Patch Notes - August 31st, 2020

jumbers

Administrator
Staff member
HEADLINES
  • Charm Credits are now global world drops.
  • Fomelo updated to include support for the new AAs.
  • New potions added to the Alchemy tradeskill.
  • Provenance AA added to all classes at level 1.
  • Re-worked class buffs set to 10 minute duration.
  • Boogeyman (level 60 adept) is now in game.
  • The find functionality [Ctrl+F] now works in major cities.
ALTERNATE ADVANCEMENT
  • Combat Agility, Combat Ferocity, Combat Fury, Crippling Strike, Holy Constitution, Fury of the Ages, and Shared Mind AAs have had their descriptions corrected.
  • Last patch, the Hidden Strength AA was removed from the game, with it's bonuses being rolled into the Mythic stat lines. This was to allow the client and server to properly synchronize character stats between them.
  • To address overcap stats beyond the Mythic line, the following AAs have been added to the game, available at level 65:
    • Unparalleled Might - overcap strength boosts final attack value
    • Unrivaled Vigor - overcap stamina increases mitigation
    • Unmatched Evasion - overcap agility increases avoidance
    • Boundless Precision - overcap dexterity increases accuracy
    • Unfailing Reverence - overcap charisma lowers enemy resists
CLASSES
  • MONK
    • Monk hand to hand ratio scales with STR and DEX to 525 / 525 once again. (Hidden Cap)
ITEMS
  • The following two-handed weapons no longer list Secondary slot:
    • 2H Slashing
      • Axe of Minotaur Might
        Chosen's Axe of Elael
        Heron Marked Sword
        Ok`tar Mining Pick
        Ren`Talii, Festering Blade
        Sword of Midnight
    • 2H Blunt
      • Baldakan Crafted Divination Staff
        Druidic Staff
        Ghan Grey Striker
        Great Staff
        The Herald of War
        Ju`bor Goblin Crusher
        Sap
        Staff of Entropy
        Tar`loc Storm Staff
        Tar`loc Wolf Standard
        War Worn Skull Crusher
  • Lesser and Greater Charm Credits will now globally drop from all enemies greater than level 54.
  • Razadian Inscriptions have had their non-elemental focus effects lowered in power. Inscription of efficiency remains the same.
  • Harvest of Soul Spikes no longer drops.
  • Soul Spike damage has been lowered.
  • Quiver of Electromagnetic Arrows can no longer be purchased.
  • Electromagnetic Arrow damage has been lowered.
  • Scornwood Quivers are now made using fletching. Speak with Researcher Keeland.
  • Scornwood Arrow damage has been lowered.
  • Ephemeral Two Handed Blade has had its damage lowered.
NPCs
  • AE-YP Exactr is no longer repurposed.
  • The roaming guards in South Newport no longer feel the need compulsively open the door to the bank.
SPELLS
  • Bane Enhancement IX now has a spell description.
  • Spell descriptions for the Adalis line of potion effects now list the correct mana regen values.
ZONES
  • All of the double doors in Erimal and First Ruins now open together instead of individually.
  • Custodian of Enthann at the entrance to valorb will now recognize when you have the key on your keyring and the amulet can be destroyed once keyringed.
  • The Shadow Dwarves of Thurgadin Exchange have decided to invest in a trash barrel.
MISCELLANEOUS
  • Increases and decreases to character stats now works correctly for alcohol.
  • Intoxication effects now persists through zones.
  • Dwarf racial critical bonus while drunk no works correctly.
  • /cmd autofire now displays the user's range item instead of primary/secondary items.
  • In case you missed: Fomelo has been updated to include support for the new AAs and some stat calculations have been overhauled to be accurate to the client/server. As of right now, the stats (STR/AGI/etc) and resists all match both the client and the server, and other numbers will be updated in the future.
BUFF RE-BALANCE

SUMMARY
Development has been working behind the scenes making many improvements to the game and preparing for future content. The old buff system had repeatedly come up in discussions, frustrating progress. A decision was made to implement a system that was the best scenario for the following conditions:​
  • Future development
  • Game enjoyment
  • Workload
  • Functional risk
  • Technical debt / core interactions
  • Current and future class balance
It was decided that an aura-type system satisfied a majority of the above conditions. Under this system, buffs will quickly expire when the correct class in no longer in your group or raid. In addition, primary class buff lines no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration of 10 minutes. Existing spells that specific classes have had for years, but never cast, now are functionally useful. The thematic elements that buffs bring to their classes become more apparent and useful. This new system removes cross-class power creep and allows for easier identification of individual class weaknesses. This allows us to now more easily identify and buff/fix class power disparities moving forward. Lastly, it creates an opportunity to make Alchemy relevant by increasing its usefulness and function.​
We thank everyone for their continued patience and will be available to make changes as needed moving forward.​
RECAP OF CHANGES
  • Primary buff lines have been distributed to other classes to reduce monopolies of buff power and increase availability in group situations. Listed in order of class buff power:
    • Haste - Enchanter, Shaman, Bard, Beastlord, and Alchemy
    • Flowing Thought - Enchanter, Bard, Necromancer, Alchemy, Shaman
    • Heroism - Cleric, Druid, Paladin, Shaman, Ranger
    • HP Symbol - Cleric, Paladin, Druid
    • Armor Class - Cleric, Paladin, Shaman, Beastlord
    • HP Shielding - Shaman, Druid, Beastlord, Ranger
    • HP Type 2 - Paladin, Beastlord
    • Damage Shield - Druid, Mage, Wizard, Ranger, Alchemy
  • Adjust primary class buff lines:
    • Reduce cast time to instant.
    • Reduce mana cost to ten mana.
    • Lower the refresh time.
    • No longer account for worn increased duration.
  • Make the most critical alchemy potions (Haste/Flowing Thought/Damage Shield) available for purchase at vendors for ease of access. Prices are set to be outside the competitive market for alchemists, but still reasonable.
ALCHEMY
  • Alkaloid and Amine type-one damage shield potions have been added to the game.
  • Damage shield, haste, and flowing thought potions have been added to alchemy vendors at increased prices.
  • Stamina Reduction has been added to the Essence of Fungi alchemy line.
SPELLS
SQL:
/*DMF*/
457

/*Blades*/
2101, 1849, 1836, 1837 ,1838, 1847, 1848

/*Regen*/
144, 145, 1568, 1569, 137, 138

/*Stm*/
161, 1580, 158, 149, 279, 1595, 161

/*Agi*/
269, 154, 1594, 160, 148, 3322, 1579, 3324, 1819

/*Str*/
1428, 1581, 3323, 2521, 40, 159, 3321, 147, 151, 1593, 153, 2474, 1557, 430, 268, 429

/*Dex*/
157, 1592, 349, 152, 146, 1583, 266, 1077

/*Resists*/
224, 225, 226, 227, 60, 61, 62, 63

/*Resists - Circles*/
1551, 1552, 2519, 3285

/*Talismans*/
2529, 1570, 1571, 3326

/*HP 2*/
2630,3456,2178

/*Bliss*/
2176,2177,2177,2177

/*Paladin*/
2584,3578,1288,1456,2590,3432

/*Ranger*/
2598,1464

/*Enchanter*/
/*Gift of Magic*/
1408,1410

/*CHA*/
646,489,647,1701

/*Wis/Int*/
175,33,1688

/*MR*/
228, 64, 72, 2787

/*Regen Spells*/
2461, 2886, 3134 , 3135, 3136, 3137, 3138, 3139

/*Beast HP 2 Spells*/
3456, 2630, 2178

/*Paladin HP 2 Spells*/
3432, 2590, 1456, 1288, 3578, 2584

/*Shaman Focus Spells*/
2632, 3333, 1432, 2530, 1585, 2525, 168, 167

/*Shaman FT Spells*/
150, 155, 156, 1582, 1597

/*Shaman Haste Spell*/
2112

/*Shaman AC Spells*/
1584, 389, 431, 649, 283, 274

/*Shaman AC Spells*/
1584, 389, 431, 649, 283, 274

/*Shaman Hero Spells*/
6601, 6600, 6599, 6598, 6597, 267

/*Mage DS Spells*/
1084, 1669, 1667, 1668, 412, 680, 479, 411, 332

/*Druid DS Spells*/
2125, 3293, 3268, 1561, 1560, 1727, 356, 432, 129, 273, 256

/*Druid WoN Spells*/
2188, 1442, 2123, 6589

/*Druid Symbol Spells*/
6590, 6591, 6592, 6593

/*Druid Hero Spells*/
26, 3553, 1559, 423, 2515, 2514, 422, 2513, 2512, 263, 2511, 26

/*Enchanter FT Spells*/
2570, 1695, 1693, 174, 697, 1694, 2479

/*Enchanter Haste Spells*/
1708, 1709, 1710, 3241, 1170, 10, 1729, 172, 39, 171, 170

/*Necro FT Spells (Recourse)*/
6583, 6582, 6582, 6581, 6580, 6579

/*Cleric Spells*/
202, 11, 219, 485, 89, 486, 244, 368, 89, 19, 312, 487, 18, 1539, 1535, 1533, 1536, 20, 488, 314, 2122, 2893, 2510, 1447, 1540
ITEMS
PALADIN
  • Paladins can now learn Group Invigoration at level 59.
  • Paladins can now memorize the new self-target haste spell, Bravery of Enthann, at level 60.
RANGER
  • Rangers can now memorize the new cold-based damage shield spell, Northern Frost, at level 65.
SHAMAN
  • Ancient: Gift of Celerity has been increased to 65% haste.
WIZARD
  • Wizard can now memorize the new cold-based damage shield line of spells at these levels:
    • Frostnip at level 8
    • Frostbite at level 19
    • Shiverskin at level 29
    • Deep Freeze at level 39
    • Frostbound at level 49
    • Hoarfrost at level 59
    • Permafrost at level 65
LOW-LEVEL RE-BALANCE CONT.
GENERAL
  • The alternate advancement Provenance has been added to the game, available at level 1. Upon using this ability, you will be transported back to your starting city.
ADEPTS
  • Caveman's Longbow has had its level scaling reduced.
RANGER
  • Rangers will now receive the Longbow of the Learner and a Quiver of Learner's Arrows from The First in The Dream. The quiver can be refilled at the Ranger Guildmasters in Surefall and Kelethin while at or below level 25. Rangers who have left The Dream can receive this bow and quiver from the Ranger Guildmaster in either Kelethin or Surefall.
  • Ranger spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level. Example:
    • Tangling Weeds at Level 1
    • Lull Animal at Level 2
    • Flame Lick at Level 3, and so on.
  • A new healing spell for Rangers has been added at level 1 - Sustain.
  • Greater Healing memorization level has been lowered to level 44 (from 57).
BEASTLORD
  • Similarly, Beastlord spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Beastlords can also learn the new spell Sustain at level 1.
  • Greater Healing memorization level has been lowered to level 44 (from 57).
PALADIN
  • Similarly, Paladin spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Paladins can also learn the new spell Sustain at level 1.
SHADOWKNIGHT
  • Similarly, Shadowknight spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Shadowknights can learn the new spell Spike of Disease at level 1.
  • Shadowknights can learn the new spell Spike of Agony at level 20.
  • The following lifetap spells have been adjusted:
    • Lifetap - Learnable at level 6. Max damage scaling increased to 11.
    • Lifespike - Learnable at level 14. Maximum damage scaling increased to 20. Mana cost increased to 20.
    • Lifedraw - Learnable at level 23. Maximum damage scaling increased to 55. Cast time decreased to 2.0s.
    • Siphon Life - Learnable at level 31. Maximum damage scaling increased to 87. Cast time decreased to 3.0s.
    • Spirit Tap - Learnable at level 41. Mana cost decreased to 118. Cast time decreased to 3.0s.
    • Drain Spirit - Learnable at level 51. Maximum damage scaling increased to 246. Cast time decreased to 5.0s.
    • Drain Soul - Learnable at level 56. Cast time decreased to 6.0s.
    • Deflux - Learnable at level 63.
QUEST/DUNGEON ITEMS
  • The following dungeons/maps have had their loot buffed:
    • South Kaladim
    • Warpedstone Caverns
    • Lair of the Paw
    • Heartland Undercaverns
    • Keep of Mielech
    • Crystal Caverns
    • Simple (20-29) Treasure Map (Event)
    • Simple (30-39) Treasure Map (Event)
    • Simple (40-49) Treasure Map (Event)
    • Simple (50-59) Treasure Map (Event)
    • Level 11-20 Low-Level Quests
  • The following fletching bows have been buffed:
    • Learning Bow
    • Starter Bow
    • Intermediate Bow
    • Post-Intermediate Bow
 
Last edited:

defixio

Dalayan Elder
to save inventory space it'd be cool to have combo buff potions. so you can drink like 2 potions and get all the buffs. preferably in few buff slots so some of the non optimal buffs can actually be used :)
 

Merzasphor

Dalayan Beginner
Thanks to the staff for all the time they've been putting in updating the game. :)

Following up from the last patch discussion:

It appears all experience for partial tomes and Hidden Strength is gone. Is this intended?
Wraist prepatch was 57.99% done with Beserker 1 got zero AAs from it. was his first tome
Is there any plan to refund the experience points from Hidden Strength or partially completed tomes? I see that Fomelo still displays Hidden Strength in the list of AAs, so I guess it's hidden from the client, but still in the game somewhere.
 

Stonewalljack

Dalayan Elder
  • To address overcap stats beyond the Mythic line, the following AAs have been added to the game, available at level 65:
    • Unparalleled Might - overcap strength boosts final attack value
    • Unrivaled Vigor - overcap stamina increases mitigation
    • Unmatched Evasion - overcap agility increases avoidance
    • Boundless Precision - overcap dexterity increases accuracy
    • Unfailing Reverence - overcap charisma lowers enemy resists
Is this cap 525?
 

Quelian

Dalayan Adventurer
Some buff design questions:

Why are only FT, Haste, and DS solved via alchemy? Heroism/Symbol/AC etc are all kind of important to the core gameplay loop. Anyone who doesn't have a boxed priest just lost a ton of hit points. That's a direct change in how many mobs we can pull safely.

For those of us who do not want to box characters, not having an alchemy solution to the HP buff slot is going to hurt, a lot. I haven't had a lot of time to log in (almost none, tbh, and not related to the buff changes) but that's my biggest concern right now.

As a wizard, there are things that I could barely solo before fully buffed. Now I'm not going to be able to kill them before they summon me and murder me, or throw ranged attacks and murder me - and I'm sitting in T10 gear. Hell, soloing Raptor - a main quest *requirement* - just got a lot harder. It can certainly be done, but it's not going to be a fun experience, especially with 30 minute+ respawn timers and a need to find him in the ideal zone for it (murk).

Since we can't rotate wizard stuns because apparently that's a balance problem (Which I think is BS and should be re-examined), and since half of the stuff that drops decent cash loot summons, (Sure, I can flash flame kite and farm for hours. That's boring, and I don't want to. Please don't make me.) This is going to cut off the gameplay I like (Invis into zone, find PH, assassinate PH, come back in 20 minutes) pretty hard. That gameplay loop is less efficient than grinding, but it's more *fun*. I'd probably be able to work around losing that gameplay loop, but I'm not looking forward to completely reworking my play right now. That gameplay loop is what makes this class fun.

TL : DR - you need to add alchemy solutions for ALL of the affected buff lines. If the Kind Lady becomes an alchemy based plat sink, that's probably OK. The vendor always being available but being more expensive than the tradeskiller is a good solution, when combined with the recipe system.
 
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Moghjubar

Dalayan Beginner
FYI: buying Unfailing Reverence brought my archaic ice comet up on my test mobs (with shaman charisma buff still on) from 4971 dmg... to 4977 dmg.
Before, clicking off focus (70 charisma) took me from 5220 dmg to 5152 dmg. This was testing at 526 charisma vs everchill orcs.

So, I guess theres definitely probably better aas to buy.
 

Nwaij

Dalayan Pious Diety
Razadian Inscriptions have had their non-elemental focus effects lowered in power. Inscription of efficiency remains the same.
May I ask why, and for exact values? After all, these augs were originally created to remedy the fact that by established tier progression, rank9 focus effects should have started appearing at t13, but for unexplained reasons never did. Razadian inscriptions were introduced as a way to get atleast one of these focus effects (of choice) via queat, and now this is taken away again because what reason?

Quiver of Electromagnetic Arrows can no longer be purchased.
Poor rangers, forced into tradeskilling again.
NPCs
  • AE-YP Exactr is no longer repurposed.
Another great quality of life feature down the drain. Guess it's re-farming rohk/nemesis/tmap augs again instead of putting yclistinite bits to use.
Custodian of Enthann at the entrance to valorb will now recognize when you have the key on your keyring and the amulet can be destroyed once keyringed.
And it only took ~14 years!
In case you missed: Fomelo has been updated to include support for the new AAs and some stat calculations have been overhauled to be accurate to the client/server. As of right now, the stats (STR/AGI/etc) and resists all match both the client and the server, and other numbers will be updated in the future.
The newer focus effects still do not have their values listed on fomelo though. Nor is there an "Elemental Damage" tab. Or any of the other features that were suggested several times in the past.

It was decided that an aura-type system satisfied a majority of the above conditions. Under this system, buffs will quickly expire when the correct class in no longer in your group or raid. In addition, primary class buff lines no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration of 10 minutes. Existing spells that specific classes have had for years, but never cast, now are functionally useful. The thematic elements that buffs bring to their classes become more apparent and useful. This new system removes cross-class power creep and allows for easier identification of individual class weaknesses. This allows us to now more easily identify and buff/fix class power disparities moving forward. Lastly, it creates an opportunity to make Alchemy relevant by increasing its usefulness and function.
Side effects may contain:
  • Significant loss of DPS due to not having haste.
  • Significant increase of downtime due to not having mana regen.
  • Significant increase of death due to not having any HP buffs.
Duoing is basically dead now, unless cookie cutter duos. But wait, there is more!:
Make the most critical alchemy potions (Haste/Flowing Thought/Damage Shield) available for purchase at vendors for ease of access. Prices are set to be outside the competitive market for alchemists, but still reasonable.

ALCHEMY
  • Alkaloid and Amine type-one damage shield potions have been added to the game.
  • Damage shield, haste, and flowing thought potions have been added to alchemy vendors at increased prices.
  • Stamina Reduction has been added to the Essence of Fungi alchemy line.
So you still can get some haste, mana and FT. Rejoyce, tank/healer duo and melee/healer duo, you are only somewhat inconvenienced, after all. Caster duos, on the other hand, get the shaft yet again - because why should there be any HP potions for the squishies?
 

Tevinter

Dalayan Pious Diety
Duoing is basically dead now, unless cookie cutter duos. But wait, there is more!:
So you still can get some haste, mana and FT. Rejoyce, tank/healer duo and melee/healer duo, you are only somewhat inconvenienced, after all. Caster duos, on the other hand, get the shaft yet again - because why should there be any HP potions for the squishies?
why bring casters up in duo strength when you can globally nerf everyone instead? at least wizard / necro continue to have their niche of solo grinding exp really efficiently (and possibly charm fund, depending on credit drop rate). really hoping the devs are playing 5D chess with "the vision"
 

Thade

DINOSAUR THADE
How do the new overcap stats compare to the old ones? I know the old ones were supposedly 1/3rd as good as undercap stats
 

Dev-Cole

Developer
Staff member
How do the new overcap stats compare to the old ones? I know the old ones were supposedly 1/3rd as good as undercap stats
Old overcap stat bonus mechanics were rolled into Mythic stats. New AAs are a completely new and separate thing.
 

Dev-Cole

Developer
Staff member
May I ask why, and for exact values? After all, these augs were originally created to remedy the fact that by established tier progression, rank9 focus effects should have started appearing at t13, but for unexplained reasons never did. Razadian inscriptions were introduced as a way to get atleast one of these focus effects (of choice) via queat, and now this is taken away again because what reason?
The reward for this quest was too good for the difficulty of the mobs required to be killed. Regardless, it is still outside its tier when it comes to elemental focus effect (8%), and the new Razadian focus effects are still better than Rank VIII. This allows it to remain an upgrade, but not walk over tier 14 raid rewards.
 

defixio

Dalayan Elder
I'd suggest a way to turn the now nerfed razadian inscriptions into their old real 9's via some sort of on-tier method. a lot of players liked the razadian inscription for its capability to be used to fit a chosen focus into an unusual slot to make certain gear combos work.

Like if a tier 13 or 14 raid encounter could drop a magic poop that you can hand in with your inscription to turn it into a 9.
 

garry

Dalayan Beginner
TL : DR - you need to add alchemy solutions for ALL of the affected buff lines. If the Kind Lady becomes an alchemy based plat sink, that's probably OK. The vendor always being available but being more expensive than the tradeskiller is a good solution, when combined with the recipe system.
It seems a bit unfair to alchemists to set a high-end on the cost of each potion type. If this sort of thing were to be implemented, it would only stand to reason that all tradeskilled items should also exist on vendors for a set cost more than a tradeskiller would realistically charge. Imagine if one could purchase type 2/3/5 augs from vendors. Many wouldn't even bother to remember the names of tradeskillers, since they aren't always able to stock items, given the demand in a market with such a low population of tradeskillers and suppliers of regents. Furthermore, the cost that vendors would need to charge is impossible to determine. It's a moving target. We've all watched the prices of type 5 augs increase precipitously, as the demand has increased and the number of sellers has decreased. Having players compete with NPCs in the market devalues the effort (and large upfront cost) of the players who max these tradeskills and harmfully inpacts the economy.

Charm Credits are now global world drops.
This seems like a cool idea. It'd be better if it was just a thing that was randomly triggered to happen to each person with loot rights on a kill upon the death of a valid NPC. This would avoid competition for the credits and further incentivize grouping. If one's goal is to farm and s/he has a class combination that is adept at doing so in the current state of the game, this will just be a nice bonus that happens, sometimes.

Here's a converted list of spell identifiers to spell names, marked as a spoiler to save space.
Acumen of Dar Khura
Adorning Grace
Adrecia's Quickening
Aegis
Aegis of Tarhyl
Aegolism
Agility
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
Ancient: Sihala's Gift
Arch Lich Recourse
Armor of Faith
Astral Fire
Astral Force
Astral Strength
Augment
Augmentation
Barrier of Combustion
Blades of Frost
Blades of Immolation
Blades of Magi
Blades of Scourge
Blades of Steel
Blades of Venom
Blessing of Aegolism
Boon of Immolation
Boon of the Clear Mind
Bravery
Breeze
Brilliance
Cadeau of Flame
Call of Bones Recourse
Call of the Predator
Celerity
Center
Chloroplast
Circle of Seasons
Circle of Summer
Circle of Winter
Clarity
Clarity II
Courage
Cripple
Daring
Dead Man Floating
Deftness
Deliriously Nimble
Dexterity
Dexterous Aura
Divine Glory
Divine Strength
Divine Vigor
Empower
Endure Cold
Endure Disease
Endure Fire
Endure Magic
Endure Poison
Enlightenment
Feet like Cat
Focus of Soul
Focus of Spirit
Fortitude
Furious Strength
Garos's Endless Intellect
Gift of Brilliance
Gift of Magic
Gift of Pure Thought
Girdle of Shojar
Glory of Enthann
Group Invigor
Group Invigoration
Group Rejuvenation
Group Resist Magic
Guard
Guardian
Harnessing of Spirit
Health
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
Insight
Invigor
Invigoration
Khura's Focusing
Legacy of Spike
Legacy of Spine
Legacy of Thorn
Lich Recourse
Maniacal Strength
Mark of the Predator
Master of Death Recourse
Milhad's Mark
Nature's Preservation
Natureskin
Nimble
Overwhelming Splendor
Pack Chloroplast
Pack Regeneration
Primal Essence
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
Radiant Visage
Raging Strength
Regeneration
Regrowth
Regrowth of the Grove
Rejuvenation
Relic: Ancestral Focus
Relic: Blades of War
Relic: Cupola of Incineration
Relic: Essence of Tarhansar
Relic: Essence of the Wild
Relic: Gift of Aegolism
Relic: Jayla's Boon
Relic: Legacy of Blades
Relic: Ward of Nature
Resist Cold
Resist Disease
Resist Fire
Resist Magic
Resist Poison
Resolution
Riotous Health
Rising Dexterity
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
Shiritri's Ward
Shroud of the Seasons
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
Spirit Armor
Spirit Strength
Spirit of Bear
Spirit of Cat
Spirit of Monkey
Spirit of Ox
Spirit of the Mammoth
Spirit of the Panther
Spiritual Brawn
Spiritual Light
Spiritual Radiance
Spiritual Strength
Spiritual Vigor
Stamina
Storm Strength
Strength
Strength of Earth
Strength of Stone
Strengthen
Swift like the Wind
Symbol of Chaunella
Symbol of Drilma
Symbol of Milhad
Symbol of Talain
Symbol of Zarysha
Sympathetic Aura
Talisman of Altuna
Talisman of Epuration
Talisman of Jasinth
Talisman of Kragg
Talisman of Shadoo
Talisman of Tnarg
Talisman of the Beast
Talisman of the Brute
Talisman of the Cat
Talisman of the Mammoth
Talisman of the Niklothar
Talisman of the Panther
Talisman of the Raptor
Talisman of the Rhino
Tumultuous Strength
Turtle Skin
Valor
Visions of Grandeur
Wonderous Rapidity

PS:
I noticed that someone changed my rogues surname, Underscore, into a literal underscore. It was there to make fun of the fact that she's a rogue and breaks rules --while still being a legitimate surname in accordance with them. Irony seems lost on you.

SURNAME POLICY

I know some people are very confused about this and its never been posted so let me clarify:

-- When your surname is nerfed, it is replaced with an underscore "_" which effectively prevents you from EVER making a new one. Since surnames are optional and much more difficult to police, you will never have the choice to pick a new one. A nerfed surname is forever nerfed. Choose Wisely!

-- Surname Gibberish Go Away
If your surname is long and extremely goofy or gibberish, it will be underscored. "Lovesunhappywow" and "Asdfghjkl" would both be underscored.

-- Phrases
If your surname makes a phrase on its own, it will be underscored. "Dancewithme", "Imsilly", and "Whatajoke" would all be underscored. Also true in another language.

-- Phrase Combinations
If your surname combines with your first name to a) make a phrase, b) make reference to a famous person or c) make reference to an object it will be underscored (but the first name will not be nerfed) "Yumyraz Berry", "Risolu Killsyou", "Horky Rocksyourbottom", "Jessica Alba", "Hillary Clinton", and "Stein Way" would get underscores - though all of the first names are perfectly appropriate.


Still true, as of course these as surnames don't make phrases by themselves or with the firstnames they accompany.
Suggested reading: https://forum.shardsofdalaya.com/threads/naming-policy-clarifications.21900/
The surname, "Underscore," is not gibberish, it doesn't combine the character's first name to make a phrase or reference to someone or something, nor does it constitute a phase in and of itself. This was simply an act of malice and/or incompetence.


I have a great deal that I want to write, but it all amounts to the fact that I wish everyone the best in whatever this new game is. SoD was a cool game and I'd continue to recommend that people try it, if it were still around. I'll miss it; and I'll miss many of you.
 

Otcho

Dalayan Pious Diety
I noticed that someone changed my rogues surname, Underscore, into a literal underscore. It was there to make fun of the fact that she's a rogue and breaks rules --while still being a legitimate surname in accordance with them. Irony seems lost on you.


Suggested reading: https://forum.shardsofdalaya.com/threads/naming-policy-clarifications.21900/
The surname, "Underscore," is not gibberish, it doesn't combine the character's first name to make a phrase or reference to someone or something, nor does it constitute a phase in and of itself. This was simply an act of malice and/or incompetence.


I have a great deal that I want to write, but it all amounts to the fact that I wish everyone the best in whatever this new game is. SoD was a cool game and I'd continue to recommend that people try it, if it were still around. I'll miss it; and I'll miss many of you.
Trust me when I say that no gm has ever read the naming policy and that appealing to it is fruitless. You are not the first and certainly not the last. I've had a gm tell me to read it but somehow be unable to state which rule I broke leading to said name change. I'm still mad. Also rip one more true player.
 
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iBluNT

Dalayan Elder
  • Harvest of Soul Spikes no longer drops.
  • Soul Spike damage has been lowered.
  • Quiver of Electromagnetic Arrows can no longer be purchased.
  • Electromagnetic Arrow damage has been lowered.
  • Scornwood Quivers are now made using fletching. Speak with Researcher Keeland.
  • Scornwood Arrow damage has been lowered.
I get that Fletching has always been the mentality for Rangers, but from tiers 6-13 you're forced onto a bow for maximum damage and are required to complete a huge money/time sink into reaching that via Fletching. Every other class just obtains a spell or weapon and they're good to go.

Why take away alternatives, especially at such a high tier to obtain them? Just nerf the damage, don't get rid of them.

After all this time of carrying around 80 different bane quivers we finally get an upgrade to 2-3 elemental bane quivers and they get yoinked. Feelsbad. Went from 4-5 slots to 20 between quivers and half-stack arrows you don't wanna delete.
 
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stumps2

Dalayan Beginner
Thanks for all the hard work on reworking classes,

I do have a question though, is it possible to make auras only tick down if the caster is not in group instead of the class or something to that effect, only ask since there are some items such as the alacrity clicky out of fotf quest line that is now an aura and is all/all usable, but if you dont have a bst,shm, or enc in your group you will be recasting that clicky every 10 minutes even though you have access to that particular aura
 

Bonk84

Dalayan Elder
I think the problem is that buffs check for the spells class, not the caster, to work. Probably would be easier to just add in new identical spells just for clickies with timed durations.

As far as arrows, I also agree with Emzur. I was excited about the LoIO Scornwood Quivers because it gave me a way to get decent arrows on my alt ranger without having to rely on a tradeskill. No other class requires tradeskills to work as intended, and having a questable alternative for players to make/purchase beyond Vah/PoN arrow clickies was a great improvement.
 

defixio

Dalayan Elder
it is pretty gimpy that rangers need to tradeskill. it always put me off wanting to play one. I was always kind of confused why high tier raid bosses don't drop appropriately tiered quivers that click infinite arrows. essentially the quiver/arrow becomes a "weapon drop" for the ranger.
 
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