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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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?

Our primary goal with hidden strength was to sync stats between server and client; this is now complete. We can now evaluate new appropriate over-cap bonuses that sync with the client.
 
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.
Very much agree with this and with the points Tinkaa has brought up. The buff changes are quite the directed attack on off-hours casual players. I have erratic playtime and the changes to buffs make it extremely difficult to justify even logging in once they take place.
Filling groups with a mishmash of classes was always one of the more fun aspects of this game. I really don’t understand the reasons behind this.
 
I sort of feel the ideal scenario would be to make a quest to unlock a buff which clickies for a combo buff that rolls up all the standard buffs into one. and you can just do it whenever forever. saves time, saves 10-12 or so buff slots. Then when you actually group with other classes there is space on your buff bar for short-duration buffs. the game is balanced around having these buffs, so it is kind of weird to remove their use in small group/duo scenarios. as it stands now there's no buff slot room for new short duration buffs to be created :)
 
yea man the covid xp bonus + kind lady was a wellspring of new players. new folks were joining and having a great time and engaging in the raid game, and doing high end quests. it was pretty sweet!

making the buffs an actual non issue would help a lot to player revitalization.
 
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?

I am hoping a few things will get looked at, for example the enc class tome cascading bond which tries to turn us into melee DPS. Like, why? I would have made a melee DPS if that's what I wanted to do. It's pointless.
 
I am hoping a few things will get looked at, for example the enc class tome cascading bond which tries to turn us into melee DPS. Like, why? I would have made a melee DPS if that's what I wanted to do. It's pointless.
I think it's interesting, but it's annoying to cast it so much to be able to melee :)
 
Imo the best solution to fixing buffs would be to take all the long duration buffs that the Kind Lady offered and turn them into AA's that every class has access to and make them innate, and just have the various ranks be a fraction of the current top end buffs finishing with the full version.

Change all of the casted buffs into minor utility buffs thus giving more value to each class that can cast buffs and not globally nerfing everyone.

Wont happen though.
 
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Imo the best solution to fixing buffs would be to take all the long duration buffs we all use and turn them into AA's that every class has access to and make them innate, and just have the various ranks be a fraction of the current top end buffs finishing with the full version.

Change all of the casted buffs into minor utility buffs thus giving more value to each class that can cast buffs and not globally nerfing everyone.

Wont happen though.
yea that's a sharp idea. i had been pondering "what if aegolism was an aa. like you buy it, get the bonuses as an inate, and no longer need the buff cast on you ever". but you expressed it much better. make them acheivable with no buff botting needed, but still make grouping with the dudes worthwhile.
 
yea that's a sharp idea. i had been pondering "what if aegolism was an aa. like you buy it, get the bonuses as an inate, and no longer need the buff cast on you ever". but you expressed it much better. make them acheivable with no buff botting needed, but still make grouping with the dudes worthwhile.
Things like mage/druid ds, won/focus, sv/sss and a few others would require some way to turn them off and on (commands could work) but most things like regen, jb, raego, stats, and haste could be innate 100%.

And to make it so low levels have access to buffs you could just keep the sub 51 buff lines in place with regular duration and at lower levels alchemy potions are viable. The AA version stats/effects could start just above the pre 51 buffs and scale to the max versions of what we've had.

Fixes all the problems with buffing, doesn't enrage the player base with a global nerf, gives people more worth while things to exp, and adds utility to buffing classes.

Sadly it wont happen and the 10 min buff patch will kill player population.
 
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As far as I know the people making these changes have never said what their overall plan is? That probably doesn't help all the people here thinking this is going to ruin the server. All they see is durations being cut and things being removed.

Personally I don't know what to think yet since I don't know what's happening. There are issues that need to be solved though. Whether they will be in an upcoming patch or not who knows.
 
I am hoping a few things will get looked at, for example the enc class tome cascading bond which tries to turn us into melee DPS. Like, why? I would have made a melee DPS if that's what I wanted to do. It's pointless.
It's actually really incredibly strong. Doesn't make much sense but it's very good with the right weapon.
 
It's actually really incredibly strong. Doesn't make much sense but it's very good with the right weapon.
Said "right weapon" (Beguiler's Belitteling Barrage) has no business existing in the first place. And that is coming from someone who mains an ENC for years and has the weapon.
 
Our primary goal with hidden strength was to sync stats between server and client; this is now complete. We can now evaluate new appropriate over-cap bonuses that sync with the client.
Please take a look at charisma. With the new 335 cap (vs being at the maxd 525 before), my archaic cold nuke does anywhere from 300-1200 less damage on LIGHT BLUE with a glyph of shojar, on higher level mobs damage is nerfed by up to 25-50%. The DPS reduction is insane.
 
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Please take a look at charisma. With the new 335 cap (vs being at the maxd 525 before), my archaic cold nuke does anywhere from 300-1200 less damage on LIGHT BLUE with a glyph of shojar, on higher level mobs damage is nerfed by up to 25-50%. The DPS reduction is insane.

I will look into this this weekend
 
A question for Cole:

If the primary concern of players dual boxing is access to certain buffs that make their playstyle feel comfortable, would it be possible to make say, a quested ammo slot augment that's tagged as a "virtual class" for each of the classes with buffs that tick up? So you do a quest chain and then you get an ammo slot aug that tags you as an "enchanter" for the purposes of buffs ticking up? That would make it possible for dual boxes to get 2 extra classes worth of buffs when trying to just go do stuff on their own. Specifically, it would let them keep Raego and JB up, for example.

It also lets guilds that are struggling to get certain classes online and active not have to dip into the ringer pool as often to keep buffs up. Being an augmentation means you make a single set of items that do this and you can swap them to patch the holes that are there at a moment's notice.
 
Please take a look at charisma. With the new 335 cap (vs being at the maxd 525 before), my archaic cold nuke does anywhere from 300-1200 less damage on LIGHT BLUE with a glyph of shojar, on higher level mobs damage is nerfed by up to 25-50%. The DPS reduction is insane.

Can you send me some logs of before and after, I am not seeing 50% decrease with damage. Not sure if your exaggerating the effects. Regardless the more information I have the better.
 
Please take a look at charisma. With the new 335 cap (vs being at the maxd 525 before), my archaic cold nuke does anywhere from 300-1200 less damage on LIGHT BLUE with a glyph of shojar, on higher level mobs damage is nerfed by up to 25-50%. The DPS reduction is insane.

We corrected a few errors with spell/melee damage. Fixes are in the game.
 
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