Pages

Friday, August 13, 2010

Runes Of Magic Patch 3.0.3 Patch Notes

I still occasionally follow what is happening in Runes of Magic.  Patch 3.0.3 came out on Tuesday and I'm patching the game today and might take a look when I get home tonight.  I'm wondering if my level 7 druid will get the new beginners' pixie pet.  Probably not.

The one thing I was a little surprised at is that you needed to log onto the forums in order to see the patch notes.  What's up with that?  So I'm going to maybe take a risk and post the patch notes here.  Please forgive the formatting; I'm posting this right before running off to work.

Patch Notes:3.0.3.2217.en
New content
· Level cap 60
· New zone: Northern Janost Forest
o Introducing over 100 new quests and titles
o A new World Boss waiting for players to be defeated
· Rune Extraction: Interface for Weapons and Equipment
· Tutorial Pet:
o new players now receive a “Pet Assistant”, working independently from the actual pet system
· Marriage System: marry your partner in Runes of Magic
· 108 New Guild War Titles & Quests
· Item shop & Guild Resources: Added new Guild contribution-only Items
· New Level 60 Crafting Recipes: Weapons and Equipment
· Pet System: special crafting tools from level 41 to 60 to equip your pet with. Enables the pet to craft multiple things for your convenience.
· Memento Reward System: added new Recipes, Potions, Minerals and Max values
· Balancing: various class skills

General bug fixing
· Elven Island:
Players were getting stuck at an area near the Haven Departure
· Malatina’s Course of Terror:
In that short moment between the point after you click on the cannon platform to confirm that you want to fire the cannon and the point where you receive the skill – if you click on the cannon platform yet again, a confirmation dialog will appear, thus allowing the player to launch the cannon twice – this problem was fixed.
· When players got the “Big Ripper” buff from “Teeth of the Reef”, and their HP was fully restored, the Teeth of the Reef did not disappear.
· Fixed the special effects of the following skills which would activate themselves repeatedly/again:

    *
          o Warrior-Scout: Lvl 45 Elite Skill "Waiting Game"
          o Warrior-Knight: Lvl 45 Elite Skill "Shield Weakness"
          o Warrior-Warden: Lvl 15 Elite Skill "Savage Strike"
          o Warrior-Warden: Lvl 35 Elite Skill "Wild Howl"
          o Warrior-Warden: Lvl 45 Elite Skill "Battle Creed"
          o Warrior-Druid: Lvl 15 Elite Skill "Rose Vine"
          o Warrior-Druid: Lvl 20 Elite Skill "Tremor"
          o Warrior-Druid: Lvl 30 Elite Skill "Redemption"
          o Warrior-Druid: Lvl 40 Elite Skill "Recovery of Life"
          o Scout-Warrior: Lvl 45 Elite Skill "Accurate Targeting"
          o Scout-Rogue: Lvl 40 Elite Skill "Exploiting Shot"
          o Scout-Rogue: Lvl 45 Elite Skill "Deadly Counterattack"
          o Scout-Rogue: Lvl 50 Elite Skill "Poisonous Spit"
          o Scout-Priest: Lvl 45 Elite Skill "Drums of War"
          o Scout-Mage: Lvl 45 Elite Skill "Wilderness Campaign"
          o Scout-Knight: Lvl 50 Elite Skill "Spirit Meld"
          o Scout-Warden: Lvl 45 Elite Skill "Wind Attack"
          o Scout-Druid: Lvl 35 Elite Skill "Devour Blood"
          o Scout-Druid: Lvl 45 Elite Skill "Archer Blessing"
          o Scout-Druid: Lvl 50 Elite Skill "Ancestor’s Blessing"
          o Rogue-Warrior: Lvl 45 Elite Skill "Decay"
          o Rogue-Priest: Lvl 40 Elite Skill "Sinister Methods"
          o Rogue-Knight: Lvl 45 Elite Skill "Searing Light"
          o Rogue-Knight: Lvl 50 Elite Skill "Reckless Warrior"
          o Rogue-Warden: Lvl 25 Elite Skill "Bloodthirsty Blade"
          o Rogue-Warden: Lvl 40 Elite Skill "Wood Spirit’s Grasp"
          o Rogue-Druid: Lvl 15 Elite Skill "Hysteric Vengeance"
          o Mage-Warrior: Lvl 50 Elite Skill "Meditative Current"
          o Mage-Scout: Lvl 45 Elite Skill "Fire Rose Storm"
          o Mage-Rogue: Lvl 45 Elite Skill "Shadow Protection"
          o Mage-Priest: Lvl 45 Elite Skill "Disable"
          o Mage-Knight: Lvl 45 Elite Skill "Light of Day"
          o Mage-Druid: Lvl 25 Elite Skill "Control Flame"
          o Priest-Mage: Lvl 40 Elite Skill "Enlightenment"
          o Knight-Scout: Lvl 40 Elite Skill "Sacred Resistance"
          o Knight-Rogue: Lvl 50 Elite Skill "God’s Vengeance"
          o Warden-Warrior: Lvl 20 Elite Skill "Beast Chop"
          o Warden-Warrior: Lvl 45 Elite Skill "Will Attack"
          o Warden-Warrior: Lvl 50 Elite Skill "Coat of Arms"
          o Warden-Scout: Lvl 45 Elite Skill "Valiant Shot"
          o Warden-Rogue: Lvl 15 Elite Skill "Achilles’ Heel Strike"
          o Druid-Warrior: Lvl 20 Elite Skill "Glory Wand"


Quests
· Daily Q.: More Clotheslines, Get Rid of Even More Disgusting Insects and Even More Lavender Sprigs
o Before: Did not give Phirius Tokens
o After: Give 10 Phirius Tokens

General Adjustments
· All hirable housekeepers' fatigue value should now properly degrade over time.
· Guild Siege Wars:
o New Guild Rule: After leaving a guild, you have to wait 1 hour (cooldown) before you can join a guild again.
o Every night from 8pm-9pm, when Guild Wars are taking place, guilds will temporarily be unable to accept new members.
o The castle gates are now more effective at reducing the damage received. Effectiveness of city gates raised from 90 to 99.
· Pet production system
o Before: The maximum value for “Automatic Production” was 999. However, some “Production Items” had a max value of 100, and would stop being produced when the limit of 100 was reached.
o After: The max value of all “Production Items” has been set at 999, the same as the max value for “Automatic Production”, ensuring that the automatic production process will not be interrupted.
· Ancient Mementos now have a max limit of 3000
· NPC: “Kawak Angerfang” changed to “Drake Angerfang”
· Items sold in the Obsidian Stronghold by the Honor Materials Merchant Fey Woram:
o Bitterleaf Bundle: Price was 221 Gold, 4 Honor Points > Price is now 185 Gold, 3 Honor Points
o Moxa Bundle: Price was 185 Gold, 3 Honor Points > Price is now 221 Gold, 4 Honor Points
· Every character mounting a “Flying Rune Disk” should now have the appropriate animation while on the disk.
· No information is displayed in the attributes field in the character info interface when a character’s main class is “Warden.” This has been resolved.
· The Public Encounter display will now properly update immediately on re-entering the encounter area.
· The "Your Notes" column has been removed from the Rankings overview.
· The “Surging Crossbow” now has the proper range assigned to it.
· Tooltips and descriptions have been added to some level 53 potions and their respective buff effects.

Equipment
· Adjustments to Equipment in the Instance – Lair of the Demon Dragon
o Eclipse Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Magic Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Eclipse Scarf
Originally: physical defense 169, magical defense 241
Corrected: physical defense 869, magical defense 941
o Catastrophe Hood
Originally: physical defense 193, magical defense 217
Corrected: physical defense 893, magical defense 917
o Iron Helmet
Originally: physical defense 217, magical defense 193
Corrected: physical defense 917, magical defense 893
o Magic Heavy Helmet
Originally: physical defense 241, magical defense 169
Corrected: physical defense 941, magical defense 869
o Eclipse Shoulder Pads
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Catastrophe Shoulder Guards
Originally: physical defense 86, magical defense 96
Corrected: physical defense 786, magical defense 796
o Flame Dragon Protector
Originally: physical defense 857
Corrected: physical defense 1557
o Spirit Wall
Originally: physical defense 857
Corrected: physical defense 1557
o Iron Shoulder Armor
Originally: physical defense 96, magical defense 86
Corrected: physical defense 796, magical defense 786
o Magic Heavy Shoulder Guards
Originally: physical defense 107, magical defense 75
Corrected: physical defense 807, magical defense 775
Quests
· The Goddess’ Redemption
o Before: After completing The Goddess’ Redemption, the NPC Rezibi will call Narfas, but if the game is forcefully closed before Narfas appears, the quest will remain uncompleted (even though it has been). However, when the player logs on again, Narfas still does not appear, and hence the player will be unable to accept the quest “Divine Envoy – Narfas”.
o After: added an item to circumvent the problem by triggering a script. Once the player completes the quest The Goddess’ Redemption, even if the game is forcefully closed (e.g. if the player’s computer hangs), when he logs in again, Narfas will appear.
· A Hero’s Name
o Before: After completing the quest, if the game is forcefully ended while the plot is still playing out, and the player logs in again, he will be unable to accept the succeeding quest Checking Eduth.
o After: The prerequisite quest flag for Checking Eduth has been removed, such that when players now complete A Hero’s Name, even if their computer hangs and the game is forcefully closed, they will still be able to accept the quest Checking Eduth when they log in again.
· All seven daily quests related to the "Relics of Bymorsh" Public Encounter do now grant Phirius Tokens.
· Provocation
o Before: Players with Ver 3.0.2 could accept this quest.
o After: Players need Ver 3.0.3 to get this quest
Items
· Nobodies’ Rum
o Before: Nobodies’ Rum gave a movement speed boost and restored 1 HP every 3s.
o After: Nobodies’ Rum no longer gives a speed boost, and no longer restores HP.
· Lemon Vodka
o Before: During the effect period of Lemon Vodka you could cast spells and it restored 1 MP every 3s.
o After: During the effect period of Lemon Vodka you cannot attack & cannot cast spells & cannot use items and it does not restore MP.
· Public Encounter: Explore the Ruins of Bymorsh
o Before: After successfully completing the 4th stage of this PE, a confirmation dialog immediately appears asking the player if he wants to be transported
o After: After successfully completing the 4th stage of this PE, a confirmation dialog appears asking the player if he wants to be transported after approx. 2s
· Item Adjustments: If a player returns to Miller’s Ranch after having used Home-sweet-homes and Guild Castle Transport Stones there, he will be unable to leave the zone (Miller’s Ranch).
o Before: Players can use them at Miller’s Ranch
o After: Players cannot use them at Miller’s Ranch
Misc.
· Warnorken Arena (Instance): The additional ability “Illusion of Competition VIII” did not have a name, this has been fixed.

Patch 3.0.3 – Skill Balancing
[Main Class Warrior]
Feint
· Old
o When enemy dodges, attacks enemy once for 80 ~320% main hand weapon DPS.
· New
o When enemy dodges, attacks enemy once for 80 ~320% main hand weapon DPS.
Brute Strength
· Old
o At level 1: strength increases by 10.
o At level 58: strength increases by 68.
· New
o At level 1: strength increases by 1%+11.
o At level 58: strength increases by 6.2%+68.

One-Hand Weapon Master
· Old
o At level 1: increases 1-h sword, axe, hammer weapon damage by 5%.
o At level 58: increases 1-h sword, axe, hammer weapon damage by 45%.
· New
o At level 1: increases 1-h sword, axe, hammer weapon damage by 5%.
o At level 50: increases 1-h sword, axe, hammer weapon damage by 45%.
· Limited up to level 50.

2-H Weapon Master
· Old
o At level 1: increases 2-h sword, axe, hammer weapon damage by 5%.
o At level 58: increases 2-h sword, axe, hammer weapon damage by 40%.
· New
o At level 1: increases 2-h sword, axe, hammer weapon damage by 5%.
o At level 50: increases 2-h sword, axe, hammer weapon damage by 40%.
· Limited up to level 50.

Thunder
· New
o Added to description that effect on players is decreased.



Survival Instinct
· Old
o At level 1: only if HP below 25% usable, defense increases by 25%, dodge increases by 5%, parry increases by 5.
o At level 58: only if HP below 25% usable, defense increases by 97.5%, dodge increases by 19.5%, parry increases by 19.5.
· New
o At level 1: only if HP below 50% usable, physical defense increases by 20%, dodge increases by 5%, parry increases by 150.
o At level 58: only if HP below 50% usable, physical defense increases by 60.6%, dodge increases by 19.5%, parry increases by 1220.
Defensive Formation
· Old
o At level 1: increases physical defense by 500, reduces physical attack power by 5% and magical power by 5%.
o At level 58: increases physical defense by 6300, reduces physical attack power by 63% and magical power by 63%.
· New
o At level 1: increases physical defense by 500, reduces physical attack power by 5% and magical power by 5%.
o At level 50: increases physical defense by 6300, reduces physical attack power by 63% and magical power by 63%.
· Limited up to level 50.

Terror
· New
o Added to description that effect on players is decreased.


Aggressiveness
· Old
o At level 1: 30 seconds, rage generation speed increases by 20%.
o At level 58: 30 seconds, rage generation speed increases by 78%.
· New
o At level 1: 30 seconds, rage generation speed increases by 20%.
o At level 50: 30 seconds, rage generation speed increases by 80%.
· Limited up to level 50.




Group Taunt
· Old
o At level 1: 4 seconds, forces multiple targets in range to target one self.
o At level 58: 15.6 seconds, forces multiple targets in range to target one self.
· New
o At level 1: 4 seconds, forces multiple targets in range to target one self.
o At level 50: 18 seconds, forces multiple targets in range to target one self.
· Limited up to level 50.

Taunt
· Old
o At level 1: 5 seconds, forces target to target one self.
o At level 58: 19.5 seconds, forces target to target one self.
· New
o At level 1: 5 seconds, forces target to target one self.
o At level 50: 20 seconds, forces target to target one self.
· Limited up to level 50.

[Main Class Scout]
Ranged Weapon Mastery
· Old
o At level 1: bow accuracy increases by 3%, damage increases by 3%.
o At level 58: bow accuracy increases by 20.4%, damage increases by 20.4%.
· New
o Limited up to level 50.
o At level 1: bow accuracy increases by 4%, damage increases by 4%.
· At level 50: bow accuracy increases by 20%, damage increases by 20%.

Lasso
· Old
o At level 1: throws a lasso, makes target immobile for 10 seconds, if target is attacked then effect disappears.
o At level 58: throws a lasso, makes target immobile 33.2 seconds, if target is attacked then effect disappears.
· New
o Limited up to level 50.
o At level 1: throws a lasso, makes target immobile 10 seconds, if target is attacked then effect disappears.
o At level 50: throws a lasso, makes target immobile 30 seconds, if target is attacked then effect disappears.
o Added to description that effect on players is decreased.


Swiftness
· Old
o At level 1: dexterity increases by 10.
o At level 58: dexterity increases by 68.
· New
o At level 1: dexterity increases by 1%+11.
o At level 58: dexterity increases by 6.2%+68.
Speed Shooting Mastery
· Old
o At level 1: increases bow speed by 10%.
o At level 58: increases bow speed by 39%.
· New
o Limited up to level 50.
o At level 1: increases bow speed by 11%.
o At level 50: increases bow speed by 38.5%.


Concentration
· Old
o At level 1: 30 seconds, focus generation speed increases by 100%. Cooldown: 6 minutes.
o At level 58: 117 seconds, focus generation speed increases by 100%. Cooldown: 6 minutes.
· New
o At level 1: 30 seconds, focus generation speed increases by 100%. Cooldown: 5 minutes.
o At level 58: 82.2 seconds, focus generation speed increases by 100%. Cooldown: 5 minutes.


Joint Blow
· Old
o At level 1: causes 16.4 physical damage, and additionally slows for 4 seconds.
o At level 58: causes 206.6 physical damage, and additionally slows for 11 seconds.
· New
o At level 1: causes 16.4 physical damage, and additionally slows for 4 seconds.
o At level 58: causes 206.6 physical damage, and additionally slows for 10 seconds.
o Slows for up to 10 seconds.

Reflected Shot
· Old
o Casting time: 3 seconds.
o At level 1: causes 65% ranged weapon DPS damage.
o At level 58: causes 290% ranged weapon DPS damage.
New
1. casting time: instant.
At level 1: causes 65 ranged weapon DPS damage.
3. At level 58: causes ranged 220 weapon DPS damage.

Mana Drain Shot· Old
o At level 1: 10 seconds, every second consumes 8 MP from target.
o At level 58: 10 seconds, every second consumes 147 MP from target.
o 3. Cooldown 10 seconds.
· New
o At level 1: 10 seconds, reduces target's magical damage by 1%.
o At level 58: 10 seconds, reduces target's magical damage by 12%.
o 3. Cooldown 90 seconds.
[Main Class Rogue]

Dagger Mastery
· Old
o At level 1: increases dagger by 10 damage.
o At level 58: increases dagger by 39 damage.
· New
o At level 1: increases dagger by 10 damage.
o At level 50: increases dagger by 40 damage.
o Limited up to level 50.



Numbing Dagger
· New
o Added to description that effect on players is decreased.
o Limited up to level 50.
Poisonous
· Old effect time: 600 seconds.
o New effect time: 900 seconds.

Hide
· Old
o At level 1: movement speed reduced by 50%.
o At level 58: movement speed reduced 21.
· New
o At level 1: movement speed reduced by 50%.
o At level 50: movement speed reduced by 20%.
o Limited up to level 50.
Agility
· Old
o At level 1: permanently increases dodge by 2%.
o At level 58: permanently increases dodge by 7.8%.
· New
o At level 1: permanently increases dodge by 2%.
o At level 50: permanently increases dodge by 8%.
o Limited up to level 50.


Treasure Hunter
· Old
o At level 1: increases party's drop rate by 5%.
o At level 58: increases party's drop rate by 19.5%.
· New
o t level 1: increases party's drop rate by 5%.
o At level 50: increases party's drop rate by 20%.
o Limited up to level 50.


Off Hand Master
· Old
o At level 1: increases off-hand damage by 3% and accuracy by 3%.
o At level 58: increases off-hand damage by 11.7% and accuracy by 11.7%.
· New
o At level 1: increases off-hand damage by 3% and accuracy by 3%.
o At level 50: increases off-hand damage by 12% and accuracy by 12%.
o Limited up to level 50.
Sprint
· Old
o At level 1: 30 seconds, increases movement speed by 10%.
o At level 58: 30 seconds, increases movement speed by 39%.
· New
o At level 1: 30 seconds, increases movement speed by 10%.
o At level 50: 30 seconds, increases movement speed by 40%.
o Limited up to level 50.


Evasion
· Old
o At level 1: increases dodge by 10%, for 10 seconds.
o At level 58: increases dodge by 39%, for 39 seconds.
· New
o At level 1: increases dodge by 10%, for 10 seconds.
o At level 50: increases dodge by 40%, for 20 seconds.
o 3. Limited up to level 50.


Fervent Attack
· Old
o At level 1: 30 seconds, physical attack speed increases by 5%, physical defense reduced by 5%.
o At level 58: 30 seconds, physical attack speed increases by 19.5%, physical defense reduced by 19.5%.
· New
o At level 1: 30 seconds, physical attack speed increases by 5%, physical defense reduced by 5%.
o At level 50: 30 seconds, physical attack speed increases by 20%, physical defense reduced by 20%.
o Limited up to level 50.


[Main Class Mage]
Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Plasma Arrow
· Old
o At level 1: charged status, increases magical critical rate by 2.
o At level 58: charged status, increases magical critical rate by 44.
· New
o At level 1: charged status, increases magical critical rate by 20.
o At level 58: charged status, increases magical critical rate by 163.
o Old cost: 15MP
o New cost: 1%+15MP


Lightning
· Old
o Old cost: 20MP
· New
o Added to description that effect on players is decreased.
o Root effect up to 12 seconds.
o New cost: 2%+20MP


Energy Influx
· Old cost: 45MP
· New cost: 1%+45MP


Discharge
· New
o Added to description that effect on players is decreased.
o Old cost: 40MP
o New cost: 2%+40MP


Wisdom
· Old
o At level 1: intelligence permanently increases by 10.
o At level 58: intelligence permanently increases by 68.
· New
o At level 1: intelligence permanently increases by 1%+11.
o At level 58: intelligence permanently increases by 6.2%+68.


Intensification
· Old
o At level 1: 18 seconds, next magical attack damage increases by 45.
o At level 58: 18 seconds, next magical attack damage increases by 306.
· New
o At level 1: 20 seconds, magical attack damage increases by 50.
o At level 58: 20 seconds, magical attack damage increases by 601.
o Old cost: 10MP
o New cost: 1%+10MP


Electrostatic Charge
· Old cost: 75MP
· New cost: 1%+75MP


Phoenix
· Old cost: 40MP
· New cost: 2%+40MP


Thunderstorm
· Old cost: 50MP
· New cost: 5%+50MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Purgatory Fire
· Old cost: 35MP
· New cost: 2%+35MP


Meteor Shower
· Old cost: 35MP
· New cost: 2%+35MP


Electric Bolt
· Old cost: 30MP
· New cost: 1%+30MP


Electric Explosion
· Old cost: 10MP
· New cost: 3%+10MP



Silence
· Old
o At level 1: silenced for 4 seconds, unable to cast magic.
o At level 58: silenced for 8.6 seconds, unable to cast magic.
o Old cost: 50MP

· New
o At level 1: silenced for 4 seconds, unable to cast magic.
o At level 50: silenced for 9 seconds, unable to cast magic.
o Added to description that effect on players is decreased.
o Limited up to level 50.
o New cost: 2%+50MP


Static Field
· New
· Added to description that effect on players is decreased.
· Limited up to level 50.
· Old cost: 20MP
· New cost: 2%+20MP


Elemental Weakness
· Old cost: 50MP
· New cost: 1%+50MP


Fire Knowledge
· Old
o At level 1: increases Fire resistance 2, and Fire magical damage by 5%.
o At level 58: increases Fire resistance 25, and Fire magical damage by 63%.
· New
o At level 1: increases Fire resistance 2, and Fire magical damage by 5%.
o At level 50: increases Fire resistance 25, and Fire magical damage by 63%.
o Limited up to level 50.


Wind Knowledge
· Old
o At level 1: increases Wind resistance 2, and Wind magical damage by 5%.
o At level 58: increases Wind resistance 25, and Wind magical damage by 63%.
· New
o At level 1: increases Wind resistance 2, and Wind magical damage by 5%.
o At level 50: increases Wind resistance 25, and Wind magical damage by 63%.
3.
o Limited up to level 50.



Fire Ward
· Old cost: 120MP
· New cost: 2%+120MP


Energy Well
· Old
o At level 1: 50 seconds, every magic consumes 10% less MP.
o At level 58: 50 seconds, every magical consumes 39% lessMP.
· New
o At level 1: 50 seconds, every magic consumes 10% less MP.
o At level 50: 50 seconds, every magical consumes 40% less MP.
o Limited up to level 50.


[Main Class Priest]
Rising Tide
· Old cost: 12MP
· New cost: 1%+12MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Regenerate
· Old cost: 35MP
· New cost: 2%+35MP












Wave Armor
· Old
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage.
o Old cost: 60MP

· New
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage by 1%.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage, and reduces own received physical damage and received magical damage by 6.2%.
o Old costNew cost: 1%+60MP


Ice Fog (Rank 1)
· Old cost: 40MP
· New cost: 1%+40MP


Ice Fog (Rank 2)
· Old cost: 120MP
· New cost: 1%+120MP


Ice Fog (Rank 3)
· Old cost: 200MP
· New cost: 1%+200MP


Group Heal
· Old cost: 70MP
· New cost: 6%+70MP


Grace of Life
· Old
o At level 1: 1800 seconds, increases maximum HP by 50.
o At level 58: 1800 seconds, increases maximum HP by 804.
o Old cost: 30MP

· New
o At level 1: 1800 seconds, increases maximum HP by 1%+50.
o At level 58: 1800 seconds, increases maximum HP by 6.2%+804.
o New cost: 2%+30MP


Urgent Heal
· Old cost: 25MP
· New cost: 2%+25MP


Resurrection
· Old cost: 150MP
· New cost: 1%+150MP


Soul Bond
· Old cost: 400MP
· New cost: 2%+400MP


Blessed Spring Water
· Old:
o Old effect time: 600 seconds
o Old cost: 120MP

· New
o New effect time: 900 seconds
o
o New cost: 3%+120MP


Holy Aura
· Old cost: 60MP
· New cost: 5%+60MP


Blessing of Humility
· Old cost: 99MP
· New cost: 2%+99MP


Amplified Attack
· Old
o At level 1: 30 minutes, increases physical attack by 50.
o At level 58: 30 minutes, increases physical attack by 630.
o Old cost: 36MP
· New
o At level 1: 30 minutes, increases physical attack by 1%+50.
o At level 58: 30 minutes, increases physical attack by 6.2%+630.
·
o New cost: 1%+36MP





Chain of Light
· Old cost: 60MP
· New cost: 1%+60MP


Bone Chill
· Old cost: 30MP
· New cost: 1%+30MP


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP


Cleanse
· Old cost: 150MP
· New cost: 2%+150MP


Prayer
· Old
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 58: increases Water resistance 25, and Water magical damage by 63%.
· New
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 50: increases Water resistance 25, and Water magical damage by 63%.
o Limited up to level 50.


Faith
· Old
o At level 1: healing by increases by 5%.
o At level 58: healing by increases by 34%.
· New
o At level 1: healing by increases by 5%.
o At level 50: healing by increases by 35%.
Limited up to level 50.Healing Salve
· Old
o Atlevel 1: 60 seconds, target received healing increases by 5%.
o At level 58: 60 seconds, target received healing increases by 19.5%.
o Old cost: 50MP
· New
o At level 1: 60 seconds, target received healing increases by 5%.
o At level 50: 60 seconds, target received healing increases by 20%.
o Limited up to level 50.
o New cost: 1%+50MP


Holy Candle
· Old
o At level 1: every second consumes 6% HP, increases healing by 5%.
o At level 58: every second consumes 6% HP, increases healing by 28.2%.
· New
o At level 1: every second consumes 6% HP, increases healing by 5%.
o At level 50: every second consumes 6% HP, increases healing by 30%.
o Limited up to level 50.


[Main Class Knight]
Enhanced Armor
· Old
o At level 1: 300 seconds, increases physical defense by 5%.
o At level 58: 300 seconds, increases physical defense by 63%.
o Old cost: 20MP
· New
o At level 1: 300 seconds, increases physical defense by 5%.
o At level 50: 300 seconds, increases physical defense by 63%.
o Limited up to level 50.
o New cost: 3%+20MP
·
o 3%+


Shield of Atonement
· Old cost: 6MP
· New cost: 2%+6MP


Shackles of Light
· Old cost: 24MP
New cost: 1%+24MP



Shackles of Light
· Old cost: 49MP
· New cost: 1%+49MP


Shackles of Light
· Old cost: 73MP
· New cost: 1%+73MP


Shock
· Old cost: 25MP
· New cost: 1%+25MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Resolution
· Old
o At level 1: 60 seconds, increases maximum HP by 300.
o At level 58: 60 seconds, increases maximum HP by 2040.
o Old cost: 120MP
· New
o At level 1: 60 seconds, increases maximum HP by 1%+350. and restores 1%+350 HP.
o At level 58: 60 seconds, increases maximum HP by 6.2%+2177. and restores 6.2%+2177 HP.
o New cost: 3%+120MP


Charge
· New
o Added to description that effect on players is decreased.








Threaten
· Old
o At level 1: increases Aggro by 20%.
o At level 58: increases Aggro by 136%.
o Old cost: 30MP
o
· New
o At level 1: increases Aggro by 21%.
o At level 50: increases Aggro by 136.5%.
o Limited up to level 50.
o New cost: 1%+30MP


Shield of Truth
· Old cost: 150MP
· New cost: 2%+150MP


Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Resilience
· Old
o At level 1: stamina increased by 10.
o At level 58: stamina increased by 68.
· New
o At level 1: stamina increased by 1%+10.
o At level 58: stamina increased by 6.2%+68.


Shield Mastery
· Old
o At level 1: increases shield's physical defense 5%.
o At level 58: increases shield's physical defense 63%.
· New
o At level 1: increases shield's physical defense 5%.
o At level 50: increases shield's physical defense 63%.
o Limited up to level 50.



Devotion
· Old
o At level 1: maximum MP increases by 30.
o At level 58: maximum MP increases by 900.
· New
o At level 1: maximum MP increases by 1%+30.
o At level 58: maximum MP increases by 6.2%+900.


Shield of Valor
· Old
o At level 1: 15 seconds, resists 5% physical attack.
o At level 58: 15 seconds, resists 19.5% physical attack.
o Old cost: 30MP
· New
o At level 1: 15 seconds, resists 5% physical damage.
o At level 50: 15 seconds, resists 20% physical damage.
o Limited up to level 50.
·
o New cost: 2%+30MP


Hatred Strike
· Old
o At level 1: 15 seconds, every attack Aggro increases by 10%.
o At level 58: 15 seconds, every attack Aggro increases by 68%.
o Old cost: 50MP
· New
o At level 1: 15 seconds, every attack Aggro increases by 10%.
o At level 50: 15 seconds, every attack Aggro increases by 70%.
o Limited up to level 50.
·
o New cost: 1%+50MP


Shield of Discipline
· Old
o At level 1: 30 seconds, blocks 5% magical damage.
o At level 58: 30 seconds, blocks 63% magical damage.
o Old cost: 99MP
· New
o At level 1: 30 seconds, blocks 5% magical damage.
o At level 58: 30 seconds, blocks 63% magical damage.
o 3. Limited up to level 50.
·
o New cost: 2%+99MP




Hall of Dead Heroes
· Old
o If you die within 10 minutes, all party members in range will receive a 30 seconds buff that absorbs 800 damage and increases movement speed by 10%.
· New
o After use, all party members within range will receive the Hall of Dead Heroes effect. If any party member with the Hall of Dead Heroes effect dies, the other group member with this effect will receive protection. Physical damage decreased by 5%, magical damage decreased by 5%, and movement speed increased by 30%.


[Main Class Warden]

Power of the Oak
· Old effect time: 600 seconds, changed to 900 seconds.
Protection of Nature
· Old effect time: 600 seconds, changed to 900 seconds.


Briar Shield
· Old
o At level 1: 300 seconds, when physically attacked can reflect 5 damage.
o At level 58: 300 seconds, when physically attacked can reflect 80 damage.
o Old cost: 30MP
· New
o At level 1: 900 seconds, when physically attacked can reflect 1% main hand weapon DPS damage.
o At level 50: 900 seconds, when physically attacked can reflect 5% main hand weapon DPS damage.
o Limited up to level 50.
·
o New cost: 1%+30MP


Movement Restriction
· Old
o At level 1: 3 seconds, makes your target unable to move.
o At level 58: 10 seconds, makes your target unable to move.
o Old cost: 45MP
· New
o At level 1: 3 seconds, makes your target unable to move.
o At level 50: 10.1 seconds, makes your target unable to move.
o Limited up to level 50.
o Added to description that effect on players is decreased.
·
o New cost: 2%+45MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Cross Chop
· Old cost: 50MP
· New cost: 2%+50MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Heart of the Oak
· Old
o At level 1: temporarily increases maximum HP by 50.
o At level 58: temporarily increases maximum HP by 746.
o Old cost: 55MP
· New
o At level 1: temporarily increases maximum HP by 1%+50.
o At level 58: temporarily increases maximum HP by 3.9%+746.
·
o New cost: 2%+55MP


Thorny Vine
· Old cost: 30MP
· New cost: 1%+30MP


Frantic Briar
· Old cost: 70MP
· New cost: 3%+70MP


Elven Amulet
· Old cost: 150MP
· New cost: 2%+150MP


Elven Guidance
· Old cost: 30MP
· New cost: 1%+30MP



Banish
· Old cost: 50MP
· New cost: 2%+50MP


Explosion of Power
· Old cost: 50MP
· New cost: 1%+50MP


Power of the Oak
· Old cost: 55MP
· New cost: 2%+55MP


Damage Transfer
· Old cost: 30MP
· New cost: 2%+30MP


Elven Prayer
· Old cost: 20MP
· New cost: 1%+20MP


Protection of Nature
· Old cost: 55MP
· New cost: 2%+55MP


Savage Power
· Old cost: 40MP
· New cost: 1%+40MP


[Main Class Druid]

Mother Earth's Protection
· Old cost: 100MP
· New cost: 3%+100MP


Mother Earth's Fountain
· Old cost: 60MP
· New cost: 2%+60MP


Rockslide
· Old cost: 25MP
· New cost: 1%+25MP


Restore Life
· Old cost: 40MP
· New cost: 1%+40MP


Blossoming Life
· Old cost: 35MP
· New cost: 1%+35MP


Recover
· Old cost: 55MP
· New cost: 2%+55MP


Savage Blessing
· Old cost: 35MP
· New cost: 1%+35MP


Body Vitalization
· Old cost: 100MP
· New cost: 1%+100MP


Purify
· Old cost: 150MP
· New cost: 1%+150MP


Antidote
· Old cost: 150MP
· New cost: 1%+150MP


Spirit Guidance
· Old cost: 200MP
· New cost: 1%+200MP



Rebirth
· Old cost: 150MP
· New cost: 1%+150MP


Earth Arrow
· Old cost: 12MP
· New cost: 1%+12MP


Briar Entwinement
· Old cost: 15MP
· New cost: 1%+15MP


Earth Pulse
· Old cost: 40MP
· New cost: 2%+40MP


Binding Silence
· Old cost: 100MP
· New cost: 1%+100MP


Summon Sandstorm
· Old cost: 70MP
· New cost: 3%+70MP


Rock Protection
· Old
o During effect, unable to move, unable to attack and cast.
o Old cost: 60MP
· New
o During effect, unable to attack and cast.
·
o New cost: 2%+60MP


Withering Seed
· Old cost: 50MP
· New cost: 1%+50MP




Weakening Seed
· Old cost: 50MP
· New cost: 1%+50MP


Unity with Mother Earth
· Old
o For 10 seconds, spells will not consume Nature's Power.
· New
o For 20 seconds, spells will not consume Nature's Power.


Knowledge of Nature
· Old
o At level 1: permanently increases your wisdom by 10.
o At level 58: permanently increases your wisdom by 68.
· New
o At level 1: permanently increases your wisdom by 1%+10.
o At level 58: permanently increases your wisdom by 6.2%+68.


Knowledge of the Earth
· Old
o At level 1: permanently increases your Earth magical damage 5 and Earth resistance 2.
o At level 58: permanently increases your Earth magical damage 63 and Earth resistance 25.2.
· New
o Limited up to level 50.
o At level 1: permanently increases your Earth magical damage 5 and Earth resistance 2.
o At level 50: permanently increases your Earth magical damage 63 and Earth resistance 25.2.


Curing Seed
· Old
o At level 1: increases target's received healing by 5%, for 30 seconds, and generates 2 points of Nature's Power.
o At level 58: increases target's received healing by 19.5%, for 30 seconds, and generates 2 points of Nature's Power.
o Old cost: 50MP
· New
o Limited up to level 50.
At level 1: increases target's received healing by 5%, for 30 seconds, and generates 2 points of Nature’s Power.
o At level 50: increases target's received healing 20, for 30 seconds, and generates 2 points of Nature's Power.
·
o New cost: 1%+50MP


Concentration Prayer
· Old
o At level 1: increases every party members' wisdom 10, for 600 seconds.
o At level 58: increases every party members' wisdom 68, for 600 seconds.
o Old cost: 35MP
· New
o At level 1: increases every party members' wisdom 1%+10, for 600 seconds.
o At level 58: increases every party members' wisdom 3.9%+68, for 600 seconds.
·
o New cost: 1%+35MP


Pure Healing
· Old
o At level 1: permanently increases healing by 5%.
o At level 58: permanently increases healing by 34%.
· New
o Limited up to level 50.
o At level 1: permanently increases healing by 5%.
· At level 50: permanently increases healing by 35%.


Mother Nature's Wrath
· Old
o Cooldown: 10 seconds
o Old cost: 65MP
· New
o Cooldown: 15 seconds
·
o New cost: 3%+65MP


Elite Skills Balancing
Class [Warrior+Priest]


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP



Barbarian Battle Cry
· Old cost: 30MP
· New cost: 1%+30MP


Class [Warrior+Mage]
Sense of Danger
· Old cost: 50MP
· New cost: 1%+50MP


Thunder Sword
· Old cost: 30MP
· New cost: 1%+30MP


Lightning's Touch
· Old cost: 30MP
· New cost: 1%+30MP


Electric Attack
· Old cost: 40MP
· New cost: 8%+40MP


Lava Weapon
· Old cost: 40MP
· New cost: 8%+40MP


Class [Warrior+ Knight]
Throw Shield
· Old cost: 30MP
· New cost: 1%+30MP


Blocking Stance
· Old cost: 20MP
· New cost: 1%+20MP




Shield Bash
· Old cost: 30MP
· New cost: 1%+30MP


Class [Warrior+Warden]
Attack Weakener
· Old cost: 35MP
· New cost: 1%+35MP


Savage Whirlwind
· Old cost: 30MP
· New cost: 1%+30MP


Battle Creed
· Old cost: 30MP
· New cost: 1%+30MP


Air Tremor
· Old cost: 40MP
· New cost: 10%+40MP


Class [Warrior+Druid]
Rose Vine
· Old cost: 30MP
· New cost: 1%+30MP


Tremor
· Old cost: 40MP
· New cost: 1%+40MP


Guardian's Pledge
· Old cost: 30MP
· New cost: 3%+30MP




Remove Magic
· Old cost: 150MP
· New cost: 1%+150MP


Stifle
· Old cost: 25MP
· New cost: 1%+25MP


Resistance
· Fixed problem that occurred after resisting an attack:
If resistance effect has ended, resistance will not trigger again.


Class [Scout+Rogue]
Lasso
· Old
o At level 1: throws a lasso, makes target immobile for 10 seconds, target suffers attack then effect disappears.
o At level 58: throws a lasso, makes target immobile for 33.2 seconds, target suffers attack then effect disappears.
· New
o Limited up to level 50.
o At level 1: throws a lasso, makes target immobile for 10 seconds, target suffers attack then effect disappears.
o At level 50: throws a lasso, makes target immobile for 30 seconds, target suffers attack then effect disappears.
o Added to description that effect on players is decreased.


Class [Scout+Priest]
Spiritual Leader
· Old cost: 40MP
· New cost: 3%+40MP


Purifying Shot
· Old cost: 150MP
· New cost: 1%+150MP




Mana Arrows
· Old cost: 30MP
· New cost: 1%+30MP


Class [Scout+Mage]
Blazing Energy
· Old cost: 30MP
· New cost: 1%+30MP


Purifying Arrow
· Old cost: 150MP
· New cost: 1%+150MP


Ignite
· Old cost: 30MP
· New cost: 5%+30MP


Gone with the Wind
· Old cost: 30MP
· New cost: 2%+30MP


Cursed Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Class [Scout+Knight]
Healing Shot
· Old cost: 20MP
· New cost: 1%+20MP


Repelling Arrow
· Old cost: 30MP
· New cost: 1%+30MP




Mana Conversion
· Old cost: 50MP
· New cost: 5%+50MP


Enhanced Armor
· Old cost: 20MP
· New cost: 3%+20MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Class [Scout+Warden]
Thorn Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Entling Offering
· Old cost: 200MP
· New cost: 1%+200MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Hide Scent
· Old cost: 150MP
· New cost: 2%+150MP


Gryphon Bash
· Old cost: 50MP
· New cost: 10%+50MP





Class [Scout+Druid]
Curse Breaker
· Old cost: 100MP
· New cost: 1%+100MP


Unbinding Magic
· Old cost: 100MP
· New cost: 1%+100MP


Class [Rogue+Priest]
Quickness Aura
· Old cost: 30MP
· New cost: 3%+30MP


Fearless
· Old cost: 40MP
· New cost: 1%+40MP


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP


Class [Rogue+Mage]
Poison Trap
· Old cost: 30MP
· New cost: 2%+30MP


Booby Trap
· Old cost: 40MP
· New cost: 2%+40MP


Paralyzing Trap
· Old cost: 20MP
· New cost: 2%+20MP



Magic Breaker
· Old cost: 200MP
· New cost: 1%+200MP


Trap Master
· Old cost: 50MP
· New cost: 5%+50MP


Class [Rogue+Knight]
Holy Light Protection
· Old cost: 30MP
· New cost: 1%+30MP


Poison Protection
· Old cost: 30MP
· New cost: 1%+30MP


Lion's Protection
· Old cost: 30MP
· New cost: 1%+30MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Courageous Guard
· Old cost: 100MP
· New cost: 3%+100MP


Searing Light
· Old cost: 40MP
· New cost: 8%+40MP





Class [Rogue+Warden]
Weak Point Strike
· Old cost: 30MP
· New cost: 1%+30MP


Bloodthirsty Blade
· Old cost: 30MP
· New cost: 3%+30MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Class [Rogue+Druid]
Hysteric Vengeance
· Old cost: 50MP
· New cost: 1%+50MP


Antidote
· Old cost: 150MP
· New cost: 1%+150MP


Slaughter Blessing
· Old cost: 25MP
· New cost: 3%+25MP


Class [Mage+Warrior]
Enhanced Intensification
· Old
o Increases your next 3 magical attacks' magical damage, and during effect duration increases magical critical damage until all charges have been used.
· New
o Increases magical damage, and additionally increases magical critical damage.





Activate Mana
· Old cost: 80MP
· New cost: 5%+80MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Plasma Arrow
· Old cost: 15MP
· New cost: 1%+15MP


Class [Mage+Scout]
Fire Rose
· Old cost: 35MP
· New cost: 1%+35MP


Fire Rose Explosion
· Old cost: 45MP
· New cost: 3%+45MP


Fire Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Flame Spirit
· Old cost: 250MP
· New cost: 1%+250MP


Flame of Fire
· Old cost: 60MP
· New cost: 1%+60MP


Power of the Wind
· Old cost: 30MP
· New cost: 1%+30MP


Class [Mage+Rogue]
Kiss of the Vampire
· Old cost: 40MP
· New cost: 1%+40MP


Fang Ritual
· Old cost: 30MP
· New cost: 1%+30MP
· Fixed: It will no longer disappear when energy runs out.


Distract
· Old cost: 70MP
o New cost: 2%+70MP


Shadow Protection
· Old cost: 60MP
· New cost: 1%+60MP


Class [Mage+Priest]
Essence of Magic
· Old cost: 35MP
· New cost: 2%+35MP


Rising Tide
· Old cost: 30MP
· New cost: 1%+30MP


Purify; removes Curses from the target.
· Old cost: 150MP
· New cost: 1%+150MP


Purify; removes Curses and Harmful Effects from the target.
· Old cost: 150MP
· New cost: 1%+150MP




Holy Aura
· Old cost: 80MP
· New cost: 5%+80MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Plasma Arrow
· Old cost: 15MP
· New cost: 1%+15MP


Magic Drain
· Old cost: 30MP
· New cost: 10%+30MP


Class [Mage+Knight]
Stars of Light
· Old cost: 30MP
· New cost: 1%+30MP


Holy Light Strike
· Old cost: 15MP
· New cost: 2%+15MP


Messenger of Light
· Old cost: 30MP
· New cost: 1%+30MP


Light Charge
· Old cost: 30MP
· New cost: 1%+30MP


Energy Influx
· Old cost: 45MP
· New cost: 1%+45MP


Class [Mage+Warden]
Earth Surge
· Old cost: 20MP
· New cost: 1%+20MP


Absence
· Old cost: 50MP
· New cost: 1%+50MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Earth Groaning Wind Blade
· Old cost: 30MP
· New cost: 2%+30MP


Earth Scepter
· Old cost: 30MP
· New cost: 1%+30MP


Elven Amulet
· Old cost: 150MP
· New cost: 2%+150MP


Earth Marking
· Old cost: 200MP
· New cost: 5%+200MP


Class [Mage+Druid]
Perception
· Old cost: 100MP
· New cost: 1%+100MP




Magic Target
· Old cost: 100MP
· New cost: 1%+100MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Mother Earth's Protection
· Old cost: 100MP
· New cost: 3%+100MP


Magma Blade
· Old cost: 30MP
· New cost: 2%+30MP


Elven Mystic
· Old cost: 300MP
· New cost: 10%+300MP


Earth Pulse
· Old cost: 40MP
· New cost: 2%+40MP


Class [Priest+Warrior]
Explosion of Fighting Spirit
· Old cost: 15MP
· New cost: 2%+15MP


Fighting Spirit Combination
· Old cost: 30MP
· New cost: 1%+30MP


Battle Monk Stance
· Old cost: 20MP
· New cost: 1%+20MP


Power Build-Up
· Old cost: 40MP
· New cost: 2%+40MP


Fire Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Priest+Scout]
Embrace of the Water Spirit
· Old cost: 100MP
· New cost: 3%+100MP


Wave Armor
· Old
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage.
o Old cost: 60MP
· New
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage by 1%.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage 6.2%.
·
o New cost: 1%+60MP


Rising Tide
· Old cost: 20MP
· New cost: 1%+20MP




Rising Tide - Level 50 elite skill
· Old cost: 20MP
· New cost: 1%+20MP


Curing Shot
· Old cost: 120MP
· New cost: 2%+120MP


Ice Blade
· Old cost: 30MP
· New cost: 1%+30MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Water Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Priest+Rogue]
Purge
· Old cost: 200MP
· New cost: 1%+200MP


Shadow Fury
· Old cost: 100MP
· New cost: 3%+100MP


Shadow Fairy
· Old cost: 250MP
· New cost: 3%+250MP





Class [Priest+Mage]
Freeze
· Old
o Limited up to level 100.
o At level 1: freezes 10 seconds.
o At level 58: freezes 33 seconds.
o Old cost: 35MP
· New
o Limited up to level 50.
o At level 1: freezes 10 seconds.


o At level 50: freezes 30 seconds.



o New cost: 1%+35MP


Angel's Blessing
· Old cost: 100MP
· New cost: 3%+100MP


Remove Curse
· Old cost: 150MP
· New cost: 1%+150MP


Lightning
· Old cost: 20MP
· New cost: 1%+20MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Icewind Blade
· Old cost: 20MP
· New cost: 2%+20MP


Wind Fairy
· Old cost: 250MP
· New cost: 3%+250MP




Class [Priest+Knight]
Urgent Heal
· Old cost: 25MP
· New cost: 2%+25MP


Divine Incarnation
· Old cost: 30MP
· New cost: 3%+30MP


Last Prayer
· Old cost: 30MP
· New cost: 2%+30MP


Grace of Life
· Old
o At level 1: 1800 seconds, increases party members maximum HP and maximum MP by 50.
o At level 58: 1800 seconds, increases party members maximum HP and maximum MP by 804.
o Old cost: 100MP
· New
o At level 1: 1800 seconds, increases maximum HP 1%+50.
o At level 58: 1800 seconds, increases maximum HP 6.2%+804.
·
o New cost: 2%+100MP


Calm Heart
· Old cost: 30MP
o New cost: 1%+30MP


Holy Power
· Old cost: 40MP
· New cost: 2%+40MP


Light Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Knight+Warrior]
Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


o


Class [Knight+Scout]
Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Holy Chains
· Old cost: 20MP
· New cost: 1%+20MP


Sacred Protection
· Old cost: 60MP
· New cost: 3%+60MP



Class [Knight+Rogue]
Smash
· Old
o At level 1: causes 80 damage.
o At level 58: causes 1704 damage.
o This skill consumes 5 HP.
· New
o At level 1: causes (90%+0.2*Sta) physical damage.
o At level 58: causes (1656%+0.4*Sta) physical damage.
o This skill consumes 7 HP.


Crazy Blades
· Old cost: 20MP
· New cost: 2%+20MP


Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Class [Knight+Mage]
Holy Light Domain
· Old cost: 30MP
· New cost: 2%+30MP


Lightning Armor
· Old cost: 30MP
· New cost: 1%+30MP


Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


War Prayer
· Old cost: 30MP
· New cost: 1%+30MP


Class [Knight+Priest]
Free Will
· Old cost: 30MP
· New cost: 1%+30MP


Holy Light's Fury
· Old cost: 30MP
· New cost: 1%+30MP


Holy Smite
· Old cost: 30MP
· New cost: 2%+30MP


Holy Protection
· Old cost: 30MP
· New cost: 1%+30MP






Resolution
· Old cost: 120MP
· New cost: 3%+120MP


Holy Illumination
· Old cost: 50MP
· New cost: 5%+50MP


Great Inspiration
· Fixed description.


Class [Warden+Warrior]
Savage Power
· Old cost: 40MP
· New cost: 1%+40MP


Will Attack
· Old cost: 20MP
· New cost: 1%+20MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Restraint
· Old Warden-warrior elite skill Restraint's effect on players does not decrease.
Added lower effectivity against players.


Class [Warden+Scout]
Elven Guidance
· Old cost: 30MP
· New cost: 1%+30MP


Secret Agreement
· Old
o At level 1: master enters fight weapon damage increases by 5, centaur physical damage increases by 5.
o At level 58: master enters fight weapon damage increases by 19.5, centaur physical damage increases by 39.8.
· New
o At level 1: master enters fight weapon damage increases by 5, centaur physical damage increases by 5.
o At level 50: master enters fight weapon damage increases by 20, centaur physical damage increases by 40.


Class [Warden+Rogue]
Thorny Vine
· Old cost: 30MP
· New cost: 1%+30MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Class [Warden+Mage]
Wind Chop
· Old cost: 20MP
· New cost: 1%+20MP


Oak Blessing
· Heart of the Oak, Old
o At level 1: temporarily increases maximum HP by 50.
o At level 58: temporarily increases maximum HP by 746.
· Heart of the Oak, New
o At level 1: temporarily increases maximum HP by 1%+50.
o At level 58: temporarily increases maximum HP by 5.6%+1260.
· Old cost: 55MP
o New cost: 2%+55MP


Nature's Revenge
· Old cost: 35MP
· New cost: 1%+35MP


Class [Warden+Druid]
Dispel Curse
· Old cost: 50MP
· New cost: 1%+50MP


Earth Spirit Essence
· Old cost: 30MP
· New cost: 8%+30MP


Beam Attack
· Old cost: 25MP
· New cost: 1%+25MP


Elven Prayer
· Old cost: 20MP
· New cost: 2%+20MP


Blade of Protection
· Old cost: 20MP
· New cost: 1%+20MP


Natural Spring
· Old: can trigger again after 15 seconds.
· Now changed to 20 seconds.


Class [Druid+Warrior]
Glory Wand
· Old cost: 25MP
· New cost: 1%+25MP


Heart Piercing
· Old cost: 20MP
· New cost: 1%+20MP


Awakening of the Wild
· Old cost: 30MP
· New cost: 3%+30MP


Class [Druid+Scout]
Camellia Flower
· Old cost: 25MP
· New cost: 3%+25MP
Recover
· Old cost: 55MP
· New cost: 3%+55MP


Group Exorcism
· Old cost: 70MP
· New cost: 2%+70MP


Class [Druid+Rogue]
Magic Turmoil
· Old cost: 30MP
· New cost: 1%+30MP


Withering Seed
· Old cost: 50MP
· New cost: 1%+50MP




Weakening Seed
· Old cost: 50MP
· New cost: 1%+50MP


Necrotic Wound
· Fixed debuff counter.


Class [Druid+Mage]
Earth Chain
· Old cost: 35MP
· New cost: 3%+35MP


Spring of Blessings
· Old cost: 50MP
· New cost: 2%+50MP


Shield of Light
· Old cost: 70MP
· New cost: 2%+70MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Rock Protection
· Old cost: 60MP
· New cost: 2%+60MP


Summer Banquet
· Old cost: 30MP
· New cost: 5%+30MP






Mother Nature's Wrath
· Old cost: 65MP
· New cost: 3%+65MP


Class [Druid+Warden]
Briar Shield
· Old cost: 30MP
· New cost: 1%+30MP


Rockslide
· Old cost: 25MP
· New cost: 1%+25MP


Recover
· Old cost: 55MP
· New cost: 3%+55MP


Healing Ripple
· Old cost: 30MP
· New cost: 2%+30MP


Mysterious Grace
· Old cost: 100MP
· New cost: 3%+100MP


Spirit of Life
· Old cost: 50MP
· New cost: 8%+50MP

Thursday, August 12, 2010

Yes or No: EQ2 Extended



Do I give SOE’s EverQuest 2 Extended free-to-play service a try when the beta opens up August 17th?  That is, assuming I’ll be able to get into the beta in the first place?  After all, I’m a former long-time player of EQ2.  What could it hurt, right?

The first thing is to examine the options to figure out if the F2P version is even worth bothering with.  I have 4 plans to choose from: Bronze, Silver, Gold and Platinum.  Well, actually 3 since the Platinum version is not available at launch.  And getting the Platinum version would be pretty silly right now anyway.  And quite frankly, Bronze is not an option for me.  Only Adept level spells?  And only 2 bag slots?  Sorry, but considering how much space I was used to in EQ2 and now in Eve Online, I’m not putting up with that restriction.  Get a Gold membership?  If I’m going to do that, I might as well re-sub to the real EQ2, now called EQ2 Live


Okay, so I will go with the Silver membership.  The Silver membership sounds perfect for dual-boxing.  Three bag slots (up from two), two shared bank slots (up from none) and Expert (the old Adept III) level spells.  Yep, those things are worth paying a one-time $10 fee.  And while I am restricted to 8 classes, those are classes I am interested in playing.  I never leveled any of those classes to over 15 and I never played six of the classes: brigand, warlock, wizard, guardian, berserker or guardian.  The other two classes, swashbuckler and inquisitor, I played around with and they were interesting.

The Silver membership, like all plans except Platinum, is limited to four races: human, erudite, barbarian and half-elf.  Other races are purchasable.  Given the class choices, I don’t think I would purchase another race.  This means I could probably have two Silver membership accounts.  Would I really need more than two Silver accounts to adventure with?  I doubt it.  If I need more crafters, I can always put them on a Bronze account.

See what I just did?  I’ve justified creating 3 or 4 accounts.  Sure, having played Eve I’m used to multi-boxing, but with this F2P model it just makes sense.  I wonder if SOE is going to attempt to combat the practice.  I hope not.

Now that I’ve talked myself into creating 2 Silver accounts, what about Gold or Platinum.  If I want to return to EQ2 Live, then Gold makes sense.  But if I just want to stay in EQ2 Extended, then Platinum may be the real value of the four plans.  Think about it.  For $200 I would have one year of game play.  In addition, I get $60 in Station Cash over the course of the year and access to the latest expansion.  Access to the latest expansion means not shelling out another $40.  And since I hear the next expansion comes out in February, that means not paying SOE $80 for expansions in the first year.  But for purposes of this evaluation, I’ll just count this value at $40.  And with unlimited access to races, I wouldn’t need to shell out another $6.50 to create wood elf characters.

So let’s see.  If I plan to play for 12 months I can pay $200 and get the latest expansion ($40) plus $60 in Station Cash plus free wood elf characters.  Or I could get a Gold membership and pay $180, and if I want to play the latest expansion content I would need to shell out another $40.  And I get no Station Cash.  And have to pay $6.50 for wood elves.

I've been wondering why anyone would purchase a Gold membership.  Then the idea hit me.  If you are going to pay $14.99 for a Gold membership anyway, why not get a subscription to EQ2 Live and that way you can play in both settings?  If there is a mechanism to encourage players to go from EQ2 Extended to EQ2 Live, that is it.  And since you can pay for more than one month at a time and get a cheaper rate in the subscription game than on an F2P server, I wonder how many F2P players would get a subscription to EQ2 Live just to save some money?
Update: You do not receive a Gold membership with a EQ2 Live subscription unless you pay $35 to make a copy of a character from the EQ2 Live servers to the EQ2X server.  The other way to get a Gold membership on both EQ2 Live and EQ2X servers is to open up a Station Access account.

The only thing giving me pause is paying the $200 up front.  But that is what the beta is for.  To really find out if EQ2 Extended is worth playing or if it will fall flat on its face.  With SOE not offering Platinum memberships out of the box, I’m betting Smed isn’t too sure of the final verdict either.

But for now, I’ll just get a couple of Silver memberships and go to town dual-boxing.  That is, if I can get into the beta.



Related posts: EQ2 Extended: Thoughts After The First Weekend

Sunday, August 8, 2010

Massive PLEX loss in Jita

Wow!  I log into Eve and in the Eve Radio chat is the story about how someone lost 74 pilot license extensions (PLEX) transporting them in Jita.  The strange thing is that the pilot, aystra, had been wardec'd by a frequent advertiser on Eve Radio, the mercenary alliance The Orphanage.   The incredible thing is that the killmail lists the loss in PLEX as 21.7 BILLION isk.  And 74 PLEX represents 6 years of subscriptions.

The word is that the person entered the system and warped to within 50km of the station.  Ouch.  The pilot obviously attempted to use speed to move his cargo safely.  But there is a reason that the Eve University wartime SOP prohibits shopping trips to Jita.  Because that's where the enemy usually hangs out looking for easy kills.  As The Orphanage just demonstrated.

Update:  Click here for the kill mail on the Space Monkey's kill board.  And The PitBoss has started a thread on the official Eve Online forums.  The Crime and Punishment section just got a little more interesting.

Update 2:  I checked the Eve Online web site and CCP sells PLEX in pairs for $US 34.99.  That makes this loss $1294.63 in U.S. dollars.

Update 3:  I decided to fly to The Forge and see how much 74 PLEX were worth in the Jita market.  I totalled up the top buy orders for 74 PLEX and the total came out to be 22,983,037.894.16.  Sellers for the most part are attempting to sell PLEX for 318.9 million isk.  At those prices, 74 PLEX is worth approximately 23.6 billion isk.  Those prices were valid as of approximately 19:20 Eve time.

Update 4:  Brendan Drain over at Massively.com has written about the incident.  He did a good job providing some of the background over how CCP made PLEX a destroyable item.  The only quibble I have with the article is that he didn't mention that Method Of Destruction, the member corporation of The Orphanage that the two pilots fly for, is at war with Space Monkey's.  The rule, "see flashy, shoot flashy" apparently is what happened in this case.

Update 5:  For those wondering if this is a record kill, it isn't even close.  Acute Dragonis of Out Of Body Experience linked a Rorqual kill mail from the Morsus Mihi kill board worth 154.7 billion isk in the Eve-Bloggers chat channel (I'm not even sure that the Rorqual kill was a record).  What makes this special is it is the first time PLEX have been destroyed in-game the sheer number of PLEX and that it actually represents RL money. 

One Year In Eve Online

Have I really played Eve Online for a year already?  Yes I have.  Sometimes looking back is a good thing.  So first, what have I accomplished over the last year?

Member of Eve University - I spent 5 1/2 months in Eve University and learned a lot of good things.  Along the way I participated in a POS takedown in wormhole space and got on my first kill mail during a Eve Uni-Privateers war.  The fact that the kill was of BC Hastings, the CEO of the Privateer Alliance's executor corp, is an example of how the events that can happen in Eve make the game.  And I almost forgot about the pilgrimage to Eve Gate I made, with an assist from a jump bridge provided by titans from IT Alliance.

Faction Warfare - Okay this isn't an accomplishment since I failed to kill anything in my month in Thukk U.  But it was a nice introduction to flying solo through low-sec.

Khumaak Flying Circus - As real life became crazier, I left the pvp world and created my own corporation, the Khumaak Flying Circus.  The corporation is a tax haven from the 11% tax I would pay if I was in one of the starter corporations.  I've created some of my goals that I'm working toward now in order to advance my corp.

I haven't done what?  Yes, I am probably not playing the game right, but I haven't done a couple of things that may surprise some people.  First, I have only flown Minmatar or ORE ships, except for a Gallente shuttle required by a mission.  I decided early on that I would not fly ships I didn't feel I could fly well.  My philosophy concerning my skills training is to concentrate on skills that allow me to fly Minmatar ships well.  Well, that is when I'm not working on industrial skills or skills that might help gather greater rewards from running missions.

The second may be more surprising.  I have never flown a level 4 mission.  I have the faction on Rosewalker to do it, but I'm working on faction with Core Complexion and I really want Wandering Rose to be the one grabbing the missions from the agent.  I'm almost there.

The final surprise is that I have never flown a battleship.  Currently the largest combat ship I fly is a Hurricane, and that I only bought recently.  With my lack of playtime, I just don't have enough money to fly (and lose) one yet.

My ships.   So how many ships do I have?  Right now the big ships I own are 2 battlecruisers, although overall I own 4 tech 2 ships.  My most valuable ships right now might be the ships that CCP has given away that I own, the Zephyr and the Primae.  Going through my inventory I don't think I need to purchase anymore Rifters.  I kept buying them to prepare myself for stints of PvP, but then I forget I have them.  Maybe the next time I get the urge, I'll remember this post.

Assault Frigates
1 x Jaguar

Battlecruisers
1 x Cyclone
1 x Hurricane

Covert Ops
1 x Cheetah

Cruisers
3 x Bellicose
2 x Rupture
1 x Scythe

Destroyers
2 x Thrasher

Frigates
4 x Burst
3 x Probe
14 x Rifter
2 x Slasher
6 x Vigil

Industrial
3 x Mammoth
4 x Wreathe

Mining Barges
1 x Covetor
1 x Retriever

Transports
1 x Prowler

Other (Special giveaway)
2 x Primae
2 x Zephyr

Eve Online isn't a game where players can rest on their laurels.  The game is more enjoyable when you have goals, but players have to create their own goals.  So what do I want to accomplish by the end of my second year?

Cool ships.  By next August I want to own and fly an Orca.  Why an Orca?  All that lovely cargo space.  A 40K m3 corporate hanger, 50K m3 ore hanger and 30K m3 cargo hold.  Plus all of those lovely mining bonuses.  If I am going to own a capital ship, an Orca is what I want.

My second ship goal is to own all the sub-capital Minmatar ships.  I'm not sure I'll be able to get that much money, especially after buying an Orca, but it is a goal to shoot for.  Actually, I reserve the right to ammend this goal if I can't learn all the skills to fly the ships.  I think I'll be able to do that, though.

Show me the money!  Buying all of those ships is going to take a lot of money.  So how do I plan on doing that?  I've got 4 ideas.  The order of priority I'm placing on them are:
  • Develop perfect refining.  My slow faction grind with Core Complexion is continuing and hopefully by the end of the month Wandering Rose will have the 6.67 faction required to have perfect refining in the npc corporation's stations.  Having perfect refine will not only make my mining more profitable once I resume doing that, but will make refining mission loot more profitable as well.
  • Establish a data core mining operation.  With 2 characters, I should be able to establish relationships with 10 research agents with a bit of skill training.  Currently I am only running one R&D agent.  If I want some good income, I need to improve on that fairly quickly.
  • Begin doing courier contracts.  I had some fun doing the NPC trading/hauling before planetary interaction changed the market.  Since Rosewalker can fly a Cheetah and Wandering Rose a Prowler, sneaking though low-sec carrying cargo, while probably not all that profitable, sounds like fun.
  • Planetary Interaction.  I have not engaged in any type of planetary interaction game play, and from what I've heard the feature involves a lot of attention and clicking.  I probably wouldn't have the time to make it a real money maker, but I should experiment to see how it can supplement my income.

Wormhole Operations.  So far I've either gone into a wormhole as part of a 100+ ship Eve Uni fleet or as part of a Eve Uni Wormhole 101 class.  I'd really like to find a Class 1 or 2 wormhole and do a little exploring.  While that is a ways off, I'd like to do that at least once before next August.

Ramping up production.  Currently the only manufacturing I do is producing ammunition and drones.  I'd really like to step my activity up a notch, but I'm not sure how much time I will have, which is why this is at the bottom of my priority list.

When I look at this list, these goals sound like something I can do solo.  While Eve is a game meant to be played in corporations, I have the feeling that real life would get in the way.  Right now my work schedule is crazy and I don't see it slowing down for a few months.  And then there is possible travel.  Over the last two months I've spent two weeks in Bulgaria and a week in London.  With any luck I can get sent overseas a couple of more times, which cuts into any commitment I could give a corporation.  Would I like to get into a big corporation?  Sure.  I had fun in my time in Eve University, one of the largest corps in the game.  But as they say, RL > Eve.

Saturday, August 7, 2010

Security Breach at Battle.Net?

I just logged into World of Warcraft and I see a message warning about password security.  Something big must have happened.  Now, my password for Battle.Net has always been different than the one for my email account.  But this doesn't make me feel all that good about continuing to play WoW.

Wednesday, August 4, 2010

Rage Quit Eve Online for Money

Given all the people quitting (or allegedly quitting) EverQuest 2 over the EverQuest 2 Extended F2P service, I got a kick out of this contest that Eve Radio is going to run.

Have you ever thought of Rage quiting EVE? Now you can, and be rewarded for it! CCP have offered us $200 of EVE Store vouchers to give away. All you need to do to get them is rage quit ... well not really :) just your best imitation.

As you know people have a tendency to go a bit overboard, and that's what we want you to do to poke a bit of fun at the rage quitters, most of which don't actually then quit!
We want the most outrageous and over the top lampooned Eve related rage quit in the history of the world. It would contain a basic storyline (Pirate blew up my hauler with all my stuff and now I'm gonna quit) the real world repercussions of said action (My ISK farming father is going to beat me to death) and why the offending pirate should die a horrible real world death because they are a heartless mother f**ker (I'm a paraplegic in real life and I've been steering my ship in Eve with my head wand for 4 years AND YOU JUST TOOK MY REASON FOR LIVING AWAY FROM ME).

Or CCP changed my ship so it has 2 less HP, I can no longer complete my missions exactly the same way I have since I joined as a beta player. I can no longer play, as I can only play for 7.24 minutes at a time due to my blood sugar level. I'm going to quit all 200 of my accounts!
So we want you to record a 60-90 second rage quit for us and then send it to a special email address (to be announced).

A set of Judges will reduce the entries down a bit and the best will be played on one of the weekend shows.

The best of those one as voted by the listeners will walk away with $100 of store vouchers, with two runners up bagging themselves $50 each.

Winners announced during Wiggles show next Monday.
More details to be announced as we work them out :) So keep you eyes out on our website and ears on the broadcast, and start raging yourself up

Tuesday, August 3, 2010

Listening to Blagpuss

Yes, I've been thinking about the EQ2 Extended free-to-play/real money transaction service that SOE is going to implement soon.  I've been attempting to read the player feedback thread on the EQ2 forums and I may have permanently scarred myself emotionally in the attempt.  Gordon at We Fly Spitfires echoes some of the sentiment that SOE is attempting to rip-off the new incoming players.  Both Tipa on West Karana and Karen on Journeys with Jaye (and co-host of Shut Up We're Talking) are both concerned with the deliberate split in the EQ2 community the proposal will create.  Wilhelm on The Ancient Gaming Noob sees the Bronze plan as an opportunity for some hard mode play and the ability to make a run at the level cap with some restrictive rules.

The thing is, almost no one commenting on EQ2 Extended has actually logged onto the alpha servers to take a peek. One person who has is Blagpuss, a frequent commenter on several MMO blogs.  I'm going to take the liberty of combining what he has said in a couple of places because he just makes sense.

First, Blagpuss posted on West Karana on Thursday:
"Bronze level players won’t have a particularly “challenging” experience, in my opinion. They’ll have a lot of fun.
"Gearwise, they can make and use Mastercrafted. Right up to the level cap they have (80th), Mastercrafted is already the preferred option for most players. It’s better than most of the Legendary they are ever likely to see and most of the older Fabled that drops outside of raids.(For that matter, even the Treasured gear in recently revamped zones like Lavastorm is better than most old Legendary).

"Bag space sounds like an issue until you realise that it is easy in EQ2 to get bags that hold in excess of 40 items. The basic starting allocation of two of those already gives you more potential free bag space than some F2P games give AFTER you spend money on bags from the cash shop. With two slots in the bank that’s pushing 100 storage slots, and that’s not counting your House vault which could more than double that.
"I’ve spent a brief time in the Alpha, playing as a Bronze account (you get the option in Alpha to upgrade but I waned to see how Bronze might play when the thing goes Live). I haven’t had time to check what housing is available for Bronze players but I’ve read nothing about restrictions so presumably you can live in a mansion if you choose, which gives you the best part of the entire game for free!
"I was a little dubious about the Bronze and Silver schemes when I saw them on the comparison chart, but once you get into the game and see what they mean in practice, both look hugely attractive. For the average casual player who will never raid, there’s pretty much nothing beyond Silver that they’ll ever need."
...
"Oh, and on the topic of races, its a cheap cash shop unlock for packs of three races at a time. I don’t see that as a problem. The more I think about it, the more I prefer the EQ2X option to my current sub."
Okay, a first hand account that makes this sound attractive.  Bronze accounts can make and use mastercrafted?  What's the problem?  Blagpuss continued with his analysis on The Ancient Gaming Noob on Saturday:
"Your bullet point list covers most of the reasons Mrs Bhagpuss and I will be making a free Bronze account when this thing goes Live, even though as Station Access subbers we get Gold on our existing accounts. We do indeed see most of those things as positive benefits, not restrictions. Like all elderly MMOs, EQ2 is getting a tad bloated and the restrictions offer a chance at some refreshing, cleaner gameplay.

"As I posted before, though, the Bronze and especially the Silver deal are actually MUCH more generous and much less restricted than that comparison chart suggests. Greem Armadillo covers some of that above.
"On your point that “The tale I have been told is that solo content from Kunark onward is balanced for people with raid level gear and master skills, since those are the people who were in the beta for the expansions”, this is nonsense. I’ve levelled several characters into and through the Kunark/Ykesha/Odus solo content and it’s all very easy. You don’t need raid gear to do it. You don’t even need group dungeon drops. You don’t even need Legendary or Mastercrafted. 

"All the solo content in the whole of EQ2, from 1 to 90 is tuned to be comfortably achievable using the quest rewards obtained by doing it. There is a very slight bump occasionally when you move from one expansion to the next when you need to use the top quest gear from the last expansion to get the entry-level quest gear from the next, but that generally lasts maybe one play-session, if that before you’re rolling again.

"The issues of bag storage are also completely misleading. Yes, you only get two bag slots, but tradeable, player-made bags and boxes in EQ2 go up to 44 slots and have no level restrictions on use. That gives a basic Bronze account nearly 200 storage slots just in the Inventory and Bank alone, way more than most F2P games offer and more than some offer even AFTER you’ve paid for all the available space in the cash shop.
"But wait, that’s nowhere near all! Two hundred slots not enough space? Don’t forget your house vault. Basic Inn roooms, weekly rent 5 silver, come with two house vault slots (or is it three now since they added the third room?) and you can get a house with up to 6. That’s potentially another 250 or so storage slots. And of course you can place quite a few things into your house itself. And you can increase your space with crafted Vault Extenders. Etc etc.

"As for the gear issue, the prime gear for levelling is player-made Mastercrafted. It’s better than almost all Legendary in the 1 – 80 level range and better than a lot of the Fabled too. (In fact, the level 40ish Treasured drops in the recently revamped Lavastorm and Everfrost are better than most Legendary. I have characters who couldn’t upgrade those until they were in the 70s).

"People playing EQ2 on the Bronze plan who aren’t hung up on what other people are using (most soloers, in other words) are going to have an absolute blast in EQ2X just on the Bronze plan alone. The Silver plan, for the one-time $10 fee, which gives you access to the one element that you might miss, crafted “Expert” spells and abilities (the spell equivalent of Mastercrafted gear, in fact, so that’s one thing I think should have been included in the Bronze plan).

"Mrs Bhagpuss and I reckon EQ2X is going to cost us $16.50 each, or around one month’s regular sub, to get everything we’ll need. That’s $10 to upgrade to Silver and $6.50 to buy the Ratonga/Iksar/Ogre race pack. From there on its all gravy."
On Sunday, Blagpuss concluded with a comment on We Fly Spitfires:
"Very long thread and I’m late to it, so I’ll keep this short. I’ve posted enough about this elsewhere, anyway.
"I am absolutely thrilled about the new EQ2X service. I’m currently finding it quite hard to concentrate on other MMOs I’m playing because I can’t wait to get started on my new EQ2X characters. Ardwulf near the top of the thread about covers most of my reasons for being so excited.

"I have a Station Access account that I’ve held since they were invented. I betae’d EQ2 and have played it ever since. I’m logged into it as I type this. I could have the Gold version of EQ2X as a SA subber, but I am going to start a new, Bronze account and upgrade it to Silver, buy the Ratonga race and play EQ2 the way I think it should have been from launch – less bloated, more streamlined, on servers heaving with people having fun.

"I am not going to cancel my SA account. I will be keeping that and playing my regular characters too. With EQ2X I feel that there’s a good chance I will be able to play EQ2 for the foreseeable future. Without it, the only prospect was a slow, inevitable decline."
I'm not really sure the etiquette behind posting someone's comments on other blogs.  But as Blagpuss is the most articulate voice in favor of EQ2 Extended, as well as one of the few I have found who have actually logged onto the alpha servers, I thought combining his thoughts into a post was worthwhile. 

If Blagpuss reads this, I just have one question for him.  When are you going to get your own blog?  Because you've got me wanting to get into the beta for this.

Monday, August 2, 2010

Catching Up On Podcasts

I had a wonderfully peaceful weekend where I didn't have to do anything for work.  So in addition to buying a Hurricane in Eve Online, running around Azeroth and trying to learn the Bulgarian alphabet, I spent some time catching up on MMO podcasts.

First up was Broadcasts from the Ninveah.  He has started editing the podcast and bought a new microphone, which is part of the reason for the 5 podcast rule. New podcasters are always experimenting and upgrading equipment for the first few shows.

Next was another short-form podcast, Channel Massive ... Today!  It is good to hear Jason podcasting again and I loaded a few of the first podcasts and listened to them while flying over the Atlantic.  I listened to the last two Saturday.  If you are looking for a short podcast to listen to and don't mind some colorful language, go over to the Channel Massive website and give Channel Massive ... Today! a listen.

Then of course I had to listen to Van Hemlock #113.  Listening to Tim and Jon talk about games is always a pleasure.  Although from what I heard on the show about Tim's wormhole experience in Eve, the pair may need to change the show's logo.

New Logo for the Van Hemlock podcast?

Next I listened to No Prisoners, No Mercy #65.  For some reason, I just couldn't get into the podcast like I used to.  Possibly the reason was that the sound was kind of hard to hear while I was running missions in my new Hurricane.  Given some of the content of the show, Sister Julie being drowned out by Eve is kind of funny.  But the other reason just could be I've been reading the EQ2 forums about the EQ2 Extended service and I wasn't in the mood for listening to complaining by the time I clicked on the play button.

Finally I ended my podcast listening with Scott & Randy on The Instance #197 (which I see does not have an entry on The Instance website).  I'm glad to have heard Scott & Randy's take on the launch of StarCraft 2 since I had heard about the game at work.  I'm not into RTS, but with a game this big, I'm definitely interested in at least learning a little about it.

Sunday, August 1, 2010

Waiting for Rifts: Planes of Telara

While reading all the kerfuffle surrounding SOE's announcement of the EverQuest 2 Extended F2P service I ran across mention of a game called Rifts: Planes of Telara.  Doing a little research into the game made me realize how appropriate mentioning this game in connection with EQ2 is since the Executive Producer for Rifts is Scott Hartsman, who served in the same role with EQ2.  That news led Zubon over at Kill Ten Rats to put the game on the watch list.  I was a bit intrigued myself so I did a little research.

The first thing I read was a quick overview of the game that Massively.com published back in JuneDynamic content?  An intricate and involved class system?  Scott did an interview with Gamervision published in June in which he touched on what may distinguish Rifts from other MMOs.
Jonathan Cooper (Gamervision): While we’re on that subject: what is the game doing to set itself apart in terms of gameplay?

Scott Hartsman: For starters, the style and the IP was chosen to give us lots of cool opportunities to let us do unique and unexpected things the entire way through. Before I get into some of the unique stuff, the one thing I need to point out to folks is that all the things I’m talking about next all sits atop a world that has all of the major MMO elements that triple-A MMOs have had, and, that bluntly, players depend on. Once you have a world like that, you say, “Ok, how can we make this more interesting? What is the next level for this?”

And to us, the next level is layers of active content that are woven into the entire experience. Interesting things of all sizes that are occurring. The one example I love to use a lot is the merchant that wanders the globe and has her own wants and desires. She wants to go from point A to point B, she gets bored if nobody shops with her, she goes home and restocks, you know, those sort of things. On the other end, we have larger events, all the way up to massive planar invasions that offer really cool social gameplay. I don’t mean social in the “happy, huggy” sense, I mean social in the “kicking ass with a whole lot of friends together” kind of sense. And then some other, even more drastic events that we’ll be talking about over time.

Beyond that, we have our own unique class system. Right now, since we’re pre-alpha, I get to say, “It’s really cool, and I can’t wait to show you and explain more later.” We’re about 95% of the way there, so it won’t be too much longer. We have a class system that we think players will enjoy. We’re returning some class customization into primary gameplay in a way that’s fun and unique, and gives people a whole lot of ability to customize their characters. Then we have the general feature set that we’ll roll out as they get fully baked, and we have really cool visuals to show off as well as words. To us, though, if I had to sum up the entire effort, is to make sure that the things we do ship is AAA across the board. Our goal is not “different for the sake of different.” There are a lot of games that have done that, lots of them are sitting by the wayside. Big MMOs fail because they overreach. Players don’t want “different for the sake of different,” either, they want quality.  To us, it’s figuring out where the important places to innovate are. For example, I guarantee you, right now, that we don’t have the most innovative in-game mail system in the history of in-game mail systems. It doesn’t need to be. It’s a utility function, that’s fine. We’re trying to double-down on the places that players are going to care about and get a lot of play out of.
I found a second Massively article and I think the class system may harken back to the days of EQ2 when you didn't reach your final class until you completed a quest line at level 20.  I started playing EQ2 a bit too late to experience that, but I really wish I had that experience.  The class system is intriguing enough that I went and found a version of the Massively video explaining the mechanics that I could post.





Ten Ton Hammer did an interview with Scott Hartsman about the class system in July and it sounds like players, at least for now, will be allowed to maintain multiple talent specs from day 1.
Ten Ton Hammer: So with all of these choices at hand, let's talk a little bit about the inevitable - revising your choices with a respec. Could you describe the respec options you're planning to make available to players?

Scott Hartsman:
What we're going for is, I think, pretty ambitious for a launch feature set, but this is one area that there was no way in hell that we were going to skimp on. What we are doing from the outset is, yes, you absolutely can from the outset go to a trainer and pay (with in-game currency) to reset your souls. You can then re-invest those points any way you choose.

Characters will also have multiple attunements - multiple specs - from the get-go, so you do have the ability to buy multiple specs immediately in the game. All of those have hotbars saved with all of your loadouts, and once you have those multiple loadouts, you can switch between them in the field.


For example, my current character has a high-end DPSing plate-wearer. He's got his 'I am übertank' spec, which is mostly invested in a single tank soul. He also has a hybrid soul where he's 50-50 with a DPS soul to really plow through soloing, questing, that kind of stuff. I can switch back and forth between those two anytime I want, and later on I'll go buy a third spec. And maybe later on when I find a different role for myself - PvP perhaps - I'll buy a fourth spec. The idea is to give players the ability to come up with loadouts that they like and be able to switch them at will.
If everything works out as planned, Rifts should be a very good looking game by using high definition graphics.  In April, The Escapist described the game this way...
One area that might just help Rift: Planes of Telara stick out from the crowd at first, though, is the strength of its graphics. While it might not be the first "truly HD MMORPG" as Trion is claiming, Rift is a visually stunning game - even a year (or more) away from release, they already have over 10,000 character and NPC animations with more created every day, said [Design Director Simon] Ffinch. The lighting effects are phenomenal in particular, and it arguably looks better (if not quite as stylized) as NCSoft's eye-candy-tastic Aion
Not only does the world look cool, but your character should look cool too: We saw a bit of the character creator, and it's clear that Trion has taken great pains to ensure that your character will look like an actual person instead of a freak of nature no matter how you position the little slidy-bars. "It's very hard to make something ugly in the game," said Ffinch.
In an interview with WarCry in May, Scott commented on the graphics...

WarCry: Why high definition graphics?

Scott Hartsman:  It's time. Traditionally with MMO graphics, you end up with roughly the following:
1) High Detail, 2) Acceptable Performance, 3) Amazing Visuals. Pick two.
We're at a point with PC and display technology where we're starting to see all three become possible.
You can play it on a standard monitor and it looks great, you can play it on a 50"+ HDTV and it still looks phenomenal. If you can do that while not requiring a supercomputer to run it, you've got something really special. That's our goal. 
Before getting to the system specs required to play the game, I need to make a couple of comments about the lore developed so far.  Rifts: Planes of Telara is a new intellectual property (IP), so the developers need to come up with the lore at the same time developing the game.  From the little I've seen so far, players of the original EverQuest may feel right at home with worlds called "planes" that players will travel to.  While I don't see a "Plane of Fear", the game's web site currently has a description of the Plane of Death and placeholders for the Planes of Life, Fire, Earth, Air and Water.

What type of system will a player need?  According to Scott, as of now, "You do need a graphics card that supports Shader Model 2.0b, and ideally you'd have a dual core system with a healthy amount of RAM.  We're aiming for reasonable system requirements that are comparable to the MMOs that have been released in the last couple years."

What I've seen so far warrants keeping an eye on this title as it moves closer to a 2011 launch date.  I'm not going to become a fanboi without playing the game, but with the problems EQ2 is having combined with the fact that WoW isn't a game that I'm interested in participating in end game raiding, I'll be looking for a second game to go along with Eve Online.  Because sometimes you just need a break from the serious business of internet spaceships.