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    Unknown Shores v3.10 A lot has been changed to the RPG system as detailed below, the goal was to bring up newer players strength while giving veterans a ceiling that still makes them feel powerful. A more thorough skill patch will come in a few weeks as well as fixes to any issues that occur. Experience Overhaul One of the largest issues players who had left the server aired was that they felt they were left behind, we have tried to rectify this by making experience at lower ranges quicker while those at higher are slowed down. Currently, 10,000xp is the soft cap, with nothing available after then but we do intend to add in customisation options, such as feats akin to D&D. Training: Gaining XP is done by the training command rather than buying XP directly. Training with cost 4 productivity every 5 minutes spent while training is active. The XP gained is multiplied based on your current xp bracket (see table below). Killing an npc of bracket-appropriate CR will immediately spend 12 productivity towards training. Mentoring: A character with 2,500 more XP than you can mentor you to gain experience. To do so they select you and in their RPG handbook > More Options will be a mentor option. You must type .rpg mentor (as the recipient) to gain the training from the mentor. Both MENTOR and MENTORED will spend 30 productivity, while the mentor gains 10 experience, the mentored will gain 60 * their current brackets multiplier XP. XP Bracket multipliers: 0-2999 : *3 3000-6999 : *2 7000-9999 : *1 10000+ : *0.5 Training CR Brackets: 0-1999 : * 2000-3999 : >10 4000-5999: >15 6000-7999: >20 8000-9999: >25 10000+: >30 Attributes: Attributes have been given an overhaul, every player begins with 2 in every attribute (strength, dexterity, constitution, perception, willpower and ingenuity) and have 10 points to spend. Between 0 and 10,000 XP you gain a further 15 points (to a total of 25). To buy attributes, you follow the same method as currently, through the RPG Handbook > More Options > Spend Attributes. The more attribute points (AP) you spend in a single stat, the more expensive the cost as outlined below. Attribute Points are gained at: 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000. Attributes cost: 2-6: 1 point 7+: 2 points Items: We have added a lot of backend changes, including an elemental system which is baked into abilities, elemental stones can also be made by weaponsmiths to enchant a weapon with such elements; outfitters and armoursmiths can now make undershirts and patches to add elemental resistance to armour. We have also added support for stat rings (we will most likely get these out after the new year). We have changed up the dodge calculation to reign in dodge somewhat in order to hopefully make it a bit less wild in the protection it provides. Last but not least, we have added extra rare and epic weapons and armour which you can see further down the patch notes! Professions: Weaponsmith: We have added elemental stones, you can buy the recipes from the trainers in silver-eye. Armoursmith: We have added armor undershirts, you can buy the recipes from the trainers in silver-eye. Outfitter: We have added armor linings, you can buy the recipes from the trainers in silver-eye. You may combine armor upgrades after crafting them. Here's a link providing all the effects of armor upgrades, as well as weapon stones. Mystic: We have added spell scrolls that are able to hold non-class spells that anyone can use for their base energy cost! These scrolls use the stats of the person who scribed the scroll, and have a clamp on the maximum cost based on the rarity of the scroll (6 for uncommon(lesser blank spell scroll), 8 for rare (blank spell scroll) and 10 for epic (Greater spell scroll). These scrolls may also be found out in the wild or events! Architect: Added a local rotation option when placing objects. No more headaches! Profession recipes now give exponentially more XP for higher productivity cost recipes. Gathering nodes now show which materials they yield rather than a rarity. Recipes in recipe books/tables are now ordered by level requirement. Miscellaneous NPC's will no longer give you grave wounds when they incapacitate and execute you. You may still get other kinds of wounds however! Campfire fatigue recovery now speeds up with each consecutive camping tick. Added the .barber command to set your hair anywhere, just fabulous! Changed some boat trips. Fixes: Fixes a bug with fatigue gained when you receive grave wounds. Fixed a few bugs with scrapping, you should be able to scrap more things now. Fixes some language-translations. Fixed a bug involving chest use. Staff: Added .npc set standstate - Gotta get them Hozen dancing! Added .treasure give <id> Weapons One-Handed Axes Cleaver: Increased scaling from 5.0 to 7.0 Rager's Axe: Increased Minimum and Maximum damage from -45 to -30. Ripper's Chopper: Increased scaling from 5.0 to 8.0 Two-Handed Axes Great Axe: Increased minimum damage from 0 to 10 and increased maximum damage from 60 to 70. Battleaxe: Increased scaling from 7.0 to 9.0 Edgelord's Cleaver: Reduced the increased incoming damage taken from 15% to 10% and increased scaling from 10.0 to 15.0 Horrific Executioner's Axe: Increased Incoming damage changed from 75% -> 25% Daggers Heartseeker's Dagger: Increased the weapons critical strike change from 16% to 18% Midnight Blade: Increased Minimum and Maximum damage from -45 to -30. Fists Slashing Claws: Increased maximum damage from 65 to 85 Heavy Glove: Decreased secondary stat scaling from 5.0 to 4.0 Barbaric Fist: Increased outgoing physical damage from 5% to 7% and increased scaling from 2.5 to 5.0 One-Handed Maces Morning Star: Increased scaling from 5.0 to 6.0 Two-Handed Maces Maul: Reduced maximum damage from 100 to 80 and reduced scaling from 12.0 to 10.0 Nature's Fist: Increased dodge rating from 2 to 6. Divine Great Hammer: Increased secondary scaling from 2.0 to 3.0 Polearms Lance: Increased critical strike chance from 0% to 4% Bloody Voulge: Reduced the increased incoming damage taken from 30% to 10% Staffs Beast-Kin Staff: Added a secondary scaling of Strength 2.0 One-Handed Swords Sorcerous Sabre: Increased secondary scaling from 3.0 to 4.0 Gambler's Sword: Increased scaling from 4.0 to 6.0, increases starting energy by 2. Two-Handed Swords Claymore: Increased scaling from 5.0 to 6.5 Estoc: Increased minimum damage from 10 to 20 and increased maximum damage from 30 to 40. Greatsword: Reduced the increased incoming damage taken from 20% to 10% Bows Shortbow: Increased the minimum damage from 5 to 25 and increased the maximum damage from 20 to 40. Longbow: Reduced the secondary scaling from 6.0 to 5.0 Composite Bow: Increased scaling from 4.0 to 7.0 Slayer's Bow: Increased the minimum and maximum damage from -25 to -10 Crossbows Crossbow: Increased scaling from 2.0 to 3.5 Hunter's Cranequin: Increased maximum damage from 25 to 45 Arbalest: Increased minimum damage from 20 to 40. Deadaim Crossbow: Increased minimum damage from 0 to 35 and increased maximum damage from 5 to 55. Rifles Old Rifle: Increased maximum damage from 30 to 50 Cartridge Rifle: Increased minimum damage from 15 to 25, increased maximum damage from 30 to 40 and increased scaling from 5.0 to 6.0 Gunslinger's Long Pistol: Increased minimum damage from 10 to 15 and increased maximum damage from 20 to 25. Sniper's Rifle: Increased minimum damage from 0 to 20 and increased maximum damage from 10 to 55. The Cannon: Increased maximum damage from 80 to 120 and reduced the increased incoming damage taken from 40% to 15% Wands Old Wand: Increased scaling from 3.0 to 5.0 Magic Wand: Added scaling of 3.0 willpower Inventor's Focal Wand: Added scaling of 6.0 willpower Jr Mage's Wand: Increased scaling from 3.0 to 5.0 and increased the outgoing magical damage from -25% to 8%. New Weapons Epic - Lightning's Crack (One-Handed Axe): 10-60, 8.0 strength, 3.0 willpower, 6% critical strike, deals Electric damage. Epic - Earthmother's Hand (One-Handed Mace): 5-55, 10.0 strength, 0% critical strike, reduces incoming magical damage by 8%, reduces dodge rating by 4. Epic - Truestrike (Bow): 10-15, 5.0 dexterity, 100% critical strike, increases incoming damage by 15% Epic - Bloodletter (Dagger): 10-20, 4.0 dexterity, 3.0 perception, 2% critical strike, this weapon deals Chaos damage. Epic - Ballistae (Crossbow): 10-25, 15.0 Dexterity, 7.0 Strength, 0% critical strike, reduces hit rating by 8. Epic - Shredding Talon (Fist): -15-45, 7.0 Strength, 5.0 Dexterity, 0% critical strike, increases outgoing physical damage by 8%, increases incoming physical damage by 8%, increases dodge rating by 2. Epic - Keeper's Gavel (Two-Handed Mace): 40-40, 15.0 Strength scale, 0% critical strike, this weapon deals Crushing damage, reduces initiative by 10. Epic - Runic Glaive (Polearm): 15-35, 12.0 Dexterity scale, 0% critical strike, increases magical damage dealt by 12% Rare - Lazy Fist (Fist): 0-0, 18.0 Dexterity, -10.0 Ingenuity, 0% critical strike Rare - Stone Fist (One-Handed Mace): 15-15, 12.0 strength, -2.0 dexterity, 0% critical strike. Armour Changes Most armours have had their stat requirements changed as listed below. Cloth Wizard’s Mantle: Changed requirements to 3 willpower Merchant’s Armour: Changed requirements to 3 ingenuity Hierophant’s Robes: Changed requirements to 4 willpower Brawler’s Harness: Changed requirements to 5 strength, increases outgoing physical damage by 8% Mana-Enriched Attire: Changed requirements to 3 strength Robes of the Scholar: Changed requirements to 3 strength and 4 willpower Leather Nature’s Awakening: Changed requirements to 3 dexterity. Wanderer’s Armour: Changed requirements to 3 strength and 3 ingenuity Magic Eater’s Garb: Changed requirements to 5 willpower, now increases Frost, Arcane, Fire, Nature and Lightning resistance by 15% Assassin’s Armour: Changed requirements to 3 strength and 3 ingenuity Garb of the Bloodthirsty: Changed requirements to 3 strength. Mail Ranger’s Guile: Changed requirements to 3 dexterity and 3 willpower Bladed Mail: Changed requirements to 4 strength Flamescarred Scales: Changed requirements to 3 strength and 3 willpower Plate Knight’s Armour: Changed requirements to 6 strength. Runic Plate Armour: Changed requirements to 4 strength and 3 willpower New Armours Epic - Phoenix Robes (Cloth): Requires 3 strength and 4 willpower, increases physical resistance by 5%, increases magical resistance by 5%, reduces dodge rating by 4, increased outgoing healing by 15%, reduced outgoing damage by 10%, increased fire resistance by 75%, reduced frost resistance by 50%. Epic - Malorne’s Armour (Leather): Requires 3 dexterity and 4 willpower, increased physical resistance by 10%, increased magical resistance by 5%, increases dodge rating by 2, increases outgoing magical damage and healing by 6%, increases starting energy by 4, increases maximum energy by 2. Epic - Windrunner’s Garb (Mail): Requires 6 dexterity and 4 willpower, increases physical resistance by 5%, increases magical resistance by 5%, increases dodge rating by 2, Increases energy regeneration by 1, reduces maximum hit points by 200, increases initiative by 4. Epic - Lightbringer’s Breastplate (Plate): Requires 7 strength and 7 willpower, increases physical resistance by 35%, increases magical resistance by 10%, reduces dodge rating by 8, increases outgoing healing by 12%, reduces outgoing damage by 15%, increases holy resistance by 50%, increases shadow resistance by 25%. Ability Changes Charge: Reduced energy cost from 18 to 15, reduced weapon damage from 105% to 50%, removed self debuff. Cannot be used while engaged OR using guard. Evade: Giving a 6 round cooldown, now lasts for 3 rounds. Crippling Shot: 2 round cooldown Kill Shot: 6 round cooldown, increases damage before a critical strike to 300. Demoralizing Shout: 5 round cooldown, increased debuff from Melee Action Check * 1.0 to *1.1 Bolster: 2 round cooldown. Revenge: 5 round cooldown, increases self missing health % from 20 to 30, increases damage before a critical strike from 250 to 300. Shield Slam: 3 round cooldown, removed the essence cost. Obliterate: 4 round cooldown. Disengage: 4 round cooldown, reduced essence cost from 2 to 1, requires a ranged weapon. Burgeoning Rage: 8 round cooldown, removed essence cost. Magic Action Mark of the Bulwark: 2 Round Cooldown Mark of the Rager: 2 Round Cooldown Mark of the Master: 2 Round Cooldown Mark of the Mender: 2 Round Cooldown Arcane Salvo:3 Round Cooldown, removed Essence cost, reduced amount of energy restored from 3 to 2. Lightning Rod:3 Round Cooldown Overwhelming Blast:4 Round Cooldown, Essence cost reduced to 1 Dark Vestiges: 6 Round Cooldown, Increased Target’s Missing Health from 21% to 30%, increased damage before critical strike from 200 to 300 Clutch of Winter: No longer applies the immunity to movement impairing effect. Terrify: 3 Round Cooldown, no longer applies the immunity to movement impairing effect. Mark of the Scorned: 2 Round Cooldown Proselytize: 3 Round Cooldown Meditation: 8 Round Cooldown, Essence cost reduced to 2 Improvised Action Purge: 2 Round Cooldown Dive: 2 Round Cooldown Distracting Flourish: 5 Round Cooldown, removed Essence cost Scream: 12 Round Cooldown, Essence cost reduced to 1 Focus Energy:6 Round Cooldown, removed Essence cost Parry:8 Round Cooldown, removed Essence cost Appeal: 5 Round Cooldown Both Eyes Open: 5 Round Cooldown, removed Essence cost Classes Warrior Mortal Strike: 4 round cooldown, removed essence cost. Enraged Regeneration: 8 round cooldown, increases energy cost from 14 to 15, reduced essence cost from 2 to 1. Paladin Crusader Strike: 2 round cooldown. Judgement: 4 round cooldown. Blessing of Sanctuary: 2 round cooldown. Hunter Beastial Wrath: 6 round cooldown, reduced essence cost from 2 to 1. Aimed Shot: 4 round cooldown, removed essence cost. Frost Trap: 2 round cooldown, no longer applies the immunity to movement impairing effect. Aspect of the Dragonhawk: Changed wording from Dodge Chance to Dodge Rating cause we wanted to raise hopes and dash them. Shaman Lava Burst: 3 round cooldown, removed essence cost. Windfury weapon: 1 round cooldown, reduced energy cost from 12 to 8. Druid Barkskin: 6 round cooldown, duration increased from 2 to 3 rounds, removed essence cost. Rogue Killing Spree: 5 round cooldown, reduced essence cost from 2 to 1, Mainhand and offhand attacks increased from 37.5% to 45%. Hemorrhage: Reworked to apply a debuff with 4 stacks that increases damage received by 15 and removing 1 stack. Shadowstep: 4 round cooldown, removed essence cost. Vanish: 12 round cooldown, reduced essence cost from 4 to 2, removed energy cost. Priest Power Word: Fortitude: 4 round cooldown, increased energy cost from 12 to 14, increased constitution from 1 to 2. Mage Pyroblast: 4 round cooldown, removed essence cost. Ice Block: 4 round cooldown, reduced essence cost from 2 to 1. Warlock Curse of Exhaustion: 2 round cooldown, no longer applies the immunity to movement impairing effect. Chaos Bolt: 4 round cooldown, removed essence cost. Death Knight Hysteria: 3 Round Cooldown, Increased Outgoing Damage increase from 25% to 30% Lichborne: 4 Round Cooldown, Reduced essence cost from 2 to 1 Plague Strike: 2 Round Cooldown
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