Patch Notes

Here are the notes for the changes made in the last few patches: June 20, 2003 Isle of Dread: The Faceless scowls upon those who run from his minions. Such cowards will not likely be able to flee now. An issue was preventing boss monsters from properly buffing themselves to deal with interlopers into Thule's domain. This has been corrected. Changed the entrance quest so it only ever requires you to obtain the medallion once and changed the medallion itself to LORE and NO TRADE Abilities: Updated Warrior Call to... spell line to have the HPMax Buff component correctly enhance the group. Blood Tempest recast timer was corrected to 60 seconds. In a recent update, Snare type spells were inadvertently set to a different resist type, allowing some creatures to be "kited" that were not intended. Snare now properly does not affect monsters that see invisible and cannot be charmed. NPCs: Added a second banker to Highpass to help with overcrowding there Brownie Elders and Nixies updated with more appropriate loot. June 18, 2003 This update includes continuing overall class balance changes along with the unlocking of a secret zone. The Isle of Dread and the quest to get there awaits. Caster Update: Adjusted Wizard 27, 37 and 47 portal spells to be Emergency Evacuate spells. These spells teleport the group to safety, have a casting time of 6 seconds, and consume power from all group members The South Ro Portal to Freeport Evac The MuLin's Portal to Melton Evac The Kelinar's Gate to Highpass Evac The Wizard Clash specialization spells adjusted to fit with blast spells Wizard familiars are now even more important. The enhancements they provide include effects of the shielding spells. By freeing the need to focus on defensive magics, Wizards can now focus on channeling massive destructive energies. New spells available: Explode at lvl 12, Detonate at lvl 20, Annihilate at lvl 34 and Nova at lvl 49. Use with caution! Enchanter, Magician and Necromancer pets have gained increased abilities and overall power. To balance this change, the effect of DEX has been reduced for these classes direct damage spells. Additionally, pet summoning is much more taxing, requiring more power and more time to do so Enchanter pets are now fully commandable, taunt their foes to attack them, and have self healing abilities Enchanter's Captivate charm spell can now effect lvl 35 to 43 subjects Enchanter power transfer spec line increased Magician pets gain a number of abilities: -Earth pets gain taunt, defensive buff and direct damage -Water pets gain healing and direct damage -Fire pets gain direct damage and offensive buff -Air pets gain direct damage and area of effect damage Magician spell Velocity now functions properly Necromancer pets gain a number of abilities: -Skeleton pets and above gain direct damage -Zombie pets and above gain lifetap -Mummy pets and above gain disease siphon -Spectre pets and above gain harm touch Necromancer pact spell line power cost halved Improved the effectiveness of Necromancer group drain spells Priest Update: Shaman, Druid, and Cleric damage spells adjusted for effectiveness and power to damage Cleric group heals reduced to a single direct heal pulse while mana cost greatly lowered Druid Teleports are now Evacuation type spells with 7 second casting time and consume available power of group members while taking them to safety The Druid Creeping Health line has been changed to a short duration group Heal over Time with a small direct heal component Increased effectiveness of Cleric and Shaman Debuffs and higher Wisdom increases them further Tank Update: Warrior Reckless line increased to be more effective and become more effective for higher Wisdom Warrior Defense line increased to be more effective and become more effective for higher Wisdom Warrior Call To line (Call to Action, Arms, Combat, Battle and War) updated to increase the groups Agility, Stamina and total hit points for a longer duration for less power cost. Higher Wisdom increases effectiveness NPC Update: Disease and Poison effects are now significantly more deadly! Beware! Higher Wisdom and resistances should be much more useful as well as resistance increasing spells All standard Mummy and Zombie creatures now inflict appropriate Diseases Quests: Orc activities in the Desert of Ro are a continued cause for concern Updated Quest in Cazic Thule Items: Magician epic two hand item Pot lowered to 10 while +power increased to 200 Howling Death Helm, given appropriate AC and stats for its level Purewater boots, added AC. Bark Tunic Gloves and Tunic, added leather texture and brown tint. Enveloped Robe, added red tint to match icon. Woven Grass Shoes, added AC. Creased Leggings, given appropriate stats. Creased Bracers, given appropriate stats. Vibrant Gloves, given appropriate stats. Vibrant Bracers, given appropriate stats. Chilled Tunic, added AC, changed appearance. Dustscale Bracers, added AC. Heartwood Shield, updated icon, given appropriate stats. Hard Water Gloves, changed to match the other pieces of the set. Oaken Moss Robe, made equipable. Miner's Topaz, made equpiable. Lizard Hide Gloves were updated to be Warrior and Paladin only), changed name to Gauntlets of Glory, AC added and given appropriate stats. Feline Trinket, given appropriate it hit points, decreased repair cost.

Comments

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#REDACTED, Posted: Jul 22 2003 at 9:56 PM, Rating: Sub-Default, (Expand Post) how did my score drop so low???
isle of dread
# Jun 29 2003 at 11:09 PM Rating: Good
so where is this new big clump of land with a boss? theres no maps showing it in it and i can't figure out where it could be
AWOL Haggan?
# Jun 20 2003 at 8:49 PM Rating: Excellent
Hey Al, did Haggan die or something? The last two posts were yours and he totally missed the June 18 update. Just curious if that little furry footed tree huggin hippie has met an untimely demise.

Lupln
Dark Elf Rogue
Castle Lightwolf
RE: AWOL Haggan?
# Jun 21 2003 at 5:11 AM Rating: Good
***
3,473 posts
Actually me and Alla posted the patch info within a minute of each other.. and mine was the last one in, so mine got deleted ;/
so far....
# Jun 20 2003 at 5:52 PM Rating: Decent
im not liking the Poison effects=(

and i gave tons of those damm Chilled tunics away due to the 0ac on them. now they dont even look cool. oh well.
RE: so far....
# Jun 22 2003 at 9:45 AM Rating: Decent
yah LOL posion been kicking some of my grp members butt. I just watch as they drop like flies for no reason, sux for tankx.

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