PATCH: Dec. 16 – Adventurer’s Satchel, Poisoning Updates and more!

Prevalia Market Limited Edition

  • Added Fur-Trimmed Hood to the collection of Limited Edition Winter items available in the Prevalia Market
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Magic and Material Spellbooks

  • Players can now double-click Magic and Material Spellbooks to equip them similar to existing handling for weapon/shields

Chivalry

  • Fixed an issue where using a Chivalry Sacred Journey Moongate from a Rental Room would not teleport a player’s Followers with them to the destination

Stealth

  • Players will now only generate Footprints when on their last 5 Stealth Steps remaining (including those gained from Aspect and Mastery Chain Links)

Decorations

  • Fixed an issue where Sandstone Fireplace with Mantle South deeds were incorrectly labeled as East
  • Fixed an issue where Corn Wreaths when rotated would end up with an incorrect graphic

Ship Crewmemers

  • Fixed an issue that was causing Ship Crewmembers to reset their name on each server reboot

Adventurer’s Satchel

  • Players can now craft an Adventurer’s Satchel using the Tailoring Skill under the Utility Items category
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  • Adventurer’s Satchels are Blessed and can only contain other Blessed Items (such as Codexes, Poison Kits, blessed utility/deco items, etc)
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Tamed/Summoned Creatures

PvP Damage Caps

  • Melee Creatures are capped at inflicting at most 10 Damage Per Control Slot over a 3 second window to individual players in PvP (same handling as before)
  • Ranged and Spellcasting Creatures are now capped at inflicting at most 8 Damage Per Control Slot over a 3 second window to individual players in PvP

Ranged Creatures refer to any creatures that have a primary attack that occurs at range (such as Purgers, Swamp Slugs, etc)

Creatures that primarily use Melee Attacks but also have ranged abilities with cooldowns (such as most Dragons, Hornbeasts, Fiery Leapers, etc) are still considered Melee Creatures

Note: Ranged or Spellcasting creatures that have been electively set to engage at Melee range (via the Animal Lore window Abilities page) will still be treated as Ranged/Spellcasting creatures for PvP Damage caps (the creature will simply just try to close gaps to their target in between ranged attack/spellcast cooldowns)

Eldritch Breath Ability

  • The Eldritch Breath ability of Eldritch Drakes/Dragons will no longer ignore armor on targets

Poison

Poison Stacking
Every non-tamed/non-summoned creature can now have multiple Poison effects stacked on them, with the following rules:

  • Creatures will only ever have one Poison Type active on them at a time (i.e Lesser, Regular, Greater, Deadly, Lethal)
  • Each Player is allowed to apply poison onto an already poisoned creature so long as it is the same poison level
  • Each Player is also allowed to have one of their followers apply Poison onto an already poisoned creature so long as it is the same poison level
  • If a Player or Player Follower applies a higher level poison than what is currently on a creature, it will clear out the poison of all other players / followers currently stacked on it
  • Poisoned creatures will track individual Tick Count Remaining amounts for each player/creature that poisoned it (which starts at Tick 0 and ends at Tick 10)
  • A poisoned creature will use a single timer to resolve all Poison Ticks at the same time (i.e. every 5 seconds a Lethal Poisoned creature will resolve multiple creature/player poison ticks on it at once)
  • A creature will be considered Poisoned, and have a Green status health bar, so long as any creature/player has any Poison Ticks remaining on it
  • Any bonuses players/followers have towards increasing Poison Damage or boosting Poison Effects will only apply to their own individual Poison Ticks resolving (i.e. all players don’t get a bonus to Poison Damage on a creature due to a single player using Mind Rot or having Poison Mastery Chain Links / Aspect)

Creature Poison Single Click

  • Players can now see what Type of Poison they individually have on a creature as well as how many Poison Ticks they have remaining on the creature by single-clicking or doing All Names
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  • If a creature is currently poisoned, but the player themselves doesn’t have any poison applied on the target, single-clicking the creature or doing All Names will simply display what type of Poison is currently active on it (i.e poison from other players/creatures)
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  • Players can toggle whether to display single-click overhead Poison text for creatures by typing [SingleClickPoisonTicks or by navigating to Paperdoll -> Help -> Commands -> Mechanics -> SingleClickPoisonTicks
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Creature Poison Overhead Messages
In order to reduce the amount of overhead text spam related to the new poison stacking mechanics, some changes have been made to overhead text messages derived from Poison for creatures

Applying Poison

  • When Poison is applied to a creature, it will only display the “Creature X is wracked in extreme pain”-type message overhead to the player who applied the Poison
  • Tamed / Summoned Creatures that become poisoned, however, will always still display these messages to their controller

Resolving Poison Ticks

  • The “Creature X is wracked in extreme pain”-type message that occurs when resolving Poison Ticks for creatures will now only display to players who have poison active on the creature
  • Tamed / Summoned Creatures that are poisoned, however, will always still display these messages to their controller

 

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A player’s Tamed Wyvern has inflicted Lethal Poison on the target, but does not show any overhead (“creature looks ill”)-type Poison Text messages for Poison Ticks

Creature Poison Overriding

  • If another player or creature applies a Higher level of Poison than what is currently on the target, all other players who previously had a lower level Poison effect active on the creature will see a “*poison overriden*” message displayed above the creature for them (indicating their Poison on the creature has now been wiped out)
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Creature Poison Tick Completion

  • When a player’s 10th (Final) Poison Tick resolves on a creature, they will see a “*poison complete” message displayed over the creature (indicating their poison effect has ended on the creature)
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Poison Kits

  • Players can now craft Poison Kits with the Alchemy skill, which are Blessed items that allow players to customize the handling of their Poison Effects towards creatures (these bonuses will never affect players)
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Poison Kit Profile

  • If a player has a Poison Kit in their backpack and has 80 or higher Poisoning skill, they can earn Poison Kit Experience for their character
  • When a player with a Poison Kit and the required skill level inflicts Greater Poison or above on a creature, they’ll gain Poison Kit Experience based on the total Poison Damage inflicted which is then scaled based on the Gold Value of the creature (similar to our other Experience systems)
  • If a player earns enough Experience, they’ll unlock a Poison Kit Upgrade Point
  • Players can unlock up to 20 Poison Kit Upgrade Points for a character
  • Players can never lose Poison Kit Experience (if they lose their Poison Kit, they can simply acquire another and be at the same Experience/Points Unlocked as before)
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Poison Kit Menu

  • Players can double-click a Poison Kit in their backpack to bring up the Poison Kit Menu for their player
  • There are 8 different Poison Kit upgrades available for players that can be activated in Tier 1, Tier 2, or Tier 3 versions (Tier Levels are depicted by a number of Poison Potions next to the upgrade)
  • Each Tier Level for a Poison Kit upgrade costs a different amount of Upgrade Points to activate
  • Players can click the Info button next to each Upgrade listing to see a description of its effects
  • Players can click the “Spend X Pts to Upgrade Tier” button to increase the Tier Level for that upgrade
  • If a player has 0 Poison Effects active on creatures in the world, they can double-click the “Reset Spent Points” button to reset all of their selections
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Poison Kit Upgrades

  • Players must have 80 Poisoning skill or above to be able to utilize any Poison Upgrades
  • Poison Upgrades will never apply to other players (only creatures)
  • Poison Upgrades effecs will only ever apply to Poison that is Greater Poison or above

Below is a list of the possible Poison Kit Upgrades available:

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Test Shard

  • Players on the TEST SHARD can click the “Complete Poison Kit Profile” button on the purple Player Editor statue to maximize their Poison Kit Experience and unlocked Upgrade Points, as well as receive a Poison Kit in their backpack
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Necromancy

Mind Rot

  • The Mind Rot Necromancy Ability will no longer increase speed of the Poison Ticks on a creature (since multiple players/creatures can now have Poison on a target and all poison ticks are resolved on the same timer)
  • Mind Rot damage bonuses to Poison will still only apply to Spell-based Poison applied to creatures

Poison Strike

  • Poison Strike will still only work if the player’s Poison on the target creature was Spell-based

Vengeful Spirit

  • Damage bonus is now (40% * (Effective Necromancy / 100)) [Previously was 50% * (Effective Necromancy / 100)]
  • Every 10 seconds Necromancy Followers now have their Maximum Hit Points reduced by 1% and then take 1% of their Maximum Hit Points as damage (previously would lose 1.5% of Maximum Hit Points as damage every 5 seconds)

Bard Codex

  • Players can now craft a Bard Codex with the Inscription skill, which are Blessed items that allow players to customize the handling of their Barding Effects
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Bard Codex Profile

  • If a player has a Bard Codex in their backpack and has 80 or higher Musicianship skill, they can earn Bard Codex Experience for their character
  • When a player with a Bard Codex and the required skill level has a Barding Effect (Discordance, Peacemaking, Provocation) active on a creature, they’ll gain Bard Codex Experience based on the total damage they and their followers inflict on the creature, which is then scaled based on the Gold Value of the creature (similar to our other Experience systems)
  • If a player earns enough Experience, they’ll unlock a Bard Codex Upgrade Point
  • Players can unlock up to 20 Bard Codex Upgrade Points for a character
  • Players can never lose Bard Codex Experience (if they lose their Bard Codex, they can simply acquire another and be at the same Experience/Points Unlocked as before)
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Bard Codex Menu

  • Players can double-click a Bard Codex in their backpack to bring up the Bard Codex Menu for their player
  • There are 8 different Bard Codex Upgrades available for players that can be activated in Tier 1, Tier 2, or Tier 3 versions (Tier Levels are depicted by a number of Lutes next to the upgrade)
  • Each Tier Level for a Bard Codex upgrade costs a different amount of Upgrade Points to activate
  • Players can click the Info button next to each Upgrade listing to see a description of its effects
  • Players can click the “Spend X Pts to Upgrade Tier” button to increase the Tier Level for that upgrade
  • Players can double-click the “Reset Spent Points” button to reset all of their selections once every 5 minutes
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Bard Settings

  • Players can click the Bard Settings button on the Bard Codex to launch the Bard Settings Menu
  • In the Bard Settings menu players can toggle whether their Bard Songs will be applied to members of the same PartyGuild, or Allies (note players must reactivate Bard Songs to make them apply to new groups of players not previously selected)
  • Players can also toggle which players are able to take advantage of Creature Effects (such as Discordance buffs/debuffs) that they apply onto creatures
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Bard Codex Upgrades

  • Players must have 80 Musicianship skill or above to be able to utilize any Bard Codex Upgrades

Below is a list of the possible Bard Codex Upgrades available:

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Test Shard

  • Players on the TEST SHARD can click the “Complete Bard Codex Profile” button on the purple Player Editor statue to maximize their Bard Codex Experience and unlocked Upgrade Points, as well as receive a Bard Codex item in their backpack
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Aspect Armor

Artisan Aspect Armor

  • Crafting Skill Worn Equipment Bonus is now (30% + (10% * Tier Level)) [Previously was (25% + (7.5% * Tier Level)]

Blood Aspect Armor

  • Damage Bonus now applies to creatures at 50% Hit Points or Below (previously was 33%)
  • Damage Bonus is now (10% + (3% * Tier Level)) [Previously was (12% + (3.75% * Tier Level))]
  • Stats bonus is now (12 + (1.5 * Tier Level)) [Rounded Up] [Previously was (8 + (1 * Tier Level)]

Discipline Aspect Armor

  • Weapon Special Damage Bonus now increased to (15% + (5% * Tier Level)) [Previously was 10% + (3% * Tier Level)]
  • Melee Damage Bonus for 10 sec after using mana now increased to (6% + (2% * Tier Level)) [Previously was (5% + (1.5% * Tier Level)]
  • Damage Resistance for 10 sec after using mana now increased to (6% + (2% * Tier Level)) [Previously was (5% + (1.5% * Tier Level)]

Earth Aspect Armor

  • Chance to Increase Melee Damage now has been increased to 225% Damage Bonus (previously was 150%)
  • No longer has Physical Damage Reduction
  • No longer has Reduction to Debuff Effects
  • Now has (3% + (1.2% * Tier Level)) Damage Resistance while above 33% Hit Points
  • Now also has (3% + (1.2% * Tier Level)) Damage Resistance while Stationary for 3 seconds or more

Fire Aspect Armor

  • Damage Taken Reflection increased to (50% + (15% * Tier Level)) [previously was (10% + (3% * Tier Level))]

Holy Aspect Armor

  • Now provides Melee Damage Bonus and Damage Resistance for 5 seconds of (3% + (1% * Tier Level)) per Holy Symbol spent [Damage Resistance previously was 2.5% + (0.75% * Tier Level)]

Poison Aspect Armor

  • No longer has Spread or Upgrade Chance on Poison Tick
  • Damage to Poisoned Creatures increased to (6% + (2% * Tier Level)) [Previously was (5% + (1.5% * Tier Level)]
  • Now has 10% + (3% * Tier Level)) Chance to Resolve an Additional Poison Tick when resolving a single Poison Tick

Aspect Weapon/Spellbook Specials

Air Aspect (Whirlwind)

  • Now inflicts (800 + (80 * Tier Level)) Damage [Previously was (500 + (50 * Tier Level))]
  • Now has Radius 6 (previously was 8)

Blood Aspect (Ravage)

  • Now has Radius 4 (previously was 8)

Death Aspect (Decay)

  • Now inflicts (1100 + (110 * Tier Level)) Damage over 20 seconds [Previously was (1250 + (125 * Tier Level))]

Discipline Aspect (Iron Will)

  • Now inflicts (700 + (70 * Tier Level)) Damage [Previously was (500 + (50 * Tier Level))]
  • Now only damages immediate target (previously was a Radius 4 effect)

Earth Aspect (Earth Hands)

  • Now inflicts (800 + (80 * Tier Level)) Damage [Previously was (500 + (50 * Tier Level))]
  • Now has Radius 6 (previously was 8)

Eldritch Aspect (Energy Surge)

  • Now inflicts (600 + (60 * Tier Level)) Damage [Previously was (500 + (50 * Tier Level))]
  • Now has Radius 6 (previously was 12)

Fire Aspect (Fire Nova)

  • Now inflicts (900 + (90 * Tier Level)) Damage [Previously was (750 + (75 * Tier Level))]

Fortune Aspect (Windfall)

  • Now inflicts (600 + (60 * Tier Level)) Damage [Previously was (500+ (50 * Tier Level))]

Holy Aspect (Judgment)

  • Now inflicts (700 + (70 * Tier Level)) Damage [Previously was (500+ (50 * Tier Level))]
  • Damage portion of effect is now inflicted over Radius 4 (previously was 12)

Lyric Aspect (Cacophony)

  • Now inflicts (800 + (80 * Tier Level)) Damage [Previously was (500+ (50 * Tier Level))]
  • Now has Radius 6 (previously was 12)
  • Targets no longer have to be Barded
  • No longer refreshes Barding Durations
  • Now prevents Barding Breaks for creatures affected for (5 * (0.5 * Tier Level)) seconds

Poison Aspect (Toxicity)

  • Now inflicts (800 + (80 * Tier Level)) Damage [Previously was (750+ (75 * Tier Level))]
  • Now has Radius 6 (previously was 12)
  • Targets no longer have to be Poisoned
  • Now also resolves up to (Tier Level / 3) [Rounded Down] Poison Ticks amongst creatures affected that you have poisoned

Shadow Aspect (Vanish)

  • Damage Bonus for next stealth backstab attack is now (800 + (80 * Tier Level)) [Previously was (750+ (75 * Tier Level))]

Water Aspect (Ice Storm)

  • Now inflicts (800 + (80 * Tier Level)) Damage [Previously was (500 + (50 * Tier Level))]

Two-Handed Weapons

  • Two-Handed Melee Weapons (non-Archery) will now grant players a 20% Damage Bonus towards Creatures (this is to offset the lack of options for Shield or Potion usage)
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Weapon Special Abilities

Hinder

  • Once a creature recovers from a Hinder effect caused by a Player Weapon, it will then become immune to further Hinder effects for a duration equal to 50% of the original Hinder duration (this immunity will cause the same Damage Bonuses that normally apply to attempting to apply Hinder to Hinder-immune targets)

For example, a player uses Archery to deliver a 6 second Hinder effect to a creature. After the 6 second Hinder resolves, the creature now is immune to Hinder for the next 3 seconds, during this time any new Hinder effects attempting to be applied will instead result in a damage bonus

Weapon and Parry Codexes

Archery

Arcane Ammunition

  • Accuracy and Damage bonus increased to 3% per rank (previously was 2.5%)
  • No longer reduces Ammunition Recovery Rates

Incendiary Ammunition

  • Radius increased to (previously was 1)

Fowling Ammunition

  • Damage Reduction from target increased to 6% per rank (previously was 5%)

Ricochet Finisher

  • Now deals 300% of Damage towards target and 3 other random targets within 8 tiles (previously was 250%)
  • Radius increased to 8 (previously was 4)

Fencing

Fang Stance (formerly known as Riposte Stance)

  • No longer increases Damage based on aggroed creatures
  • Now increases Damage by 6% per rank while using a weapon coated with Greater Poison or higher

Cleave Stance

  • Damage per rank increased to 10% (previously was 8%)

Defensive Stance

  • Damage Resistance per rank increased to 4% (previously was 3%)

Assassinate Finisher

  • Now inflicts (Target’s Missing Health x 8%) of Damage [previously was 6%]

Macing

Wild Swing Stance (formerly known as Wind Up)

  • No longer reduces Swing Speed
  • Increases Damage by 8% per rank
  • Reduces Accuracy by 2% per rank

Sunder Stance

  • Now also increases Damage by 2% per rank

Cleave Stance

  • Damage per rank increased to 10% (previously was 8%)

Defensive Stance

  • Damage Resistance per rank increased to 4% (previously was 3%)

Swords

Aggressive Stance

  • Accuracy per rank reduced to 3.5% (previously was 4%)
  • Now also has Damage bonus of 4% per rank

Cleave Stance

  • Damage per rank increased to 10% (previously was 8%)

Defensive Stance

  • Damage Resistance per rank increased to 4% (previously was 3%)

Wrestling

Monkey Stance

  • Damage per rank reduced to 15% (previously was 20%)

Spider Stance

  • Damage per rank increased to 6% (previously was 3%)

Crab Stance

  • Damage Resistance per rank increased to 3% (previously was 2%)

Crane Stance

  • Healing Chance per rank increased to 2.5% (previously was 2%)

Dragon Stance

  • Damage bonus on weapon special attacks increased to 5% per rank per mana spent (previously was 3%)

Chi Thrust Finisher

  • Base Damage infliction is now 150% (previously was 200%)
  • Now increases Damage by 50% per mana consumed (previously was 25%)

Parry

Shield Bash Stance

  • No longer requires the player to be equipped with a Shield to trigger

Bulwark Stance

  • Stationary requirement reduced to 3 seconds (previously was 5 seconds)

Testudo Stance

  • No longer requires the player to be equipped with a Shield to apply
  • Damage Resistance per rank per creature increased to 1.5% (previously was 1%)
  • Max creature count reduced to (previously was 10)

Wizardry

Cure / Arch Cure

  • Cure and Arch Cure have been combined into one Upgrade Entry

Mana Drain / Mana Vampire

  • Mana Drain and Mana Vampire have been combined into one Upgrade Entry (each still have separate spell durations)

Curse / Mass Curse

  • Curse and Mass Curse have been combined into one Upgrade Entry

Mind Blast

  • Upgrade now increases Charged Spell Chance by (30%, 45%, 60%)

Energy Bolt

  • Upgrade no longer increases damage bonus of next non-Energy Bolt spell cast
  • Upgrade now ignores (75, 110, 150) of target’s Magic Resist

Explosion

  • Upgrade now also increases damage by (10%, 15%, 20%) if no nearby targets found