 4-8%. BARD Coda of Restoration Attack Power contribution to healing is now increased with more Combo Points spent when using this ability. BLADEDANCER Dancing Steel You should now be immune to Disarm while channeling this ability. INFILTRATOR [PvP] Anathema Now reduces the healing the target receives by 50%. Does not stack with Lingering Wounds and Trauma. NIGHTBLADE Dusk to Dawn Now roots the target for 4 seconds on application. Deals damage and gives the Nightblade an additional Combo Point per second while channeling, even if the target is immune to movement speed debuffs. Additionally, the Nightblade gains Nightrage, which increases the damage of Blazing Strike and Flame Thrust by 40% for 1 minute. The combat message should now properly show the Combo Points gained. RANGER Feral Instincts Pets now enjoy this effect within 35 meters of the Ranger, up from 25. RIFTSTALKER Icons have been updated for Planar Refuge, Planar Attraction, Unseen Fury, Toughened Soul, Great Fortitude, and Rift Scavenger. SABOTEUR Incriminate Now no longer requires you to be facing your target when used. WARRIOR We’re generally happy with the current state of Warriors and are continuing to monitor a number of smaller issues involving them. BEASTMASTER Survival of the Fittest Now adds a set value to your Hit Rating rather than a percentage increase to the Hit bonus. Kinship, Calming Influence, Primal Recovery, Protective Companion, and Enraged Companion Updated ability icons. PALADIN Face Slam Fixed a bug that caused this ability to never critically hit. Sweeping Strike Fixed this ability incorrectly triggering Light s Decree. PARAGON Fixed the wording of Follow-Up attack descriptions to hopefully make their usage less confusing. Path of the Tempest, Way of the River, Shifting Blades, Flowing Strikes, and Improved Flowing Strikes Updated ability icons. Fixed Way of the Wind and Deadly Grace being affected by numerous damage enhancements that should not have been affecting them. REAVER Power in the Blood Fixed a bug causing this to only take effect when the Reaver was dead. Shroud of Entropy Fixed an error on the buff tooltip. RIFTBLADE Earth Burst Now properly deals damage even if the target is immune to crowd control abilities. Thunder Strike, Storm Burst Won t try to hit dead targets. Elemental Touch, Blade of Elemental Affinity Should now trigger more reliably from Area of Effect abilities. Stoneshield, Thunder Strike, Frost Strike Updated ability icons. VOID KNIGHT Replenish Fixed so this cannot be used when healing is blocked. Catalyze, Ravenous Defense Updated ability icons. WARLORD Spotter s Order Functionality changed in an effort to balance the DPS this adds to various souls. Now lasts 20 seconds and does not have to be kept up as often, freeing the Warlord to use other finishers. Also now has a 3 second internal cooldown to better equalize Dual Wielding and Two-Handed weapons, or long-cast-time abilities. Due to the increased effect frequency, it is now an added attack rather than a damage value bonus. Damage increased significantly to keep the new version in line with its previous DPS boost. CULT SAGA The Saga of the Endless has seen a bunch of tweaks to make this line more group friendly - Securing Source Now only requires one trip into Expert Deepstrike Mines. - Way of the Paragon Quest item drops and objectives now update for all group members at once. - Repiecing the Defractionary Collecting the Defractionary now updates all group members. - On the Trail of Evil Bones of Nestor reduced to a standard elite mob. Seeking Nestor Troweller in Stonefield now updates all group members. - Darkblade Aberrant Growth has been rebalanced to a standard elite mob. - Way of the Paragon Enq and Gan reduced to standard elite mobs. - The Means of the Endless Quest indicator now covers all of Smith s Haven. - Neddra s Legacy Seeking out Neddra s Vault no longer shows a map indicator outside of the world map. Life Saga quests now have additional location indicators. Trophies of Death Can now be updated on any Death Rift that grants experience. Free Their Souls Fixed an issue with the Aelfwar not counting for quest credit in Ravenna. ZONES The Ancient Wardstone mechanic has been removed, and any related Achievements for these have been moved to the Legacy category. We ll be reworking some of the content related to the Wardstones as regular quests. DROUGHTLANDS Stealthed players should no longer be randomly revealed in Mordant Knoll. Battle Royale Increased the health of the Arcane Hand who show up to help you. Ant Farm is now available separately from the Ancient Wardstone, and is available to both Guardians and Defiants. GLOAMWOOD If you manage to die in the two seconds it takes Gwyddon Duskenleaf to remove the Hag s Curse, just revive and speak with him to give it another try. IRON PINE PEAK Iron Pine Melange is now available for purchase from, where else - Iron Pine merchants! The quest flow in Dayblind Hollows has been completely revised. The content of the quests remains unchanged, but the number of trips into this area has been reduced from five to two. The respawn time of creatures in this scene has been increased. Zone Event Planar Chill Fixed an issue where the quest counter could end up out of sync with the number of bulwarks in the zone. Earn Your Keep, In You We Trust Changed the requirements for these quests so the story flow makes more sense. Paving the Way Turned down the thunder spawners outside of Howling Caves. Removed a single, taunting, impossible-to-get twisted artifact location from Iron Pine Peak. MOONSHADE HIGHLANDS In Plain Sight Players can no longer get stuck in the Cloaking Device or fall under the world after they kill the Abyssal Watcher. The Key to it All Players will no longer get a surprise teleport into the rock on occasion. Players can now return to their corpse if they die on the roof of Hammerknell Fortress. Essential Extraction Fixed a visual issue that occurred if you died while channeling the item used for this quest. Burn the Offerings The cages required for this quest now all spawn within the quest area indicator on the map. The major versions of the Rifts Hand of Gorvaht and Heralds of Gorvaht now update the Moonshade Highlands Defender achievement properly. Made the zone puzzle in Moonshade Highlands more forgiving to help players with higher latency. SCARWOOD REACH Now with more greenery! The look and feel of Scarwood Reach has gone through an art update. Corpsegrinder no longer hides out underground, making him less difficult to find. Payment in Kind There should now always be enough Shatterbone Casters within the cave to update this quest. On the Books Cleaned up the presentation of this quest on the NPC you need to speak with - it is no longer a Runecrafting Trainer with a huge list of options shown. Fixed various cases where some Guardian quests in Sagespire could be blocked. Reduced population density and respawn rate in many areas of southern Scarwood Reach. Unexpected Intervention Can now be completed reliably. Gorefang Wranglers are more numerous in Auld Warden. SHIMMERSAND An End to Reinforcements The quest credit radius for sealing the Earthen Portals has been increased. Spies Among Us Had a chat with those cowardly goblins to prevent only one appearing at a location instead of two. Wardens of the Order Fixed an issue that occasionally prevented the griffons from appearing when summoned. Miracle of Modern Magic No longer a timed quest. Rift A Debt of Air Made the stage 2 objective and Rift mob names actually match. Changed the Cockatrice fight sequence to rely on buffs rather than inventory items. SILVERWOOD Raw Materials Fixed the occasional infestation of invisible treants. Out In the Field The Advanced Nature Students are now slightly more resilient. Reduced the frequency of sapling adds spawned by Kongeegon. The major versions of the Rifts Maelow s Host and Maelow s Horde now count correctly toward the Silverwood Defender achievement. STILLMOOR The Past Should be able to complete this quest more consistently after subduing Tigram Stillstep. DUNGEONS AND RAIDS Bosses in Gilded Prophecy and the Drowned Halls drop 3 Marks of Ascension rather than 2. Tier 2 Expert Dungeon Dailies (the random dungeon quest via LFG tool) now award a Mark of Ascension in addition to the normal Plaques of Achievement reward. A handful of new items have been added to Expert Dungeons. CHARMER S CALDERA Caelia the Stormtouched Reduced radius of Whirling Tempest. Caelia the Stormtouched Removed the stun effect from Shocking Paralysis, but the ability now hits one additional target. FOUL CASCADE Expert Fixed a bug where players could be stuck in combat after a reset of Tephra Lord Mafricos. RUNIC DESCENT Runeguard notoriety from Runic Descent now extends through Glorified. PVP Favor and Prestige rewards have been turned up to 11 with the introduction of PvP Rifts and Warfront Weekends. We do expect to turn these down, so enjoy the temporary boost! Lost Hope, Incapacitate Cannot be used to interrupt other players while they are immune to interruption effects. Break Free [All PvP Souls] Now removes the Disarm effect. Usable objects that will flag you for PvP now have a unique mouseover cursor. Favor rewards have been increased for all daily PvP quests. Favor and Prestige have been increased for open world “Kill Players” daily quests. Additional Achievements and titles have been granted for PvP actions in Stillmoor, Iron Pine Peaks, and Shimmersand. A new Achievement and title have been added for completing all of the Warfront meta Achievements. Prestige, Favor, Experience, and Notoriety rewards are doubled when earned in Alternate-Mode Warfronts. Achievement credit for standard Warfronts cannot be earned in Alternate-Mode versions. Open-world quests requiring you to kill players for The Unseen and The Order of the Eye now grant more Notoriety. Additional fixes to characters being feared through the world. Addressing issues with healing in PVP focusing on instant and passive healing, reducing the effectiveness of healing for targets involved in PVP combat. This should help with a number of issues related to general Cleric survivability and effectiveness. These changes only affect active PVP combat, they have no impact on normal PVE gameplay Chloromancer Reduced the healing effectiveness of Bloom and Essence Surge when the target is in PvP combat. Druid Reduced the effectiveness of Balm of the Woods when the target is in PvP combat. Justicar Reduced the healing effectiveness of Doctrine of Loyalty, Doctrine of Bliss, Doctrine of Righteousness, Reparation, Reprieve, and Salvation when the target is in PvP combat. Necromancer Reduced the healing effectiveness of Soul Purge when the target is in PvP combat. Purifier Reduced the healing effectiveness of Healing Blessing, Healing Flare, and Latent Blaze when the target is in PvP combat. Sentinel Reduced the healing effectiveness of Healing Breath, Marked by the Light, and Vigilance when the target is in PvP combat. Shaman Reduced the effectiveness of Glory of the Chosen when the target is in PvP combat. Warden Reduced the effectiveness of Healing Spray, Orbs of the Stream, Orbs of the Tide, and Soothing Stream when the target is in PvP combat. Dominator Reduced the damage of Split Personality s Void Bolts in PvP combat. World PvP Quests The Unseen and Order of the Eye quests (the ones without other players as targets) in Iron Pine Peak and Shimmersand have their objective counts increased to bring them more in line with the time it takes to complete the Stillmoor quests. World PvP Quests Genuine Firebrand, Firebrand s Source Additional Firebrand Power Sources have been added to the southern area of Mage s Mark like the quest always claimed there to be. PVP ITEMIZATION 1.4 will introduce a number of changes to make acquiring PvP gear more enjoyable. Players will now be able to upgrade PvP store items more frequently without needing to hoard Favor to purchase high rank items. Prestige Rank 7 and 8 are now available. New armor sets are available in Meridian and Sanctum. Rank 7 and 8 Armor and Weapons can be purchased with Marks of Retribution. Converted the costs on rank 3/4 and 5/6 Armor and Weapons to use Marks of Retribution and require the previous set s items to purchase the upgrade. Changed the overall cost of purchasing all of rank 1 through 6 sets to equal the previous cost of purchasing a rank 5 or 6 set. Completing weekly PvP quests now grants additional Marks of Retribution, and closing PvP Rifts have an additional chance of rewarding these. Marks of Retribution are obtained for 1600 Favor from PvP vendors in Meridian and Sanctum. Wands, Totems, Shields and Bucklers are now available from the Favor merchants in Meridian and Sanctum. Condensed the total amount of Favor Set merchants in Meridian and Sanctum. Honored and Revered-level rewards are now available on The Unseen and The Order of the Eye vendors in Meridian and Sanctum. Synergy Crystals are now available for ranks 3/4, 5/6, and 7/8 armor sets from The Unseen and The Order of the Eye Quartermasters. Rank 7 and 8 PvP armor is no longer filtered to show only your calling on the vendors in Meridian and Sanctum. ITEMS Healing Potions and Tonics from Apothecaries are now on a separate cooldown from Mana Potions and Tonics. The following items are on the same cooldown as Mana Potions and Tonics now, and won t be triggered by Healing items Olde Tablet, Ageless Tablet, Elder Tablet, Timeworn Tablet, and Ancient Tablet. Jon Tom s Pauldrons now have Dexterity on them. Gloves of Glowing Light stats fixed to be more Mage-appropriate. The Banner of Zeal has been restored to its previous - correct - graphic. Damage messages from the Crystallized Ember and the Burning Planar Shard now appear properly in combat logs. Dark Shadow Tunic Renamed to Dark Shadow Leggings so you re not trying to wear a shirt as pants. The following Artifact items have been upgraded to Rare quality to reflect the rate at which they drop - their actual drop chance has not been increased Hook of Fairn the Ferocious, Self-Replicating Ring, Crispy Fried Fae Gizzard Recipe. Totem of Overgrowth The tooltip now specifies that this item only works on healing abilities. Way of Water now properly procs. Vanishing Empyreal Gem Increased the proc rate from this item. Fixed Breath of the Abyssal and several other item effect so they no longer get removed if you teleport or zone into instances with these items equipped. Fixed a typo with Rasmolov s Riftblade Crystal. It wasn t Riftbladd , we swear! Gloamsilk Poison No longer scales with Spell Power, and cannot proc more than once per second. Scrolling combat text now displays a correct icon for the Sacred Heirloom of Eth. Fixed a bug where some set item tooltips were not displaying correctly. CRAFTING New recipes are available on the Armorsmith, Outfitter, Weaponsmith, and Artificer artisan store merchants. These are new Epic crafted items with set bonuses. Each set includes 2 pieces of armor, 1 weapon, and 1 ring to complete the set. Recipes can be purchased for Plaques. Recipes for new materials are available from the various profession trainers for 20 platinum - Enchanted Shadethorn Lumber, Tempered Orichalcum Bar, Steel-Stitched Leather, Bolt of Radiant Witchweave, and Infinite Essence. Each recipe has a 24 hour cooldown and are used in new production recipes. Crafting trainers now sell new reagents needed for the new recipes Ethereal Flux, Magical Oil, Enchanted Lacquer, and Endless Dust. Foraging trainers now sell reagents. Adrenalite, Etherialite, Vitalium, Saintstone, and Thiefstone Augments that require 150 skill or above no longer drop from Rifts and related encounters. They are now only received from supply bags, quests, crafters, or from merchants in some cases. New Artificer recipe Blazing Powerstone, purchasable from trainers at 285 Artificer skill. Usable on main-hand weapons and adds 200 Spell Power for 4 hours. New Weaponsmith recipe Exquisite Oilstone, purchasable from trainers at 285 Weaponsmith skill. Usable on 2-handed weapons and adds 10 melee weapon DPS for 4 hours. Crude Whetstone Now adds 2 melee weapon DPS for 4 hours. Coarse Whetstone Now adds 3 melee weapon DPS for 4 hours. Fine Whetstone Now adds 4 melee weapon DPS for 4 hours. Exquisite Whetstone Now adds 5 melee weapon DPS for 4 hours. Flawless and Pure Augments have received a stat boost and are available on the Apothecary Artisan store merchant. Flawless Augments cost 3 Apothecary Plaques. These recipes require new ingredients with cooldowns on use. Augmenting a crafted item can no longer fail. Dropped Augments that previously required 250 skill to apply now require 300. The exceptions to this are Saintstone, Adrenalite, Etherialite, Vitalium, and Thiefstone, which all require 225. Pliable Griffon Hide, Lustrous Griffon Hide, Brilliant Harpy Feather, and Luminous Harpy Feather now require 300 skill. Fixed Augment items getting locked if you closed a crafting window with the ESC key. Apothecaries can now salvage Planar Essences. These break down into planar dusts as well as new ingredients used in Augment recipes. The dropped recipe for Platinum Choker, and its associated item, have been renamed to Ornate Platinum Choker. This does not affect the Platinum Choker recipe available from the crafting trainers, which is actually a different item. Mighty Brightsurge Vial now requires only 1 Twilight Bloom to craft, rather than 2. Healing Philters are now actually useable at the level stated on the item. Reinforced Leather Hood and Shaleweave Handwraps now require 190 Outfitter skill to craft. Reinforced Leather Belt now requires 210 Outfitting skill to craft. This is to fix a previous inconsistency where the learned recipes required 225 skill while the recipe scroll items stated 190 and 210. The recipes for Steel Spaulders, Steel Sabatons, and Steel Vambraces now require 150 skill to learn. Salvaging Shimmering Opal Gorgets now yields Copper Bars instead of Tin. The icon for Rugged Fabric has been changed so it no longer looks like Witchweave. Fixed some versions of the Combatant s Bow and Aristocrat s Long Rifle not being Runebreakable. Dragonslayer Shroud can now be Runebroken. Blazing Recondite Rune and Blazing Recondite Runeshard recipes now create the right item. Made required item levels more consistent for Blazing Indomitable Runeshard - an item of level 48 - and Incandescent Indomitable Runeshard - an item of level 50. Corrected the Freemarch version of the Apothecary Supply Run quest from taking Rotting Canines from your inventory when abandoning the quest. These items should only be removed on a successful quest turn-in. Fixed some typo issues related to Blazing Wisdom, Intelligence, Strength, and Dexterity Runes/Runeshards. Refurbished Mathosian Armor can no longer be Augmented. Salvaging Artificer-crafted rings that contain gemstones now yield more Iridescent Powder, Gemstone Fragments, Clear Crystals, and Glimmering Fragments, and these items appear much more frequently. Apothecary recipes using consumable items from Rifts have been updated to reflect the changes to the ranks and level ranges of these items. You can now preview wearable items made from recipes off of crafting skill trainers. ACHIEVEMENTS The Achievements window now allows you to see what rewards you receive for completing a selected achievement. ART AND AUDIO Toned down the number of visual effects that display during large combat situations. Added an audio cue to the confirmation popup when you are invited to a group. Added new sound effects to role changes. The sounds of Tartagon mount footsteps have been slightly lowered in volume to a more appropriate level. Adjusted the footstep sounds of the Vaiyuu mounts to better match their run animations. Valmera mounts are not quite so ninja-silent at idle and while running. Turned down the volume on river and waterfall ambient sound. Rockier rock visuals for more treacherous terrain! New sound effects added for characters dropping to the ground from high places. Fixed a rare animation twitch when transitioning between channeled abilities and those with standard casting times. COMMANDS AND MACROS Characters can now have up to fifty macros each. You can now drag items and abilities into the Macro Commands field to insert their names into a macro. A slash-command glossary has been added to the Macro window to better explain some of the many slash commands in the game. Ground target items and abilities should now work properly as part of a macro. The /leader command should no longer fail with the "Invalid Target" message when the leader has a party member targeted. UI/SETTINGS You can now customize overhead nameplate colors for various types of players and NPCs via the Settings panel. Alongside the ability to set new custom colors for group and raid members, the default color for group, raid, and guild member overhead nameplates has returned to green. This can be customized at any time via the Settings panel under Interface. Moveable notification popups! You can now move previously un-movable popup or confirmation windows that appear on screen, such as Warfront or Dungeon queue join/decline notifications. There is now a "Take All" button when reading mail with attachments. Also touched up the Mail UI buttons in general. Added a button that allows you to "take all attachments from all mail items" in your inbox. The Abilities panel now sorts by category and in alphabetical order. A warning icon will now appear on your pet portrait if your pet is capped at a lower level than your character. On-screen messages for quests, errors, raid warnings, and broadcasts are now moveable via the Edit Layout system. Fixed buff/debuff tooltips not displaying a description of the effect. Added new quest indicators for daily PvP quests and World Event quests - including minimap icons, overhead icons, cursors, all that jazz! Fixed guild quest icons showing up as low level quests . New characters will have all minimap icons enabled except for Show Low Level Quests by default. Calling Trainers for other Callings will no longer be displayed on your minimap. Character window sections will now only become visible once your character has something to show in that section, to prevent information overload with a bunch of sections that aren t relevant to your character at the time. Ex Gaining Notoriety will cause the Notoriety section to appear, adding a companion pet will trigger the Companions section to appear. etc. Added a help button to the Soul Tree window to bring up the Soul Tree tip window at any time. When you have a Notoriety capped, the bar now actually looks full rather than empty. Opening the split stack option now hides item tooltips to prevent overlap. Fixed tooltips appearing in the top left corner if you teleported while a tooltip was being displayed. Auction House Fixed a bug in the Usable Only checkbox so that auction results are displayed correctly (less blank pages and half-filled pages all around). Optimized the Guild Roster pane to handle showing offline members for very large guilds without breaking things. I m looking at you, Epic. The Achievement window now properly updates for exploration achievements when entering new areas. Using the ESC key to cancel an in-progress chat window message no longer cancels the resurrection confirmation window. Chat messages for bonus Favor awards have been removed to cut back on chatspam. Bonus Planarite earned is still displayed. Escort quests no longer have the share button shown in the quest log - these are handled by sharing to the group when the quest is first accepted. Quests that require you to collect or craft single items as quest objectives no longer display "0/1" at the end of the objective. Added new loading screen tips to better highlight many new features added since launch. Auction House "no results" messages now shown in the search results area when no items are listed matching the search term. Error messaging is now more descriptive when you fail to use an ability because you lack a required item. Fixed a rare case where the client would always select the same player when mouse-picking targets. Map waypoints are now cleared on logout. CLIENT When combat logging to a text file is enabled, the Rift client will no longer open and close the log file for every line written. Instead, it will leave the file open and flush new data every half second. The interval for flushes can be tuned in rift.cfg with the CombatLogFileFlushInterval value.
https://w.atwiki.jp/wiihack/pages/26.html
インストール方法 Twilight Hackを用いて実行してください(他の方法では正常にインストールされない場合があります) 表示された文章に従ってください The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Throughout this installer, you may ACCEPT prompts by pressing either the RESET button on your Wii, the START button on the first GameCube pad, or the 1 button on the first Wii Remote. To CANCEL at any prompt and return to the System Menu, pres the POWER button on your Wii, the Z button on the GameCube pad, or the HOME button on the Wii Remote. Pres ACCEPT to continue or CANCEL to exit to the Sytem Menu. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers No proprietary Nintendo material (code or references) wad used to create this channel and its compronents. The source code, audiovisual resources, and the tools used to create and package the channel are all homebrew software. This product is not licensed or endorsed by Nintendo. DISCLAIMER THIS PRODUCT COMES WITH ABSOLUTELY NO WARRANTY, NEITHER EXPRESS NOR IMPLIED. THE AUTHORS OF THE PROGRAM CANNOT BE HELD RESPONSIBLE FOR ANY DAMAGE OCCURRING AS A RESULT OF ITS USE, INCLUDING BUT NOT LIMITED TO ANY HARDWARE OR SOFTWARE MALFUNCTION OF YOUR WII CONSOLE OR ANY OTHER DAMAGE CAUSED BY THE USE OF THE SOFTWARE. Please visit http //hbc.hackmii.com for more infomation. If you agreee to the above, press ACCEPT. Otherwise, press CANCEL to exit to the System Menu. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Loding installation data... Title ID 0001000148415858 Checking system... Ready to install. Press ACCEPT to continue or CANCEL to abort. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Loding installation data... Title ID 0001000148415858 Checking system... Ready to install. Press ACCEPT to continue or CANCEL to abort. Starting installation... User already has 1 tickets. Deleting them. Deleted ticket... Installing ticket... Adding title... Adding content ID 00000000 (cfd 0) ........................................ Done (0x9bdb0 bytes) Adding content ID 00000001 (cfd 0) ........................................ Done (0xb4b80 bytes) Installation complete! Pres ACCEPT or CANCEL to exit to the Wii System Menu. Returning to the Wii System Menu... フォルダ構成 apps/*/boot.elf 実行ファイルです apps/*/icon.png 表示されるアイコンです 128x48のサイズで用意してください apps/*/meta.xml ツールの詳細を記述するファイルです ?xml version="1.0" encoding="UTF-8" standalone="yes"? app version="1" name ツール名 /name coder 作者 /coder version バージョン /version release_date リリース日時 /release_date short_description ツールの簡易詳細 /short_description long_description ツールの詳細 /long_description /app アンイストール方法 システムメニューから削除してください 中指カーソル 以前にHomebrew Channelのnolomit版をインストールしているとこのようなカーソルが表示されます 一度Homebrew Channelのnolimit版をwad化したものをWAD Uninstallerを用いてアンインストールすることで解決します 注意事項 SDアダプタははずしておく事 README.txtにも書かれているようにSDGecko等のSDアダプタははずしておきましょう フロントSDからファイルを読み込めず起動しても何も表示されません The Homebrew Channel Beta 8 Wiibrew.org 2008/06/06 In this archive, you will find the following files README.txtThis file boot.elfMain channel installer wiiload/USBGecko / TCP loader client wiiload/win32/wiiload.exePrecompiled binary for Windows wiiload/lin32/wiiloadPrecompiled binary for Linux (x86) wiiload/osx/wiiloadPrecompiled binary for Mac OS X (Universal) wiiload/wiiload.tgzSource code Update instructions If you have previously installed The Homebrew Channel, you can update it. If this is the first time you are installing it, see below for Installation Instructions. The easiest way to update is using the built-in Online Update functionality. Simply configure the WiFi network settings for your Wii for proper Internet connectivity,and boot up the channel. If the connection is established, you'll see an opaque white (not semitransparent) world icon in the lower right corner, and an update prompt will automatically appear. Accept it to begin downloading the update. If you cannot or do not want to connect your Wii to the Internet, simply run the boot.elf file using any homebrew booting method. For example, you can upload it using wiiload or you can make a directory inside /apps (for example, /apps/Update) and copy boot.elf there. Then, simply run it from the previous version of the channel. Installation instructions The suggested way to install the Homebrew Channel is by using Zelda The Twilight Pricess with the Twilight Hack, which is available at http //wiibrew.org/index.php?title=Twilight_Hack. After installing the Twilight Hack savegame, format an SD card (as FAT16; must be =2GB, non-SDHC) and place the contents of this distribution in the root directory of that card. Boot.elf must be in the root directory, and you must have a directory named "apps" inside the root directory. (You can delete the wiiload files from the SD card, as they are not needed.) Execute the Twilight Hack, and it will load and run boot.elf from the SD card. You will be presented with a disclaimer screen about the dangers of installing this hack (discussed here as well, below); follow the instructions. After this process has completed, you should have a new Homebrew Channel in your System Menu. You may safely delete the boot.elf file from the SD card; it is no longer needed. Adding and customizing apps All user applications should be stored in their own subdirectory inside of apps/; some examples have been provided. Each subdirectory should have at least three files; ScummVM will be used as an example. apps/ScummVM/boot.[dol|elf] main executable to be loaded apps/ScummVM/icon.png icon to be displayed in the Homebrew Channel Menu; should be 128 x 48 apps/ScummVM/meta.xml XML description of the channel. This format will change for future releases of the Homebrew channel, but we will try to remain backwards-compatible. See the included files for information on what data should be included in this file. Staying current with new releases Relax, you will not need to do anything to keep up with new releases of the Homebrew Channel. When a new version is available, a message will appear giving you the option to download and install the new version, if your Wii is configured to connect to the Internet. Uninstallation You may uninstall the channel as you would any other channel, by using the Data Management screen of the Wii Menu. RISKS, CAUTIONS, and SYSTEM UPDATES Any persistent modification to your system (meaning, anything that does not go away when you turn off your Wii) carries some inherent risk. We have worked hard to avoid this whereever possible, but we are unable to test all possible configurations. We do, however, believe that our channel is safer to install than any other homebrew channel that has been released, and once you have installed it we hope you will never need to install another! A special note about System Updates The Homebrew Channel relies on certain security flaws (fakesigned TMD and ticket) that may eventually be fixed in future versions of the Wii System Software. When these flaws are fixed, you may not be able to install this channel for the first time. It is not clear what will happen to users who have already installed this channel. We have done extensive simulation testing with the current System Menu and the (currently dormant) IOS37, and we believe there is no danger to your system, even if you upgrade. That having been said, we are releasing this software to you in the hope that you will find it useful. We can not and will not offer you any warranty on the functionality of this software, or its impact on your Wii System. We have made our best effort to ensure its safety and to honestly explain the risks involved, but the decision (and responsibility) is ultimately up to you. We recommend that you check for news at http //wiibrew.org about com patibility with new Nintendo System Updates before installing them; we will test each update as soon as it is publicly available, and will announce whether any issues have been discovered.
https://w.atwiki.jp/riftinfo/pages/272.html
== FEATURES == New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below. New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT! Veteran Rewards are being added as a bonus for longtime Ascended. Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them. A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below! New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES. The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON! AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience. = ASHES OF HISTORY - WORLD EVENT = Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios' influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery. The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they'll need all of the Ascended help they can get! Keep an eye on your World Event UI for the start of this world event. = CHRONICLES = Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5. The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system. Duo or strong solo 50s can enter the Chronicles version of Greenscale's Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones. The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events. Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the 'J' key. Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn! = PLANAR ATTUNEMENT = Advancement doesn't stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character! Planar Attunements provide base enhancements to your character's Calling from each Plane, and is not Soul-specific. Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement. You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up. Rested experience does not apply to post-level-50 Planar Attunement experience. = VETERAN REWARDS = Our players are what make RIFT possible - as a 'thank you' from us to you, additional bonuses are earned based on how long you've been with us in Telara. Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you've been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs. Check your in-game mailbox to receive Veteran Rewards! For additional details including the list of rewards and milestones, see http //www.riftgame.com/en/game/veteran-rewards.php = MASTER-MODE DUNGEON - DARKENING DEEPS = For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps. Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls. Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well! Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool. = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = A new Warfront joins the weekend rotation - this one in an all-new setting! Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended. Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul. Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players. = ENDGAME RIFT ZONE EVENT REWARD UPDATE = Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character! Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards. Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone. Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests. Significantly increased the rate in which players can obtain Inscribed Sourcestone. Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone. = WARFRONT ACCOLADES = A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP. Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions! = GUILD WALL = A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time. Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings. GENERAL GAMEPLAY You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present. Trinkets and other usable-equippables will now enter their cooldown period when equipped. Quantum Sight and Omen Sight now last 15 minutes. The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced. Ascended Powers are now on their own merchant in Sanctum and Meridian. Fixed an edge case with master looting where a group could become ineligible for assigned loot. Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion. Fixed the message 'Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item. NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day. If you try to pay for a cash-on-delivery mail attachment multiple times, we don't actually charge you more than once. When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room. Quests that share updates with party members will now also share across the whole raid, not just within your raid group. Using click-to-move no longer acts bizarrely if you click on a floor above or below your character. Smart Targeting now actually changes your target to the one chosen by your ability. CHAT SYSTEM UPDATES You no longer need to be Prestige rank 2 to join the World Defense chat channel. Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update. Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats. When your character is automatically added to a new level channel (when reaching 30 or 50), we'll no longer also remove you from the old one. RIFTS AND INVASIONS A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum. Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi! The Defiant's Flare and Guardian's Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes. Raid Rift tears no longer time out and disappear. Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other. Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown. After invaders take over a location they will start stacking the 'Burning Out' debuff, causing them to take increased damage for each stack. Player pets no longer deal reduced damage to Invaders. Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone. Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time. Raid Rift tears now have a unique map icon. When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event. PvP Rifts will also be visible on the main map when zoomed in, even if you're not currently in the zone. LOOKING FOR GROUP The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level. Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons. Fully LFG-formed groups now default to having the tank set to leader. LFG groups can now vote kick someone who is not in the instance. You can also access other useful things from the party member's right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc. Fixed a case where you wouldn't be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon. Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen. Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it. LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader's screen. Killing the first boss in a normal dungeon will properly remove the party's LFG cooldown debuff, much like the Expert dungeons do. Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed. Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the 'raid'. Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit. Leaders of LFG raidframe groups can now change the order of players within the party. The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change! The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won't forget group member names if someone is in a Warfront when the window comes up. Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message. GUILDS Guild Perk Bloodthirsty Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active. Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week. COMBAT Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned. Area effect heals that were using up a heal count on a dead friendly target will no longer do so. Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values. Your camera angle will no longer change when struck by an NPC using Thunderous Kick. ==SOULS== Cleric mana pools will now increase just a bit more from gains in Intelligence. Fixed an issue causing some passive abilities to linger after resetting your Soul Points. CLERIC CABALIST All Sigils are now area of effect on the target rather than ground targeted area effects. Ravaging Darkness The damage from Ravaging Darkness itself is now properly converted into healing. Reversal of Fortune No longer causes you to be hit by your own Decays. Dark Water Fixed tooltip inconsistencies. Symbol of the Ancient Removed the extra comma from the tooltip. Curse of Discord, Curse of Solitude Both now specify in their tooltips that they will not stack with each other. DRUID Fae Blast Now properly generates aggro. INQUISITOR Corporal Punishment Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul. JUSTICAR Bolt of Radiance Removed the secondary taunt effect that required Mien of Leadership. Provoke Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown. Interdict No longer has a delay before actually interrupting the target. PURIFIER Ancestral Flame Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased. Rite of the Ancestors Corrected the tooltip on the effect. SENTINEL Serendipity Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul. Lasting Invocation This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion. Vigilance Rank 2 is no longer blocked by the Latent Blaze debuff. SHAMAN Lust for Blood Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul. Vengeance of the Primal North Corrected the effect tooltip. TEMPLAR [PvP] Nysyr's Brand Increased cooldown to 10 seconds. WARDEN Overflow Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul. MAGE Warlock's Opportunity and Dominator's Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time. Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge. ARCHMAGE [PvP] Nenvin's Lament Fixed an issue where a previously cast spell would consume Nenvin's Lament if it was cast before the prior spell finished hitting the target. ARCHON Disorient Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits. Rock Slide Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick. Leeching Flames Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace. Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant. DOMINATOR Charged Shield, Mass Charged Shield Shield damage now checks for damage buffs and debuffs at the time the damage occurs. Mass Charged Shield Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly. Death's Edict, Mental Shock Now deals damage even if the target is immune to the stun portion of the effect. Swift Control Updated the description to help clarify how this spell functions. Improved Charged Shield Updated the description to indicate that it increases the base damage of an ability. Pets will now be able to attack enemies affected by the root from Storm Shackle. Quick Thinking No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom. ELEMENTALIST Fixed an issue with the Water Elemental's Icy Chains ability that prevented the root from being cleansed. Sever Bonds Can now be cast while silenced. NECROMANCER Last Gasp Can now critically hit. Flesh Rot Updated the description to indicate that it increases the base damage of an ability. Symbiote Updated ability description to clarify that it applies to the base healing of Essence Link. Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling. Corpse Explosion Fixed a bug where this wouldn't trigger if used on another player. PYROMANCER Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec. Withering Flames Can now critically hit. Burning Shield Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast. Ground of Power updates Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration. PVP - Glyphs of Power The bonus to Fire damage from Glyphs of Power in PvP combat is 5%. Improved Ground of Power Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power. Improved Grounding Removed. Improved Flame Jet - New Ability Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer. Wildfire The buff can now be clicked off or otherwise removed. Flicker Can now be cast while silenced. STORMCALLER Absolute Zero This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target. Building Storm The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt. Storm Guard Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged. Icy Vortex Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit. WARLOCK Defile Fixed an issue where the last damage tick was not occurring. Sacrifice Life Mana No longer prevented from returning mana when used with Empowered Darkness active. Dark Fury Now deals damage even if the target is immune to the Stun portion of the effect. Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs. Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active. Opportunity No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom. ROGUE Increased Energy regeneration rate to 23 per second. General gameplay goals for the rogue update - Competitive PvE Alternatives to Sabodancer, both melee and ranged. - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat. - Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one's target, with a portion of the stolen amount going to the rogue. - Better synergies between souls. - More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have. - Large pack tanking improvements - Improvement to threat on multiple mobs - Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away. - Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power ASSASSIN Gameplay goals More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete. Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects. Baneful Touch No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin. Leeching Poison The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50. Debilitating Poison Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target's maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time. Poison Mastery Now also increases the Attack Power of the Assassin's poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%. Enduring Brew Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown. Backstab Attack Power damage bonus increased to 150% from 100%. Assassinate An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target. Exposed Weakness The additional damage taken by the target is now increased by the Assassin's Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added. Energy cost reduced to 10 from 20. Physical Trauma Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%. Slip Away Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth. Cut and Run - New Ability Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown. Serpent Strike Energy cost reduced to 10 from 20. Impale Damage has been increased. Duration increased to 20 seconds, up from 16. Hidden Veil Fixed a bug where this wasn't working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away. BARD Gameplay goals A little more low level survivability - More of a reason to take this as a 3rd solo soul if you're inclined to get some more survivability back. Motif of Renewal - New Ability Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration. Triumphant Spirit Healing bonus is now applied to Motif of Renewal. Motif of Regeneration Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration. BLADEDANCER Gameplay goals Should be a viable in-your-face combat rogue. Combat Culmination Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3). Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time. Weapon Barrage Removed the damage component of this interrupt ability. Strike Back Now triggers off of dodges as well as parries. Compound Attack Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3. Turn the Tide Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%. Contra Tempo Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31. Counterbalance Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds. Flash of Steel Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added. Twin Strike The offhand attack now hits up to 4 enemies, increased from 1 other enemy. Unabating Steel Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel. Blade and Soul Parity Also increases the Bladedancer's Critical Hit damage by 50%. Double Coup Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%. False Blade, Dauntless Strike Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points. INFILTRATOR [PvP] Cleanse Soul No longer takes you out of stealth when used. MARKSMAN Gameplay goals No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy. Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec. Marksman's Pedestal and Sniper's Pedestal have been removed. Hit and Run Removed. Improved Hit and Run Removed. Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot Damage increased. Strafe Damage increased. An additional 100% bonus from Attack Power is added to this attack. Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments. Electrified Munitions Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability. Rending Munitions Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target's armor. Vampiric Munitions Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target. Silver Tip Munitions Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability. Controlled Fire - New Ability Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38. Deaden Energy cost reduced to 10 from 40. Lightning Fury Can now be cast instantly. Energy cost reduced to 30 from 40. Single Minded Focus Ability changed - now increases the damage of all single target damage abilities by 1-5%. Increased Fire Power Effect is now triggered on all critical hit attacks. Rapid Extrication Now reduces the cooldown of all Marksman abilities by 15-30%. Barbed Shot Moved to a 16 point root ability. Penetrating Shots Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target's armor, up from 4-20%. Master Archer Ability changed - whenever you are standing still, damage with ranged weapons is increased by 5-25%. Fan Out, Crossfire, Lightning Fury Can now hit up to 8 targets, increased from 4. Collateral Damage Increases the damage of all ranged weapon area of effect attacks by 15-30%. The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant. 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes now increases the damage of Electrified Munitions by 50%. NIGHTBLADE Gameplay goals Some more survivability, without having to rely on pure immunities. Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects. Primal Strike Now deals Death damage instead of Physical damage. Primal Death Now increases the damage of Primal Strike by 5-15%. Enkindle Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-30%. Living Flame Increased the damage bonus from Attack Power by an additional 50%. Twilight Transcendence Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds. Fell Blades Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target. Fiery Chains An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point. Nightstalker Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health. Weapon Flare Now grants a Combo Point when used. RANGER Gameplay goals Synergizes with other souls better. No longer overly dependent on Shadow Fire. Killing Focus Now increases the damage of both melee and ranged weapon attacks by 2-4%. Double Shot All ranged weapon attacks gain a 10-50% chance of firing an additional shot. Shadow Fire Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%. Master Huntsman The Dire Wolf's Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor's Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%. Divert Rage Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability. Rain of Arrows Cooldown reduced to 6 seconds from 8. Bloodied Blow Damage has been increased. RIFTSTALKER Gameplay goals Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls' ability to close all currently lives in this tree. Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release. Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec. Guardian Phase Threat generation increased to 200% from 100%. No longer purgeable. Stalker Phase Effect is no longer purgeable. Now adds a 10% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz Reduced the threat generated by these abilities. Shadow Blitz An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points. Shadow Stalk Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target. Annihilate Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value. Stalker Phase Effect is now triggered after using any Plane Shift abilities. Increases damage by 5% when active. Rift Barrier Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker. Improved Rift Barrier Removed. Planar Vortex - New Ability Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase. Hasted Time Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer's Sprint and the Marksman's On the Double. Freedom of Movement Effect is triggered after Plane Shifting and can only occur once every 10 seconds. Shadow Assault The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points. Shadow Mastery Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds. Phantom Blow Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%. Rift Guard Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker. Shadow Guard - New Ability Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus. Planar Disruption - New Ability Unlocked with 22 points spent. Attempts to disrupt the target's spell casting. Not affected by global cooldown. Physical Wellness - New Ability Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds. Defer Death Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds. Instigate No longer triggers the global cooldown. Guarded Steel, Annihilate Duration per combo point is now 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5. SABOTEUR Gameplay goals Use of bombs should not be a DPS downgrade. Annihilation Bomb, Chemical Bomb, Fragmentation Bomb An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased. High Explosives Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44. Residual Shrapnel Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds. Time Bomb An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased. Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%. WARRIOR Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin's Reprisal, Retaliation, and Turn the Blade. Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage. Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant's order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw. Grim Lure, Spark, and Shield Throw Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits. BEASTMASTER Pack Mentality Fixed a case where this effect was removed when spending a soul point. CHAMPION Bloodthirst This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point. PALADIN Light's Decree Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks. Paladin's Devotion Can now be used while snared or rooted and will properly remove those effects. Paladin's Reprisal Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul's ability, 'The Art of Defense'. Sweeping Strike Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. PARAGON Wrist Strike No longer blocks Break Free abilities. Predictable Movements Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities. Reaping Harvest Ability will show as unavailable while wielding a 2-handed weapon. REAVER Creeping Death Fixed a bug causing rank 2 through 4 to not properly snare the target. RIFTBLADE Riftwalk Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn't changed and still roots the target. Avatar of the Rift Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability. Earth Burst Fixed a tooltip typo that listed the snare duration as 0 seconds. VOID KNIGHT Ragestorm Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. WARLORD Combat Awareness Updated tooltip to better indicate that the ability generates significant threat.
https://w.atwiki.jp/i_ro/pages/333.html
For a pre-Renewal version of this article, click here. The Homunculus is a special pet which assist Alchemist classes in ways such as a support, an instant partymate, or a sacrifice for the player. Alchemist classes must go through the Bioethics Quest to unlock the appropriate skills required to create a Homunculus. After the quest, the passive skill Bioethics× will be available to the player and the rest of the Homunculus skill branch will be available through the distribution of skill points. + ←クリックで目次を開く Types of Homunculus Choosing a HomunculusComparisons Obtaining a Homunculus Homunculus Stats and Skill Points Evolution Controlling the HomunculusManual Functions AI×Installing AI Possibilities Impossibilities Not Allowed Feeding and Intimacy Manipulating Intimacy Experience and LevelingGeneral Information Experience Chart Miscellanea Known Bugs See AlsoExternal Links Types of Homunculus There are 4 types of Homunculi with various attributes unique to each. 名前 タイプ エサ スキル Lif×iRO wiki の画像表示 ・ Support・ Demi Human×・ Neutral Pet Food ・ Healing Hands×・ Urgent Escape×・ Brain Surgery×・ Mental Charge× Amistr×iRO wiki の画像表示 ・ Tank・ Brute×(*1)・ Neutral Zargon ・ Castling×・ Amistr Bulwark×・ Adamantium Skin×・ Blood Lust× Filir×iRO wiki の画像表示 ・ Speedster・ Brute(*2)・ Neutral Garlet ・ Moonlight×・ Flitting×・ Accelerated Flight×・ S.B.R.44× Vanilmirth×iRO wiki の画像表示 ・ Magic User・ Formless×(*3)・ Neutral Scell ・ Caprice×・ Chaotic Blessings×・ Instruction Change×・ Self-Destruction× Choosing a Homunculus "Which Homunculus should I pick?" This is a common question amongst new Alchemists and future Geneticists. Each Homunculus serves its own purpose that is custom tailored to the players' individual needs. Despite general opinion, players should choose based on their exact situation and not what others tell them to do. This is because every player has different leveling methods and amount of time to invest, so one player might have enough time to invest into leveling an Amistr×, while another is just looking for a quick pre-Homunculus S× to get their needed support skills. Comparisons Lif× - more of a novelty character. Its skills are fairly worthless and offer nothing to the player other than a walking speed boost that will be replaced anyways as a Geneticist with Cart Boost×. Its attack is low, has no burst attacks, and its healing skill, Healing Hands×, does not heal much and is generally not worth using. It is strongly advised NOT to use it as a base, as it generally has no practical use. Amistr - generally the best base for a Homunculus S but also easily the slowest to level and feed due to the lack of offensive skills, and choosing to acquire Blood Lust× would require feeding the Amistr to loyal twice. Its Amistr Bulwark× skill is very valuable for MVP×ing later on as it boosts VIT× and even offer some defense that can be useful for PvP×. Players with A LOT of free time to level and feed a homunculus should go with Amistr, as the payoff in the end will be more than worth it. However, avoid it if spending a longer time leveling and all the extra feeding time does not sound like an ideal situation. Filir× - generally the fastest leveling Homunculus in most situations, and the most helpful for speed leveling a Homunculus S up to the required level for certain skills. The big downside is the lack of VIT, which carries over to Homunculus S, making it quite frustrating sometimes to level due to it dying too much. Another tradeoff is that depending on the Homunculus S chosen, it may not reach high enough VIT for stun immunity. For players with less time to level a Homunculus, Filir is definitely a good choice. Its loyal evolved skill, S.B.R.44×, is usually skipped as it is not terribly useful. Vanilmirth× - the in-between solution to Amistr and Filir. It offers the high VIT and Max HP×, has a decent offensive skill, but has lower burst attack compared to Filir, making it slower for leveling in some situations. Its Caprice× skill can be unreliable, as it picks a random property to use. It is a solid choice though for all players to use as a base, and many players skip the loyal evolved skill, Self-Destruction×, as it is not used very often. It is also desirable as a base for a Homunculus S, for players who plan on becoming pure brewers, because Instruction Change× increases the brewing success rate. Obtaining a Homunculus Main article Potion Creation× To obtain a Homunculus, an Embryo is required. These can be purchased from other Alchemists or can be self-made. In order to make an Embryo, an Alchemist must use the skill Prepare Potion× with the following materials purchasable from the Al de Baran Material Seller , in the Alchemist Guild (alde_alche 35, 179) Medicine Bowl Glass Tube Morning Dew of Yggdrasil Seed of Life Potion Creation Guide (消費しない) Success rates of creating embryos are affected mainly by the Alchemist's INT×, DEX× and LUK×. Once an Embryo is obtained, use the skill Call Homunculus× to summon a new Homunculus. There is a chance to get 1 of the 4 base Homunculi and another chance to get 1 of the 2 sprites available to each type of Homunculus. Although not completely proven, there is a popular "fact" that the creator of the Embryo's stats play in a role in the probability of summoning each Homunculus. Homunculus Stats and Skill Points This article or section needs to be updated. Homunculus have their own set of stats apart from their masters, these will have a set amount upon summoning and will vary as it levels up. With each level, a Homunculus will receive a certain amount points to each stat (STR×, AGI, VIT, INT, DEX, LUK) depending on which type of Homunculus. These stats are invisible under the Homunculus Stat Window (Alt+R). The Homunculus's ATK×, MATK×, Hit Rate, Critical× Hit Rate, DEF×, MDEF×, Flee× Rate, and ASPD× will be visible. The Homunculus also gains one skill point for every three levels. Unlike status points, one can apply these to whichever skill one would like. To calculate the Homunculus' stats, use the following equations ATK = Floor((STR + DEX + LUK) ÷ 3) + Floor(Level ÷ 10)MATK = Level + INT + Floor((INT + DEX + LUK) ÷ 3) + Floor(Level ÷ 10) × 2HIT = Level + DEX + 150CRI = Floor(LUK ÷ 3) + 1DEF = (VIT + Floor(Level ÷ 10)) × 2 + Floor((AGI + Floor(Level ÷ 10)) ÷ 2) + Floor(Level ÷ 2)MDEF = UnknownFLEE = Level + AGI + Floor(Level ÷ 10)ASPD = Unknown Evolution When the Homunculus' Intimacy is Loyal, use a Stone of Sage (simply double click it) to evolve it. There is no level condition in order to evolve it. With evolution, the Homunculus will obtain a random bonus for each of its stats, increased Max HP and Max SP× and a new form. After evolving, the Homunculus' Intimacy resets to 10 (Hate). Once its Intimacy reaches 910 again (1 point before Loyal), a fourth, new skill is unlocked. Controlling the Homunculus Manual Functions Here is a listing of all manual functions with the Default AI. In general, there will be no need for any other manual functions in most Custom AIs. Alt + Single Right Click Target monster Alt + Double Right Click Attack monster Alt + T Standby, Idle/Passive mode, cancels all commands and returns to master Alt + Right Click Ground Move to location (15 tile range) Alt + R Information window If the player is dead, manual commands can't be issued. However, the AI will continue to function as normal. AI× The AI is the "brain" of the Homunculus. All Homunculus behavior is controlled by an AI script. There is a choice between the use of the default script or a custom script. The default script is both poorly made and simple; the primary problems with the default script are that the Homunculus will either kill steal× everything (default AI'ed Vanilmirth and Filir) or will not attack anything at all (default AI'ed Amistr and Lif). Hence it is recommended to write a custom script or use a premade one made by users. To switch between the Default AI and the User AI, use the /hoai command. It can also be switched in the Ragnarok Setup program by checking/unchecking the hoai checkbox in the Option tab. Installing AI Once AI script is downloaded, go to the default RO directory. This is generally located at C \Program Files\Gravity\Ragnarok Online\AI. Insert the downloaded AI script into the USER_AI folder and relog or resummon the Homunculus. This should be done every time there is a change in script. While there are infinite possibilities with AI scripts, it is necessary to understand that there are things it can and cannot do. These limitations are what separates it from bots. Possibilities Automatically attacking monsters within player's sight range. Autocasting Homunculus skills, including ground skills. Different tactics for individual monsters (ex what priority to attack, using a skill on that monster, etc). Reading the HP, SP, MAXHP and MAXSP values of the Homunculus or its owner. Reading the target of a attacking monster (to avoid kill stealing). Reading the current animation or "motion" other actors are doing (this is buggy when used on the Homunculus itself). Automatically shut down the Ragnarok Online client using os.exit(). If the owner is being attacked, it logs out after 5 seconds after calling os.exit(). Otherwise it will log out immediately after os.exit() is called. This may not work on Windows 7 and later, instead producing an error message and hanging the client, but not logging the user out until they click through the error or the server times out the connection. Impossibilities Detecting whether other players are in a party with the owner. Detecting who the owner of another Homunculus is (GetV(V_OWNER, id) returns the owner's ID, regardless of what the second argument is). Detecting status effects or ground effects. Identifying skills used, or gathering any other information not listed above. Locating hidden players. Auto Feeding. Auto Looting. Using skills while their owner is vending×. Maintain its AI when the Homunculus is out of range of their owner. Having the owner move around (except when autocasting the Castling× Skill). Reading the HP, SP, MAXHP and MAXSP values of someone other than the Homunculus or its owner. Autocasting any player skills (Disabled after 5-Feb-2008). Not Allowed Using a 3rd party program. Reading in real time the output of the Homunculus TraceAI function, so that one gains a read out on what is around the player (including things that the game client won't show). According to a GM post on the iRO Forums "Doing this when monster leveling would not be such a big deal but in PVP/WoE purposes it is a very unfair/unintended thing. Users violating that rule will be suspended." Feeding the Homunculus or moving the owner around using a 3rd party program. Players are responsible for the actions of their Homunculi. For example, if the Homunculus kill steals people, then the player is held accountable and may be punished accordingly. Feeding and Intimacy Much like pets, Homunculus require feeding. Feed the Homunculus when its hunger is between 11~24 to get 1 full point of Intimacy. Feeding at the other times will give less than a full point and may even reduce the Intimacy. If one forgets to feed the Homunculus, its Intimacy will eventually decrease, and it will leave the master if it goes below zero Intimacy. Hunger空腹度 Intimacy親密度 Starving at 1% ~ 10% -1 1% ~ 10% 0.5 11% ~ 24% 1 25% ~ 75% 0.75 76% ~ 90% -0.05 91% ~ 100% -0.5 The homunculus also display emotes× as a way of warning the player. The emotes used are 給餌時の空腹度状態 エモーションアイコン Hunger below 11% /sob(*4)- iRO wiki の画像表示 Player feeds without proper item /swt - iRO wiki の画像表示 Player feeds at 1% ~ 75% /ho - iRO wiki の画像表示 Player feeds at 76% ~ 90% /swt2 - iRO wiki の画像表示 Player feeds at 91% ~ 100% /wah - iRO wiki の画像表示 Failed to use skill /... - iRO wiki の画像表示 Failed to evolve /hmm - iRO wiki の画像表示 Intimacy is crucial for evolution, obtaining the final skill, and AFKing. Intimacy has not been proven to affect Homunculus' stat growth. This value is not shown in the Homunculus Stat Window. However, for each interval of Intimacy points the Homunculus has, the window will show Intimacy親密度 状態 1 ~ 3 Hate with Passion 4 ~ 10 Hate 11 ~ 100 Awkward 101 ~ 250 Shy 251 ~ 750 Neutral 751 ~ 910 Cordial 911 ~ 1000 Loyal Manipulating Intimacy The player dying, the Homunculus dying, or the Homunculus vaporizing× does not affect Intimacy. Stressing it (other than using their ultimate skills) is the only way that to lower its Intimacy. One can stress the Homunculus by not feeding it (Hunger 11) or overfeeding it (Hunger 75). Each hour of starving causes the Intimacy to decrease by 18 (3600 seconds per hour / 200 seconds per loss). If the player is away from the computer for a full 24 hours of starving, the Homunculus' Intimacy will decrease by 432. If the player can no longer use Call Homunculus or Homunculus Resurrection×, then the Homunculus has left its master for good. However, the master is able to create a new Homunculus. Experience and Leveling General Information The level limit for a Homunculus owned by an Alchemist or Biochemist is 99. Once its master is promoted to Geneticist, the level limit is increased to 150. However, allowing a Homunculus to level higher than 99 is not recommended, as it will gain less HP/SP and stats compared to a Homunculus S, so it is advised to keep the Homunculus Vaporized until after completing the Homunculus S quest×. When a monster× is killed by the Homunculus alone Owner gets full Base Experience, but no Job Experience, from the monster, affected by the level difference. Homunculus gets the full Experience from the monster, unaffected by the level difference. If a player kills a monster and his/her Homunculus doesn't contribute to the kill at all Player gets all Base and Job Experience from the monster, affected by the level difference. Homunculus get no Experience at all. If a monster is killed by having both the player and his/her Homunculus dealing damage to the monster Player gets 105% of the monster's Base Experience. For example, a Sidewinder gives 720 Base Experience. Barring the level diferences, if both the player and the Homunculus participate in the fight, the player will receive 756 experience (720 × 1.05). Player gets a portion of the monster's Job Experience based on how much damage is dealt by the player (the Job Experience pool is 105% of normal), affected by the level diference. Homunculus gets a portion of the monster's Base Experience based on how much damage is dealt by the Homunculus, unaffected by the level diference. Whenever the player dies and the Homunculus' HP is above 80%, it will automatically be Vaporized. Otherwise it will not vaporize and is able to continue to fight, and the player continues to receive Experience from Homunculus, but manual commands cannot be issued. It's a common mis-conception that when a Homunculus defeats a monster, they get the Job Experience of the monster. In actuality, they get a copy of the Base Experience of the monster, modified by the damage they did to it and how many people attacked it. Experience gained by a Homunculus' owner from unassisted Homunculus kills can be shared in a party. Experience Chart Lv 1 ~ 25 Lv 26 ~ 50 Lv 51 ~ 75 Lv 76 ~ 99 Lv 経験値総量 次Lvへの必要経験値 必要経験値の上昇率 Lv 経験値総量 次Lvへの必要経験値 必要経験値の上昇率 Lv 経験値総量 次Lvへの必要経験値 必要経験値の上昇率 Lv 経験値総量 次Lvへの必要経験値 必要経験値の上昇率 1 0 347 - 26 150,925 13,580 7.69% 51 830,834 47,040 4.26% 76 2,908,734 171,000 5.88% 2 347 545 57.06% 27 164,505 14,550 7.14% 52 877,874 48,960 4.08% 77 3,079,734 178,600 4.44% 3 892 891 63.49% 28 179,055 15,520 6.67% 53 926,834 50,880 3.92% 78 3,258,334 185,250 3.72% 4 1,783 1,485 66.67% 29 194,575 16,490 6.25% 54 977,714 52,800 3.77% 79 3,443,584 190,000 2.56% 5 3,268 2,178 46.67% 30 211,065 17,460 5.88% 55 1,030,514 54,720 3.64% 80 3,633,584 218,500 15.00% 6 5,446 3,168 45.45% 31 228,525 18,430 5.56% 56 1,085,234 56,640 3.51% 81 3,852,084 247,000 13.04% 7 8,614 3,762 18.75% 32 246,955 19,400 5.26% 57 1,141,874 59,040 4.24% 82 4,099,084 285,000 15.38% 8 12,376 4,158 10.53% 33 266,355 20,370 5.00% 58 1,200,914 60,480 2.44% 83 4,357,084 332,500 16.67% 9 16,534 4,505 8.35% 34 286,725 21,340 4.76% 59 1,261,394 62,400 3.17% 84 4,689,584 380,000 14.29% 10 21,039 4,900 8.77% 35 308,065 22,504 5.45% 60 1,323,794 64,320 3.08% 85 5,069,584 456,000 20.00% 11 25,939 5,390 10.00% 36 330,569 23,280 3.45% 61 1,388,114 66,240 2.99% 86 5,525,584 522,500 14.58% 12 31,329 5,880 9.09% 37 353,849 25,220 8.33% 62 1,454,354 67,200 1.45% 87 6,048,084 570,000 9.09% 13 37,209 5,978 1.67% 38 379,069 26,675 5.77% 63 1,521,554 70,080 4.29% 88 6,618,084 646,000 13.33% 14 43,187 6,223 4.10% 39 405,744 28,130 5.45% 64 1,591,634 73,920 5.48% 89 7,264,084 712,500 10.29% 15 49,410 6,566 5.51% 40 433,874 28,800 2.38% 65 1,665,554 76,800 3.90% 90 7,976,584 855,000 20.00% 16 55,976 7,203 9.70% 41 462,674 30,240 5.00% 66 1,742,354 80,640 5.00% 91 8,831,584 950,000 11.11% 17 63,179 7,840 8.84% 42 492,914 31,680 4.76% 67 1,822,994 84,480 4.76% 92 9,781,584 1,140,000 20.00% 18 71,019 8,232 5.00% 43 524,594 32,640 3.03% 68 1,907,474 87,360 3.41% 93 10,921,584 1,425,000 25.00% 19 79,251 8,624 4.76% 44 557,234 34,560 5.88% 69 1,994,834 91,200 4.40% 94 12,346,584 1,710,000 20.00% 20 87,875 8,924 3.48% 45 591,794 36,000 4.17% 70 2,086,034 104,500 14.58% 95 14,056,584 1,995,000 16.67% 21 96,799 9,409 5.43% 46 627,794 36,480 1.33% 71 2,190,534 121,600 16.36% 96 16,051,584 2,280,000 14.29% 22 106,208 9,991 6.19% 47 664,274 38,400 5.26% 72 2,312,134 133,000 9.38% 97 18,331,584 2,660,000 16.67% 23 116,199 10,670 6.80% 48 702,674 40,320 5.00% 73 2,445,134 147,250 10.71% 98 20,991,584 3,135,000 17.86% 24 126,869 11,446 7.27% 49 742,994 42,720 5.95% 74 2,592,384 154,850 5.16% 99 24,126,584 - - 25 138,315 12,610 10.17% 50 785,714 45,120 5.62% 75 2,747,234 161,500 4.29% Miscellanea They gain a skill point for every three levels. There is no Job Level equivalent. They obtain additional EXP from server rates, but NOT Battle Manuals. Their Flee rate and Defense is not reduced by the number of monsters. Their Hit Rate is capped at 95%. Even if it has way more hit than required for a monster, it will always miss at a 5% chance. All Homunculi have a base Attack Speed of 1.4 seconds per attack (ASPD 130). Different stat growths lead to different attack speeds of each Homunculus. Homunculus' stat growth is random, nothing will affect which stats will grow and which stats will not. Homunculus can hit Ghost× property monsters. Other players can't Heal homunculus, but Sanctuary× heals them Homunculus movement speed follows the owner's condition when he/she summons it, revive it, or moving map zones. If A Geneticist is under Cart boost the homunculus will also move fast, same when the player get Decrease Agility. Need confirmations from other players about buff. Some buffs can be casted on homunculus but it's not clear they're affected or not or have similar restriction like Mercenaries Known Bugs The Homunculus stat window is now bugged, many of the stats do not represent real values. For instance, ATK is much lower than its actual value. The Vanilmirth's Instruction Change× skill is bugged and only adds the STR and INT when it levels up. If the player leaves the map, Vaporize, Summon, or resurrect the Homunculus, the bonus will be lost. Teleporting does not cause the bonuses to be lost. After Amistr's Castling skill, monsters do not always change target. If the Homunculus was vaporized or killed with a status effect×, it will bug up. (It will get immobilized, vanish and it will get the grim reaper, like the one while affected by Curse×. Use Vaporize and Call Homunculus to fix this bug). Homunculus can have permanent Movement Speed× increase until one relogs, changes map, teleports, or Vaporizes. It is possible while using Call Homunculus and an item, skill or gear that increases Movement Speed, such as Speed Potion , Increase AGI×, Cart Boost or Bloody Axe at the same time. Both the Homunculus Hunger countdown clock (1 minute timer) and the starvation clock (20 seconds timer) will reset if one relogs, changes map, teleports, or uses Vaporize and Call Homunculus together. On iRO, all Homunculus races have been changed to Demi Human× for balancing reasons. However, the alternate form of the Vanilmirth is still considered Formless× and not Demi Human. Therefore, all Demi Human reductions do not apply versus alternate Vanilmirths. In addition, the Battlegrounds× equipment set penalties (damage received is tripled versus non Demi Human monsters) apply for the alternate Vanilmirth because it is not considered Demi Human. This does not apply to Homunculus S, which have the same races that they do on other RO's, because this balancing was seen as unnecessary, now that people do not use Battlegrounds sets. See Also AI× Homunculus S× Mercenary System× External Links AzzyAI Mir AI (No longer updated) Rampage AI (No longer updated) Rampage AI Lite Homunculus Stat Calculator (Renewal) Detailed Stat Growth Chart - Homunculus System Homunculus S× Homunculus System Homunculus S× Homunculus Skills Amistr× Adamantium Skin× ・ Amistr Bulwark× ・ Blood Lust× ・ Castling× Filir× Accelerated Flight× ・ Flitting× ・ Moonlight× ・ S.B.R.44× Lif× Brain Surgery× ・ Healing Hands× ・ Mental Charge× ・ Urgent Escape× Vanilmirth× Caprice× ・ Chaotic Blessings× ・ Instruction Change× ・ Self-Destruction× Homunculus S Skills Bayeri× Stahl Horn× ・ Goldene Ferse× ・ Stein Wand× ・ Angriffs Modus× ・ Heilage Stange× Dieter× Volcanic Ash× ・ Lava Slide× ・ Granitic Armor× ・ Magma Flow× ・ Pyroclastic× Eira× Eraser Cutter× ・ Overboost× ・ Xeno Slasher× ・ Light of Regen× ・ Silent Breeze× Eleanor× Style Change× ・ Sonic Claw× ・ Silvervein Rush× ・ Midnight Frenzy× ・ Tinder Breaker× ・ C.B.C (Continual Break Combo)× ・ E.Q.C (Eternal Quick Combo)× Sera× Needle of Paralysis× ・ Poison Mist× ・ Pain Killer× ・ Summon Legion× Alchemist's Skills Bioethics× ・ Biotechnology× ・ Call Homunculus× ・ Creature Creation× ・ Cultivation× ・ Drillmaster× ・ Flame Control× ・ Heal Homunculus× ・ Homunculus Resurrection× ・ Vaporize× - Leveling Leveling Levels Experience ・ Base Level (Base EXP Chart ・ Base EXP Quests×) ・ Job Level (Job EXP Chart ・ Job EXP Quests×) ・ パーティシステム ・ Guild Level× ・ Homunculus Level (S-Type×) Leveling Methods Bounty Board Quests • Eden Group Leveling Quests · 狩場情報 · EXP Quest Table ・ Weekly Turn-In Events× (Gramps) Categories Articles Needing To Be Updated | Homunculus | Alchemist br()・
https://w.atwiki.jp/legendofnorrath/pages/65.html
Legends of Norrath Tournament Testing Resumes! http //forums.station.sony.com/strategygames/posts/list.m?topic_id=4745 Join us this Saturday and Sunday (September 29th – 30th) for the second weekend of major Legends of Norrath tournaments! We will be loading up the tournament queues this weekend and would appreciate your help. We ll be giving out rewards to those that place well and some even for just participating. Please join us at the two following times this weekend!* Saturday, September 29th Legends of Norrath Constructed Stress Test Tournament 11 00 AM Pacific Time (server time) Entry Fee No Entry Fee Create your best deck using the cards in your collection and bring it to the tournament. 1st place wins a loot card of their choice! 2nd – 4th place will each receive 3 booster packs 5th – 16th place will each receive 1 booster pack One random participant out of every ten participants who complete the tournament will also receive a Legends of Norrath booster pack. Sunday, September 30th Legends of Norrath Constructed Stress Test Tournament 11 00 AM Pacific Time (server time) Entry Fee No Entry Fee Create your best deck using the cards in your collection and bring it to the tournament. 1st place wins a loot card of their choice! 2nd – 4th place will each receive 3 booster packs 5th – 16th place will each receive 1 booster pack One random participant out of every ten participants who complete the tournament will also receive a Legends of Norrath booster pack. *You must be registered to play in tournaments. To do this you must purchase at least one booster pack or starter deck in the Legends of Norrath Store. PLAYER RUN LON TOURNAMENT 18 00 LON (PST) SATURDAY 29 SEPT 2007 http //forums.station.sony.com/strategygames/posts/list.m?topic_id=4622 Darrkelf Volunteers to help out as observers are welcome and go into a bonus prize draw. START TIME 18 00 LON (PST) on Saturday 29 September 2007 (type /time in LON to get the current time) LOCATION Tunare Casual Lobby ENTRY FEE 1 x Legends of Norrath Event Pass (purchasable from SOE store) REGISTRATION Players must register and have traded the entry fee to Scarrs by 17 00 LON (PST) on Saturday 29 September 2007. HOW TO REGISTER Players can register interest through PM to Darrkelf on this forum, posting interest in this forum or sending a tell to Scarrs in LON with their LON player name. Registrations will only be valid if the player has paid the entry fee by 17 00 LON (PST) Saturday 29 September 2007. PRIZES Prizes will be awarded for 1st, 2nd, 3rd and 4th place BONUS PRIZE Players that either volunteer as observers, or that are knocked out of the tournament but stay on as observers to help monitor matches will be placed in a draw for a bonus prize. Details of all prizes will be updated at 17 00 LON (PST) once all entry fees have been received and registrations finalised. STRUCTURE The tournament will be double elimination. A double-elimination tournament is broken into two sets of brackets, the Upper Bracket and Lower Bracket. After the first round, the winners proceed into the Upper Bracket and the losers proceed into the Lower Bracket. The Upper Bracket is conducted in the same manner as a single-elimination tournament, except of course that the losers of each round drop down into the Lower Bracket. ----------------------------------------------------------------------------------------------------- RULES All players will need to be logged on and present in the Tunare lobby at the start time - any players not in the lobby by 18 00 LON (PST) will be disqualified. DECKS Players can use custom decks if they wish, and may alter or change decks between matches. MATCH TIMER Play of matches will be on a 30 minute timer. MATCH TITLES All matches are to be titled ‘T - [Player1] vs [Player2] MATCH PASSWORDS All matches are to be setup with the password ‘tournament MATCHES Player matches will be announced in lobby chat for each round. Announced will be Player1 vs Player2. The first player must create the match. Players without an observer will need to take a screenshot of the winner screen in case there are any disputes. OBSERVERS Players that wish to volunteer and players that have been knocked out of the tournament are encouraged to help observe other matches. To qualify to enter the draw for the bonus prize, players volunteering or staying on as observers once they have been knocked out need to send a tell to Scarrs in the LON lobby to have their name added to the draw. LADDER SLOTS A /rand number (using EQ2 - Najena server near QH docks) will be generated for each player to determine which slot they will start in. The numbers will be generated between 17 00 and 18 00 - an announcement will be made in the lobby prior to the draw for anyone that wishes to come to EQ2 to watch the draw. LADDER The tournament ladder will be posted in this thread and updated at the end of each round. REPORTING The winning player of each match is to report the results in the lobby through a /tell to Scarrs - Scarrs will then repeat the result publicly in the lobby to ensure that all results are received. If there is a dispute regarding the winner of a match then the observer will be consulted or screenshot will be viewed to resolve. If you dispute the outcome of a match you must contact Scarrs as soon as the announcement has been made, prior to the next round being announced. DELAYS If a player is afk when they are due to have started a match or during a match then it should be reported to Scarrs by their opponent or observer. Scarrs will then post ‘[PLAYER 1] report immediately for your match - timer started XX XX in the lobby and send a tell to the player. If the player does not return within 10 minutes then they are disqualified. LINKDEATHS If a player goes LD during the tournament the same 10 minute timer applies. If the player was already in a match and the match timer ran out then the loss stands and their opponent wins. SERVER WIDE CRASH In case of a server wide crash, the tournament will be delayed until the server is back up. If the servers are down for more than 1 hour then the tournament will be cancelled and entry fees refunded. DISPUTES Any disputes between players or regarding tournament rules are to be resolved through tells between Scarrs and the players involved. PRIZES After the tournament has been completed winners will receive their prizes through the Trade lobby in LON. BEHAVIOUR Any players that are deliberately abusive toward other players during the tournament will be disqualified and forfeit all remaining matches. If this happens during a match take a screenshot and report to Scarrs. Legends of Norrath Promotion Weekend Sept. 28-30 Article - 9/25/2007 Article - 9/25/2007 Calling all EverQuest® and EverQuest® II players! What s more fun than defeating opponents in your game and picking up Legends of Norrath booster packs, starter decks, and combo packs? Well, how about the opportunity to get even more of them? Introducing the Legends of Norrath Promotion Weekend beginning at 2PM (PDT) Friday, September 28th and concluding at 11 59PM (PDT) on Sunday, September 30th. During this special weekend, EQ and EQII players will not only enjoy a significantly increased rate of card pack drops, but will have the opportunity to obtain two brand new cards, Hatred (1P1) and Switch (1P2) For now, these two new cards will only be available during this three-day promotional weekend, so don t miss out on the chance to get them! It s not only a great time for current Legends of Norrath players to score big, but the perfect opportunity for EQ and EQII players to come see what all the buzz is about with this great new addition to the universe of Norrath. It will be a blast – especially with such an increased opportunity to win cards! So combat those EQ and EQII enemies this weekend and loot, loot, loot! Then use your card bounty to continue on your way to becoming the ultimate Legends of Norrath player! LoNのプロモーションについて: 9/28 14 00~9/30 11 59(日本時間 9/29 6 00~10/1 15 59)の間、カードパックのDrop率が向上します! また、この期間内のみ、Promotional CardのHatred(1P1)とSwitch(1P2)がDropします! ※HatredおよびSwitchは、個別のカードとしてDropします。 (編集者補足:期間内、一般のフィールドは混雑が予想されるので、四風の塔の試練(ソロ)失敗オンラインあたりがオススメです。) LoN Guide Site Cup 開催予定のお知らせ http //www.guide-site.jp/modules/wordpress/index.php?p=320 以下引用: ・開催日時:9月27日(木) 21時(JST)~(予定) ・参加定員:16名 ・Deck制限:特になし ・対戦形式:トーナメント、1回勝負 (勝ち進むと全4回戦) ・賞品 1位:ブースターパック3個 2位:ブースターパック2個 3位:ブースターパック1個×2名分 ・その他 参加者の中から抽選で3名様に、ブースターパックを 1個プレゼント!(1位~3位以外の方、対象) ・参加方法 この記事にコメントを頂けるか、Game内の私(Oraclei)までTellを 頂けると助かります。必要事項は、LoNで使用しているお名前と、参加 表明です。(参加に、Event Passは必要ありません。) Sebilis初のトーナメントです! トーナメントシステムは未実装ですが、腕試しに是非どうぞー Tournament FAQ http //forums.station.sony.com/strategygames/posts/list.m?topic_id=4652 公式のトーナメントFAQです。 Q.When do tournaments happen? A. Right now we are only doing select test tournaments and will launch the full program in the near future. Tournaments will be run according to different criteria, with several “queue” tournaments being started by players (when enough players join a specific queue the tournament will start), and major events started by SOE staff. The queue events will be able to start 24-hours a day, 7 days a week. The major events will start at specified times that will be listed on the Legends of Norrath web site and broadcast in-game. Stay tuned for dates and times. Q.トーナメントはいつ開催されますか? A.現在は、限定的なテストトーナメントを開催していますが、近日にも完全なプログラムを立ち上げます。 トーナメントは異なる規則で動作し、それぞれの キュー を持つトーナメントがプレイヤーによって立ち上げられます(特定のキューに十分なプレイヤーが参加したとき、トーナメントは開始します)、また、SOEスタッフによってメジャーなイベントが立ち上げられます。 このキュー・イベントは、いつでも開始することが可能です。メジャーイベントは特定の時間に立ち上げられ、Legends of Norrathのウェブサイトに記載され、ゲーム内でもブロードキャストされます。日時が決定し次第お知らせいたします。 Q. When do the tournament queues open for a scheduled event? A. Queues for scheduled events are usually opened about 30 minutes before the start of the event. Q.定期的なトーナメントのキューはいつ開放されますか? A.定期的なイベントのキューは、普通、開始時間の30分前に開放されます。 Q. How do I become registered to play in tournaments? A. To become a registered player, you need to have purchased at least one booster pack or starter deck at some point on the account you are attempting to use in the tournament. Once you have done this you will not need to do it again, you are registered from that point on. To purchase a booster or starter head over to the Legends of Norrath store. Q.トーナメントをプレイするために、 登録済み になるにはどうすればいいですか? A.登録済みプレイヤーになるためには、参加を希望するアカウントで、少なくとも1つのブースターパックかスターターデッキを購入する必要があります。一度この手続きを済ませれば、以降そうする必要はありません。ブースターおよびスターターを購入するためには、Legend of Norrath storeを利用してください。 Q. How do I join a tournament? A. When you are in the tournament lobby, you will see a selection of tournaments in the “Tournament Queues” area. You can join the tournament you want by double-clicking or right-clicking on the specific event. Make sure you have the proper amount of Event Passes and a valid deck ready to go for the event you want to join. Q.トーナメントに参加するにはどうすればいいですか? A.もしあなたがトーナメントロビーにいるならば、 Tournament Queue エリアで選択可能なトーナメントを確認することが出来ます。あなたは、このイベントをダブルクリックするか、右クリックすることでトーナメントに参加できます。イベント参加の準備として、十分な量のEvent Passと、正しいデッキを用意しておいてください。 Q. Where do I get Event Passes? A. You can buy Event Passes up in the Legends of Norrath store. Q.Event Passはどこで手に入りますか? A.Event PassはLegends of Norrath storeで購入することが出来ます。 (編集者注:TradeおよびPosted Tradeでも入手可能です。) Q. How many Event Passes does it take to enter a tournament? A. This will vary from event to event and will be posted with each event’s details. Q.トーナメントに参加するには、何枚のEvent Passを用意する必要がありますか? A.これは開催されるイベント次第で、イベントの条件として提示されています。 Q. When do I select my deck for the tournament? A. When you first join the tournament queue is when you have the opportunity to select to use any deck you have previously created in the Deck Builder. Any valid decks for the tournament will be marked with a green check mark and any invalid decks will be marked with a red “X”. Q.トーナメントに使用するデッキはいつ選択できますか? A.あなたがトーナメントのキューに参加するときに、デッキビルダーで作成したものから、希望するデッキを選択することが出来ます。使用可能なデッキは緑のチェックマークで、使用不可能なデッキは赤いXで示されています。 Q. How do I know if I am in the tournament? A. If you have the tournament dialog box up on your screen and your name is in green, then you are in the tournament and ready to go. Q.自分がトーナメントに参加していることをどうやって確認できますか? A.スクリーン上にトーナメントダイアログが表示されていて、あなたの名前が緑色になっていれば、あなたはトーナメントに参加していて、開始準備を完了しているということです。 Q. Can I change my deck during the tournament? A. You cannot change your deck between rounds in a constructed tournament, this would give players an unfair advantage by adapting to the specific tournament environment. However, in a sealed deck or draft tournament you will be able to change cards in your deck with the other cards you received in the tournament, not from cards in your collection. Q.トーナメントの途中でデッキの交換は可能ですか? A.状況によってデッキを交換することは、プレイヤーに不公平な格差を与えるため、constructed(標準の)トーナメントの途中では、デッキの交換は行えません。しかし、sealed deckやdraftによるトーナメントでは、あなたのコレクションではなく、トーナメント中に提供されたカードの中で交換を行うことは可能です。 Q. Can we watch tournament games? A. No, you cannot watch a tournament game in progress. Watching potential opponent’s games could give you an unfair advantage if you become paired up with them. Q.トーナメントゲームの観戦は可能ですか? A.いいえ、進行中のトーナメントは観戦できません。これは、観戦者とプレイヤーが協力した場合、不公平な格差を与えてしまうためです。 Q. Can I join a tournament late? A. No, the tournament becomes locked after it begins and new players are not allowed. Q.トーナメントに遅れて参加することは可能ですか? A.いいえ、トーナメント開始後はロックされ、新たなプレイヤーの参加は認められません。 Q. How long does a single round last? A. This could vary from tournament to tournament, but the standard is a 30 minute chess clock, meaning that each player has 15 minutes total to make all their game play decisions in a single match. Q.1ラウンドあたりどのくらいの時間がかかりますか? A.これはトーナメントの設定次第ですが、標準設定は30分のチェスクロックで、これは、双方が個々のゲームプレイにおいて、トータル15分の時間を持っていることを表します。 Q. Can a round begin early if all players in a round are finished before the 30 minute time is up? A. Yes, the time clock is the maximum time the current round can last, but it can start earlier than the maximum time. Q.全てのプレイヤーが30分経過前に試合を終わらせた場合、次のラウンドの開始は早まりますか? A.はい、タイマーは現在のラウンドが継続する最長の時間を示しますが、それよりも早く開始できます。 Q. What happens if my timer runs out in my match? A. You lose the game, even if you were ahead on health and quests completed. Q.試合において、自分のタイマーが時間切れになった場合どうなりますか? A.あなたがHealthを残していて、クエストを完了していたとしても、あなたの負けになります。 Q. Once my game is done, what should I do? A. There are several things you can do between rounds. You can stay in the Tournaments Lobby or you can go to other lobbies and chat with players, you can play skirmish and scenario games, and you can work on other decks. You cannot play casual game lobby matches, as it would be unfair to your opponent if you suddenly left mid-game. The tournament will automatically pull you back to the tournament lobby 10 seconds before the next round starts. You can always keep track of how much time you have by looking at the tournament timer in the lower left corner of your Legends of Norrath client. Q.試合が終了したらどうすればいいのでしょうか? A.ラウンドの合間にあなたが出来ることがいくつかあります。あなたは、トーナメントロビーに残るか、他のロビーに行って他のプレイヤーとチャットを行ったり、スカーミッシュやシナリオをプレイしたり、他のデッキを使用することが可能です。対戦相手にとって、あなたが試合の途中で抜けてしまうことはよくないため、casual gameロビーでの試合を行うことは出来ません。トーナメントは、次のラウンド開始10秒前には、あなたを自動的にトーナメントロビーに引き戻します。Legends of Norrathのクライアント左下の角にあるトーナメントタイマーで、いつでも残り時間を確認することができます。 Q. Can I restart or change from the MMO client to the stand-alone client during the tournament, or vice-versa? A. Yes, however, if you do this too close to when a new round begins, you run the risk of getting a game-loss. We don’t recommend doing this. Q.トーナメント中にクライアントを再起動したり、MMOクライアント(ゲーム付属のもの)からスタンドアローン版クライアントに変更することは可能ですか? A.はい、しかし、次のラウンド開始まで時間が無いときは、不戦敗となる危険性もあるため、あまりお勧めできるわけではありません。 Q. What happens if I lose connection during a game in the tournament? A. You have 10 minutes to get back in the game, but you should try to connect as fast as you can because your tournament timer will be counting down. Q.トーナメント参加中に接続が切れてしまった場合はどうなりますか? A.10分以内なら戻ることが可能ですが、タイマーはそのまま動いているため、出来るだけ早く戻るようにしてください。 Q. If I lose a game am I out of the tournament? A. There are several different types of tournaments, but the most common type we will have are “Swiss” style tournaments. In Swiss tournaments each player will play in every round of the tournament, if you lose a game you are not eliminated from the event. Players will be seeded with other players in each round with similar win/loss records. In an “elimination” style tournament you will be eliminated by losing a specified number of matches. Each tournament will clearly state which style of event it is so you know beforehand what to expect. Q.試合に負けた場合、私はトーナメントから追い出されますか? A.トーナメントにはいくつかのタイプがありますが、多く催されるのは Swiss タイプのトーナメントです。Swissトーナメントでは、全てのプレイヤーがトーナメントの全てのラウンドに参加し、敗北しても追い出されることはありません。プレイヤーは、勝敗の等しいほかのプレイヤーとシードされます。 elimination スタイルのトーナメントでは、あなたが特定の回数の試合に敗北した時点で排除されます。 どちらのトーナメントも、それがどちらのスタイルであるか明記してあり、事前にそれを把握することが可能です。 Q. How are standings determined? A. In each round of a Swiss tournament players will be given 3 points for a victory and 1 point for a defeat. These points will accrue throughout the tournament and help pair players of similar point values against each other. The higher your point value, the better you will place in the tournament. There are no points awarded in an elimination tournament as you are out of the tournament if you are defeated. The final players in the tournament will have the highest standing. Q.順位はどのように決定されますか? A.Swissタイプのトーナメントでは、全てのラウンドで、勝利すれば3ポイント、敗北すれば1ポイントを得ます。 このポイントは、トーナメントにおいて、ポイントの近いプレイヤーを組み分けするために使用されます。 ポイントが高いほど、あなたはトーナメントにおける上位に位置されます。 eliminationトーナメントではポイントは得られませんが、敗北した時点でトーナメントから排除されます。最後に残ったプレイヤーが1位ということになります。 Q. What is a “bye”? A. A Bye is when there is an odd number of players for a given round. The lowest placing player that has not already received a Bye will be given one. That person does not have an opponent for that round and will be given a 3 point win for subsequent round standings. Please note that your points will not be updated until the beginning of the next round. Q.byeとは何ですか? A.Byeはラウンドにおいて、端数として残ってしまったプレイヤーを指します。いままでByeを受けていない最下位のプレイヤーがByeを与えられます。 そのラウンドにおいて、対戦相手がいないプレイヤーは3ポイントを得て、次のラウンドに進出します。次のラウンド開始時までポイントは更新されませんので、その点に注意してください。 Q. How do I drop from a tournament? A. The command to drop a tournament is “/drop tournament ID confirm”. For example If the tournament ID is 34526, then the command to drop from that tournament would be/drop 34526 confirm Q.トーナメントから抜けることは出来ますか? A.トーナメントを抜けるためのコマンドは、 /drop トーナメントID confirm です。 例:トーナメントIDが34526であったばあい、そのトーナメントを抜けるためのコマンドは/drop 34526 confirmです。 Q. If I drop from a tournament will I still get prizes? A. No, you have to be there at the conclusion of the tournament to receive any rewards. Q.トーナメントを抜けた場合でも賞品を受け取れますか? A.いいえ、賞品を受け取るにはトーナメントの最後までそこに残っている必要があります。 Tournament Tests Today! http //forums.station.sony.com/strategygames/posts/list.m?topic_id=4653 We re running two test tournaments today and need your help. We ll be starting the first test at 1 00PM (PDT) and the second at 6 00PM (PDT). Come to the Tournaments Lobby and join the tournament queue. We ll open the queues about 30 minutes beforehand. In the event that the tournaments complete successfully, 3 booster packs each will be rewarded to the top 5 finishers. There are no entry fees for these tournaments, however you must be registered to participate in tournaments. Check out the newTournament FAQ!(FAQは↑参照) いつの間にか、公式でもトーナメントテストが再開していたようです。 第1回 27日 5 00(日本時間) 第2回 27日 10 00(日本時間) 今後もこういった突発テストがあるかも?(時間的には無理がありそうですが…) Extended Service Downtime Update Article - 9/24/2007 Article - 9/24/2007 Beginning at 11 30 p.m. PDT on Monday, September 24th, all SOE services will be unavailable so that we can perform significant upgrades to our authentication and account management systems. Currently we expect this maintenance to take approximately 14 hours. As first indicated, it could extend to as long as 24 hours. Customer service, chat, and support will also be unavailable at this time. Phone support will still be accessible. SOE websites will continually be updated throughout the day as to the progress of the maintenance. We apologize for this interruption, however when service is resumed you will have an enhanced user experience to manage your accounts at Station.com. ※SOEのアカウントマネージメントシステムのメンテナンスとして、(日本時間で)9/25PM3 30~14時間(最長24時間)の間、各種サービスが使用できません。 (LoNもプレイできません。あしからず。) Designer Chat this Thursday! Article - 9/24/2007 Article - 9/24/2007 Designer Chat this Thursday! Join Legends of Norrath game designer, Paul Dennen (a.k.a. Merakon), in the Developer s Corner of the forums on Thursday, September 27th from 3 30pm-4 30pm (PDT). Post your questions and read Paul s answers - LIVE! LoNのゲームデザイナー、Paul Dennenがフォーラム上、Developer s Cornerにやってきます! 9/27 15 30-16 30(日本時間 9/28 7 30-8 30)、リアルタイムでの質疑応答が行えます。 Legends of Norrath Tournament Testing Begins! Article - 9/20/2007 Article - 9/20/2007 Legends of Norrath Tournament Testing Begins! Join us this Saturday and Sunday (September 22nd – 23rd) for the first ever Legends of Norrath tournaments! We will be loading up the tournament queues this weekend and would appreciate your help. We ll be giving out rewards to those that place well and some even for just participating. Please join us at the two following times this weekend!* Saturday, September 22nd Legends of Norrath Constructed Test Tournament 12 00 noon PDT (server time) Entry Fee No Entry Fee Create your best deck using the cards in your collection and bring it to the tournament. 1st place wins a loot card of their choice! 2nd – 4th place will each receive 3 booster packs 5th – 16th place will each receive 1 booster pack One random participant out of every ten participants who complete the tournament will also receive a Legends of Norrath booster pack. Sunday, September 23rd Legends of Norrath Constructed Test Tournament 12 00 noon PDT (server time) Entry Fee No Entry Fee Create your best deck using the cards in your collection and bring it to the tournament. 1st place wins a loot card of their choice! 2nd – 4th place will each receive 3 booster packs 5th – 16th place will each receive 1 booster pack One random participant out of every ten participants who complete the tournament will also receive a Legends of Norrath booster pack. *You must be registered to play in tournaments. To do this just purchase at least one booster pack in the Legends of Norrath store. View this announcement in the Legends of Norrath forums. LEGENDS OF NORRATH™ NOW AVAILABLE FOR EVERYONE! Article - 9/12/2007 Article - 9/12/2007 Sony Online Entertainment is proud to introduce the free stand-alone version of the client for Legends of Norrath™, the online trading card game based on its well-known and popular EverQuest Massively Multiplayer Online (MMO) game franchises. Now, everyone can play alongside EQ and EQII players experiencing the fantasy and majestic allure of this tactical and intensive card game! Oathbound is the first release in the Legends of Norrath storyline and features more than 375 digital cards available in both 55-card digital starter decks and 15-card digital booster packs. In this first release, players become part of a clandestine, secret war between the forces of Order and Chaos. Once jailed on the Plane of Justice, a mysterious tribunal offers them a chance for freedom and redemption. In swearing allegiance to the side of Order, players become Oathbound , and fight against the forces of Chaos to prevent Norrath from being plunged into a bloody and eternal war. In addition to player vs. player combat, Legends of Norrath provides several modes of gameplay and a variety of activities, including a sophisticated, re-playable AI system for single-player campaigns, easy to use management tools and numerous Casual and Tournament game lobbies. Dominance can be achieved by completing quests or defeating your opponents avatar, enabling players to employ their own unique strategies for victory. The game also features a robust loot system; more than 30 loot items each for EQ and EQII are available, including player mounts, potions, clothing and spells. How can you get access to Legends of Norrath? Try out the game for FREE by visitingwww.legendsofnorrath.com, creating a Station ID and downloading the complimentary, stand-alone game client. You can download a starter deck and test your skills against a sophisticated re-playable AI or challenge players in online game lobbies where you can find scores of worthy opponents. The digital starter decks (55 cards) are available for $9.99 (plus any applicable taxes), with digital booster packs (15 cards) selling for $2.99 (plus any applicable taxes). For more information on Legends of Norrath , visit the website atwww.legendsofnorrath.com. The Legendary Lore of Norrath Article - 9/07/2007 5 00 PDT Article - 9/07/2007 5 00 PDT The Legendary Lore of Norrath by Devin Monnens, Game Design Intern Norrath is full of fascinating characters and legendary places. Some days it seems as if every single blade of grass and rock and tree could have a story to tell. Players who are interested in learning more about the characters of the EverQuest games and their world will be pleased to know that we have included special lore on every single card. Lore is text that describes some element of the world of EverQuest related to the image and context of the card. Ranging from the serious to the comical to the bizarre, there is plenty of interesting information, some of which was specifically created for Legends of Norrath. There are descriptions of items, quotes from famous characters, and accounts of important events. And in case they thought we ve forgotten about them, long-time EverQuest and EverQuest II fans will recognize several direct quotes from the original games and remember their experiences! Though every single card in Legends of Norrath contains lore, some cards won t immediately display it. To see the lore on these cards, you will have to click the scroll icon in the lower left-hand corner of the card. Clicking the scroll icon again will close the lore and allow you to view the card s gametext. With over 350 cards in Legends of Norrath, there s a lot of lore! As part of the Legends of Norrath design team, I helped write a lot of lore. It may seem pretty simple at first as there is only a little bit of text per card, but when you have to do over 350 cards, the amount of effort required becomes quite significant. Thankfully, we split the work. We also had help from the EverQuest team who not only helped ensure that all our lore was as accurate as possible and fit the feel of the original games, but also provided their own unique lore. Some of my favorite lore is on cards like Battle Cry, Disarming Thrust, Fortune, and Gouge. Keen-eyed players will also recognize that even the special cards used by the AI opponents in the single-player scenarios also have unique lore text, so if you re interested, be sure to right-click on their avatars to view their cards! While lore probably won t help you win a game, it will provide you with some interesting information on the denizens of Norrath and the world they inhabit. With every bit of lore that you read, you ll learn a little bit more about the world of your favorite games! Discuss this design article in the forums. Sony Online Entertainment and Habitat for Humanity Article - 9/07/2007 Article - 9/07/2007 Sony Online Entertainment and Habitat for Humanity At a cocktail reception during the Austin Game Developers Conference, Sony Online Entertainment s (SOE) Austin studio presented the local Habitat for Humanity (HfH) with a $10,000 donation to their efforts to end poverty housing in the area. The funds were raised as part of an in-game event for the company s Star Wars Galaxies Massively Multiplayer Online (MMO) video game, where players were allowed to demolish abandoned or unoccupied player-created houses and buildings. Fighters from the Galactic Demolitions Crew swooped down from the stars and bombed the buildings. A crowd of more than 150 was on hand at the Speakeasy in Austin to see SOE Austin VP of Development John Blakely present Austin HfH Executive Director Michael Willard with an oversized photo check for the donation. In addition to the donation, SOE Austin staff members will also engage in volunteer work to help create affordable housing for those in need in the Austin community. Welcome to Legends of Norrath™ Oathbound! - 9/05/07 Article - 9/05/2007 Article - 9/05/2007 Welcome to Legends of Norrath™ Oathbound ! Legends of Norrath™ Oathbound is now live in EverQuest ® and EverQuest II ®! Legends of Norrath is an online-only trading card game, based on the richly-detailed sword-and-sorcery world of Norrath from the massively multiplayer online role-playing games EverQuest and EverQuest II . Playable from within the two MMOs, Oathbound , the first set for Legends of Norrath features over 375 digital cards and is available in both a 55-card digital starter deck and 15-card digital booster packs. Play as one of many Oathbound avatars and decide your own fate as you choose between the paths of good or evil. In the first three card sets, players become part of a clandestine war between the forces of Order and Chaos. Jailed on the Plane of Justice, a mysterious tribunal offers you a chance for freedom and redemption by fighting against the forces of Chaos. By swearing allegiance to the cause of Order, you become Oathbound , and fight secretly to prevent Norrath from plunging into a bloody war. Every player in EverQuest and EverQuest II has one random Oathbound Digital Starter Deck. Just click on the Casual Games Lounge (found on the Play icon of the Navigation bar.), pick a server and find an open game or, if none are available, start one yourself. In either instance, the play options presented will ask you to select a deck. Just click on the arrow and your deck should be there for you to use and act as the foundation upon which you can build a winning deck strategy. Getting Started To start up Legends of Norrath in EverQuest and EverQuest II simply type /TCG and the interface will open. You can also navigate to it from the EQ or EQII Icon on your screen. It s a good idea to make sure you are in a safe spot before launching the game. Before jumping into playing a game, you may want to go through the in-game Tutorial to learn how to play. The tutorials are a series of mini-games designed to teach you the Legends of Norrath interface and the basic rules of the game. If you re new to the game, these tutorials are a great way to get started. When you click Tutorials, a menu will appear listing the different tutorial scenarios. You may play them in any order you wish. Click on one of the scenarios to select it, then click the Begin button to enter the tutorial. You can start playing Legends of Norrath right away using any starter deck. Most players, however, enjoy the deeper strategy of personalizing their own decks. Using the Deck Builder, you may build a deck using any of the cards in your collection. The Main Lobby After logging in, you will be taken to the Main Lobby. From here, you can access any of the game s various lobbies and features. Tutorials/Scenarios accesses a series of guided tutorials explaining the basics of Legends of Norrath . Also provided are fifteen single-player scenarios, which you can play to receive reward cards against sophisticated AI opponents. Casual takes you to the Casual Lobby, where you can create and join casual matches, chat with players, or observe matches in progress. If you re new to the game, you can go here and try a match or two with your starter deck (though you should first go to your Collection to open your deck). Trade takes you to the Trade Lobby, where you can arrange one-on-one trade sessions with other players. This lets you examine their collections and offer up trade proposals. Tournaments takes you to the Tournament Lobby, where you can join rated tournaments. There are scheduled events happening most days of the week, plus on-demand tournaments that kick off whenever enough players join. Collection takes you to the Collection Manager screen, where you can view your cards and decide which ones you d like visible during trade sessions with other players. You can also open starter decks and booster packs here. If this is your first time online, you will want to go here first to open your starter deck. (Though if you wish to dive right into tournament play, you may wish to keep your starter deck unopened for use in a Sealed Tournament.) Deck Builder takes you to the Deck Builder screen, where you can assemble decks for casual games and constructed deck tournaments, or just view your cards to learn more about them. Store opens the Online Store in your default web browser, where you can purchase starter decks, booster packs, event tickets, and other Legends of Norrath products. Exit will quit the game. Help opens a window in your default web browser to the online version of this rulebook. Preferences opens the Preferences dialog box. Here you can enter personal information for other players to view (like your contact info), change your sound and display settings, and more. Navigator Along the left edge of your screen is a handy Navigator menu that pulls out to show button options to help you navigate throughout all the parts of the game. It neatly stores away when you re done using it. The icons have tooltips describing where they ll take you. From top to bottom, they are Home, Play, Cards, Community, Miscellaneous, Legends of Norrath Store, and Logout Player Tips The first time you start the game, you ll see handy Player Tips to help you learn the different parts of the game interface. When you re done with these tips, click the box in the lower left. You can see them again by adjusting your Preferences for Display Player Tips. Frequently Asked Questions Can you easily toggle in and out of the card game? It s as easy as opening and closing your inventory window. You can play this while you are out questing, though you may not want to be playing the LON during more intensive game situations such as a raid. Will the game affect performance or frame rate on the MMO? Not on higher end machines and on less dynamic hardware the impact is minimal. You may not want to be running the LON client while on the more challenging game situations. How long does it take to play a game? We design games to play between 10 and 20 minutes. The first time through it will take you longer, but as you become more familiar with your cards abilities and the more powerful card combinations, the game-time will decrease. Will there be promotional or limited edition cards available? Yes we are interested in doing that. If you adjourn a game can you play against a different opponent? Yes, you can play as many opponents in unfinished games as you like. Player Spamming is a big problem in MMOs. Is there an ignore function? Yes there is an ignore function. What are the guidelines for trading unneeded loot cards, cards and packs? You can get packs and promo cards from global drops in both EverQuest and EverQuest II. You can trade any individual Legends of Norrath card or pack in the LON client. You can trade any UNREDEEMED Loot card in the LON client. You can trade any UNREDEEMED Legends of Norrath item (pack/promo) that you get as a drop on the broker equivalent in EQII/EQ. You CANNOT trade any redeemed or /claimed loot item. Visit the Legends of Norrath website for more information about rewards, features, and gameplay!