PATCH: New Aspects, Updates and So Much More

Client Update
There is a new MANDATORY Client update for Outlands

Players MUST run the Outlands Launcher and update their client in order to play the server!

Details of what has changed in the client can be found below:

https://forums.uooutlands.com/index.php?threads/current-beta-client-patch-notes.4568/

Harvesting

  • Players will no longer be able to perform either Mining or Lumberjacking Harvest actions if they have Teleported or used an Adventurer’s Rope in the last 60 seconds (similar to our Recall Handling)

Societies

  • We have removed Research Materials jobs from the Adventurer Lodge Society
  • We have removed the “Tame X Creatures of Type Y” jobs from the Adventurer Lodge Society

Kill Gold Worth of Creatures With Tamed Creature

  • The Adventurer Lodge Society now features a new “Kill Gold Worth of Creatures With Tamed Creature” job type
  • Each of these job features a randomized, Tameable Creature type that the player must have under their control (with sufficient Animal Taming and Animal Lore) while they are killing creatures (of any type)
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  • Progress on these job types will increase based on the (Gold Value of the Creature Killed * Damage Dealt % by the Player and their Followers * Total Control Slots of Creature Type That Player Has / 5)
  • The “Damage Dealt % by the Player and their Followers” the player deals to the target creature can be from “any” source available to the player (including their own Spells / Melee / Traps / Tamed Creature Damage / Provocation / Etc), so long asthe player has Tamed Creatures required for the job under their control while they are killing creatures
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Example
A player has a Society Job to kill 116,735 Gold worth of Creatures while using Flame Purgers

The player has 2 Flame Purgers under their control (2 x 2 = 4 Control Slots) and collectively the player and their followers do 80% of the total damage to a creature worth 1000 Gold

The player will make 80% * 1000 * (4 Control Slots / 5) = 640 Gold Progress towards the Society Job

Ships

  • Embarking or Boarding a Ship will now cancel any existing Targeting Cursor a player has up
  • Embarking or Boarding a Ship will reset a player’s Melee Swing timer (i.e. cannot board and instantly attack targets)
  • Ships must now be stationary for 0.1 seconds before they may attempt to Board another ship
  • If a player uses an Explosion Potion or casts an Explosion Spell while onboard a Ship, and then is onboard a different ship when it detonates, the damage from the Potion/Spell will be reduced to 25% of normal

Damage to Controlled Creatures

  • Players and Tamed/Summoned Followers will no longer receive PvM Bonuses towards damaging Tamed/Summoned Followers or Player Ship Crewmembers (i.e. PvM Bonuses will no longer apply in PvP-like scenarios against controlled or partially controlled creatures)
  • Players will still receive their natural Damage Bonuses from Skills (such as Camping/Tracking Damage Bonus) towards these controlled creatures, however they will no longer receive any bonuses from Codexes/Mastery Chains/Aspects/Aspect Procs/etc towards them
  • Tamed/Summoned Followers will no longer receive any Trait bonuses against Tamed/Summoned Followers or Player Ship Crewmembers
  • Backstabs will no longer provide Damage Bonuses against Tamed/Summoned Followers or Player Ship Crewmembers

Damage Reflection

  • For mechanics that Reflect damage back at their attacker (such as Tailoring Skill, Earth Elemental / Summoned Mummy Ability) there is now a maximum cap at how much damage can be reflected on any hit/effect
  • Players can now Reflect at most a maximum of 500 Damage on any hit/effect
  • Tamed or Summoned Followers can now Reflect at most a maximum of (100 * Control Slots) Damage on any hit/effect

Note: This mechanic is intended curb certain scenarios where a large number stacked bonuses may result in wild amounts of damage being reflected, that far exceeding the intended range of damages for the mechanic

Creature DifficultyValues

  • A large number of Creatures have had their DifficultyValue adjusted based on a number of adjustments (listed below)
  • Fixed an issue that was causing our DifficultyValue calculation algorithm to not linearly scale up the DifficultyValue of creatures based on their Armor Rating correctly
  • Lowered the impact that Defense and Damage Reduction elements of creatures (such as Wrestling, Armor, Magic Resist, Parry, Poison Resist) has on their DifficultyValue
  • Raised the impact that Hit Points has on the DifficultyValue of creatures
  • Lowered the impact that Wrestling has on the DifficultyValue of creatures
  • Raised the impact that Poison has on the DifficultyValue of creatures to account for the “Beast Sting” ability (explained below)

Debuffs on Creatures

  • Creatures of 100 DifficultyValue or higher will now have diminishing returns on Debuff Effects (such as Pierce, Cripple, Hinder, Hexed etc) placed onto them (similar to the current handling already in place for Debuffs against Boss-type creatures)
  • The effectiveness of Debuff Effects on creatures is (100% – (70% * ((DifficultyValue – 100) / 900)) of normal
  • The effectiveness of Debuff Effects cannot be reduced below 30% of normal on non-Boss Creatures (this cap occurs at 1000 DifficultyValue)

Examples
A player inflicts a Pierce Effect of 25 against a creature that is DifficultyValue 150
The Pierce effect will become (100% – (70% * ((150 – 100) / 900))) = 96% of normal, resulting in 24 Pierce applied to the creature

A player does a Pierce Effect of 25 against a creature that is DifficultyValue 300
The Pierce effect will become (100% – (70% * ((300 – 100) / 900))) = 84.45% of normal, resulting in 21 Pierce applied to the creature

Loot System

  • The Loot System on Outlands has undergone a massive overhaul
  • We have moved away from a “Loot Tiers” system that was based on pre-set ranges of DifficultyValues (such as 10-20, 20-30, etc) and have now implemented a dynamically scaling system based on creature DifficultyValue
  • Under the old system, a creature at 49.9 DifficultyValue would fall into the 40-50 DifficultyValue Loot Tier range and would have the same Loot as a creature at 40.1 DifficultyValue (despite having a 9.8 DifficultyValue difference)
  • Additionally, under the old system the highest non-boss creature Loot Tier was capped at around 250 DifficultyValue, meaning a 500 DifficultyValue creature would be treated Loot-wise the same as a 250 DifficultyValue creature
  • In the new loot system, the Loot for all creatures will dynamically scale based on their DifficultyValue with no upper limit, allowing us to implement very, very high-level non-boss creatures that will reward players appropriately based on their DifficultyValue

Gold Baselines
We have updated the Gold Baseline for a number of systems that determines the average amount of Gold a player will encounter from them, with amounts as follows:

Dungeon Chests

  • Level 1: 100 Gold
  • Level 2: 300 Gold
  • Level 3: 600 Gold
  • Level 4: 900 Gold
  • Level 5: 1200 Gold
  • Level 6: 1500 Gold
  • Level 7: 2500 Gold
  • Level 8: 3500 Gold

Treasure Map Chests

  • Level 1: 5,000 Gold
  • Level 2: 7,500 Gold
  • Level 3: 10,000 Gold
  • Level 4: 12,500 Gold
  • Level 5: 15,000 Gold
  • Level 6: 17,500 Gold
  • Level 7: 20,000 Gold (will now be possible)
  • Level 8: 25,000 Gold (Lore Boss Chest)

Ship Holds

  • Small Ship: 1,000 Gold
  • Medium Ship: 1,250 Gold
  • Large Ship: 1,500 Gold
  • Carrack: 2,000 Gold
  • Galleon: 2,500 Gold

MIB Salvage Crate

  • Small Salvage Crate: 4,000 Gold
  • Medium Salvage Crate: 5,000 Gold
  • Large Salvage Crate: 6,000 Gold

Trade Caravan

  • Standard Difficulty: 100,000 Gold
  • Challenging Difficulty: 115,000 Gold
  • Dangerous Difficulty: 130,000 Gold

Boss Creatures

  • Lore Boss: 25,000 Gold
  • Mini Boss: 50,000 Gold
  • Boss: 100,000 Gold
  • Shrine Boss: 100,000 Gold
  • Omni-Boss: 200,000 Gold

Special and Rare Loot Item Scalars

  • We have removed the “hard-coded amounts” of some Special and Rare items (such as Aspect Cores or Treasure Maps) that would always occur on some certain systems such Bosses or Treasure Map Chests
  • The chance for Special and Rare Loot to occur for various loot systems will be based on the Gold Baseline determined, but then further increased by an Item Scalar unique to each specific system

Item Scalars for systems are as follows:

  • Normal Creatures: 1x Item Scalar (no adjustment)
  • Dungeon Chest: 2x Item Scalar
  • Ship Hold: 2x Item Scalar
  • MIB Salvage Crate: 3x Item Scalar
  • Black Goods: 3x Item Scalar
  • Bosses: 5x Item Scalar
  • Trade Caravan: 5x Item Scalar
  • Treasure Map Chest: 5x Item Scalar

Example
A player resolves a Level 3 Treasure Map Chest which has a Gold Baseline value of 10,000 Gold

The chances for Special and Rare Items to occur on the Treasure Map Chest will be treated as if the chest was worth (10,000 * 5) = 50,000 Gold
Effectively, a Level 3 Treasure Map Chest should yield the amount of Special and Rare items that killing 50,000 Gold worth of creatures would generate

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Individual Item Loot Changes

  • Arcane Scrolls should occur more often as loot
  • Plant Chemicals should occur more often as loot

Player Loot Bonuses on Bosses

  • Loot Bonuses coming from individual players, such as those from Fortune Aspect or Mastery Chain Links, will no longer provide any benefit on Boss Creatures (they will still provide bonuses on Boss Minions, however)

Treasure Maps

  • Treasure Maps acquired as rewards or loot drops will now randomize between Level 1 and Level 7 (with progressive chances to increase level)
  • Treasure Maps will no longer have any hardcoded Minimum or Maximum Level assigned to them when occuring as loot (i.e. previously Treasure Maps on high level creatures would have a set minimum level, but also could be capped at Level 3 when dropped from non-Boss creatures)
  • Creatures spawned from Treasure Map Chests will no longer drop Treasure Maps or Research Materials as loot

Lore Books, Lore Bosses, and Level 8 Treasure Map Chests

  • The loot for Lore Bosses and their related Treasure Map Chests will now be calculated independently (previously items would be generated on the Lore Boss but then randomly divided between the creature and the chest)

Mugging and Pilfering

  • Players may no longer perform Mugging or Pilfering attempts on non-aggressive creatures (such as Goats/Bulls/etc)
  • Players are now capped at a maximum of 1000 Gold received on any Mugging/Pilfering success against a non-Boss Creature
  • Mugging/Pilfering against Boss Creatures will continue to have a maximum of 2500 gold per Mugging/Pilfering success (same as before)

Thieves Codex

  • Fixed an issue that was causing the Ransack upgrade to not inflict its full intended damage bonus (based on unused Stealth Steps)

Black Market Goods

  • Players should now see more Special and Rare loot items occur from turning in Black Goods at Thief NPCs
  • Certain items like Plant Seeds will no longer occur as potential loot from Black Goods

Guild Dungeon Progress

  • Players will no longer earn Guild Dungeon Progress (for summoning Bosses) from gold earned from any Boss or Boss Minion

Trade Caravans

  • Rebalanced the difficulty of Creature Spawns that occur during Trade Caravan Encounters to scale more appropriately with the Difficulty value selected by the summoning guild (overall should be harder)

Disease Effects

  • All Disease effects now occur every 5 seconds over a 20 second duration (previously was 30 seconds)

Necromancy

  • Mind Rot will no longer increase the Tick speed of Disease effects (will now just boost Disease damage)

Weapon Codexes

  • The Fencing Blackguard stance will now inflict its Disease damage over a 20 second duration (previously was 30 seconds)

Follower Abilities

  • Corpse Barrage, Corruption Blast, Disease, Giant Corpse Barrage, and Spellblight now inflict their Disease Damage every 5 seconds over a 20 second duration (previously was 30 seconds)
  • Eldritch Breath now reduces target’s magic resist by (Control Slots * 15)
  • Spellbreak now reduces target’s magic resist by (Control Slots * 15)

Beast Sting Ability

  • The creature Sting ability has been renamed to “Beast Sting” to better differentiate it from the player-based “Poison Sting” effect that occurs for poison magery
  • All creatures (including non-Tamed) that can inflict Melee Poison now automatically have the Beast Sting ability
  • The Beast Sting ability now has a (Poisoning Skill / 100) chance to increase Damage of Melee Hits by 33% if target is poisoned with Greater Poison or above
  • The Reactive follower trait will continue to adjust the Chance for Beast Sting to occur
  • The Wrath follower trait will continue to adjust the Damage Bonus applied to Beast Sting

Elusive Form Ability

Ability Description
“Creature has an innate 25 Parry skill against melee attacks”

The following creatures now have the “Elusive Form” ability:

  • Aegis Slime
  • Arboreal Wisp
  • Bonfire Wisp
  • Darkscale
  • Muck
  • Sandmuck
  • Shallow Water
  • Smoke Dragon
  • Smoke Drake
  • Smoke Faerie Dragon
  • Snowdrift
  • Void Slime
  • Volt Wisp
  • Wisp

Prevalia Market and Reward Item Purchases

  • Players can now purchase items from the Prevalia Market or from Reward Menus (such as Society Reward Menu) even with a full bank box
  • Items purchased will become Queued for a player’s bank box if purchased while their bank box is currently full

Map Updates

  • A clearing has been razed on Nusero Island to accommodate nearly 50 new houses. To enter the Lottery to win one of these houses, see here.
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  • The Society Hall in Prevalia has been redesigned. Players should notice improved performance as well as better navigability and less congestion.
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This update is mandatory. After the next server patch, you will not be able to log in without updating to the newest client.

UI Improvements

  • The scale of items within a container can now be adjusted using a slider.
  • Whenever a new follower is obtained, if a follower health bar for a follower that is out of range or dead exists, automatically replace it with the new follower’s health bar.
    • This behavior can be toggled using an option in the options menu
  • Improved support for hotkeys when using Korean keyboards
  • Alt-click to auto-follow has been removed
  • Double click to pathfind to a location has been removed.

Visual Improvements

  • Large statics, light sources, and other objects that clip the edges of the screen should now render correctly and no longer “pop” into view too late.
  • A third circle of transparency algorithm has been added which more aggressively forces the surroundings transparent

Razor

  • Updated the potions hotkey section to match Outlands mechanics (night sight -> magic resist, apple -> mushroom)
  • Removed light level controls. Use the slider within the main client options instead.
    • Look for more lighting controls and updates in the future!
  • The ‘walk’ script command and the ‘walk’ macro action have been removed

Journal

A brand new journal has been added! By default, the journal is skinned to look similar to the previous scroll-style journal, but don’t be fooled! To access the options on the new journal, right click to bring up a context menu. The new journal has the following important features:

  • Resizable in both dimensions
  • Use any font installed on your system
  • Select any font size, add a stroke (outline), and change the color brightness.
  • Multiple tabs with filters
    • You may further break out tabs into their own windows
  • Customizable backgrounds, borders, and scroll bars.
    • The journal can be made to look like the original scroll or select from one of the many new styles
  • Background opacity, including automatic fading when not focused
  • Adjustable history buffer

 

Detect Hidden and Remove Trap Skills

  • The Remove Trap skill is now being removed from the game for all functional purposes (i.e. it is effectively a “dead” skill similar to Bowcrafting)
  • The Detect Hidden skill will now replace the Remove Trap skill for performing Trap Removal on Chests that have Traps
  • Detect Hidden will also remain the secondary skill used Ground Traps that are created with Tinkering

Note: The removal of the Remove Trap skill is occuring because we have deemed the skill “too narrow” of a focus to warrant maintaining it as a standalone skill (much like how the Bowcrafting skill was too narrow of a focus, and became merged into Carpentry)

Detect Hidden Active Skill Usage Restriction

  • When a player attempts to make progress on a Dungeon Chest/Treasure Map Chest, or Detonates a Ground Trap, they will receive a 30 second restriction preventing them from actively using Detect Hidden to reveal players

When Patch Goes Live

  • When this patch goes live, if a player currently has a higher Remove Trap skill than their Detect Hidden skill, their Detect Hidden skill will be set to match their Remove Trap skill; afterwards all players will have their Remove Trap skill set to 0
  • Echoes for players will also be adjusted to have their Detect Hidden value adjusted (if needed) and the Remove Trap skill removed
  • If a player has increased their Remove Trap skill Skill Cap above 100, that amount will be applied to their Detect Hidden Skill Cap (until a cap of 120 is reached for Detect Hidden)
  • Any existing Skill Mastery Scrolls for Remove Trap will be converted into Detect Hidden
  • Any Remove Trap Scrolls stored in Skill Mastery Tomes will be converted into Detect Hidden
  • Any player who selects Remove Trap on character creation will automatically have it converted into Detect Hidden skill (similar to current handling with Bowcrafting)

Treasure Map Chests

  • Treasure Map Chests will no longer spawn as Trapped (they will still spawn Locked as normal)
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  • The difficulty of Creature Spawns of Treasure Map Chests have been increased and will scale more appropriately to the level of each Treasure Map Chest
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Multi Clienting Prevention

  • If two or more characters from the same IP address either Bard or Damage creatures spawned from the same Treasure Map Chest within the last 60 seconds, all characters on their IP address will have their Damage Dealt reduced to 1 against creatures from that Treasure Map Chest until 60 seconds pass without any multi-clienting occuring
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Lockpicking and Remove Trap

  • Once a player resolves either a Lockpicking or Remove Trap attempt on a Dungeon or Treasure Map Chest no other player may attempt to make an additional attempt on that same chest for the next 3 seconds (i.e. only one player may attempt chests at a time)
  • “Effective Lockpicking Skill” Mastery Chain Links have been renamed to “Effective Skill on Chests” to better clarify their purpose

Treasure Map Chest Experience Sharing

  • If the player that successfully lockpicks a Treasure Map Chest is in a Party and has “Share Experience” toggled in their party settings, any Mastery Chain Experience and Aspect Experience they earn will be divided evenly amongst all other members of the party within 50 tiles that also have “Share Experience” toggled
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Trap Wire

  • Iron, Copper, Silver, and Gold Trap Wire are now non-functional and no longer have any usage
  • Existing Iron, Copper, Silver, and Gold Trap Wire have been automatically converted into Rusted versions of each type to indicate that they can no longer be used by players
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  • Platinum Trapwire, however, is now known as simply Trap Wire, and is now the only trap wire type used when creating Container Traps
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Prevalian Exchange Officer

  • Players can exchange the now-defunct Rusted versions of Trap Wire at the Prevalian Exchange Officer in Prevalia for their original crafting amounts
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Container Traps

Trap Placement

  • Players must have 100 Tinkering Skill or higher to create a Container Trap
  • Container Traps will now always be considered Explosive Traps (can no longer do other types)
  • Players can create a Container Trap by double-clicking a Trap Wire in their backpack and then targeting the desired container
  • Successful placement of a Container Trap will consume 1 Trap Wire and 1 Greater Explosion Potion from the player’s backpack
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Ground Traps

  • The existing PvM Traps system has been converted into a new Ground Traps system
  • Ground Traps are a physical item that can be crafted using the Tinkering skill under the Traps category
  • Ground Traps are always considered to be Explosive Traps (there are no longer 8 different types of traps)
  • Ground Traps are stackable and are consumed upon successful placement
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Trap Placement

  • Players must have 80 Tinkering Skill or higher and 80 Detect Hidden Skill or higher to place a Ground Trap
  • Players can place a Ground Trap at their current location by double-clicking it in their backpack
  • Players may also type [PlaceTrap to place a Ground Trap at their current location
  • Ground Traps take 3 seconds to place, and will Hinder the player during placement
  • The Ground Trap will be consumed upon successful placement
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Trap Mechanics

  • When placed, Ground Traps will remain for up to 5 minutes, unless they are detonated
  • Players may only have 1 Ground Trap placed in the world at a time
  • If a player attempts to place an additional Ground Trap, it will remove their previous Ground Trap from its location
  • Players can only see their own Ground Traps (they cannot see traps belonging to other players)
  • There is no restriction on placement location of Ground Traps relative to other player’s Ground Traps
  • Ground Traps have a default Radius of 2
  • The Center of the Trap is depicted by the center Ground Trap Marker
  • The Radius of the Trap is depicted by surrounding Purple Radius Markers
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Trap Recovery

  • Players can recover a placed Ground Trap by shift-clicking the center Ground Trap Marker and selecting “Deactivate This Item”
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Trap Detonation

  • In order to Detonate a Trap, players must have a Trap Detonator in their Backpack and be within 8 tiles of the center Ground Trap Marker
  • Players can Detonate their Ground Trap by double-clicking a Trap Detonator in their backpack
  • Players can also Detonate their Ground Trap by double-clicking any of its Purple Radius Markers
  • Players can also Detonate their Ground Trap by typing [DetonateTrap
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Trap Cooldown

  • Once a player has detonated a Ground Trap, they must wait for a Trap Cooldown duration to pass before they may detonate another Ground Trap
  • Players have a Trap Cooldown of (30 – (0.25 *(Detect Hidden Skill – 80))) seconds
  • Players can place a new Ground Trap while they have a Trap Cooldown in effect (they just cannot detonate it)
  • Players will receive a system message informing them when they are able to detonate another Ground Trap
  • Players can also single-click a Trap Detonator to see how much time remains before they can detonate another Ground Trap
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Trap Max Targets

  • When a Ground Trap detonates, it will hit a number of Creatures within its Radius value up to the Trap’s Max Targets number
  • Ground Traps have a default Max Targets of 5
  • If the number of available targets exceeds the Trap’s Max Targets number, it will prioritize hitting creatures with the lowest remaining Hit Points

Trap Damage

  • When Ground Traps are detonated, they will have a Base Damage of (800 + (10 * (Tinkering Skill – 80))) Damage
  • If more than one creature is hit by the trap, the Base Damage of the trap will be reduced by (10% * (Targets Hit – 1))
  • Each creature hit will immediately take 33% of the Base Damage of the trap
  • Each creature hit will then also take 66% of the Base Damage of the trap spread out over 9 seconds (in 3 second tick intervals)
  • Players will be able to substantially increase the damage of their Ground Traps with additional resources such as Mastery Chain Links, Aspects, Codexes, and other mechanics
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Example
A player has 120 Tinkering Skill and places a Ground Trap

The Trap’s Base Damage is (800 + (10 * (120 – 80))) = 1200 Damage

The Trap will hit 3 creatures, resulting in a (10% * (3 – 1)) = 20% reduction to Base Damage

The Trap’s adjusted Base Damage is (1200 * 80%) = 960 Base Damage

Each creature hit will immediately take (33% * 960) = 320 Damage

Each creature hit will then take (66% * 960) = 640 Damage spread out over 9 seconds (i.e. 213 damage per tick every 3 seconds)

Trap Kit

  • Trap Kits are a Blessed items that players can use to improve their Ground Traps (effectively a “Trap Codex”)
  • Trap Kits can be crafted with the Tinkering skill under the Traps category
  • Trap Kits require 80 Tinkering and 80 Detect Hidden to use
  • Players will earn Experience towards their Trap Kit when killing Monsters
  • By accumulating experience, players unlock up to a maximum of 20 Points to spend on Upgrades within the kit
  • Upgrades will only affect Ground Traps, and not any Container Traps
  • Players can Reset their Spent Points for a Trap Kit if they have no Ground Trap currently placed and have no Trap Cooldown in place
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Upgrades for the Trap Kit are as follows:

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TEST SHARD

  • Players on the TEST SHARD can click the “Complete All Codexes” button on the purple Player editor statue’s Menu to receive a Trap Kit and have their Trap Kit Points Unlocked set to the maximum for their character for testing purposes
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Trap and Wand Mastery Chain Links

  • Trap and Wand Damage Mastery Chain Links will now simply be known as “Trap Damage” links and will only provide a Damage bonus to Traps (no longer to Wands)

Trap Damage Links will now provide the following bonuses:

  • Bronze Link: +3.0% Trap Damage
  • Silver Link: +3.75% Trap Damage
  • Gold Link: +4.5% Trap Damage
  • Corrupted Link: +4.875% Trap Damage

Fortune Aspect Armor

  • Fortune Aspect Armor bonuses have been overhauled
  • The previous Trap bonuses from Fortune Aspect have been shifted into a new Gadget Aspect (see below)
  • The previous Harvesting/Lockpicking bonuses from Fortune Aspect have been shifted into a new Harvesting Aspect (see below)
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Gold and Loot Item Chance Bonus
Provides a (5.0% + (1.5% Per Tier Level)) flat bonus to Gold Loot increase and increased chance for Special or Rare Items to drop

Chance for 50% Damage Increase
Provides a (5.0% + (1.5% Per Tier Level)) chance on any Damage inflicted by the player to increase the amount by 50%

Global Experience Bonus
Increases all Experience gained by the player by (5.0% + (1.5% Per Tier Level))

Experience includes all systems available to players such as Codexes, Grimoires, Mastery Chains, Taming Levels, Ship Crewmember Loyalty, and even Fortune Aspect itself

Gadget Aspect

  • Gadget Aspect is a new Aspect available to players focused on Traps
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Gadget Aspect Armor

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Trap Damage Bonus
Increases all Damage inflicted with Traps by (10% + (3% * Tier Level))

Trap Cooldown Reduction
Reduces player’s Trap Cooldown Duration by (1.2 sec + (0.4 sec * Tier Level))

Damage Resist for 10s After Trap Detonation
Player will receive a (5.0% + (1.5% * Tier Level)) Damage Resistance effect for 10 seconds after Detonating a Ground Trap

The Damage Resistance bonus will not stack if player is able to detonate multiple Ground Traps within the effect duration

Gadget Aspect Weapon/Spellbook

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Aspect Special Effect: Innovation
Player’s next Trap Detonation within 60 seconds will have its Base Damage increased by ((1200 + (120 * Tier Level)) / Creatures Hit)

Damage bonus is a flat amount that is applied after all other existing bonuses (similar to Shadow Aspect’s ‘Vanish’ effect)

Note: Aspect Specials can only be triggered with Melee Attacks and Spell Damage; the larger than average damage bonus of Innovation is designed to offset this

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Harvest Aspect

  • Harvesting Aspect is a new Aspect available to players focused on Harvesting and Dungeon/Treasure Map Chests
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Harvest Aspect Armor

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Effective Skill on Harvesting or Chests
Increases player’s Effective Skills by (3 + (1 Per Tier Level)) used when Harvesting or Lockpicking/Removing Traps on Dungeon Chests and Treasure Map Chests

These Effective Skill bonuses will not apply to Weapon Damage bonuses derived from Harvesting skills (such as Lumberjacking and Axes)

These Effective Skill bonuses will also not apply to the calculation of Trap Cooldown (which uses Detect Hidden skill)

Chance at 2x Yield/Loot For Harvest or Chests
Player has a (6% + (2% * Tier Level)) chance on any Harvest success or successful opening of Dungeon / Treasure Map Chests to have any Stackable items have their amounts increased to 2x normal

Successful double yields for harvesting will not stack with Guild Favors for extra harvest yield

Double yield will apply to Colored Resources harvested, Seeds harvested, and Special Fish such as Lobster/Crab/etc (but not Aquarium Fish)

Double yield will apply to any resources gathered from Resource Maps, Fishing Spots, and MIBs

Double yield will NOT apply when Harvesting Leather on Boss-type creatures

Damage Resist for 60s on Harvest/Chest Success
Player receives a Damage Resistance bonus of (3.0% + (1.2% Per Tier Level)) for 60 seconds after any successful Harvest Attempt or when making progress on a Dungeon Chest or Treasure Map Chest

The Damage Resistance bonus will not stack multiple times (only applies once)

Harvest Aspect Weapon / Spellbook

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Aspect Special Effect: Nature’s Lash
Inflicts (800 + (80 * Tier Level)) damage divided among creatures within a 6 tile radius

Also Entangles targets for (3 + (0.3 * Tier Level)) seconds

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Experience Gain

  • Experience Gain for Harvest Aspect is unique in that it can only be earned by Harvesting Resources and Opening Dungeon/Treasure Map Chests

Harvesting Experience

  • The amount of Experience players earn towards Harvest Aspect when Harvesting will be scaled based on the “relative value” of the resource harvested, similar to earning progress on Trade Caravans from harvesting
  • Nearly all activities that result in gathering resources will be valid sources of Harvest Aspect experience (including Resource Maps, MIBs, etc)
  • If a player is Harvesting while wearing Harvest Aspect Armor and their equipped Weapon/Spellbook does not have an Aspect, they will receive double Experience Gain towards the Harvest Aspect (otherwise players would be forced to constantly “re-aspect” a new Pickaxe/Hatchet/Fishing Pole each time the old one breaks from usage)
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Dungeon Chests and Treasure Map Chest Experience

  • Players can earn Harvest Aspect Experience from opening Dungeon Chests and Treasure Map Chests, similar to other Aspects
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Fortune Aspect Swap For Gadget / Harvest Aspect

  • Because we have removed the previous Trap and Harvest elements of the Fortune Aspect and created new standalone Gadget Aspect and Harvest Aspects for those mechanics, players will be allowed to perform a one-time, permanent swap of their Fortune Aspect Tier/Experience with either Gadget Aspect or Harvest Aspect
  • Players can swap their Fortune Aspect Tier/Experience into either Gadget Aspect or Harvest Aspect by typing [SwapFortuneAspect
  • Using the swap command will launch a Swap Menu for the player that allows them to choose which Aspect they wish to swap into, and to confirm the action
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Fortune Tier Increase Restriction

  • Players can ONLY perform this swap if they have NOT increased their permanent Fortune Aspect Tier level since the patch has gone live
  • This restriction is to prevent players who did not have Fortune Aspect initially from leveling it up solely for the purpose of switching to Harvest Aspect
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A player has swapped their Fortune Aspect for Gadget Aspect

Aspect Item Tome

  • With the addition of new Aspects, there are now multiple pages of Aspects to display for each item type in the Aspect Item Tome
  • The Left/Right “Aspects Page” buttons will navigate between multiple pages of Aspects for the displayed Item types
  • The Left/Right “Item Type” buttons will switch between which types of Aspect Items (such as Cores / Extracts / etc) to display
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