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1.2 Patch Notes (Prepare to read!)
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12-02-2009 3:33amhttp://herald.warhammeronline.com/patchnotes/index.php?id=2009_1-1-2
Lots and lots. If you want specific stuff posted (careers etc) (because of work etc) let me know and I will. There's alot here so can't post all.0
Comments
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Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,488 CMod ✭✭✭✭Join Date:Posts: 23037
http://herald.warhammeronline.com/patchnotes/index.php?id=2009_1-1-2
Lots and lots. If you want specific stuff posted (careers etc) (because of work etc) let me know and I will. There's alot here so can't post all.
As a shaman I pretty much only benefit, increased damage and increased healing output. Not sure about the crafting changes, might need to forget scavenging and go cultivation instead.
New faster mounts and guild only mounts are a nice bonus.0 -
Any Marauder or PVE stuff?
Ah go on, post the whole thing.0 -
Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,488 CMod ✭✭✭✭Join Date:Posts: 23037
Any Marauder or PVE stuff?
Ah go on, post the whole thing.
It's 55 pages, probably best he doesn't. PvE wise, there's a complete change in itemization in all dungeons, new PQ's in the later tiers, new quests etc.
Maruader wise:
Bug Fixes:
* Gift of Savagery: This ability's tooltip will now better match the stats gained from the ability.
* Gift of Monstrosity: This ability's tooltip will now better match the stats gained from the ability.
* Gift of Brutality: This ability's tooltip will now better match the stats gained from the ability.
* Demolition: The cooldown listed on this ability's tooltip now matches the actual cooldown of the ability.
* Mutating Release: This ability now correctly gives a 10-second immunity to all roots and snares.
* Deeply Impaled: This ability's effect will no longer stack with itself. Additionally, this Tactic will now give the correct bonus when Impale is used.
* Drink Deeply: This Tactic will once again heal when Tzeentch's Cordial ends.
* Growing Instability: This Tactic will once again grant a bonus to critical hit at the correct health brackets.
* Convulsive Slashing: This ability will now behave correctly when interrupted.
* Wrecking Ball: This ability will now behave correctly when interrupted.
* Gut Ripper: This ability will once again cause the next ability used to critical hit.
* Wave of Horror: This ability's tooltip will now state the correct amount of Hate reduction.
* Wave of Terror: This ability will now state how large of an area it will affect.
Balance Changes:
* Deadly Clutch: The amount of health healed by this Tactic has been increased.
* Insane Whispers: This Tactic will now cause a 50% Disorient for 5 seconds.
* Terrible Embrace: This ability's build time has been reduced to 1 second, and its cooldown time increased to 30 seconds.
* Terrible Embrace: This ability's cost has been reduced. Additionally, it will now continue to build while moving.
* Thundering Blow: The Disorienting effect of this ability is now a 50% debuff.0 -
Oh alright.Producer's Note
Well here it is; The Public Test Patch Notes for Game Update 1.2. Many hours of blood, sweat and tears went into these notes, and it shows. From the sheer size (over 55 pages!) to the numerous improvements being implemented, it's all been a labor of love (or was that WAAAGH!). In the notes below you'll see over 500 bug fixes, 10 plus pages of career balancing, numerous RvR improvements, UI improvements, continued building on our success with improving performance and server stability and a considerable review of our dungeon loot itemization. While these notes are still technically a "work in progress" they represent the majority of the changes that will be implemented with Game Update 1.2. Please keep in mind, these notes are for the public test server and can change periodically throughout the Public Testing Process.
As always, thank you to our Players for their continued support.
Jeff Hickman
Executive Producer
Warhammer Online: Age of Reckoning.
Highlights
* New Careers! Unleash the savage fury of the relentless Orc Choppa, or take up the doom-laden oath of the unstoppable Dwarf Slayer. These two new melee-focused careers relish the thrill of fighting on the front lines and laying waste to all foes that come within reach of their mighty blades.
* Bitter Rivals join the battle! Introducing the newest live event for Warhammer Online: Age of Reckoning. "Bitter Rivals" focuses on the ancient hatred that burns between the Dwarf and greenskin races. Millennia of conflict in the Worlds Edge Mountains have honed the enmity that exists between the Orcs and Goblins and the stout Dwarfs to a razor-sharp edge, and when these nemeses meet in battle, it is war without mercy.
* Fight for control of the warped Twisting Tower! The battle rages in this new Tier 4 Scenario found deep in the heart of the maddening Chaos Wastes. Here, the warping power of Chaos is at its peak, transforming the very fabric of reality in defiance of all reason. Warriors of Order and Destruction must grapple for control of this ancient citadel, for if the secrets of the Twisting Tower should fall into enemy hands, the tide of battle will surely turn. Like the Reikland Factory, the Twisting Tower will be available for all players for a limited time as a preview to accompany the Bitter Rivals event. Be sure to stake your claim to the Twisting Tower while you can!
* Answer the Call to Arms with new Realm vs. Realm gameplay enhancements! Introducing the new Open RvR Rallying Cry system that summons you to key battles for Tiers 1 and 2. The new Zone Control Domination System for Tiers 2 through 4 rewards a realm that truly conquers the battlefield. Also, many improvements to siege weapons ensure that the mighty engines of war are now more lethally effective than ever. See below for additional details.
* New treasures await! Across-the-board itemization improvements have been made to the Fortresses, world dungeons, and city dungeons of WAR, including better world drops, quest rewards, Influence rewards, and more!
* Crafting System Improvements! We've made many improvements to the game's crafting system, including pairing-off specific gathering skills with specific production skills in order to make crafters more self-sufficient. Also, the leveling curve of trade skills has been improved and fewer components are required to create items. Last, but certainly not least, is the addition of new craftable items!
* Easy Public Quests make their debut in Tiers 2, 3, and 4. Scaled for courageous bands of 1 to 3 adventurers, these Public Quests offer a rewarding PvE experience without a large commitment of forces. You'll find one Easy Public Quest in each Chapter, so gather a few friends, or venture out alone... if you dare!
* Multiple mail attachments! Now you can send several attached items with a single mail message.
* Two new secret lairs await! Finding the new hidden lairs is only half the battle. Figuring out how to open the door - and surviving the dangers inside - is another matter, entirely!
General Changes & Bug Fixes
* In combat, your own health value could fluctuate up and down inaccurately. This will no longer occur.
* When instructed to attack a target on the other side of a closed door, pets will no longer run through the door.
* Sometimes when players died, they would appear to others to be sliding around on the ground after respawning. This issue has been fixed.
* /ignore will persist properly between logins.
* Players will no longer incorrectly see other players on their mounts after they have dismounted.
* Opening Movies will no longer always be at max volume.
* When using GTAoE abilities, sometimes the targeting reticle graphic would get stuck to the player instead of showing properly where the cursor has targeted. This has been resolved.
* When a player changes appearances (such as a Squig Herder getting into their Squig Armor) other players targeting that player will no longer lose their target.
* When using flight masters, the flight cinematic will now be less wobbly for Destruction characters.
* When a player uses a flight master and attempts to enter a part of the game world that is currently down or not running, the player will be returned to the flight master instead of getting stuck in the flight cinematic.
* The ground targeting interface has been tweaked. When you are attempting to place a ground target over an invalid surface, there is now a separate ground decal used to show you that you're targeting an invalid surface. There's also now a ground-target-specific icon which will grey and un-grey depending on where you are mousing over.
* When attempting to loot from a pile of corpses, the client will now prioritize corpses with loot on them over empty corpses, making it easier to loot.
* Under heavy server load situations, buffs and debuffs will no longer last longer than they should.
* Monsters will now be less prone to going into an evade state and returning to their spawn point when trying to reach targets.
* Pets will have a more accurate line of sight when trying to use abilities on their targets.
* When mousing over the Tier Label on the Pairing Map, there is now a tooltip that displays the level range for the Tier.
* Players will now be able to click on the round button on the flight map to fly to refugee camps, rather than just the text name on the right side of the map.
* Missing zones have been added to the flight map. Travel map layout issues have been resolved.
* Monsters which flee from combat due to being at low hit points will now immediately begin moving at a slower speed.
Combat and Careers
General
Bug Fixes:
* All Disorient effects cast by players will no longer stack. Only the most powerful Disorient will affect the target.
* Fixed a bug which was causing all area-of-effect abilities in the game to have a slightly smaller area of coverage than intended.
Balance Changes:
* Abilities which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately. Specific abilities for each career affected by this change are noted below.
* Items which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately.
* Immovable: Duration increased to 20 seconds.
* We have adjusted the way that the Disorient debuff will effect characters. Instead of increasing all ability cast times by a flat value, it will now increase cast times by a % of the total cast time of the spell. As a result, melee abilities and instant cast spells will no longer be affected by Disorient since their cast time is effectively 0 seconds. Specific abilities for each career affected by this change are noted below.
* All absorb shield buffs have increased in effectiveness, and will now absorb roughly 50% more damage in most cases. Specific abilities for each career affected by this change are noted below.
Renown Abilities:
* Pick Lock: Fixed a bug that prevented this ability from functioning.
* Bypass Defenses: Fixed a bug that prevented this ability from functioning correctly.
* For Glory!: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus.
* King of the Hill: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus.
* Mission Focused: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus.
* Town Raider: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus.
* Unbending Will I-III: This ability will now provide the correct amount of Spirit resistance.
* Modify War Engine: This effect will no longer stack when multiple players cast it on a single engine.
* Hamper War engine: This ability will now properly be listed as a debuff.
Guild Tactics:
* Thornshield: The damage done by all three levels of this Tactic will now show up in the combat tab and in the on-screen text.
* Enhanced Knowledge II: Fixed a typo in this ability's name.
Monsters:
* Arial Assault: This ability will now do the correct damage.
* Tail Swipe: Fixed an issue that caused some abilities to stop working while this effect is on you.
Items:
* Boost IV-VI: These effects will now display that they also increases critical damage.
Healer Archetypes
Balance Changes:
* Alter Fate: This ability is now affected by the Anti-Resurrection effect present at some encounters.
* Shield Wall: The block bonus from this ability will no longer stack with other block buff bonuses.
Balance changes:
* Divine Protection: This ability will now absorb more damage.
Tank Archetype
Bug Fixes:
* Unstoppable Juggernaut: Fixed a typo in this ability's tooltip.
Ranged DPS Archetype
Bug fixes:
* Concealment: This ability's tooltip will now show the correct duration of the effect.
* Hail of Doom: This ability will now correctly do damage for the entire time that it channels.
Racial
Bug Fixes:
* Bathing in Blood: The healing from this Tactic will no longer stack with itself.
Balance Changes:
* Warped Flesh (Chaos): This Tactic will now absorb more damage.
* Emperor's Ward (Empire): This Tactic will now absorb more damage.
Archmage
Bug Fixes:
* Balanced Mending: This ability will now correctly function as described.
* Gift of Life: This ability's build time has been reduced, and cooldown time increased.
* Hurried Restore: Fixed a tooltip display issue.
* Storm of Cronos: This ability will now correctly reduce the target's Spirit resistance.
* Wild Healing: This ability's effect will no longer trigger from damage-over-time critical ticks.
* Scatter the Winds: The debuff portion of this ability will no longer apply when the damage portion is blocked or disrupted.
Balance changes:
* Healing Energy: This ability will now heal slightly more initially, but slightly less over time. The over time portion will now last 5 seconds.
* Blessing of Isha: This ability will now cast faster and heal for a higher value.
* Balance Essence: This ability's damage has been increased.
* Searing Touch: This ability will receive greater damage contribution from stats.
* Shield of Saphery: This ability will now absorb more damage.
* Isha's Ward: This ability will now absorb more damage.
* Winds' Protection: This ability will now absorb more damage.
Bright Wizard
Bug Fixes:
* Playing with Fire: This ability will now hit for the correct amount of damage.
* Funnel Power: This ability will now continue after zoning.
* Flashfire: The cast-time reduction gained from this Tactic will now correctly apply only when a character starts to cast a new ability.
* Ignition: Fixed a bug which was preventing most ticks of Ignite from having a chance to trigger this effect.
* Flames of Rhuin: Corrected an issue with this ability's tooltip.
* Rain of Fire: Fixed a bug which was causing Combustion to begin dropping immediately after channeling this ability.
* Funnel Power: The damage inflicted to the Bright Wizard is now considered Corporeal Damage.
Balance changes:
* Meltdown: This ability will now deal increased damage.
* Flame Shield: This ability will now deal Elemental Damage.
* Flames of Rhuin: This ability will now deal Elemental Damage.
* Funnel Power: This ability will now deal Corporeal Damage.
* Explosive Force: This ability will now deal Corporeal Damage.
* Pyroclastic Surge: This ability will now disorient the target by 50% for 3 seconds if the target is hexed.
Black Guard
Bug fixes:
* Hatred: The mechanic icon will no longer display in the General Skills tab.
* Khaine's Warding: Fixed a typo in this ability's tooltip.
* Challenge: This ability no longer requires an enemy target.
* Filled with Fury: This ability is now only triggered by attacks that expend Hate.
* Crimson Death: This ability's debuff icon will now display the correct value.
* Feeding on Pain: This ability's tooltip will now display correct values.
* Thirst for Death: Fixed a typo in this ability's tooltip.
* Enraged Beating: This ability will now behave correctly when interrupted.
* None Shall Pass: This ability will now behave correctly when interrupted.
* Away Cretins!: This ability now knocks down monsters.
* Hold the Line: This ability now has the correct cooldown of 0 seconds.
* Monstrous Ruin: This Tactic will no longer allow Furious Howl to be activated without the required amount of Hatred.
* Endless Pursuit: Fixed a typo in this ability's tooltip.
Balance changes:
* None Shall Pass: This ability will now deal Physical Damage.
* Brutal Smash: This ability will now disorient the target by 50%.
* Shield of Rage: This ability will now absorb more damage.
Black Orc
Bug Fixes:
* Waaagh!: This ability's debuff icon tooltip now states correct reduction type, and no longer requires a target.
* T'ree Hit Combo: This ability will now behave correctly when interrupted.
* Can't Hit Me!: This ability will now behave correctly when interrupted.
* Da Biggest: This ability will now continue after zoning.
* Da Toughest: This ability will now continue after zoning.
* Da Big Un': This ability will now continue after zoning.
* Rock 'Ard: This ability no longer claims to lead to Gud Plan, or highlights while you have a Gud Plan.
* Challenge: This ability no longer requires an enemy target.
* Da Greenest: This ability's armor-buffing effect will now scale with level.
* Puddle O' Muck: This ability will now actually snare targets.
* Where You Going?: This ability's description has been updated to reflect that this is actually a PBAoE.
Balance Changes:
* Wot armor?: This ability has had its stacking % armor debuff replaced with a fixed-value armor debuff. Additionally, it will now apply its maximum debuff value in a single hit.
* Da Toughest: This ability will now grant less Wounds and health to the Black Orc when it triggers.
* Da Big Un': This ability will now deal more damage, and affect a larger area.
* Savin' Me Hide: This abilty will now deal more damage, and will also reduce the magical damage taken by you and your group.
* Shut Yer Face: This ability will now deal more damage and cost no AP to activate.
* Down Ya Go: This ability will now deal more damage, knock the target down for 3 seconds, and cost no AP to activate.
* T'ree Hit Combo: This ability will now deal more damage but will receive less damage contribution from stats.
* Not in da Face!: This ability will now deal more damage and also make you and your group briefly immune to disabling effects.
* WAAAAAAAGH!: This ability will now deal more damage.
* Can't Hit Me!: This ability will now deal Corporeal Damage.
* Big Brawlin': This ability will now disorient targets by 25%.
* Dat Was Great!: This Tactic has been changed to match the changes to Wot armor?. The Tactic will now increase the duration of Wot armor?, and reduce the victim's Toughness.
* Rock 'Ard: This ability will now absorb more damage.
* Can't Touch Us: This ability will now absorb more damage.
Chosen
Bug fixes:
* Relentless: This ability will now behave correctly when interrupted.
* Dreadful Fear: This ability will now continue after zoning.
* Corrupting Wrath: This ability will now continue after zoning.
* Discordant Instability: This ability will now continue after zoning.
* Guard: This ability will now continue after zoning.
* Discordant Fluctuation: This ability will now continue after zoning.
* Corrupting Retribution: This ability will now continue after zoning.
* Dreadful Agony: This ability will now continue after zoning.
* Dreadful Terror: This ability will now continue after zoning.
* Corrupting Horror: This ability will now continue after zoning.
* Discordant Turbulence: This ability will now continue after zoning.
* Challenge: This ability no longer requires an enemy target.
* Dire Shielding: This Tactic will no longer cause Bane Shield to stack when multiple Chosen in the same group use the ability.
* Tzeentch's Reflection: The beneficial portion of this ability will no longer be removed by any ability that removes Silence. The Silencing portion of this ability will continue to be removed as normal.
Balance Changes:
* Auras will no longer aggro monsters that are not already in combat. Auras can no longer be dodged, blocked, parried, or disrupted. Auras that deal damage now deal Spirit damage.
* Hate from auras which affect all group-mates will now be credited to the individual group members, instead of all to the Chosen themselves. Blast Wave: This ability will now deal Spirit Damage. Additionally, this ability will no longer lower the target's resistances, but will instead lower the target's Wounds.
* Quake: This ability will now deal Spirit Damage.
* Discordant Fluctuation: This ability will now deal more damage. Additionally, the damage effect on Discordant Fluctuation will now only trigger a maximum of once per 2 seconds per character affected.
* Corrupting Retribution: This ability will now heal for slightly more.
* Dreadful Terror: This ability now removes slightly more Action Points from the victims.
* Tooth of Tzeentch: This ability's bonus damage will now deal Spirit Damage.
* Bane Shield: This ability will now deal Spirit Damage. Additionally, the damage effect on Bane Shield will now only trigger a maximum of once per 2 seconds per character affected. Touch of Palsy: This ability will now deal Spirit Damage. Corrupting Horror: This ability will now disorient targets by 25%.
* Impenetrable Armor: This ability will now absorb more armor.
Disciple of Khaine
Bug Fixes:
* Stand Coward!: This ability's build time has been reduced, and cooldown time increased.
* Patch Wounds: This ability will now correctly consume 25 Soul Essence as described.
* Restored Motivation: Fixed a bug which caused this ability's healing effect to occasionally be disrupted by allies.
* Warding Strike: This ability will now fire correctly when the Disciple has 30 Soul Essence.
* Covenant of Vitality: Fixed this ability's buff icon tooltip to display the correct effect. Additionally, this ability's buff will now persist after zoning.
* Covenant of Celerity: This ability's buff will now persist after zoning.
* Covenant of Tenacity: This ability's buff will now persist after zoning.
* Devour Essence: This ability will now heal for every target hit in the radius, instead of only once.
* Consume Essence: This ability will no longer heal invalid targets.
* Rend Soul: This ability will no longer heal invalid targets.
Balance Changes:
* Covenant of Vitality: This ability will now deal Spirit Damage.
* Covenant of Celerity: This ability will now deal Spirit Damage.
* Restore Essence: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds.
* Khaine's Embrace: This ability will now cast faster and heal for a higher value.
* Soul Shielding: This ability will now absorb more damage.
* Khaine's Bounty: This ability will now absorb more damage.
Engineer
Bug Fixes:
* Barbed Wire: This ability will now play its entire visual effect.
* Land Mine: Fixed a bug which caused this ability to trigger a disproportionately long immunity timer.
* Snipe: Fixed a bug which was incorrectly reducing the cost of this ability.
* Bugman's Best: Fixed a bug which was allowing this ability's healing effect to inadvertently affect NPCs.
* All Turrets: Turret-specific abilities will now display in the Mastery Training window as being part of the associated Mastery.
* Coordinated Fire: This Tactic's effect will now increase damage as described. Additionally, this Tactic's effect will now last for the full duration of Signal Flare.
* Self Destruct: This ability's tooltip will no longer claim it costs AP. Additionally, this ability is now considered a ranged attack (improved with Ballistic skill) that deals Corporeal damage.
* Concussive Mine: This ability will now properly disorient targets.
* Lighting Rod: Fixed a bug that caused this ability to receive more benefit from stats than intended.
* Hollow Points: Multiple Engineers may now all affect a target with Hollow Points.
* Electro Magnet: Targets pulled in by this ability will no longer clip directly into the Engineer.They will instead be offset by a varying amount to reduce collision issues.
Balance changes:
* Sticky Bomb: This ability will now deal Corporeal Damage. Additionally, this ability will now explode if the target is killed.
* Concussive Mine: This ability will now disorient the targets by 50%.
* Rune of Forging: This ability will now absorb more damage.
Ironbreaker
Bug Fixes:
* Grudge-Born Fury: This ability will now behave correctly when interrupted.
* Challenge: This ability no longer requires an enemy target.
* Heavy Blow: Fixed a typo in this ability's description.
* Powered Etchings: This ability's Snare and Knockback effects will now correctly obey removal/immunity.
Balance Changes:
* Stone Breaker: This ability's % armor debuff has now been replaced with a flat value armor debuff.
* Oathstone: This ability will now deal Physical Damage.
* Overprotective: This ability will now deal Physical Damage.
* Runic Shield: This ability will now absorb more damage.
* Gromril Plating: This ability will now absorb more damage.
Knight of the Blazing Sun
Bug Fixes:
* Myrmidia's Fury: This ability will now behave correctly when interrupted.
* Press The Attack!: This ability will now continue after zoning.
* Stand Strong!: This ability will now continue after zoning.
* Gather Your Resolve!: This ability will now continue after zoning.
* On Your Guard!: This ability will now continue after zoning. Additionally, this ability should no longer be procced by ranged autoattacks.
* Stay Focused!: This ability will now continue after zoning. Additionally, when Lingering, the aura will now correctly heal when triggered.
* All Out Assault!: This ability will now continue after zoning.
* To Glory!: This ability will now continue after zoning.
* To Victory!: This ability will now continue after zoning.
* Now's Our Chance!: This ability will now continue after zoning.
* Challenge: This ability no longer requires an enemy target.
* Sunder: Fixed a tooltip display issue.
* Staggering Impact: Fixed a tooltip display issue. Shield Rush: The block bonus from this ability will no longer stack with other block buff bonuses.
* Vigilance: This ability's buff window tooltip will now correctly state that you are receiving more damage, instead of less.
* Dirty Tricks: An Icon will now appear in the buff window when this Tactic fires.
Balance Changes:
* Commands will no longer aggro monsters that are not already in combat. Hate from Commands which affect all group-mates will now be credited to the individual group members, instead of all to the Knight themselves. The effects of Commands can no longer be dodged, blocked, parried or disrupted, and Commands that deal damage now deal Elemental damage. Shield of the Sun: This ability will now deal Elemental Damage.
* Myrmidia's Fury: This ability will now receive a greater damage contribution from stats.
* Stay Focused!: This ability will now heal for slightly more.
* To Glory!: This ability will now restore slightly more Action Points.
* Guardian of Light: This ability will now absorb more damage.
Magus
Bug fixes:
* Dissolving Mist: This ability's radius is now accurate on tooltip.
* Daemonic Armor: This ability's tooltip values will now display correctly.
* Indigo Fire of Change: Multiple Magi can now cast this spell upon a single target, but only a single Horror will be created.
* Tzeentch's Firestorm: This ability can now be defended against, and will trigger any appropriate effects.
* Blue Horror, Pink Horror, and Flamer of Tzeentch: Daemonic Minion-specific abilities will now display in the Mastery Training window as being part of the associated Mastery.
* Daemonic Resistance: This ability now has an increased casting range to match normal group effects. Additionally, fixed a bug which caused the hotkey to gray out when selecting group members.
* Daemonic Infestation: When exploding, this ability will now visually knock down players and play an explosion effect.
* Chaotic Rift: Targets pulled in by this ability will no longer clip directly into the Magus, will instead be offset by a varying amount to reduce collision issues.
Balance Changes:
* Seed of Chaos: This ability will now explode if the target is killed, or if the effect runs for its full duration. In addition, other targets hit by the explosion now have a chance to defend themselves.
* Perils of the Warp: This ability will now deal Elemental Damage.
* Seed of Chaos: This ability will now deal Spirit Damage.
* Aegis of Orange Fire: This ability will now deal Elemental Damage.
Marauder
Bug Fixes:
* Gift of Savagery: This ability's tooltip will now better match the stats gained from the ability.
* Gift of Monstrosity: This ability's tooltip will now better match the stats gained from the ability.
* Gift of Brutality: This ability's tooltip will now better match the stats gained from the ability.
* Demolition: The cooldown listed on this ability's tooltip now matches the actual cooldown of the ability.
* Mutating Release: This ability now correctly gives a 10-second immunity to all roots and snares.
* Deeply Impaled: This ability's effect will no longer stack with itself. Additionally, this Tactic will now give the correct bonus when Impale is used.
* Drink Deeply: This Tactic will once again heal when Tzeentch's Cordial ends.
* Growing Instability: This Tactic will once again grant a bonus to critical hit at the correct health brackets.
* Convulsive Slashing: This ability will now behave correctly when interrupted.
* Wrecking Ball: This ability will now behave correctly when interrupted.
* Gut Ripper: This ability will once again cause the next ability used to critical hit.
* Wave of Horror: This ability's tooltip will now state the correct amount of Hate reduction.
* Wave of Terror: This ability will now state how large of an area it will affect.
Balance Changes:
* Deadly Clutch: The amount of health healed by this Tactic has been increased.
* Insane Whispers: This Tactic will now cause a 50% Disorient for 5 seconds.
* Terrible Embrace: This ability's build time has been reduced to 1 second, and its cooldown time increased to 30 seconds.
* Terrible Embrace: This ability's cost has been reduced. Additionally, it will now continue to build while moving.
* Thundering Blow: The Disorienting effect of this ability is now a 50% debuff.
Rune Priest
Bug Fixes:
* Master Rune of Adamant: This ability's build up will now be correct, and the effect will now last for the correct duration. Additionally, this ability's tooltip will now reflect that only one Master Rune can be active at a time.
* Master Rune of Fury: This ability's tooltip will now reflect that only one Master Rune can be active at a time.
* Master Rune of Speed: This ability's tooltip will now reflect that only one Master Rune can be active at a time.
* Ancestor's Echo: This ability's tooltip has been changed to be clearer.
* Potent Runes: Fixed a bug which was causing this ability's effect to incorrectly alter the player's stats.
* Oath Rune of Power: This ability's hotbar icon will now light up correctly when targeting party members in a warband.
* Oath Rune of Warding: This ability's hotbar icon will now light up correctly when targeting party members in a warband.
* Oath Rune of Iron: This ability's hotbar icon will now light up correctly when targeting party members in a warband.
* Oath Rune of Sanctuary: This ability's hotbar icon will now light up correctly when targeting party members in a warband.
* Blessing of Grungni: This ability's name has been corrected.
* Thick Skulled: Fixed a typo in this ability's tooltip.
* Rune of Serenity: This ability will no longer trigger Restorative Burst.
* Rune of Battle: This ability will now properly cast on allies.
Balance Changes:
* Rune of Mending: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds.
* Blessing of Valaya: This ability will now cast faster and heal for a higher value.
* Rune of Shielding: This ability will now absorb more damage.
* Ancestor's Echo: This ability will now absorb more damage.
Squig Herder
Bug Fixes:
* Indigestion: Fixed a bug that caused this ability to use Intelligence instead of Strength in damage calculations.
* Sticky Squigz: This ability now costs the correct amount of Action Points to use.
* Big Bouncin!: This ability will now behave correctly when interrupted.
* Run Away!: This ability's cost has been lowered. The knock forward effect has been changed to a movement speed increase effect.
* 'Ere Squiggy!: Fixed a bug that prevented this Tactic from firing on damage abilities.
* Lots o' Arrers: This ability's animation will no longer continue after the Squig Herder runs out of AP.
* Splinterin' Arrers: You can now hit Keep doors with Run n' Shoot while this Tactic is slotted.
Balance Changes:
* Squig Armor: This ability no longer has a build time, and its reuse time has been greatly reduced.
* Tastes Like Chicken: The heal portion of the ability is no longer dependent on the pet's health at the time of the sacrifice.
Sorcerer
Bug Fixes:
* Pit of Shades: Fixed a bug which was causing Dark Magic to begin dropping immediately after channeling this ability.
* Vision of Domination: This Tactic now also increases Word of Pain's effectiveness and damage, and increases the Action Point heal value of Vision of Torment.
* Pit of Shades: You will no longer lose Dark Magic as soon as the channel ends.
Balance Changes:
* Dhar Wind: This ability's damage has been increased to match the amount of Back Lash damage taken.
* Frozen Touch: This ability now correctly deals Corporeal Damage.
* Shades of Death: This ability now correctly deals Spirit Damage.
* Swell of Gloom: This Tactic ability now correctly deals Spirit Damage.
* Chilling Gusts: This Tactic ability now correctly deals Corporeal Damage.
* Piercing Shadows: This Tactic ability now correctly deals Spirit Damage.
* Infernal Gift: The amount of bonus damage this ability gives to the group has been reduced.
* Tapping the Dark: This ability's absorb amount has been increased.
Shadow Warrior
Bug Fixes:
* Steady Aim: This ability's tooltip has been updated to better reflect what this ability affects.
* Assault Stance: The Strength and Weapon Skill bonuses from Assault Stance will now stack with other Strength and Weapon Skill bonuses.
* Outrider Patrol: This ability's tooltip will now show the amount of damage done.
* Split Arrows: You can now hit keep doors with Spiral-Fletched Arrow while this Tactic is slotted.
* The bonuses from Scout, Assault, and Skirmish Stance will now stack with other bonuses.
Balance Changes:
* Eye Shot: This ability can now be used while moving.
* Fell the Weak: The build time for this ability has been reduced to 0 seconds, but the cost has been increased.
Shaman
Bug Fixes:
* Gedup!: This ability's build time has reduced, but its cooldown time has been increased.
* Do Sumfin Useful: Fixed a typo in this ability's tooltip.
* Big Waaagh!: The Waaagh! mechanic will now properly light up this ability on the hotbar.
* 'Ey, Quit Bleedin': Fixed a bug which was allowing this ability to incorrectly cast on NPCs.
Balance changes:
* Gork'll Fix It: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds.
* Gather Round: This ability will now cast faster and heal for a higher value.
* I'll Take That!: This ability will now deal more damage.
* Yer Not so Bad: This abilty now has no build time.
* 'Ere We Go!: This ability's extra damage will now deal Elemental Damage.
* Gork's Barbs': This ability will now deal Elemental Damage.
* Bunch o' Waaagh: This ability will now receive a greater damage contribution from stats.
* Don' Feel Nuthin: This ability will now absorb more damage.
Swordmaster
Bug Fixes:
* Aethyric Armor: This ability no longer claims to return you to Normal Stance.
* Aethryic Grasp: Fixed a typo in this ability's tooltip.
* Isha's Protection: Fixed a typo in this ability's tooltip.
* Vaul's Buffer: Fixed a typo in this ability's tooltip.
* Ether Dance: This ability will now behave correctly when interrupted. Additionally, the current Balance state is now maintained through the duration of the effect, in order to benefit from Balance-based Tactics.
* Sword Dance: This mechanic's icon will no longer display in the General Skills tab.
* Balanced Accuracy: This Tactic now affects all strikes of Ether Dance, Dragon's Talon, Crashing Wave, and Whispering Winds.
* Bladeshield: Damage from this ability will no longer be mitigated by the victim, and will also no longer critically hit as is normal for all Morale effects.
* Protection of Hoeth: This ability now displays its correct Balance advancement, and will no longer highlight in Perfect Balance or increase Balance with every use.
* Challenge: This ability no longer requires an enemy target.
* Gusting Wind: This ability's tooltip will now display its correct damage value after increasing Mastery.
* Potent Enchantments: Fixed a bug which caused this Tactic to be affected by Mastery in the Path of Hoeth.
* Deep Incision: Fixed a bug which was causing this ability's damage to be lower than intended.
* Shatter Enchantment: This ability will no longer remove an Enchantment from the victim if they successfully block or parry the ability.
* Shield of Valor: This ability will now upgrade correctly.
* Heaven's Blade: Fixed a typo in this ability's tooltip.
* Guard of Steel: Fixed a typo in this ability's tooltip.
* Unstoppable Juggernaut: Fixed a typo in this ability's tooltip.
Balance Changes:
* Dazzling Strike: This ability has been made a Perfect Balance attack that deals Spirit Damage. Dazzling Strike has been moved to Level 12, now deals increased damage, has no cooldown or reuse timer. Additionally, Dazzling Strike will now disorient the target by 50%.
* Intimidating Blow: This ability has been moved to Level 35.
* Gusting Wind: This ability has been made an Improved Balance attack. Additionally, Gusting Wind now costs AP to activate, and deals increased damage.
* Ether Dance: This ability now deals increased damage.
* Crashing Wave: This ability now deals more damage, and also makes you and your group briefly immune to disabling effects.
* Whispering Wind: This ability now deals more damage, and reduces cooldown times for you and your group.
* Blurring Shock: This ability's extra damage from critical hits will now deal Spirit Damage.
* Wall of Darting Steel: This ability will now deal Spirit Damage.
Warrior Priest
Bug Fixes:
* Prayer Of Absolution: This ability will now continue after zoning.
* Prayer of Righteousness: This ability will now continue after zoning.
* Prayer of Devotion: This ability will now continue after zoning.
* Breath of Sigmar: This ability's build time has been reduced, and its cooldown time increased.
* Purge: Fixed a typo in this ability's tooltip.
* Sigmar's Greave: This Tactic's Toughness debuff from will now last the correct duration.
* Divine Assault: This ability will no longer heal invalid targets.
Balance Changes:
* Prayer of Righteousness: This ability will now deal Spirit Damage.
* Divine Aid: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds.
* Touch of the Divine: This ability will now cast faster and heal for a higher value.
* Divine Light: This ability will now absorb more damage.
White Lion
Bug Fixes:
* Pounce: You will now jump just to your target's side instead of directly on top of them, fixing several collision issues. The damage portion of the ability now fires more consistently.
* Whirling Axe: This ability will now behave correctly when interrupted.
* Full-Grown: The Tactic will now properly increase your pet's Wounds. Additionally, this ability's tooltip is now correct.
* Ensnare: Fixed a bug that prevented this ability's root effect from firing.
* Pack Synergy: Fixed a bug that allowed this Tactic to remain active after the pet was de-summoned.
Balance Changes:
* Pack Assault: This ability will now deal Spirit Damage.
* Fey Illusion: This ability will now debuff the target's autoattack speed. Additionally, this ability will no longer require a frontal positional, and will cost slightly more AP.
* Fetch: This ability's range has been reduced to 65 feet, and its cost has been reduced. Additionally, this ability's cooldown has been increased to 30 seconds.
Witch Elf
Bug Fixes:
* Agile Escape: This ability can no longer be used when rooted.
* Ruthless Assault: This ability will now behave correctly when interrupted.
* Shadow Prowler: This ability will now always be interrupted when the player is attacked.
Balance Changes:
* Kiss of Betrayal: This ability will now deal Corporeal Damage.
* Kiss of Agony: This ability will now deal Corporeal Damage.
* Kiss of Death: This ability will now deal Corporeal Damage.
* Kisses will no longer be able to activate off a thrown dagger.
* Vehement Blades: This ability has had its damage contribution from stats reduced.
* Enfeebling Strike: This ability has had its damage contribution from stats reduced.
* Treacherous Assault: This ability has had its damage contribution from stats reduced.
* Masterful Treachery: This ability's bonus to damage has been lowered.
* Sharpened Edge: This ability has had its armor debuff removed. This has been replaced with a self buff that will deal damage back to your enemy whenever they block or parry your attacks.
* Pierce Armor: This ability has had its additional armor debuff removed. This has been replaced with a self buff that will increase your Weapon Skill.
* Sacrifices Rewarded: This ability will now absorb more damage.
Witch Hunter
Bug Fixes:
* Declare Anathema: This ability can no longer be used when rooted.
* Trial By Pain: This ability will now correctly stop channeling and behave correctly when the character is disarmed or interrupted.
* Silence the Heretic: The Unstoppable buff given by the Silence from this ability will now last the correct duration.
* Incognito: This ability will now always be interrupted when the player is attacked.
* Repel Blasphemy: This ability will no longer zero-out the Accusation counter.
* Blessing Bullets of Confession: The healing reduction effect this ability places on targets will no longer be removed by Sever Blessing.
* Sudden Accusation: This ability's effect will no longer be removed when snares are removed.
Balance changes:
* Burn Armor: This ability has had its damage contribution from stats reduced.
* Sudden Accusation: This ability has had its damage contribution from stats reduced.
* Fanatical Zeal: This ability has had its damage contribution from stats reduced.
* Trial by Pain: This ability will deal slightly more damage, and activate Blessed Bullets twice if allowed to run the full duration.
* Blessed Pullets of Purity: This ability will now deal Spirit Damage.
* Blessed Bullets of Confession: This ability will now deal Spirit Damage.
* Blessed Bullets of Cleansing: This ability will now deal Spirit Damage.
* Burn Away Lies: This ability will now deal more damage.
Zealot
Bug Fixes:
* Ritual of Lunacy: The build up for this ability will now be correct. Additionally, the effect from this ability should now last for the correct duration. The tooltip for this ability will now reflect that only one Ritual may be active at a time.
* Ritual of Innervation: This ability's tooltip will now reflect that only one Ritual may be active at a time.
* Ritual of Superiority: This ability's tooltip for this ability will now reflect that only one Ritual may be active at a time.
* Suppress the Fragile Unbeliever: This Morale ability will now do the correct damage, and the damage will not be defendable.
* Mark of Remaking: The tooltip for this ability will now show the correct amount of Toughness given.
* Leaping Alteration: This ability's leaping effect will no longer cease to jump to new targets after healing the caster. In addition, this ability may now be cast directly on an RvR-flagged ally while the Zealot is not flagged (and doing so will flag the Zealot for RvR, as with all other direct heals). The subsequent leaps of the ability will only affect RvR-flagged allies if the Zealot is RvR-flagged themselves.
* Tzeentch's Talon: This ability's tooltip effect has been updated to more accurately reflect what the effect does. Additionally, fixed a typo in this ability's debuff text.
* Daemon Spittle: This ability's damage will no longer stack with itself, and will only be defendable when it initially hits the target.
* Aethyric Shock: Fixed a typo in this ability's tooltip.
* Dark Medicine: Fixed a typo in this ability's tooltip.
* Mark of Vortex: Fixed a typo in this ability's tooltip effect icon.
* Embrace the Warp: This ability will now reduce the damage from all attack types.
* Mark abilities: The effect tooltip for Mark abilities will no longer state they reduce cooldowns by 50%.
Balance Changes:
* Manipulation: This ability will now deal Corporeal Damage.
* Dark Medicine: This ability will now heal slightly more initially, and slightly less over time. The over-time portion will now last 5 seconds.
* Dust of Pandemonium: This ability will now cast faster and heal for a higher value.
* Veil of Chaos: This ability will now absorb more damage.
* Ritual of Superiority: This ability will now absorb more damage.
* Tzeentch's Shielding: This ability will now absorb more damage.
Content
* All chapters throughout the game within Tiers two through four have received a pass on Public Quest difficulty, much like what was previously done within Tier one. All affected Chapters now have an "Easy", "Normal", and "Hard" Public Quest. Public Quest points on the map have also been updated to reflect these difficulty levels as well as suggested player numbers to successfully complete.
* Numerous epic quests within the Dwarf vs. Greenskin pairing have been modified to be more immersive and rewarding. For many this means that the length of the quests have been increased in order to tell a grander story. The experience and coin rewards have been adjusted to account for these changes.
* Two new lairs have been added to the game. One resides somewhere in Black Crag and is the domain of the vicious creature, Malachia. The other is the tomb of a fallen Slayer which may be found within Kadrin Valley.
* Valayan Dwarf Spirits will no longer attack players.
* The Griffon Courier will now be friendly to Order players in Chaos Chaper 7 in Ostland.
* Fixed an issue in Empire Chapter 9 in which a progression of triggered monster spawns that culminated in a boss monster named Psylchhron was failing to reset.
* The Moltenback Snarler no longer instantly respawns upon death.
* The Barak Varr guards will now attack invaders.
* Lysa Darkflayer will no longer attack players as well as Silien Fellseer
* Arathen Sunblade will no longer get the killing blow on Zarek Thrandor.
* The Bloodborn Wrathblade is now attackable
* The Dead Winter Lynx is no longer attackable by Order-aligned characters.
* Crushfist the Hollow will now properly use abilities in combat.
Crafting
We have introduced a number of improvements to crafting in version 1.2. The focus of these changes was to better pair-off specific gathering skills with specific production skills, making it easier for crafters to be self-sufficient. In addition, we have made a concentrated effort to improve the leveling curves of all trade skills as well as reduce the number of different materials needed to make various items. In addition to these changes, we have also introduced a number of new player-crafted products. Please refer to the sections on each trade skill below for more specific information.
General
* The Apothecary production skill will now receive the majority of its materials from the Butchering and Cultivation gathering skills.
* The Talisman Crafting production skill will now receive the majority of its materials from the Scavenging and Salvaging skills.
* Players can right-click on crafting items in the backpack to auto-move them to the appropriate slot when their crafting window is open.
* The use of Trade skills will now be interrupted when the character moves.
* The Ctrl-Right-Click user interaction has been added for item conversion, e.g. plants being converted back into seeds.
* Salvaging will now display the percentage chance of success on the item tooltip.
* Talisman crafting no longer removes materials from the crafting window if there are more left in the stack.
* Apothecary ingredient subtypes (Gold Dust, Essence, etc.) are now reflected in the item list view and item tooltips.
What happens to crafting components that are removed from the game?
During the process of adjusting and streamlining the various trade skills, we have removed or changed a number of crafting components. Players who have these components will be compensated automatically by one of two events.
* Certain trade skill components have been automatically converted to new components that have the same effect as the old in the new recipes.
* Certain trade skill components have been removed from the game. Components that have been removed have been converted into a new item type. Collect 20 of these and you can combine them for a special limited-time-only reward!
Cultivation
Cultivation has a number of significant and exciting new changes in version 1.2! We have reduced the number of materials needed in Cultivation, allowing players to save significantly on inventory space. In addition, we have streamlined the leveling curve and added plant reaping to produce seeds. This will allow Cultivators to become much more self-sufficient. Finally, we have removed the vast majority of seed drops from the world, since the production of seeds can now be done by harvesting the plants the player has grown.
General Changes:
* Numerous new seed and plant types have been added.
* Most seeds have been removed from monster loot tables.
* During the refinement process, a number of extraneous seeds were removed.
* All seed and plant rarities have been adjusted, 1-175 skill items are now common, 200 skill items are now uncommon.
* Seed families are now named similarly for clarity.
* Increased total number of Apothecary main ingredients that come from Cultivation .
* Seed tooltips will inform the player on what plant is grown.
* The chance to achieve an exceptional cultivation result has been increased.
Plant Reaping:
Plant reaping is a new skill given to Cultivators. This allows the Cultivator to harvest most plants for seeds as well as for Apothecary stabilizers.
* Reaping a plant will consume the plant and produce 2 - 4 seeds for that plant type
* Reaping a plant will also produce 1 - 2 stabilizers that can be used in Apothecary.
Adjustments to Critical Results:
We have adjusted the results of a critical and super-critical success to produce additional plants as well as potentially creating a plant of the next tier.
* Normal germination will result in a 2 plants
* Critical success germination will result in 3 plants
* Super-Critical success germination will result in 3 plants as well as an additional plant of the next skill tier and a Dye ingredient type for Apothecary.
Changes to Additives:
We have significantly reduced the number of additives needed, allowing players to use additives across a greater number of plant skill levels.
* A number of soil, watering cans, and nutrients have been removed from the game.
* Soil now reduces germination time and increases critical chance.
* Watering Cans now reduce germination time and increase the chance of an exceptional result.
* Nutrients now reduce germination time and reduce the chance of failure.
* Cultivation Additives can now be purchased from vendors and guild vendors.
* Cultivation Additives removed from Butchering and Scavenging loot tables.
Changes to Rare seed & plant types:
We have adjusted rare con seeds. These seeds are only earned through specialty drops, quests, and events in the world, and are used to grow rare plants used in potent potions. As such, very rare seeds and plant types have special rules for both germination and reaping.
* Special rare seeds have been added to select world loot tables. These produce rare plants used for powerful new Apothecary products.
* All special seed/plants are set to rare, and are Bind on Pickup.
* Failure to germinate a rare seed results in a copy of the rare seed.
* Successfully germinating a rare seed results in a plant and a copy of the rare seed.
* A critical germination of a rare seed results in 3 plants and a copy of the rare seed.
* An exceptional germination of a rare seed results in 3 plants and a copy of the rare seed as well as a Dye ingredient type for Apothecary.
Apothecary
Apothecary has gotten a moderate update in version 1.2. The focuses of these changes were to streamline where Apothecary crafters received their determinants, as well cleaning up and streamlining the progression. In addition, we have added a number of new potions for Apothecary. Experiment with new ingredients and discover them for yourself!
* Added main ingredients to create a number of new potions, including hybrid stat potions.
* All buff potions will now persist through death.
* Apothecary will now get the majority of its main ingredients from Cultivation and Butchering.
* The positive effect on potent potions has been improved.
* Instability during an exceptional brew result will now produce a normal stability potion.
* Added the new the ingredient type "Stimulant". Stimulants will increase the chance of a critical result when brewing a potion.
* Racial Vials have been removed.
* Reduced the number of vials to five types, each progressively more stable and powerful than the last.
* The negative effects of a Volatile potion have been increased.
* The positive effects of a Volatile potion have been made significantly weaker than their non-Volatile counterparts.
* Stable potions effects have been made significantly stronger.
Butchering
Butchering has been adjusted slightly in version 1.2, with the primary change being the addition of a significant number of Apothecary ingredients. This has been done to allow Butchers to successfully skill up their Apothecary skill without needing a second gathering skill.
* Apothecary ingredients that can be gathered from Butchering have been significantly increased.
* Increased the number of monster types each ingredient can be harvested from.
* Cultivation Nutrients have been removed.
* The drop rate for Stabilizers has been increased.
Scavenging
Scavenging has been adjusted slightly in version 1.2, with the primary change being the removal of a number of Apothecary determinants and the addition of a number of Talisman fragments. This will allow Scavengers to successfully skill up their Talisman crafting skill without needing a second gathering skill.
* Talisman-Making fragments can now be Scavenged.
* Talisman-Making boxes have been added to harvest drop tables.
* Scavenging drop rates have been improved.
* Cultivation additives have been removed.
* Apothecary ingredients have been removed.
Salvaging
Salvaging has been adjusted slightly in version 1.2, with the primary changes focusing on improving the rate at which Salvagers can skill up. In addition, the results from Salvaging have been adjusted so Salvagers can successfully skill up their Talisman crafting skill without needing a second gathering skill.
* Players can now skill up even if they fail to Salvage a fragment.
* Fragment figurines have been introduced. Salvaging these items will allow a player to skill-up without risking valuable magical equipment in the process. These can be found from PQ rewards.
* Gold Dust has been added to Salvage tables.
* The improved user interface will now notify the player of a successful Salvage.
* Players will now receive a Fragment, a Magic Essence, and a Gold Dust on a successful Salvage.
* Removed Whisper and Echo refining.
* All success rates have been improved noticeably.
Talisman Crafting
Talisman crafting has been adjusted moderately in version 1.2, with the primary changes focusing on allowing players to create Talismans without needing a large number of additional components. In addition, we have reduced the potency of all Resistance Talismans in order to bring them in-line with other Talisman bonuses.
* Resistance Talismans have had their effect reduced by 50%.
* Talisman crafting will now only require a Fragment and Container to successfully craft a Talisman. Components have been made optional and will continue to increase the power of the Talisman.
* New Containers have been added for Talisman making.
* Talismans now stack in your inventory.
Guild Crafting Merchants
We have made adjustments to the guild merchants who sell crafting supplies. These changes represent adjustments needed after we refined many recipes and skill-up progressions. In addition, we have added the first of many "Guild Exclusive" crafting materials that can make unique crafted items that are not available any other way.
* Crafting materials from skill 0 - 74 will appear on guild merchant at Guild Rank 7.
* Crafting materials from skill 75 - 149 will appear on the guild merchant at Guild Rank 21.
* Crafting materials for skill 150+ will appear on the guild merchant at Guild Rank 28.
* A new, exclusive Skill 75 Apothecary main ingredients are available at Guild Rank 7.
* A new, exclusive Skill 150 Apothecary main ingredients are available at Guild Rank 21.
* A new exclusive Skill 200 Apothecary main ingredients are available at Guild Rank 28.
* Purchase costs on guild merchant materials have been adjusted to ensure that guild-purchased items will not make player-sold ingredients obsolete on the Auction House. 76432
Crafting Bug Fixes
* Ashfeather Vultures can now be Butchered.
The following monsters have been adjusted so that they can be Scavenged:
* Bloody Sun Boyz
* Bloody Sun Bruisa
* Dire Portent
* Griffon Handgunner
* Hammerstriker Warrior
* Hammerstriker Worker
* Meshel Rhurvan
* Redmane Rangers
* Skycaster
* Twisted Wargor
* Uthorin Despoiler
* Weeping Sore Cohort
* The following crafting components have had their tooltips corrected:
* Wisp of Brume
* Serrated Hookberry
* Sallow Argost Creep Seed
* Wolfpaw Clubmoss
* The backgrounds displayed on the following crafting items have been corrected:
* Mottled Clubmoss Spore
* Cyclopean Jack O' Lantern Spore
* "Mortar & Pestle" crafting components are now available on merchants.
* Fusing a single Talisman from a stack will consume only one Talisman instead of the whole stack.
* Corporeal Talisman Fragments will now properly produce Corporeal Resist Talismans.
* "Superior Fading Talisman of Brawn" has been corrected to give +5 Strength.
* Volatile potions that have had tooltip issues have been corrected to display the potions' advantages and disadvantages. This includes the following:
* Volatile Corporeal
* Volatile Spirit
* Volatile Armor
* Volatile Damage Over Time
* Volatile Heal Over Time
* Volatile Elemental
* Volatile Damage Shield
* Volatile AOE Damage Over Time
* Volatile Ground Target AOE Snare
* Volatile Frontal Cone Damage Over Time
* Ballistic Potions have had their icons corrected.
* Players can no longer cycle through crafting items by opening and closing the loot bags.
* All seeds will now have a minimum 1 minute "Time Left" grow time.
Itemization
Itemization of dungeons and capital cities continues to be one of our key concerns. In version 1.2 we are continuing our look at itemization and ensuring that the various areas in the game reward players properly for their effort. In addition we are also taking a look at Fortresses and adjusting some of their loot as well.
Player Mounts
* Many mounts have been renamed. Existing mounts will have their names updated.
* We have added two additional mount variants for each race. These have been added to the Stable masters in the capital cities.
* We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25.
* We have added three new improved mounts (Faster & Lower dismount chance) exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 37.
Mount Gunbad
Mount Gunbad has received some moderate changes in version 1.2. The most exciting of these include completely new loot not found outside of the dungeon. In addition, we will continue to balance the amount of loot dropped by the various bosses
General:
* New, unique Uncommon, Rare, and Very Rare items have been added to Mount Gunbad. These items are available as dropped items from all monsters in the dungeon.
* Mount Gunbad PQ loot has been updated with a number of new unique drops.
Boss Loot:
* Mount Gunbad instance bosses have been updated and will now have a 100% chance to drop the following: 1 armor set piece, 1 new dungeon Rare/Very Rare item, and 1 rare Dye.
* 'Ard Ta Feed has been updated and will now have a 100% chance of dropping the following: 2 chest armor set pieces, 1 dungeon Rare/Very Rare item, and 1 rare Dye.
Order Quests:
* Culling Griznik: This quest has been re-itemized with a Rare-quality item reward.
* Bringing Down the Squig-Maker: This quest has been re-itemized with a Rare-quality item reward.
* The Threat from Masta Mixa: This quest has been re-itemized with a Rare-quality item reward.
* The Threat from Glomp: This quest has been re-itemized with a Rare-quality item reward.
* The Threat from Solithex: This quest has been re-itemized with a Rare-quality item reward.
* The Threat from 'Ard ta Feed: This quest has been re-itemized with a Rare-quality item reward.
Destruction Quests:
* Killing Griznik: This quest has been re-itemized with a Rare-quality item reward.
* Squishin' Kurga: This quest has been re-itemized with a Rare-quality item reward.
* Dat Solithex's a Threat: This quest has been re-itemized with a Rare-quality item reward.
* Dat Masta Mixa's a Threat: This quest has been re-itemized with a Rare-quality item reward.
* Dat Glomp's a Threat: This quest has been re-itemized with a Rare-quality item reward.
* Dat 'Ard ta Feed's a Threat: This quest has been re-itemized with a Rare-quality item reward.
Bastion Stair
Bastion Stair has had its quests updated with loot appropriate for their difficulty
Order Quests:
* Delicate Balance: This quest has been re-itemized with a Rare-quality item reward.
* Raging Bull: This quest has been re-itemized with a Rare-quality item reward.
* Emperor's Justice: This quest has been re-itemized with a Rare-quality item reward.
* Banishing the Skull Lord: This quest has been re-itemized with a Rare-quality item reward.
* Portal of Rage: This quest has been re-itemized with a Rare-quality item reward.
Destruction Quests:
* Feast of Flesh: This quest has been re-itemized with a Rare-quality item reward.
* Leashing the Bull: This quest has been re-itemized with a Rare-quality item reward.
* Lord of Death: This quest has been re-itemized with a Rare-quality item reward.
* Infinite Patience: This quest has been re-itemized with a Rare-quality item reward.
* Vanquishing the Skull Lord: This quest has been re-itemized with a Rare-quality item reward.
Lost Vale
Lost Vale has benefitted from some significant changes in version 1.2. We have itemized the dungeon with a number of new drops as well as improved a number of older items. In addition, we have revised the drops for most of the bosses in order to improve the chances of getting set items for each career.
General:
* Darkpromise weapons have been retired and will no longer drop in Lost Vale.
* Darkpromise cloaks have been retired and will no longer drop in Lost Vale.
* Darkpromise accessories have been retired and will no longer drop in Lost Vale.
* New, unique Uncommon, Rare, and Very Rare items have been added to the Lost Vale. These items are available as dropped items from all monsters in the dungeon.
* All of the old "Unique Named" special weapons dropped in Lost Vale have had their stats improved.
* A number of the "Unique Named" special weapons have been moved from boss loot tables to rare monster drops to make room for new items.
* We have added an additional Unique Named Weapon for each career to Lost Vale. These are powerful weapons with magical proc effects.
* Multiple items have had their names changed. Existing items will update automatically to the adjusted name.
Boss Loot:
* Wing Sub-bosses have been updated and will now have a 100% chance of dropping the following: 1 Set piece, 1 new dungeon Rare/Very Rare item, 1 rare Dye. In addition, they have a 50% chance to drop a Unique Named Lost Vale weapon.
* Wing Main-bosses have been updated and will now have a 100% chance of dropping the following: 2 Set pieces, 1 new dungeon Rare/Very Rare item, 1 rare Dye. In addition, they have a 50% chance to drop a Unique Named Lost Vale proc weapon, as well as a 50% chance of dropping an additional Dye.
* Lost Vale Wing Main-Bosses will always drop different 2 different career pieces.
* Darkpromise gloves for the Tank archetype careers now drop off of Ahzranok, Larg the Devourer, and the Darkpromise Beast.
* Darkpromise gloves for the Healer archetype careers now drop off of Ahzranok, Larg the Devourer, and the Darkpromise Beast.
* Darkpromise gloves for the RDPS archetype careers now drop off of Horgulul, Butcher Gutbeater, and the Darkpromise Beast.
* Darkpromise gloves for the MDPS archetype careers now drop off of Horgulul, Butcher Gutbeater, and the Darkpromise Beast.
* Darkpromise Belt for the Tank archetype careers now drop off of Malghor Greathorn, Chul Earthkeeper, and Zaar the Painseeker.
* Darkpromise Belt for the Healer archetype careers now drop off of Malghor Greathorn, Chul Earthkeeper, and Zaar the Painseeker.
* Darkpromise Belt for the Tank archetype careers now drop off of Malghor Greathorn, Gorak the Ancient, and Zaar the Painseeker.
* Darkpromise Belt for the Healer archetype careers now drop off of Malghor Greathorn, Gorak the Ancient, and Zaar the Painseeker.
RvR Fortresses
RvR Fortress raids have received an update for their itemization in version 1.2. The focus of this update was to better reward players for completion of a Fortress capture as well as give players who do not successfully capture a Fortress some chance at improved loot.
* The Fortresses now feature the same world drop items found in the high-level city dungeons. This includes rare drop "Watcher" weapons.
* The Fortress PQ bags now feature new, unique Uncommon, Rare, and Very Rare items.
* Non-PQ target mobs within the Fortresses, including general mobs and the guards of the lords, now have a chance to drop the Conqueror Belt. The belt will no longer drop from Gold Bags.
* Additionally, the Conqueror Belt has been made bind-on-equip. This only affects new instances of the Conqueror Belt. Any Conquerer Belts found prior to this patch will remain bind-on-pickup.
* The number of PQ reward bags that drop in Fortresses has been increased to 30, with 12 Gold Bags for each completion.
Capital Cities
The capital cities have been updated with numerous adjusted items and new drops. Players should find items dropped in capital cities to be more rewarding than previously.
City Invader PQs:
* The Invader PQs now feature unique Uncommon, Rare, and Very Rare items in the PQ bags.
* Both Attacker and Defender versions of these PQs offer 12 PQ reward bags. Attackers will continue to receive a greater number of Gold Bags for victory.
City Warlord PQs:
* The Warlord PQs now feature unique Uncommon, Rare, and Very Rare dropped items from monsters and mini-bosses within the PQ instances.
* The Warlord PQs also now feature unique Uncommon, Rare, and Very Rare items in the PQ bags, including potent Warlord weapons.
* The n0 -
Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,488 CMod ✭✭✭✭Join Date:Posts: 23037
And also this one which they left out
"Resistances
-Magic resistance over 40% will now experience diminishing returns. Players will receive less resistance per point of stat over the cap
-Resistances that have reached diminishing returns will be displayed in Orange text on the character sheet."0 -
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Long patch notes are long.
Some nice features, Zone Domination sounds interesting, maybe people will actually defend keeps now. And I was hoping for a LFG system because looking for more players for instances just involves spamming /1.0 -
Long patch notes are long.
Some nice features, Zone Domination sounds interesting, maybe people will actually defend keeps now. And I was hoping for a LFG system because looking for more players for instances just involves spamming /1.All New Parties and Warbands Window!
The Open Party button has finally severed its ties to the player portrait and moved to the Menu Bar. This new Parties and Warbands window now has all information about Open Parties and Party Management, as well as the new Looking for Group system. The window is divided into 3 tabs:
The Nearby Tab:
This is the current Open Parties window with the added functionality of displaying players' relationships to you. Icons denote if a player is a Guildmate, an Alliance Member, on your friend list, or on your ignore list.
The World Tab:
This is the new Looking for Group / Looking for More system. This tab allows parties and warbands to specifically set the activities they are interested in doing. Players or parties can use those same interests to search for other players or parties interested in doing the same things. Interests are selectable and sortable by Tiers, Zones, PQs, Dungeons, Scenarios, and PvE. Players can be as specific or general as they like when selecting their interests. Want to do anything in Tier 4? Then just select Tier 4. Want to do any one of four specific dungeons? Then select those dungeons, and let the party finding commence! /lfg and /lfm will also bring up this tab.
The Manage tab:
All information and settings relating to parties and warbands now live in this one handy tab. Set all the looting permissions, form a warband, set a master looter, move your warband members around, and more. No more hunting in context menus; just open the Parties and Warbands window. Right-clicking on a player portrait and choosing "party options" will also bring up this tab.
Hopefully it'll be useful for dungeons etc.0
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