Quest Reset Incoming: Tending to Toxxicology

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping

Gninja wanted to get the word out that the quest Tending to Toxxicology will be getting a revamp which will result in quest progress being reset by anyone still on the quest. If you are on this quest, get it completed before Game Update 56 hits (late May). Or you can just wait until the change when the quest requirements will be reset to resolve the bugs people have been facing in trying to complete it.

We are aware of the issues with the quest in Sundered Frontier “Tending to Toxxicology” becoming gated if someone summons Sherra prior to someone else zoning in. And good news! We have a fix… Now the bad news… In order to fix this issue we are going to have to remove the stage of the quest that requires you to zone into Toxxulia’s Mound. When we do this it will reset everyone back to the first stage of this quest.

I just wanted to give you guys ample warning that this will go in with GU56 (Currently scheduled for late May) so if you have progressed the quest you might want to try to finish it before GU56 or lose your progress and possibly have to get the updates for the Wyrmlord and Wyvernlord again.

   

Game Update 56 for Dummies

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping, Raiding

It turns out yesterday’s news on changes to the Training Dummies guild hall amenity was just the beginning.

Xelgad has updated us with news that one of the choices on the menu when summoning a Training Dummy (in addition to Solo, as well as Heroic and Epic which are new to GU56) will be an Encounter:

We’ve added a new set of dummies for GU56 that come as a linked encounter of a total of eight heroic training dummies. Enjoy!

This should provide many more options for players wanting to work on what order they cast spells and/or combat arts in for maximum DPS output.

Game Update 56 Bits-and-Pieces: Mount Speeds, Training Dummies

Written by Feldon on . Posted in DGC Wants Feedback, Game Updates & Maintenance, Grouping

In addition to the bigger content additions, Game Updates always include smaller, but no less desirable changes and tweaks.

Research Assistants Learn to Multitask

UPDATE: Oops! Despite appearing in the headline, this item somehow got left out!

UPDATE #2: This feature is in the April 20, 2010 Hotfix.

Bunji, member of the EQ2 QA Team, has posted this info on the EQ2 In Testing Feedback forums:

With the new Test server build, each character on an account can research a spell at the same time (this should not affect existing research).

Research times are also being tweaked (lowered).

Floating Disc Mounts

In response to a query about the floating disc mounts introduced in Sentinel’s Fate being slower, and with less stats than the Order of Rime mounts, Kander had this response:

I have upped the speed on several of the disc mounts, they now have a few stats as previous. Level 90 guild mounts are now 68%. Will be in with GU 56 or sooner.

As for the question of Appearance mounts, while we can’t expect them in GU56, Kander advised us to keep an eye out:

This is something we really want to do in the future, yes. It’s being discussed for future GU or exp07.

Kunark Blue Shinies Still Lore?

Echoes of Faydwer, the Rise of Kunark, and the Shadow Odyssey all added 20 or so collections. Each collection has historically had a rare item which could be used either to complete that collection, or to help complete separate collections. These are the Faydwer Expert Collection, Kunark Expert Collection, and Shadow Odyssey Expert Collection. The reward for completing each of these collections is a pair of goggles, or glasses, or a ring which then allows the wearer to see blue shinies (which spawn in specific locations, instead of at random) for the appropriate expansion.

The difficulty of collecting these blue shinies is that many of them have been flagged LORE, allowing only one to be picked up at a time, until it’s sold or traded.

In response to a complaint that Kunark shinies are still LORE, even in Sebilis, which at level 90 still has many green mobs, Kander had this news:

I will take a look at making these (Kunark Blues) no longer lore. I think that would be fine!

Training Dummies Go Epic

The Training Dummy Guild Hall Amenity has been very useful, however we’ve only been able to spawn a solo dummy, which has far too few hitpoints for more than 1 player to really test.

Rothgar has heard the call and will be adding Heroic and Epic versions of the Training Dummy:

I’ve already made a change to the dummy chest, it just hasn’t been released yet. You’ll get it with GU56.

You have the option to spawn a solo, heroic and epic dummy. Each will scale slightly larger in size and their hitpoints will be on par with mobs of that tier and level.

So now you can raid a training dummy if you like. These changes should be on the Test server if you want to check them out.

Training dummies don’t fight back, but they provide a useful punching bag for testing spell and combat art casting rotations. No word if we’ll be able to pick the level of the dummy. At level 80, you really want a level 87 dummy to test debuffs, etc. For now Rothgar is leaving them as they are:

The new dummies are exactly like the old ones, so they shouldn’t have any high resists or buff packages on them, just plain-ol-dummies.

Guild Points — Did You Know?

Written by Feldon on . Posted in Grouping, Raiding

Over a year ago, the EQ2 Guild window gained a new column — Guild Points. This often misunderstood feature allows your guild leader and management to award points for anything they (or the guild) decides to track. Some guilds award players who earn a certain amount of status, help level the guild, assist other players, or any number of ‘gold star’ type measurements of players. Of course, some guilds don’t use Guild Points at all.

DKP in-game or website?

Raid Guilds have the unique challenge of divvying up the limited amount of Loot acquired each night to 24 (or more) players. Some Raid Guilds use a Loot Council or some variation on guild leadership choosing which players will get which items, it’s arguable that most raid guilds instead use a DKP (Dragon Kill Points) system. DKP is a score or measure of raid attendance, specifically the number of hours each player has participated in raids. Loot that drops during a raid is auctioned off to players who bid with DKP and are in good standing with their guild.

Every guild that makes use of a DKP or DKP-like system has the choice of using this relatively new Guild Points system, or if that guild has an established website, the infrequently updated eqdkp website script.

For those guilds that use the in-game Guild Points system, they may not be aware that there is a command to automate adding and removing points for the entire guild, the raid, a specific group, etc. Rothgar posted the info for this command today:

The /guild command does support a set of commands for manipulating the points system.

If you type “/guild points” and hit enter, you should get the following usage line.

Usage: /guild points [add|subtract] [point_value] [name|all|online|group|raid] [comment]

You should be able to add or remove points from a specific person, all guild members, only members that are online or only members that are in your current group or raid.

Shifting Shards

Written by Dethdlr on . Posted in Grouping, Itemization, Raiding

Been saving up your T8 shards for armor?  Soon you’ll need less than you do today.  Frizznik writes on the EQ2 Forums:
  • Tier 1 will cost the same amount of shards as it did before (38 shards crafter-made, 44 shards vendor-bought)
  • Tier 2 will cost the same amount of shards as it did before (112 shards crafter-made, 126 shards vendor-bought).  It will also cost around 5 platinum.  It will no longer require the tier 1 armor piece.
  • Tier 3 will cost the raid dropped mold, the same void shards it did before, and around 9 platinum.  You will no longer have to trade the mold in for a pattern.  You will no longer need the tier 2 piece to buy the tier 3 piece.  If you have traded a mold for a pattern, that vendor will let you trade the pattern back in for the mold.

News Rollup for March 14-20, 2010

Written by Feldon on . Posted in Commentary, Game Updates & Maintenance, Grouping, Itemization, Live Events, Raiding

The previous Thursday and Tuesday hotfixes have brought some itemization changes, specifically with the increase in the number of items holding Red Adornment slots, the introduction of Yellow Adornments for heroic gear, and the addition of Resists to Legendary and Fabled gear (previously, players were expected to run around with 2-3 pieces of Mastercrafted jewelry).

Now, we are starting to see the second prong of these changes, intended to fix the itemization mess that Sentinel’s Fate launched with. Frizznik brings us:

Thanks for your patience with us as we look at items, spells, and combat arts.  We are reading your concerns and are trying to make adjustments where we can.  This week we have been hard at work on raid item changes.  Those changes should happen in the next hotfix, so please don’t transmute those drops, you may want them after the changes hit.  After the changes next week, we are going to be looking at resistances on Legendary drops and some other things as well.

Please understand, we have a lot to think about.  The expansion, battlegrounds, and the golden path added a lot of content that we have to keep an eye on.  The content team did an excellent job with the golden path and if you haven’t tried it, you might want to talk to a chronomage or roll a new character to check it out.  Battlegrounds are a lot of fun too, even if you don’t like PVP combat you might want to give it a shot because the cooperative team play is a lot of fun.  I am not trying to make any excuses, but instead I am trying to say that there are only so many hours in the day.

Defense/Parry — Useless?

An interesting thread, which I’ve been following, on whether the +Defense and +Parry skills have any utility whatsoever.

Additional

  • Frizznik and Xelgad are looking into the Crit Multiplier for Wards with regards to Shamans. They are currently falling behind Druids.
  • Ward of Elements (T3) Armor may become available without the prerequisite of T2 Shard Armor. (link)

Yellow Adornments

A handful of Legendary items from level 80-83 received Yellow Adornment slots, however Yellow Adornments were all initially flagged level 84.  This has been remedied in the March 18th hotfix, as they are now level 80 adornments.

Flurry, Double Attack, and AE AutoAttack

When you Auto-attack with your mainhand weapon each of the following has their own independent chance firing off in addition to that mainhand attack (from EQ2 Forums):

  • Flurry — results in 2 to 4 additional mainhand weapon swings. These swings do not proc additional procs.
  • Double Attack — Auto-attack the target a second time, this can also proc (trigger) off an offhand weapon swing
  • AE Auto Attack — Attacks up to 4 targets in front of the player, but cannot flurry or double attack

AE Auto-Attack is primarily an AA line that points can be spent in. Double Attack has a cap of 100% and now appears widely on gear of all kinds. Flurry is much rarer to find, and is mostly found in AA lines, but look for it on items.

Making Sense of Tier 2 & Tier 3 Raid Gear

Whether you are rewarded Tier 2 or Tier 3 raid gear is dependent upon which raid mob you are killing, and whether you are taking on the “easy” version of that mob, or the “hard mode” version of that mob. Hard mode mobs typically have more adds, more hitpoints, unique effects, stronger detrimentals, etc.

I have to tell you, even after reading this thread laid out by established raiders, I’m not clear on every single mob and Tier. 😉

Moonlight Enchantments

Don’t forget that Moonlight Enchantments start tonight!!

Itemization Puzzle Pt 2

We’re still working on part 2 of the Sentinel’s Fate Itemization Puzzle. SF Gear is still in a state of flux, and we now know that the “Tier 3” Sentinel’s Fate raid armor, which drops from the hardmode version of each mob are all being upgraded, loot tables adjusted, etc. so it’s hard to get an accurate picture of the gear at this point.

Development

Fyreflyte, itemization lead for EQ2, has been conspicuously absent from the EQ2 Forums in the last couple of weeks. Further, Xander, Frizznik, and timetravelling have all been stepping in to answer itemization-related questions. It is unclear what, if any conclusions can be drawn from this.

Meanwhile, a former EQ2 developer, Aeralik, has been posting some of his perspectives on how the Shadow Odyssey expansion played out behind-the-scenes. He still holds forth that he fought the good fight for the players against the Fighter Revamp and other sweeping, ill-considered changes. EQ2 team members I’ve spoken to on the condition of anonymity dispute this viewpoint.

Dev Chat Covers Wide Range of Issues, Offers Few Revelations

Written by Feldon on . Posted in Commentary, DGC Wants Feedback, Game Updates & Maintenance, Grouping, Itemization, Raiding

Thursday night saw the first post-expansion developer chat of 2010. Hosted by ZAM, this chat had previously been scheduled for March 4th, but was postponed to March 18th as developers focused on issues with Battlegrounds.

You would have assumed, with the key issues of Battlegrounds and Itemization consuming a great deal of development effort in the month since Sentinel’s Fate launched, AND the 2 week postponement in the EQ2 Developer Chat, that Calthine at ZAM would have received an avalanche of hardball questions. Instead, we saw just a few of these critical issues raised, with the rest running the usual gamut of comfortable questions.

The Itemization Puzzle Part 1

Written by Feldon on . Posted in Commentary, Grouping, Itemization, Raiding

Today brings the first part of a two part story about how we got to the Itemization situation we are in now. Part history lesson, part recap.

Part 2 will try to sort out the Sentinel’s Fate Itemization picture as we have it so far. I assure you that Part 2 will be MUCH shorter. 🙂 After the posting of Part 2, we will be posting a survey to get your feedback on these long-form articles.

March 16 Hotfix

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping, Itemization, Raiding

Today’s Hotfix notes for March 16th, 2010. Yellow Adornments also made it in, but they’re not in the notes…

GENERALMost of the guards in Freeport, Qeynos and Kelethin have had their levels reduced to what they had previously. Exceptions to this include palace guards and patrolling knights.

ITEMS

All jewelry from the Vigilant: Final Destruction (x2) has had resists added.

Summoning the mount from the Ykeshan Warbear whistle will now work if you are level 80 in either adventuring or tradeskilling.

The valuable, Onayan staff of the waves, should now be on the Vasty Deep collection tables.

QUESTS

The Footsteps of Dartain: Observation – The projected erudite will no longer disappear during conversation.

In Search of Lucan – Fyr’remd Lorak should no longer disappear during conversation.

“Confronting the Godslayer” requires the raid lichform version of Perah’Celsis in order to update. The prose is now more specific about this.

Delinah now properly updates “The Footsteps of Dartain: Emergence.”

Players who delete or decline the various “Footsteps of Dartain” signature quests can now re-obtain them.

Stage 3 of “Whispers from the Past” now correctly mentions Silent City instead of Living Tombs.

PALACE OF ROEHN THEER

Kendis and Penda United now have lower maximum health.

The 3 sages in challenge mode now synchronize their use of prismatic sphere with their exchange of stones (tank switching).

SUNDERED FRONTIER

Neophyte Sairal in the Hall of Necromancy seeks adventurers 80 and higher for a special task.

VASTY DEEP: THE ABANDONED LABS

Adds on the Kadara’Mola fight in Vasty Deep: The Abandoned Labs should now de-spawn should she reset or the encounter breaks.

A Light at the End of the Itemization Tunnel?

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping, Itemization, PvP/BG/Proving Grounds, Raiding

If you’ve been thinking that the pieces of the Sentinel’s Fate itemization puzzle just have not fit well together, you are not alone.

While we have not spent a lot of time covering itemization in SF, it is because things have continued to be in such a state of flux during, and after the Beta.

The smooth progression of TSO gear was seemingly replaced by a scattershot approach, with some of the x2 raid items being the best in the game, the x4 Hard Mode gear being only 1-2% better than the x2 Easy Mode gear, and Battlegrounds gear the red herring, providing a confusing shortcut to skip instance gear altogether. In short, the “plan” has not been clear. Until now.

After the jump, check out what Frizznik has posted regarding the EQ2 Team’s itemization plans:

   

EQ2 Artist Profile: Tad Ehrlich

Written by Feldon on . Posted in Art, Appearance, Housing, Grouping

Tad Ehrlich is a lead artist on the EQ2 Development team. He was a major part of the creation of the zone art for the beautiful Vasty Deep zones. Some excerpts:

How did you get started in the industry?

I began in comic books and worked as a colorist for Wildstorm, Jim Lee’s comic book company. I was very fortunate to land in an industry that I was extremely passionate about and had amazing people to learn from. My experience there led to me starting as a texture artist at Midway. The rest is history!

What are some of the other areas you’ve done the art for in EQII?

The first instance I did was Nu’roga and then I did all the Guk instances for the last expansion.

Do you draw on elements from the other EverQuest games for EQII?

If the zone is based off a previous zone from Everquest 1 then I make sure to do some research. At the very least I’d like a player who comes in to the zone and has experience in the first Everquest to say “Hey!! I recognize that!!”

Check out the profile and interview with him at EQ2Players.

Sentinel’s Fate Digital Download Arrives Fashionably Late

Written by Feldon on . Posted in Commentary, Game Updates & Maintenance, Grouping

So today marks the release of the Digital Download in North America and Canada. For those unfortunate souls who couldn’t get their hands on a retail copy, your expansion begins today.

Do you really miss anything by being a week late? Well, there are those server discoveries (which EQ2Players isn’t tracking properly). And there’s the chance of making a lot of plat being first to sell shinies, tradeskilled materials, rare items, etc.

We have received player reports but have not yet empirically confirmed ourselves that there may have been some monkeying around with how combat XP is converted to AA XP. This may be a bug, an oversight, or it may in fact be an intended change. But for now, if these player observations are true, then players joining the expansion today will not be following in their fellow player’s footsteps of briskly earning AAs and picking up levels 2 at a time. Here’s what we know…

Can’t Solo to 90?

Written by Feldon on . Posted in Grouping

You’ll remember that one of the biggest complaints about the Rise of Kunark expansion is that combat XP was so minimal that hours spent in a dungeon barely budged the adventure level meter. The only means to level was to Solo.

In an ironic twist, players are reporting that it is not possible to level from 80 to 90 entirely by soloing in Sentinel’s Fate.

At level 86 or 87 with mastercrafted or T1/T2 gear, the first wing of the Hole should be no problem for 2-3 casual players. And you’ll earn enough XP to reach 90 in just a few hours of play.

If you are a questaholic, then take a look at using a Chronomage to adjust your level to 70 and do the ~50 new quests in Tenebrous Tangle, Barren Sky, and Bonemire. That, plus some of the easier quests in The Hole (which should be soloable at level 88-89) should get you to 90. I do understand some folks play EQ2 entirely as a solo game (I personally feel there are much better solo games out there, but I digress).

We feel that no one gameplay style should be the “only” way to level, so this is worthy of addressing. Hopefully it won’t take 2 years to fix.

Freeport, Qeynos Guards Packing Heat — and to Speak as a Dragon

Written by Feldon on . Posted in Grouping, Raiding

With every expansion, a few of the guards in Qeynos and Freeport, especially the “stronghold” or most-defended area of each city, in this case North Qeynos and East Freeport, are dinged to a level that would make them perilous to invaders of the opposing alignment.

So imagine our surprise when we logged in after Game Update 55 (coinciding with Sentinel’s Fate) and found that every man, woman, and child guarding the cities of Qeynos and Freeport, in every area of the city, all magically dinged level 95. These guards are packing heat!

Level 90 already?

Written by Feldon on . Posted in Expansion News, Grouping

It’s 4 hours since the launch of Sentinel’s Fate, and we are already hearing widespread reports of players who have reached level 85, 87, and even some level 90 characters. So there you have it, no longer is questing a required way to level.

Unfortunately I wonder how many players will completely skip the contested version of The Hole with as easy as it is to level. I really hoped we’d see a return to form of Kingdom of Sky with people leveling via a combination of dungeon crawls, heroic quests, etc. rather than just pressing the Easy button . I hope I’m wrong.

Bonus XP Weekend Feb 12-Feb 15 2009 & Retail Boxes

Written by Feldon on . Posted in Expansion News, Game Updates & Maintenance, Grouping, Tradeskill

Bonus XP Weekend!

Kiara brings us news that this will be a Bonus XP Weekend!!

All forms of experience (Achievement, Adventure, and Tradeskill) will receive a 30% bonus from Friday Feb 12th @ 3pm PST (6pm EST) until Monday Feb 15th @ 11:59pm PST (Feb 16 @ 2:59am EST) when the servers will be brought down to patch the Sentinel’s Fate expansion as well as Game Update 55.

Retail Boxes

Some players have reported seeing Sentinel’s Fate regular and Collector’s Edition boxes in retail stores. We’re glad to see this as it will make it easier for some players to buy the game early if they are not able to get to a retail store on the 16thl. Frankly, the release date doesn’t really matter on an MMORPG. Until the servers themselves are patched, you cannot play the new content.

Kiara has encouraged players to NOT enter Sentinel’s Fate product keys into the system (Station.com) until February 16th. The system may get confused by a prematurely entered key. O.o

Epic Repercussions (Fabled/Mythical Weapon Quest)

Written by Feldon on . Posted in Expansion News, Game Updates & Maintenance, Grouping, Raiding

Once everyone logs back into EverQuest II with the launch of Sentinel’s Fate and Game Update 55, you will face many choices.

Do you reset your AAs and spend them differently to take advantage of the new endline abilities of my Class and Subclass Trees? We already know that your Kingdom of Sky Class page will be reset on your first login, because points are spent differently on it.

Do you start solo questing from level 80-90? Don’t forget to move your AA slider back from 100%! You cannot spend more than 200 AAs until you reach level 81.

Do you jump into a 2-4 person group in the contested The Hole?

Whether you have the Fabled or Mythical versions of your Epic Weapon, you’ll probably be itching to start working on the heroic quest to updated your Epic Weapon. Then you can start looking at the weapons Sentinel’s Fate has to offer.

If you don’t mind reading spoilers, Kain at EQ2 ZAM has reported in with the complete walkthrough on the two quests you can do to transform your Fabled or Mythical Epic Weapon to a spell, appearance weapon, and house item. It’s two quests:

Where’s the Good Stuff?

Written by Feldon on . Posted in Expansion News, Game Updates & Maintenance, Grouping, Itemization, Raiding

I’m sure a lot of you are wondering. Where’s the good stuff?

Where’s the shard gear? Where’s the raid gear? Where’s the Battlegrounds gear? Where’s the detailed analysis of class changes, the new AAs, racial traits, etc.? The meat and potatoes of groupers and raiders that my readers have come to expect from EQ2Wire? Frankly, I’d like to know too. 🙂

However even at this late date, all of these items are in such a state of flux on Beta, that it seems to document ANYTHING at this point would be foolhardy. Beta veterans assure me that there’s plenty of time left, but I admit this makes me nervous. Remember folks, raid gear didn’t even appear on Beta until 72 hours before TSO went live.

Two weeks ago I thought I’d be working my fingers to the nubs so I could present you with the coverage you’ve come to expect. Folks can go to EQTraders, EQ2 Zam, and other sites to get the grand tours of the overland and group zones, artwork, tradeskill info, etc. I know that’s where I look. 😉

I will be providing some documentation of the Red Adornments system very soon, but the raid gear, battlegrounds gear, and shard gear will have to wait until it’s finalized.

Mythical Weapons in Sentinel’s Fate

Written by Feldon on . Posted in Expansion News, Grouping, Itemization, Raiding

Mythicals present a significant challenge to EQ2 developers trying to create desirable weapons for players at level 90. Some of the Mythical effects are uniquely powerful and no player would even consider replacing them without getting the same effect with another weapon. For this reason, it was announced at Fan Faire that mythicals would become either an equippable charm, or a clickable item.

Already, in Beta, players have discovered that, when equipped, Mythicals would not modify level 81-90 spells (eg. Chimes of Blades III, etc.).

The Truth Comes Out

Frizznik has posted in the Beta forums that owners of their Epic weapons will be able to do a challenging heroic quest called “Epic Repercussions” at level 90 to gain a Persistent Spell which gives them the effects of their Mythical weapon.

Mythical Conversion

Mythicals are a large part of character power, and we don’t want to remove that functionality at higher levels.  We did however want to make weapon slot upgrades viable again.  In the expansion, mythical weapons can be converted into a spell by doing a quest.  The new spell will take the mythical’s proc and buff components and convert them into a “Until Cancelled” buff. Any subclass with an activatable effect will have that effect converted into a spell as well.  You will also be able to retain the mythical appearance through an appearance only or house item.

Effect Changes

We needed to make a few changes to how some of the mythical effects worked. The modifications will also be applied to the effects on the existing mythical weapons.

Mystic: The reuse time of the activatable portion is now 10 minutes rather than 5 minutes.  We didn’t want to weaken the effect, but the duration and reuse made this effect too powerful so we increased the reuse time.
Wardens: The triggered proc will now trigger off of any heal rather than only critical heals.  The effect will only trigger once per cast rather than up to six times per cast for group heals.  The power gain on group heals was greater than intended.
Illusionists: The triggered power proc was reduced to one trigger rather than three.  The power gain was too too high across the entire group.
Rangers: The bonus based on proximity was removed and replaced with a bonus that is active all the time.  The bonus is equal to the bonus you would have gotten at point blank range.
Conjuror and Necromancer:  The new spell effect will increase the damage of the pet’s spells and auto-attack damage directly, rather than summoning a new pet.  The existing mythical will not been altered.

Most of the mythicals are a direct conversion from the item to the spell.  The spell version will modify level 80-90 spells.

The heroic quest to acquire the Mythical Spell effect will be available to players who own either the Fabled or Mythical versions of their Epic weapons.

The significance of these changes will be felt by Rangers (yay, I can stand anywhere I need to!). And Summoners starting out the expansion will be able to continue to use their special Mythical pet. My understanding is that the mythical pet’s maximum level is 83. Then, after completing the quest, they’ll be able to cast one of thier other pets and cast the Mythical Spell to buff that pet instead. The folks who will lose out the most are Illusionists who will see a huge loss in how much power they are able to regenerate.

Bracing for Betrayal

Kaitheel has advised us that the Mythical spell will be cancelled, and the Mythical spell removed from your knowledge book if you betray to another alignment. The last step (as well as previous steps) of “Epic Repercussions” requires you to have the fabled or mythical weapon in your inventory or bank to complete the quest.  Completion of the quest removes the original weapon (from either inventory or bank).

Once you have completed the quest “Epic Repercussions”, if you betray your class, you will be able to speak with an NPC on the Nektulos Forest docks to trade in your useless spell gem for a new one of your new alignment. In other words, you no longer need to re-do your fabled/epic/mythical quest if you betray.

The Mythical Appearance

Gninja reports in on the topic of still having your mythical weapon appearance:

When you finish the quest you get the spells appropriate for your class, an appearance only weapon to use if you so choose, and a house item version of your weapon.

Our Stand

Considering mythicals are pretty much just knowing the right person or paying the right amount of plat to get into a raid, I have no issues with this change.


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