Please click the title above to review the patch notes.
Aspect Overhaul
The Aspect Overhaul is now LIVE
Since this is a rather large change with a lot of working parts, I’ve placed the patch notes for the Aspect Overhaul at the bottom of the patch notes in its own section
If you currently use Aspect Gear we HIGHLY recommend you read the full writeup for it, as you will be required to do some actions in order to make use of your existing Aspect Gear in terms of the new system for it (including using the new Prevalia Exchange Officer)
Tomes
Aspect Phylacteries
Prevalia Exchange Officer
Crafted Weapon Accuracy
Crafted Weapons now add an Accuracy bonus against creatures (in addition to their existing Tactics bonuses)
Crafted Weapon Accuracy bonuses are as follows:
Exceptional Weapon (stacks with material bonus): +3% Accuracy against creatures
Dull Copper / Dullwood: +1% Accuracy against creatures
Shadow Iron / Shadowood: +2% Accuracy against creatures
Copper / Copperwood: +3% Accuracy against creatures
Bronze / Bronzewood: +4% Accuracy against creatures
Gold / Goldenwood: +5% Accuracy against creatures
Agapite / Rosewood: +6% Accuracy against creatures
Verite / Verewood: +7% Accuracy against creatures
Valorite / Valewood: +8% Accuracy against creatures
Avarite / Avarwood: +9% Accuracy against creatures
Faction Struggles
Corpse Creek Contest (Currently on Test Center)
Ring Occupation
Guilds earn points for the closest ring they have a valid guildmember occupying, as follows:
0-10 Tiles from the Control Platform (1st Ring): 30 Points earned for Guild
11-50 Tiles from the Control Platform (2nd Ring): 20 Points earned for Guild
51-150 Tiles from the Control Platform (3rd Ring): 10 Points earned for Guild
Players must be within the actualy Region of Corpse Creek to be considered occupying a ring (i.e technically there may be several locations that are less than 150 tiles away from the platform but are not considered part of Corpse Creek)
Occupation Restrictions
Killing Other Players
Resolution
Every 5 minutes in the Corpse Creek Contest a bell will toll which will notify players how much time remains in the contest, which guild has the highest score total, and their own guild’s score total
At the end of the contest, the guild with the highest score total will receive the following:
Corpse Creek Victory Chest
Corpse Creek Houses
Tinker Traps
Trap Placement Gump
The Trap Placement gump window has been overhauled and now shows specific details about the trap that would be placed based on:
Trap Placement Cooldown
Players now can place Traps as often as follows based on their Tinkering and Detect Hidden skill:
80+ Tinkering and 80+ Detect Hidden: 3 Traps placeable every 3 minutes
90+ Tinkering and 90+ Detect Hidden: 4 Traps placeable every 3 minutes
100+ Tinkering and 100+ Detect Hidden: 5 Traps placeable every 3 minutes
110+ Tinkering and 110+ Detect Hidden: 6 Traps placeable every 3 minutes
120+ Tinkering and 120+ Detect Hidden: 7 Traps placeable every 3 minutes
New Trap Types
There are now 8 different Placeable Traps types, one for each potion/reagent type (the existing Web trap has been removed)
Players must use the specific potion listed for each trap type in order to place them
Explosion Trap
Uses Greater Explosion Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 200 Damage + 25 Per Trap Wire Level to each creature in radius
Poison Trap
Uses Lethal Poison Potion
Radius of 1 + 1 Per Trap Wire Level
Inflicts Lethal Poison to each creature in radius
Bleed Trap
Uses Total Refresh Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 150 Bleed Damage + 25 Per Trap Wire Level to each creature in radius
Weaken Trap
Uses Greater Strength Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Weaken Effect (Melee Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds
Chill Trap
Uses Greater Agility Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Chill Effect (Melee and Casting Speed reduction of 10% + 2% per Trap Wire Level) for 60 seconds
Enervate Trap
Uses Greater Magic Resist Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies an Enervate Effect (Spell Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds
Pierce Trap
Uses Greater Heal Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Pierce Effect (Armor reduction of 20 + 10 per Trap Wire Level) for 60 seconds
Cripple Trap
Uses Greater Cure Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Cripple Effect (Melee Defense reduction of 10% + 2% per Trap Wire Level) for 60 seconds
Trap Wire Levels
Trap Wire Levels are as follows (used to improve damage / effect / radius increases)
Iron Trap Wire (Craftable): Trap Wire Level 0
Bronze Trap Wire: Trap Wire Level 1
Silver Trap Wire: Trap Wire Level 2
Gold Trap Wire: Trap Wire Level 3
Platinum Trap Wire: Trap Wire Level 4
Damage and Effects Skill Scalars
The damage and effects on Traps are scaled based on a player’s Tinkering and Detect Hidden skills as follows:
Trap Damage Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)
Trap Effect Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)
So a player will need 100 Tinkering and 100 Detect Hidden to receive 100% of the values listed for each trap type (players may go over 100 skill to increase their damage / effect values beyond 100% of normal)
Criminal Action Notifications
Prevalia Hiking and Help Stuck Locations
Mount Tokens
Outlands Collectable Cards
Breath Creatures
Stealth Backstab
Queued Bank Items Mechanic
Books
Commands and Settings
Housing Placement
Prevalia Inn
Backend Code (Staff)
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Aspect System Overhaul
Existing Aspect Items
Legacy Aspect Gear
All existing Aspect Weapons, Aspect Armor, and Aspect Spellbooks have been converted to Legacy versions, with the word “Legacy” added in the single-click item description of the item
Legacy Aspect items are permanently blessed but can no longer be equipped or used by a player
Any Legacy Aspect items worn by a player when the patch goes live will be placed in that player’s backpack
Players will have the option to receive the raw materials (Aspect Cores, Aspect Distillation, Arcane Essence, Moulds) that were used in crafting what are now considered Legacy Aspect Items by converting them at the Prevalia Exchange Officer
Prevalia Exchange Officer
Players can go to a Prevalia Exchange Officer in the town of Prevalia to convert their Legacy Aspect items into the base materials that were used to craft the Aspect Gear initially
When clicking the button for an entry in the Exchange window, the Prevalia Exchange officer will attempt to find a valid item in the player’s backpack or bank and convert it to the items listed on the right side of the Exchange Window
All resulting items received will be placed in the player’s bank box (not blessed and can be stolen.)
When players convert Aspect Weapons and Aspect Armor, in additional the Cores/Distillation/Arcane Essence/Moulds used they will receive the original Weapon or Armor used, which will revert to its original colored material and stats (if applicable)
Players can convert Aspect Masks / Aspect Neckwear using the Exchange Officer as well (since they are treated as being Leather Gorgets)
Aspect Kits and Aspect Mould Fragments
The new Aspect system will no longer utilize the previous 4 different Aspect Moulds types from different craft skills and will instead simply use a singular Aspect Kititem
Since the old Aspect Mould system required 1 charge on an aspect mould to create an Aspect Armor piece or 6 charges to create Aspect Weapons, we’ve created a temporary stackable item called Aspect Mould Fragments that players will receive when converting Aspect Gear
Players receive 1 Aspect Mould Fragment when converting Aspect Armor
Players receive 6 Aspect Mould Fragments when converting Aspect Weapons
Players can exchange 6 Aspect Mould Fragments on the Prevalia Exchange Officer to receive 1 Aspect Kit
Players can also convert any remaining old-version Aspect Moulds they have (such as Smithing Moulds / Carpentry Moulds / etc) to receive Mould Fragments at a rate of 1 Aspect Mould Fragment for each charge remaining on item
Aspect Kits
The next aspect system will now utilize Aspect Kits instead of Aspect Moulds for players to gain access to using Aspect Gear
Players can craft Aspect Kits using the same materials and skill requirements that were previously used to create Aspect Moulds
All four previous crafting skills involved to make Moulds (Blacksmithing, Carpentry, Inscription, Tailoring) will now simply create one item type: Aspect Kits
The New Aspect System
Aspect Mastery
Each individual character will still have their own individual Aspect Tier Levels and Experience amounts for each of the 12 different Aspects (such as Air, Fire, etc) as before
Characters will earn ASpectexperience and level up their individual Aspects by killing creatures while equipped with Aspect Gear of that particular Aspect, same as before
The main change of this new system is how players gain access to using Aspect Gear
Aspect Items
The bonuses from a player’s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will now stack with Aspect Bonuses provided to equipment
Items Losing Their Aspects
Aspect Mastery Page
Similar to before, players can view the Aspect Mastery page for their character by doing any of the following:
The Aspect Mastery Page is broken into Weapon, Spellbook, and Armor sections
Players can use the Arrow buttons to rotate through different aspects and select which aspect they would like to view or use for that particular item type
Players can see the base bonuses that aspect would provide to the item as well as the bonuses that would be provided based on the character’s Aspect Tier Level for that selected aspect
It should be noted that a character’s Aspect Tier level and experience is the same and shared across all equipment types (i.e. players do not have an individual Fire Weapon Tier Level that differs from their Fire Spellbook Tier Level nor Fire Armor Tier level; they simply have a Fire Tier Level that applies to all equipment)
Unlocking Aspects
In order for a player to be able to convert their equipment to a particular aspect, they must first Unlock that Aspect for their character
To do this, they must set that particular aspect as the selected one for Weapon/Armor/Spellbook (doesn’t matter which), have the items listed in the section window in their backpack, and then click the Unlock Aspect button twice
If the player has the required materials listed (of the matching aspect) in their backpack, they will be consumed and the Aspect will be permanently unlocked for the character
Arcane Essence and Arcane Charges
One of the other major changes to the Aspect System is how Arcane Essence is stored
Previously players had to aply Arcane Essence to individual Aspect Gear items and monitor them
Now, players simply have Arcane Charges stored on their character in a large pool that get consumed when a player uses Aspect Gear
Players can consume Arcane Essence and add Arcane Charges to their players by either:
As mentioned earlier, if a player runs out of Arcane Charges, all Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original materials/bonuses
Activating Aspect Gear
Once a character has Unlocked an aspect, they are allowed to Activate it to temporarily convert either their Weapon, Spellbook, or Armor currently worn to be of that Aspect type
Characters by default are allowed 2 Activations per day of every unlocked Aspect (players have ways to increase that amount, however)
Each equipment type counts as an Activation for that Aspect type (i.e. activating Fire Weapon and then Fire Armor would be 2 Activations)
Every 24 hours characters have all Activations for all Aspects restored to their maximum amounts
Increasing Max Activations
As mentioned previously, when characters Unlock an Aspect, they start out with 2 Activations of that Aspect allowed every 24 hours
Players can increase this maximum number by clicking the Increase Max Activations button at the top of the Aspect Mastery Gump and then targeting an Aspect Core matching the type of aspect they wish to increase max activations for
If they have the required materials in their backpack, they will be consumed and the Maximum Activations for that Aspect on the character will be increased by 1
Aspect Gear Bonuses
As mentioned earlier, the new Aspect System now stacks Aspect bonuses on top of the material/magical properties of the item worn (previously all Aspect Gear was treated as GM level)
In order to balance this mechanic, we’ve had to adjust some of the bonuses provided by Aspect Gear given the range of magical and crafted gear possible
Aspect Weapons
Aspect Bonuses for Melee Accuracy, Tactics Bonus, and Aspect Special Chance are the same for all Aspect types on weapons (only difference for Aspects is Aspect Special Effect)
Aspect Spellbook Bonuses
Aspect Bonuses for Mana Refund Chance, Damage Bonus, and Aspect Special Chance are the same for all Aspect types on spellbooks (only difference for Aspects is Aspect Special Effect)
Aspect Armor Bonuses
A number of Aspect Bonuses for Armor have been redesigned to make some of the lesser used Aspects more attractive and functional (see images below)