Cumulative Patch list 1.36 to 1.45
General
CRAFTER NAMES
REALM VS. REALM
Realm Points (1.37)
Frontier Keeps:
A Forge and Lathe have been added to the following frontier keeps:
(1.39)
- Albion : Caer Benowyc in Hadrian's Wall
- Midgard:
Bledmeer Faste in Odin's Gate
- Hibernia: Dun Crauchon in Emain Macha
Merchants have ventured into the frontier with the various armies and
have set up shop selling certain wares related to war. Arrows, throwing axes,
and poisons can now be purchased in certain keeps throughout the frontiers,
depending on which army holds the fortress. (1.39)
The guards
patrolling in the frontiers have been given strict orders to attend to their
patrol routes as opposed to aiding members of their realm with other concerns.
(1.39)
General
Stealthed characters can no longer sneak into a Relic Keep, pick up a Relic,
and sneak out. The intent when designing the class was to let them sneak into a
keep, but become visible once the Relic was picked up - so they could be able to
do reconnaisance, or take advantage of a chaotic situation by sneaking in the
keep in the middle of a fight, grabbing the relic, and running. They were not
intended to be able to steal Relics on their own. So, in light of this, we have
made the following two changes: (1.44)
Whenever a stealthed
character picks up a Relic, they will become visible. (1.44)
You
can no longer go into stealth mode when you are carrying a Relic.
(1.44)
NEW THINGS AND BUG FIXES
Falling damage has been enabled. Damaged is assessed based on the distance fallen, and is expressed as a percentage of a player's total hit points. In general, you'll only experience this when you jump off of a wall, building, tower, dungeon pit, steep hill or mountain, etc. If you're at full hits, you will never take enough damage to kill you from one fall (99% maximum). However, if you've been hit by a monster or player, a subsequent fall may kill you. When descending steep terrain, some extra care will be needed, especially when under the effect of speed-enhancing magic. Remember to use the Walk key (defaults to F) to help you safely navigate steep mountains and hills. (1.38)
Thief classes get a new ability called Safe Fall as part of their Stealth
specialization track. They receive one level of Safe Fall per 10 levels of
Stealth. Each level of safe fall lessens the damage from a fall and increases
the minimum "no damage" height they can fall from. The highest levels of Safe
Fall allow the thief to jump from a keep wall and take very little damage.
(1.38)
There was a problem with the Critical Shot skill for Archer
characters from Midgard and Hibernia only who were Realm Rank 2. Under those
circumstances, their critical shots did only normal damage. This has been fixed.
(1.38)
Fixed a bug where a siege equipment could sometimes cause
damage to members of the realm that built it. We also corrected a display
problem with siege equipment where the recipes displayed incorrectly.
(1.38)
You can now jump normally in cities (some city spots would
keep you from jumping). (1.38)
Players with low frame rates will
no longer fall through the city after they jump. (1.38)
Players
would sometimes not be able to see other players in the city - this has been
fixed. (1.38)
We've fixed the bug where high level players (35+)
would sometimes not be granted higher level combat styles and spell abilities.
Older characters are converted as they enter the game to gain these abilities
and newer characters should get them normally. (1.38)
We fixed an
issue where relics would respawn in a state where they were not carryable.
(1.38)
The percent chance to hit with your second weapon when dual
wielding has been increased (thus increasing the aggregate DPS for dual
wielders). Likewise, the damages for left axe have been increased.
(1.38)
There was a bug where you could manipulate the salvage
system to duplicate items. This was relatively unknown - but it has been
fixed. (1.38)
The Camelot client now properly synchronizes with the server when a player
enters the game. Now, your character will not be "in" the game until you are
able to control it. Previously, your character would be in the game for upwards
of 15 seconds before you could actually control it. This led to your character
being slaughtered by monsters before you could do anything about it. We had
introduced a temporary workaround, where your character gained 20 seconds of
immunity when it first entered the game. This immunity has been removed, so from
now on, beware when you enter the game - your character is now immediately "fair
game" for any monsters or enemy PCs that are in the area.
(1.39)
The last patch had a change to Hibernian Piercing combat
styles - Sidewinder was changed to require an opening style that itself had a
block opening. This had the large unintended consequence that many classes (who
didn't use shields) could no longer use these styles. So, we're changing it back
to the way it was before. Sidwinder now requires as its opening Black Widow. We
apologize for the confusion. (1.39)
We think we've finally nailed
down the last bug that was preventing high level characters from getting combat
styles. You should now see all your styles when you log in.
(1.39)
You'll now see arrows fly through the air when an archer
fires at a target. When the arrow hits the target, the arrow sticks in the
target for a couple of seconds letting the target know the rough direction from
which the arrow was fired. (1.39)
Players can now climb ladders.
To climb a ladder run up to it and continue holding down the move forward key.
You'll climb up the ladder. To climb down the ladder, use the move backward key.
If you are on a wall and wish to climb a ladder, move backwards and fall off of
the wall onto the ladder - you'll stick to it and can climb up and down.
(1.39)
Monsters now respect doors so that if a door is closed (but
not locked) the monster will open the door before going through. If a door is
locked (i.e. at a frontier or relic keep), the monster will not come through at
all. (1.39)
You now get a dialog box for confirmation when you
give weapon or armor to a guard. (1.39)
If you have no chance to
repair an items, you now get a message telling you just that - previously you
would just get a message telling you that you failed, but no mention that you
had no chance of making it. (1.39)
Previously, you could not be
interrupted while shooting a bow after you draw the bow but are just "waiting to
fire". Now you have a chance of getting interrupted while waiting to fire as
well as when you are drawing the bow. (1.39)
If you are mesmerized
in the middle of a spell cast, you no longer complete your spell when the mez
wears off. You now have to recast your spell. (1.39)
You can now
simply type "/who 30 40" to find players of certain levels. Previously you had
to type "/who level 30 40" to find the same information.
(1.39)
You can no longer inadvertently downgrade an object by
using the "upgrade" command and specifying a lower level than the object's
current level. (1.39)
You can no longer salvage an item for 0
money. (1.39)
The position of the tradeskill timer should save now
when you exit the game. (1.39)
Mercenaries and Blademasters now
get Dual Wield/Celtic Dual at 5th level and Short bows at 10th. Previously, they
got shortbows at 5th and Dual Wield at 10th - however, since Dual Wield is a
defining skill of their class, the two skills have been swapped. Please note
that existing Mercenaries and Blademasters between 5th and 10th level will be
given Dual Wield, but will retain shortbows. This change is the first of a
couple of additions that we will be giving to the Mercenaries and Blademasters
over the next few versions. (1.39)
Mercenaries now have the option
of receiving a piercing weapons at 5th level upon joining the Guild of Shadows.
(1.39)
When a Berzerker or Shadowblade uses the Left Axe skill,
the axe in his left hand should now properly check his Left Axe specialization
rather than the specialization of the weapon itself (generally Axe) when
determining damage. (1.39)
When an Assassin class (i.e.
Infiltrator, Shadowblade, Nightshade) attacks from a hidden position (i.e. when
doing a critical strike backstab), the attack cannot be parried, evaded, blocked
or bladeturned. Please note that the attacker can simply miss, however, which
leaves a bladeturn active. (1.39)
There was a bug in the Critical
Strike combat style Leaper - it only allowed players to perform it after a
parry. Since none of the Assassin characters get parry as a skill, then Leaper
could never be performed. This has been fixed by changing some of the Critical
Strike Styles: Leaper has been changed to work off a successful Hamstring. Rib
Separation now works off a successful Leaper, and Ripper now works off a
successful Rib Separation. This makes a powerful 4-style chain.
(1.39)
There was a bug in Midgard left-Axe wielding which
permitted Berserkers and Shadowblades to put a 2-handed axe in their left hand.
This has been fixed. You can no longer do this. (1.39)
Some errors
in collision detection around the edges of boundary walls near frontier keeps
have been fixed. These errors were allowing players of other realms to "slip"
past the frontier keeps. (1.39)
When a player trains, he'll be
granted all combat styles from previous levels which he may not have been
awarded due to skill limitations (parry, evade, etc). This means that if you
don't have a skill (such as parry) when you are eligible to receive a combat
style that requires it, you will not be awarded it. However, as soon as you gain
that skill, you can go back to your trainer, right click on him, and you will be
awarded those styles you are now eligible for. (1.39)
The
troglodyte model has been updated and enhanced with a new skin and corrected
model. (1.39)
Crafted Cloth Caps in Albion should now be sellable.
(1.39)
Assassin classes can now receive the Climb ability, which lets the scale keep
walls. You use this ability to infilrate into keeps before your Realm has broken
down its doors. You will get Climb at your 25th train in the Stealth
specialization. Once you have the Climb ability, you must walk around each keep
until you find an area suitable to climb (there are a few per relic and frontier
keep), and once you find the area, you may climb it as if it were a ladder.
(1.41)
Berserkers now change into a Bear-Person (i.e. a Vendo)
when they go into their Berserker Frenzy. The Frenzy ability itself has not
changed - we've simply added shapechanging to it. You will continue to hold your
weapons, but you will not see your armor (although you are still wearing it).
Please note that there is only one bear-person form - male and female berserkers
will shapeshift into the same creature. (1.41)
Hibernian Heroes
have receieved a new ability - "Spirit of the Hunt". Whenever this ability is
used, the Hero will shapeshift into a fearsome stag-headed Huntsman from Celtic
Lore, and will receive bonus hit points. There are four different levels of of
this ability: Initiate(15th level), Member(25th level), Leader(35th level), and
Master(45th level). While in this form, the hero has increased hit points - +20%
for the 15th level ability up to +50% for the 45th level ability. The ability
lasts for thirty seconds - at the end of this time, the hero's maximum hits will
return to normal, but he keeps any hit point gain from the ability in his
current hits. The ability can be used once every 30 minutes played. Please note
that there is only one Huntsman creature - male and female Heroes will both
shapeshift into the same creature. (1.41)
Mercenaries get a new
ability called "Dirty Tricks". This essentially throws a puff of dirt into their
enemy's eyes (use while enemy is targeted). The effect lasts for 30 seconds and
while the monster is under the ability's influence, they will miss you 25% more
often and when they missed their fumble rate is 50% more often than their base
fumble rate. This ability operates as a shout-type spell, so it has a chance to
be resisted by higher-level players and monsters. You can use it once every half
hour. In a related event, monsters now have a chance to fumble while this effect
is on them (Monsters didn't fumble in previous versions at all).
(1.42)
Blademasters get a new ability called "Triple Wield" where
they summon a magical sword that adds damage to their attacks. This sword will
enable you to do 50% more damage (i.e. via a Damage Add spell) for 30 seconds
(assuming you hit your target, of course). This ability also can be used once
every 30 minutes. (1.42)
Graphical weapon effects are in the game now, so you'll see flaming swords,
ice swords, etc. Please note that your current weapon *may* have an effect on
it, as we chose to imbue many of the 43-and-higher weapons with effects. We will
be adding graphically-enhanced weapons on an on-going basis.
(1.42)
A bunch of new monster skins have been added into the game,
and a few new models. See the world notes for updates to the monster population.
(1.42)
We fixed a guild chat bug - now, when you quit a guild, you
will no longer receive guild chat messages from it. (1.42)
A bug
where following monsters got separated from their leader that caused them to
warp erratically has been fixed. (1.42)
Monsters following leaders
will no longer stop and face you when you interact with them.
(1.42)
Guild Realm points will now be tracked much more
effectively. Your Guild should no longer "lose" guild realm points randomly.
(1.42)
When you are stealthed, and are attacked, you will now come
out of hiding for everyone. Previously under certain circumstances, you'd be
visible to some character in the area, but not others. (1.42)
You
can no longer upgrade keep doors unless you have the proper amount of wood.
(1.42)
Keep door material types (i.e. level of wood) will now be
saved when a server reboots. (1.42)
Destroying a keep door will
now reset it down to the lowest level of wood - you'll then have to upgrade it
from there. (1.42)
Critical failures in weapon crafting will now
cost less materials - you'll lose less when you fail. (1.42)
You
can no longer cast instant-cast spells (i.e. shouts) when you are mesmerized.
(1.42)
In Player vs. Player situations, all "sleep" type spells
(mesmerize, stun, root) now can be cast only once per minute per target. This
should alleviate some player concerns about being "chain-stunned". You can still
cast the spell as normal, however, it will have no effect on a player if he has
had that same effect on him in the previous minute. Please note that this change
effects only PvP combat - other players and realm-flagged monsters (i.e.
guards). Sleep spells cast at normal monsters will act the way they always have.
(1.42)
Leaders of guard patrols can no longer be "directed" around
by players. (1.42)
Bounty Points and Bounty Stores are now in. See
the section on Bounty Points and Stores below. (1.42)
Ground targeting mode no longer causes your figure to "run in place".
(1.44)
When using /STUCK or falling through a city, you'll now
return to a safe spot in the city instead of your bindpoint.
(1.44)
We have converted all your existing Realm Points into
Bounty Points. (1.44)
Pet buffs are now shown in the Pet control
window. (1.44)
Fixed a crash bug dealing with nocking arrows. This
bug would cause players in view of the archer to crash.
(1.44)
Fixed a rare client crash bug that happened when players
were interacting with interface dialog boxes. (1.44)
Fixed a bug
where if a player went linkdead while zoning when carrying the relic, the relic
would respawn at the shrine. It now respawns in the portal keep (last known
position before the player zoned). (1.44)
In the next step of
modifying our buffing system, you'll now notice that your stat-buffing items
have much more effect than they did before - 50% more. So, if you had a +10
strength buffing item, it will now be (automatically) a +15 strength item. You
can see the new buff amounts on your items by right-clicking on them and
pressing shift-I (by default, if shift-I doesn't work type /keyboard and scroll
down to "Information" to see where you have it hotkeyed) for information.
(1.44)
Debuff spells are now very effective against enemy buffs.
You'll now notice that debuff spells can "take down" an enemy buff quite well.
Debuff spells are still effective against non-buffed enemies, but are stronger
against buffed ones. (1.44)
We fixed a bug where parrying against
another player in PvP would work inconsistently. You'll now notice that you
parry much more reliably when fighting other players. (1.44)
When
a pet in a group kills a monster, anyone in the group can now pick up the
treasure. Previously, there was a bug that only the master of the pet could pick
up the loot. (1.44)
Bardic/Minstrel instruments now have stat and
skill bonuses just like other objects. They also now have condition/durability
like other objects, and will degrade with use. We have set all existing
instruments (i.e. the ones your character is now using)to max condition - but
they will start degrading from there. (1.44)
New monster pathing
data has been integrated that keeps pets from walking through closed keep doors.
(1.44)
A bug where dialog boxes (system messages, group invites,
etc.) were not being displayed to characters who were moving has been fixed. The
dialog now displays correct no matter if the character is moving or standing
still. (1.44)
You should no longer be able to squirm through a
boundary wall (it does a double collision check). (1.44)
Names for
stag form Heroes is now displayed at a proper height - it no longer intersects
with the model's head and antlers. (1.44)
You can now get extra
information about combat styles by right clicking on them and hitting shift-i
(by default) to view information. This works much the same way that it does for
spells - you'll see extended information about the style, including when you can
perform the style, and what effects (if any) it has. It also lists the specific
style required as an opening move, if one is required. (1.44)
The
bug where players could fire spells and arrows through doors has been fixed.
(1.44)
The bug where players could cast certain spell (such as
buffs and ressurections) through walls has been fixed. (1.44)
Dual
wield and Celtic dual wield percentages have been increased slightly. Lower
level (pre-20th) dual-wielding classes won't notice much difference, but up at
the higher levels, you'll notice that you attack more often with both weapons.
(1.44)
Fletchers can now repair bows.
(1.44)
Weaponcrafters can now repair shields.
(1.44)
Salvaging Natural Material items will now return correct
type of material. (1.44)
Pets will no longer attack doors
continously after they are released. (1.44)
Assassin-type classes
(Infiltrators, Shadowblades, Nightshades) were being awarded level 1 of Safe
Fall twice instead of Level 2, when they qualified for level 2. This has been
fixed, and if your character has enough specialization to warrant level 2 in
Safe Fall, they will have it when you log in. (1.44)
Dexterity now
modifies a spellcaster's casting time. Your casting speed can be modified up to
25% faster for a character that is max-buffed and has a high dexterity.
(1.44)
We removed range restriction from pets in Defend mode. Now
they can go after archers autonomously. (1.44)
Pulsing group based
spells now work for solo casters and their pets. Previously, they only worked if
the caster was in a group. (1.44)
Pets may now be commanded to
attack doors and objects. (1.44)
In Defend mode, Pets will no
longer go into combat mode against attackers unless that attacker does damage
(meaning the pet will no longer attack on a miss/bladeturn).
(1.44)
When a member of your group goes linkdead - they'll change
to a different color and their name will be surrounded by *'s.
(1.44)
You can now map a new "strafe toggle" key - hold this with
turn left/right to strafe left/right. (1.44)
When chatting, you
can now use SHIFT-HOME and SHIFT-END to move the cursor to the front or back of
the chat line. (1.44)
You can now see larger monsters from farther
away. (1.44)
Right clicking on an empty slot in the backpack no
longer shows a question mark. (1.44)
You no longer have to hit the
tilde key (camera toggle) to recenter the camera with the camera recenter key.
(1.44)
When you shift-rightclick to get rid of a concentration
buff, you'll no longer quick view the spell. (1.44)
When you die
and release, your camera recenters behind your character in third person view.
(1.44)
Spell effects cast on your player can now have extended
information displayed with the SHIFT-I key. Right click on the effect to
quickview it then hit SHIFT-I to get more information. (1.44)
The
tradeskill timer window now remembers alpha and position settings.
(1.44)
The middle mouse button is now mappable in the keyboard
configuration screen. (1.44)
The quest accept/decline window will
now properly go away if you move too far away from the NPC who gave you the
quest. (1.44)
Treasure in dungeons should no longer fall through
the floor. (1.44)
New setting added to monsters to make them light
up at night, if they are configured to do so. (1.44)
The
CONTROL-ENTER key no longer allows you to print text in your system chat window.
(1.44)
Stats are now "clamped" at 300 (i.e. 300 is the most that any one stat can be
buffed) as far as the underlying buff effect is concerned. Previously, the clamp
was at 250, so now you can get an extra 50 points added to a stat when it is
buffed. Please note that this change is different from the one tested on
Pendragon, which was determined not to be as good for the game as intended.
(1.45)
The experience point death penalty was too high for those
players in the mid to high 30's level range. We have scaled back the number of
experience points you lose on death in those level ranges.
(1.45)
In response to player demand, you can now turn spell
effects off if you wish to increase your frame rate in situations where there
are lots of spells being cast. You can now toggle spell effects to all/none/self
only with the /EFFECTS NONE, /EFFECTS ALL, /EFFECTS SELF toggles. With /effects
self turned on, you see your own spell effects, but not those of other casters.
(1.45)
The Detect Hidden ability was changed to increase the range
at which Nightshades, Shadowblades, and Infiltrators (the only classes that
receive Detect Hidden) can detect other hidden players. (1.45)
In
our buff system overhaul of last version, we introduced a bug that we must take
steps to fix. The effect of Quickness buffs increased overall player damage per
second far more than same-level strength and dexterity buffs (thus removing the
need to have strength and dexterity buffs in some cases). So, we've reduced the
effectiveness of quickness buffs by 10-15% (depending on the level of the
spell). This change will affect all melee and archer characters who have
Quickness buffs cast on them. You will notice that you attack a little slower
now than you used to when your Quickness is buffed. (1.45)
We
found that Combat Haste buffs are far too effective - they lower player's attack
timers down to 1.5 seconds or less, in some cases. Their effectiveness has been
reduced, and it now abides by the overall 1.5 second attack timer clamp. This
change affects melee character who had Combat Haste buffs cast on them (although
not archers, who were not affected by Combat Haste buffs). Please note that we
have lessened the effect this change has on Friars by bumping up the
effectiveness of their self-haste buff to compensate. (1.45)
Fixed
the spell information (shift - I) function such that "damage type" only appears
for spells that actually do damage. (1.45)
Monster corpses will no
longer spin to face the killer. (1.45)
The /WHERE command (to make
a guard point towards an NPC) should now be more reliable.
(1.45)
When you target yourself, you'll always be yellow.
(1.45)
The appeal window will no longer disappear when moving (you
can now appeal while falling for instance). (1.45)
The Performance
Meter (SHIFT-P) has been fixed - previously it did not update correctly. Now you
can see network latency (lag), dropped packets, and frame rate performance.
(1.45)
You should no longer see a dead player perform his death
animation long after he died. This happened when you came within download
(visible) range of him while he was dead. (1.45)
Realm titles have
been added to other player's names in RVR warfare. For instance, instead of
seeing a "Briton Defender" you'll see a "Briton Dragonknight" if the other
player has a realm title. (1.45)
When zoning, if your client
crashed, you would re-enter at your bindpoint (a free teleport). This has been
fixed. (1.45)
The /FRIENDS command should now show your full
friends list correctly. (1.45)
Players whose framerates would drop
below 5 fps would run more slowly (and fail to catch up with the rest of their
group). This has been fixed. (1.45)
Dead people can no longer see
stealthed enemies. (1.45)
On a ladder (or when climbing), when you
hit the ground, you will now automatically detach from the ladder (or wall).
(1.45)
You now should go to the correct "safe spot" in the cities
when you fall through the city or type /STUCK. (1.45)
New sounds
now play when you change inventory items. (1.45)
You should now be
able to get information (shift-I) on an item that is in a player trade window
(i.e. when you are selling or trading items with other players).
(1.45)
Scouting monsters now have the Detect Hidden ability. If
you are higher level than they, then you still have a good chance of staying
hidden, but beware of scouting monsters that are higher level than you.
(1.45)
You can no longer "lock up" NPC archers who are defending
keeps. Previously, some players were exploiting a bug where when you had an
archer with 0 max velocity, you could engage him from a distance then back out
of his arrow range where he could not be attacked. The NPC archer would remain
"locked up" and would not attack anyone else. This has been fixed - the NPC
archer will now pick a different target within range if he can't reach his
original target. (1.45)
Fixed a collision problem where people
could warp through doors and walls. (1.45)
You can now click on
open doors to select them. (1.45)
fixed upgrading of doors to
level 9 and 10 for free. You now have to have the requisite number of materials
to upgrade to these levels. (1.45)
The minimum attack timer has
been reduced, so you should see quickness buffs have more positive effect on
your attack timer than they used to - i.e. you should now see yourself attacking
more quickly. Previously, it was too easy to hit the minimum attack timer when
quickness was buffed, this reducing the effectiveness of these buffs.
(1.45)
You now have to use a "use item" key when using a charged
item's special magical ability. In order to use these charged items, you must
have first dragged the magical item's icon to your quick bar. Then, to fire it,
press the use item key, and then within 1 second, press the quick bar number of
the item. Please note that there is currently no way to use the mouse to use
these items. (1.45)
Troll males had one hair combination that
referenced a bad art file that resulted in their "hair" not having a texture.
This has been fixed. (1.45)
We slightly increased the damage of
some of the non-backstab styles in the Assassin's critical strikes combat style
line. (1.45)
Relic Keep doors now set to Wood (material type) 10 instead of Wood 1. This
means that they never need to be upgraded, since Relic Keeps can never be taken
over by an enemy team. (1.45)
Graphics Update:
(1.45)
- Several new monster models have been provided by our
wonderful art team. Here is a list of some of the creatures that are sporting a
new look.
ALBION
manes demon
grumoz demon
Fielath
wind
mephit
impling
gwr-drwgiaid
fiery fiend
Ash
afanc hatchling
faerie mischief-maker
faerie wolf-crier
faerie bellwether
Lady
Leanna
Ellyll windchaser
mist sprite
pixie
pixie scout
pixie
imp
Pixie Queen
MIDGARD
flaming raukomaz
Lord Fire
wind
sprite
Swift
mora rider
mora dancer
HIBERNIA
cruiach
demon
Idol of Crom Cruiach
cruach imp
Spifnar
deamhan aeir
Aoife
mountain mephit
tunnel imp
Scratch
bocaidhe
bocaide
Yrial
orchard nipper
ARCHER CHANGES
BOUNTY POINTS AND STORES
Albion Stores (1.42)
ART NOTES
WORLD NOTES
Hibernia Faction:
Horse Routes:
Quests
Albion Quests / NPCs:
Quests: Legend of the Lake & Hands of Fate. Players were receiving a
fully functional Ebony Collar of the Dead when slaying the Shaman Aslis. It was
intended that this object be a non-functional intermediary item up till the 30th
level Hands of Fate epic. At that time players were to hand this temporary item
to Loremaster Alain and receive the fully functional collar. This update will
brings the Legend of the Lake epic back in line with the above.
(1.38)
Quest: Guild preparation. Problem existed where an Acolyte could
complete step one and not gain any response from their trainer when returning to
complete this quest. This has now been resolved. (1.38)
Quest: Rebellion
Accepted. The Arawnite assassin is now more tolerant of group members trading
agro. Should the assassin be drawn off the quest player, it will attempt to
re-agro before running to attack Sir Rhodri. (1.38)
Quest: The Captured
Courier. Cilydd Difwych was speaking to everyone. He insisted everyone had
failed the Bandit Camp Quest! We have now set him straight. (1.38)
Quest:
Entry into Tomorrow. Captain Dillon was misleading players into thinking Frund
and Agisthil were located in the northern black mountains. He will now correctly
point players to the southern black mountains. (1.38)
All level 40 section of the epics have been added to Albion. See your trainer
for information. (1.39)
A merchant selling crossbow bolts has
taken up shop in Fortress Sauvage, hoping to capitalize on the war.
(1.39)
Quest: Oaken Boots. The Oaken Knight will now spawn with greater frequency.
(1.39)
Quest: Hidden Insurrection: A left-hand sword for Mercenaries has been added
to the list of rewards for this quest. Mercenaries who have completed this quest
can return to Captain Rhodri at the Snowdonia border keep to obtain a one time
swap of their quest item. (1.41)
Quest: Departed Fellowship: A
two-handed crushing weapon, and two-handed thrusting weapon for Paladins has
been added to the list of rewards for this quest. Paladins who chose the
Greatsword of Eternal Virtue can visit their trainers in Camelot to obtain a one
time swap of their quest item. (1.41)
Quest: Craft of Retribution:
A two-handed crushing weapon, two-handed thrusting weapon, crushing polearm, and
thrusting polearm for Armsmen has been added to the list of reward for this
quest. Armsmen who chose the Great Axe of Retribution or the Bardiche of
Retribution can visit Captain Leri at the Snowdonia border keep to obtain a one
time swap of their quest item. (1.41)
Quest: Bedelia's Grief:
Players who were stuck at step 1 or 2 of this quest can now turn in Barnett's
portrait as indicated in their journal to proceed. (1.41)
Quest:
The Walelden's Pendant: Fixed a keyword issue when players were interacting with
Fianya. Please NOTE that players on this quest will now be dealing strictly with
Eiddin. (1.41)
Runthal Devyn, the imposter fletching master that would not let you join the
trade order has been removed from Camelot City by the city guard. Acey Dalston
is the only fletching master authorized to admit new members.
(1.45)
Quest: Amulet of the Planes: More detail regarding Borwyr's spawn time has
been added to the journal. (1.45)
Quest: Legione perso: Players on
this quest should now be able to continue normally when fighting Lunaris primus
pilus. Pets will no longer cause players difficulty when attempting to complete
this quest. (1.45)
Quest: The Captured Courier: Dunsten can now be
re-spawned killing Elithralia Nodith. Dunsten should also remain in place longer
so that players can turn their items into him.
(1.45)
Hibernia Quests / NPCs:
The Level 40 Hibernian epics are in. See the trainers in Tir na Nog for
details. (1.39)
A level nine quest for Hibernia is in. See your
local filidh for more information. (1.39)
Quest: Alastriona's Chest. Nightshades, Rangers, Heroes and Casters who have
completed the Alastriona's Chest quest can turn in their Reinforced Skinner's
Gloves to Alastriona for a new set of gloves usable by their class. Players must
have completed the quest, and must turn in the old pair of gloves before
receiving the new pair. Players that complete the quest will get
level-appropriate gloves. (1.40)
Quest: Sile’s Sight: Heroes can
now do the Sile's Sight Quest. (1.41)
Quest: The Feud: Casters who
completed "The Feud" quest can turn in their staff to Lasrina for a
class-specific staff. Non-casters who completed "The Feud" can turn their staff
in for coin. (1.41)
Quest: The Lost Townsfolk of Bran Llyr: Heroes
that have completed the level 40 portion of their guild track and chose a shield
can turn in their medium shield to Kimba in exchange for a large shield.
(1.41)
Two new Hibernian quests have been added. Players should speak to their local
wandering Filidh's for more details. (1.44)
Lusmorebane and Driss
no longer have one-time drops - they now have quests associated with them.
(1.44)
Quest - Criofan's Fish: Casters that finished Criofan's Fish can turn in the
leather boots to Criofan, in Connla, for a set of cloth boots. Nightshades and
Rangers can now do the quest. (1.45)
Midgard Quests / NPCs:
The merchant who sells leather, metal, and wood is back in Gna Faste. He was
unintentionally removed when the vault keeper Idonna was added to the area.
(1.38)
Midgard guards will no longer salute members of opposing
realms. (1.38)
Quest: Red Daggers. Midgard Warriors who've completed the Red Dagger
quest, or who are currently on the quest, and received the Stormrider's Hauberk,
the level 25 Thane reward, can turn in the hauberk for the correct warrior
reward, a set of War Ravager Gauntlets. Players should turn the Thane item in to
the Gythja of Bragi, in Jordheim (1.37)
Quest: Sveawolf Guardian.
The Sveawolf Guardian quest now has better directions in the quest journal. The
Elder sveawolf now gives more specific directions for dealing with the other
creatures involved. Also, the Barkeeps will now tell you which town they are
referring to in their rumors about this quest. (1.37)
Quest:
Krrrck's Torment. Krrrck in Krrrck's Torment should be easier to find in Skona
Ravine. The directions in the quest and in the journal have been given more
detail, and Krrrck will spawn more. (1.37)
Quest: Furf's Reward
Quest: Zrit-Zrit
Quest: Sulphine's Demise
The directions to and
Zrit-zrit in Skona and Sulphine have been made a little clearer. Furf will also
spawn more frequently in Skona. (1.37)
Quest: Simple Misgivings.
In Simple Misgivings, Hilde in Haggerfel now asks for forge plans instead of
blueprints to match the object you receive from the monster.
(1.37)
Quest: Tomte Jerkin. The Tomte Jerkin quest will now be
offered at the appropriate level and only classes able to use the Jerkin will be
given the quest. An item for casters will be added soon.
(1.37)
Quest: Price of Excellence. Players on the Price of
Excellence quest should now see their talisman 'glow' when they are near the
correct monster. They should also now be able to complete the quest by killing
Ulfgar. (1.37)
Quest: Wisdom of Time. Players working on the
Wisdom of Time epic (shaman, healer) who did not receive a subquest (The Rod and
the Scholars, Visions of Darkness, Decoding the Map, Gashir) should return to
Inaksha in Haggerfel to receive the quest they need. (1.37)
Quest:
Silent Death. Players who chose an axe as their reward for Silent Death but were
not able to receive the axe should return to Eindridi the smith in Fort Atla.
Right-click on him to receive your reward. (1.37)
Quest: Widower's
Hunt. Widower's Hunt - Players who were killed by the Widower and are on step 7
should return to Yver in Haggerfel to be able to fight Widower again.
(1.37)
Quest: Silent Death: The level of the Silent Death quest
has been lowered to 22 to match the level of the monster. The quest level was
set too high, making the rewards too low. (1.37)
Update on Silent
Death: Due to a bug with the Silent Death quest, players that chose a two-handed
axe instead of a one-handed axe may now return to Eindridi in Fort Atla and
exchange their axe. (1.37)
Quest: Hunting Party: Bork of Huginfell
now actually gives out money he mentions for the Hunting Party quest.
(1.37)
Quest: Aegan's Letter to Helen: The journal entry for
Aegan's Letter to Helen now reminds you where Helen lives.
(1.37)
Quest: Tric's Lost List: The directions to Gib for Tric's
Lost List given by Tric have been added to the quest journal.
(1.37)
Quest: Grenlock Clan: The NPC's associated with the
Grenlock Clan epic (for spiritmasters and runemasters) have undergone a slight
name change. The sons' last name is now Alfevson instead of Grenle to match
their father's last name. (1.37)
Dverge Faction fix - The
activities of the dverge in Muspelheim have roused the anger of the Lost Souls,
who have summoned new spirits to combat them. These new spirits can be hunted to
gain favor with the Dverge. (1.37)
Quest: Zrit-Zrit's Item quest:
Gautr in Gotar now correctly refers to Zrit-Zrit as a badger, not an offspring
of a bear. Gautr also gives a direction and a reference point in Skona Ravine to
help find Zrit-Zrit. Also, Zrit-Zrit is no longer quite so shy, so players
should be seeing him more often. (1.37)
Quest: Krrck's Torment:
The directions given out by Arnleif in Vasudheim for Krrck's location are now
included in the quest journal. (1.37)
Quest: Tomte Jerkin quest:
The quest is now available to all classes. A Tomte Tunic has been added for
runemasters and spiritmasters. Runemasters and Spiritmasters who have already
received a Jerkin can return to Gwaell in Audliten to exchange it for a Tomte
Tunic. The tunic has the same stats at the jerkin; the only difference is the
material. (1.37)
Quest Healer's Shield: Healer's Shield has been
renamed Protecting the Healer. There was some confusion with the name and the
reward. A bracer has been added for runemasters, spiritmasters, healers, and
shaman. If you cannot use the sword, return to Saydyn in Huginfell to swap out
your sword. (1.37)
Quest: Protecting the Healer:
Players who traded in their Nightsworn
sword to Saydyn and received a Healer's Defender and cannot use it should return
to Saydyn in Huginfell. Give
Saydyn the Healer's Defender and he will return
your Nightsworn sword. Also, Saydyn will no longer tell melee-classes they
cannot use the sword. (1.38)
Quest: Price of Excellence:
Players who did the quest prior to the level of the quest being raised may
return to the drunken dwarf in Jordheim to upgrade their hammer by completing a
small quest. Players will have to turn in Ulfgar's Hammer to get the quest for
the new hammer. (1.38)
Quest: The Red Dagger: Players no longer
need to say 'Thane's Blood' to Lynnleigh on the island when they are on step 11
on The Red Dagger quest. Simply right-clicking on her at the appropriate level
will continue the quest. (1.38)
Quest: Ghastly Axe: The Ghastly
Sword one time drop is now called the Ghastly Axe one time drop to match the
item given. (1.38)
Quest: Big Paw: Players will now actually
receive the Big Paw quest from Finna in Fort Atla. (1.38)
Quest:
The Price of Excellence: The level of the quest The Price of Excellence has been
raised. The named monster involved in the quest has also been raised in level,
as well as the reward. Players currently on the quest may need to wait a level
or two to complete the quest successfully, but they will receive the reward
based on the new level. (1.38)
Quest: Paranoid Guard: The Paranoid
Guard quest will now give players an accept/decline box when they speak to Angor
Crusher in West Svealand. (1.38)
Quest: Foolish Dancers: The
unquenched maul that is part of the Foolish Dancers quest has been changed to a
generic quest item. It was never meant to be an actual, wieldable weapon.
Players should complete the Foolish Dancers quest to receive the actual Ashen
Maul. (1.38)
Quest: Traveler's Way: Spiritmasters can now receive
their level 7 quest from either trainer in Jordheim. (1.38)
Quest:
Zrit-Zrit's Item: - Gautr no longer asks you to come back to him after you kill
Zrit-zrit. (1.38)
All level 40 epics have been added to Midgard. See your trainer for
information. (1.39)
Quest Big Paw: Players on the Big Paw quest
will now receive the item when they kill Big Paw in Skona Ravine.
(1.39)
Quest Monsterous Beast: Players who accidently close their
dialog box can now resume talking with Vik in the Vale of Mularn.
(1.39)
Quest Viking Trainers: Players who accidently close their
dialog box can now resume talking with Saeunn in Vasudheim.
(1.39)
Quest Copious Striders: The class restrictions have been
removed so anyone may do the quest. (1.39)
Quest: Price of
Excellence and Quest: Ulfgar's Hammer: There was a bug that allowed players to
get the Price of Excellence quest a second time when they went to upgrade their
hammer. Players do not need to redo the entire Price of Excellence quest again
to get the new hammer (just the Ulfgar's Hammer quest). If you received the
Price of Excellence quest the second time, you must return to the drunken dwarf
to remove it from your quest list. You will not get a hammer if both the Price
of Excellence and Ulfgar's Hammer are pending. (1.39)
Quest
Mucking through the Ick: PENDRAGON ONLY This quest is not working at the moment.
Players with this quest in their pending list should not attempt to finish it
yet. We will notify you when the quest is ready to go.
(1.39)
Quest Widower's Hunt: Yver now sends you to talk to his
brother Yric in Myrkwood. Yric will be not despawn after you are finished
talking to him, making it possible for more than one player to complete the
quest. Yver's talk and accompanying journal entries have been changed to reflect
this. (1.39)
Quest Waking of the Fallen: Change journal entries so
players know to talk to Saydyn in Huginfell before going out to kill Broch.
(1.39)
Quest Fervent: Players on step 1 can seek out Wildtooth in
West Svealand and kill her to complete their quest. Players starting the quest
now have the option of choosing to follow the elder sveawolf to Wildtooth or
going on their own. Journal entries for this quest have been updated.
(1.39)
Quest A War of Old: Players who are on step 2 of A War of
Old and did not receive the Scout Argyle quest can return to Morlin Caan in
Jordheim and get it. Players on Step 4 of A War of Old and did not receive the
Lt. Salurn quest can return to Morlin Caan in Jordheim to get it.
(1.39)
Quest Grenlock Clan: Spiritmasters who received gloves they
cannot use can return to Anrid in Jordheim and exchange them for gloves they can
use. (1.39)
Quest: Taldos' Amulet. Taldos will no longer disappear when you turn in the
amulet to him, making it possible for more people to turn in objects to him. He
will continue disappear with the morning light. (1.40)
Quest:
Blessed Enchantments: The one handed axe is now usable in the left hand slot.
(1.40)
Quest: Silent Death. Players that completed Silent Death,
received a two handed axe, and turned it into Eindridi to get it repaired have
been receiving one handed axes in return. Players may now go to Bork in
Huginfell to exchange this one handed axe for their two handed one. All axe
exchanges for this quest have been moved to Bork. (1.40)
Quest:
The Three Sisters. Spiritmasters that received a staff with a focus of
runecarving may go to Anrid in Jordheim to exchange it for the correct staff.
(1.40)
Quest: The War Continues. The Shadowblade trainer Elin will
now tell players to seek out Morlin Caan in Jordheim rather than Inaksha.
(1.40)
Quest: The Red Dagger. The journal entries for The Red
Dagger are once again correct. (1.40)
Quest: Blessed Enchantments.
All ice giants are now dropping eyes for this quest. (1.40)
Quest – Brack - Rollo’s Story: Players are now instructed to return to their
trainer in Jordheim, not in Mularn and Haggerfel. Also, Hunters can now complete
the quest by speaking to Singrid in Jordheim. (1.41)
Quest –
Bowyer’s Draw: Players will now only need to right-click on Hakon in Huginfell
to complete the quest if your quest journal says ‘Talk to Hakon to see if he's
finish crafting the bow.’ (1.41)
Quest – Sveawolf Guardian: The
wounded sveawolf will now spawn neutral instead of aggressive.
(1.41)
Quest – Cape of the mother wolf: Shadowblades may now do
this quest. Speak to Sveck in East Svealand for details.
(1.41)
Quest – Rogue Trainer Quest: Hauk will now reward rogues
with experience in addition to money when they complete the Rogue Trainer quest.
(1.41)
Quest – Venture to Gotar: This quest will no longer give
out experience, only money. This quest was initially put in to compensate
players facing the dangers of travelling from Galplen to Fort Atla at low levels
(only vikings and seers that started in Galplen got this quest). With the
addition of horses, traveling is safer and we felt it was no longer necessary to
reward experience for this quest. Players will still receive 5 silver to
compensate them for the cost of a horse ride. (1.41)
Quest – Hole
of the Dead: Dwarves who have lost or dropped their house gift will now be able
to get a new one (ONLY ONE!) from Frimeth in Vasudheim. Return to him and he
will give you a new one, provided you have not killed any dwarf bone skeletons.
Dwarves just starting the quest will be asked if they need a new house gift.
Please do not lose the gift Frimeth gives you, because he will only give you
one. (1.41)
Quest – Spat the Cat: Players that killed Spat, didn’t
receive the object, and were stepped to a blank step will now see a journal
entry for that step. Kill Spat again and you will receive the object and be
placed on the correct step. Players already on step 3 will now receive the
object from Spat when they kill him. (1.41)
Quest Wisdom of Time: Inaksha will no longer skip over her entire talk when
you first speak with her. (1.44)
Quest: Spat the Cat: Players can
now continue speaking with Vik if they are on steps 1 or 2 and lost their dialog
box. (1.44)
Quest – The Red Daggers: Players now have a reminder in their quest journal
to turn in the scroll of seithkona to the Gythja of Bragi. Players that do not
turn it in will now automatically have it deleted from their inventory when they
complete that section of the guild track quest. Players that have it stored in
their bank may DELETE IT! (1.45)
Quest – Widower’s Hunt: Healers
have been added to the list of classes able to do this quest.
(1.45)
Ick and Piercer now have quests associated with them. Speak
to the Barkeeps for details. (1.45)
The Mischief Maker’s Axe now
procs correctly. (1.45)
Quest Additions
Monster Encounter Updates:
The cluricauns in Connacht have been having so much fun in their newly
claimed homes that they have invited their kin to join the party. One old
adventurer said, "They be bouncin' all over the place and dancing so fast it
made me eyes spin. They asked me ta join 'em but I know better 'n to put on thar
dancin' shoes!" (1.38)
A group of giant men in robes were seen
gathering around a circle of stones in northern Connacht. No one yet knows why
they are there. (1.38)
The druids have further classified a group
of small spectres as bantam spectres. A new group of these bantam spectres were
sighted in Connacht around a trio of standing stones. (1.38)
Large
walking rocks have been sited in the western reaches of Connacht.
(1.38)
Another group of rock sheeries have settled into a shallow
vale of stones in the Cliffs of Moher region. An extremely large sheerie, called
a sheerie summoner, was also sighted there. It was reported that this sheerie
summoner began calling forth creatures of giant molten rock. No other
information is available. (1.38)
The Connla town council has found
a poison that was contaminating their water, causing the beach rats to become
aggressive. After purifying the water source, the council has announced that the
rats have returned to their normal docile nature. (1.38)
The
southern half of the Cliffs of Moher have seen an influx in activity, both human
and non-human. Local scholars theorize that this influx will continue.
(1.38)
A small group of moheran distorters were seen with large
creatures. The ranger who reported them referred to them as "moheran beasts."
(1.38)
A group of grovewoods have taken root in a small group of
trees in the southern portion of the Cliffs of Moher.
(1.38)
Another ranger reported that several standing stones near
the cliff face in Moher began glowing a few nights back. The ranger said that
when the glowing stopped, hideous creatures appeared but stayed within the
square stone formation. (1.38)
The cliff dweller population has
grown. They not only do they refuse to aid us in our fight against the invading
forces of Albion and Midgard, but they also attack any messengers or envoys we
send their way. (1.38)
Based on player feedback, we filled in some
blank spots in Lough Gur with some high 40's monster encounters.
(1.38)
Rangers have reported an increase in Siabra activity near the center of the
Bog of Cullen. The power of that area also seems to be growing, not just with
the Siabra, but with all the creatures found there. The guardians seem harder,
more disciplined; the archmagi seem stronger; and the raven wraiths and
cronicorns seem even nastier than they already were. The one good side of this
is that the banshees seem to shriek a little less often than they once did.
(1.39)
A nightshade who snuck into the Coruscating mines reports an
increase of the number of sentries. He also mentioned other guards, slightly
larger than the sentries who patrolled the lode room. (1.39)
Princess
Brigit of Tir na Nog has dispatched Sentinel Champions and their Noble Steeds to
help protect Innis Carthaig. They should be able to protect the city from any
Siabra invasions. (1.39)
In Silvermine mountains, Chieftain Dergal
and his followers have decided to stop concealing themselves in trees before
attacking. (1.39)
Miner Cucugar and his sheevra friends are also
no longer hiding in trees in silvermine. (1.40)
The Valley of
Silvermine has seen some changes, including additional camps of daemhons and
spectres. (1.40)
The new Sentinel Champions in Innis Carthaig have
made the Unseelie Envoy rather nervous. As a result, the Envoy and his escorts
have chosen to take a more concealed route that makes a wide berth around the
village. (1.40)
A bug was found with the path of the Unseelie Envoy and his escort. His
escorts and stallions should no longer decide that the trip to the Bog is not
worth their time and cross through Innis to return home. This group may now also
show up during the day or night (previously, he only came out in the day).
(1.41)
The cliff dwellers were previously seen gathering on the
shores of Moher in a massive packs to witness a spectacle that seemed to baffled
outsiders. Apparently, the spectacle has passed, and they will now continue
along their daily routine. (1.41)
The giant ants found in various areas of Hibernia have lost their bright red
luster. (1.42)
The giant lusus, an abomination of nature, was
reported as looking even more bizarre than previous sightings.
(1.42)
The Cursed Forest is undergoing an update to add more
encounters for higher level players. (1.42)
Beware of new denizens
stalking what once may have been safe areas. Changes to this zone are ongoing so
be on the lookout for new additions over the next couple of versions.
(1.42)
Cursed forest: Rangers are reporting that the Cursed Forest
is stirring with more creature activity than before. It is advised that you do
not explore the forest alone. Poachers have flocked to the area to take
advantage of the more fertile hunting grounds. Powerful and dangerous forest
scorpions have been spotted in certain areas as well. Fomorians have invaded the
southern region of the Cursed Forest. Also, undead have been appearing in the
northern expanses of the forest. (player levels 40-50) (1.42)
Albion Monster Encounters
The vigilis in the Catacombs has a slightly longer range on his bow.
Additionally, it will now run after those who confront him.
(1.37)
The Albion borderguards found in Snowdonia have declared their retirement.
They have been replaced with younger, less experienced guards.
(1.38)
The runners of Albion have been given orders to not engage
the enemy unless attacked first. (1.38)
Many moons ago, several
groups of Albion adventurers journeyed to the Pennine Mountains. Perhaps it was
the time they spent away from civilization or perhaps it was another reason, but
today, they consider themselves isolationists. They have shown open aggression
to those who approach their camps. (1.38)
An increase in the
frequency and quantity of creatures has been reported all across the Pennine
Mountains (1.38)
A wandering minstrel sings of his ventures in to Cornwall. He tells a story
of how the Cornish frogs and brown bears, both young and old, have changed, and
how more boogies haunt the area. The spirits of Romans long dead line the road
and around their villa. The minstrel sings of the muryans, the shape-shifting
small people of Cornwall who grow smaller with each change of their form until
at last the smallest form is reached and they remain as ants until the end of
their days. At the end of his song, the minstrel began to weep for the loss of
his lute, which saved his life by deflecting the blow of a Cornish giant.
(1.39)
New factions have been added for the fellwoods, boogies,
and grimwoods in the frontier of Albion. They have both allying and opposing
factions throughout the area. (1.39)
Lyonesse Additions: Warning
to all explorers! We've just received word from a reliable source the sunken,
dead land of Lyonesse has been stirring with supernatural activity. This source,
who has been keeping a close eye on the tainted land, went so far as to describe
creatures not previously documented. Among the creatures mentioned are pygmy
goblins, smaller than the goblins found in the Black Mountains region, but much
more savage, ruthless and have the tendency to swarm. Other creatures include
the moorlich, bone snappers--gigantic shelled monsters known for eating whole
men and their horses, the witherwood with their symbiotic woodeworms, and the
telamon (lesser, medial, and greater)--giant supernatural creatures that seem
bear the burden of guarding a road to some place lost long ago.
(1.39)
Lyonesse: The cathedral of old has become overtaken with followers of Lord
Arawn. Their thirst for death rivals that of the Arawnites. Travelers beware!
(1.40)
The small skeletal centurions in Cornwall have been
adjusted to act more appropriately for their level. (1.40)
Those
familiar with Camelot Hills may notice that a few things have changed. The
guardsmen don't seem too worried, though they did note an increase number of
some creatures such as boulderlings, wild sows, bandits, and dragon ants.
(1.40)
In the Salisbury Plains, Slythcur has been a busy mother,
and some of her newer spawn have migrated across the road to make more room for
themselves. (1.40)
The bandit camp in the hills behind West Downs
seems to be having an increase of activity of late. (1.40)
The
stone circles in the Salisbury Plains, frequented by pagan worshippers, have
also shown signs of increased activity. (1.40)
Skeletal Centurions
have taken command of the fallen roman tower on the banks of the Avon River.
(1.40)
Sir Merin recently captured and interrogated one of the
villainous tomb raiders that have been violating the burial mounds and barrows
in Salisbury. From that interrogation, we've learned that the tomb raiders have
become somewhat more organized. They seem to have also hired mercenaries from
outside their organization to aid them in their grave robbing activities. These
mercenaries apparently didn't come cheap and are considerably more seasoned than
most raiders we've seen to date. Sir Merin came to the conclusion that the
southeastern border of the Plains is somewhat more dangerous than it already
was. (1.40)
The Keltoi casters should no longer "chain" cast. (1.42)
Some
changes are being made to Llyn Barfog. If you frequented that area, know that
your same favorite creatures to hunt are still there, but they may have migrated
to different areas. Expect to see more changes soon. (1.42)
Some
of the more powerful cythraul are now called wicked cythraul
(1.42)
Scholars have discovered that creatures in the lake called
"afanc" are actually just afanc hatchlings. One of the scholars warns of the day
when their mother will return. (1.42)
Boggarts, found in Pennine
Mountains, have taken on a somewhat more sinister hue to their appearance.
(1.42)
The bogmen of Avalon Marsh have learned to blend in better
with their surrounding environment. (1.42)
Scouts have classified
a new creature in Llyn Barfog that they call the diamondback toad. The amphibian
is described as being large, fast, and has a very tough diamondlike skin that is
hard to pierce. Fortunately, the animal appears to be content with its
surroundings and does not appear bother other creatures. (1.42)
While trying to obtain more information about the newly discovered diamondback toads in the Llyn Barfog area, scouts came across what they describe as a "two-legged no-armed goblin with a nasty set of teeth." The scouts also said that these creatures appear to live in colonies that center around ancient mystical rock formations. Caution is advised to all who travel along the western shores of the lake. (1.44)
The telamon of Lyonesse seem to be a tad less vigilant than before.
(1.45)
Extremely nasty and intimidating creatures have been seen
around Llyn Barfog. Some even claim that the Legendary Afanc, a demonic water
creature of King Arthur's time, has returned to tend to her young. Use extreme
caution when exploring this area. (1.45)
Midgard Monster Encounters
The bug causing certain Icestriders in Uppland to be un-hittable has been
fixed. (1.38)
The Guardians of Midgard have re-examined their priorities and decided to
begin life as neutral to players characters. (1.39)
Stripe, Furf, and Thasior in Skona Ravine have better chances of spawning
now. Some of these monsters do have placeholders that will need to be dispatched
before they will appear. (1.40)
Local children around Mularn have
been instructed to discontinue feeding leftovers to the vein spiderlings. As a
result, the newer generation of vein spiderlings seems to have diminished in
size. (1.40)
Werewolves: We fixed a faction bug with many of the werewolves and wolfaur of
Midgard, who were set to an incorrect faction. Be careful travelling, as all
werewolves should now be honoring the correct alliances, and previously safe
travel may now be unsafe. (1.41)
Dungeon Change, Varulvhamm: Some
minor tweaks have been made to Varulvhamn, most of which affect the lunarian
chamber. Soloing there may become more difficult. (1.41)
Frostbite wildlings, nip mephits, and snow imps have all taken on a more
wintery appearance. (1.42)
Raumarik is being updated to contain
more encounters for higher level players. Work on this zone is ongoing, so be on
the lookout over the next couple of versions for new encounters.
(1.42)
Be careful in areas that were once relatively empty and
safe for travel, as they may now contain unfriendly inhabitants.
(1.42)
Raumarik: New inhabitants have migrated to Raumarik. The
ancient guardians of the area have become more tolerable to those that wish to
help rid their once peaceful area of their bothersome neighbors. Even bounty
hunters have been called in to exterminate some of the local wildlife.
(1.42)
Added monsters for players level 40 - 50
(1.42)
- The isalf forayer population has increased slightly throughout the Midgard frontier. (1.45)
OBJECT NOTES
Stonehenge Barrows is itemized, equipment levels are 36-50.
(1.37)
The Bracer of the Paranoid from the Muire tomb now has the
correct bonuses. All bracers will auto-update. (1.37)
The Bogeyman
Crystallized Eye can now be equipped. (1.37)
Arachnid silk can now
be picked up / carried. (1.37)
The Ceremonial Cloak in the Muire
Tomb should now take dyes. (1.37)
Hrodrek's chain should now take
dyes. (1.37)
The Blackorm Coif should now drop with the proper
Armor Factor. (1.37)
The Runic Rigid Orm spine should now equip in
the 2hd slot. (1.37)
The Wispy Rigid Orm spine should now equip in
the 2hd slot. (1.37)
The Roman Body Shield was renamed to Ancient
Body Shield and now more monsters other than Roman Undead drops it.
(1.37)
The Roman Battle Bracer was renamed as Ancient Battle
Bracer for the same reason. (1.37)
Loot tables in the Vale of
Mularn and East Svaeland were tweaked. Some rare objects were added and drop
rates were modified. (1.37)
The Orm Skullcap Shield now has the
proper icon and uses the shield skill. (1.37)
The Bear-bracer
should now raise Sword skill instead of slash. (1.37)
The Spine
Splitter stats were changed to modify Large Weaponry and Strength. The
previously stat bonuses did not help any characters that could use the weapon.
(1.37)
The Crystal Shard now raises the piercing skill instead of
thrusting. (1.37)
The Twilight Blade-stopper should now "consider"
correctly. (1.37)
Dread Blackscale armor pieces should now all have the proper AF and con.
(1.38)
Manifested Terror Armor pieces should now all have the
proper AF and con. (1.38)
Ruby Weave Robes should now have the
proper AF and con. (1.38)
The Agile Defender now has a Bracelet
icon. (1.38)
The Cloak of Broichan should now take emblems.
(1.38)
The Ashen maul should now have a 2handed hammer
icon/graphic. (1.38)
Njessi's hammer should now have a 2 handed
hammer icon/graphic. (1.38)
East Svealand had some more mobs
itemized. (1.38)
In the Stonehenge Barrows, Delusional Cloth,
Runic Ravenbone Studded, and Ebony Plate armor occurred on some treasure tables
more than once giving them an over 2x greater chance to drop. This has been
corrected and they should now occur only once per monster.
(1.38)
The Ghostly Cloak in Midgard should now take dyes and
emblems. (1.38)
The Boneclaw Ring of Morra now has a ring icon.
(1.38)
The ghastly axe that drops off of Moira the Quiet will now be less
powerful and will now be called a screaming ghastly axe. The damage and delay
were lowered 3 levels while the stats on the axe remain the same. The item was 5
levels higher than the monster that drops it, so it was not level appropriate.
Existing ghastly axes will not be effected by this change.
(1.39)
The Hibernian dungeon, Coruscating Mines, is now itemized.
Equipment and loot range from levels 36-50. (1.39)
The polished
stone necklace now has necklace icon instead of ring icon.
(1.39)
The Michealian Staff was updated to require the proper
skill (Staff), so both Clerics and Friars should have no trouble equipping
it. (1.39)
Ulfgar for the Price of Excellence quest should be showing up more.
(1.41)
Baron Falwur is now associated with a quest rather than a
one-time drop. Speak to Darrius in Fort Atla. (1.41)
The Gythja of
Bragi in Jordheim will no longer tell warriors to give her the Stormrider’s
Hauberk if they already have the War Gauntlets in their inventory.
(1.41)
Object – Ring of the Stealthy. The Ring of the Stealthy no
longer has a material type of cloth. (1.41)
Level 40 guild track
rewards are now ‘no sell’. (1.41)
Shields have been added as a
choice for all level 40 guild track quests. A large shield had been added for
warriors, a medium shield for thanes, a small shield for skalds, berserkers,
shadowblades and hunters, and a different small shield for shamans and healers.
If you wish you exchange your weapon for a shield, speak to Mildrid in
Haggerfel. Players may only exchange their weapon for a shield once!
(1.41)
The boundary of Vasudheim has been adjusted so that all the
buildings are included in the region. (1.41)
All magic item drop rates for dungeons were tuned down slightly, while all
drop rates for surface magic items were tuned up slightly. Dungeon drop rates
are still higher than surface drop rates overall. (1.41)
Some of
Bri Lieth's denizens were itemized (level 10-20). (1.41)
The Cap
of Mind Bending can now be dyed. (1.41)
Mantle of bear-like visage
can now be dyed. (1.41)
The Singed Fellwood Shield had the class
restrictions removed. Now only classes that can use large shields can equip it.
It now raises Strength and Constitution instead of Piety.
(1.41)
The Jewel Dusted Robe now raises the Mentalism skill
instead of Mind. (1.41)
The Ancient Oak Longbow now raises the
Longbow skill instead of bow. (1.41)
The Glowing Sherrie beads is
now set with its correct level. (1.41)
The Rangers Charm should
have its correct level now. (1.41)
The Encrusted Truesilver
necklace should have its correct level now. (1.41)
The Eir Blessed
Tunic now can take enamel dyes. (1.41)
The Reincarnated Femur War
Maul now has a 2 handed hammer graphic. (1.41)
The Ebony Axe of
Mindless Rage now raises Strength instead of Berserk. (1.41)
The
Gauntlets of Black Death now raises Strength instead of Celtic Dual Wield.
(1.41)
Winter's Spears now "proc" for appropriate level Hunters.
(1.41)
The "Spirit Threaded Cloak" (cabalist quest reward) now
take emblems. (1.41)
The Riva hauberk (Midgard) can be dyed.
(1.41)
We made large-scale changes to the treasure drops in the Bog of Cullen and
Vanern Swamp. You'll now notice lots more treasure there and much more variety.
Also, if you currently have items that you've already gotten from these areas,
you may notice that they are slightly more powerful than they were before.
(1.44)
The Mischief Maker’s Axe will now proc its spell.(1.44)
The Shadowed Vest should now be dyeable with leather dye (was previously only
using enamel) (1.45)
Gloves of the Spined Backpiercer should now
be dyeable. (1.45)
Yellow Silken Robes can now be dyed.
(1.45)
Hammer of Smiting should be sellable now.
(1.45)
Band of Woven Gold (enc quest reward) had the +cha bonus
changed to +dex instead. (1.45)
Supple Serpent-Hide Vest should
now be correctly displaying information (one of the fields had resistance chosen
but no actual value put in, so it was displaying "0%")
(1.45)
Fixed a typo in the name of the Eagle Eye Talon.
(1.45)
Changed the Gossamer Seolc Cap of Mentalism to correctly
buff mentalism. (1.45)
Changed the article associated with the
Kraggon Cloak to "a", and also changed the armor class to none so that it
doesn't try to display an armor factor when information about it is shown.
(1.45)
Changed the armor class to none on the Morbid Mantle (see
Kraggon Cloak above) (1.45)
The Spectral Shroud (Hibernia) should
now be dyable. (1.45)
The Shadowhands Cloak shouldn't display
Armor Factor anymore. (1.45)
The following should now display
con/dur/qua etc. : Glowing Ball of Mud, Gyrg's Cloak, Silver Chain, Belt of
Animation, and Boneclaw Ring of Morra. (1.45)
Chargeable and other Magic Items (1.45)
MAGIC SYSTEM NOTES
Added an AE attack speed debuff to the Enchanter's Bedazzling list (Field of
Scintillation), to add to Hibernia's area-effect repertoire.
(1.37)
Added a power regen line to Holism for Mentalist
(Empowering Unity), and an AE DoT to Holism line for Mentalist (Shroud of
Madness). This is one step towards evening out Hibernian area effect spells, and
adds some extra benefit for speccing in Mana. (1.37)
Added
"nearsight" line to Runemaster Runes of Suppression list (Suppress Sight),
Matter Manipulation (Cab matter spec, Encrust Eyes) list, and Eldritch Shadow
Control list (changed old dex debuff line to Negate Coordination, and Negate
Sight line is the nearsight spell). Nearsight reduces the range at which spells
can be cast and arrows fired by a percentage. This is a "harrying" type spell
that should give casters a
non-damaging counter to archers.
(1.37)
Added AE DoT (Spore Cloud) to Shaman Cave spec. to flesh
out the line, and add an area effect spell that Midgard did not have.
(1.37)
Upped range on Healer, Druid, and Cleric insta-heals from
1200 to 1350 to match normal heal range. (1.37)
Added self
bladeturn to L19 of Spiritmaster Summoning list (Protecting Spirit), Wizard Path
of Fire (Aura of Incineration), and Mage Matter base list (for Sorcerer and
Cabalist, Barrier of Warding). A self bladeturn (Barrier of Negation) was also
added to L19 of the Magician base list Way of the Moon. This should improve
viability of casters in both RvR and PvE. (1.37)
Normalized the
following buff lines (from all realms) to last 10 minutes: Shield of Magma,
Minor Earthen Power, Bolstering Gust, Detect Flaw, Encourage Aggression, Aura of
Protection, Hammer of Faith, Shield of Faith, Rune of Discomfort, Minor Force of
the Deep, Thunder's Bash, Thor's Vigor, Nails of the Wild. Maintaining some of
these buffs detracted from their benefit, and weren't an appreciable balancing
factor in their use. (1.37)
Enchanter pets were raised from 86% of
the caster's level to 88%, matching Cabalist and Spiritmaster pet levels.
(1.37)
Bladeturns can now be penetrated by attacks from higher
level monsters and players. The chance of the bladeturn deflecting a higher
level attack is approximately the caster's level / the attacker's level. This
change actually went in a few weeks ago, and was undocumented, for which we
apologize. Please be aware that everything in the game is level/chance based -
nothing works 100% of the time in all cases. It was a bug that caused it to work
100% of the time - now it takes the levels of the players involved into account.
(1.37)
The Shaman Spore Cloud line was not intended to stack with the Fungal Dispersion line. This has been fixed. This change was made because Shaman who max specialized in Cave Magic could potentially solo oranges by stacking these DOTs. This change will effect only those Shaman who are heavily specialized in Cave Magic. Please note that higher level Shaman problems are still on our to-do list.(1.38)
Minstrels and Bards can now view information about their songs, just like
other spellcasters can do with their spells (the "i" key).
(1.39)
All pulsing spells now print to everyone in the group. A
chat channel has been added in the system chat channel picker to turn off all
pulsing prints. (1.39)
Spiritmasters should properly have the
Protecting Spirit spell at level 19 in their Summoning list now.
(1.39)
Runemasters should properly have the Suppress Sight line
starting at level 11. Previously this list was not being awarded properly.
(1.39)
Spells from the Magician Aura of Turning line in the Way of the Moon list can
now be cast on friendly realm mates - previously they could only be cast on
yourself. (1.40)
The range on the Wizard's Explosive Blast line
and the Eldritch's Lesser Null Squall AE Direct Damage have been slightly
increased. (1.40)
New area-effect direct damage line in the
Mentalist Illusions (light spec)list: (1.40)
3 Deluge of Illusion
7 Flood of Illusion
13 Sea of Illusion
19 Rush of Illusion
26
Flux of Illusion
34 Inundation of Illusion
44 Cataclysm of Illusion
New area-effect root line in the Druid's Nature specialization track:
(1.40)
4 Patch of Ivy
10 Patch of Vines
16 Patch of Tangleweed
22 Field of Ivy
29 Field of Vines
39 Field of Tangleweed
49
Expanse of Tangleweed
New Constitution buff added to Naturalist's
Nurture base track: (1.40)
5 Oak's Stoutness
11 Oak's Stamina
15 Oak's Girth
24 Redwood's Stoutness
33 Redwood's Stamina
43
Redwood's Girth
New group heal added to Druid's Regrowth spec track:
(1.40)
13 Healing Conflux
22 Renewing Conflux
34 Restoring
Conflux
44 Reviving Conflux
All spells were gone through and ranges made consistent. No spell was reduced
in range, but many were increased, in order to be consistent with spells from
other casters, and in some cases with spells from other Realms. The following
spells had their ranges increased: Shift Health, Reflect Attack, Inflict Minor
Forgetfulness, Wake Senseless, Fungal Dispersion, Grasping Creepers, Fungal
Covering, Minor Earthen Power, Minor Shield of Magma, Renew Spirit, Spirit Flow,
Hugin's Affliction, Lesser Mind Jolt, Summon Fire, Minor Combustion, Minor Raven
Bolt, Misleading Rapture, Minor Lullaby, Detect Flaw, Encourage Aggression,
Convert Spirit, Persuade Will. (1.41)
Fixed bug with resistance
debuff on Searing Wind line and Minor Raven Bolt. These should properly debuff
resistance now. (1.41)
Robe caster shield spells have been increased in effectiveness to bring them
on par with the target armor factor for their level. (1.44)
Some
new damage absorption spells have been added to bolster robed mage defense,
giving them some absorption from non-magical damage. Each Robed caster now gets
a new spell at 30th and 41st level, which gives 5% and 10% damage absorption,
respectively. (1.44)
Wizard/Theurgist, Path of Earth
(1.44)
30 Buffer of Earth
41 Buffer of Stone
Sorcerer/Cabalist, Matter (1.44)
30 Dampening Ward
41
Nullifying Ward
Spiritmaster/Runemaster, Suppression (1.44)
30
Magical Buffer
41 Suppressive Buffer
Eldritch/Mentalist/Enchanter,
Way of the Moon (1.44)
30 Ward of Power
41 Barrier of Power
We updated the the concentration spell system, so now concentration
spells point costs have now been changed to use absolute costs. This means that
when you cast lower level concentration buff spells, you'll be able to cast more
of them, but when you cast higher level ones, you can cast fewer.
(1.44)
All concentration buff spell casters now have a choice of
at least one lower level spell in addition to their normal higher level spell.
This now gives them the choice to cast many low level buff spells, or a few
higher level ones. (1.44)
Players can now cast a maximum of 16
concentration spells, no matter their level. (1.44)
Midgard Shaman
have a new spell line in their Augmentation specialization that buffs dexterity
and quickness. (1.44)
3 Gloom's Guide
6 Gloom's Wisdom
10
Gloom's Enlightenment
14 Murk's Guide
21 Murk's Wisdom
28 Murk's
Enlightenment
37 Shadow's Wisdom
47 Shadow's Enlightenment
We
changed the way buffs work to make them more useful to casters who wish to
specizlize in advanced buff spell lines. Previously, there was little reason to
specialize in advanced buff spell lines - you could buff enough with baseline
buff spells to hit the level cap, making it essentially useless to specliaze in
advanced buffs. Also, because spell buffs had such high values, the effect of
constitution and strength enhancing items were severely reduced. The intent of
the recent change was to modify the effect of the buffs as little as possible,
but make items and buffs consistent across all classes and levels. With this new
system, you now can have as much enhancement as you did under the old system,
but you must gain the buffs from items, base buffs, and specialized buffs - they
all stack with one another and are now capped separately. So, with this new
system, you can have as much buff in strength and constitution as you did
before, but you must receive buffs from different places in order to reach the
same level. Now, stat-buffing objects are much more useful, as are
buff-specialized casters. (1.44)
Stat buffs and debuffs should
effect the following factors: (1.44)
Strength: affects offensive
skill for players and monsters.
Dexterity: affects defensive skills and
casting time for players, and defensive skill for monsters.
Quickness:
affects attack speed for players and monsters.
Constitution: affects
hitpoints for players, and affects damage absorption for monsters.
Remember that pets use the monster bonuses. Players can have a stat
buffed up to 10 points or their level, whichever is higher. Also, "Combo Buffs"
stack on top of normal buffs to add even more points (up to double).
(1.44)
Mage dexterity buffs now correctly reduce (not add to)
casting time. (1.44)
Fixed the graphical spell effects for
numerous monster spells. The correct graphical effect should now play when a
monster casts a spell. (1.44)
Increased ranges on Theurgist spell
lines Blasting Breeze, Searing Wind, and Frost Blast. (1.44)
The
Runic Ward line was set up improperly in the Runes of Suppression list for
Runemasters. The levels had to be changed to keep the spells from overwriting
each other. The new progression is as follows: (1.44)
L2 Runic
Ward
L10 Runic Fend
L16 Runic Shield
L26 Runic Guard
L34 Runic
Barrier
L44 Runic Wall
We've made a change in the way that specialization affects Self Armor Factor
buffs for robed casters. Now, robed casters are no longer affected by
specialization (casters who specced outside their shield line's skill were
taking a significant defense hit). However, Armor Factor Buffs for concentration
casters remain affected by specialization. (1.45)
Damage clamp of
spell damages raised to be comparable with damage clamps from melee attacks.
These should only come into play when you smack low level targets (grays). Now
caster max damage against low level players and monsters should be about the
same as melee max damage. (1.45)
Low level monsters could
previously interrupt much higher level spell casters and archers. This has been
fixed. (1.45)
You should no longer get the "You cannot cast while
moving!" print when you stand and try to immediately cast.
(1.45)
Wizards, Theurgists, Spiritmasters, and Runemasters will
now be awarded all specialization spell lists when they change class (before you
had to specialize to level 5 in your base skills to get your specialization
lists). Existing characters will get their new lists after the first time they
train in their base skills (at any level). (1.45)
Please note that
many spell graphics have changed since the last version. We are currently
revamping the way spell graphics are assigned to spells. The graphics will be in
flux for a short time before we complete the change. Pay special attention to
your spells and be sure you are familiar with their new visual appearance.
(1.45)
We've added the chance for "robe" caster spells to do
additional critical damage. Specifically, the classes whose direct damage (bolt,
AE, regular DD) spells will have the chance to do extra critical damage are:
Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch,
Mentalist, and Enchanter. (1.45)
The Constitution buff in Midgard
has been moved from the Healer Augmentation specialization track to the Seer
basic abilities (meaning now Shaman and Healers will both get the base Con
buff). We made this change to bring Healer/Shaman in line with healing/buffing
classes in other realms that have con buffs as a base class abilities. The
levels awarded are: (1.45)
3 Augment Health
9 Increase Health
14 Enhance Health
20 Strengthen Health
29 Exaggerate Health
38
Intensify Health
47 Amplify Health
Mage "acuity" buffs are now
in the game, in the primary buffing track in each realm. This buff enhances the
primary stat of the realm's "robe" casters, which directly raises the damage
output of direct damage spells. Classes helped by this buff: Wizard, Cabalist,
Theurgist, Sorcerer, Runemaster, Spiritmaster, Mentalist, Eldritch, and
Enchanter. (1.45)
Cleric Enhancement Spec (1.45)
11
Acuity of the Seer
22 Acuity of the Prophet
31 Acuity of the Sage
42
Acuity of the Magi
Shaman Augmentation Spec (1.45)
12 Sight of
the Deep
22 Wisdom of the Deep
31 Sagacity of the Deep
42 Vision of
the Deep
Druid Nurture Spec (1.45)
11 Nature's Sight
22
Nature's Wisdom
31 Nature's Sagacity
42 Nature's Vision
Several
new area effect damage lines were added to the Wizard, Runemaster, and Eldritch.
The problem that is addressed by this fix was that in most cases, robe-casters
had only one line which contained area effect damage spells. Because area effect
damage spells are by far the most popular and effective RvR spell to use, most
players were specializing only in those lines that contained area effect damage
spells, because they wanted to be sure that they had these spells when they
raised to a high enough level to RvR. This led to many under utilized spell
specializations, and worse, players that did specialize in those lines that did
not contain area effect spells sometimes found themselves in a situation where
they wanted to contribute area effect damage to RvR, but could not, because they
simply did not specialize that way. (1.45)
So, now more spell
lines contain area effect damage spells, but be aware that the specializations
that received these spells previously (such as the Fire Specialization for the
Albion Wizard) do more damage than the new spells. All of these new AOE damage
spells cost more power to cast and do less damage than the primary AOE spells
(the ones that were in the game previous to this update). So, a Wizard who is
specc'ed in Fire will still do more area effect damage (more spells cast, more
damage per spell) than a Wizard who is specialized in Earth; however, the
Earth-specc'ed wizard can now contribute area effect damage against enemy
players and monsters, albeit at a lower rate. (1.45)
The new AOE
spells: (1.45)
Wizard
Calefaction (Earth spec list)
8
Molten Earth
11 Lava Field
15 Expanse of Magma
20 Molten Puddle
28 Molten Pool
36 Molten Lake
47 Molten Ocean
Liquifaction
(Ice spec list)
8 Simmering Cloud
14 Broiling Cloud
22 Sweltering
Cloud
29 Burning Cloud
36 Torrid Cloud
46 Boiling Cloud
Runemaster
Runes of Darkness (Darkness spec list)
9 Raven Drove
14 Raven Flock
19 Raven Horde
25 Raven Throng
32 Raven Host
40 Raven Cloud
50 Raven Legion
Runes of Suppression (Suppression
spec list)
7 Field of Suppression
14 Field of Slackening
20 Field of
Entrapping
27 Field of Snaring
36 Field of Tangling
46 Field of
Mazing
Eldritch
Vacuumancy (Mana spec list)
10 Lesser Kinetic
Dispersal
14 Kinetic Dispersal
19 Lesser Kinetic Dampening
25
Kinetic Dampening
34 Lesser Kinetic Siphon
44 Kinetic Siphon
Resistances (1.45)
In order to make the resistance
system more streamlined, we've consolidated the various damage types and
resistances inside of the game to six basic groups:
Heat - Fire and
Light
Cold - Void and Dark
Matter - Earth and Matter
Spirit -
Spirit, Mind, and Wind
Energy - Electricity and Mana
Body - Body, Poison
and Disease
For now, this change will have little effect on your
character. When you use the /resist command, you will now see these resistances
printed instead of the old ones - also, when you get information about an item
(shift-I), you'll see the item's resistance buffs printed in this new format as
well. Please note that in the near future we will be adding resistance buffs and
debuffs that will adhere to this new system.
The pets summoned by the
Cabalist, Enchanter, and Spiritmaster have been revised to fix some bugs and
improve functionality. Each Cabalist pet has different effects that trigger in
combat, Enchanter pets can now cast various spells, and Spiritmaster pet effects
are cumulative - each higher level pet will have the effects of all the lower
level ones. (1.45)
Please note that we are aware that some of the
pet self-buffs are sometimes redundant with buffs that the player can cast on
their pets. This is a known issue and it is on our list to address.
You'll no longer see your pet self-buffing in combat instead of
fighting. (1.45)
The new Pets and their effects:
Cabalist
(1.45)
Amber Simulacrum - Has a self shield to improve defense, and
extra hitpoints. A basic tank, plus has a chance to stun its target.
Ruby
Simulacrum - Has a self damage-add spell that improves melee damage, but has
lower defense and hitpoints.
Sapphire Simulacrum - Has a lifetap proc that
improves survivability
Emerald Simulacrum - Has a chance of proccing either
a poison dot or disease effect.
Jade Simulacrum - Has a self damage shield
buff to do damage to attackers.
Spiritmaster (special abilities are
cumulative) (1.45)
Summoned creatures can now be female.
Spirit fighter - no special abilities. (1.45)
Spirit soldier -
adds chance to proc a stun effect.
Spirit swordsman - adds chance to proc
cold damage
Spirit warrior - adds chance to proc lifedrain
Spirit
champion - adds chance to proc self bladeturn
Enchanter
(1.45)
Underhill friend - basic tank, no special abilities
Underhill companion - caster, low offense and hp, has a direct damage spell
Underhill ally - low offense and hp healer, casts a regen buff and will heal
seriously injured group mates
Underhill compatriot - tank with enhanced
defense, casts a self shield
Underhill zealot - advanced caster, has a
chance of casting two different types of direct damage, and has a self dmg
shield for melee.
TRADESKILL SYSTEM NOTES
Fixed a bug when using /salvage on Reinforced armor. It will now give you the
correct type of strips, not leather squares. (1.44)
Stiletto hilt
and blade recipe icons now show the correct dagger icon.
(1.44)
Trinket recipes no longer should have ?'s as their icons.
(1.44)
Changed the icon for the trinket recipes to be a bit more
uniform across the board. The trinkets for the lower half of the skill range
will be a white gem icon, with the trinkets for the upper half will be the black
gem icon. (1.44)
Fixed Midgard cloak recipe so that there should
be a separate hooded cloak recipe. (1.44)
We changed the
difficulty of Hibernian two handed sword hilt to be similar difficulty to the
blade and final combine. (1.44)
Fixed a bug when using /salvage on Reinforced armor. It will now give you the
correct type of strips, not leather squares. (1.45)
Stiletto hilt
and blade recipe icons now show the correct dagger icon.
(1.45)
Trinket recipes no longer should have ?'s as their icons.
(1.45)
Changed the icon for the trinket recipes to be a bit more
uniform across the board. The trinkets for the lower half of the skill range
will be a white gem icon, with the trinkets for the upper half will be the black
gem icon. (1.45)
Fixed Midgard cloak recipes so that there should
be a cloak recipe a separate hooded cloak recipe. (1.45)
You
should be able to buy the correct tanned torsion cables now instead of the
incorrect linen torsion cables (1.45)
Icons for Midgard stave
recipes show an actual staff icon now instead of a shield(1.45)
Combat Style Notes:
SHAPESHIFTING (1.41)
Epic Zones (1.45)
Three Dragons (Wolf-headed, Stone, and Glimmer), with sounds.
Demon
model, with sounds
Imp model, with sounds.
Afanc model, with sounds.
Baby afanc model, with sounds.
Three Rock Ogres (one new model, three new skins).
new flying pixie
model, with sounds.
new werewolf-model skins.
There is a new giant
humanoid monster model.
New "glow in the dark" Glimmer Knight (2 types),
Glimmer Witch (2 types), and Glimmer Ghoul figures have been added to the
Hibernian Epic zone.
By public demand, the frog model finally has his own
sound effects.
The Svartalf (dark elf) now has his own model.
There is a
new "scaly wolf" skin to go with the new Midgard Epic zone.
Three new
"Epic" zones make their debut in this patch: one in each realm's home region.
These zones are full of high level content intended for large groups of players
35 - 50th level. The encounters in these zones are fully itemized with
appropriate treasure. The zones are laid out differently from most of our other
outdoor areas, they are designed to more tightly constrict player movement,
funneling groups (to some extent) through more targeted encounters that have to
be bypassed or defeated before they can move on. Each of the zones has as its
ultimate encounter a fearsome creature of monstrous power, let those who wander
these zones take plenty of friends!
Please note that many of the monster
models that appear in the new zones are placeholders and will be replaced with
new ones over the course of this week.
Albion Zone: Dartmoor
In
the times of Uther Pendragon, Articus, son of a Roman dignitary left his
homeland to get away from the politics of Rome. He and his family settled in an
area in the Cornwall region known as Dartmoor, a beautiful moorland with wooded
valleys and windswept Tors. They had built a castle and established a
respectable holding in the rugged area. About ten years had passed and still
little was known about Lord Articus and his family, since they often preferred
to keep to themselves. Duke Marcus of Cornwall dispatched a messenger to his
quiet neighbor with invitations for them to attend an upcoming celebration. When
the messenger never returned, a second messenger was sent. The second one, like
the first, was never seen again. Whether out of concern or suspicion, Duke
Marcus sent his son along with a contingent of knights to both investigate the
disappearance of the messengers and the welfare of Lord Articus. Two weeks
later, Duke Marcus' son returned alone. He was badly injured and his armor
singed. He never told his father or anyone else what he saw. Some say it was
fear. Others claim that it was his pride. The only thing he did convey was that
Lord Articus, his family, and his servants were all dead. Until recently, people
of Briton were warned away from Dartmoor. However, the people have grown
restless and hunger for adventure. Their memories fade, and most have forgotten
the warnings.
Last month, Sir Arward and 30 of his best fighters
ventured deep in to the depths of Dartmoor. Two days ago, Sir Arward’s scribe’s
journal, slightly singed and stained with blood fell out of the sky and landed
in front of the guards at Prydwen Keep.
A summary of the journal
explains a bit of what the party discovered. At first, all they found were wild
ponies, small but tough little beasts. The group, thinking that they’ve been
afraid to venture to the area because of a bunch of wild ponies, relaxed their
guard considerably. Sir Arward ordered one of his scouts to climb a nearby
granite tor so that he might see further in to the distance. However, as soon as
the scout approached the giant granite mass, it turned and faced them. It was a
giant, made entirely from granite, carrying a giant shepherd’s staff. The poor
scout never had a chance. The armored fighters engaged the massive creature and
managed to defeat it. Their need for caution had been restored.
As they
moved deeper into Dartmoor, it became immediately obvious that the giant they
fought was neither unique nor alone. What had previously been mistaken for giant
rocks seemed to come alive with movement. Trying to avoid the behemoths (though
some fights were unavoidable), the group found themselves in a giant granite
quarry surrounded by a group of ogre-like creatures. Surprisingly, they didn’t
attack the party. In a limited, barbaric grasp of the Briton language, the ogres
claimed to be the Stonecrush Clan. They mined and ate granite, which angered the
granite giants to no end. It was obvious that there had been some hostilities
between the giants and the ogres, and the Stonecrush Clan considered Sir
Arward’s group as friends since they had fought and killed giants.
The
journal contained little more information. The next page seemed to have been
partially burned. Only one large word near the bottom could be read: Golestandt.
Midgard Zone: Malmohus
Hunters have reported that the
Svartalfar have been extremely active in the Skona Ravine area. It seems they
have been sending masses of their best scouts and infiltrators in to the
woodland south of Skona Ridge, a little-known and less-explored region known as
Malmohus. The werewolves of Skona, however, seem to be afraid of the area - they
avoid it almost as if they believed Malmohus to be cursed.
A large group
of hunters was sent to follow the Svartalfar into Malmohus, for it was obvious
they were up to something. The hunters temporarily lost the Svartalfar trail
when they stumbled across some odd looking creatures. They looked like wolves,
but had scales and a lizard’s tail. The hunters called them scaled vargs, and
found out happily that their beast charms worked on the creatures.
They
renewed their tracking of the Svartalfar and were fortunate enough to find a
single Svartalf scout, who they restrained and interrogated. The svartalf was
young and was almost happy to give the hunters the information they desired, so
long as his life would be spared. The svartalf explained that these lands were
the home of Gjalpinulva, a daughter of great beast Fenris Wolf, and some huge
unknown creature. The scout said that Gjalpinulva, herself a gigantic
abomination, in her loneliness, created creatures that would be loyal to her and
serve her: intelligent scaled wolves that walk on two legs. The Svartalfar, the
scount claimed, came to Malmohus to investigate the Gjalpinulva and her brood
and possibly destroy them. The Svartalvear needed to gather more information
about the huge creatures before contemplating any action against Malmohus.
The hunters let the young svartalf go, anxious to return to Jordheim and
report their findings. The great beast Gjalpinulva and her minions have not yet
been sighted. Their appearance and power remain a mystery, although it is
assumed that she is gigantic and immensely powerful.
Hibernian
Zone: Sheeroe Hills
In a routine scouting pass through the outskirts of
the Bog of Cullen, a small group of seasoned rangers found that the landscaped
had changed along the bog’s northern edge. A pass, which had not been there
previously, appeared from under a thick layer of mists. The rangers, dubious of
the nature of the pass, scouted it cautiously. Before they ventured too far,
small spirits that seemed to "glimmer" with an unusual light confronted them
with aggressive intentions. Suspecting it to be a siabra trick, the rangers
quickly dispatched the odd creatures. Not too long after their first encounter
larger spirit-type creatures, sharing the same type of "glimmer" as the previous
spirits, also attacked the group. These were obviously more powerful than the
small spirits that were encountered previously, almost too powerful. The
behavior of these spiritual beings was very unlike the siabra, and this new
experience was more than the rangers wanted to handle without more information
about what they were facing.
The rangers returned with their findings
and decided to consult others. They found themselves reciting their story to
many, but no one seemed to have any more information on these glimmers, as they
came to be known. That was, until they found themselves in the company of the
ancient elven sage, Tyldifyl. "Like the kingdoms of man," he began, "the
Otherworld is also divided into regions, each often having its own ruler and
laws. Some of those "kingdoms" are more known than others, since some wish to
remain unseen. One such place is called the Sheeroe Hills, ruled by Cuuldurach
the Glimmer King. Cuuldurach is an ancient and powerful being. He rules with
absolute power in his realm, in the realm of what you call the Glimmers..."
The rangers gathered more information and found that the worshippers of
the Great Azure, ancient relatives of the Firbolg who find their faith in the
unclouded sky, have sent strong expeditions into the Sheeroe Hills. In their
zealot-like reverence for their god, they believe that the glimmers are evil,
tainted creatures of death, and because of that, they believe it is their duty
to cleanse the land of their presence. They have established strongholds in the
Sheeroe Hills and guard them closely, distrusting anyone but one of their own to
venture near.
Dragon Behavior
The Dragon encounters in the
new zones have been given special AI and abilities. These abilities will be used
by the dragon at various times during combat, depending on the situation. Among
other nasty things that the dragon does during combat (that we will not divulge)
the dragon will get restless and go on a patrol once a day throughout his
territory. Players in the zone will be given a warning via a zone-wide broadcast
that the beast is on his way. He will fly through the zone, dive-bombing certain
spots throughout the zone (clearings, monster camps, well-traveled pathways,
etc.). So if you are hunting in one of the new zones and see a broadcast
indicating the dragon is getting restless keep a sharp eye out.
Note
that when the dragon on patrol does a "swoop down" on a player or group, he
won't stick around to complete the fight - he'll keep on his path and return to
his lair after dealing out some death from above. So, you're not going to be
able to fight him fully while he's patrolling, but you can damage him.
Item Recharger NPCs (1.45)
Version 1.46
ASSASSIN CHANGES
This version has some updates to the Assassin
(Shadowblades, Nightshades, Infiltrators) classes, which should make them much
more forgiving when it comes to training. We gave some of the classes additional
abilities and all received a variable number of extra specialization points to
give each of the Assassins a different "feel".
- Shadowblades have been
given more hit points (as befits the more fighting-centric ethos of Midgard), as
well as have had their specialization points raised to 2.2 per level.
-
Nightshades now have a new line of level-based combat shout direct damage spells
(in addition to the normal direct damage spells they already had) that they can
use during combat to increase damage. They have also had their specialization
points increased to 2.2 per level.
- Infiltrators have had their
specialization points raised to 2.5 per level, a significant jump. This makes it
possible for them to train much more in many more skills than they previously
could, and have the chance to be much more well rounded.
In all three
cases, existing assassin characters will be granted the spec points they "should
have" gotten based on the new number of spec points per level.
Besides
any additional needed balancing of existing abilities (poisons, damages, etc.),
which will be done as necessary, this makes assassins complete except for the
disguise skill which is still to be implemented. Disguise will be primarily an
RvR-centric skill - our current plan for disguise is that all three assassin
classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades
by a magical ability, and Nightshades by a spell. Thus, please note that we have
removed spell points from Shadowblades, as the "spell" they will use to disguise
will be an ability and will not require spell points.
FRIAR
CHANGES
With this version we have made some changes to the Friar to
address that class's relative weakness at higher levels.
- Friars now
have 1.5 specialization points per level (up from 1.0). This will allow them to
specialize more fully in a few skills, and make them much more well rounded than
they have been up until now. All existing Friars will be awarded the spec points
they "should have" gotten, and can take advantage of this change immediately by
spending these spec points.
- Friars now get Evade 5 at 33rd level.
- Friars now receive a line of Armor Absorption buff spells on their
Enhancements specialization. See the spell system changes section for more
information.
- Friars can now use shields (although not spec in them).
Shields were never intended to be a big part of playing a Friar, but they were
supposed to be able to at least equip and use them.
Friar Spell Change
We fixed a couple of problems with existing Friar spells that should
make specializing in Enhancements much more useful.
- We converted
Saint's Vigor (pulsing fatigue regen) to a shout so it can be activated in
combat.
- We converted all the rest of the fatigue regeneration spells
(Saint's Energy up through Saint's Tenacity) to reduce fatigue costs in a more
consistent manner than they did before. Now these spells are self only duration
effect, not pulsing spells, that progressively reduce the fatigue costs of all
endurance-using activities.
- We changed the Speed of the Angel line to
be a self only shout, that gives a 30 second haste buff that's should be quite
effecitve. It can be re-used every 3 minutes.
MINSTREL/MENTALIST
CHARM SPELL CHANGES
We've changed the way that Mentalists and Minstrels
pulsing charm spells work, based on player feedback and testing. This new system
should be much easier to use than the old system, and have greater results.
- The Minstrel Charm does not require an instrument in hand while it is
being used. Thus, a Minstrel can now have a controlled pet and melee at the same
time.
- Even when the target is switched, the spell will continue to
pulse on the original monster you had targeted. This means you can have two
targets engaged at once, should you choose to do so (one for your pet, one for
you).
- The Minstrel/Mentalist has an almost certain chance to
charm/retain control of a creature his level or lower, although there is a small
random chance that it could fail. The higher the level of the charmed creature
compared to the Minstrel/Mentalist, the greater the chance the monster has of
breaking the charm. Please note that your specialization level in the magic
skill that contains the charm spell will modify your base chance of charming and
retaining control. The higher your spec level, the greater your chance of
controlling.
- If the charm breaks, the charmed monster will wipe his
agro list and only agro on the player who was charming him. All creatures
attacking the charmed creature will forget their agro against him.
-
Please note that there is a small per-round power point cost for the Mentalist
when they have a monster under their control.
Minstrel/Mentalist
Charm Overview
The Minstrel/Mentalist charm ability does not work the
way other charms work, nor is it intended to. This charm is intended not as a
"pet" ability in the sense that all other pet abilities in the game are
intended, but as an added ability that can be used for assistance during group
or solo combat, or during emergency situations when charming a foe may work to
the advantage of the group or solo player.
To charm a monster, you no
longer require the use of the flute (for Mnstrels). Simply target the monster
and use the corresponding spell/song for your charm. Monsters at or below your
level will have a very small chance of resisting the charm as it pulses, which
means there's always an element of risk involved. You may also charm monsters
above the your level (oranges, reds and low purples), though as the monster
level increases above that of the caster's, so does the risk of the monster
resisting the charm and aggressing the caster. It is advised to not risk
charming orange, red or purple monsters unless you believe the situation
warrants this emergency action and only if you are prepared to accept the
potential penalties involved with doing so.
Note that when a monster is
charmed and in battle, and the charm pulse stops (or the monster is no longer
under your control), the previously charmed monster's aggression will be turned
away from the monster it was fighting and toward the caster until it is
recharmed, it dies, the caster dies or the caster moves beyond the normal AI
timer-based range of the monster. As casters become more experienced with using
this ability, they should learn how to manipulate it to best fit their needs
when solo or group hunting, so a degree of skill is involved.
Tip: When
a charm breaks, the monster will immediately aggress the caster. This includes
times when the caster actually releases the monster, so it's advisable to have
the pet window set to "Stay" and then to get a comfortable distance away before
releasing the monster, or to ensure you are capable of killing the monster upon
releasing it.
Tip: You may use other songs in conjunction with this type
of charm, though doing so will require song "twisting" - where you switch
between playing two songs.
Bugs to note: There is a bug with the
Minstrel's charm, where upon releasing the pet, even if you are further than
melee range, the monster will still interrupt your current song when it
aggresses (speed, mana or health), though only for the ten seconds the timer
takes to elapse and for the song to restart (as with any other monster when the
monster is aggressing in melee range). This is a known issue and will be fixed
at some point in the future.
World Issues: We're aware of the
limitations and availability of charmable, humanoid monsters (for Minstrels and
Sorcerers) in Albion's high level zones - primarily Lyonesse, Dartmoor and
Stonehenge Barrows - and we're taking steps to resolve this issue soon, so
please watch for announcements.
ARCHERY ADJUSTMENTS
- We've
decreased (again) the aggro that archers do to monsters while fighting monsters.
This means that archers can now do even more damage to monsters without having
the monster turn on them.
- We've increased the damage that archer
Critical Shot does against higher-level monsters (monsters only, no change was
made to RvR CS damage).
- Archers will hit more often in group
situations - the group melee "to-hit" bonus has been increased. Archers (as well
as any melee attacker) has more of a chance to hit a monster based on the number
of people in the group. Archers now have a bonus over and above the regular
melee bonus on "to-hit".
- Arrows that do different damage types
(crush/slash/thrust) will now correctly show the damage additions.
-
Archers will no longer see tenths of seconds when readying arrows. We never
intended archers to see their timer on such an intimate level - it was initially
set that way for balancing and debugging purposes in beta, and was never
changed. Please note that all other timers in the game (spell timers, ability
timers, etc.) print in seconds, not tenths of seconds. PLEASE NOTE THAT WE DID
NOT INCREASE DRAW TIMES OR IN ANY WAY CHANGE DRAW TIMES IN THIS PATCH. We
changed only the way that this is printed to you.
NEW THINGS AND
BUG FIXES
- When we made all Stun/Mez/Root spells not chain cast-able a
few versions ago, we unintentionally left the Spiritmaster point blank AE
mesmerize line (the Gloom Wave line) as chain cast-able. This has been fixed, so
you can no longer chain-mez with this line of spells.
- When you are
trading to a craftsman who can repair - the craftsman can click on a new
"repair" flag in the trade window to turn the trade into a repair session. For
more information, see the section "new repair system", later in this release
note.
- Bleed and Acid damage have been correctly assigned to body and
matter resistance types.
- "/EFFECT SELF" should now show the correct
spell effects that you cast on other players.
- Graphical weapon effects
should now show correctly to other players. Previously, all weapons showed
graphical effects to the person holding them, but some did not show up that way
to other players looking at them. Now, they all work.
- We fixed a bug
with evade that will effect those characters with evade 6 or above. You'll now
see yourselves evading more often if you are a high level assassin character.
- You can now add multiple people to a chatgroup with a single slash
command. Use /CG INVITE etc
- When an assassin poisons an enemy and the
poison does DOT damage, the assassin will now be able to rehide even though he
is doing damage against the target.
- Pets will no longer warp after
killing an opponent and returning.
- Pets should now properly use their
spells after engaging a target.
- Charged items (wands, etc) can no
longer be used against players in your realm.
- Repairs on doors now
cost 1/4 the wood they used to but only repair 1/2 the condition. Thus, to
repair a door up to full will now take 1/2 the total wood but take twice the
total time.
- Relic Keep doors are no longer upgradable. They will spawn
at a high wood level (8) and will remain there. They can still be repaired.
- Recharger NPCs now work properly. They will now replenish charged
items.
- There was a bug that prevented monsters from buffing and
healing one another (if they are so designed). This has been fixed.
-
There is better feedback on some of the tradeskill "fail" messages which tells
you what level of the appropriate skill you need in order to create the object.
- When you are carrying a Relic and are killed, the Relic will now drop
on the ground where you died.
- You can now longer pick up Relics (or
any other items) while dead.
- You can no longer equip/unequip items
while you are mesmerized.
- You can no longer perform dual wield/celtic
dual combat styles while you are holding a sword and a shield.
- There
was a bug that caused Intercept to stop working after only a few seconds if the
enemy attacking your friend never landed a blow (i.e. missed).
- A
charmed/controlled pet will now chase a target for a certain distance, and then
return to its master. Previously, it would chase its target forever.
-
Spell text messages of hidden (stealthed) players will no longer print to other
players in the area.
- The Demon and Imp models inadvertently were
introduced into the game a few versions ago with the other's skins attached to
them. This has been fixed: the demon is now red and the imp is now green.
- If you are hidden, BAF monsters will no longer target you, if you are
hidden before they are pulled.
- You can now cast damage spells on and
send Theurgist pets to attack doors.
NEW REPAIR SYSTEM
To
repair an object without dropping it on the ground, follow these steps:
1) The player (who wants the item repaired) drops the item on the
(player) smith.
2) This brings up a trade window between the two
players.
3) The smith clicks on the REPAIR box in the lower left of the
trade window. Only the smith (receiving player of the trade) can click on this
box.
4) The title of the window will now change.
5) The Player
can add as many items as he likes to be repaired. If the smith cannot repair any
item added, the repair box will uncheck and both will get a print.
6)
The Player can add coins to the trade to pay for the repair.
7) The
smith can add neither coins nor items to the repair/trade when in repair mode.
Any items and money in the trade when repair is clicked should be cleared out.
8) When both click "Accept" all items are repaired and returned to the
Player. All coins are moved to the smith.
SPELL SYSTEM CHANGES
Spell resistence buffs and debuffs are now in the game. Currently
resistance buffs and debuffs only affect direct damage and bolt spells (not DOT,
damage adds or damage shields).
Sorcerer body spec list
23 Illusions
of Flame (heat resistance debuff)
33 Visions of Flame
44 Dreams of Flame
24 Illusions of Winter (cold resist debuff)
34 Visions of Winter
46 Dreams of Winter
27 Illusions of the Wastes (matter resist
debuff)
36 Visions of the Wastes
48 Dreams of the Wastes
Cabalist Spirit spec list
22 Diminish Immunities (debuff body)
33 Disspate Immunities
46 Banish Immunities
24 Diminish Will
(debuff spirit)
36 Dissipate Will
47 Banish Will
28 Diminish
Conductivity (debuff energy)
37 Dissipate Conductivity
49 Banish
Conductivity
Cleric enhancement spec
24 Spiritual Shield (spirit
buff)
36 Spiritual Guard
47 Spiritual Barrier
27 Energy Shield
(energy buff)
37 Energy Guard
48 Energy Barrier
23 Shield of
Health (body buff)
33 Guard of Health
45 Barrier of Health
Friar
enhancement spec
21 Resillience of the Wanderer (heat buff)
31 Fortitude
of the Wanderer
46 Piety of the Wanderer
25 Hearth's Blessing (cold
buff)
35 Hearth's Benison
48 Hearth's Gift
27 Attunement to
Creation (matter buff)
37 Blessing of Creation
49 Oneness with Creation
Spiritmaster darkness spec
22 Dampen Health (body debuff)
33
Suppress Health
45 Extinguish Health
25 Dampen Spirit (spirit
debuff)
35 Suppress Spirit
48 Extinguish Spirit
27 Dampen
Capacity (energy debuff)
38 Suppress Capacity
49 Extinguish Capacity
Runemaster runecarving spec list
22 Vex of Heat (heat)
33 Vex of
Fire
45 Vex of Flames
25 Vex of Cold (cold)
34 Vex of Frost
46 Vex of Ice
27 Vex of Soil (matter)
36 Vex of Dirt
48 Vex
of Earth
Healer Augmentation spec
23 Gods' Health (body buff)
33
Gods' Vigor
46 Gods' Potency
24 Gods' Drive (spirit)
36 Gods'
Will
47 Gods' Spirit
27 Thunder Affinity (energy)
37 Storm
Affinity
48 Lightning Affinity
Shaman augmentation spec
23 Wrap
of the Deep (heat buff)
30 Shroud of the Deep
43 Caress of the Deep
24 Warmth from Below (cold buff)
35 Heat from Below
45 Fires
from Below
25 Rock Unity (matter buff)
38 Stone Unity
48 Cavern
Unity
Enchanter mana spec
23 Amplify Heat (heat debuff)
33 Endow
Heat
44 Empower Heat
24 Amplify Cold (cold debuff)
34 Endow Cold
46 Empower Cold
27 Amplify Matter (matter)
36 Endow Matter
49 Empower Matter
Eldritch void spec
22 Nullify Hardiness (body
debuff)
33 Negate Hardiness
45 Void Hardiness
26 Nullify Spirit
(spirit)
35 Negate Spirit
48 Void Spirit
27 Nullify Dissipation
(energy/electricity)
39 Negate Dissipation
49 Void Dissipation
Druid Nurture spec
23 Strength of the Sun (resist heat)
32
Resillience of the Sun
43 Aura of the Sun
24 Warmth of the Badger
(resist cold)
35 Warmth of the Wolf
45 Warmth of the Bear
26
Earth Affinity (resist matter)
38 Earth Bond
48 Earth Union
Warden nurture spec
22 Bolster Health (resist body)
32 Bolster
Resillience
43 Bolster Heartiness
23 Warden's Courage (resist
spirit)
33 Warden's Honor
48 Warden's Spirit
27 Defy Thunder
(resist energy)
37 Defy Storm
49 Defy Lightning
-
Buff-casting spellcasters can now have up to 20 concentration spells cast on
their friends at one time. The previous limit was 16.
- Added new
absorption buffs to the Friar Enhancement specialization track. Blessing of
Resilience adds 5% melee damage absorption, Blessing of Absorption adds 10%, and
Blessing of Dissipation adds 15%.
26 Blessing of Resilience
34
Blessing of Absorption
44 Blessing of Dissipation
- Added a
direct damage shout to the Nightshade magic abilities. It will automatically be
awarded as you level. It has a short range and a 20 second recast timer, and can
be used in combat.
6 Dart of Night
9 Dagger of Night
13 Knife of
Night
18 Stiletto of Night
24 Arrow of Night
31 Rapier of Night
39 Spear of Night
48 Lance of Night
WORLD NOTES
Midgard Quests:
Quest: Silent Death: Bork will no longer offer
players a yes/no choice for selling the skull. If you chose ‘No’ and are now
stuck on step 3, you can return to Bork in Huginfell and right click on him to
continue the quest.
Quest: Hole of the Dead: Players that Dwarven Boots
of Air or Gloves of the Eternal that con green to them should return to Frimeth
in Vasudheim to exchange them for an updated pair. Players may only exchange
their item one time.
Quest: Family Business: Slippers of Favor have been
adjusted so they give a bonus to piety instead of intelligence. The items will
be updated automatically, there's no need to turn them in to get the correction.
Also, NPC Thrand has moved closer to civilization. He felt it would be in his
best interest to relocate to just outside Mularn, near the guard tower
Due to popular demand, the Gloves of the Spined Backpiercer have been
returned to the game. On a related note, there's a pretty new face in the
svartalf camp.
Quest: The War Continues: Hunters will no longer be
offered a shield as a choice for their level 40 guild track quest nor will they
be allowed to trade in their weapon for a shield. Hunters that have a Midnight
Defender, either from completing their guild track quest or trading in their
weapon may now return to Mildrid in Haggerfell and exchange the shield for their
choice of a weapon (1h sword, 2h sword, bow, spear). Hunters may only perform
this shield trade in once!
Quest: Hole of the Dead
Items Dwarven
Boots of Air and Gloves of the Eternal will now con correctly.
Quest:
Evening’s Empty Blessings
Adjustments have been made to the quest journal so
players will have better information about their tasks.
Quest: Fervent
The elder sveawolf has gotten too old to lead players to Wildtooth anymore.
He will give you directions to find Wildtooth.
Quest: Klippa’s Claw
Players will no longer have to die to Riv to obtain the Riva hauberk.
Players should follow their quest journal rather than doing what they THINK they
should do to obtain the rewards for this quest.
Hibernia Quests:
Quest: Morven's Return
Blademasters and Druids who find repairing
Cathbad's Blade a little too costly can turn the weapon in to Cathbad, in Howth,
who will replace it with the same weapon minus the pricey repair cost. Players
can only do this one time, and must have completed the quest.
Quest:
Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly
to low level questers.
Albion Quests:
Quest: Guild preparation:
Humberton base class trainers will now respond to players when asked about a
specific class.
Quest: Traveler's Way -- Supply Run: Players who are
stuck on step one can continue along this quest by following new instructions in
their journal.
Quest: Abolishment of Sacrifice: Sacrificer Harish should
now spawn a bit more frequently.
Quest: Cloak of Shades Part 1: Those
hunting undead druids in Salisbury should now receive their quest item.
Object: Rancid Black Tooth: This item should now "proc" as normal.
Quest: Traveler's Way - Dwarf raid. Raised the level of Girdle of
Stalwart Spirit to make it a more appropriate reward for this quest.
Quest: Departed Hero: Players stuck on this quest can check their
journal for instructions on what to say to Lieutenant Brude to continue.
Albion Monster Encounters:
The manes and grumoz demons
look slightly different than before.
The Tylwyth Teg camp areas along
the north border of Snowdonia have been adjusted. They should no longer be out
of range when they are clearly standing right in front of you.
The
Legendary Afanc has migrated to different part of Llyn Barfog, though still
along the water. Scouts report that she seems to have acquired a few odd
behaviors.
Hibernia Monster Encounters:
The Coruscating Mines
have been adjusted slightly to make it a little more group-friendly in a few
areas.
The Cursed Forest has been modified to improve it as a general
hunting ground. Groups should be able to find easier paths to the eastern
portions of the zone. There are more spots to pull to, and make camp now as
well.
Cornwall: Troubled by the continuing ravages on their lands in
Cornwall, the Cornwall
Farmers have begun showing more friendliness to those
who hunt their enemies.
Tomb of Mithra: The undead denizens of the tomb
of Mithra should now be giving appropriate bonuses and resistances to attackers.
Midgard Monsters:
The black orms are no longer white.
Vanern Swamp: Hunters from Vanern report that Mokkurvalve has been
restless of late. Though nobody has gotten close enough for a thorough
examination, most that have seen him recently are confirming that he has added
bulk.
Hibernia Monsters
Cliffs of Moher: The Selkies have
increased the size of their expedition near the cliffs of Moher.
Cursed
Forest: Rangers returning from the Cursed Forest are telling horrific tales of
being chased by a swarm of Fire blights. It is unknown what connection these
foul monsters may have to Blight itself.
Hibernian Factions:
The land sheeries and water sheeries have banded together to fight their
respective enemies. The land sheeries have agreed to wage war on curmudgeons who
enter their territory, in exchange for the water sheeries pledge to assault any
Koalinth trespassers.
The Selkie and Suire are also responding to the
Koalinth menace, putting aside their longstanding differences, at least
temporarily, to concentrate on their mutual enemy.
TREASURE
NOTES
- Two more dungeons have been itemized: Midgard's Cursed Tomb, and
Albion's Roman Catacombs. This means there are now three dungeons that have yet
to be itemized (one in each Realm). Those are coming soon.
- The
Stonefoot press is now much smaller.
- The Forge Tender's Tunic is now
spelled correctly.
- The Dispositional Cloak had the evade skill
replaced with dexterity. The constitution penalty was removed.
- The
Frozen Windswept Axe bow has stat bonuses.
- The bonuses on the Howl at
the Moon axe were changed slightly.
- The Jet Bone Shield had the its
stat bonus changed from Piety to Strength.
- The Smoking Sable Protector
now additionally buffs Piety.
- The Cailiondar Rapier should now "con"
properly. Its DPS was originally incorrectly set and would result in the weapon
remaining orange to the player.
- The Drakulv Militia Great Axe now
increases the correct skill.
- The Empyrean had their loot tables fixed.
- The Deluged Kelp helm now increases parry skill (was incorrectly set
to smite).
- The Gnarled Witherwoode staff now increases parry skill
(was also set incorrectly to smite).
- The Shepherds Shod Staff now
increases parry skill instead of smite.
- Mad Changelings should not
drop 0 cp loot any longer.
- The "Ancient Ebon Ring" should now have the
correct power level.
- The "fylgja pelt" can now be carried.
-
The Scepter of Intellect and the Deathrune Robes had the class restriction
"elementalist" replaced with "cabalist."
- Corrected the AF on the
Ancient Bloodbound Boots (they were 36th level but should have been 50th level).
Version 1.47
NEW THINGS AND BUG FIXES
- Resurrecting classes are now added to a
monster's "hate" list if they resurrect a player while the monster that kills
that player is still in combat. All resurrecting classes should be careful about
rezzing someone who was killed by a monster if that monster is still alive and
is still in combat. Please note if the monster is no longer in combat, then no
aggro is accrued, and resurrection can be performed with no danger.
-
Some root and snare spells (across all Realms) were incorrectly set to "recast",
so they could be chain-cast on players. This has been fixed.
- A monster
AI bug was causing "trained" monsters in dungeons to aggress on players not
involved with that combat. This has been fixed - monsters will now return
properly to their home after being trained.
- The RESISTS button on the
character sheet has been changed to BONUSES. This gives insight not only into
your resistances, but to the various realm and outpost bonuses. Now you can
clearly see the effect that Relics have on your character and your Realm.
- Guilds can now conquer and "claim" frontier keeps. See the section on
that below.
- A lower-level RvR battleground is now available for
30-35th level players. See the section on the battleground below.
- All
player attacks now do less damage against doors and siege equipment. This is to
slow down the massive groups of people that group up and take doors down too
quickly.
- If you train a specialization to level 50, it will now
correctly award you 50th level spells (if there is a 50th level spell on that
specialization). Previously, you didn't always get your 50th level spell
awarded.
- Experience points now print with commas, so when you kill a
monster, especially at high levels, you can more easily see how much you were
awarded.
- Strength buffs/debuffs will now immediately affect your
movement rate.
- We fixed several bugs that caused players to become
buried in walls or "warp" through walls.
- In your character's
specialization window, spec bonuses now print differently. Previously, the spec
list had your "base" number of trains in the list with any bonuses already added
in. Now you see the "base" number of trains you have in that spec and next to it
is the total number of object/realm point bonuses that affect that
specialization.
- A bug was causing all 2H weapon users to parry half as
much as they should have. This has been fixed - all 2H users should see their
characters parrying much more often.
- Another bug in Alliance Chat has
been fixed. Now when your guild leaves an Alliance, you will no longer see chat
from that Alliance.
- Berserkers will now do (on average) more critical
damage while they are in Frenzy mode - Only in RvR combat.
- Paladins
now have increased hit points.
- Champions have had their hit points and
melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and
/RELIC. The /REALM command gives keep information and the /RELIC command gives
relic information.
- Fixed the level 45 Cabalist class title for females
from Sorceress to Master Imbuer
- Spell damage is now properly
attenuated against keep doors - you'll notice that you do much less damage with
spells while "attacking" doors now than you used to. Melee damage has always
been properly attenuated; now spell damage is as well.
LOWER LEVEL
RVR BATTLEGROUND
Character levels 30-35 now have the option of going to
a special RvR battleground that is limited to characters of those levels. This
is being set up as a place to go to hone your RvR skills without needed to worry
about being killed by much higher level characters. You do not have to go to
this Battleground - if you wish you may still participate in the standard RvR
raids and defenses.
To get to the battlefield, go to your standard
Medallion merchant and purchase the medallion that goes to the battlefield.
Please note that only people who are 30th - 35th level can teleport, and only
those who are realm level 0 to 9 can teleport (realm rank 0 or 1).
Players who are between 30th-35th level and realm level 0-9 can quit and
reenter the battlegrounds normally. If you exceed this range, when you quit and
reenter, you'll return to your bindpoint.
The battleground has one
"home" keep for each Realm, and one keep in the middle that can be taken over.
Please note that initially this keep is held by renegade NPC guards, and will
have to be conquered before it can be claimed by the first Realm to take it
over.
SPELL SYSTEM NOTES
We've uncovered some pretty
large imbalances that greatly reduce the damage that Bolt spells do in the game.
So, we've made the following changes Bolt spells:
- We (greatly)
increased the damage that Bolt spells do to monsters, starting at around 40th
level. This change should not effect RvR.
- Remember, it is difficult to
cast a bolt on a target that is engaged in melee combat.
- We've kept
the chance for a shield to block a bolt.
General Spell Changes
- You'll notice that Epic monsters now resist damage spells more than
they did before.
- All non-area of effect single stat debuffs, double
stat debuffs, and resistance debuffs have had their casting times reduced to 2
seconds.
- We changed confusion spells back to the way they were
initially implemented - confused monsters now have a chance of aggressing on
other monsters as well as players once again. However, now they will not agress
on a monster more than one "color" higher than they (i.e. they will attack
oranges, but not reds).
- The Twinkling Visions line (Mentalist Light
spec) has had its range upped to 1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster
types at higher levels. The first spell in each line charms humanoids only. The
second adds animal type monsters, the third adds insect type monsters, and the
fourth adds magical type monsters. This should alleviate some issues with
finding pets at different level ranges.
- Damage add chants (Paladin,
Skald, Warden) now stack with base damage add buffs, but only add half damage
when stacked. Pet-only damage adds and shields also stack the same way.
- The Warden has had the higher levels of endurance regen chant changed
similar to the Friar; higher levels now give a percent reduction to fatigue
costs.
- Champion stat debuffs have been (much) increased in
effectiveness in negating buffs
- Added group resistance chants for the
Paladin, Skald, and Bard:
Paladin Chants
25 Body Ward
44
Body Shield
26 Mind Ward
45 Mind Shield
27 Energy Ward
46 Energy
Shield
28 Heat Ward
47 Heat Shield
29 Cold Ward
48 Cold Shield
30 Earth Ward
49 Earth Shield
Skald Battlesongs
25 Body
Bolstering Chant
44 Body Bolstering Song
26 Spirit Bolstering Chant
45 Spirit Bolstering Song
27 Energy Diminishing Chant
46 Energy
Diminishing Song
28 Heat Diminishing Chant
47 Heat Diminishing Song
29 Cold Diminishing Chant
48 Cold Diminishing Song
30 Matter
Diffusing Chant
49 Matter Diffusing Song
Bard Music Spec
25
Hymn of Body Guarding
44 Hymn of Body Protection
26 Hymn of Spirit
Guarding
45 Hymn of Spirit Protection
27 Hymn of Energy Guarding
46
Hymn of Energy Protection
28 Hymn of Heat Guarding
47 Hymn of Heat
Protection
29 Hymn of Cold Guarding
48 Hymn of Cold Protection
30
Hymn of Earth Guarding
49 Hymn of Earth Protection
New
Sorcerer/Cabalist Spells
A new dexterity debuff spell line has been
added to the Matter list (base list for Sorcerers and Cabalists):
8
Mystic Web
12 Mystic Trap
17 Mystic Net
23 Magical Web
29
Magical Trap
36 Magical Net
46 Sorcerous Web
The Sorcerer's
Minor Mesh of Force line in Telekinesis has been converted to a double debuff
(Dex/Qui) and had values raised accordingly. All spec debuffs are supposed to be
double debuffs, and there was no single dex debuff in a base line, which the
other realms have. This and the previous change fixes that.
Two new
spell lines have been added to the Cabalist's Spirit Animation list:
5
Mend Simulacrum Pet heal
9 Patch Simulacrum
13 Repair Simulacrum
19
Restore Simulacrum
28 Reconstruct Simulacrum
35 Reanimate Simulacrum
44 Rebuild Simulacrum
4 Improve Dexterity Pet dex buff
8 Develop
Dexterity
14 Increase Dexterity
21 Enhance Dexterity
33 Amplify
Dexterity
38 Augment Dexterity
48 Magnify Dexterity
Two new
spell lines have been added to the Cabalist's Vivification spell list:
11 Strengthen Golem Str/Con buff
18 Invigorate Golem
29 Foritify
Golem
39 Empower Golem
50 Vivify Golem
12 Hurry Golem Dex/Qui
buff
19 Animate Golem
31 Quicken Golem
41 Accelerate Golem
These spell lines should significantly enhance pet survivability at
higher levels, primarily due to the extra defense from the Quickness and
Constitution bonuses.
- The higher levels of the Cabalist's Convert
Spirit line have been removed, as they were essentially identical in
functionality.
GUILD BONUSES AND KEEP CLAIMING
Guild
Bounty Points
Guilds now have a pool of Guild Bounty Points (GBP's) that
it can spend on the claiming and upgrading of claimed keeps. Guilds will earn
one GBP per Bounty Point each player in the guild earns.
GUILDS
CLAIMING Frontier Keeps
Player guilds can now claim a frontier keep for
their guild.
How to Claim Keep:
1) you must be of a guild rank
that has claim permissions.
2) you must be in a full group with 7 other
members of your guild.
3) your guild must have at least 500 Guild Bounty
Points. (see below)
4) You must be standing next to the Keep Lord of the
keep you wish to claim.
5) no other friendly guild can currently be owning
it.
6) your guild must not currently own another keep.
7) after all
these conditions are met, type /GC CLAIM
A message is printed to the
realm that currently controls an outpost when it is claimed or released. Only
realm members of realm level 10 or higher see these messages, or those that
belong to the guild.
To retain control of your keep your guild will be
charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The
upgrade level is 1 by default when the keep is claimed. When your guild runs out
of bounty points, your claim on the keep is released.
A guild can "step
up" the number of GBP's they spend per hour to upgrade the various NPC's of
their Keep. The guildmaster (or anyone of a realm rank that has Upgrade
permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each
Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade
level, the guards, archers, patrollers and keep lord have their combat strength
upgraded. An upgraded keep costs additional GBP's to support - 50 per level of
upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.
To
release a claim on a keep, a guild member who is of a rank that has Release
privileges can use the /GC RELEASE command (from anywhere in the game). This
will stop the hourly charge on your Guild Bounty Points, as well as allow you to
claim a new keep.
Benefits of Owning a Keep:
- When a guild has
claimed a Keep - all members of that guild and all allied guilds will gain
certain bonuses when in PVP combat.(see section on Keep Bonuses, below)
- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the
guild's home frontier close to the home zones are the lowest difficulty (1).
Those keeps deep within enemy territory are the highest difficulty (5). The low
difficulty keeps will give very few bonuses. The high difficulty keeps will give
the most bonuses.
- The guild earns (1000 * Keep Difficulty) GRP's per
hour that they hold the keep
- When a guild owns a keep - all guards who
spawn in that keep will spawn with the guild's emblem on their cloaks and the
tagged with the guild's name.
- A banner will be placed on the keep with
the guild's emblem.
Keep Bonuses:
We've added bonuses to PvP
combat directly relating to the ownership of the various Frontier Keeps. All of
these bonuses, as well as bonuses for the Relics, can be viewed by clicking the
Bonuses button on your character sheet (this used to be the Resists page).
These bonuses only affect PVP melee damage, PVP spell damage, realm
point accrual and bounty point accrual. They are:
- +1% per enemy Keep
conquered by your realm in an enemy realm
- +2%xDIFF if your guild is
currently holding a keep (DIFF is the outpost difficulty level 1 to 5)
-
+3%xDIFF if you are defending a keep that your guild alliance is holding
For
example, if your realm has conquered 5 outposts in other realms, you'll always
receive a +5% bonus no matter where you are. If in addition you are in a guild
holding a difficulty 3 keep just across the border, you'll get an additional +6%
(total of +11%) bonus no matter where you are. If in addition you are fighting
in the name region of your held keep you'll get an additional +9% (total of
+20%).
Listing of Keep Difficulty Levels:
Note that each
keep's difficulty is relative to each Realm. Here is a listing of the keeps and
their difficulties.
Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5,
Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam:
Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4,
Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer
Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2,
Midgard=2, Hibernia=2
Midgard Keeps:
Fensalir Faste: Midgard=1,
Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste:
Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3,
Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer
Faste: Midgard=2, Albion=2, Hibernia=2
Hibernia Keeps:
Dun Scathaig:
Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1,
Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun
Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2,
Albion=2, Midgard=2
RELIC BONUSES
We've increased the
bonuses for holding each relic to +10% per relic. Your own Realm's Relics are
not longer countted when figuring the bonuses. Thus, if you have both your
Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE
and PVP damages for melee and spells. Note that you are still incented to hold
your own relic since you can't claim another relic unless you have your own. For
instance if you have your own strength relic and one other strength relic,
you'll get +10% to all melee damages. In the worst case, if all your relics are
taken, you'll receive no bonuses (and no penalties). Please note that you can
now view this bonus information using the new "bonuses" button on your character
sheet.
REALM BONUS FEEDBACK
We've buffed out the feedback
given to players for RvR events:
- The "resists" button on the character
sheet has been changed to "bonuses". The Bonuses window now shows all your
resistances and will also show all of the above relic and outpost bonuses when
you click on it.
- When your guild claims a keep, all members of the
guild will get a message.
- When your guild loses a claimed keep, all
members of the guild will get a message.
- When your realm conquers a
keep, all members of the realm with at least one realm rank will get a message.
- When your realm loses or gains a relic, all members of the realm will
get a message telling them of the change.
WORLD NOTES
The weapon rewards given out for the level 40 guild track quests in
Hibernia were overvalued, making them incredibly expensive to repair. Players
may now exchange these weapons for the same weapon with the correct value one
time only. Players should speak with the following based on their path:
Morna – Path of Focus: Hero, Ranger, Warden, Eldritch
Odhran – Path
of Essence: Champion, Bard, Enchanter, Nightshade
Nairna – Path of Harmony:
Blademaster, Druid, Mentalist
All three can be found in the courtyard at
the entrance to the palace in Tir na Nog.
Midgard Quests:
Quest
– Klippa’s Claw: The journal entry for step 2 is now correct. Players should
kill Klippa on step two, not Riv.
Albion Quests:
Quest: Save the
Spirits: Players who received the item "reward" can now return to Aserod, hand
him this item and receive the proper reward.
Quest: Abolishment of
Sacrifice: Lady Nimue has been move slightly towards the shore. She should no
longer be swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone: The level 15 and 20 encounters have been
tweaked slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed
upon Cailleach Uragaig. She now commands the Torch of Light and will use it to
protect her sisterhood. Be warned! This Torch of Light is rumored to rain fire
from the heavens!
Midgard Dungeon: Nisse's Lair
Some slight changes
have been made to Nisse's Lair. Adventurers should find it less deadly to travel
deeper into the dungeon with the addition of clear spots, relatively free of
monsters, and the reduction of BAF in some areas.
Monster Encounters
Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new
dark powers. War parties returning from the Sheeroe Hills claim to have heard
Maldahar's voice in their head saying that he will steal their life.
Midgard: Malmohus: It appears that a strange variety of tree spider that
was nesting near Yar's home have grown. The spiders appear to only get agitated
when adventurers get close to Yar himself.
Albion: Dartmoor: Moran's
guards have been spotted climbing the hill to his east. The guards have been
making markings in the cliff wall where Moran has managed to heave boulders.
Apparently Moran has been boasting that he could throw a human over the hill
there.
TREASURE NOTES
-Tepok's Mine (Albion) fully
itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized,
Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels
34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common
loot and more coin.