Shards of Destiny (Game Update 53) Notes

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

UPDATE: Servers will go down September 23rd from 6am to 10am PDT.

And you can read the complete update notes from EQ2Players. However you might want to read my revised notes…

NOTE: I have gone through these notes and slightly improved them for readability specific to issues I’m familiar with. If that bothers you, go and click on the EQ2Players link above.

   

Double StationCash

Written by Feldon on . Posted in Art, Appearance, Housing, Daybreak Cash

If you meet these criteria:

  • Live in the U.S.
  • Have access to a big-box store or games store.
  • Desire some item or items on StationCash.

then you may be interested in the retail-only “Double StationCash” deal cooked up by the EQ2 Marketing Department.

Head to Wally World, Buy More, etc. and look not for the 30 day EQ2 cards, but the FreeRealms-branded 500, 1000, or more SC cards. If you redeem them this weekend, you will get double credit. You can then spend those points at any time.

More Details at EQ2 Forums (and for a snapshot of what these FreeRealms SC cards look like — thanks Calthine)

There are always new appearance and furniture items being added to StationCash. This week if you are feeling particularly down in the dumps, you may feel that having a black cloud follow you around matches your mood:

sc_blackcloud

Details at EQ2Players

Nagafen Server Goes 64-bit; Venekor merge delayed

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

Some very good news for Nagafen players who have been experiencing significant performance issues with the server for several months now. However this news is bittersweet for Venekor players who have been anticipating this server merge for several months now. Brenlo has posted this news on the EQ2 Forums:

I know many of you are looking forward to the upcoming server merge.  Sadly, you will have to wait just a bit longer.  We are postponing the merge until October 20th.  So an additional month.  As many of you know, Nagafen has had continued issues with the Database and while those have subsided some in recent days, we are not satisfied with the performance levels.  We feel that moving more players onto the server in its current state would exacerbate the existing issues.

So we are going to take that month to upgrade the backend DB hardware and software on Nagafen.  When we are done it will have the best array in the stack, significantly better as a matter of fact.  We hope that this news softens the blow of having to wait a bit longer.  During the month we will have a couple of extra downtimes as we migrate, first the hardware, and then the software.  As we have dates for you, we will have Kiara post them.

Again I apologize for making you wait.

Alan “Brenlo” Crosby
Senior Producer – EQII –

This is not a decision that was taken lightly. Nagafen will be the first EQ2 server that is upgraded in hardware and software to 64-bit and the additional database memory that allows. This should substantially help with zone lag. Rothgar has shed some light in the same thread:

Just an FYI, we’ve been evaluating the DB upgrade for almost a year.  This is not something to take lightly.  We’ve had the new database version running in our QA environment for quite awhile.  Deciding to push this new version to a live server in under one month’s time has risks of its own, but we feel this choice is by far better than going forward with the merge on existing hardware and risking performance problems that make the game unplayable.

This is not only a move to new hardware and a new database version, but also a move from 32bit to 64bit.  This will allow us to allocate a significantly larger amount of memory towards the database cache which translates to much better performance for you.

We know you want the merge to happen asap and postponing it was not something we did lightly.  We looked at every other option for insuring a smooth transition and felt that the other options could pose bigger issues.  It’s difficult to gauge what impact the merge will have on the database hardware but we know that Nagafen is already under a bit of strain.

When the merge is behind us and we’ve had a chance to see the new DB hardware in action, we’ll make a plan for migrating the rest of the servers.

Note that Game Update 53 (Shards of Destiny) which has some very nice tweaks and upgrades or PvP gameplay is still on schedule for the end of the month, regardless of server upgrades/merges. Kiara posted this on the same thread:

Shards of Destiny is a separate thing and won’t be affected by the postponement of the merge. We feel that the hardware upgrade is important… so you guys can actually PLAY when we get you merged…

I can certainly understand the frustration here from Venekor players who are on a server with a dwindling population, and perhaps something can be worked out to make this a little less painful. But the result should be a rock solid server that can handle any traffic that players want to throw at it.

Stat & Skill Caps

Written by Feldon on . Posted in Guide

This article is due for cleanup with the release of Sentinel’s Fate.

Some skills in EQ2 can be increased by practice. These include Slashing, Ranged, Piercing, etc. All others can only increased by Equipment, Alternate Advancements (AAs), buffs from themselves and other players and in some cases, racial traits. You can view all of these traits in the Persona window (press P).

Ranged/Piercing/Slashing/Parry/etc. Skills: Multiply your level by 6.5. This works out to 520 at level 80.

Double Attack/Ranged Double Attack: 100%.

Double Attack and Ranged Double Attack only affect Auto-attacks.

Casting Haste: 100%.

At 100%, the casting time of spells is half.

Main stats (STR, STA, INT, WIS, AGI): Multiply your level by 15 and add 20 (Level*15 + 20). This works out to 1,220 at level 80.

+Spell Damage Mod, +CA Damage Amt, +Heal Amt: 50% of the base max value of each spell, combat art, or heal.

A spell, combat art, or heal that does 700~1200 can never have a bonus of more than +600, making the new amount 1300~1800.

EQ2 uses a Diminishing Returns system, which means that you are graded on a curve. When you are increasing certain skills, there is a soft cap, beyond which you get less and less benefit from additional skillups. Eventually, you will reach a hard cap, beyond which, there is no further benefit.

Haste/Attack Speed: 200 (which equates to a 125% increase).

Only one Haste item is active, and then multiple Attack Speed items stack on top of that.

DPS: 200 (which equates to a 125% increase).

Spell/Melee/Ranged Crit Chance: 100% (125%)

This effect is scaled down if fighting an enemy of a higher level than you by 5% for each level above you the mob is. If you are level 80 with 50% ranged crit fighting a level 85 mob, you have an effective ranged crit of 35%. Having your primary crit at 125% is recommended to have the highest possible chance of critting. Melee and Ranged Crit affect Combat Arts and Auto-attacks.

Heal Crit Chance: 100%.

Due to rounding errors, it is advisable to have 105%.

Mitigation: Multiply level by 150. This calculates to 12,000 or 75% at level 80.

Source:
EQ2 Forums
More detailed Stats and Caps

Spell/Melee/Ranged Crit Bonus Explained

work in progress part (starting from a post by SageGaspar):

>> Gungo wrote:

>> crit bonus isnt garaunteed like base its a spread of max+1 to Max +(.3+ crit bonus)

That’s only true until your min*crit multiplier is bigger than max+1, and then it’s just a straight up percent increase. For a lock most spells, depending on your spell damage, have something like a 1.75 point to break even and all but one I believe by 2.0.

Just as an example to illustrate if a spell does 1000-1500 and you have the base 1.3 crit its damage range is 1501-1950 weighted more heavily towards the 1501 end.

If you have 1.5 crit mod its damage range is now 1501-2250. This is the breaking point where crit mod has now reached its maximum effectiveness. Everything after this is straight damage multiplier.

If you have a 2.0 crit mod the damage range becomes 2000-3000. You will not see a 1501 hit ever.

The difference between stacking this and base damage? Base damage is hard capped, and base damage raises the amount of spell damage you can add if you’re capped already, otherwise you’d just stack whichever one was lower.

More Game Update 53 Notes

Written by Feldon on . Posted in Art, Appearance, Housing, Daybreak Cash, DGC Wants Feedback, Game Updates & Maintenance, Grouping, Itemization

While we wait the last 1 1/2 hours for the EQ2 servers to come back up, I thought some of you might like to check out a few more tidbits expected to come in Game Update 53 at the end of the month. I’ve focused on new features here. If you want, you can read the full EQ2 Test Update Notes courtesy of EQ2 ZAM.

GENERAL

  • Runic Deflection should proc slightly more reliably.
  • House layout files now properly save the scaling of an object.
  • The save_layout and load_layout commands now properly save and load positions of NPC amenities.

ACHIEVEMENTS

  • New crafting Achievements have been added.
  • Certain Achievements have had rewards added to them.
  • The Antonican Adventurer Achievement should now be able to be completed. The Achievement has been reset.
  • The Lavastorm Nomad achievement has been reset to allow completion.
  • Some Slayer quests will no longer be added back to your player after converting them to Achievements.
  • The guild event for members earning achievements will now show up in the event list.
  • Achievements can now be expanded even if they are completed.
  • Achievements that give rewards will now display the reward when expanded.  The rewards can be clicked to open an examine window or control-clicked to view in the dressing room window.
  • The Commonlands Colonist and Ykeshan Trekker achievements have been reset to allow completion.

CHRONOMAGIC

  • The Chronomagi Taskers (quest givers to complete older Norrath content) have moved to be near the Timeless Chronomages [article at EQ2 Zam] (causing them to change zones from Qeynos South -> Harbor and from Freeport North -> East. In Gorowyn and Kelethin, they simply moved)
  • When mentoring or chronolocking scaled down item bonuses will now be applied correctly.

ITEMS

  • Rare drops from Tradeskill instances (Deadly Mixing Spoon, etc.) have been flagged as LORE-EQUIP ATTUNEABLE HEIRLOOM.
  • A large number of the Station Cash and Legends of Norrath items are now HEIRLOOM.
  • House items placed in moving crates will now stay in those moving crates, even when you are not looking!

USER INTERFACE

  • Tooltips for Books inside of packing crates will now look correct.
  • The Threat window now resizes properly.
  • The Welcome Screen now displays the name and zone of the Daily Double mission.
  • Hotbar windows no longer have as much empty spacing around them making it easier to stack them close without overlapping.
  • There are now Save Layout and Load Layout buttons on the /house window to help make it easier to manage your house layout setups! You can save the location and size of all your house items, and restore it later (Frostfell setup anyone?)
  • The raid window has been put on a diet and is now slightly more compact.
  • The raid window progress bars are slightly larger and more readable.
  • There are now placeholder icons for the detrimental icons on the raid window.

Hot Zones Schedule Forthcoming

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

Contrary to our last post, Hot Zones (increased chance of Fabled drops in level 80 dungeons) are on a rotation schedule. So far, we’ve seen all 3 Guk zones. It changes out each night at Midnight, so check it out tomorrow on Labor Day. 🙂

The rotation schedule will be up at EQ2 Wiki as soon as the entire rotation has been determined.

Hot Zones!

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

We’ve now got more details on the new “Hot Zones” feature. These have been active on the European servers since last week and will be hitting U.S. servers at 2pm PDT (5pm EDT). There is no server downtime expected for this feature to be enabled.

Every day, a level 80 dungeon will have an increased chance of FABLED loot drops. This is on a rotation like the Daily Double. The selected zone will change for all U.S. servers at midnight. Read the Announcement at EQ2 Forums

Just as you have been able to determine the Daily Double by looking in the Welcome Screen, you’ll also be able to determine the Hot Zone by checking in the same place. Type /welcome_info in-game or better yet, Ctrl-L. You may have to switch zones for this window to update once Hot Zones go live.

After running Crucible twice, Emperor’s Athenaeum three times, and Runnyeye 2 in the past 3 days and getting nothing but Ornate chests, I know I am looking forward to this new feature!

EQ2HotZones

12 Hour Database Maintenance WED SEP 9

Written by Feldon on . Posted in Commentary

It’s time for a server defrag. From the announcement at the EQ2 Forums:

There will be maintenance on the Session databases across all games on Wednesday September 9, 2009.  It will begin at 12AM PDT and is estimated to last until 12PM PDT.  All game worlds will be unavailable for the estimated 12 hour maintenance, as well as the Station Store and all commerce avenues.  This may affect the performance of the forums and any or all accounts’ abilities to log in.

We apologize for the inconvenience and will update the information as we are able.

The Community team will provide updates via twitter for anyone who follows us:
Grimwell | Naylie | Kiara | Virrago | Zatozia | Soffrina | Momochii | Ashlanne | Gnobrin | Amnerys | Raijinn | MinervaSOE

You can also follow game twitters for updates:
Free Realms | EverQuest | EverQuest II | EQOA | VanguardSOH | Planetside | PoxNora

We apologize again for the inconvenience and thank you for your patience.

Racially Motivated

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

I have to admit, I have not dedicated as much thought to the races I play in EQ2 as perhaps others have. My Ranger was human because that was my first character and I guess I didn’t want anything too fantastic (in hindsight, I’d go for the wood elf). My Guardian was born around the introduction of Kunark, so is naturally a Sarnak. And lately I’ve been having a lot of fun developing my Ratonga Dirge.

While I’ve never chosen a race because of the benefits, I have really enjoyed the unique (but not overpowered) traits of the Sarnak (fire breathing AoE), and extra de-taunt on the Ratonga (Pitiful Plea). They’re not over-the-top or game-breaking, but they add some color, some flair, to the races which I have integrated into my gameplay.

So I am growing dismayed to see that the baby is being thrown out with the bathwater with the forthcoming Racial Traits revisions currently on Test. A few races have been overpowered (Dark Elf) for quite some time now. There has never been an argument there. However, rather than some subtle changes that would smooth out any truly overpowered abilities, and adding in a few more colorful, interesting traits to each race, the Racial Traits we seem to be looking forward to in Game Update 53 are just bland and unimaginative.

Some of these changes are just downright nonsensical. Trolls now seem to be classed as Priests. Ratongas will only ever succeed as Scouts.  Scout-specific abilities like Disarm Trap, Tracking, and Safe Fall have been given out willy-nilly to all kinds of races.

You know, I think some of us were excited to see Frizznik coming back to the EQ2 team after a 2+ year hiatus, but it seems his first project has already been so completely derailed by Aeralik, why bother? I hate to say it, but this whole thing just seems cut-and-paste and unencumbered by the thought process.

It is possible to add something interesting, something unique, without making it overpowered. It’s not easy, but that is the job of an MMO designer. Let’s try it again guys.


There are a lot of ideas being thrown around for how to fix Racial Traits for Gu53. Unfortunately the “details” at that beginning of that thread, and then endlessly copied and pasted throughout the thread are incorrect. (Please see my Racial Traits guide).

I would like to see the unique traits of most of the races come back, but receive adjustments if necessary:

Ratonga:

  • Pitiful Plea – deagro
  • Poisonous Bite – poison DoT

Human:

  • Bayle’s Strike – extra melee attack

Sarnak:

  • Fire Breath – AoE

Wood Elf:

  • Faydark’s Champion – +2% Range Crit, +5 Ranged,+2% Heal Crit, +5 Ministration

I would also like to see some shuffling around of the “Packages” as they are being called to offer more variety and less pigeonholing of certain races into Priest, Scout, Mage, especially when those changes are the opposite of how the races are currently aligned. It should not be necessary for folks to have to buy a Racial Change just to stay as effective at their class as they are now.

What Does 150 Shards Get You?

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

So what exactly does 150 Void Shards get you these days?

So you were frugal with your void shards and hired a tradeskiller to make your T1 set [38 shards] and T2 sets [112 shards]. You traded in more shards for Jewelry, Charms, Cloaks, and Baubles. You needed a few more shards for that shiny new T3 pattern that dropped out of Ward of Elements. And after all this, you’ve still got 150 shards or more just burning a hole in your money purse? Have we got a deal for you!

As you may or may not know, almost every named in the 20+ Shadow Odyssey dungeons has rare and semi-rare Fabled drops. These items reward the fastidious, the lucky, the patient, and the rich, but so far, not those who have an overabundance of void shards.

Game Update 53 (appropriately named the Shards of Destiny) will be adding an eighth vendor to the already bustling Void Shard Outdoor Market on the Moors of Ykesha docks. This vendor will be offering some of the Fabled instance drops for a cost of 150 shards.  For folks who have been exceptionally unlucky with the random number generator (RNG), or simply have accumulated a ton of shards among multiple alts, this provides yet another opportunity to quickly gear up.

None of these are particularly rare. They’re not the best items from any zone, and the newer zones like Emperor’s Athenaneum and Kurn’s Tower, as well as the best Palace of Ferzul are not represented at all. None of this is game-breaking stuff folks.

moorsgu53_150shards

Edric Fyrecog <Elemental Treasure Hunter>

Speaking of… You may remember that one of the Order of Flame disciples never tires of hearing your triumphs over the Void Beasts and conquering the various Elemental Lords contained within the temples. Turns out, the Jewelry merchant on the Lavastorm docks feels that just 15 [Unbound Elemental Essence] will suffice for the wares he’s offering up instead of the previous 30 essences he expected you to part with. Considering you can cleanse 3 temples per day, that’s a mere 5 days to earn these items.

Awnya N’Kval <Najena’s Elemental Jeweler>

This is not a change in Gu53 at all, but just a reminder that if you have picked up any of the nicer jewelry in the Ward of Elements x2 raid, be aware that many of these items have upgrades available from Awnya N’Kval on the Lavastorm docks by merging them with other shard jewelry.

Breaking News: Account Linking, Heirloom on SC/LoN Items?

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

Some breaking news for you!

As we’ve reported, in Game Update 53, almost all LEGENDARY and FABLED instance dungeon/raid loot except patterns will be picking up the new  LORE-EQUIP flag which, along with the HEIRLOOM and ATTUNEABLE flags will allow instance Fabled and Legendary loot items to be looted and transferred to alt characters on the same account. timetravelling clarifies:

-We do not currently have plans to change the looting options (by adding an Alt Need option between Need and Greed). However, it is something to monitor and we’ll keep an eye on it.

-This change is intended to grab nearly all instance, overland, and contested loots. But not items you can only ever get once such as epics, quest rewards, armor gained from patterns, LoN rewards, Station Cash items, etc.

We would greatly appreciate any feedback y’all have of items that may have been missed or flagged and shouldn’t have been! If you hadn’t noticed, EQ2 has, um, kind of a lot of items and we’d like to be as thorough as possible! =)

I know I’m very excited about this, as are many others. It will streamline what is currently a very tedious logout/login/zone out/zone in/loot process we curerntly do to give loot to alts. However there have been two limitations worth discussing:

Many folks have more than one account. Whether this is husband-and-wife paired accounts, dual- or multi-boxing, or simply because 7 or 12 character slots is just not enough, this is something that has grown increasingly popular. However there is currently no means to transfer any items between accounts. Folks with shared accounts wouldn’t benefit from this new LORE-EQUIP flag.

Second, there is a small and growing market for StationCash and Legends of Norrath items. However these items have always been flagged NO TRADE. In the past, requests to make these items tradeable have not gotten an affirmative from the team.

timetravelling has posted some great news on the EQ2 Forums. Keep in mind that this is future planning and we should not expect any of this in Game Update 53:

Y’all have given some great feedback, and brought up two of the main issues internally and wanted to give you updates:

Linking accounts:  I spoke with several of our coders and while there are limitations that prevent us from implementing it immediately, they thought it sounded feasible. We will keep it in mind and hopefully add it at some point in the future. No timetable promises, but hopefully we’ll be able to get the feature in for those of you with multiple accounts. It may even open up the possibility of some other features as a cool side effect!

LoN and SC items: Ye hast swayed us! Or…in less broken english, I am going to be going through our LoN and StationCash items and–where appropriate–adding the Heirloom flag.

A couple of examples of “where appropriate”:

  • Items that have charges–such as the potions
  • Items that must be equipped–such as appearance armor
  • NOT items that can be used from your inventory–such as mounts

As always, stay tuned for more information about these late-breaking developments. 🙂

   

Tip of the Iceberg

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

In a previous post, I postuled that the the EQ2 Achievements system is “just the beginning”. While it may be, when I checked out the Achievements listed over on Test for my account, I saw only the low numbers — 25 Werewolves, 20 Heritage Quests, etc. Turns out, these are just the lowest numbers in each series.  Rothgar has chimed in on the EQ2 Forums to inform us that the Achievements go up to 10,000 kills for Slayer titles, 50 Heritage Quests, etc.

The slayer quests do go up to 10k for all types.  Since the slayers are all part of an achievement line, you’ll only see the next one in the line that you’re working on.  Otherwise there would be 184 achievements in the “Slayer” category.  That would be a lot to sort through!

There’s no reason for a slayer poster now that you can just access your counts from within the journal.

There is a lot of info to absorb with Achievements, and I expect we’ll see consistent additions of dozens of them added each update going forward.

EQ2 Achievements Guide

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

Kudos to Xalmat who worked overtime the moment Gu53 hit the Test Servers to create an Comprehensive Guide for the new Achievements system that EQ2 will be receiving.

As mentioned, this will be a way to track all kinds of in-game tasks such as killing 10,000 undead, completing 20 Heritage Quests, clearing Veeshan’s Peak, crafting 1,000 combines, Discovering all the locations in Lesser Faydark, etc. For some of them, the journey is the reward, for others there are more concrete rewards like Titles, Clothing, House Items, etc. This is also a replacement for the Slayer Title system.

P.S. This is the new Achievements system as part of Game Update 53 which will go live in late September. Not to be confused with the Alternate Achievements (AA) system which has a current limit of 200 points of character advancement points.

Lifting the Ceiling on Kelethin Housing

Written by Feldon on . Posted in Art, Appearance, Housing, DGC Wants Feedback, Game Updates & Maintenance

Within hours of our reporting on some drawbacks to the otherwise fantastic revamp of housing throughout Norrath, Haohmaru chimed in indicating that he agrees with some of the concerns folks had both with the size of the Qeynos addition, as well as the loss of space in the Kelethin acorn. He’s already posted screen shots of some additional changes he’s made on the EQ2 Forums.

The additional room in Qeynos is quite nice, and the changes in the Kelethin 3 room acorns should go a long way towards addressing some of the issues. Sorry I didn’t get this posted sooner, as the changes happened in a remarkably short time after Gu53 was pushed to Test.

The Acorn becomes the Tree becomes the Acorn (Gu53)

Written by Feldon on . Posted in Art, Appearance, Housing, DGC Wants Feedback, Game Updates & Maintenance

There have been mixed reactions to the additional rooms which have been added to housing throughout Norrath. They say no good deed goes unpunished. 🙂

Seriously, I do understand the plight of owners of 3-room acorns in Kelethin who took advantage of the unique geometry of these houses to craft some truly fantastic homes who are now affected by how the 4th room was added. Specifically, the ceiling was lowered, and a ramp was added where there was previously space. Fortunately, Art Lead Haohmaru has been quick to respond on the EQ2 Forums that this is something he will look into as it was not intentional to block areas which were previously open.

In other news, those who are lucky (or affluent) enough to have taken up lodgings in the 4 room Maj’dul housing (this requires warmly faction with one of the Courts) will notice some upgrades to their desert-based digs. Specifically, a skylight which provides a splendid view of the Tower of the Moon:

housing_majdul4

And as you may have already seen, the view from the windows in the Kelethin acorns is breathtaking:
kelethin_1room_window1_th kelethin_2room3_th

housing_kelethinoutside

– Shards of Destiny Housing Preview –

Which Race = Which Class? (Gu53)

Written by Feldon on . Posted in Game Updates & Maintenance

With the Racial Trait changes in Game Update #53, each race is consigned to being the best at one or two specific class archetypes. Aeralik has weighed in on EQ2 Forums exactly which race corresponds with which archetypes:

Scout package – Arasai, Fae, Dark Elf, Wood Elf,  Gnome, Ratonga, Halfling

Mage Package – Arasai, Dark Elf, Gnome, Ratonga, Iksar

Priest Package – Fae, Wood Elf, Halfling, Dwarves, Froglok, Ogre, Barbarian, Toll, Sarnak

Fighter Package – Sarnak, Ogre, Troll, Barbarian, Iksar,  Froglok, Dwarves

Well Rounded Pack ( combination of all 4 ) – Human, Kerra, Half Elf

Priest/Mage Specialty( specialized priest/mage pack without doubling up on bonuses ) – High elf, Erudite

More on Achievements (Gu53)

Written by Feldon on . Posted in Art, Appearance, Housing, DGC Wants Feedback, Game Updates & Maintenance

Think you’ve seen all there is to see in Antonica? Think you’ve explored every ice floe of Everfrost? Now you can be sure! The new Achievements system coming with Gu53 will allow you to, at-a-glance, determine if you have discovered every Location there is to discover in Norrath. This is broken down by Zone.

achievements_discovery

One of my top requests over the years has been a means to figure out if we have already toppled the reign of a specific enemy, or named monster. We saw improvements here, with the addition of a white star above the name of any targeted named encounter that we have never been victorious over.

The new Achievements system adds to this, by listing the major named creatures (and sometimes groups of named) by Expansion, and whether we have killed them.

achievements_named

There is one issue that those fastidious players who have already reached 200 AAs will face with the new Achievements system. Because named kills are not tracked for characters who have reached the current cap of 200 AA points, there is no way for those Achievements to be retroactively recognized until the Achievements system is in place. You’ll need to repeat any of those kills after Gu53 to get the Achievement for it.

achievements_armor

User Interface Steps Up a Notch (Gu53)

Written by Feldon on . Posted in Art, Appearance, Housing, DGC Wants Feedback, Game Updates & Maintenance

If you have not read the EQ2 forums much, you might not know Rothgar. He has been working very hard on improving the User Interface of EQ2. Specifically cleaning up and improving windows.

It was a pleasant surprise to me that the oft-forgotten Claim window has been rebuilt using existing assets, namely the Station Marketplace. It’s a lot easier to navigate and can be browsed by Expansion, special Events, and you can easily view which Claim Items you have already acquired.

claimwindow
New Claim Window

Although some alternate User Interfaces have existed which provide a more advanced Quest Journal such as ProfitUI, Fetish, etc., it is nice to see a two-paned Quest Journal arriving in EQ2. Using tabs at both the top and bottom, the window becomes more vertically space-efficient. The Quest Journal is also home to an exciting new feature in EQ2 — Achievements.

questwindow
Quest Journal

Not to be confused with Alternate Achievements (AA), Achievements are game tasks such as:

  • Defeating Venril Sathir
  • discovering every Location in Greater Fay
  • Rolling a 100 in a Need Before Greed loot roll
  • Acquiring a 400 skill in Alcohol Tolerance
  • Slaying 25 Werewolves
  • Obtain 400 Transmuting

and then further achievements for clearing all the achievements in a particular Expansion or Zone.

achievementsjournal
Achievements Window

Looking at the Achievements currently in place, it is clear that while this is just the beginning, the sky is the limit on possible Achievements that can be added. On Test, there are achievements for killing 25 Gnolls, or completing 10 Heritage Quests, or 100 Quests. I expect we’ll see many more Achievements added by the time Gu53 goes live, as it is intended for this system to replace the Slayer Rankings.

I should add that while not every Achievement has a reward (sometimes the journey is its own reward), a select few do have some very nice rewards, including Titles (replacing the Slayer Poster/Title system), a teleportation device, as well as some exceptional clothing and armor appearances.

Racial Traditions (Gu53)

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

Alrighty, you want it, we got it. Here are the Racial Traits we will be seeing in Game Update 53. It’s a huge change, and provides a ton of options. Everyone gets a free respec, and honestly, we’ve gone from traits that make each race have an obvious class associated with it, to being perhaps a little too Cut-and-Paste and not daring enough.

I know some people will always choose race for lore reasons. They like ratongas, they like high elves, etc. Just like min/maxers will always choose race for the bonuses (and then use illusion totems). So I think the differences between the races could have been a bit bigger without hurting anything. Not a lot bigger, but a bit bigger. I’m also rather sad that Ratongas lose Pitiful Plea. This extra Detaunt was quite useful.

UPDATE: The bonus for your primary stats (STR, INT, WIS, STA, AGI) is 2.7 at level 1 and 33 at level 80. The Out-of-Combat Health and Power Regen also scale with tier. Also, the 50% runspeed and 50% in-combat runspeed are short-term boosts (36 seconds).

Good RacesFaeDwarfFroglokHalflingHigh ElfWood Elf
Choose one of the tabs to the right
Fae
Fae Innate Abilities
• Infravision
• Featherfall
• Wind Walker – 50% runspeed, 50% in-combat runspeed (36 sec)
• Glide

Fae Traditions ( Choose 8 )
Attribute
   • +STR
   • +WIS
Combat
   • +5 Piercing, +5 Ranged
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Ministration
   • Improve Casting Speed of Beneficial Spells by 2%
Non-Combat
   • Increase stealth/invisible runspeed by 15%
   • Increase trigger count of poisons by 25%
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
Pools
   • Increase Max power by 3%
   • Increase Max Power by 1%, Increase Max Health by 2%
Resist
   • Increase Mitigation vs noxious damage by 3 (240 at lvl 80)
   • Increase Mitigation vs arcane damage by 3 (240 at lvl 80)
Tradeskill
   • Increase durability gain by 2
   • Increase progress by 2%
   • +5 Scribing
   • +5 Fletching
   • Reduce power cost of Tailoring by 10%

Dwarf
Dwarf Innate Abilities
• Ultravision
• Mining Expertise – Reduce mining by 1 second.
• Bristlebane’s Work – Disarm Trap
• Charging into Battle – Increases out-of-combat runspeed by 5%

Dwarf Traditions ( Choose 8 )
Attribute
   • +WIS
   • +STA
Combat
   • +5 Ministration
   • Improve casting speed of beneficial spells by 2%
   • +5 Defense, Parry, Deflection
   • Increase Deflection by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Out-of-combat self-heal for 2% (recast 1 sec)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success/durability by 1
   • Increase durability gain by 2 per round
   • Increase Artistry (Provisioning) by 5
   • Increase Weaponsmith durability by 2
   • Reduce power cost of Sage by 10%

Froglok
Froglok Innate Abilities
* Aquavision
* Increases Out of Combat Health Regen of caster by 6 (per tier)
* Water Breathing
* Grants Ability: Hyrdromotion – walk/jump underwater

Froglok Traditions ( copied and pasted from Dwarf, so may be incorrect )
Attribute
   • +WIS
   • +STA
Combat
   • +5 Ministration
   • Improve casting speed of beneficial spells by 2%
   • +5 Defense, Parry, Deflection
   • Increase Deflection by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Out-of-combat self-heal for 2% (recast 1 sec)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   •???

Halfling
Halfling Innate Abilities
• Infravision
• A Halfling’s Feast – Increase duration of food by 25%
• Pick Pocket
• Tracking

Halfling Traditions ( Choose 8 )
Attribute
   • +STR
   • +WIS
Combat
   • +5 Ranged, Piercing
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Ministration
   • Increase casting speed of beneficial spells by 2%
Non-Combat
   • Increase stealth/invisible movement speed by 15%
   • Increase trigger count of poisons by 25%
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
Pools
   • Increase Max Power by 1%, Increase Max Health by 2%
   • Increase Max Power by 3%
Resist
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
Tradeskill
   • Increase durability by 2 per round
   • Increase progress by 2%
   • Reduce the power cost of Tailoring by 10%
   • Increase Provisioner success by 5%
   • +5 Artificing

High Elf
High Elf Innate Abilities
• Infravision
• Transmutations – Decrease power cost of Transmuting by 10%
• Mind over Matter – Reduce maximum falling speed
• Interdimensional Portal – Call to Group Member (12 hr recast)

High Elf Traditions ( Choose 8 )
Attribute
   • +INT
   • +WIS
Combat
   • +5 Ministration, Defense
   • +5 Subjugation, Disruption
   • Increase heal amount and spell damage by 1.2 (per tier)
   • Increase Beneficial and Hostile Casting Speed by 2%
Non-Combat
   • Increase Mount Speed by 5%
   • Improve duration of tradeskilled drinks by 20%
   • Improve duration of potions by 20%
   • Increases Out-of-Combat Power Regen by 9 (per tier)
Pools
   • Increases Max Power by 3%
   • Increases In-Combat Power Regen by 5 (per tier)
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase durability per round by 2
   • +5 Scribing
   • +5 Artificing
   • Reduce the power cost of Tailoring by 10%

Wood Elf
Wood Elf Innate Abilities
• Infravision
• Keeper of the Forest – Reduce Foresting by 1 second
• Increase run speed by 5%
• Tracking

Wood Elf Traditions ( Choose 8 )
Attribute
   • +STR
   • +WIS
Combat
   • +5 Piercing, Ranged
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Ministration
   • Improve casting speed of all beneficial spells by 2%
Non-Combat
   • Increase stealth/invisible movement speed by 15%
   • Increase trigger count of all poisons by 25%
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regenerationby 6 (per tier)
Pool
   • Increase Max Power by 1%, Increase Max Health by 2%
   • Increase Max Power by 3%
Resist
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
Tradeskill
   • Reduce power cost of Woodworking by 10%
   • Increase success chance of Tailoring by 2%
   • Reduce power cost of Artificing by 10%
   • Increases progress by 2%
   • Increase durability by 2 every round

Neutral RacesBarbarianEruditeGnomeHalf ElfHumanKerra
Choose one of the tabs to the right
Barbarian
Barbarian Innate Abilities
• Tundra Endurance – Increase runspeed by 5%
• Impenetrable Will – Immune to Stun for 10 seconds
• Sprint into Battle – Increase sprint by 10 and reduce power cost by 30%

Barbarian Traditions
Attributes
   • +WIS
   • +STA
Combat
   • +5 Ministration
   • Improves casting speed of beneficial spells by 2%
   • +5 Defense, Deflection, Parry
   • Increase Deflection Chance by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Self-heal for 2% of max health (1 sec recast)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resists
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase durability and success chance by 1%
   • Increase durability by 2 per round
   • +5 Artistry (Provisioning)
   • +5 Chemistry
   • +5 Sculpting

Erudite
Erudite Innate Abilities
• Aura Sense
• Falling Grace – Reduces maximum falling speed of caster
• Elemental Air Pocket – Water Breathing
• Ulteran Scholar – Teleport to friend (12 hour recast)

Erudite Traditions
Attribute
   • +INT
   • +WIS
Combat
   • +5 Ministration, Defense
   • +5 Subjugation, Disruption
   • Increase heal amount and spell damage by 1.2 (per tier)
   • Increase Beneficial and Hostile Casting Speed by 2%
Non-Combat
   • Increase Mount Speed by 5%
   • Improve duration of tradeskilled drinks by 20%
   • Improve duration of potions by 20%
   • Increases Out-of-Combat Power Regen by 9
Pools
   • Increases Max Power by 3%
   • Increases In-Combat Power Regen by 5
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase durability per round by 2
   • Increases the durability of Sage per round by 2
   • +5 Chemistry
   • Reduce the power cost of Tinkering by 10%

Gnome
Gnome Innate Abilities
• Ultravision
• Clockwork Expertise – Reduces power cost of tinkering by 25%, +10 Tinkering
• Tinkered Field Repair – Repair equipment (12 hr recast)
• Tinkered Lockpicks – Disarm Trap

Gnome Traditions ( Choose 8 )
Attribute
   • +STR
   • +INT
Combat
   • +5 Ranged, Piercing
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Subjugation, +5 Disruption
   • Increase casting speed of hostile spells by 2%
Non-Combat
   • Increase stealth/invisible movement speed by 15%
   • Increase trigger count of poisons by 25%
   • Increase duration of tradeskilled potions by 15%
   • Increase Out-of-Combat Power Regen by 9 (per tier)
Pools
   • Increase Max Power by 1%, Increase Max Health by 2%
   • Increase Max Power by 3%
Resist
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
Tradeskill
   • Increase Tinkering success chance by 2%
   • Increase progress by 2%
   • Reduce the power cost of Weaponsmithing by 10%
   • Increase durability gain of alchemy by 2 per round
   • +5 Sculpting

Half Elf
Half Elf Innate Abilities
• Infravision
• Reduces time to gather or forest by 1s
• Tracking
• Increases duration of drinks by 16.67%

Half Elf Traditions
Attribute
   • +INT
   • +STR
Combat
   • +5 Defense, Disruption
   • +5 Crushing, Slashing
   • Increase Casting Speed by 1%, +1 Double Attack, +1 Ranged Double Attack
   • Increase All Crits by 1%, Deflection by 1%, Shield Effectiveness by 1%
Non-Combat
   • Improves duration of food by 15%
   • Increases Out-of-Combat Power Regen by 9 (per tier)
   • Increase sprint speed by 10%, Reduce initial power cost by 33%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase progress by 2%
   • +5 Artificing
   • Increase durability gain of Woodworking by 2 per round
   • +5 Sculpting

Human
Human Innate Abilities
• Multitalented – All harvesting reduced by 0.5s
• Diplomacy – Reduces Awarenes of Enemies, Casting 3s Recast 3min
• Urban Sprawl – Reduces recast time on city call spells by 10min

Human Traditions
Attribute
   • +INT
   • +STR
Combat
   • +5 Defense, Disruption
   • +5 Crushing, Slashing
   • Increase Casting Speed by 1%, +1 Double Attack, +1 Ranged Double Attack
   • Increase All Crits by 1%, Deflection by 1%, Shield Effectiveness by 1%
Non-Combat
   • Improves duration of food by 15%
   • Increases Out-of-Combat Power Regen by 9 (per tier)
   • Increase sprint speed by 10%, Reduce initial power cost by 33%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase progress by 2%
   • Increases durability of Tailoring by 2 per round
   • +5 All Primary Tradeskills
   • +5 Transmuting

Kerra
Kerra Innate Abilities
• Sonicvision
• Grants Ability: Safefall
• Increases runspeed and in-combat runspeed by 50% (36 sec, 5 min recast)
• Tracking

Kerra Traditions
Attribute
   • +INT
   • +STR
Combat
   • +5 Defense, Disruption
   • +5 Crushing, Slashing
   • Increase Casting Speed by 1%, +1 Double Attack, +1 Ranged Double Attack
   • Increase All Crits by 1%, Deflection by 1%, Shield Effectiveness by 1%
Non-Combat
   • Improves duration of food by 15%
   • Increases Out-of-Combat Power Regen by 9 (per tier)
   • Increase sprint speed by 10%, Reduce initial power cost by 33%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase progress by 2%
   • Decrease power cost of alchemy by 10%
   • +5 Fletching
   • +5 Tailoring

Evil RacesArasaiDark ElfIksarOgreRatongaSarnakTroll
Choose one of the tabs to the right
Arasai
Arasai Innate Abilities
• Ultravision
• Featherfall
• Wind Walker – 50% runspeed, in-combat 50% runspeed (36 sec)
• Glide

Arasai Traditions
Attribute
   • +STR
   • +INT
Combat
   • +5 Piercing, Ranged
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Subjugation, Disruption
   • Increase casting speed of all hostile spells by 2%
Non-Combat
   • Increase stealth/invisible runspeed by 15%
   • Increase trigger count of poisons by 25%
   • Increase duration of tradeskilled potions by 15%
   • Increase Out-of-Combat Power Regen by 9 (per tier)
Pools
   • Increase Max Power by 1%, Increase Max Health by 2%
   • Increase Max Power by 3%
Resist
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase progress by 2%
   • +5 Artificing
   • +5 Transmuting
   • Reduce power cost of Woodworking by 10%

Dark Elf
Dark Elf Innate Abilities
• Ultravision
• Malicious Velocity – Increase runspeed by 5%
• Hover – Reduce maximum falling speed
• Traverse Shadow – Teleport caster to friend

Dark Elf Traditions
Attributes
   • +INT
   • +STR
Combat
   • +5 Disruption, Subjugation
   • Increase casting speed of hostile spells by 2%
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Piercing, Ranged
Non-Combat
   • Increase duration of tradeskilled potions by 15%
   • Increase Out-of-Combat Power Regen by 9 (per tier)
   • Increase stealth/invisible movement speed by 15%
   • Increase trigger count of poisons by 25%
Pools
   • Increase Max Power by 3%
   • Increase Max Power by 1%, Increase Max Health by 2%
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
Tradeskill
   • Increase progress by 2%
   • Increase success by 2%
   • Increase durability of Alchemy by 2 per round
   • Reduce power cost of Sage by 10%
   • +5 Metal Shaping

Iksar
Iksar Innate Abilities
• Aquavision
• Reptilian Ancestry – Increase Out-of-Combat Health Regen by 6 (per tier)
• Proficient Swimmer – water breathing
• Reptilian Grace – Safe Fall

Iksar Traditions
Attribute
   • +INT
   • +STA
Combat
   • +5 Subjugation, Disruption
   • Increase casting speed of hostile spells by 2%
   • +5 Deflection, Defense, Parry
   • Increase Deflection Chance by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled potions by 15%
   • Increase Out-of-Combat Power Regen by 9 (per tier)
   • 2% out-of-combat self-heal (1 sec recast)
   • Increase falling damage by 15%
• Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase durability and success by 1%
   • Increase success by 2%
   • +5 Chemistry
   • Reduce power cost of Tailoring by 10%
   • Reduce power cost of Armoring by 10%

Ogre
Ogre Innate Abilities
• Ultravision
• Rock Thrower – Reduce mining time by 1 second
• Commanding Presence – Enlarges caster by 20%
• Impenetrible Will – 10 sec immune to Stun (5 min recast)

Ogre Traditions
Attribute
   • +WIS
   • +STA
Combat
   • +5 Ministration
   • Improve casting speed of beneficial spells by 2%
   • +5 Parry, Deflection, Defense
   • Increase Deflection chance by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Self-heal for 2% (1 sec recast)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success and durability by 1
   • Increase durability by 2 every round
   • +5 Metal Shaping
   • Reduce power cost of Weaponsmithing by 10%
   • Reduce power cost of Provisioning by 10%

Ratonga
Ratonga Innate Abilities
• Sonicvision
• Rob
• Thieving Ways – Disarm Trap
• Swift Scurry – Increase runspeed by 5%

Ratonga Traditions
Attribute
   • +STR
   • +INT
Combat
   • +5 Ranged, Piercing
   • +2 Double Attack, +2 Ranged Double Attack
   • +5 Disruption, Subjugation
   • Increase casting speed of hostile spells by 2%
Noncombat
   • Increase stealth/invisible runspeed by 15%
   • Increase trigger count of poisons by 25%
   • Increase duration of tradeskilled potions by 15%
   • Increase Out-of-Combat Power Regen by 9 (per tier)
Pools
   • Increase Max Power by 1%, Increase Max Health by 3%
   • Increase Max Power by 3%
Resist
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
   • Increase Mitigation vs Elemental by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance by 2%
   • Increase progress by 2%
   • +5 Metalworking
   • Reduce power cost of Alchemy by 10%
   • +5 Sculpting

Sarnak
Sarnak Innate Abilities
• Aquavision
• Hunter’s Fury – Increase runspeed 50%, out-of-combat runspeed 50% (36 sec)
• Hastened Gathering – Reduce harvesting time by 0.5 sec if not on a mount.
• Stride – Increase runspeed by 5%

Sarnak Traditions
Attribute
   • +STA
   • +WIS
Combat
   • +5 Ministration
   • Improves casting speed of beneficial spells by 2%
   • +5 Defense, Deflection, Parry
   • Increase Deflection Chance by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Self-heal for 2% of max health (1 sec recast)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resists
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Physical by 3 (240 at lvl 80)
Tradeskill
   • Increase success chance and durability by 1
   • Increase durability by 2 per round
   • Reduce power cost of Weaponsmithing by 10%
   • +5 Sculpting
   • Reduce power cost of Scribing by 10%

Troll
Troll Innate Abilities
• Ultravision
• Innothule’s Blessing – Increases Out-of-Combat Health Regen by 6 (per tier)
• Ignore Terror – Immune to Fear for 20 seconds
• Tasty Things – Increase duration of tradeskilled food by 25%

Troll Traditions
Attribute
   • +WIS
   • +STA
Combat
   • +5 Ministration
   • Increase casting speed of beneficial spells by 2%
   • +5 Defense, Parry, Deflection
   • Increase Deflection Chance by 2, Increase Shield Effectiveness by 2%
Non-Combat
   • Increase duration of tradeskilled drinks by 10%
   • Increase Out-of-Combat Power Regen by 6 (per tier)
   • Self-heal for 2% of max health (1 sec recast)
   • Decrease falling damage by 15%
Pools
   • Increase Max Power by 3%
   • Increase Max Health by 3%
Resist
   • Increase Mitigation vs Arcane by 3 (240 at lvl 80)
   • Increase Mitigation vs Noxious by 3 (240 at lvl 80)
Tradeskill
   • Increase durability by 2 per round
   • Increase durability and success by 1%
   • +5 Artistry (Provisioning)
   • Increase the success chance of Armoring by 2%
   • +5 Artificing

Supper at the O.K. Corral (Gu53)

Written by Feldon on . Posted in Art, Appearance, Housing, Game Updates & Maintenance, Tradeskill

Now that the Norrathian Health Department has certified that beasts of burden may be housed in Guild Halls and Personal Homes alike, many citizens have been having a tough go at corralling and feeding their 4 legged friends. Fortunately, carpenters have discovered a variety of recipes that will aid in this endeavor and perhaps keep the mess to a minimum. 🙂

housing_animalfarm

Game Update #53 (Shards of Destiny) on Test

Written by Feldon on . Posted in Art, Appearance, Housing, DGC Wants Feedback, Game Updates & Maintenance, Grouping, Itemization, Raiding, Tradeskill

Shards of Destiny (Gu53) appeared on Test just moments before midnight last night. This update is expected to go live in late September (the initial date was September 22nd, but this was an internal target). Here are the Test Update Notes:

Test Update August / 27 / 2009

FEATURED

Achievements

The new achievement system gives players a fun new way to track their accomplishments!  Most achievements will award players with achievement points that can be used to compare their progress against other players.  Some harder to complete achievements will offer non-stat item rewards.  The basic categories are General, Quest, Exploration, Combat, Slayer, Tradeskills and Triumphs.  Triumphs are large scale achievements that combine multiple achievements into one large one.  An example of this would be to do all of the combat, quest, and exploration achievements in a specific area.

Chronomagic

A number of mysterious erudites have set up in Qeynos, Freeport, Neriak, Gorowyn, and Kelethin. Any player level 20 or higher can speak to them and for a small fee temporarily lower their adventuring level.

This works very similarly to mentoring except:

  • You do not need a mentoring target.
  • You can only choose levels in increments of 5 (10, 15, 20, etc).
  • You do not receive the bonuses granted from mentoring other players (currently you receive a very large bonus to AA gain while mentoring another player, this is not granted by the Chronomagic system).

The chronomagic will last until cancelled (right-click on your nameplate or /unmentor). Once cancelled, you must return to any Timeless Chronomage to reactivate the effect

Additionally, 37 new missions have been added that work similar to The Shadow Odyssey’s daily doubles. They task players with slaying various bosses within zones of all levels throughout Norrath  And, of course, these missions reward players with an array of exciting new items!

Chronomagic works the same on PvP servers as it does on PvE servers. However, it also has all the same restrictions as mentoring—namely that you cannot engage in PvP combat while the chronomagic effect is on your character. This makes it quite a bit more dangerous on PvP servers, so good luck and be careful!

Bosses and Events

As part of the chronomagic initiative, a pass was made through old-world overland and contested dungeons to greatly increase the frequency with which bosses and events spawned or occurred. Many placeholders and placeholder ring events were either removed or weighted much more heavily toward actual bosses spawning. Some of the notable highlights include placeholders being removed from:

(Note: These are all from forum feedback)

  • Crypt of Betrayal – Specter of Ire
  • Enchanted Lands – Chomper
  • Everfrost – Chieftain Iceburn
  • Feerrott – Screaming Mace HQ targets Agony, Hukulan, Kaxor, Xilarga, and Tzugaax. Also Bouncers Prud, Hurd, Fug, and Flerb who were also changed to no longer despawn
  • Greater Faydark – Crushbone Expedition Leader, Chef, Weaponsmith, and Planner
  • Lavastorm – Fire Toad, Magolemus
  • Nektulos – Dannian Blackleaf – removed respawn time and despawn time, should always be up now
  • Obelisk of Lost Souls – Mediums of Dyrt, Cron, Iza, Odris, Norrath, and Lysys, Soul Harvesters Kul, Na, Gron, and Zej, Avulsor
  • Old Telescopic Lens (quest starter for The Staff of Observers) drops much more frequently
  • Zek,  Orchish Wastes – Sentry Goorlux
  • Palace of the Awakened – Skylord Stormclaw, Advisor Soliddar
  • Rivervale – Willowmaw the Rotting
  • Ruins of Varsoon – Weavemaster Esh’rax, Tome of Life, Tome of Death, The Creator
  • Solusek’s Eye – Enforcer Maj’Fahd, Soulslaver Djar’veh, The Speaker of Fates, The Castigator, Lord Crana, Onyxlam
  • Steamfont – Bulka Bloodhorn, Digmaster Pechpooka, Slave Pechmooka, Scout Pechyooka
  • Thundering Steppes – Stiletto, Bloodtalon
  • Stormhold – a caveroot horror, Battlepriest Alexandria
  • Stormhold – The Scions – Archiovianix, Hephinntari, Qelinatias, Tumarinan
  • The Vestibule – The Medium of Hykor
  • Tombs of Night – The Leucous Maw

There are a large number of ring events that work similarly in the zones: Antonica, Commonlands, Everfrost, Sinking Sands, Enchanted Lands, Feerrott, Nektulos, Orcishwastes, and Thundering Steppes. They had a very high chance to spawn a placeholder, a small chance to spawn a boss, a small chance to spawn a shrine that buffs the player, and a small chance to spawn a number of different merchants. The chance to spawn a placeholder was greatly reduced and there is now a very high chance for one of the ‘events’ to occur. The merchants were all combined into the ‘rare’ merchant, who will now always spawn for that event. They also have a much larger merchantlist, and will buy, sell, and repair your gear! Contested Epic spawns in lower level zones were lowered to spawn every three days (with a large variation) instead of once a week.

A number of x2 and x3 contested mobs were downtiered because they had a 0% chance to drop fabled gear. They were lowered to triple-ups and their spawn times were adjusted accordingly. The contested epic mobs who did have fabled loot were given a 100% chance to drop at least one fabled item each time they are slain. Some of the mobs changed include:

  • Allidax the Ancient
  • Alrendi Thoughtsong
  • Broog the Banished
  • Commander Nagrat
  • Cragshell
  • Cyenadros, Lord of the Sanctum
  • Doomsquall
  • Equestrielle
  • Grimfeather
  • Haraghur the Deathless
  • Haywire Opticron (lowered to one-up and added loot)
  • Lavin Dusk
  • Mangler
  • Meathooks
  • Scytheclaw
  • Spiregazer
  • Ssilth Rageclaw
  • The Unseelie JumJum Thief
  • Vox

In general, most named mobs (with some exceptions) changed by this pass have a very high chance to drop treasured. Those with rare fabled items had their chances to drop raised significantly as well.

  • Named mobs in New Tunaria should have a 100% chance to drop legendary gear, and a much higher chance to drop Cloak of Flames pages now!
  • A new boss has found his way into Sebilis.
  • Bosses in Sebilis and Chardok should match Karnor’s Castle and spawn every 45 minutes + variation.
  • The despawn timers from all of Kylong Plains’ rare mobs have been removed.
  • The Fiery Apparition in Lavastorm should spawn once again

Note to testers:
Because of the size of Norrath, a number of placeholders may have slipped through our net. Please /feedback these with two pieces of information:  the full name of the zone and the full name of the placeholder-challenged named mob.

Shard of Love (heroic zone)

The Sisterhood of Erollisi has returned to Antonica with grave concerns! Adventurers interested in helping them should seek out a Disciple of Love in Antonica, Kelethin or Gorowyn. Those with more devious intentions should seek out Disciples of Hate within The Commonlands, Neriak or Gorowyn.

GENERAL

Illusions cast from petamorph wands will now last for two hours and persist through zoning.

Melee, defense and casting skills should now be easier and more straightforward to level up.

Swimming will now skill up faster.

You can now buy the Translocate and Druid Portal spells from the trainers.

Racial choices have changed.  As a result, your character development choices have been reset.

Adventure writs are now offered to a player’s effective level, so that mentored players can complete adventure writs at any level!

You can now convert adventure experience into the achievement pool from level 10 and higher by adjusting the slider in the achievement window.

Examining a ranged combat art will now display the ranged critical bonus properly.

Fixed an issue where items might trigger when they are restricted to a certain damage type.

The /auction channel is now server wide!

You will now receive chat feedback for dispels and cures.

Scouts will automatically disarm chests now when attempting to open them.  As a result, the disarm verb will no longer display.

Pets will no longer be hit by AoE autoattack unless they are considered in front of the attacker.  This should in turn make it easier to position pets to avoid it since the avoidance range for them is now flanking or behind instead of just behind.

Beneficial Poolburn effects will now display to the chat log.

Target locking abilities will now terminate if the locker is no longer a valid target.

Triggered Spell based effect tooltips will now update appropriately if your intelligence or strength change.

Player-written books will now be editable when transferring to another server.

Fixed a bug where when sometimes editing a very large player written book some text would be lost when closing and reopening the book.

Zoning into a new raid instance will no longer clear your raid looters.

Turning the avatar autoface option ON and the camera autoface option OFF will keep your character facing the target regardless of what direction your character is moving while autoattack is turned off. Toggle autoattack off to toggle off autoface if you just need to turn and run and toggle it back on again to make a final stand.

CHARASIS

  • Players who leave Charasis: Vault of Eternal Sleep and return later will no longer find their progression blocked.

GOROWYN

  • Players will find that Gorowyn has become a good deal easier to navigate.

MIRAGUL’S PLANAR SHARD (x4)

  • A quest has been added to assist with certain progression within Miragul’s Planar Shard!
  • Items that can assist in certain elements of the Planar Shard fights are now random drops in the Miragul’s Phylactery group TSO zones.

MUNZOK’s MATERIAL BASTION

  • Umzok and Ozyk now drop the less specialized cloaks and charms more reliably.
  • Certain items in Munzok’s Material Bastion have become slightly more desirable.

NEKTULOS

  • The Nerius pirates camping along Nektulos beach are now armed (and still) dangerous.

THUNDERING STEPPES

  • Turgen Bremhurst now offers a more interesting way for you to earn the key to the gates of Bridge Keep.

ALTERNATE ADVANCEMENT  (formerly Achievements)

  • Ooze Crawler will now benefit from Wrath of the Undead Servant

Mystic

  • Spirit of the Ancients will apply properly to Ancestral Sentry when another player is targeted.

Summoner

  • Pet Achievement Spells now have a higher priority when casting.

Warden

  • Fixed Shattered Infections to cure the correct person.

Warrior

  • Cry of the Warrior will be resisted less often now.

ITEMS

The Heirloom flag has been added to a large number of items in the game with the exception of quest items, heritage items, PvP items, and items gained from patterns (but the patterns themselves were flagged as Heirloom). This will allow players to join groups with the character that can help the group the most without the worry of not being able to gear up the character of their choice! As a side effect, items affected by this change will unattune and be sent to overflow initially upon first login.

Fixed a case where some item based triggered effects would begin to critical.

The Brethren of Night quartermaster by Soul Eater Falls in Nektulos Forest has improved the appearance of the armor and robe he sells.  (Existing armor purchased from him previously will not be affected.)  The Hand of Marr quartermaster in the nearby camp has also begun stocking a robe.

The Cudgel of Obviation’s Spirit Tap Effect is now unresistable.

Old Telescopic Lens (quest starter for The Staff of Observers) drops much more frequently.

Volcanic Knight’s Tempered Helm now has spell and heal crit chance to match its melee crit.

The ‘Deception’ effect on the Bracelet of the Trickster no longer affects fighters.

Unbound Elemental Essences from Lavastorm are now heirloom and the items that are purchased with them are now easier to obtain.

Balanced Ayr Stones may now be applied to fist weapons of any damage type.

Saita’s Glowing Gem will automatically cast on the user when activated. Amazing Presence now shows up in the Maintained Spells window.

The Bangle of the Spiteful now slightly increases spell crit bonus.

Anashti Sul and Ykesha now have a chance to drop new items for Mages.

The descriptions on Petamorph Wands and their spells now declare that they will only affect combat pets and not cosmetic pets.

MAIL

  • Going linkdead while accessing your mailbox will no longer cause your mail to be inaccessible if you log back in before your character leaves the world.
  • After sending a guild mail or ranks mail the “to” text box will no longer have a random guild member name in it.

Player vs Player (PvP)

The Priests of Discord have returned.  Reports state that they are currently teaching young adventurers the path of discord.

New Shattered Lands, Faydark, Kunark and Void Discord tokens have been created.  The Discord tokens will now replace all previously used currency.

Faction merchants have agreed to reduce their status and faction costs!  In return, their items have been enhanced to be more desirable to prospective buyers.

EoF, RoK and TSO Faction items have been enhanced to be more desirable by prospective buyers.  All previously purchased items have gained the attributes as well.

Writ givers are eager to see more adventurers in battle and are willing to ignore previous requirements for their job completion.

Spawn location near Dreg’s Landing and Teren’s Grasp have been moved to be favorable for all factions.

The Kylong Plains writ giver has moved to Teren’s Grasp from Dreg’s Landing.

The dirge epic triggered effect (Intrepid Strike) will no longer force an attack to inflict maximum damage while in PvP combat.

Hate will now age faster while you are on a server controlled mount.

You will no longer gain immunity while on balloon platforms.

Reactive should no longer trigger incorrectly.

PLAYER HOUSING

Player houses have been given an extra room! Note to testers: Currently homes in Qeynos and Freeport will be unable to customize the new room. This will be updated shortly.

Players can now save and restore their house item layouts.  Use the commands save_layout <filename> and load_layout <filename>.

House layout files can only be loaded in houses of the same type.  This also works in guild halls!

QUESTS

Creature mastery quests (Lore & Legend) now use a system of progressively increasing luck that eventually guarantees an update.

The third scout for “Connect the Dots” in Kylong Plains is now easier to find.

The quest “A Strange Gem” Has been re-introduced into Antonica.

The quest “The Final Report” from the Qeynos Claymore progression in Kingdom of Sky should now allow citizens of all evil and good aligned cities to obtain the quest.

The quest “Aelia and the Butcher” can now be completed properly in North Freeport.

The respawn time on a named needed for the Screaming Mace quest within Temple of Cazic Thule has been shortened.

The difficulty of the waves of orcs that spawn at the beginning of Bloodskull Valley has been lowered to be more in line with the difficulty intended for Return of the Light Heritage quest.

SPELLS

Cheap Shot will now last the full four seconds on single up arrow NPCs.  Higher difficulty NPCs will remain at two seconds since they are not typically used for solo encounters.

Group and self targeted buffs which do not expire will persist through death.  This does not apply to pet spells.

Deity Spells now have a two second casting time.

Ranges have been adjusted to many spells to more consistent.

Maintained spell descriptions from cast items will now look like if you examined the item directly.

Spells that are hostile and beneficial will now apply their beneficial effects to anyone in the group with an AOE avoidance spell on them.

Conjuror

  • The Earthen Avatar line will now break invisibility spells when cast.
  • Communion should inherit the proper names from Fiery Magician now and use the appropriate Hydromancer appearance.

Druid

  • Druid Portal spells have been consolidated into one spell and now work similar to the druid guild hall amenity.

Inquisitor

  • Inquisition will now overwrite existing copies of the spell properly on a target.

Paladin

  • Amends 3 has been removed from the Paladin Training choices like it was prior to GU51.

Shadowknight

  • Miss your old skeleton pet?  Then visit your local Shadowknight trainer and get your new skeleton pet today!  Scrolls are going fast so hurry up and get yours today!

Sorcerer

  • Sorcerer translocate spells have been consolidated into a single spell that works similar to the druid guild hall amenity.

Warden

  • Faerie Ally will no longer attempt to save dead people.
  • Tunare’s Watch will now scale by level since it is not upgraded at higher levels.

Wizard

  • Rays of Disintegration will no longer interrupt the group and is now only cast by the wizard.  The casting time is slightly less while doing a bit more damage now.

TRADESKILLS

The tradeskill society tutorial books now have an improved appearance.  If you do not have a copy and would like one, visit your local tradeskill society merchant.

The recipe for the Flame Tapestry found in Najena’s Forge is no longer limited in uses.

Carpenters can now provide a few essentials for those stabling their mounts in their homes.

Byproducts from tradeskilling will no longer have the crafter’s name on them.

Tradeskill level will now count for purchasing racial traditions.

USER INTERFACE

The recipe window now auto adjusts to fit very long recipe names.

Title lists on the Details tab of the Persona window are now sorted.

A new user-interface has been wrapped around the mentoring system.

Type /mentor to display the mentoring window.

You can also use the /unmentor command to cancel mentoring.

The mentoring window will be displayed when you join a group if your level is too high to allow all players to earn XP.

The Welcome screen now shows the number of unopened LoN booster packs you have.

The examine recipe window will now use multiple lines for very large recipe names.

The threat window now has an improved tooltip and will only show when it is relevant.

Timers on quests in the group quest window will now have correct times.

Double clicking an item in the Marketplace section of the welcome window will now open the Marketplace window with that item pre-selected.

You can now alter the hotkey for the zone reuse timer window in the options window.

The confirmation box for destroying a player written book with special characters in the title will no longer displayer gibberish.

EQ2Players.com

Critical damage will once again be tracked properly.


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