Cumulative Patch list 1.36 to 1.45

 

General

CRAFTER NAMES
Now, when a player character crafts an item, their name will be attached to that item. If someone delves the item the crafter's name will be displayed as part of the item information. (1.37)

REALM VS. REALM

Realm Points (1.37)
Here is a short description of Realm points, levels, and titles. There are 100 total realm levels, which are sub-divided into 11 ranks, each of which has a title and potentially a gift associated with it. When you gain your first Realm point (by engaging in RvR combat), you will be promoted to Rank 1, level 1. As you continue to fight in RvR, your next level will be Rank 1, level 2, and so forth. When you gain Rank 1, level 9, your next level gain will promote you to Rank 2, level 1. At Rank 2, you will gain a Realm Rank and a new title. You will gain these new titles and ranks at levels 10, 20, 30, 40, 50, 60 70, 80, 90, and 100. So, you must be 10th Realm Level (Rank 2) before you will see your Realm Title change.

Starting with this version, when you gain a Realm Rank, you will gain a 1 point bonus to each of your specializations per Rank. This begins at realm rank 2. So, a player of Realm Rank 5 would have a total of +4 (i.e. one per realm rank after the first) to all his skills. A maxed-out RvR player would have a +10 to all skills. Please note that this acts just as if that player has a magic object that "buffs" skills - i.e. you will not get abilities awarded to you because of the bonuses, but for combat and other calculations, the buff will be included in the formula. Currently, this bonus does not display on your character sheet.

In the (near) future, we plan on having a slightly more robust Realm Rank gifts, where you gain cash rewards for RvR combat, and at some point after that, additional skills and abilities. We'll give you all more information about that when the time comes.

Frontier Keeps:

We have made some changes to the frontier keeps throughout all three realms, particularly with the roaming patrols that move about the zones controlled by the keeps. Up until this point the areas of land controlled by the keeps has been quite small, with large gaps between the controlled lands, allowing armies to bypass the keeps to get deep into an enemy realm. In order to encourage invaders to take the frontier keeps, and defenders to defend them we have increased the area that the outlying patrols from each keep move about in. In general these areas now overlap, so that it's possible that patrols from more than one keep guard a single section of land. The number of these patrols has also been increased to account for the larger area that needs to be patrolled. Over the course of this week we'll be making more changes to the frontier keep and relic keep guard forces and adding incentives to the keeps to give more benefits to owning them. All of these changes will be made with the intent to give the frontier keeps more meaning, and encourage invaders to take them and defenders to defend them. (1.38)

Patrol areas around frontier keeps increased in size. (1.38)
Number of patrols around frontier keeps increased to account for larger patrol area. (1.38)
The frontier keeps now control a contingent of strong guards to help defend the home relics. Look for them at the relic gates. This force will diminish as frontier keeps are conquered by an invader. So, an army on a relic raid will be encouraged to take as many frontier keeps as possible to make taking the relic easier. (1.38)

The well-trained Lords and guards in the frontier keeps should now be using their bows and spells regardless of distraction. (1.38)

An additional "Border keep" patrol should now originate at each of the frontier keeps in the same zone as the border keep to explore the regions near the border keep. Note that this patrol depends upon the home Frontier keep for support, and if this keep is lost, this patrol does not generate for the enemy. (1.38)

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
You can now select and destroy Relic Keep doors. (1.37)

Siege weapons can now be repaired using the "/repair" command. (1.37)

Magical effects such as stun and mesmerize now "remember" if they have been cast on a player, and if cast again, the spell will last for a shorter duration than the first instance of the spell. This will effect combat vs. monsters as well. (1.37)

You will now come out of hiding when you use the "/repair" command, if you are stealthed. (1.37)

Repairing a door now takes 20 seconds to go through the entire repair cycle. Previously, it took 5 seconds, which enabled one or two players to hold off many enemy players attacking the door. (1.37)

Guild Realm Points will now be tracked properly, and won't reset randomly. You'll notice that your guild's Realm Points will be adjusted as members log into the game (1.37)

Keep doors should now be properly synchronized across all people's computers. Previously, some players would see doors open, when in reality they were closed. (1.37)

When low level mage characters cast mesmerization and stun spells on higher level-characters and monsters, the spells used to last as long as if a high level mage cast the spell. Now, the duration of the mez/stun will lower based on how much lower level the mage is than the target. (1.37)

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

The "Appeal" interface has been modified and streamlined so players who wish to contact Customer Support should have an easier time expressing their problem. (1.37)

Eight new monster skins have been added. Expect to see some new-looking monsters wandering about Pendragon later in the week. (1.37)

All outdoor zones for all realms have new pathing data, which means that pets, monsters and NPCs should now enter and move around buildings and structures properly. This fixes problems like pets going the "wrong" way around a building when following you, refusing to enter a building with you, or moving in an erratic fashion near objects. (1.37)

If you are hidden, monsters are now much less likely to target you than other group members, although they still have a chance of "finding" you. (1.37)

Heal spells should no longer be castable on dead player bodies. (1.37)

The "anonymous" flag no longer resets on quitting or zoning. (1.37)

There's now a confirmation dialog on Emblemeers and Smiths, which ask you if you are sure you want to purchase the emblem/repair the object. (1.37)

When you are missing an ingredient when making an object, the game will now list ALL the ingredients you are missing. (1.37)

Most NPC dialog will now print money in terms of units of currency, not just copper. Previously, you would see "50099 copper" - now that is translated into gold, silver, copper, etc. (1.37)

Condition and durability has been tweaked so that generally speaking, items now last longer (i.e. have greater durability), but need to be repaired slightly more often. (1.37)

Items with qualities below 90 will no longer salvage for the same amount of raw materials as higher-quality items. (1.37)

When you get a dialog box prompting you for resurrection, you now must acknowledge it within 15 seconds. If you don't, the resurrection spell must be recast. (1.37)

Berserker Frenzy now grants a "to hit" bonus and can be used every 7 minutes (used to be every 10 minutes). (1.37)

You can no longer "/upgrade" non-door objects. Due to a bug, you were able to upgrade all wooden objects (bows, staves, etc.), even though it was not cost-effective to do so. (1.37)

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

We are making several archer changes in this version. In short, archers are too powerful in RvR combat, but feel they don't have enough to offer in group-based monster hunting. We have spent a lot of time testing this in-house over the last week, as well as analyzing player and tester feedback, and have come to the conclusion that archers can kill higher-level players far more easily than we ever intended. Currently, low-40's archers can two-shot kill 50th level mages (who are red or purple to the archer), which is far too powerful. The testing also found that archers were not as effective fighting monsters in groups as we designed the classes. This version takes steps to correct both these problems. (1.45)

Archers no longer receive a to-hit bonus against sitting opponents. Low level archers could previously crit shot much higher level sitting targets - ones they normally could not hit at all if the target was standing. (1.45)

We've lessened the damage that Critical Shots do against higher-level player targets. Against same-level or lower enemy players, your critical shots will do exactly the same damage they always have. However, against higher-level enemy players, your damage will be less, depending on how much higher the player is than you. Please note that this change does not affect critical shot damage versus monsters at all - the change only effects RvR combat. (1.45)

Arrows do exactly the same amount of damage in combat versus monsters as they always have, but they now accumulate less "aggro". This means that you can use your critical shot or normal shot in combat with monsters and the monster will be less likely to aggro on you, and will be easier to pull off you if you it does aggro. We made this change because of archer complains (and subsequent testing) showed that archers indeed did so much damage to monsters that they automatically had the monster attack them exclusively for the entire encounter - an encounter which the archer would rarely survive. Now it will be much easier for them to do critical shot/normal bow damage against that same monster with much less chance of the monster focusing exclusively on them. (1.45)


BOUNTY POINTS AND STORES

Bounty points and stores have been added to Dark Age of Camelot. It works as follows: as you accrue Realm Points, you now accrue Bounty Points, which you can spend in special stores to get special magical items. Once you spend bounty points, they go away just like money does. There are three types: healing, stamina , and spell power healing. There are a few levels of these, please see the list below. Please note that will will add more bounty store objects over time. (1.42)

You can find the Bounty stores in each Realm's main city. See the World notes for the precise store locations. (1.42)

You may have a maximum number of bounty items based on your realm rank - i.e. one per Realm Rang. To use a bounty item, the item must be your level or lower - otherwise the item will not work for you. (1.42)

To use the item, place it somewhere in your inventory (they do not have to be equipped). Then left click on the item to make a short cut to the item on your hot bar. After this to use simply click on the hot-bar icon. At that point the items spell will be cast and it will disappear. One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat. (1.42)

Higher level objects have more healing power than lower level ones.

The cost is as follows:
level 20 - 100 bounty points
level 30 - 200 bounty points
level 40 - 300 bounty points
level 50 - 400 bounty points

Albion

Stamina Heals
Smooth Earthen Stone - level 20 stamina
Imbued Earthen Stone - level 30 stamina
Luminescent Earthen Stone - level 40 stamina
Pulsing Earthen Stone - level 50 stamina

Health Heals
Smooth Watery Stone - level 20 healing
Imbued Watery Stone - level 30 healing
Luminescent Watery Stone - level 40 healing
Pulsing Watery Stone - level 50 healing

Power Heals
Smooth Fiery Stone - level 20 power
Imbued Fiery Stone - level 30 power
Luminescent Fiery Stone - level 40 power
Pulsing Fiery Stone - level 50 power

Midgard

Stamina Heals
Carved Totem of Heimdal - level 20 stamina
Polished Totem of Heimdal - level 30 stamina
Embossed Totem of Heimdal - level 40 stamina
Encrusted Totem of Heimdal - level 50 stamina

Health Heals
Carved totem of Eir - level 20 healing
Polished Totem of Eir - level 30 healing
Embossed Totem of Eir - level 40 healing
Encrusted Totem of Eir - level 50 healing

Power Heals
Carved Totem of Odin - level 20 power
Polished Totem of Odin - level 30 power
Embossed Totem of Odin - level 40 power
Encrusted Totem of Odin - level 50 power

Hibernia

Stamina Heals
Tiny Crystal of Arduina - level 20 stamina
Small Crystal of Arduina - level 30 stamina
Crystal of Arduina - level 40 stamina
Precious Crystal of Arduina - level 50 stamina

Health Heals
Tiny Crystal of Dianecht - level 20 healing
Small Crystal of Dianecht - level 30 healing
Crystal of Dianecht - level 40 healing
Precious Crystal of Dianecht - level 50 healing

Power Heals
Tiny Crystal of Fintan - level 20 power
Small Crystal of Fintan - level 30 power
Crystal of Fintan - level 40 power
Precious Crystal of Fintan - level 50 power

Albion Stores (1.42)

Bounty Stores-
Calldir Edelmar - Guild Hall, Camelot City
Freya Edelmar - Guild of Shadows, Camelot City
Maye Edelmar - The Academy, Camelot City
Dare Edelmar - Defenders of Albion, Camelot City
Aklee Edelmar - Church of Albion, Camelot City

Quilted Store
Sebil Lenut - Lethantis Association, Campacorentin Station

Staves:-
Brother Salvar - Defenders of Albion, Camelot City


Hibernia Stores (1.42)

Bounty Stores-
Kiley -- Located in the Way of Stealth advanced trainer's building
Antaine -- Located outsided the Way of Arms advanced trainer's building
Grainne -- Located in the Way of Nature advanced trainer's area
Ailson -- Located in the Way of Magic building
Aghaistin -- Located in the Palace


Midgard Stores (1.42)

Bounty Stores-
Royd – Aesir Temple
Elli – Jotun Temple
Tora – the Main Hall, with the guild registrar

ART NOTES
Briton, Hibernian, and Midgard guards have gotten an armor appearance upgrade. You should start seeing this later in the week. (1.37)

Albion plate armor has been upgraded in appearance. (1.37)

 

WORLD NOTES

Hibernia Faction:

The enemy factions of the cluricauns and leprechauns will now give positive faction when you kill the opposing faction. (1.38)

Horse Routes:

A couple of new horse routes have been added to Midgard between Gna Faste and Galplan, and Gna Faste and Huginfel.

 

Quests

Albion Quests / NPCs:

Quest: Legione perso. Players attacking Lunaris were having difficulty in moving to the next step of this quest. This problem has now been resolved. (1.37)

Quest: Fortune of Few. Armsmen were receiving a Embossed Crossbow reward for this level 11 quest. For those Armsmen who wish to receive a usable item for their level, please return to Master Graent. You can hand him the Embossed Crossbow and you will receive a Belt of Battle in exchange. (1.37)

Quest: Heart of Sephucoth. Players who were also on the Ripper quest were not able to receive the bone they required for the Heart of Sephucoth quest. This issue has now been resolved and shortly after receiving the bone for the Ripper quest, you should receive the bone required to complete the Heart of Sephucoth quest. (1.37)

Quest: Captured Courier. Player attempting to complete the Dunston section of this quest in groups were having trouble. Dunston would run away shortly after the first of the group performed the proper steps. This has now been resolved. Dunston will wait for up to 1 minute while all members of the group perform the required steps. (1.37)

Quest: Abolishment of Sacrifice. The Sacrificer Harish encounter has been brought back up to its original level of difficulty. (1.37)

Quest: Traveler's Way -- Supply Run. Journal entries have been changed to reflect Sceley's smith profession. (1.37)

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:

Quest: Secret of Nuada's Silver. Players on step three of the Secret of Nuada's Silver quest that don't have the ore to hand in to Chief Proinnsias will fail the quest and get chastised for being careless. They'll be able to get the quest again. This is so the customer service people don't have to continually reset quests for people who get the ore and then destroy it or drop it. (1.37)

Quest: Seek the Moonstone. An earlier fix to the Seek the Moonstone epic allowed players who lost the enchanted collar to speak to the hounds. This has confused players who never lost the collar, so an alteration has been implemented that should hopefully help alleviate player confusion. Players who have lost the collar only need to say [the moonstone] as indicated in their journal. Players who haven't lost their collar can now give the collar to the hound to initiate hound-speak. (1.37)

Siabra reorganization. The different clans of siabra have been differentiated. The new names are now reflected in the quests and talk indexes. (1.37)

New Quest: Freeing Osier. A new level 19 Hibernian quest: Freeing Osier... a Connla merchant believes her beloved, lost many years ago, is now a spectral wickerman. (Osier is no longer a one-time drop) (1.37)

New Shopkeeper. Cleit, in Tir na Nog, sells shields. He's located just past the first pub in Tir na Nog, entering from the Lough Derg entrance. (1.37)

New Shopkeeper. Cragen, in Tir na Nog, now sells tacuil armor. (1.37)

Quest Sile's Sight: Keeper Rasa has moved away from the empyreans who guard her, and now resides by herself in a hut near their grove. (1.37)

Quest West Wind: Bards completing the West Wind quest will now receive a ring as well as coin and experience. The reward for Nightshades and Rangers who've completed the West Wind quest has been changed from reinforced to leather. All existing objects will be updated. (1.37)

Nightshades now get a leather hauberk as a reward for this quest. (1.37)

Blademasters now get reinforced greaves as a reward for this quest. (1.37)

The Hauberk of Lies is going to remain reinforced. However, nightshades can turn in their Hauberk of Lies to Bairfhionn in Tir na Nog and receive a leather Hauberk of Deceit. Only players who've completed the quest and have the Hauberk of Lies in their inventory will be able to get the new quest reward. This can only be done once. (1.37)

Blademasters who have received the Scale Greaves of Might can turn in this item to Bairfhionn in Tir na Nog and recieve reinforced Greaves of Might. Only players who've completed the quest and have the Scale Greaves of Might in their inventory will be albe to get the new quest reward. Players can only do this once. (1.37)

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

Quest: Abolishment of Sacrifice. Players who were stepped to step 7 and did not receive the sub-quest (Deserter Amono) can return to their Camelot trainer to receive this quest. Players who were stepped to step 10 and did not receive the sub-quest (Point of Reason) can return to their Camelot trainer to receive this quest.
Players who were stepped to step 12 and did not receive the sub-quest (Chains of Death) can return to their Camelot trainer to receive this quest. (1.37)

Quest: Legend of the Lake. Players who were stepped to step 3,4,7 or 8 and did not receive the sub-quests (Barbaric tales) or (Wizard Lost) can return to Lady Nimue to receive one of these quests. (1.37)

Quest: Rebellion Accepted. Players who were stepped to step 5 and did not receive the sub-quest (Path of the Renegade) can return to Captain Rhodri to receive this quest.
Players who were stepped to step 7 and did not receive the sub-quest (Regal Nobility) can return to Captain Rhodri to receive this quest. (1.37)

Quest: Scura tragedia. Players who were stepped to step 7 and did not receive the sub-quest (La morti parla) can return to Master Vismer to receive this quest. Players who were stepped to step 9 and did not receive the sub-quest (Animare il morti) can return to Master Vismer to receive this quest. Players who were stepped to step 11 and did not receive the sub-quest (Legione perso) can return to Master Vismer to receive this quest. (1.37)


Monster Encounter Updates:

Hibernia Monster Encounters:

The druid grove of Howth has done extensive investigation of the group of dark magical beings known as the Siabra. Disturbingly, they discovered that the Siabra reach and influence was quite extensive. While they all hail to one great queen and are seen as one group of beings, the closer investigation has revealed that there are regionalized differences between the Siabra people. One of the biggest differences is in their choice of colors to wear. The Siabra of the Lough Derg region, for example, have been known to wear red with highlights of violet. Regardless of the region though, violet seems to be a recurrent theme. The druids concluded their research by giving names to each of these siabra region-groups. Those in the Lough Derg area are the dergan siabra, those in Brileith and Mt. Collory are the siog, in the Cliffs of Moher they are moheran, in Silvermine are the sheevra, in the Shannon Estuary are the eriu, and in Lough Gur are the gurite. Those who reside near their faerie queen, Cliodna, in the Bog of Cullen are still referred to by their original siabra name. (1.37)

Siabra Fury, Enchanter, and Skirmishers in Lough Derg are now known as dergan fury, dergan enchanter, and dergan tussler, respectively. (1.37)

Dergan enchanter now correctly uses a thrust attack. It was previously using a crushing attack. (1.37)

Rock and stone sheeries have evolved slightly, and as a result, look a little different than they did before. They have also shed the cloth tunics they once wore. (1.37)

Whistlers, magical creatures that take on the form of black horses, have recently asserted some influence over the dergan near Macnol's tower in Lough Derg. (1.37)

Moss sheeries have migrated towards Lough Derg and may now be found behind the dergan grove (1.37)

Druids have classified a new type of sheerie, the clubmoss sheerie. It is slightly bigger and more magical than the smaller moss sheeries. The clubmoss sheerie is only found in Lough Derg. (1.37)

Rock sheeries have claimed a lonely stone circle on the east side of Lough Derg. Rounders, a more magical type of rock sheerie has also been sighted in that location. (1.37)

More curmudgeons have migrated into the Lough Derg area and some have taken on new roles. Investigating wardens have noted crab-catchers, campkeepers, and even a singing curmudgeon. (1.37)

A rare species of arachnid known as the dampwood mite has found a home in the Lough Gur area. At least four colonies of these creatures have been discovered. (1.37)

Reports have come in of ghoulies moving closer to Innis Carthig (1.37)

Survey groups claim to have seen gurite (Lough Gur Siabra) tempriars on the road between Lough Gur and the Bog of Cullen. Caution is advised for those traveling southeast. (1.37)

Stone sheeries have made their way as far south as the stone circles in Lough Gur. Yet another type of sheerie, called the chipstone, has been seen with these groups. (1.37)

Many Lurikeen have reported that a small herd of faerie horses has emerged to take up resident on the island in Lough Gur (1.37)

Wayward reports have trickled in of escorted envoys of the Unseelie Court heading from Lough Gur towards Cliodna's tower. Many have been sent to investigate these reports, but as of yet, no one has returned with confirmation. (1.37)

Magical black cats called scanradh (fright) have been seen with the gurites in their southwestern camp of Lough Gur. Like the whistlers of Lough Derg, these seem to have some power of authority over the gurites. (1.37)

A ragged messenger out of Alainn Bin inform has informed Connla authorities that cronicorns have been sighted in the Bog of Cullen. A sole surviving witness said the creature, leading a group of siabra, smited down his entire party with a mere wave of its horn. The village of Alainn Bin slips further and further from our grasp. (1.37)

Times of war can be seen by the increased number of disturbed spirits that roam the frontier lands, fallen invaders and defenders alike have risen from their unpleasant deaths to lash out at any who cross their paths. (1.37)

Additional camps of luricadunes have been spotted in the valleys of Silvermine to the west of Howth. (1.37)

The gray spectres have spread their influence from the solitary camp in the south. (1.37)

The sheevra have occupied additional areas on the shoreline and hills of Silvermine. Our guardian scouts report that these new camps are more dangerous and aggressive than the siabra of before. (1.37)

Tangua, Slothi and Natyl have been spotted more frequently at their camp in Bri Leith (1.37)

Dullahans may appear more frequently at night in the Lough Gur area (1.37)

Cave fairies and enhornings now heal themselves less often. (1.37)

The pooka formerly known as Spook is now known as Shadowgnash. (1.37)

Some of the heavy-drinking cluricaun have found abandoned homes in Connacht that they now use for their wild parties. They have sent messengers out to their kin to join them and are waiting them to arrive later this week. (1.37)

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 Arawnites in Llyn Barfog have established a more permanent presence. (1.37)

The boggart and Gwalchmai factions in the Pennine Mountains should now be giving a correct faction message. (1.37)

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 hagbui appear to have been disturbed by adventurers in the swamp and now roam their lairs even in the daylight hours. (1.37)

Forest spiders in Vanern swamp spawn in daytime as well as night. They have also received an appropriate poison attack. (1.37)

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)

Some of the very high level monsters may drop charged items on occasion. This is a new object type that has just been added to the game. Chargeable items are regular weapons/armor/jewelry that have magical spells associated with them. These spells have a limited number of time that they can be used. To use a charged item, drag the object's icon to the quick bar (please note that the object must be equipped for this to work) and then click on it.

There are two types of charged items. The first type is non-rechargeable but the item will still function as normal (i.e. without its spell) once the charge has been expended. This means that if you have a sword with a fire spell attached to it, once the fire spell has been cast, you cannot cast any more spells with the sword, but the sword itself still functions as a regular sword.

The second type of recharged item can be used over and over again, requiring recharging from a special NPC (currently called a spellcrafter, but this name will change shortly). The NPC will charge a fee based on the item type you trying to recharge. See the world notes for a list of Spellcrafter locations.

This version also includes a ton of additional weapons with particle effects, and some new spell effects on items.

Many zones have been totally itemized or tweaked:

Note: Albion being the oldest realm, had more rare items to begin with. You will notice many of those rare objects have been modified so they now drop with updated magic bonuses. Existing items will not be affected.

- Cursed Forest (Hibernia) - is now itemized
- Raumarik (Midgard) - is now itemized.
- Salisbury (Albion) - added rare items and fixed non-humanoid drops
- Black Mountains South (Albion) - fixed non-humanoid drops
- Black Mountains North (Albion) - added rare items and fixed non-humanoid drops
- Camp Forest (Albion) - added Rare items and fixed non-humanoid drops
- Avalon Marsh (Albion) - added Rare items and fixed non-humanoid drops
- Llyn Barfog (Albion) - itemized the remaining new camps and added rare items to old camps.
- Lyonesse (Albion), item levels 30-50 (existing zone)
- Dartmoor (Albion), item levels 35-50 (new epic zone)
- Malmohus (Midgard), item levels 35-50 (new epic zone)
- Sherroe Hills (Hibernia), item levels 35-50 (new epic zone)
- Cornwall (Albion)
- Skona Ravine (Midgard)
- Silvermine Mts. (Hibernia)
- Cliffs of Moher (Hibernia)
- Shannon Estuary (Hibernia) - added rare drops
- Myrkwood Forest (Hibernia) - added rare drops
- Svaeland West (Midgard) - added rare drops
- Lough Gur (Hibernia) - added rare drops

Please note that Raumarik, Cursed Forest, and parts of Llyn Barfog have treasure that drops less often than other zones, but the items that are dropped are far more valuable.

We also went back through a couple of zones that were rare item drops, and made changes where appropriate. You'll now find that these zones have much more to offer:

- Muspelheim (Midgard), item levels 20-32
- Valley of Bri Leith (Hibernia), item levels 15-40

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
Changed recipes to match what is in the ingredients lists. Several tailoring, fletching, and weaponcrafting recipes should now use the proper ingredients. (1.37)

Albion Mail armor has been revised to use Cymric leather components rather than Siluric. The minimum cost is still about the same if you use crafted components, but if you're using store-bought this will increase your profit margins. (1.37)

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:

The bonus damage from a combat style now increases as the skill specialization of the style increases. Before, players would slowly "outgrow" lower level styles as the damage of their base attack increased thus rendering older styles effectively useless. In addition, styles that have openings or are at the end of three style "chains" do additional bonus damage with specialization since they are more difficult to use and happen more rarely. (1.38)

SHAPESHIFTING (1.41)

This version of Dark Age of Camelot introduces basic shapeshifting into the game. This type of shapeshifting changes a character's appearance - but it keeps his weapons and underlying combat skills. This is why the first round of shapeshifting - for Berserkers and Heroes - is limited to humanoid models that can hold weapons and do combat style animations.

The second round of shapeshifting (coming in the near future) will allow the character to actually change into a beast by assuming the beast's form AND underlying combat characteristics. We'll announce which classes will receive this type of shapeshifting when the time comes. Be assured that we are not yet done with shapeshifting implementation.

 

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)

These NPCs will recharge all chargeable items (for a price, of course).

Albion:
- Camelot City: Miran Esric, at the Palace
- Cornwall: Larel Esric, at Cornwall Station

Hibernia:
- Kigua in Connla
- Tegau, in Tir na Nog. Tegau is located in the building across the street from the guard building where Sentinel Teadoir and Sentinel Kynon hang out.

Midgard:
- Ingirun in Jordheim
- Alrik in Gna Faste.

 

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.