PATCH: March 5 – Wizard’s Grimoire, New Player Rental Credit Deeds, Society Job Updates…
03 / 05 / 2021Rental Rooms
- Players who rent a room in Shelter Island while still Young will no longer lose their Young status when entering that room
- Innkeepers now have a shift-click context menu entry for “Rent” which will allow players access the Rental Room menu
- If a player currently has a Rental Room Contract already in place, the context menu entry changes to “Room” to access the Rental Room menu for their room
- Players can now place House Deeds, Purchase Houses from House Signs, or have houses Transferred to them while they currently have a Rental Room Contract in place
- If a player acquires a house while they have an existing Rental Room contract in place, it will immediately end the Rental Room Contract and place the items currently in their Rental Room into their bank box (adding any items that do not fit into the Bank Queue system which adds those items to their bank as soon as space becomes available when opening their bank)
Rental Room Credit Deeds
- The first character a player makes on an account (or first new character made on an existing account after this patch goes live) will now receive a Rental Room Credit Deed
- Rental Room Credit Deeds are bound to a player and will automatically be used to pay any Rental Room Contract Fees when initially purchasing or renewing a room contract so long as they are in the renter’s bank box or backpack
- Rental Room Credit Deeds begin with 10,000 gold value which is enough to pay for 2 weeks of a Rental Room
- Players can single-click the Rental Room Credits Deed to see how much credit remains and who the deed is bound to
- Double-clicking the Rental Room Credits Deed will explain how its used (it is automatically used if in the player’s bank or backpack)
- When a player signs a Rental Room Contract, it will automatically draw from any Rental Room Credit’s Deed in their Bank or Backpack, and notify the player as such
- When a Rental Room Contract renews (after the first week), it will check to see if the player has a Rental Room Credits Deed in their Bank or Backpack again, and will first use that to pay for the new week’s contract fee
NPC Vendor Respawn Rates
- NPC Vendors will now respawn their inventory randomly every 30-60 minutes (previously was 45-75 minutes)
Book of Grudges
- Fixed an issue that was causing some player’s Book of Grudges data to periodically reset
Shield Codex
- Fixed an issue that was causing the Last Stand shield codex finisher to not work if a player did not have a stance selected
Harvesting
- Harvesting is now blocked in all towns except for Shelter Island
- Players performing Mining or Fishing will no longer need to target after double-clicking a Pickaxe/Shovel/Fishing Pole and the system will now automatically make SmartHarvest attempts to a nearby resource node for them (similar to if they had targeted themselves)
- Players will still have to target hatchets for lumberjacking as normal (since players can alternatively use them to break furniture and containers)
Ban Locations
- Added support for staff to be able to set Ban locations for custom guild house locations
Storage Shelves
- Storage Shelves will now recognize when players already have sufficient tools (such as Skinning Knives, Fishing Poles, Pickaxes, Lockpicks, etc) of the desired material type in their Loadout in their backpack and will not longer ignore them when Resupplying
New House Types
Added the following new house types for players to purchase:
Light Brick and Whitewash Adobe
Light Brick and Whitewash Ranch Courtyard
Light Brick and Whitewash Two-Story Adobe
Light Brick and Whitewash Two-Story (South)
Light Brick and Whitewash Two-Story (East)
Rural Courtyard
Shelter Island
- Players should now be able to eat Food again while on Shelter Island
Board Games
- Players should no longer be able to drop items into Backgammon, Chess, and Checker Boards
Arena
- Fixed an issue that was allowing players to conduct Trades at the Arena
Party System
- Double-clicking your “Party Scroll” in your Paperdoll will now launch the Outlands Party menu rather than the old client-based Party menu
Stealth Steps
- Only the last 5 stealth steps done by a player should now generate Footprints (previously was generating for the 6th step remaining)
Boss Abilities
- The green fire pillars created by the Demonhead ability of the Abyssal Daemon will now only last for 10 seconds (instead of 30 seconds)
- The Ghost Meteors ability used by Gatekeeper will now require LOS (line-of-sight) and will not affect hidden targets
Omni System
- Fixed an issue that was causing some of the player-summoned Omni Gates to persist after their Omni Boss and post-event window concluded
Ships
- Fixed an issue that was preventing players from switching to different pages of the Friends / Co-Owners menu of the Players tab
PreventCriminalLooting
- The PreventCriminalLooting mechanic (accessible via Paperdoll -> Commands -> Mechanics -> PreventCriminalLooting) will now prevent players from going criminal by attempting to access Treasure Map Chests they don’t have looting rights towards
Strangelands
- Summoners in Strangelands will have their summons released as soon as they exit Strangelands
Mapmaking
- Mapmaker NPCs will now purchase Indecipherable maps created by players using the Cartography crafting system while inside of Rental Rooms (which uses the Malas world map) and other non-standard locations
Paragon Chests
- Single-clicking a locked Paragon chest will display how much total gold is contained inside
Rotatable Decoration
- Fixed a number of items that can be rotated via the Interior Decorator, such as “Rose Petals” to now also be rotatable by double-clicking them while in your backpack
Summoning
- Fixed an issue that was causing Daemons created by the Summon Daemon spell to not receive their passive damage bonus from being damaged as well as the bonus provided by the Vengeance Summoner’s Tome upgrade for being damaged
Vendor Counts
- Fixed an issue that was causing some houses to think they had exceeded the max Vendor Count allowed for that house type
Societies
Abandoning Society Jobs
- Players now have the ability to Abandon Society Jobs they have taken but have not yet completed
- Players can abandon a Society Job they have taken by clicking the “Abandon” button next to the respective job in their Society Job tracking page (Overview Page -> Specific Society Page)
- Abandoning a job will completely wipe all progress on the job, but will free up the player to take another job in its place during that week
Job Types
The following potential Society Job types have been adjusted or removed:
Monster Hunter Society
Removed: Kill Creatures in Slayer Group
Removed: Kill Paragons (Generic)
Removed: Kill Paragons in Slayer Group
Adventurer’s Lodge
Removed: Lockpick Dungeon Chest (Generic)
Removed: Lockpick Paragon Chest
Adjusted: Dungeon Chest 2-4 is now Dungeon Chest Level 2-3
Adjusted: Dungeon Chest 4-6 is now Dungeon Chest Level 4-5
Adjusted: Dungeon Chest 7-8 is now Dungeon Chest 6 and Above (and now has target amounts similar to levels 2-3 and 4-5)
Job Target Values
Conceptually, we have readjusted the “Target Values” needed for most society jobs to fall into one of three categories:
- Easy jobs require a very small amount of time, energy, resources consumed, and is meant to be a job that even a casual player should be able to complete (including crafting jobs)
- Medium jobs require a moderate amount of time, energy, resources but should still be accomplishable by most players reasonably during a week
- Hard jobs require a subsantial amount of time, energy, and resources and are considered to be geared towards “hardcore” players
Creature Killing / Taming
- Society jobs involving specific creatures have now had their target requirements dynamically adjusted each week based on the number of available spawns for the creature that exist in the world and the current spawn timers set for them
- Any Taming job for creatures with a 120 Taming requirement will also have a dramatically reduced target value due to the length of time required to tame it
Crafting
Crafting Consumption
- All Society Crafting Jobs will now require the items being crafted to be consumed (i.e deleted) in order to count towards society job progress
- By default, any crafted items that will contribute to a Society Crafting Job will automatically be consumed UNLESS the player goes into the Society Jobs Overview and deselects the “Contributed Crafted” button next to the job in question
- While “Contribute Crafted” is enabled for a Society Crafting Job, each time they craft that particular item (if it matches the exact criteria for Quality / Material), it will automatically consume the item immediately upon crafting and update the player’s Progress for that Society Job
Crafting Job Types
- We have also eliminated certain “easy to craft” items in certain categories altogether such as level 1-6 scrolls and low level potions (lesser cure, regular strength, etc)
- We have also removed most items that required any Mastercrafting Diagrams, a large amount of Arcane Scrolls (such as Rune Tomes), and Aspect Cores/Extracts
- A number of new crafting types have been added to different society categories (such as the newly created Materials Spellbooks)
Crafting Job Target Amounts
- We have adjusted the target amounts for most crafting jobs now that items crafted will be consumed, however jobs that require materials that are NPC purchasable (such as Reagents) will often require a larger amount of crafted items than jobs with harvested materials (Leather/Ingots/Boards)
- We have also added a sliding “frequency” scalar that will make jobs requiring higher value materials (such as Avarite, Valorite, Verite) occur less often than before
- Jobs that require Exceptional Quality items to be crafted will now require less items crafted to complete than before
Wrestling
- The Wrestling skill now provides a 15% * (Wrestling Skill / 100) bonus to Charged Spell Chances when casting spells against creatures
Aspect Spell Trigger Chance
- The chance for a player to trigger an Aspect Special while casting a spell has been increased to ((4% + 0.4% Per Aspect Tier) * (Spell Mana Cost / 40)) [Previous “Spell Mana Cost” divisor was 50]
Mana Refund Chance
- Players are now capped at having a maximum Mana Refund Chance of 66% when casting spells (from all bonuses combined)
Mass Curse Spell
- If players cast the Mass Curse spell and target a non-Tamed creature, it will only apply the Mass Curse effect to the target and to all nearby non-tamed creatures that flag as Grey or Red to the player (i.e. wont result in any Criminal actions)
- If a player casts Mass Curse on the ground, it will resolve as normal using its normal handling and flagging
Material Spellbooks
- Players now have the ability to craft Material Spellbooks through the Inscription skill under the “Material Spellbooks” crafting category
- Material Spellbooks offer an alternative to Magic Spellbooks (which drop as loot) in that they provide a fairly continuous Mana Regen bonus to the player, rather than the flat Damage Bonus and Mana Refund Chance
- Similar to Magic Spellbooks, Material Spellbooks will not provide any bonus to the player while they are currently Flagged in PvP
- Material Spellbooks require both some Colored Leather and Colored Boards to craft, along with several blank scrolls
Material Spellbook Durability
Material Spellbook Base Durability (Uses Remaining) begins at 250 and receives bonuses based on the following:
Exceptional Quality: +75 Durability
Mastercrafted: +75 Durability
Dullhide Leather: +50 Durability
Shadowhide Leather: +75 Durability
Copperhide Leather: +100 Durability
Bronzehide Leather: +125 Durability
Goldenhide Leather: +150 Durability
Rosehide Leather: +175 Durability
Verehide Leather: +200 Durability
Valehide Leather: +225 Durability
Avarhide Leather: +250 Durability
Material Spellbook Mana Regen Bonuses
Material Spellbooks provide a chance to double normal Mana Regen amounts when actively or passively meditating (while not Flagged in PvP)
Exceptional Quality: +10% Double Mana Regen Chance
Dullhide Leather: +9% Double Mana Regen Chance
Shadowhide Leather: +11% Double Mana Regen Chance
Copperhide Leather: +13% Double Mana Regen Chance
Bronzehide Leather: +15% Double Mana Regen Chance
Goldenhide Leather: +17% Double Mana Regen Chance
Rosehide Leather: +19% Double Mana Regen Chance
Verehide Leather: +21% Double Mana Regen Chance
Valehide Leather: +23% Double Mana Regen Chance
Avarhide Leather: +25% Double Mana Regen Chance
Storage Shelves
- Similar to weapons, players can now store Exceptional Quality Material Spellbooks in Storage Shelves (but cannot store loot-drop Magic Spellbooks in them)
- The Shields Category is now the Shields and Spellbooks category
- Players can rotate through the different types of Material Spellbooks available by selecting the related Leather type desired (note: there is no “regular” leather version of Material Spellbooks)
In order to add a Material Spellbook to a storage shelf, it must be:
- Exceptional Quality
- Fully Repaired
Spellbook Durability
- Magic and Material Spellbooks “Uses Remaining” will now be referred to as Durability, to match similar handling to Armor and Weapons
- Magic and Material Spellbooks will no longer be deleted when reaching 0 Durability (Uses) similar to Weapons/Armor
- Magic and Material Spellbooks will now suffer scaling durability penalties to Spell Damage similar to weapons, except with a maximum penalty of -5% (this amount is lower than weapons/armor due to them being optional equipment)
- Players can view the Durability of their Magic Spellbooks by using Arms Lore on them or looking at the “Equipment” page of the [Stats menu
- Players can view the specific Spell Damage Penalty they are receiving based on the Durability of their Magic and Material Spellbooks in the “Spells” page of the [Stats menu
Spellbook Type Switching
- When a player casts a spell using a Magic Spellbook (i.e. Loot Drop spellbook) there is a 60 second delay before they will be able to receive any Mana Regen bonuses from any Material Spellbooks they equip
- When a player regenerates mana using a Material Spellbook, there is a 60 second delay before they will be able to receive any Mana Refund Chances or Damage Bonuses from any Magic Spellbook (i.e. Loot Drop spellbook) they equip
Wizard’s Grimoire
- Players can now craft Wizard’s Grimoires using the Inscription skill under the “Books and Tomes” category
- Wizard’s Grimoires function similarily to Summoner’s Tomes and Dexer Codexes in that they are Blessed items that are double-clicked to access a “Wizardry Profile” stored for the character
- A Wizardry Profile is permanently stored to a character, and cannot be lost: a player who loses their Wizard’s Grimoire can simply aquire a new one and not lose any progress
Wizardry Experience
- When characters with a Wizard’s Grimoire kill creatures, they will earn Experience for their Wizardry Profile based on the amount of Spell damage they inflicted on the creature as follows:
- Wizardry Experience Earned: (Total Spell Damage Dealt to Creature / Creature Total Health) * Gold Value of Creature
- When characters earn enough Wizardry Experience, they unlock a Point to spend in their Wizardry Profile
- At the bottom center of the Wizard’s Grimoire menu, players can see their current progress towards earning their next point, as well as how many points they’ve already earned and spent on the bottom left side of the menu
A player earns enough Wizardry Experience to unlock a Point
Wizardry Points
- A player’s first Wizardry Point requires 1000 Experience to unlock, and each subsequent point requires an additional 1000 more Experience than the previous point
- Players are able to unlock up to a maximum of 50 Wizardry Points
Spell Upgrades
- The core of the Wizardry system is spending Wizardry Points to upgrade spells
- There are 16 different spells featured in the Wizardry system which can be upgraded by spending Wizardry Points
- Each time a player upgrades a spell, they increase it’s Spell Tier, and players can upgrade each spell up to three times (to a max of Tier 3)
- Players can click the Info button next to each spell to see what bonuses upgrading that spell will give the player, with the the bonus amounts provided by each Spell Tier listed in parenthesis and separated by commas
- Players can click the “Spent Points to Raise Tier” button to upgrade the Spell Tier of a spell by spending the points amount listed
- Once a spell has been upgraded, it’s Spell Tier is depicted as a number of Wizard Hats displayed next to the spell, and the total amount of points spent on that spell are also displayed below
- The total amount of Points Spent on all spells combined is displayed on the bottom left area of the menu
Upgrade Point Costs
Each spell has a different range of Point Costs required to upgrade to different Spell Tiers, with spells following into one of three categories as follows:
Low Impact Spells
Tier 1: 1 Points
Tier 2: 2 Points (3 Total Spent)
Tier 3: 3 Points (6 Total Spent)
Medium Impact Spells
Tier 1: 2 Points
Tier 2: 3 Points (5 Total Spent)
Tier 3: 4 Points (9 Total Spent)
High Impact Spells
Tier 1: 3 Points
Tier 2: 4 Points (7 Total Spent)
Tier 3: 5 Points (12 Total Spent)
Resetting Spent Points
- When players spend points upgrading Spell Tiers, they are not permanently locked into those choices: players are allowed to Reset their points distributions once every 5 minutes
- Players can click (twice) the Reset Spent Points button to refund all of their points spent and can then reallocate them as they see fit
- If a player had a Buff or Bonus in place as the result of a Spell Tier upgrade, clicking the Rest Spent Points button will cancel that bonus
Spell Tier Upgrades
- When players upgrade Spell Tiers, they will gain access to new bonuses for that spell so long as they are not Flagged in PvP (or when casting a beneficial spell on another player, neither player is Flagged in PvP)
- The bonuses listed for spells are in addition to any effects the spell normally has (i.e Mana Vampire will still reduce target’s Magic Resist in addition to its Wizardry Mana Refund mechanic, and Curse/Mass Curse will still apply debuffs to the targets)
Create Food
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: Creates a Magic Mushroom bound to caster that restores 25 * (Magery / 100) mana with a cooldown of (3 min, 2 min, 1 min) between uses
Magic Mushroom
Players can double-click a Magic Mushroom bound to them, it will consume the item and restore (25 * (Magery / 100)) Mana
Players may not consume Magic Mushrooms while they are Flagged in PvP
Magic Mushrooms are stackable (provided they are bound to the same player)
Magic Arrow
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: The first time spell is cast every (60 sec, 40 sec, 20 sec) seconds its damage is increased by 300%
Harm
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: The first time spell is cast every (60 sec, 40 sec, 20 sec) seconds its damage is increased by 200%
Cure
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: Increases cure chance by (10%, 20%, 30%) of normal
Bless
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: Will also apply the Bless spell to up to (2, 3, 4) other friendly targets within 4 tiles of target (will prioritize player’s controlled creatures first)
Fireball
Upgrade Costs: 2, 3, 4 Points (2 Total, 5 Total, 9 Total)
Bonus: The first time spell is cast every (60 sec, 40 sec, 20 sec) seconds it will inflict an additional 300% of final spell damage to target over 15 seconds
Lightning
Upgrade Costs: 2, 3, 4 Points (2 Total, 5 Total, 9 Total)
Bonus: The first time spell is cast every (60 sec, 40 sec, 20 sec) seconds its damage is increased by 200% and will Hinder the target for 3 seconds
Arch Cure
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: Increases cure chance by (10%, 20%, 30%) of normal
Greater Heal
Upgrade Costs: 2, 3, 4 Points (2 Total, 5 Total, 9 Total)
Bonus: Heals additional (15%, 25%, 35%) of healing amount to target over 15 seconds
Curse
Upgrade Costs: 2, 3, 4 Points (2 Total, 5 Total, 9 Total)
Bonus: Spells cast by caster against target have their damage increased by (15%, 20%, 25%) for the next 60 seconds
Mana Drain
Upgrade Costs: 3, 4, 5 Points (3 Total, 7 Total, 12 Total)
Bonus: Increases mana refund chance (10%, 15%, 20%) for caster’s hostile spells cast against target for next 60 seconds
Mind Blast
Upgrade Costs: 3, 4, 5 Points (4 Total, 9 Total, 12 Total)
Bonus: Increases charged spell chance by (+20%, +30%, +40%)
Energy Bolt
Upgrade Costs: 3, 4, 5 Points (3 Total, 7 Total, 12 Total)
Bonus: Increases the damage of the next non-Energy Bolt spell caster casts on target within 10 seconds by (15%, 25%, 35%). Cannot be stacked multiple times
Explosion
Upgrade Costs: 3, 4, 5 Points (3 Total, 7 Total, 12 Total)
Bonus: Inflicts (25%, 35%, 45%) damage to a nearby hostile target within 1 tile of target (Curse and Mass Curse bonuses will apply)
Mass Curse
Upgrade Costs: 2, 3, 4 Points (2 Total, 5 Total, 9 Total)
Bonus: Spells cast by caster against targets affected have their damage increased by (15%, 20%, 25%) for the next 60 seconds
Flamestrike
Upgrade Costs: 3, 4, 5 Points (3 Total, 7 Total, 12 Total)
Bonus: Inflicts an additional (15%, 25%, 35%) of final spell damage to target over 15 seconds
Mana Vampire
Upgrade Costs: 3, 4, 5 Points (3 Total, 7 Total, 12 Total)
Bonus: Increases mana refund chance by (10%, 15%, 20%) for caster’s hostile spells cast against target for next 5 minutes
Resurrection
Upgrade Costs: 1, 2, 3 Points (1 Total, 3 Total, 6 Total)
Bonus: Increases mana refund chance by (20%, 30%, 40%) and has (33%, 66%, 100%) chance to resurrect an additional friendy target within 4 tiles
Wizardry Achievements
- Players can unlock the “Wizard” set of Achievements by unlocking different points amounts in the Wizardry system
- It will take multiple characters worth of maximizing points in order to earn the full points needed to reach the Wizard (Epic) achievement
Trap Placements
- We have overhauled the Trap Wire Placement interface for trappers
- Players can click the Info button next to each trap type to display that particular trap type’s details, which are updated based on the Trap Wire type selected, the player’s skills, and any bonuses provided to the player from Aspect Gear, Mastery Chains, etc
- Players can click the Place button next to each trap type to immediatel place it at their previously targeted location
- Players can click the Trap Wire Type buttons to rotate through different Trap Wire types to use
- Players can click the Trigger Type buttons to rotate between having the trap explode based on Proximity or to be only via Detonator
- Players can click the Show Cooldowns button to display a system message list of all of the cooldowns on their current trap placements
- Placing Traps on Containers will also utilitize the new trap interface