1.125 Live Patch Notes
Highlights
- Race, Gender, and Name change services are now available for purchase at the Mithril shop!
- Your votes have been tallied and 2 new race/class combinations are now available in each realm!
- Earn end-game gear exclusively through RvR with the new Bountycrafting system!
- Keep difficulty, ram and siege tower adjustments plus new gatehouse doors spice up siege warfare!
- Check out the new dynamic objective system in the Molvik battleground!
- New streamlined RvR quests and rewards await!
- Buggane’s Obelisk is now found on Ellan Vannin permanently!
- The Ruined Areas in the Frontier have been significantly expanded and improved!
- Client improvements and crash fixes galore!
- Stay on top of the new class adjustments and read the notes!
World
New Race and Class Combos
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The following race/class combinations are now available, based on your official forum votes:
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Albion
- Highlander Infiltrator
- Saracen Heretic
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Midgard
- Dwarf Shadowblade
- Valkyn Valkyrie
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Hibernia
- Sylvan Ranger
- Graoch Champion
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Albion
A Dragon’s Curse Campaign
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The following adjustments have been made to the Curse Campaign quests to help speed up certain steps:
- Daila Whitesteal can now be found inside Childe's Tomb dungeon, eliminating the need to visit Camelot during Chapter 4 of the Dragon's Curse campaign.
- Taban and Midora can now be found inside The Veil dungeon, eliminating the need to visit Tir na Nog during Chapter 4 and 5 of the Dragon's Curse campaign.
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Commander Selan, Garmr, and General Riarona can now be found outside each realm's Dragon Lair, eliminating the need to re-enter the Curse dungeons after completing Chapter 5 of the Dragon's Curse Campaign.
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A new NPC, Cilos, now starts Hibernia's Chapter 7 encounter and is found in General Riarona's old location.
- The appropriate quest text has been updated to direct players to Cilos.
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A new NPC, Cilos, now starts Hibernia's Chapter 7 encounter and is found in General Riarona's old location.
Darkspire Instance
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A Terracite Emmissary has made its way out of Catacombs to each realm's capital city at the following locations. The emissary will teleport level 50 characters to the Darkspire instance.
- Camelot: Next to the fountain near the Academy
- Jordheim: Outside the Assembly Hall
- Tir na Nog: Outside the Chamber of Nature's entrance
- Leaving the Darkspire instance now teleports players back to their capital city.
- Darkspire rewards and encounters remain unchanged.
Water changes
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Players can now use water potions and swim underwater in the Shrouded Isles and Housing regions.
- Water in these regions should now function identically to how it does in all other zones, including the risk to drown!
Currency Exchange Merchant
- Users can now right-click the currency they are planning to purchase to see that currency’s “count” on the mini-delve.
Task Dungeons
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Task Dungeons from level 1 to 40 are now disabled along with the level 41-50 ones.
- This is done to incentivize players to level in open-world areas such as the battlegrounds, classic-world dungeons, or through the New User Journey quest hubs!
Memorial NPCs
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The <Healer> NPCs at the following locations have been renamed in memory of Talini/Cheex:
- Talini – Catterick Hamlet relic town
- Cheex – Godrborg relic town
- The <Trifecta Dealer> NPCs in each of the capital cities have been renamed to Cory in memory of Cory/Rightside.
Realm vs Realm
RvR Quest and Reward Streamlining
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Several quests and rewards will no longer be offered or obtainable through their existing means:
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The following quest and rewards are changed/removed in order to lessen the total number of RvR-related quests available and to lessen the impact of limited inventory space in RvR. Removed drops/rewards will be obtainable via the bounty point merchants or will drop via other means unless noted otherwise.
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Doppelgangers will no longer drop their shards.
- These will instead be purchasable with bounty points (see bounty point store section).
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Doppelgangers no longer drop Alchemy Components
- These will instead be purchaseable with bounty points (see bounty point store section).
- Doppelganger kills still reward their existing realm points.
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Keep keys will no longer drop from keep lords.
- These will not be purchasable on the new bounty point store either.
- Existing keep keys can still be turned in for their old rewards of glass, heroism tokens, or rare potions.
- This reward system may be included/improved in the future but for now it is no longer part of RvR rewards.
- Royal Accountant's Anatomy of a Foe quest will no longer be offered
- Royal Accountant's A New Threat in an Old form will no longer be offered
- Scouting Ellan Vannin quest will no longer be offered
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The Ongoing Pictish Nuisance quest will no longer be offered
- Pict Belts of the Vigilant now have a chance to be dropped by each of the Pict High Chieftains/Chieftesses found behind their respective realm’s relic gates.
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The existing statue-based Tribute: Conqueror, Enforcer, and Peerless quests will still be offered but can now only be completed once instead of monthly repeatable.
- If a character has already completed this quest, they will not be able to obtain it again after the patch has gone live but characters with the quest active will still be able to complete it once more.
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Doppelgangers will no longer drop their shards.
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The following quest and rewards are changed/removed in order to lessen the total number of RvR-related quests available and to lessen the impact of limited inventory space in RvR. Removed drops/rewards will be obtainable via the bounty point merchants or will drop via other means unless noted otherwise.
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The following RvR quests are still available or are newly added, with the following reward changes:
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Daily RvR Quests
- [Daily] For the Realm
- [Daily] Roaming with Friends
- [Daily] The Solo Road
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[Daily] Battle of Buggane’s Obelisk
- Each quest now grants 7,500 bounty points in addition to their existing realm point rewards. This BP reward is not affected by any bonuses.
- All [Daily] quests are still obtained from the General NPCs in the relic towns
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Weekly RvR Quests
- Weekly quest timers will be reset at 12:01 AM EST Sunday each week.
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[Weekly] Supplies for the Cause
- Now a weekly repeatable quest instead of simply repeatable.
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Now requires the gathering of 70 rubble and supplies.
- Rubble can be found in ‘maze areas’ of realm mainlands
- Supplies can be found in ‘ruined areas’ of realm mainlands
- Experience and Coin rewards have been doubled and each are still affected by bonuses.
- Now rewards 25,000 bounty points. This BP reward is not affected by any bonuses.
- No longer awards 400 realm points.
- No longer awards doppelganger shards.
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[Weekly] The King’s Brew
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A new weekly repeatable quest that requires the gathering of 100 crates of the king’s best ale.
- The crates can be found throughout Ellan Vannin but are mainly found around its docks, various ruins, Meayll Circle towers, the Knoc Meayll cavern entrances, and inside the cavern itself.
- The experience reward is 50% higher than the [Weekly] Supplies for the Cause quest with the coin reward identical to it with each still affected by bonuses.
- Rewards 35,000 bounty points. This BP reward is not affected by any bonuses.
- This quest is obtained from the Ellan Vannin cargomasters.
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A new weekly repeatable quest that requires the gathering of 100 crates of the king’s best ale.
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[Weekly] Doppelganger Invasion
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A new weekly repeatable quest with the following tasks:
- Kill 25 “normal” doppelgangers in the frontiers
- Kill the Apocalypse doppelganger on Ellan Vannin
- Kill the Queen Kula doppelganger on Ellan Vannin
- Kill the Olcasgean doppelganger on Ellan Vannin
- Experience and Coin rewards are identical to the [Weekly] Supplies for the Cause quest and each are still affected by bonuses.
- Rewards 25,000 realm points. This RP reward is not affected by any bonuses.
- Rewards 35,000 bounty points. This BP reward is not affected by any bonuses.
- This quest is obtained from Commander Wentworth, Commander Hrurdin, or Commander Locke in each realm’s relic town.
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A new weekly repeatable quest with the following tasks:
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Monthly RvR Quest
- Monthly quest timers will be reset at 12:01 AM EST on the first day of every month.
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[Monthly] Covered in Glory
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A new monthly repeatable quest with the following tasks:
- Complete the [Daily] Roaming with Friends quest 10 times OR
- Complete the [Daily] The Solo Road quest 10 times OR
- Complete the [Daily] For the Realm quest 10 times
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Only ONE of the above tasks needs to be finished for the monthly quest to be completed.
- Completing a combination of 10 of the daily quests will not complete the quest, it must be 10 completions of a single daily quest.
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Rewards 60,000 bounty points. This BP reward is not affected by any bonuses.
- Please note that for BP-awards over 50,000 the player will see the awards in maximum increments of 50,000. In this case players will see1x 50,000 and 1x 10,000 BPs awarded in their system messages.
- Rewards one of each: Enforcer’s Power, Draught of Omni-Regen, Omni-Healing, Restoration, and Supremacy.
- This quest is obtained from Commander Wentworth, Commander Hrurdin, or Commander Locke in each realm’s relic town.
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A new monthly repeatable quest with the following tasks:
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Daily RvR Quests
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Otherworldly Essence plants will now always drop the following and will no longer directly drop individual essences of any type:
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Otherworldly Clipping
- Otherworldly Clippings grant the /user a chance at one of the various essence crafting components (Omni-Healing, Omni-Regen, Tenacity, Restoration, Celerity, and Supremacy).
- These clippings can stack up to 100.
- This change is aimed only at freeing up inventory space when out RvRing and does not increase or decrease the rate at which essences are earned from each gathered plant.
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Otherworldly Clipping
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Otherworldly Ore and Essences have had the following changes made to their spawns and the rate at which they spawn:
- Otherworldly Ore will no longer spawn in the Frontiers and can instead be purchased for bounty points (see bounty point store section) and Otherworldly Essences now spawns in its place.
- The number of spawned Otherworldly Essences that can be up at one time in the Frontiers has been doubled.
- This change is aimed at increasing the supply of the various essences slightly.
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Doppelgangers now give bounty points when killed.
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Bounty point rewards will correspond as exactly half the amount of realm points received from doppelganger kills.
- The amount of realm points received from doppelgangers remains unchanged.
- For example, an ungrouped level 50 will receive 250 bounty points per doppelganger kill.
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Bounty point rewards will correspond as exactly half the amount of realm points received from doppelganger kills.
Gaheris Bounty Point Rewards
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(Gaheris-Only) Dreaded seals now provide bounty points at a ratio of one third the amount of realm points awarded by each seal.
- The realm point award amounts remain unchanged at all levels and for all seal categories.
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This means an Effulgent Dreaded Seal which awards 750,000 realm points now awards 250,000 bounty points too while a Glowing Seal that awards 3,000 RPs now also awards 1,000 BPs.
- Please note that for BP-awards over 50,000 the player will see the awards in maximum increments of 50,000. For example, a 250,000 BP award will have 5x 50,000 BPs granted in the combat window.
Bountycrafting
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We’re pleased to announce the introduction of the brand new Bountycrafting tradeskill!
- All characters will now see Bountycrafting in their tradeskill list at login.
- Bountycrafting is not currently able to be skilled up beyond level 1.
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All current Bountycrafting recipes only require a tradeskill level of 1 to be crafted and have no other requirements to craft other than needing to be near a forge and to have a recipe’s ingredients.
- Forges are now spawned in each realm’s relic towns.
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Bountycrafting is targeted at obtaining high-end gear through RvR!
- Obtaining gear via Bounty Points will not be as efficient or as quick as doing the respective encounter in PvE. It is merely another option for obtaining the gear and one that has the added benefit of participating in RvR while doing so!
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Opening the Bountycraft tradeskill will show players many categories of end-game gear that can be crafted.
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All Bountycrafted gear has the following rules:
- Cannot be sold to merchants
- Will be crafted as 100% quality
- Will not raise the Bountycraft tradeskill
- Will not fail a crafting attempt
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All Bountycrafted gear has the following rules:
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Bountycrafting recipes require the following ingredients:
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Stardust
- Stardust can be purchased from normal Alchemy merchants for 2.5 plat or can be crafted at 1000 Alchemy tradeskill under the “Bountycraft components” category at a rough cost of 1 plat.
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Rare Alchemy components
- Rare alchemy components can be found throughout the world or purchased for bounty points at the Bounty Master NPCs.
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Recipe: <Category> ingredients
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Can be purchased from Bounty Master NPCs:
- Recipe: Darkness Falls – 250,000 BPs
- Recipe: Pictslayer – 250,000 BPs
- Recipe: Seasonal – 325,000 BPs
- Recipe: Aurulite – 350,000 BPs
- Recipe: Otherworldly – 350,000 BPs
- Recipe: Frozen – 400,000 BPs
- Recipe: Curse – 400,000 BPs
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Can be purchased from Bounty Master NPCs:
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New “Bounty <type> Mold” items (not tradable)
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Can be purchased from Bounty Master NPCs:
- Bounty Weapon Mold – 15,000 BPs
- Bounty Armor Mold – 12,500 BPs
- Bounty Accessory Mold – 10,000 BPs
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Can be purchased from Bounty Master NPCs:
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Stardust
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All characters are now capped at 500,000 BPs. Any characters over that amount will be truncated down to 500,000 upon login.
- This is done to encourage players at or near the cap to spend their bounty points and due to the increased rate at which bounty points are now earned via the RvR quests.
- Based on the new rate of bounty point gain, we expect the highest-end items to take 2-3 weeks of RvR to be able to craft when starting from scratch and 1-2 weeks for lower and mid-range items.
- The Bountycraft gear list will be updated if and when any new end-game gear is added so that players will always have a chance to obtain their gear solely through RvR!
Bounty Point Store Changes
- Bounty Master NPCs no longer sell any of the trophies, access/bypass tokens, merchants, mounts, or other temporary items from the Bounty Point Extravaganza event.
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With the increased rate of earning bounty points via the new RvR quests, the following price adjustments and new items have been added to Bounty Point merchants for direct purchase:
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Speed of the Hunt prices have been increased 5x:
- A new 99 charge version has also been added.
- Prices are now 50, 1,000, and 5,000 BPs per potion.
- Perfected armor pattern price increased 10x to 100 BPs per pattern now.
- Chestnut horse price increased by 5x to 5,000 BPs now.
- Bounty Master’s Insight scrolls prices have been increased 2.5x to 25, 250, and 5,000 BPs.
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Doppelganger shards can now be purchased directly at the bounty master NPCs for 1,000 BPs.
- Doppelganger shards now stack up to 100 instead of 25.
- No longer drop draughts of supremacy or celerity shards
- No longer drop magic orb shards
- Can now be used in any zone.
- Otherworldly Ore can now be purchased directly from the bounty master NPCs for 1,000 BPs.
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Magic orbs can now be purchased directly from the bounty master NPCs for 5,000 BPs.
- Magic Orbs now stack up to 25.
- Can now be used in any zone.
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A new item, Box of Rare Potions, is now purchasable directly from the bounty master NPCs for 1,000 BPs.
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This box can be /used for a chance at 2-5 of the following potions:
- Effusion of Envigoration
- Revivifying Salve
- Effusion of Vigor
- Effusion of Comprehension
- Effusion of Omnipotence
- Poison Remedy
- Effusion of Nimbleness
- Effusion of Warding
- This box can stack up to 100.
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This box can be /used for a chance at 2-5 of the following potions:
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A new item, Box of Rare Alch. Components, is now purchasable directly from the bounty master NPCs for 2,500 BPs.
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This box can be /used for a chance at 2-5 of the following alchemy components:
- Enriched Quicksilver
- Ancient Mirror
- Ancient Pure Mercury
- Ancient Troll Blood
- Ancient Giant Blood
- Ancient Crushed Stone
- Ancient Lich Tooth
- Ancient Necrotic Brain Fluid
- This box can stack up to 100.
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This box can be /used for a chance at 2-5 of the following alchemy components:
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Bountycraft recipe items have been added to Bounty Master NPCs as follows:
- Bounty Weapon Mold – 15,000 BPs
- Bounty Armor Mold – 12,500 BPs
- Bounty Accessory Mold – 10,000 BPs
- Recipe: Darkness Falls – 250,000 BPs
- Recipe: Pictslayer – 250,000 BPs
- Recipe: Seasonal – 325,000 BPs
- Recipe: Aurulite – 350,000 BPs
- Recipe: Otherworldly – 350,000 BPs
- Recipe: Frozen – 400,000 BPs
- Recipe: Curse – 400,000 BPs
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Speed of the Hunt prices have been increased 5x:
Ruined Areas
The realms have waged a harsh guerrilla war over Moydruim Castle’s ruins in Emain Macha. Throughout it all King Lamfhota has kept his explorers searching the site for anything of value during their moments of respite. Little did he expect for them to uncover something so valuable as building plans for an ancient fort… and promise of yet more ruins buried in the earth nearby!
Lamfhota immediately instructed his best men to excavate the remaining area. Alas, the original Moydruim Castle’s walls were in too sorry a state to salvage. But with so much stone now lying around the King set his craftsman and masons to constructing this ancient fort on Moydruim’s very site!
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Moydruim Castle and its surrounding area have received an overhaul.
- Moydruim Castle has been re-built to this ancient fortification’s design.
- Significant portions of the hills behind Moydruim have been excavated to reveal additional ruins and significantly expanding the area.
- Hibernia's Adolescent Dragon, Sarnvasath, has relocated from near Moydruim Castle to south of Dun Crimthainn.
King Eirik’s throne creaked as he shifted on it. He was going to need to have it replaced soon, but small matters like that could wait. Eirik’s grand plan was coming together. He knew Lamfhota and his ilk had been up to something near Moydruim Castle and he’d already dispatched two raiding parties to investigate. Only one had returned, but again, a small matter.
That his men returned with sketches of plans for ancient fortifications made the hair on his neck stand on end. It almost fit too perfectly. He’d been slowly working towards gathering enough wood and stone to re-build The Trellebourg to its former glory. But then this falls in his lap!? His chair creaked louder as Eirik grinned and leaned over to trace his sketches of not one, but two strongholds at The Trellebourg!
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The Trellebourg largely remains intact but its surrounding area has received an overhaul.
- The Trellebourg now consists of its original fortifications as well as a newly built one based on this ancient fortification’s design on a newly created plateau.
- The entire footprint of the ruined area has been greatly expanded.
- The Unver Minotaur relic near The Trellebourg has been relocated to the plateau to the east of the ruined area.
King Constantine knew Folley Lake’s keep was in trouble. As soon as the dam broke and the water rushed in, it was only a matter of time before the keep’s foundation would be scoured and start to quickly erode. Albion’s King spent many a long night trying to come up with a solution.
A chance skirmish won against a Norse raiding party led him to a better answer than he had hoped. One of the dead Norsemen had a stolen copy of plans for an ancient Hibernian fortification. Constantine chuckled to himself thinking of one group of barbarians stealing from another. But these plans were somehow sound!
A few tweaks from Albion’s finest architects and this new fortification would stand the test of time. The entire area would need to be re-forged as well but that was within Albion’s power. He just had to set them to the task…
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Folley Lake and its surrounding area have received an overhaul.
- Folley Lake’s keep has been re-built to Albion’s take on this ancient fortification’s design.
- Folley Lake’s water level is low enough to wade/run through now.
- Significant portions of the hills and impassable terrain surrounding Folley Lake have been cleared and excavated, greatly expanding the area and revealing additional ruins.
Ruined Area Changes
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Folley Lake, The Trellebourg, and Moydruim Castle’s “ruined areas” have had the following changes made:
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Each of their footprints has been significantly expanded, requiring the surrounding land to be altered.
- This was done to make these areas more open and easier to play in on all classes and across all playstyles as well as to allow more space to complete the [Weekly] Supplies for the Cause quest.
- While these areas still maintain the Lone Wolf buff and obelisks, they are no longer considered protected “solo” areas.
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Ancient fortifications (ruined keeps) have been constructed at each location along with additional ruins excavated and discovered!
- These new ruined keeps are not currently planned to be capturable or become part of the outpost system, but this may change in the future.
- All gates and postern doors on these new ruined keeps are open!
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Buggane’s Folly buff is no longer stripped from grouped players in these ruined areas.
- The Lone Wolf buff is still removed if an ungrouped player has it active and then groups in these areas.
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The number of obelisks at each ruined area has been increased from 1 to 3.
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This was done to help ungrouped players receive the Lone Wolf buff a bit more easily and have a better chance at obtaining the obelisks’ teleport when the areas are highly trafficked.
- As it currently works on live servers, only ungrouped players can obtain and maintain these obelisks’ teleports and the Lone Wolf buff.
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The PvP-immunity timer after an ungrouped player teleports has been increased from 15s to 20s.
- Please remember that this immunity also prevents the player from casting heals or buffs for its duration.
- The act of teleporting should no longer cause speed chants to drop or players to be placed in combat.
- The teleport-in locations have been adjusted to accommodate the expanded footprint of these areas.
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This was done to help ungrouped players receive the Lone Wolf buff a bit more easily and have a better chance at obtaining the obelisks’ teleport when the areas are highly trafficked.
- The number of gatherable Repair Supplies and Otherworldly Essences have been increased commensurately with the expanded areas.
- The regions associated with these areas for various quest credit have been expanded to fit their new footprint.
- Doppelganger spawn locations that were previously in these ruined areas have been consolidated into the ruined keeps’ courtyards.
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Cup, Hammer, and Tree /realmwar map notifications now appear in these areas for all realms when the requisite number of enemy players are in the vicinity.
- These notifications will appear for all 3 realms, simultaneously and are not tied to any realm controlling the areas, which again, cannot be captured at this time.
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Each of their footprints has been significantly expanded, requiring the surrounding land to be altered.
Keep Gatehouse Doors
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2 new gatehouse doors have been added to all keep gatehouses that are designed to protect the boiling oil area and the gatehouse’s roof.
- Friendly realm characters can teleport through the doors just like how postern doors work.
- Enemy realms must break the doors down in order to access these areas.
- These doors are set to have 50% of the outer keep gate’s health and have no additional damage mitigation like some keep gates do.
- These doors can be repaired like normal keep gates for realm points and require better quality wood to repair as a keep levels up.
- These doors are designed to provide defending realms a bit more protection from climb-walling classes.
- Low-level battleground keeps that do not have keep gates do not have these gatehouse doors either.
Ram Changes
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Fortified Field and War Rams can now only be ridden by 1 player at a time.
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This maximum of 1 person on rams has the consequence of making the ram always swing at its fastest base rate; as such, base ram swing speeds have been halved. Ram damage remains unchanged.
- The swing speed of rams can still be increased by Warlords’ Siege Master ability and by other siege buffs.
- Please note that to control a ram, users must RIGHT-click or type /control with the ram targeted; double-left-clicking will no longer board rams.
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This maximum of 1 person on rams has the consequence of making the ram always swing at its fastest base rate; as such, base ram swing speeds have been halved. Ram damage remains unchanged.
- The Siege Tent near Benowyc Watchower has been moved closer to Caer Benowyc's outer wall, allowing rams to be created nearer to Caer Benowyc’s door.
- Door health now updates instantly when controlling a ram and targeting a keep door.
This is done for several reasons:
- To allow more players to participate in siege warfare using their class abilities instead of helping on a ram.
- To help make boiling oil more effective/dangerous.
- To allow smaller forces a better chance at impacting the realm war map by taking towers or even lower level keeps.
- To reward realms for bringing more melee classes to sieges; which can leverage the siege chants of Minstrels, Skalds, and Champions.
Keep and Tower Difficulty
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Keep and Tower gates have been given scaling difficulties as follows:
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"Difficulty" refers to the damage dealt to the gate by all sources and not the gate's hitpoints which are unchanged unless noted.
- Merchant keeps' (Benowyc, Bledmeer, Crauchon) outer keep gates have the same difficulty as all keep/tower gates do on live currently. This is considered "base" difficulty.
- Merchant keeps' inner keep gates are about 100% sturdier than base difficulty.
- Center keeps' (Boldiam, Glenlock, nGed) outer keep gates are about 33% sturdier than base difficulty.
- Center keeps' inner keep gates are about 166% sturdier than base difficulty.
- Relic keeps' (Renaris, Hurbury, Fensalir, Arvakr, Ailinne, Scathaig) outer keep gates are about 66% sturdier than base difficulty.
- Relic keeps' inner keep gates are about 233% sturdier than base difficulty.
- Coastal keeps' (Berkstead, Erasleigh, Sursbrooke, Nottmoor, Blendrake, Hlidskialf, Crimthainn, Bolg, da Behnn) outer keep gates are about 50% weaker than base difficulty.
- Coastal keeps' inner keep gates are about 10% weaker than base difficulty.
- All normal NF tower gates are about 100% weaker than base difficulty.
- Ellan Vannin tower gates are about 100% weaker than base difficulty and have 50% less hitpoints than a normal tower's gate.
- All battleground keep gates are about 100% weaker than base difficulty.
- The new gatehouse doors protecting the oil on outer keep walls are about 100% weaker than base difficulty and have 70% less hitpoints than the keeps' gates at that keep (scales as the keep levels).
- All Keep and Tower walls in New Frontiers (not Battlegrounds) are 100% sturdier than before.
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"Difficulty" refers to the damage dealt to the gate by all sources and not the gate's hitpoints which are unchanged unless noted.
These changes are made for several reasons:
- To focus keep sieges more around "courtyard" fights since the inner gates will become much more difficult and allow defenders (or 3rd realms) more time to interfere with an under-siege keep.
- To adjust the difficulty of tower and battleground gates back to pre-1.123 levels and encourage more tower-taking in the Frontier.
- To make supply-line keeps more difficult to take while also making it easier to gain a foothold in the outer reaches of a realm's frontier.
Siege Tower Changes
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Siege Towers are now more difficult to build:
- Siege Towers can no longer be initiated or built while stealthed.
- Siege Towers take twice as long to build as before.
- Siege tower hookpoints around Dun Crimthainn, Nottmoor Faste, and Caer Berkstead are now visible and functioning correctly for enemy realms.
Keep Lords
- All classes can now bind and /recall to a keep lord.
Keep Pet Changes
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Added a safeguard to New Frontiers and Battleground keeps that causes enemy-realm pets to be severed from their owners when venturing into ground-floor of the inner-keep structures while the inner-keep door is still closed.
- Normal controlled pets and all fire-and-forget pets are killed as a result of this severing.
- Charmed pets have their charm removed and revert to normal monsters.
- This also affects battleground keeps from Killaloe, the lowest level battleground with an inner-keep, to Cathal Valley, which has this safeguard set over its entire courtyard.
- Crystal Titan, Battlewarder, and Animist ground-targeted pets are immediately killed when cast on an enemy keep roof when the caster is not on the roof themselves.
Buggane’s Obelisk
- Buggane’s Obelisk now spawns on Ellan Vannin exclusively and does not switch locations.
Realmwar Cross-Swords Indicators
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Realmwar map cross-sword indicators have had their thresholds to appear increased as follows:
- Small swords' threshold increased from 8 kills and/or battle-rezzes in the area to 24.
- Medium swords' threshold increased from 16 kills and/or battle-rezzes in the area to 36.
- Large swords' threshold increased from 32 kills and/or battle-rezzes in the area to 48.
- Please note that while these indicators display as only 1 realm color vs 1 other realm's color, if the 3rd realm participates in a kill and/or battle-rezz in the immediate area it will still count towards the overall threshold. The 2 realms with the most kills/rezzes in the area will display their cross-swords indicator.
- This was changed to reduce the amount of indicators that display in already high-traffic areas, especially involving smaller forces, and to better highlight larger-scale, ongoing battles.
Battleground Siege Changes
- Keeps in the battlegrounds are now properly flagged as “under siege” when their door or wall health reaches 75% or below.
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All battleground-specific rams have had their base swing speed halved and are also only able to be controlled by 1 character now.
- Please note that to control a ram, users must RIGHT-click or type /control with the ram targeted; double-left-clicking will no longer board rams.
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Rams deployed by Siegemaster NPCs in battlegrounds are no longer owner-exclusive.
- This means when the ram is deployed and the original owner dies or otherwise releases control of the ram, another character in that realm can control it.
- All other battleground siege weapons placed by Siegemaster NPCs remain owner-exclusive.
- Siege weapons can no longer be deployed or moved onto the roof of inner keeps in the Battlegrounds.
Molvik Dynamic Keep Objective System
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Three objectives have been added to the Molvik Battleground, adding a new element of strategy to the siege dynamic.
- When the central keep is under siege, these objectives spawn on the heights surrounding the keep and offer both offensive and defensive benefits.
- These objectives initially spawn as under control of the realm that controls the center keep and immediately provide their benefit to that defending realm.
- Enemy realms are free to take these objectives as soon as they appear.
- When objectives are switched to enemy realm control, their benefits will immediately switch to the attacking realm too.
- A keep is defined as “under siege” when flames appear on the Realmwar map normally but in Molvik there is no realmwar map so the center keep is under siege when its outer gate or wall reaches 75% health.
- If a keep is defended and is no longer under siege, these new objectives will disappear 10 minutes from that point, so long as the keep is still not under siege.
- Depending on feedback, these objectives could be scaled out to the other battlegrounds and even the Frontiers, with potentially other objective ideas being added that better fit endgame RvR too!
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The three objectives in Molvik are as follows:
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Siege Workshop
- The Siege Workshop provides additional bulwarks to Molvik’s Keep.
- When active, the Siege Workshop increases the sturdiness of Molvik Keep’s outer, inner, and gatehouse doors by 100% from their normal difficulty.
- Players attacking the keep may capture the Siege Workshop to disable these defensive benefits.
- If the defending realm is successful in maintaining control of the keep, the Siege Workshop will become active when the keep is once again under siege.
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Mercenary Camp
- A band of mercenaries have been seen in Molvik.
- Drawn to the conflict between the realms, these professional fighters lend their support to the realm that holds the central keep.
- A contingent of mercenaries can be found throughout the keep fighting to maintain a foothold in Molvik.
- The mercenary captain and a small band of fighters can be found on the high-ground, observing the siege and reinforcing the defenders with fresh troops.
- Overpower the mercenary captain, and these soldiers of fortune will switch allegiance with no hesitation, adding to your realm’s numbers and causing mayhem within the keep.
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Stone Quarry
- Years of battle have taken its toll on Molvik Faste.
- A constant supply of stone and mortar is required to maintain and improve defensibility.
- When under threat, the stoneworkers of Molvik’s stone quarry are dispatched to provide enough material to shore up the beleaguered fortress.
- When Molvik Faste is under siege, this supply depot will cause the keep to upgrade in level much more rapidly, making an attack on the keep’s walls more difficult.
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Attacking realms may capture the stone quarry to cut off this supply, resulting in the diminished integrity of the keep over time.
- When the defending realm owns the Quarry objective the keep’s level is incremented from its current level every 3 minutes to a max of level 10.
- This incrementation of level happens regardless of the keep being claimed.
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Once lost, Molvik’s keep level will downgrade rapidly, softening it for capture by an enemy realm.
- When the attacking realm owns the Quarry objective the keep’s level is decremented from its current level every 3 minutes to a low of level 1.
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Siege Workshop
- A new quest has been added to the Molvik battleground that directs players to these objectives.
Item Changes
Mithril Shop Changes
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Mithril balances now only appear when in the Capital Cities.
- When outside the capital cities, a character’s Mithril balance will always display as 0.
- This change is done to improve server performance in other game regions, especially RvR.
- Players attempting to repair durability of their items will need to visit the Smith NPCs in their capital city.
- At least one new cosmetic or quality of life item will be added to the Mithril stores at a regular monthly cadence going forward.
Mithril Shop Patterns
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New, pre-fabricated mask (helm) patterns can now be purchased from the Mithril Merchant!
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These pre-fabricated helm patterns work similarly to the blank helm patterns except these already have a look embedded in them and cannot copy another items look!
- To apply them, simply drop the pattern onto the regular helm you wish to change to the mask pattern.
- Pre-fabricated patterns are not currently dyable.
- Pre-fabricated patterns are not tradable, just like blank patterns.
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Pre-fabricated patterns can only be applied to items of a class’ base armor type.
- This means Paladins can only apply these pre-fabricated patterns to plate armor while Wizards can only apply them to cloth, etc.
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These mask patterns are the only helm type that will also display on Minotaurs!
- Please note that there are specially marked Minotaur-only masks listed on the Mithril merchant. Non-minotaur races cannot purchase these masks and minotaurs cannot purchase the non-minotaur mask version.
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The first mask available for purchase is the Satyr Mask!
- It will cost 198 Mithril per pattern.
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These pre-fabricated helm patterns work similarly to the blank helm patterns except these already have a look embedded in them and cannot copy another items look!
Mithril Shop Race, Gender, and Name Changes
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We’re excited to bring you the option to change your character’s Race, Gender, or Name!
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Players will be able to spend Mithril and purchase a Race, Gender, and/or Name Change Token at the Mithril Merchants in the capital cities.
- Race Change Token – 2450 Mithril
- Gender Change Token – 325 Mithril
- Name Change Token – 1475 Mithril
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When a player purchases a change token of any type, the account will be flagged with the respective race/gender/name change as available for use automatically.
- No token appears in the characters inventory and there is no item to /use.
- Once a character has purchased a change token, any other character on that *game* account can use the race/gender/name change so long as that character is level 35+.
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Tokens can only be purchased if the following is true:
- Not a trial account.
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Purchasing character is level 35+
- This ensures the account has at least 1 character that can use the character change afterwards.
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There is at least 1 free spot in your inventory.
- This is just to ensure no failed transactions, tokens do not actually appear in the inventory.
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The account does not already have the same character change available to be used.
- In other words, accounts can only have 1 available race, 1 available gender, and 1 available name change at a time. A race change must be performed before another race change can be purchased.
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Once a race, gender, or name change token is purchased players can simply log out to the character select screen and perform the following to initiate the process:
- Select the character you wish to change.
- Choose the “Customize” button at the bottom of the character selection screen.
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Choose the new “Modify Character (MTX)” button.
- Depending on which combination of the Race, Gender, or Name changes your account has available, choose any valid combination of race, gender, or name on the next screen.
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If you are changing races, be sure to adjust your starting stats!
- ALL changed races start out with their starting stats spent in the pre-set optimized setting. If you spent your points differently, those spent points will be changed to the default optimized setting on the new race so be sure to change them back!
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Please note that some characters may be prompted to spend their 30 starting stats while changing their race, gender, or name.
- This prompt only occurs on characters that do not have their starting stats spent somehow so fear not and be thankful for the prompt!
- Once you are happy with your modifications click the “Done” button and you will be given a confirmation prompt that summarizes all of the changes about to be applied.
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Once you’ve accepted the confirmation prompt, all changes will be applied and your account will no longer have those changes available.
- If you are not happy with your changes, clicking cancel will take users back to the Character Select screen where they can begin the process again.
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The Mithril Merchant will also show your character the combination of Race, Gender, and Name changes that your game account currently has available as well as explain their process too.
- Simply right-click the Mithril Merchant to interact with it and have the process explained after purchasing a Race, Gender, or Name change token.
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Players will be able to spend Mithril and purchase a Race, Gender, and/or Name Change Token at the Mithril Merchants in the capital cities.
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Please note that when changing a character's name that the character's quickbar and /qbinds will be blank.
- This is because a new character file is created under the new name.
- For those that would like to restore their quickbar and /qbinds, please follow these instructions:
- Logout the newly renamed character to the character selection screen.
- On your desktop, navigate to: C:\Users\<PC NAME>\AppData\Roaming\Electronic Arts\Dark Age of Camelot\LotM
- Locate the .ini file that has the NEW name of the character.
- Delete that .ini file.
- Locate the .ini file that has the OLD name of the character.
- Rename that .ini file to the NEW character name.
- Log back into the game and verify your quickbars and /qbinds are all back!
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Race and Gender changes now allow players to change their character’s height setting at no additional cost.
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The height setting will only change upon application of a gender or race change and is not an option otherwise.
- Users can *only* change the height setting during the gender or race change flow and cannot go back and adjust it after applying the race or gender modification.
- Please note that while performing a race and gender respec, the newly modified character’s height is reset to Average height (the default setting). The character’s height must be changed, if desired, prior to applying the race or gender modification.
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The height setting will only change upon application of a gender or race change and is not an option otherwise.
Realm Respec Restrictions
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Realm respec stones can now only be /used twice daily.
- Characters with a realm respec available (or multiple) can still use those realm respecs normally; this restriction only applies to respec stones and their act of granting additional realm respecs.
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After this change, a character with 0 available realm respecs will be able to use a realm respec stone twice that day and therefore only be able to use 2 total realm respecs that day.
- However, a character with 1 realm respec already available will be able to perform 3 total realm respecs in a given day because the limitation only applies to the /using of realm respec stones.
- Finally, a character that still has their 2 free realm respecs available will be able to use a total of 4 realm respecs in a given day; again because the limitation only applies to the /using of the realm respec stones and not to the actual realm respecs.
- Bounty Point or Mithril-purchased items that allow for additional daily realm respecs may be added in the future, depending on feedback.
- Realm respecs now remove all active player-casted effects, just like skill respecs do already.
Item Condition changes
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Equipped and readied weapons should now degrade at a 100% slower rate when the wielding character is casting spells or abilities.
- Equipped weapons still degrade at the same rate when melee-hitting targets.
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Equipped armor should now degrade at a much slower *base* condition-loss rates as follows:
- Plate armor remains unchanged
- Chain/Scale armor: 20% less condition loss from melee hits
- Studded/Reinforced armor: 30% less condition loss from melee hits
- Leather armor: 50% less condition loss from melee hits
- Cloth armor: 100% less condition loss from melee hits
- This change puts all armor types on the same level that plate armor already is in terms of the rate of condition loss.
- All equipped armor types, including Plate, have an additional 50% condition loss rate reduction on top of the base rate changes.
- So long as a player is wearing armor, accessories will no longer take condition loss when getting hit by melee.
- The net result of these changes should result in much slower condition loss on all armor types and on weapon-wielding casting classes; with a complete removal of condition loss on equipped accessories in normal circumstances.
Item /Use and Proc Adjustments
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Hitpoint/Armor Factor item-based buffs have had their values reduced as follows:
- Infernal Blessing reduced from 12% to 6% hp/af bonus.
- King's Blessing reduced from 10% to 5% hp/af bonus.
- Triumphant Aura reduced from 5% to 4% hp/af bonus.
- Traldor's Aura reduced from 5% to 4% hp/af bonus.
- Otherworldly Boon reduced from 5% to 4% hp/af bonus.
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Reactive armor-based Heal Procs have had their values reduced across the board as follows:
- 120 remains unchanged
- 130 remains unchanged
- 180 remains unchanged
- 200 group-targeted reduced to 130
- 230 reduced to 180
- 10% omni-heal reduced to 7%
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The following omni-heal /uses have been reduced as follows:
- 15% omni-heal on lesser empowering elixirs reduced to 12%.
- 25% omni-heal on Curse Blood Gauntlets reduced to 18%.
- All other omni-heal /uses remain unchanged.
- The Otherworldly Disarm duration has been reduced from 6s to 4s.
- The Illustrious items can now all be recharged properly.
Crowd Control Stat Adjustments
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Items with the stat "Mythical Crowd Control Duration Decrease" have had their values reduced across the board as follows:
- 15% CC reduction now reduced to 8%
- 10% CC reduction now reduced to 5%
- 8% CC reduction now reduced to 4%
- 7% CC reduction now reduced to 4%
- 5% CC reduction now reduced to 3%
- 4% CC reduction now reduced to 2%
- 3% CC reduction now reduced to 2%
- 2% CC reduction now reduced to 1%
Dragon’s Curse Set Stat Adjustments
- Infiltrator's Darkwalker Vest has had its +10 Dexterity Cap changed to +10 Strength Cap. This change is retroactive.
- Hunter's Rabid Eye Boots has had its resist piercing stat increased from 2% to 3%. This change is retroactive.
- Hunter's Rabid Eye Gear has had its 2% Safefall stat replaced with 2% resist piercing. This change is retroactive.
- Bonedancer's Soulshadow Pants has had its 3% Health Regen replaced with 3% resist piercing. This change is retroactive.
Comprehension Buff Changes
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The Dark Dragon Crest and the Cursed Effusion of Comprehension Cursed Intelligence, Charisma, Empathy, and Piety /use ability now only fires the single relevant casting stat buff to a given class.
- This means classes that use the Intelligence casting stat will only receive the Cursed Intelligence buff, classes that use Piety will only receive the Cursed Piety buff, etc.
- This means classes without a casting stat will no longer receive any buffs from this crest or potion. This is designed to cut down on the number of spell effects.
- Classes that do not have/use a casting stat of Intelligence, Charisma, Empathy, or Piety can no longer use these item /uses since they only provide buffs to the /user and not the group.
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The Effusion of Comprehension, Potent Effusion of Comprehension, and Hallowed Effusion of Comprehension's Enhanced Intelligence, Charisma, Empathy, and Piety /use ability now only fires the single relevant casting stat buff to a given class.
- This means classes that use the Intelligence casting stat will only receive the Enhanced Intelligence buff, classes that use Piety will only receive the Enhanced Piety buff, etc.
- This means classes without a casting stat will no longer receive any buffs from these potions. This is designed to cut down on the number of spell effects.
- Classes that do not have an acuity-based casting stat can still /use these potions since they provide bonuses to the entire group.
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This change requires that these comprehension potions be defined as normal "items" in regards to /use timers.
- As such, these comprehension potions now only set a 5s global item use timer instead of the standard 90s global item use timer; however, if a standard item is used first, there will still be the 90s global item use timer before being able to use these comprehension potions.
- The Dark Dragon Crest still triggers the standard 90s global item reuse timer as it still needs to be equipped to be used.
New Alchemy Recipes
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New Cauldron of Omni-Healing, Omni-Regen, Tenacity, Celerity, and Supremacy recipes have been added to Alchemy at 1100 skill.
- These recipes create potions that have 99 charges instead of 30 like draughts.
- The cost to craft these cauldrons is a bit higher than a commensurate increase from the 30-charge draught versions due to their added convenience and to take into account the increased amount of Otherworldly Essence plants now found in the Frontiers.
- New Stardust recipe has been added at 1000 skill.
- Stardust is used as a Bountytcrafting ingredient and can be crafted for approximately 1 platinum cost or can be purchased from general Alchemy supply merchants for 2.5 platinum.
Class Changes
Convoker Master Level
- Crystal Titans will instantly die if summoned on an inner-keep roof unless the caster of the titan is also on the keep's roof at the time of the cast.
- Battlewarders will instantly die if summoned on an inner-keep roof unless the caster of the titan is also on the keep's roof at the time of the cast.
Battlemaster Master Level
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The Power Leak style has had the power it drains increased from 70 to 110 power.
- Its defensive penalty has been increased from medium to high and its damage has been reduced slightly.
Realm Abilities
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Viper has had its effectiveness increased as follows:
- Level 1: 5% increased to 10% poison effectiveness
- Level 2: 10% increased to 20% poison effectiveness
- Level 3: 20% increased to 30% poison effectiveness
- Level 4: 30% increased to 45% poison effectiveness
- Level5: 40% increased to 60% poison effectiveness
- Static Tempest’s stun duration on each pulse has been reduced from 3s to 2s. The frequency of each pulse remains once every 5s.
- Thornweed Field users must still remain stationary when firing this ability but its 2s cast time has been removed and it now fires instantly.
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Reflex Attack has had its chance to automatically counterattack when hit reduced as follows:
- Level 1 - 10% to 6%
- Level 2 - 20% to 12%
- Level 3 - 30% to 19%
- Level 4 - 40% to 26%
- Level 5 - 50% to 33%
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The following classes that can train Reflex Attack have been given forced realm respecs:
- Berserker
- Blademaster
- Friar
- Mauler
- Mercenary
- Vampiir
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General
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All ground-targeted pets cast on the inner-keep roof will instantly die unless the Animist is on the keep roof and within 300 units of the ground-target at the time of the cast.
- This change eliminates the ability for Animists to cast their ground-targeted pets onto an inner-keep roof when the Animist is not already on the roof itself.
- Keep defenders can still cast their shrooms on keep roofs but do now need to be within 300 radius of their ground-target to do so successfully.
- Please note that ground-targeted pets include both controllable ground-targeted pets as well as fire-n-forget ones; but do not include fire-n-forget bomber pets which do not have a ground-target.
Arboreal Mastery Specialization
- The guardian of the forest's hitpoints have been reduced by 10%.
Creeping Mastery Specialization
- The heart of the grove's hitpoints have been reduced by 10%.
- The bolt-range area-of-effect root spells have had their cast time slowed from 2.0s to 2.5s.
Verdant Mastery Specialization
- The harbinger of war's hitpoints have been reduced by 10%.
- The harbinger of war's swing speed has been reduced.
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Body Specialization
- The level 45 lifetap Abduct Lifeforce has had its delve reduced from 199 to 184 body damage.
Spirit Baseline
- The amber simulacrum's swing speed has been reduced.
- The jade simulacrum's swing speed has been reduced.
- The jade simulacrum can now be commanded to [taunt] enemies.
- The jade simulacrum has been given a rear style chain that melee de-hastes its target with the follow-up stunning its target for 3s.
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Smiting Specialization
- Level 13 - Blessing of Movement - The root cure spell has had its cast time slowed from 3.0s to 10.0s.
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- All druid pets have had their self-targeted Armor Factor buff values halved.
Nature Affinity Specialization
- Level 13 - Free Wind - The root cure spell has had its cast time slowed from 3.0s to 10.0s.
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The Hitpoint/Armor Factor song buffs have had their values reduced as follows:
- Level 15 Girth of Oak reduced from 3% to 2% hp/af bonus.
- Level 25 Resilience of Oak reduced from 5% to 3% hp/af bonus.
- Level 35 Vigor of Oak reduced from 7% to 4% hp/af bonus.
- Level 45 Vitality of Oak reduced from 10% to 6% hp/af bonus.
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Enchantments Baseline
- The underhill compatriot's rear stun duration has been reduced from 7s to 4s.
- The underhill compatriot's swing speed has been reduced.
- The underhill stalker's swing speed has been reduced.
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Rejuvenation Specialization
- The group-targeted Heal-over-Time spells Blessed, Holy, and Divine Encouragement now have a 30s recast timer.
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Realm Abilities
- Heretics can no longer train the Ichor realm ability.
- Heretics can now train the Static Tempest realm ability.
Enhancements Specialization
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The Hitpoint/Armor Factor song buffs have had their values reduced as follows:
- Level 15 Hellflower's Bud reduced from 3% to 2% hp/af bonus.
- Level 25 Hellflower's Sprout reduced from 5% to 3% hp/af bonus.
- Level 35 Hellflower's Effloresce reduced from 7% to 4% hp/af bonus.
- Level 45 Hellflower's Bloom reduced from 10% to 6% hp/af bonus.
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The Spec AF buff has had its values changed as follows:
- Level 7 is now increased from 36 to 68 AF
- Level 12 is now increased from 68 to 94 AF
- Level 17 is now increased from 94 to 136 AF
- Level 26 is now increased from 136 to 165 AF
- Level 33 is now increased from 165 to 250 AF
- Level 43 is now increased from 250 to 360 AF
- Level 50 is now increased from 360 to 400 AF
- This is done to open up more specialization options while still slightly rewarding players for going maximum Enhancement specialization.
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The absorb buff has had its values changed as follows:
- Level 9 is now increased from 5 to 10 absorb
- Level 21 is now increased from 10 to 15 absorb
- Level 25 is now increased from 15 to 20 absorb
- Level 32 is now increased from 20 to 25 absorb
- Level 41 is now increased from 25 to 30 absorb
- Level 49 is now increased from 30 to 33 absorb
- This is done to open up more specialization options while still slightly rewarding players for going maximum Enhancement specialization.
Rejuvenation Specialization
- The instant-cast snare spell has had its recast timer reduced from 30s to 20s.
- The single-targeted Focus DD/Snare spell's snare component's duration has been increased from 3s to 10s at all levels.
- The Area-of-Effect Focus DD/Snare spell's snare component's duration has been increased from 3s to 6s at all levels.
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The single-target Focus DD (interruptible version) has had its range increased from 1500 to 1650 at all levels.
- The uninterruptable Focus DD remains at 1600 range at all levels.
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The single-target snare, combat effectiveness and melee swing speed debuff ramping focus spell has been changed as follows, in an attempt to make the spell more useful in more situations:
- No longer a focus spell, instead it is now a 3.0s, 1500 range normal cast that interrupts others and can be interrupted.
- No longer casts a snare, instead it now casts a hit buffer/ablative onto the enemy target along with a ramping combat effectiveness and melee swing speed debuff
- The combat effectiveness and melee swing speed debuffs have had their durations increased from 30s to 60s.
- If the enemy target receives enough damage to remove the ablative effect, the combat effectiveness and melee swing debuffs are also removed from the enemy target.
- This effect will always land and last its full 60s duration and is not affected by +duration% gear.
- This effect cannot be overwritten or re-applied until it has run its course or the ablative has dissipated.
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The spells have been renamed with the following ablative delves:
- Level 7 - Afflicting Cocoon - 3.0s cast - 1500 range - enemy-targeted - 10 all damage ablative / 100% absorption - 60s duration - Also casts 5% combat effectiveness and 5% melee swing speed debuffs that ramp up by 1% every 2s to a max of 10%. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 11 - Aggravating Cocoon - 3.0s cast - 1500 range - enemy-targeted - 25 all damage ablative / 100% absorption - 60s duration - Also casts 8% combat effectiveness and 8% melee swing speed debuffs that ramp up by 2% every 2s to a max of 16% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 21 - Hindering Cocoon - 3.0s cast - 1500 range - enemy-targeted - 50 all damage ablative / 100% absorption - 60s duration - Also casts 12% combat effectiveness and 12% melee swing speed debuffs that ramp up by 3% every 2s to a max of 24% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 27 - Lacerating Cocoon - 3.0s cast - 1500 range - enemy-targeted - 75 all damage ablative / 100% absorption - 60s duration - Also casts 16% combat effectiveness and 16% melee swing speed debuffs that ramp up by 4% every 2s to a max of 32% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 33 - Agonizing Cocoon - 3.0s cast - 1500 range - enemy-targeted - 100 all damage ablative / 100% absorption - 60s duration - Also casts 20% combat effectiveness and 20% melee swing speed debuffs that ramp up by 5% every 2s to a max of 40% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 41 - Tormenting Cocoon - 3.0s cast - 1500 range - enemy-targeted - 150 all damage ablative / 100% absorption - 60s duration - Also casts 22% combat effectiveness and 22% melee swing speed debuffs that ramp up by 5% every 2s to a max of 44% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
- Level 49 - Destructive Cocoon - 3.0s cast - 1500 range - enemy-targeted - 200 all damage ablative / 100% absorption - 60s duration - Also casts 25% combat effectiveness and 25% melee swing speed debuffs that ramp up by 5% every 2s to a max of 50% total. Debuffs removed if/when duration ends or ablative dissipates on enemy target, whichever happens first.
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Realm Abilities
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The realm rank 5, Bestial Heart, no longer sacrifices the Hunter's pet when used.
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All other existing restrictions remain:
- The RR5 still requires their pet to be active to be used.
- Hunters cannot use their bow for the RR5's duration.
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All other existing restrictions remain:
Archery
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Rapid fire no longer has a snare component attached at any level.
- This was changed in the last Hot Fix, and is currently on live servers, but was mistakenly not noted.
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Envenom
- The Lethal Venom and Lifebane poison proc buffs' Damage-over-Time spells have had their secondary DoT components removed (Soul rot, etc) and are now standalone DoTs. Their damage remains unchanged.
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Crippling Toxin, Snaring Toxin, and Shadowbind poison proc buffs now have the same reuse timer (RUT) as all other normal Envenom specialization poison proc buffs.
- The Tranquilizing Gas/Miasma poison (Mezz) proc buff remains the only one on its own timer.
- Crippling Toxin and Snaring Toxin have had their RUTs normalized from 10s to 7s, Shadowbind remains at 7s.
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The level 47 Touch of Death weaponskill debuff component has had its debuff value reduced from 28% to 21%.
- Fixed an issue with lower level weaponskill debuffs incorrectly applying dexterity and strength debuffs in addition to the weaponskill and constitution debuffs.
- All levels of the weaponskill and constitution debuff should display their correct values now.
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The melee damage debuff poison proc has had its values reduced as follows:
- Level 3 - Swordbreaker - 4% melee damage debuff reduced to 3%
- Level 13 - Swordbreaker - 6% melee damage debuff reduced to 5%
- Level 23 - Swordbreaker - 10% melee damage debuff reduced to 7%
- Level 33 - Swordbreaker - 15% melee damage debuff reduced to 10%
- Level 43 - Swordbreaker - 20% melee damage debuff reduced to 15%
Stealth
- Overshadow can no longer be cast on Minstrels in addition to the other stealth skill classes it can already not be applied to.
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Realm Abilities
- Minstrels can now train the Ichor realm ability.
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Realm Abilities
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The Realm Rank 5 Call of Darkness Form's absorption buff has been removed, reducing the number of effects by 1.
- This effect was not working properly prior to this change and Necromancers should see no difference in damage mitigation.
- The Realm Rank 5 Call of Darkness Form's health regeneration component is now regenerating health correctly.
- Necromancer’s now properly receive the Demon Mana buff (11% secondary magic resistance) when using their Call of Darkness realm rank 5 ability.
Painworking Baseline
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Chthonic Form's spec armor factor buff now overwrites the normal spec AF buffs received from Clerics, buff potions, or from buffing NPCs.
- Its delve has received a commensurate increase so that Necromancers should notice no difference in their overall AF or melee damage mitigation with this change.
- This change is made to help consolidate the number of effects on the Necromancer.
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Chthonic Form's absorption buff has been removed, reducing the number of effects by 1.
- This effect was not working properly prior to this change and Necromancers should see no difference in damage mitigation.
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Chthonic Form's 15% magic resistance buff has been reduced to 10%.
- Chthonic Form's magic resistance buff should now appear correctly.
Painworking Specialization
- The Frozen Edge rear style has had its effect reduced from a 35% to 25% cold resist debuff.
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The group magic heal and absorb chant has had its duration and frequency adjusted as follows:
- Level 14 - Sense of Magic - from 20s duration/frequency to 25s duration/frequency
- Level 24 - Awareness of Magic - from 16s duration/frequency to 20s duration/frequency
- Level 34 - Expectancy of Magic - from 12s duration/frequency to 16s duration/frequency
- Level 44 - Way of Magic - from 8s duration/frequency to 12s duration/frequency
Deathsight Baseline
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Decrepit Form's absorption buff has been removed, reducing the number of effects by 1.
- This effect was not working properly prior to this change and Necromancers should see no difference in damage mitigation.
Deathsight Specialization
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Bringer of Death Form's absorption buff has been removed, reducing the number of effects by 1.
- This effect was not working properly prior to this change and Necromancers should see no difference in damage mitigation.
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Bringer of Death Form's damage reduction buff has been removed, reducing the number of effects by 1.
- This effect was not working properly prior to this change and Necromancers should see no difference in damage taken.
- Bringer of Death Form's duration should now be a consistent 25s.
Death Servant Baseline
- The plated fiend pet's swing speed has been reduced.
Death Servant Specialization
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The lower level instant snares have had their recast timers increased as follows:
- Level 3 - Crippling Exhaustion - Recast timer increased from 5 minutes to 10 minutes
- Level 13 - Constricting Exhaustion - Recast timer increased from 3 minutes to 7.5 minutes
- All other levels’ recast timers remain as is.
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Envenom
- The Lethal Venom and Lifebane poison proc buffs' Damage-over-Time spells have had their secondary DoT components removed (Soul rot, etc) and are now standalone DoTs. Their damage remains unchanged.
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Crippling Toxin, Snaring Toxin, and Shadowbind poison proc buffs now have the same reuse timer (RUT) as all other normal Envenom specialization poison proc buffs.
- The Tranquilizing Gas/Miasma poison (Mezz) proc buff remains the only one on its own timer.
- Crippling Toxin and Snaring Toxin have had their RUTs normalized from 10s to 7s, Shadowbind remains at 7s.
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The level 47 Touch of Death weaponskill debuff component has had its debuff value reduced from 28% to 21%.
- Fixed an issue with lower level weaponskill debuffs incorrectly applying dexterity and strength debuffs in addition to the weaponskill and constitution debuffs.
- All levels of the weaponskill and constitution debuff should display their correct values now.
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The melee damage debuff poison proc has had its values reduced as follows:
- Level 3 - Swordbreaker - 4% melee damage debuff reduced to 3%
- Level 13 - Swordbreaker - 6% melee damage debuff reduced to 5%
- Level 23 - Swordbreaker - 10% melee damage debuff reduced to 7%
- Level 33 - Swordbreaker - 15% melee damage debuff reduced to 10%
- Level 43 - Swordbreaker - 20% melee damage debuff reduced to 15%
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Archery
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Rapid fire no longer has a snare component attached at any level.
- This was changed in the last Hot Fix, and is currently on live servers, but was mistakenly not noted.
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- Runemasters can now train the Static Tempest realm ability.
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Savagery specialization
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Savages can now train the climb walls ability at level 50 Savagery specialization.
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This is a passive ability that is always enabled once specialized.
- This means it does not appear in the training window but will show up in the Savage’s ability list (where realm abilities show) once trained.
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This is a passive ability that is always enabled once specialized.
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Archery
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Rapid fire no longer has a snare component attached at any level.
- This was changed in the last Hot Fix, and is currently on live servers, but was mistakenly not noted.
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Envenom
- The Lethal Venom and Lifebane poison proc buffs' Damage-over-Time spells have had their secondary DoT components removed (Soul rot, etc) and are now standalone DoTs. Their damage remains unchanged.
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Crippling Toxin, Snaring Toxin, and Shadowbind poison proc buffs now have the same reuse timer (RUT) as all other normal Envenom specialization poison proc buffs.
- The Tranquilizing Gas/Miasma poison (Mezz) proc buff remains the only one on its own timer.
- Crippling Toxin and Snaring Toxin have had their RUTs normalized from 10s to 7s, Shadowbind remains at 7s.
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The level 47 Touch of Death weaponskill debuff component has had its debuff value reduced from 28% to 21%.
- Fixed an issue with lower level weaponskill debuffs incorrectly applying dexterity and strength debuffs in addition to the weaponskill and constitution debuffs.
- All levels of the weaponskill and constitution debuff should display their correct values now.
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The melee damage debuff poison proc has had its values reduced as follows:
- Level 3 - Swordbreaker - 4% melee damage debuff reduced to 3%
- Level 13 - Swordbreaker - 6% melee damage debuff reduced to 5%
- Level 23 - Swordbreaker - 10% melee damage debuff reduced to 7%
- Level 33 - Swordbreaker - 15% melee damage debuff reduced to 10%
- Level 43 - Swordbreaker - 20% melee damage debuff reduced to 15%
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Augmentation Specialization
- Caustic Carapace (250% damage return shield) now has a continuous, pulsating effect showing for its duration.
Cave Magic Specialization
- Level 16 - Escape Hold - The root cure spell has had its cast time slowed from 3.0s to 10.0s.
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Battlesongs Specialization
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The Hitpoint/Armor Factor song buffs have had their values reduced as follows:
- Level 15 Song of Bjorn reduced from 3% to 2% hp/af bonus.
- Level 25 Song of Harald reduced from 5% to 3% hp/af bonus.
- Level 35 Song of Eirik reduced from 7% to 4% hp/af bonus.
- Level 45 Song of Ragnar reduced from 10% to 6% hp/af bonus.
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Summoning Specialization
- Reduced the spirit warrior's intercept chance from 75% to 60% and intercept radius from 150 to 125.
- The spirit warrior's swing speed has been reduced.
- The spirit warrior's self mez reduction buff has been reduced from 35% to 20%.
- The spirit warrior's side stun style has had its duration reduced from 6s to 4s.
Spirit Dimming
- Level 47 - Extinguish Lifeforce has had its damage reduced back from 199 to 184.
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Mind Twisting Specialization
- A new spell has been added at Level 40: Mass Gateway - 42s cast time - 1000 radius - Teleports you and your group to your world bindpoint. All group members must be out of combat for spell cast to succeed.
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Stormcalling
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The single-target direct damage spells have had their damage increased as follows:
- Level 17 - Thor's Full Lightning - 67 to 77 damage
- Level 23 - Thor's Lesser Lightning - 89 to 102 damage
- Level 29 - Thor's Lightning - 112 to 128 damage
- Level 38 - Thor's Greater Lightning - 146 to 167 damage
- Level 48 - Thor's Full Lightning - 184 to 212 damage
- Chain Lightning has had its initial damage increased from 300 to 400 and now has a 2.0s uninterruptable cast time instead of being instant-cast. Its 10 minute recast timer remains.
- Thor's Reach, the group-targeted spell range% buff, is now an instant-cast spell.
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- The maximum number of theurgist pets that can be out at once has been reduced from 16 to 12.
- Theurgist pets will no longer obtain new targets if their original target dies.
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Realm Abilities
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The Valewalker’s Realm Rank 5 Vale Defense has been given a self-only component that applies a 2000 damage point ablative to the Valewalker only.
- The Valewalker’s group still receives the normal 1000 damage point ablative.
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Dementia Specialization
- The Summon Night's Servant pet summon and Renounce Servant de-root abilities have been removed.
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Realm Abilities
- Warlocks can now train the Concentration realm ability
Witchcraft specialization
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The Minor Agony, Lesser Agony, and Agony damage-over-time spells are now normal-cast non-secondary spells.
- Their cast times have been sped up from 3.0s to 2.5s.
- This means that these DoTs are no longer modified by a Warlock’s primers.
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Realm Abilities
- The Wizard RR5, Wall of Flame, has had its pulsing all damage ablative increased from 200 damage/100% absorption every 3s to 400damage/100% absorption every 2.5s.
Client Updates
Icon Improvements
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Spell buffs, debuffs, and timered abilities now show their remaining duration or cooldown on the quickbar and buff/debuff spell icons directly when that ability’s duration or cooldown has 20 minutes or less remaining.
- This should alleviate the need to delve or hover over abilities to find out how much longer they will be lasting or are on cooldown.
- These icon cooldown timers will not show for item-based spell icons.
- Abilities lasting longer than 20 minutes will have the indicator pop-up when the duration or cooldown reaches 20 minutes or less.
Tradeskill Window Improvements
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Tradeskill recipes that meet certain requirements will now display the mini-delve window for the resulting crafted item as well as the recipe ingredient list when right-clicked.
- Clicking the ‘info’ button on the mini-delve window will cause the ingredient list to be replaced with the resulting items’ full delve of stats, bonuses, and abilities.
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The mini-delve will only show up when right-clicking recipes that create unique items with stats, bonuses, or abilities.
- This includes alchemy potions, tinctures, legendary weapons, dragonsworn armor, bountycrafted gear, among others that follow these rules!
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This does not include recipes like spellcrafted gems or ‘normal’ crafted armor that is crafted with 0 stats or bonuses.
- This is because these items are not unique and their delves vary based on the material or recipe level.
- See the following section for spellcrafting delve changes!
- The Atlantis user-interface’s tradeskill window’s width has been increased slightly to encapsulate all recipe name-lengths.
Spellcraft Tradeskill Window
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All recipes in the Spellcrafting tradeskill window have been re-organized and given additional information as follows:
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Each gem category now explicitly states its gems’ stat, resist, skill, or other bonus in the recipe name.
- Example: Instead of “Earthen Essence Jewel” the recipe list now says “Earthen Essence Jewel (Constitution Stat)” for its category.
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Each individual gem within a category now explicitly states its bonus amount at each level.
- Example: Instead of simply saying “Raw” in the category list, it now says “Raw +2” for a stat gem or “Raw 1%” for a resist gem, etc.
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Specialization-based Magic Focus recipes have been removed from the spellcraft tradeskill window entirely.
- +ALL Magic Focus gems (“Brilliant” recipes) can still be crafted and found in the window as normal.
- Already-crafted magic focus bonus gems that are only for a specific specialization can still be imbued to crafted armor and will work normally, they can just no longer be newly created.
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Please note that once the gems are crafted they will only have their existing default names with no additional identifying information: “Earthen Essence Jewel”.
- However, users can already delve these crafted gems to determine their exact bonus type and amount.
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Each gem category now explicitly states its gems’ stat, resist, skill, or other bonus in the recipe name.
Bug Fixes
- Fixed a crash bug involving capital city and dungeon collision code.
- Fixed a crash bug involving ability and item delve text strings.
- Made several improvements to player updates that should alleviate certain players experiencing disappearing characters, monsters or objects in-game.
- Made several minor adjustments and fixes that should improve overall server performance.
- Max hitpoints displayed on the character attributes tab should now update in real-time when leveling up.
- Midgard and Hibernian Helms purchased from bounty merchants in the battlegrounds or in Vindsaul Faste and Druim Cain now properly fit the character's head.
- Siege tower hookpoints on Caer Berkstead, Nottmoor Faste, and Dun Crimthainn will now always appear to enemy realms.
- The trade window timer icon is once again the correct size.
- Salvaged materials will now stack properly.