Patch Notes - August 12th, 2020

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HEADLINES
  • The tradeskill search window has been implemented for master tradeskillers!
  • Buff re-balance continuation.
  • Archaic Fragments have been simplified.
  • All tomes have been converted to AAs.
  • Low-level re-balance continued: Low level spells now scale with worn elemental damage.
ALTERNATE ADVANCEMENT
  • Added new filter options at the bottom of the AA window.
  • All existing tomes have been converted to equivalent alternate advancements.
    • Codex of Power progress is now calculated by a character's spent alternate advancements past 250.
      • The total experience required for maximum CoP benefits remains identical.
    • Emberflow and Refuge books will continue to exist but instead unlock their equivalent alternate advancements once read.
    • Hidden Strength has been replaced with the Mythic AA lines.
    • The following tomes have had their dual effects split into two separate AA lines (be judicious respending your AAs):
      • Bodily Resistance -> Bodily Disease Resistance, Bodily Poison Resistance
      • Elemental Resistance -> Elemental Cold Resistance, Elemental Fire Resistance
      • Infection Mastery -> Disease Mastery, Poison Mastery
    • Player characters will have existing tome experience refunded to equivalent unspent alternate advancement points.
    • Existing translated rank 1 and 2 tomes are now droppable and have a vendor price.
    • Tome of the Mind has been split into the following two alternate advancements:
      • Ruinous Mind; available to SHD, BRD, NEC, WIZ, MAG, ENC.
      • Exalted Mind; available to RNG, BST, PAL, CLR, SHM, DRU.
  • Hastened Resilience no longer erroneously refers to Rampage.
CLASSES
  • MONK
    • Fixed the Monk's innate ability never to have mobs be "behind" them.
  • ROGUE
    • Uncanny Dodge style works.
RESISTANCES
Certain class-, race-, and tome-based bonuses to resistances have been reworked serverside to sync with the client. The following bonuses are now accounted for by both the client and server:​
  • CLASS-BASED
    • BEASTLORD
      • Cold Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Disease Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • MONK
      • Disease Resistance
        • +1 per level starting at Level 51
      • Fire Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
      • Poison Resistance
        • +1 per level starting at Level 51
    • PALADIN
      • Disease Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
    • RANGER
      • Cold Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Fire Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • ROGUE
      • Poison Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
    • SHADOWKNIGHT
      • Disease Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Poison Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • WARRIOR
      • Magic Resistance
        • +1 every even level
  • RACE-BASED
    • All base resistances now follow client racial bases:
      • Barbarian: +10 CR
      • Dark Elf: n/a
      • Dwarf: +5 MR, +5 PR
      • Erudite: -5 DR, +5 MR,
      • Froglok: +5 MR, +15 PR
      • Gnome: n/a
      • Half Elf: n/a
      • Halfling: +5 DR, +5 PR
      • High Elf: n/a
      • Human: n/a
      • Iksar: -10 CR, +5 FR
      • Ogre: n/a
      • Troll: -20 FR
      • Vah (Shir): n/a
      • Wood Elf: n/a
  • TOME-BASED
    • Bodily Resistance and Elemental Resistance tomes now properly add 3 resist per rank.
ITEMS
  • Archaic spell fragments have been changed:
    • Existing class-specific archaic fragments have been replaced with archetype fragments.
    • Wisdom casters now share a full set of four fragments and Intelligence casters also share a set of four fragments.
    • Speak with relevant NPCs for more information.
  • Burning Greatsword now appears as a sword rather than a staff.
  • Claws of the Tiger Tamer now proc Tiger's Prowess.
  • Client-side Pristine tag now displays correctly.
  • Dark Shield of the Entropic Recruit no longer becomes unequippable after growing in level.
  • Enameled Berserker Chestplate, Runed Berserker Chestplate, and Shiny Berserker Chestplate now list Recovery I and Recovery II as worn spell effects instead of nonfunctional focus effects.
  • Entropy's Spine has been given a more thematically appropriate proc. The new proc has identical properties to the previous one but is now disease-based and features a spell description.
  • Fine Silk Robe now has a blue variant.
  • The following [LORE] items are no longer stackable:
    • Escaped Liodreth's Head
    • Tiger Hide
  • For convenience, all Starfall quest items now list relevant class(es) rather than Class: ALL.
  • Giant Bones now lists NEC instead of SHM.
  • Gorilla Milk has been given a slightly different clicky effect that should no longer overwrite high-level statistic buffs.
  • High-Powered Oil Press will no longer be consumed during tinkering recipes.
  • Icons for Liodreth Head and Escaped Liodreth's Head have been changed to a cat head instead of a bixie head.
  • Items with levels above their maximum level have been fixed.
  • Items can no longer be stored in non-existent bag slots in your bank. You will be disconnected if you try to put something in a non-existent slot. (This is only an issue with poorly written custom UIs).
  • Kargyxx Beak is now stackable.
  • Pouch of the Plenty now self-targets and summons five Pixie Stix at a time.
  • Rootfruit is back (again).
  • Sorcerous Rune now lists ENC instead of MAG.
  • Stretched Hide Shield now takes a Type 5 augment instead of Type 2.
  • Studded Leather Leggings now have two Type 5 aug slots instead of one.
  • Tainted Core now has a more appropriate appearance than its previous hammer model.
  • Tarxan Beak is more common.
  • Valorous Crystals now lists CLR instead of WAR.
  • Words of Fright now lists DRU instead of SHD.
NPCs
  • a contracted wizard in Thurgadin will now port those working on the Uncooperative Exiles bounty to The Murk, providing they have the appropriate faction.
  • a dreamkeeper in Plane of Nightmare shows up as its intended model.
  • a zealot in The Cesspits now casts healing spells on himself rather than his target.
    • Additionally, these mobs are now flagged as Clerics rather than Warriors.
  • Autoshrink NPCs have been added to Underhill to make navigating the zone easier for large races.
  • Cyclonus, the Wind`s Demise now leaves a corpse that lasts for 30 minutes rather than 5.
    • Additionally, this NPC no longer gives experience (since the adept itself already gives a substantial amount).
  • Drakit Duskfeather now appears as an aviak.
  • half elven remains in Blackburrow are no longer standing upright.
  • Lady Niall is no longer embedded in the floor of Erudin Palace.
  • Sam Bloodblade now procs an invisibility spell on himself rather than his target.
  • Various imps in The Eternal Well are now all red instead of unintended random colors.
QUESTS
  • A Troll's Trinket in Zenn Malath now has journal entries.
  • Janitor Tomin now specifies "ratmen" instead of "ratlings" during his portion of the Fiery Explosion questline.
  • Training Master Vaenla's questline is no longer accessible to races that are not native to Underhill.
SPELLS
  • Allure of the Basilisk, Astral Force, and Heart of the Tree have been given more reasonable vendor prices.
  • Allure of the Basilisk now has a proper spell description.
  • Archaic spell fragments have been changed; see the ITEMS section above for details.
  • Draft of Ice now triggers Arcane Echo.
  • Druid Heart spells have been given unique landing and fade messages.
  • Helt's Berserker Formula, Helt's Wild Berserker Formula, Helt's Berserker Insanity, and Helt's Rampaging Formula spell descriptions are now correct.
  • Lightning Shock has a more thematically appropriate landing message.
  • Plague has had its mana cost reduced.
  • Runic: Cataclysm produces fewer spell particles.
    • This change also fixes the bug that caused Cataclysm: Hurricane to render spell particles for players who had spell particles disabled.
  • Runic: Celestial Well and its accompanying spell, Healing Waters, have received a minor update for convenience:
    • Runic: Celestial Well
      • The well pet is now a water elemental rather than air.
    • Healing Waters
      • This spell no longer produces landing messages for the well pet itself.
      • It only produces landing messages for targets that do not already have the buff.
      • It produces far less obnoxious and more thematically appropriate spell particles; these particles only apply to the well pet and not to recipients.
      • It no longer produces a piercingly loud spellcasting sound effect.
  • Sense Animals/Summoned/Dead spells all work properly now.
  • True North works correctly again.
  • Wizard familiars now last indefinitely like other pets and no longer require a resummon every few hours.
  • Worn Bane Enhancement will no longer trigger on beneficial spells.
ZONES
  • The "door" clicky that leads to Inner Sanctum in Prison of Admyrrza has been updated:
    • Characters no longer embed in the wall when they reach the other side.
    • Characters face north during the teleport, meaning they start out looking into the first room of Inner Sanctum instead of the wall.
  • The texture on the sign pointing to the MoP in Pocket Plane now displays properly.
  • A useless rock "switch" has been removed from the bottom floor of the lift in Erimal. All it did was spin in place and confuse/frustrate players for as long as this zone has existed!

MISCELLANEOUS
  • Fixed a few buggy classic Froglok textures that were causing parts of the Froglok to display black regions instead of the proper texture.
  • The popup message for Level 51 no longer mentions the Instrument of Vengeance quest. (It is still mentioned at 52 as intended.)

    MISC. CHANGES TO DIALOG, GRAMMAR, NAMING, SPELLING, ETC.
    • Aug category names have been simplified:
      • Armor: Chain/Plate -> Heavy Armor
      • Armor: Jewelry/Bracelets/Charms -> Jewelry
      • Weapon: Bows -> Bow
      • Armor: Silk/Leather -> Light Armor
      • Thazeran: Elemental Infused -> Thazeran
      • Bounty Hunting: Cores -> Bounty Core
      • Bounty Hunting: Runes -> Bounty Rune
      • Bounty Hunting: Glyphs -> Bounty Glyph
      • Bounty Hunting: Inscriptions -> Bounty Inscription
    • Dead Childs Femur is now Dead Child's Femur.
    • Fiery Explosion armor pieces no longer contain the typo "Firey" in their lore text.
    • Fixed a number of typos in Phago the Glutton's portion of Daymare Into Night.
    • The following item names have had their backtick ( ` ) characters changed to apostrophes ( ' ):
      • A Goblin`s Work
      • A Noble`s Journal
      • Alpha Wolf`s Insignia
      • Beguiler`s Belittling Barrage
      • Beguiler`s Belittling Barrage
      • Beguiler`s Belittling Barrage
      • Croc`s Toothring
      • Dannisin`s Discarded Galoshes
      • Dragonforger`s Contract
      • Executioner`s Glaive
      • Genklog`s Notes
      • Genklog`s Scroll Case
      • Graverobber`s Boots of Gravedust
      • Gruthulk`s Tooth
      • Gumdor`s Requiem
      • Insomniac`s Slippers
      • Jeremiah`s Token
      • Liod`s Sojourn
      • Lorekeeper`s Sigil
      • Marilda`s Seal
      • Marlow`s Lullabye
      • Nature`s Defender
      • Plague Priest`s Phylactery
      • Praknat`s Note
      • Sworn Hunter`s Trinket
      • Szaria`s Mindcap
      • Xaxazan`s Ceremonial Patch
      • Yiv Chieftain Dasogk`s Head
      • Yiv Chieftain Nzokag`s Head
      • Yiv Chieftain Oplek`s Head
      • Yiv Chieftain Rhinst`s Head
      • Yiv High Chieftain Glizik`s Head
    • The following NPC names have been revised:
      • a Bone Dragon -> a bone dragon
      • a Dragon Shade -> a dragon shade
      • a Grey Assassin -> a Grey assassin
        • All other a Grey _____ NPCs now follow this pattern.
      • a lesser Dragon Shade -> a lesser dragon shade
      • a miner overseer -> Mine Overseer Grupl
        • This change better reflects the lore in the Instrument of Vengeance questline.
      • a Necromecha Clockwork -> a necromecha clockwork
      • Dark Boned Dragon -> a dark boned dragon
      • Faded Dragon Shade -> a faded dragon shade
      • Remains of a Hatchling -> remains of a hatchling
    • The following quest names have been revised:
      • Cillans Courier Service -> Cillan's Courier Service
      • An Iksars Tale -> An Iksar's Tale
      • Listha's Bracelet -> Lishta's Bracelet
      • Mareks Missions -> Marek's Missions
      • Roses of Judgement -> Roses of Judgment
      • Note that pre-existing journal entries pertaining to these quests will retain the old spellings.
    • The following spells (and their accompanying scrolls) have been renamed after figures in SoD lore:
      • Cleric (and Paladin)
        • Marzin's Mark -> Milhad's Mark
        • Symbol of Marzin -> Symbol of Milhad
        • Symbol of Naltron -> Symbol of Chaunella
        • Symbol of Pinzarn -> Symbol of Zarysha
        • Symbol of Ryltan -> Symbol of Drilma
        • Symbol of Transal -> Symbol of Talain
      • Wizard
        • (AA) Call of Xuzl -> Call of Tarhyl
        • Draft of Jiva -> Draft of Tergon
        • Elnerick's Electrical Rending -> Tergon's Electrical Rending
        • Elnerick's Entombment of Ice -> Tergon's Entombment of Ice
        • Fire Spiral of Al'Kabor -> Fire Spiral of Hanar
        • Flaming Sword of Xuzl -> Flaming Sword of Tarhyl
        • Force Spiral of Al'Kabor -> Force Spiral of Hanar
        • Frost Spiral of Al'Kabor -> Frost Spiral of Hanar
        • Ice Spear of Solist -> Ice Spear of Tergon
        • Jyll's Statis Pulse -> Benli's Static Pulse
        • Jyll's Wave of Heat -> Benli's Wave of Heat
        • Jyll's Zephyr of Ice -> Benli's Zephyr of Ice
        • Retribution of Al'Kabor -> Retribution of Hanar
        • Vengeance of Al'Kabor -> Vengeance of Hanar
        • Wrath of Al'Kabor -> Wrath of Hanar
    • The following spells now have a space between the target's name and the spell's landing message:
      • Arcane Aura
      • Maul
    • Instances of the misspelling "admantine" have been corrected to "adamantine."
    • Instances of the misspelling "beastial" have been corrected to "bestial."
    • Instances of the Swedish word "najad" have been changed to the English spelling "naiad."
    • Instances of the word "judgement" have been conformed to "judgment."
    • Instances of the word "saviour" have been conformed to "savior."
    • The item After The Divide is now After the Divide.
    • Lore references to "Tizmak" have been changed to "harthuk."
    • Most tome descriptions have been given a minor revision.
      • This change mainly includes fixes for hundreds of capitalization errors and the removal of extraneous spaces.
      • Additionally, nearly all instances of "codex" have been changed to "tome" (except when referencing the Codex of Power line).
    • Reconstitution's spell scroll is now named Spell: Reconstitution instead of Spell: Reconstitute.
    • References to "Blunt/Agility Specialization" have been conformed to "Blunt/Avoidance Specialization."
    • Relic: Cupola of Incineration no longer contains the typo "cupoula" in its landing message.
    • "Sadri" is now capitalized in NPC names.
    • Unnamed clockworks in and around Underhill now have lower-case names.
    [*][*][*][*][*][*][*][*]
BUFF RE-BALANCE CONT.

GENERAL
Buff lines that have been re-worked have had the following changes made:​
  • Have instant cast time, ten mana cost, and no refresh time.
  • Buffs no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration.
  • Reworked buffs no longer account for worn increased duration.
  • HP Buffs have had their healing portion removed.
  • Later, durations of all reworked buffs will be set to 10 minutes. We will continue to rework additional spell lines.

SHAMAN
  • Added a new spell at level 64: Shroud of the Ancients.
LOW-LEVEL RE-BALANCE CONT.

GENERAL
Flat elemental damage on gear will now be applied to spells at all player levels following these two rules:​
  • No elemental damage is added to spell levels lower than 15 levels below the player's level.
  • The cap for worn elemental damage at any given level is equal to the player's level from levels 1 to 64.
NECROMANCER
Necromancers have been given the following spells at early levels to smooth out leveling and to fill in some gaps in existing DoT spell lines:​
  • Level 8:
    • Fever (Disease DoT)
    • Shock of Acid (Poison DD)
  • Level 16:
    • Acid Bolt (Poison DoT)
  • Level 20:
    • Searing Blood (Fire DoT)
  • Level 24:
    • Virulence (Disease DoT)
    • Venom of the Spider (Poison DoT)
  • Level 34:
    • Inflame Blood (Fire DoT)
  • Level 44:
    • Venom of the Scorpion (Poison DoT)
ADEPT ITEMS
  • (12) Shzoc, Gruesome Doppelganger
    • Burning Lack of Remorse now has a clicky instead of a proc.
  • (14) Slor, the Roaster
    • Bright Orange Ashes is no longer equippable in the Ammo slot and no longer has a proc.
  • (15) The Junkbeast
    • All woozles have had their bane damage toned down.
  • (26) Vakkaros the Frozen
    • Sickening Guilt has been changed to Unmelting Heart of Ice.
  • (36) Harahon, the Rotten One
    • Gorilla Milk now has a clicky instead of a proc.
  • (52) Lord Commander Ragarati
    • Ring of Supreme Vengeance now caps out at 8 bane damage instead of 12.
QUEST/DUNGEON ITEMS
  • Most quests listed in the Level 1 - 5 and 6 - 10 range of the wiki's quest timeline article have had their rewards buffed. If the quest progresses to higher levels, the rewards through the entire questline have been buffed, often ending with a stronger [EXPABLE] final item.
  • Loot in the following zones has been buffed:
    • Hidden Temple of Yaralith
    • The Runnyeye Citadel
    • Shrouded Island
 
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If this is your grand vision, then rebalance buffs to be less powerful. Integrate them to all classes to some extent (for example, 65% innate haste with buff haste giving additional 15%, etc) or something. You say buffs were always a problem - then do away with them, not just make them an even worse problem.

There aren't this many of non-US players here but now logging on during my weekend mornings without anyone to group with (when there's total of 15 people online and 10 of them are AFK in Athica) doesn't feel appealing. Nor does it, for example, doing Raptor on a melee - good luck trying to find people to zone 586 times to find him just so you can have haste and DS. I have a feeling you'll have a lot more work to do to balance content and quests and spells around this to make this actually work.
 
If this is your grand vision, then rebalance buffs to be less powerful. Integrate them to all classes to some extent (for example, 65% innate haste with buff haste giving additional 15%, etc) or something. You say buffs were always a problem - then do away with them, not just make them an even worse problem.

There aren't this many of non-US players here but now logging on during my weekend mornings without anyone to group with (when there's total of 15 people online and 10 of them are AFK in Athica) doesn't feel appealing. Nor does it, for example, doing Raptor on a melee - good luck trying to find people to zone 586 times to find him just so you can have haste and DS. I have a feeling you'll have a lot more work to do to balance content and quests and spells around this to make this actually work.
This. So many times.
 
about a 10% decrease in melee damage.

Your total DPS was 95.57% of your pre-patch DPS. This includes the loss of tome of the mind. (Although your DirDmg was higher oddly) There was previous discussion concerning the void between Hand to Hand and Melee weapons for monks. I had originally presented the idea of reducing accuracy for Hand to Hand by 4% to staff to push in this direction. This way it would be just a small shift and then we could reevaluate and adjust again if needed. Ultimately we did not do this, but perhaps the numbers we are seeing now, although being a nerf, are a step in that direction.

Also, know that every aspect of combat was switched in core from codex to AA. Some are obviously breaking (Paladin heals and Bards) but others might need some tweaking or individual examination. Please continue to report feedback and we will look into these.

What REALLY surprises me is the spell line(s) not on this list.

Which would you think to see on the list
 
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My mistake. I forgot to add:

Enchanter FT :
2570, 1695, 1693, 174, 697, 1694, 2479

we didn’t talk about stat buffs yet internally. I’m sure they will get brought up though
 
Your total DPS was 95.57% of your pre-patch DPS. This includes the loss of tome of the mind. (Although your DirDmg was higher oddly) There was previous discussion concerning the void between Hand to Hand and Melee weapons for monks. I had originally presented the idea of reducing accuracy for Hand to Hand by 4% to staff to push in this direction. This way it would be just a small shift and then we could reevaluate and adjust again if needed. Ultimately we did not do this, but perhaps the numbers we are seeing now, although being a nerf, are a step in that direction.

Also, know that every aspect of combat was switched in core from codex to AA. Some are obviously breaking (Paladin heals and Bards) but others might need some tweaking or individual examination. Please continue to report feedback and we will look into these.



Which would you think to see on the list
if you were looking at the parse breakdowns did you consider the fact he was doing ds damage, riposte kicks, and regular riposte since the previous testing due to grimstump now doing damage? this is why the barefist damage is isolated.
 
i just saw the bit about the void between hand to hand and weapons. Using barefist introduces a pretty substantial risk with a lot of downsides. Nerfing the upsides while keeping the downsides the same and the alternative (using weapons) equally unappealing just feels AWFUL. This is going to feel even worse for monks without access to endgame weapons. Pre-yale, monks have access to 1 weapon that doesn't feel like entirely like ur swinging a pool noodle. It upgrades to a whiffle ball bat with an overtuned proc. what is the thought process behind this change?
 
ENC mana regen line, for one. No mention of SHM stat buffs (or any stat buffs for that matter) either.
Let me add resist buff lines to the list as well, now that I had some more time to think about it.
 
I've watched a monk steadily get new weapons. and then watched those weapons get nerfed, and then some monk gear get nerfed. and now with the barehands seeming as though it's deminishing in power, it looks pretty grim to a player.
 
I've watched a monk steadily get new weapons. and then watched those weapons get nerfed, and then some monk gear get nerfed. and now with the barehands seeming as though it's deminishing in power, it looks pretty grim to a player.

A lot of what has been happening on the server is pretty grim in my opinion. Not to knock the Admin, they are trying and putting a lot of their personal free time into this and I really think that should be noted because otherwise it just seems like you're shitting on the server. Honestly, I am really glad I saw the writing on the wall and bailed after the Admin Q&A. Otherwise I would be even more infuriated.
 
the quality of life changes are amazing, the monk changes are clearly an unintended consequence and I am sure the devs will fix it. I have faith.
 
There were concerns that the Focused Strikes AA conversion is a nerf to archery. Just to let everyone know, the description was copied from the old codex and it has only ever applied to Melee for the last 10 years (when the codex was first created). The Combat Fury and Fury of Ages AAs also have only ever applied to Melee since the time they were created as well. The descriptions will be updated to clarify.
 
Also

FYI, custom User Interfaces might not properly display five digits of AAs (the default had this issue before we updated it.)
 
i hope part of the vision is to lower the strength of buffs, and give that power to characters in another way. buffs are way too powerful to not have in a duo situation.

like it or not, duoing is a huge part of playing on this server. this is a direct nerf to being able to accomplish tasks in a reasonable amount of time. especially off-peak and short play sessions.

i don't see a path where a change like this has anything but a negative impact on player population which is already a struggle.
 
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My mistake. I forgot to add:

Enchanter FT :
2570, 1695, 1693, 174, 697, 1694, 2479

we didn’t talk about stat buffs yet internally. I’m sure they will get brought up though

Here's the updated list, then:

Adrecia's Quickening
Aegis
Aegis of Tarhyl
Aegolism
Alacrity

Allure of Death Recourse
Allure of the Basilisk
Allure of the Frilakh
Allure of the Kaleidoskink
Allure of the Serpent
Allure of the Snake
Ancient: Gift of Celerity
Arch Lich Recourse
Armor of Faith
Astral Fire
Astral Force
Astral Strength
Augment
Augmentation

Barrier of Combustion
Blessing of Aegolism
Boon of Immolation
Boon of the Clear Mind
Bravery
Breeze
Cadeau of Flame
Call of Bones Recourse
Celerity
Center
Clarity
Clarity II

Courage
Daring
Divine Glory
Divine Strength
Divine Vigor
Empower
Focus of Soul

Focus of Spirit
Fortitude
Garos's Endless Intellect
Gift of Pure Thought
Glory of Enthann

Guard
Guardian
Harnessing of Spirit
Heart of the Sapling
Heart of the Seed
Heart of the Sprout
Heart of the Tree
Heroic Bond
Heroism
Holy Armor
Inferno Shield
Inner Fire
Inner Force
Inner Strength
Khura's Focusing
Legacy of Spike
Legacy of Spine
Legacy of Thorn

Lich Recourse
Master of Death Recourse
Milhad's Mark
Nature's Preservation
Natureskin
Protect
Protection of Diamond
Protection of Nature
Protection of Rock
Protection of Steel
Protection of Wood
Protection of the Cabbage
Protection of the Glades
Protection of the Leaf
Quickness
Relic: Ancestral Focus
Relic: Cupola of Incineration
Relic: Gift of Aegolism
Relic: Jayla's Boon
Relic: Legacy of Blades
Relic: Ward of Nature

Resolution
Scale Skin
Shield of Barbs
Shield of Blades
Shield of Brambles
Shield of Fire
Shield of Flame
Shield of Lava
Shield of Spikes
Shield of Spines
Shield of Thistles
Shield of Thorns
Shield of Words
Shifting Shield
Shroud of the Spirits
Sihala's Mountainous Barrier
Sihala's Stalwart Shield
Sihala's Steadfast Aegis
Skin like Diamond
Skin like Nature
Skin like Rock
Skin like Wood
Smite
Spirit Armor
Spiritual Brawn
Spiritual Strength
Spiritual Vigor
Swift like the Wind

Symbol of Chaunella
Symbol of Drilma
Symbol of Milhad
Symbol of Talain
Symbol of Zarysha
Talisman of Altuna
Talisman of Kragg
Turtle Skin
Valor
Visions of Grandeur
 
With the changes to stats, the shaman relic stat buffs just ate a very large nerf in effectiveness; they were already quite weak and are now very very weak. Is there any plan to give them some love? Or even better merge them and replace one of them with a different spell?
 
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