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All Posts by RJD - 2007 found

2/17/06 8:16 AM
Viewed 52, Replies 2


Originally posted by SirTitus
1? where are the rvr areas

You have to go to one of your realm's Border Keeps to access the Frontier Zones or Battlegrounds. In Albion they are Snowdonia Fortress and Castle Sauvage. In Hibernia its Druim Ligen and Druim Cain. Midgard has Svasud Faste and Vindsaul Faste. Once there you can either exit through the gate (zone) into the Frontiers (BigBoy RvR) or use the teleporter to teleport to your level appropriate Battleground.


2? the castles that i see in guild chat that are being taken over are they protected by npc's or real players

Those are the Keeps and Towers in the Frontiers which are seiged as part of the Realm Wars. They are guarded by both NPC guards and actual players.


3? the vampire in camelot where is he teleporting people too?

Don't know who you're referring to offhand, there are many different teleporters around the game world that can send you different places. If you mean the primary teleporter (each realm's capital has one) he can send players just about anywhere... To the main cities in SI and Catacombs and ToA (if not on a classic server) and to the primary border keep, housing zones, etc.


4? can you travel from albion to midgard or hibernia?

Only on the PvE server (Gaheris) and the PvP server (Mordred).


THANKS JUST CANT FIND THESE ANSWERS

No problem! :)

2/17/06 7:29 AM
Viewed 85, Replies 4

Friars just got a lot of love in the patch that went live yesterday so that would be a good choice if its a class that interestes you.

2/16/06 2:54 PM
Viewed 219, Replies 29

But everything IS digitally purchasable off of our website... The trial comes with the first two expansions (Shrouded Isles and Trials of Atlantis) for free, the 3rd (Catacombs) and 4th (Darkness Rising) can be bought and downloaded either from the website or through the client...

2/16/06 2:41 PM
Viewed 219, Replies 29

As long as you do it before your 14 days are up you can continue on with your same account. If your 14 days expire though you can call Billing Support and they can add it in for you so you still get the 30 days free. :)

2/16/06 2:15 PM
Viewed 265, Replies 19

Your feedback is appreciated and has been passed on to the people who make such decisions.

Please keep in mind that A) I'm just a messenger, don't shoot me. ;) and 2) This patch is not the end all abd be all, other classes will get their turn and the changes these classes received will be monitored and evaluated and they will be adjusted if needbe. :)

2/16/06 12:59 PM
Viewed 265, Replies 19

Please, enlighten me, we're always looking for more feedback. Overall from what I've gotten in the official feedback forms more people like those assassin changes than don't. And overwhelmingly the ones who don't like them seem to believe they should be able to kill anyone else in the game at their will. Don't get me wrong, not saying you fall into that group, just sharing what I've received so far.


We have added improvements which better enable them to fulfill their role as stealthy one on one killers and castle infiltrators.

The changes we made fall directly under that statement. Assassin classes have always been one on one fighters. While I generally tend to frown on using real life analogies for video games, cause well, RL doesn't have much place in a game based around trolls, elves and magic... the same holds true in RL. Assassins don't take out groups of people at a time, they pick their battles, set up their targets so that the battles most favor the assassin, take down their targets when their least prepared and expecting anything, etc. Based on feedback we've received over the years, the primary targets of Assassins ingame are other assassins and casters and anyone else they can find solo and in a vulnerable position.

I'll be the first to admit that ToA really removed most casters from that target list. But the changes in 1.82 (nerfing BT and Brittleguards) moved them back onto that target list imo. Battle between the 3 assassin classes was also evened out a lot more. Taking all that into consideration I would say the part above about "better enabling them to fulfill their role as stealthy one on one killers" is accurate. The Stealther Detection NPC guards at the keeps also had their radius reduced and such to help facilitate the castle infiltration part of the above statement.

Is it enough? A LOT of people seem to think it is, but apparently you don't. So, as I asked in the begining before I started rambling, please enlighten me. I'm not saying you're wrong or right or anything, I'm simply curious because most of the feedback I'm getting states the opposite...

2/16/06 11:07 AM
Viewed 265, Replies 19

Two hours early; knock on formica, gang -

===================================

Dark Age of Camelot
Version 1.82 Release Notes
Class Changes and Cross Cluster Guilds and Alliances
February 16, 2005

===================================


VERSION 1.82 INTRODUCTION

Over the last couple of months, we have continued on the path that we started last year - gathering information from our players about what you want to see us working on next, and focusing on this information at the core of our patches. We will continue to poll for this information, as well as gather feedback from various community forums and the Herald. Based on your feedback, there are two main areas on which we have focused this version: Class Enhancements (specifically Hybrid and Assassin classes) and Guild and Alliance clustering improvements.

Hybrid Enhancements: We have made extensive improvements to the Friar, Thane and Warden. As with the heavy tanks, our goal was to reinvigorate these classes to make them more fun and interesting to play. Each of these classes has received unique changes that fit their individual roles in battle. Please scroll down to the "CLASS CHANGES AND FIXES" section to read about the improvements we have made to these three hybrid classes.

Assassin Enhancements: We also took a hard look at the assassin class of each realm with an eye for improving all three of them in overall performance, particularly in RvR. We have added improvements which better enable them to fulfill their role as stealthy one on one killers and castle infiltrators. Please scroll down to the "CLASS CHANGES AND FIXES" section to read about the improvements we have made to the three assassin classes.

Guild and Alliance Clustering Improvements: We really appreciate all of the feedback we have received about this issue. At long last and in response to this feedback you have provided, we have implemented the ability for guilds and alliances to form across all servers in a cluster. Please scroll down to the "Cross Server Guild And Alliance Notes" for more details.

We will continue to move forward with class enhancements as quickly as we can, but this will definitely require additional patch cycles and continuous testing and feedback. We know that you are each sensitive to when your class will be looked at, and we will be looking at them as quickly and carefully as possible. We are continuing to gather more feedback and we will be taking more polls in the near future to help us focus on what is next.

Your participation and feedback is very important to us. We really appreciate your involvement in helping us to determine what we should be looking at next. Thanks again!

NEW THINGS AND BUG FIXES


General Changes And Fixes

- The restrictions on /bg grantcredit where a player less than master level 2 couldn't be granted credit for trial 5, a player less than master level 4 couldn't be granted credit for trial 7, 9 for 9, and 10 for 10, have been removed.

- /gc note now gives the player feedback on where it's trying to write a note to, and will prompt the note writer if the target of the note is unclear.

- In some instances, players were able to exploit certain quests and obtain more experience than was intended. This has been fixed.

- The error message reported by the server when /gc invite can't find the target online is clearer.

- All characters on an account (provided that one of the characters owns a house) now have owner permissions in the house no matter which server in a cluster those characters belong to.

- Based on feedback from our players and team leads, the number of kills necessary in order to earn titles for the Realm dragons, Legion of Darkness Falls, and Shrouded Isles epic monsters has been standardized and reduced.


Cross Server Guild And Alliance Notes

- With this version, cross server guilds and alliances can now be formed. Guilds created now have a "Home" server which matches the initial leader of the guild's home server. Players from other servers in your cluster will now be able to join your guild, and alliances including guilds from every server in your cluster are now possible. When necessary, the <guildname>-<servername> format will be usable, similar to dealing with matching player names.

- It is now possible to add a guild or player from another server to your house's access permission list. Players and guilds will still only be able to claim homes on their home server.


New Titles

- The following titles have been added for players who participate in killing Legion:

Demonslayer
Demonbane
Demonscourge
Dread Vanquisher of Legion


New Emotes

- The following new emotes have been added to the game:

/worship
/drink


Interface Changes

- When right-clicking on an ability (spell, style, etc), there will be an "Info" button available which will do the same thing as pressing the Delve key.

- When right-clicking on an inventory item, there will be an "Info" button to delve it, but there will also be Salvage, Craft, and Repair buttons that will be highlighted if any of those are valid options. For example, if an object is fully repaired, the Repair button will be disabled.

- If the object has a /use or /use2 ability, these will display beneath the buttons in the mini-info window. The icon and name of the spell will be listed, and the icon can be clicked and dragged to the quickbar. This can then be used to active the /use or /use2 ability directly. The tooltip for one of these icons on the quickbar will have the name of the spell which item is the source of the ability. Moving an item in your inventory which has a /use hotkey in the quickbar will properly update the hotkey so that it still works.

- Switching objects between the backpack and worn slots will now properly resolve the /use hotkeys for the object(s).

Character Art Notes

- We have fixed an issue where most of the male Valkyn eye color options would show up green.

- There is a new inventory icon for TOA Artifact Cloaks.

CLASS CHANGES AND FIXES


General Notes

- The following Shield styles have a new animation: Shield Swipe, Mangle and Numb.

- The Sledgehammer Hammer Style has a new animation.

- The Arctic Rift Axe Style has a new animation.

- Spiritmaster pets have received a slight graphic change. This change is only viewable in Catacombs and Darkness Rising clients.

- There is now delve information for Sprint, Sure Shot, Critical Shot and Rapid Fire.

- Spells or styles, including bleeds, slows, hinders and stuns, now properly display the effect inflicted in delves.

- Subclassing spells, Rise of Hurt and Rise of Pain, are now correctly self-only damage shield spells.

- The following classes have been given a forced full respec upon login: Bainshees, Friars, Infiltrators, Nightshades, Shadowblades, Thanes, Wardens and Warlocks.


Combat Style Changes

- Reactionary combat styles now provide a 3 second window in which the player may use the style. When a reactionary style is available for use (such as after you block your target and you wish to use a block reactionary style), the reactionary style will register as valid and trigger as long as you use it within 3 seconds. In general, this will make it much easier to successfully perform reactionary styles against enemy targets.


Critical Strike Style Changes

- A new stackable ABS debuff has been added to the Critical Strike line in the following manner:

8 Pincer - Pre-req: To side of target - Effect: ABS decrease 1%
29 Leaper - Pre-req: Hamstring - Effect: ABS decrease 2%
44 Rib Separation - Pre-req: Leaper - Effect: ABS decrease 5%

- Critical strike styles that require the attacker to be stealthed will now destroy any bladeturn spell. The attack will hit the target unhindered. (Note: Before this change, the critical strike style would simply bypass the bladeturn, and the bladeturn would still block the next style. With this change, the critical strike style will actually destroy the bladeturn, preventing it from blocking the next style following the critical strike.)

- Combat styles which require the attacker to be hidden will now only break through bladeturns when the combat style is executed successfully.

- Critical strike styles that require the attacker to be stealthed will destroy any brittle guards that try to block the attack. The attack will hit the target unhindered.


Realm Ability Notes

- In some instances, the Arms Length realm ability would break during combat or spell casting. This has been fixed.

- The Bonedancer Realm Ability, Allure of Death, now uses similar art as the new Bonedancer pet art.

- The delve information for the realm ability, Testudo, now denotes that it is only effective versus realm enemies. On the PvE ruleset, the delve (and functionality) of Testudo is unchanged.

- The Heretic's realm rank 5 ability, Fanaticism, now reduces damage done by damage over time spells.


Master Level Ability Notes

- Banespike will now provide a 15% bonus for 10 seconds.

- Players can now have only one brittle guard summoned at a time.

- Tanglesnare cast time has been reduced to 5 seconds.

- Siege Wrecker is now on its own timer.

- Arcing Power is now an instant-cast spell similar to Leaping Health from the Perfector line.

- Spell timers have been re-arranged as such:


Dazzling Array 1
Enervating Gas 2
Inebriating Fumes 1
Mental Siphon 2
Choking Vapors 1
Sense Dulling Cloud 1
Energy Tempest 3

- Banespike now has a recast timer of 5 minutes.

- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage.


Bainshee

- The Bainshee line of Frontal Direct Damage spells (Bawler's Bruise, Bawler's Outrage, etc.) now have fall-off damage similar to PBAE spells, but based on position, not distance. The frontal 45o arc of these spells will still hit for 100% of the spell's damage. Outside of this arc, damage will start to drop off to the sides, to a minimum of 25% of the spell's damage at the edge of the spell's arc.

- Archery shots blocked by the Bainshee Wraith's Barricade spell line will no longer cause bladeturns to be removed.


Bonedancer

- Bonedancer pets have received a graphic change. This change is only viewable in Catacombs and Darkness Rising clients.

Cabalist

- Cabalist pet speed spells from Vivification will no longer be overwritten by other speed spells.


Friar

- The Friar Rejuvenation line has been adjusted in the following manner:

The group Heal-Over-Time spells have had their amounts of healing increased and time increased to 30 seconds instead of 15 seconds. Power costs remain the same.

- A new spell has been added to Rejuvenation: Buff (Offensive Group heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:

8 Prophet's Penitence - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 15 hit points. 1000 units range
16 Prophet's Faith - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 30 hit points. 1000 units range
24 Prophet's Piety - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 45 hit points. 1000 units range
32 Prophet's Conviction - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 60 hit points. 1000 units range
40 Prophet's Fidelity - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 75 hit points. 1000 units range
48 Prophet's Dogma - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 100 hit points.


- A new spell has been added to Enhancements: Buff (offensive PBAE heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:

10 Acolyte's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 25 hit points.
20 Chaplain's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 50 hit points.
30 Fanatic's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE Heal (250 radius) for 75 hit points.
40 Inquisitor's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 100 hit points.
50 Zealot's Redemption - Self instant cast/30 seconds duration/30 seconds recast 25% chance to proc a PBAE (250 radius) Heal for 125 hit points.

- A new spell has been added to Enhancements: Buff (Defensive Heal Proc) - Target generates healing via melee attacks against them. The spells are as follows at the levels specified:

9 Protection from Fear - Group 3 second cast time/20 minute duration. 25% chance to proc a self heal for 15 hit points.
17 Protection from Doubt - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 30 hit points.
25 Protection from Dissent - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 45 hit points.
33 Protection from Anarchy - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 60 hit points.
41 Protection from Idleness - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 75 hit points.
49 Protection from Heresy - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 100 hit points.

- Friar Staff Styles have been adjusted in the following manner:

4 Figure Eight - New Prerequisite: Frontal position - Effect: 25 hit group heal
15 Double Strike - Pre-Requisite: Figure Eight - Effect: 50 hit group heal
25 Banish - Pre-Requisite: Friar's Friend - Effect: 50 hit group heal
39 Friar's Fury - Pre-Requisite: Counter Evade - Effect: FAE 50 Heal
50 Excommunicate - Pre-Req: Holy Staff - Effect: 75 DD & 75 PBAE Heal

- Friar Weaponskill has been increased slightly.

- Friar staff changes have been made in the following manner:

4 Figure Eight - New Prereq: Frontal position - Effect: 15 hit group heal
15 Double Strike - Pre-Req: Figure Eight - Effect: 25 hit group heal
25 Banish - Pre-Req: Friar's Friend - Effect: 50 hit PBAE heal
34 Holy Staff - Pre-Req: None - Effect: 50 hit Group heal
39 Friar's Fury - Pre-Req: Counter Evade - Effect: FAE 75 Heal
50 Excommunicate - Pre-Req: Holy Staff - Effect: 75 DD & 100 Group Heal

- The Fatigue Cost Reduction spells, Saint's Energy, Saint's Stamina, Saint's Persistence and Saint's Tenacity, are now group buffs.


Infiltrator

- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.

- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.

- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.

- Assassination has been replaced with Remedy for the Infiltrator RR5 ability.

- Upon gaining a deathblow on an RvR opponent, the Infiltrator will have increased stealth detection by 25% for the next 60 seconds.


Necromancer

- Shield of War (Subclass ability) now correctly has a recast timer.


Nightshade

- Remedy now only blocks poisons from weapons. (Note: This is a slight change in the design of Remedy in preparation for more changes and updates which will be made to the Nightshade class in this patch cycle.)

- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.

- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.

- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.

- The following spells have been added to all Nightshades:

Damage over Time

Level 15 "Clouded Agony" 4/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 25 "Clouded Distress" 8/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 36 "Clouded Pain" 14/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 46 "Clouded Destruction" 22/tick - instant cast/ 24 seconds duration. 30 second recast 500 unit range.

Self Damage Shield

Level 10 "Eventide Resonance" 1 dps - 3 second cast time / 20 minute duration.
Level 20 "Eventide Redirection" 2 dps - 3 second cast time / 20 minute duration.
Level 30 "Eventide Reverberation" 3 dps - 3 second cast time / 20 minute duration.
Level 40 "Eventide Repercussion" 4 dps - 3 second cast time / 20 minute duration.
Level 50 "Eventide Reflection" 5 dps - 3 second cast time / 20 minute duration.

- Upon gaining a deathblow on an RvR opponent, the Nightshade will be 25% harder to detect in stealth for the next 60 seconds.

- Nightshade DoT spells are now castable while in combat mode.

Ranger

- Models of the Ranger Champion Weapons have been updated to better reflect damage type.


Reaver

In 1.81 we adjusted spell timers of all classes to a new system due to overlapping issues with Sub-class abilities, Master level abilities, and class abilities. This adjustment was noted in 1.81 as follows:

"- Many spell and ability timers no longer overlap from Class Spells, Master Abilities and Sub-classing spells."

An inadvertent change to the Reaver lifetap spells occurred from this change, which allowed Reavers to cast lifetaps simultaneously instead of being limited to using one lifetap at a time. Because of this, we had to change lifetap spells back to the way they worked before. We apologize for any confusion about this issue. In the near future, we will be looking at rebalancing the Reaver class and we will pay close attention to improvements to the Soulrending line in particular.


Shadowblade

- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.

- While using a critical strike style which requires a stealth opening, if the player is using a two-handed weapon, the damage has been increased significantly.

- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.

- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.

- Shadowstrike has been replaced with Remedy for the Shadowblade RR5 ability.

- Upon gaining a deathblow on an RvR opponent, the Shadowblade will have increased stealth movement by 25% for the next 60 seconds.

- Upon reaching level 10, Shadowblades will be granted the ability to turn their weapons to the side and inflict blunt damage for 30 seconds. (Re-usable every 5 minutes). This ability is found in the abilities list in the spells window.

- Frost Cut is now based off of Evade for Shadowblades.


Sorcerer

- Sorcerers can now cast Mastery of Concentration when group members have Bunker of Faith/Soldier's Barricade/Warguard up. The restriction Sorcerers have with casting Mastery of Concentration while Shield of Immunity is active remains.


Thane

- Stormcalling has been updated with the following changes:

6 Thor's Bolt 3.0 second casting time and 1525 range.
9 Thor's Greater Bolt 2.8 second casting time and 1550 range.
13 Thor's Major Bolt 2.8 second casting time and 1600 range.
17 Thor's Minor Lightning 2.8 second casting time and 1550 range.
23 Thor's Lesser Lightning 2.6 second casting time and 1600 range.
29 Thor's Lightning 2.6 second casting time and 1650 range.
38 Thor's Greater Lightning 2.6 second casting time and 1675 range.
48 Thor's Full Lightning 2.4 second casting time and 1700 range.

16 Call Mjollnir 3.5 second casting time 1500 range/350 radius.
22 Invoke Mjollnir 3.5 second casting time 1550 range/350 radius.
35 Summon Mjollnir 3.0 second casting time 1600 range/350 radius.
45 Command Mjollnir 3.0 second casting time 1600 range/400 radius. Also procs a PBAE 4.5 damage add from the targeted enemy.

10 Toothgrinder's Bite 1525 range.
12 Toothgnasher's Bite 1550 range.
18 Toothgrinder's Horn 1600 range.
25 Toothgnasher's Horn 1550 range.
34 Toothgrinder's Ram 1600 range.
44 Toothgnasher's Ram 1650 range.

- A new spell has been added: PBAE Energy Debuff - Target resistance is lowered. Damage done is of the spell's given damage type. The spells are as follows at the levels specified:

14 Dissipate Energy 3.0 second cast time/10 second duration, 350 radius 3% Energy Debuff.
20 Rout Energy 3.0 second cast time/10 second duration, 350 radius 6% Energy debuff.
33 Sunder Energy 3.0 second cast time/10 second duration, 350 radius 9% Energy debuff.
43 Banish Energy 3.0 second cast time/10 second duration, 400 radius 12% Energy debuff.

- A new spell has been added: Energy Debuff Weapon Proc - Self only Buff - Target resistance is lowered. Damage done is of the spell's given damage type. The spells are as follows at the levels specified:

17 Dissipating Blows 3.0 second cast time/20 minute duration, 3% Energy debuff.
23 Routing Blows 3.0 second cast time/20 minute duration, 6% Energy debuff.
36 Sundering Blows 3.0 second cast time/20 minute duration, 9% Energy debuff.
47 Banishing Blows 3.0 second cast time/20 minute duration, 12% Energy debuff.

- A new spell has been added: Doom Hammer - Thrown weapon and damage. Target takes damage. Damage done is of the spell's given damage type. Spell can be cast during combat. Disarms the Thane for 10 seconds. The spell is as follows at the level specified:

50 Doom Hammer 10 second recast time 1000 range 200 DD (Energy).

- The Thane's Hammer weapon specialization has been given the following adjustments:

12 Frost Hammer - Pre-req: To side of target - Effect: 20 energy DD
25 Crumble - Pre-req: Ruiner - Effect: 50 Energy DD
39 Lambast - Pre-req: You parry - Effect: 75 Energy DD
50 Mjolnir's Fury - Pre-Req: Lambast - Effect: 175 Energy DD

- Chain lightning now casts instantly at the enemy target and hits up to 5 targets (player or pet). If there is only one target available, the spell will hit once. If there are multiple targets, the spell has a chance to jump from target to target and back to the prior target. With each jump, the damage of the spell is reduced by 25%.

- Command Mjollnir will no longer have a delay after casting before casting another spell.

- Doom Hammer disarm is no longer purgable.

- The multiple hammer spell effect has been put back on Call Mjollnir, Invoke Mjollnir, Summon Mjollnir and Command Mjollnir.

Vampiir

- Vampiir self buffs will now scale in effectiveness from 50% to 100% between the levels 5 and 40.

- Vampiir combat styles will now delve correctly when delved from the combat panel.

Warden

- The Warden Regrowth line has been adjusted in the following manner:

- A new spell has been added: Buff (Offensive Group heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:

8 Lesser Nature's Gift - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 15 hit points. 1000 unit range
16 Lesser Nature's Favor - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 30 hit points.
24 Lesser Nature's Token - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 45 hit points.1000 unit range
32 Nature's Gift - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 60 hit points. 1000 unit range
40 Nature's Favor - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 75 hit points. 1000 unit range
48 Nature's Token - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 100 hit points. 1000 unit range

- A new spell has been added to Nurture: Buff (offensive PBAE heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:

10 Nature's Curator - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 25 hit points.
20 Nature's Deacon - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 50 hit points.
30 Nature's Keeper - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 75 hit points.
40 Nature's Stewart - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 100 hit points.
50 Nature's Sentinel - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 125 hit points.

- The PBAE heal procs added in 1.82c have been moved to the Warden Nurture line.

- Wardens are now granted 1.8 spec points per level.

- Wardens are now able to specialize in Shield.

- Wardens can now receive Mastery of Blocking as a Realm Ability.


Warlock

- There is now a 3 second timer between Warlock Chambers instead of 2 seconds.

- Cast times of all Uninterruptible primers are now 3 seconds instead of 2 seconds.

- The following damage reductions are being applied to spells fired via Uninterruptible primers similar to the way Mastery of Concentration reduces spell effectiveness:

1 - Steady Cast - 40% of damage reduced
11 - Solid Cast - 35% of damage reduced
20 - Fixed Cast - 30% of damage reduced
29 - Fortified Cast - 25% of damage reduced
37 - Anchored Cast - 20% of damage reduced
47 - Unshakable Cast - 0% of damage reduced

- Uninterruptible primers now have the following power costs:

1 - Steady Cast - 45% power
11 - Solid Cast - 40% power
20 - Fixed Cast - 35% power
29 - Fortified Cast - 25% power
37 - Anchored Cast - 20% power
47 - Unshakable Cast - 15% power

GENERAL WORLD NOTES - ALL EXPANSIONS

- Line of sight issues have been improved for all towers in New Frontiers. This fix also addresses many of the 'cast through walls' issues that Bainshees had on towers.

- Milegate doors on Agramon are no longer attackable.

- Each realm's player gravestone has received new artwork.


Let The Games Begin!

- A new gaming craze is sweeping the realms. Trifecta has finally arrived! A card game of chance with fabulous prizes awaits the adventurous. Dealers (named "Trifecta Dealer") have appeared in the capitol cities (Classic, Shrouded Isles and Catacombs) as well as in the realm festivals. Try your luck today and see if you can get a Trifecta and win the big prizes! (Prizes are awarded randomly based on the number of matches made. Prizes and chances of winning are subject to change at any time. Celebrity voices were impersonated. Void where prohibited. Prohibited where void.) (You will love the prizes!)

- The Rules of Trifecta: Trifecta is a game of chance where the player is shown three decks of cards and chooses one from each of the decks. The decks are then shuffled and a card at random is chosen from each deck. If the player's choice and the card drawn match, they have a match. Players earn a random prize based on the number of cards matched. There are three tiers of prizes based on one match, two matches, or matching all three; referred to as a Trifecta. Each tier awards a random prize from a pool for that tier. The value of the prizes for each tier is based on how hard it would be to achieve that tier. To play, a character need only buy a token from the dealer and give the token to the dealer when they are ready to start. (Dealers also offer the rules of the game and a list of possible prizes.)

CAMELOT CLASSIC WORLD NOTES


General World Notes

- Infernal powers have created a rift into each Realm's homelands. These breaches appear to connect to previously unknown portions of Darkness Falls. These uncharted caverns are rife with demons and undead adventurers from times past. Designed for characters level 1-4 and 5-9, these new dungeons allow new characters to be introduced to RVR combat in a dungeon environment, as well as provide an alternate leveling locale. Within each realm's portion of the dungeon, there is also a portal to the appropriate level battleground so that players can try out either form of RVR easily without much travel or hardships. Tomorrow's Realm Champions have to start somewhere.

- A small number of monsters have been made uncharmable to prevent abuse.

- King Constantine, enamored by the warmth of his citizens upon his return, has begun renovations of Cotswold. The layout in Cotswold has been changed to include the addition of new buildings. The town’s surroundings now accommodate a more welcoming approach. NPCs in Cotswold have been moved to new locations and horse routes have been adjusted. Please note - Under the Shrouded Isles or Trials of Atlantis clients, the bindstone and boulders may be missing some textures.

- King Eirik, enamored by the warmth of his citizens upon his return, has begun renovations of Mularn. The layout in Mularn has been changed to include the addition of new buildings. The town’s surroundings now accommodate a more welcoming approach. NPCs in Mularn have been moved to new locations and horse routes have been adjusted. Please note - Under the Shrouded Isles or Trials of Atlantis clients, the following structures may be missing some textures: bindstone, stable, town hall and boulders.

- Players will no longer swim above water in the Midgard housing zones.

- The bridge in Connacht has been updated with new art.

- The Alchemy Table, Lathe, and Forge for crafting have been updated with new art.

- The Hibernia bridge in Connact has undergone art adjustments.

- Brush has been updated in both Mularn and Cotswold.

- All starting locations for new players in Mularn and Cotswold have been adjusted to be in front of their appropriate trainers.

- Loading screens for Vale of Mularn, Camelot Hills and Lough Derg have been updated to reflect each realm's starting town changes.

- New sounds have been added to each realm's starting town bindstone.

- Healers and Smiths have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: that at this time this is for the Realm side of the border keep, not the Frontier side.

- Smiths have been added to the primary border keeps in each realm. Note: that at this time this is for the Realm side of the border keep, not the Frontier side.

- Porters have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: This affects Regular and Classic servers only as the PVE/PVP servers already had similar NPCs.

- As part of the renovations to each realm's starter towns, several NPCs have been removed from the game. As a result, various merchants have had their stores consolidated, and several quests associated with removed NPCs have been modified to reference new NPCs.

- The following NPCs were removed from Cotswold Village: Eowyln Astos (Dye Merchant), Farma Hornly (Armor Merchant), Laridia the Minstrel, Dyemaster Octe (Dye Merchant), Grannis Ynos (Weapon Merchant), Ellyn Weyland (Armor Merchant), Col Aldar (Armor Merchant), Cudbert Dalston (Weapon Merchant), Lar Rodor (Shield Merchant), Gill Hoxley (Armor Merchant), Rayn Olwyc (Weapon Merchant), Cullen Smyth, Rheda, Grum Bowman (Weapon Merchant), Pellam (Weapon Merchant), Yetta Fletcher (Arrow Merchant), Enchanter Grumwold, Eileen Morton (Instrument Merchant), and Sir Grynoch.

Quests involving Eowyln Astos now reference Elvar Ironhand (Smith).
Quests involving Farma Hornly now reference Lundeg Tranyth (Armor Merchant).
Quests involving Laridia the Minstrel now reference Ydenia Philpott (Instrument Merchant).
Quests involving Rheda now reference Stonemason Glover.
Quests involving Yetta Fletcher now reference Samwell Hornly (Weapon Merchant).
Quests involving Eileen Morton now reference Godeleva Dowden (Merchant).

Additionally, several NPCs have moved from their previous locations, new buildings have been erected (including a stable), and the Cotswold guard tower has been moved closer to the village. References made to these new locations have been updated in several NPC dialogues, map directions, etc. Also, various teleport locations have been updated to accommodate the moving of some NPCs.

- The following NPCs have been removed from Mularn: Hild (Weapon Merchant), Oken (Weapon Merchant), Cale (Dye Merchant), Blyn (Armor Merchant), Gram (Weapon Merchant), Bein(Armor Merchant), Marie (Shield Merchant), Aren (Weapon Merchant), Grenlyr (Weapon Merchant), Geir (Arrow Merchant), Raelyan (Weapon Merchant), Raimes, Denise and the Chieftain Guard.

Hrolf is no longer a weapon merchant.
Elizabeth is no longer and enchanter.
Finn is no longer a dye merchant.
Vers is no longer an armor merchant.
Linna is no longer a weapon merchant.
Aste is no longer an armor merchant.
Brik is now a trade skill supply merchant.

Additionally, several NPCs were moved from their previous locations, new buildings were erected, and the Mularn guard tower was moved closer to the village. References made to these new locations were updated in several NPC dialogues.

- Artwork has been updated for numerous graveyards.

- The hasteners at the primary border keeps (Sauvage, Ligen, and Svasud) have been moved slightly. You can find them down the hill from each border keep entrance at the rock that divides the paths into the Relic area and the Frontier proper.

- (Midgard) Information in players' quest journals, for those on step 5 of the Mularn Delivery quest, has been updated to incorporate the new location (due to the recent Mularn face-lift) of the NPC named Asta.

- (Midgard) New shop architecture and torches have been added to Mularn.

- (Hibernia) The Lough Derg mini-map has been updated to properly reflect the Demons' Breach dungeon entrance.


Quest Notes - Albion

- Newly inducted Clerics of the Church of Albion (level 5) are now gifted with a Mace of the Initiate that grants a Rejuvenation bonus, rather than the Crush bonus it was previously giving.

- Players on step one of the The Stolen Spells quest are now advised to bring along help.

- The Search at Snowdonia (Epic 3) quest now correctly advises player to see Bishop Kustan and not the Arawnite Envoy.

- Meran the Weaver now advises players on step 3 of the Cloak of Shades Part 1 quest to search for Brownie Nomads in Salisbury Plains rather than Camp Forest.

- The Stones of Power (Epic 1) quest was missing quest step 7. This was added.

- Players will now be asked to kill more level appropriate monsters for the Cloak of Shades Part 1 quest.

- Modified the 'Undead Assassin' spawn so that it didn't roam past the zone boundary.

- Child's Play - Players between levels 1 and 4 will find that Charles, in Cotswold, will invite them to join in a game he's playing.

- A Hero Desires a Sword - Raymond, in Cotswold, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.

- The Cotswold Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.

- Players stuck on step 4 of the Fall of an Emperor can now use the Olivarius Scepter to advance their quest.

- The Amulet of the Planes quest has been raised to a more appropriate level. Players who previously completed this quest may return to Mairi Ralilden in the Campacorentin Forest to have her increase the power of the amulet.

Quest Notes - Midgard

- The quest reward for certain classes completing Ota’s Quest has been adjusted to include a bonus to Darkness, instead of Runecarving. The classes affected: Spiritmasters, Runemasters, and Bonedancers.

- Step 10 of Ota's Quest now correctly takes the griffon claws from Warlocks and Valkyries.

- Child's Play - Players between levels 1 and 4 will find that Charles, in Mularn, will invite them to join in a game he's playing.

- A Hero Desires a Sword - Raymond, in Mularn, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.

- The Mularn Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.


Quest Notes - Hibernia

- Players completing the West Wind quest will now receive a more level-appropriate quest reward.

- Directions to Taskmaster Praest as part of the quest journal entry for step 1 of the Service to the Realm quest have been modified to direct players to the correct Tir na Nog exit.

- Directions to Rhedoc as part of the quest journal entry for step 4 of the Flagging Morale quest have been modified to direct players to his new location in the recently-renovated Mag Mell.

- Advanced classes (Warlocks, Vampiirs, and Valewalkers) can now receive their reward and complete the Nuisances quest.

- Druids and Wardens will now receive a scale version of the reward offered for the Sea Shell Sleeves quest.

- Players will now be able to progress past step 4 in the Sraoi's Heart quest.

- Level 41 players will now be able to properly receive the Task Mastering quest from Lieutenant Mauvere again.

- Hibernia Epic "The Empyrean Dilemma" - The Siog Tribesmen have had their aggression radius reduced.

- Child's Play - Players between levels 1 and 4 will find that Charles, in Mag Mell, will invite them to join in a game he's playing.

- A Hero Desires a Sword - Raymond, in Mag Mell, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.

- The Information quests given by the base trainers no longer have guides to take players to Adrrir.


Item Notes - General

- The following items may now be placed in personal vaults: Coin of Earth, Coin of Water, Coin of Fire, Coin of Wind, Coin of Body, Coin of Mind, Coin of Spirit, Gem of the Despoiled, Hand Crafted Music Box, Golden Tuning Fork, Guri's Wand, Hunter's Report, Guard's Report, Speech Script, Map to Rebel Recruiter, Nymir's Head, Rebel Speech, Erhael's Head, Servant's Livery, Drugged Dinner and Wine, Secret Rebel Plans, Athaecyn's Dinner and Wine, Powdered Medicine, Key with Rebel Mayor's Insignia, Sheaf of Documents, List of Reagents, House Findias Robe, Map to Rebel Recruiter, Rebellion Tunic, Bjorn's Head, Rebel Plans, Gamanborg Map, Recruiter Map, Dwarf Skin Scroll, Maniacal Fighter's Dagger, Maniacal Shadow's Pendant, Erellala's Quiver, Outcast Strong Fist Seer's Staff, Note for Sentry Vudi, Vudi's Map, Togda's Map, Gymyr's Head, Second Piece of Crystal

- New Helmets for Valkyries have been added to the Darkness Falls merchants with the unique Valkyrie winged helmet graphic.

- The majority of quest items will now be able to be placed in personal vaults.


Monster Notes - Midgard

- Sentry Thomas in Jordheim will be recognized by other nearby sentries. This will allow him to be more easily located with the /where command.

- A number of monsters and camps have been shifted, added, or modified as a result of the recent changes in Mularn.

- Fixed an issue where Stor Gothi Al would spawn under the mound after the dragon was killed.


Monster Notes - Albion

- A number of monsters and camps have been shifted, added, or modified as a result of the recent changes in Cotswold.

- The gender of the Bandit decoys will no longer be in question.


Monster Notes - Hibernia

- A number of monsters have moved or shifted in response to the improvements made in Mag Mell recently.

- Daewin, the trophy frog, has had its spawn adjusted because of the new bridge put in north of Ardee. It will no longer spawn inside the bridge but on top of it so trophy collectors can 'collect them all'.


Dungeon Notes - General

- Mini-maps have been added to the following dungeons: Darkness Falls, Barrows, Tomb of Mithra, Keltoi Fogou, Catacombs of Cardova, Tepok's Mine, Spindelhalla, Vendo Caverns, Varulvhamn, Cursed Tomb, Nisse's Lair,