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  1. Varen

    Unknown Shores, RPG Patch Notes

    Hotfix 20/05/2019: -Rewrote Energy Regen logic, should fix most / all energy bugs -Respawning code changed, better support for waypoints -Adjusted new character spawn for Haven -Fixed ManaShield giving mana instead of consuming it. (<_<") -Fixed Scream adding energy instead of ingenuity -Fixed crash with Shield Block being used without a shield equipped
  2. Varen

    Unknown Shores, RPG Patch Notes

    ##### Patch 3.3.1 ##### -Ironskin and Magicbarrier now replace your Armor's statistics rather than sum to them, and only if higher. As a result, Shatter effects now affect these spells too. -Fixed Devastate damage, it was doing 30% less damage than it said. -Changed Mana Shield's calculation to (EnergyConsumed * MagicActionCheck) / 1.6 -Fixed BeastialWrath doing something entirely different than what it said. -Fixed Fatigue not affecting damage taken or damage output at all. -GM: DMKit now has an interface for variables and links. This should cut down the time to make DMKit things to minutes from hours. -GM: DMKit Triggerers now can optionally use Line of Sight checks -GM: DMKit ObjectSpawners can copy model, rotation, position and scale from a pre-placed object during setup. (Not dynamically, though.) -Various fixes for DMKit oddities -Misc boat changes
  3. Varen

    Unknown Shores, RPG Patch Notes

    Hotfix 09/03/2019: -Fixed Identifying Glass being off by a factor of 100 (showing 0.0x% instead of x%). Hotfix 10/03/2019: -Fixed Dodge having no effect at all on damage. -Fixed Identifying Glass not showing Healing Received mod correctly ##### Patch 3.2.0 ##### - Implemented version 1.0 of skills, this may be subject to some revisions during the next few weeks. Skills are accessible from a new menu on your character sheet, you may also learn new skills from that menu as well. You will gain points as you gain XP and they are refunded in the event of an XP reset similarly to how abilities are. The mundane skills are fairly self-explanatory, the magical ones can be a bit more confusing. The intent is that the skill represents using your particular power to do a particular effect, rather than your competency with the Light or Arcane magic in general, etc. You can find the definitions here: http:// https://www.unknown-shores.com/index.php?/topic/486-rpg-skills-information/ Skills have a default associated attribute, but you may override this at a DM's discretion by using the .rpg check <attribute> <skill> <advantage/disadvantage> framework. RPG Checks now roll 2d10 + (Attribute / 2) rounded down + Skill Bonus. Raw attribute checks are instead 2d10 + Attribute. Untrained = +0 Trained = +3 Expert = +6 Master = +10 Generally speaking, expected DCs you will have to pass are: Easy (12), Medium (14), Hard (18), Very Hard (26) If you have feedback on the skill system please do not hesitate to discuss it in the system channel or also DM me directly. - Boss marked characters have more attribute points to spend. (This does not impact NPCs) - Cut one line from the ability page to prevent crashes with maxed out abilities. - Increased the free RPG XP reset threshold from 750 to 1500. - Fixed fast travel Menhirs silver option. - Moved spawn of Haven boat from the middle of Haven. - Fixed attunements trying to attune more than the max and breaking. - Fixed WellFed buff not stacking. - Fixed DistractingFlourish having zero effect due to rounding error, woops. Hotfix 26/03/2019: -Fixed Turn Order getting reset when someone dies in a fight -Fixed keys crashing the server in some cases Hotfix 27/03/2019: -Added Architect stuff of the latest @🅼🅴🅻 batch of goods. -Increased how much you must be drunk before you start being unable to talk normally. -Fixed yet another turn-order-reset bug ##### Patch 3.3.0 ##### - Overhauled RPG item internals, optimized to improve performance, and added new functionality to assist in creating future items and to allow for more interesting effects. - Overhauled RPG Skills to our new lists after feedback, everyone has been reset. - Added a mod essence command. - A number of small bugfixes. Hotfix 14/04/2019: -Code changes for performance increase up to ~90%, should mitigate the worst server-hitches we've been having. -Misc fixes including some related to items having a new token set on them and failing to recognize it ##### Patch 3.3.0a ##### -Server supports mmaps and vmaps with our custom maps: This means that NPCs will stop pathing through walls, trees, and the like. -RPG "aggro" now respects LoS: Npcs will not be able to see you (or call for allies) through a map edited solid object. You won't be able to start fights unless you have LoS either -Various changes to AI, especially to diminish cheese of some npcs too eager to engage everyone.
  4. Varen

    RPG Equipment Document

    Added profession rings.
  5. Varen

    Unknown Shores, RPG Patch Notes

    Hotfix 18/02/19 -Slightly increased tea fatigue regen. -Prod tokens are soulbound now. -Fixed scrapping of architect items. -Fixed some healing not being range limited still. ##### Patch 3.1.3 ##### -Added Bulk Orders. Bulk Orders can be acquired by profession-specific NPCs, and come in different level brackets. Once one is accepted and fullfilled, it can be turned in for a reward of coin, or something else. The 85 and 100+ brackets have rewards in form of RPG rings and legendary materials! Bulk orders cycle to a new one every hour, or sometimes as you get more XP. -Added new Architect tables and objects New architect tables have been added with plenty of new detail items, with a different method of categorization: Each table will specialise in a category (E.g. fishing) and have subcategories for various gameobjects. The old architect tables still exist, but will eventually be integrated in this system. Big thanks to 🅼🅴🅻 for all the legwork required for this! -NPCs now buff their allies as expected when using party buffs. -Fixed Obliterate Message -Fixed Engages failing -Fixed NPCs multi-cleaving a single target if it was guarding someone else. Oof. Hotfix 07/03/2019: -Fixed some party buffs crashing the server -Fixed keys crashing the server in some cases
  6. Varen

    Unknown Shores, RPG Patch Notes

    Hotfix 28/12/2018 -Fixed businesses sometimes slowing down their output -Mystic randomcraft of medicine books now crafts 7 instead of 1 if it rolls for that result. Patch 3.1.1b - Worldedits Worldedit-only patch, use the launcher to download. Changes include player-owned buildings that have been completed so far, plus a few fixes and other map features like a few names on locations. Hotfix 06/01/2019 -Fixed a crashbug involving using keys of objects that weren't loaded in the map. -Tweaked dodge calculation, slightly buffed back from the nerfs of oblivion. -Fixed a bug with weapons having -dam (slayer's etc) not taking weaponstones in account for their damage. -Fixed a GM command to set up businesses, new businesses won't think they need to catch up from a server downtime started in the 1970s. Hotfix 10/01/2019 -Changes to MeleeAI engagement logic -Changes to RangedAI attack logic -Fixes for healing sigils/aegises, now they should do exactly what they say on the tin -Fixed display of ability forget times ##### Patch 3.12 ##### -Changed basic provisoner foods. No longer heal or restore fatigue, instead apply an 1h buff that mitigates fatigue buildup. Can stack up to 5 times. -Added the Cooking Campfire to Architect, contains basic food recipes. Basic food recipes cost no productivity, but have a small fatigue cost instead. They do not increase your provisoning profession. -Added boiled foods to Cooking Campfire: Will heal to 100% hp over 1 minute. -Added relaxing tea to Cooking Campfire: Will reduce an amount of fatigue over 5 minutes. -Added the Stone Well to Architect. Allows to produce 1 fresh water per 4% fatigue spent. -Added Rare Scrapping Kit. Costs 250s. -Increased drop rate of meat from many animals. -Lowered chance of cuts for very low damage amounts -Removed spamming of "tipsy" message. -Fixed some healing abilities not having a max distance out of combat -Fixed some abilities causing cooldowns when used out of combat -Removed a lot of "You can never use that item" from various items that weren't wearable for a reason or another. Report if you find more! -WIP: Working on the database side of the bulk orders, they will be released in a download-less patch in the next few days with proper patchnotes on how they work.
  7. Varen

    Unknown Shores, RPG Patch Notes

    ##### Patch 3.11 ##### -AI Changes: -AI will try to make best use of engagements when cleave is available -AI will try to disengage when trying to be ranged rather than stand around and wait -Slew of crashbug fixes -Fixed Judgement giving energy/health to wrong target Hotfix 07/12/18: -Fixed crash from having too many abilities -Surgery now can remove long-duration wounds Hotfix 08/12/18: -Fixed weapon enchantments not displaying a visual effect when applied. -Removed selling of non-junk to the exchange master. ##### Patch 3.11a ##### -WoW healthbars will now display percentage of RPG health, both for you and others. -NPCs will now try to target (As in, wow target display) the last unit they used an ability on. (Go to interface->Combat->enable TargetOfTarget to make use of this) -Fatigue gain from fleeing greatly decreased -Fixed NPC hostility tag not updating correctly sometimes -Various fixes for states not reverting stats properly. Hotfix 14/12/2018: -Removed some old injuries for the ongoing effort to unify all the injuries to work with the same rules -Goodbye silver-eye, removed teleports from the defunct isle. Hotfix #2 14/12/2018: -Changed initial spawn location options for new chars: Drustgarde, Halfpoint, Menhirs -Dying now respawns you at the closest safe location available, with a few in Opej and one in Menhirs -Changed unstable hearthstone to teleport to Halfpoint Haven -Fixed Rotate To My Facing in Architect ##### Patch 3.1.1b ##### -FieldMedicalTreatment now removes all Trivial injuries and up to 2 Minor Injuries -Book of Medicine changed: Changed functionality to use Field Medical Treatment on self when consumed. -Changed wound descriptions to specify if they're Trivial, Minor, Major, or Permanent injuries. -NPCs will try to face fight creator on fight start and track it. -Internal crash-fixes. Hotfix 20/12/2018. -Fixed Book of Medicine consuming cooked fish instead of the book to use field medical treatment. -Changed text in Mr Smith's spawn to remove reference to grave wounds -Internal fixes Hotfix 22/12/2018 -Architect tables changs: *They now show the recipe level on the recipe name in brackets. (Red if level too low) *Added multipage support, so we can have unlimited recipes in a category. *Alphabetical sorting.
  8. Varen

    RPG starting XP revamp

    You currently require 5999 productivity to go from 0 to max XP. That's 83 days of XP focused on combat. I've the feeling that you've written this bit but haven't looked at what our updates did to XP distribution a while ago! And a few professions have received new recipes that make them quite a lot faster to level up as well. Plus there's an upcoming update that'll make it even more streamlined. Furthermore, with your starting stats, you can now take on most things that once required a veteran player to handle. The bar has been moved already!
  9. Varen

    Injuries and How to heal them

    Updated for patch 3.1.1b.
  10. Quickly gonna answer as I'm a bit swamped with stuff to do! I'm sure it won't be a perfect answer, but I'll try what I can for now. Part 1: I moved the spawnpoints this morning so that they are only Halfpoint Haven, Drustgarde and the Menhirs port. That should make sure people spawn closer to people. The NPC really needs updating, and I do want to work it over, it's on my todo list. I want to actually math out the XP options VS the gather VS the rest so that they're as fair as possible. Part 2: This needs a lot of thought, but I'm gonna quickly go through an idea I had. *All of these are ideas I had to solve things, and needs investigating to think over how to solve* -Make productivity work as what makes you gain XP, while fatigue can be used to do work that won't progress the char but will still give you an amount of stuff. Essentially increase the types of things you can do but giving you the option to use a renewable resource for it. Needs thinking on how to balance it to not make it overwork. -I want to add farming that uses mainly that mechanic, giving new stuff to allow for faster fatigue removal and other effects -Tools specialised for the work that help you gain more of a specific resource you want (thanks Kogoshi for the idea too) -Need to rework how architect mats are gotten. Either some specialised tool or some command to just get those. I'm reticent to just change prod because a lot of things are keyed off the "value of productivity". And that just means more math. Part 3: Axis is hard at work at the new isle, Vrahn is on vacay till the 16th, Nostra's on leave for personal issues. I am cri. Part 4: I'd love for the system to be more interesting. The recent addition of resistances was to try and help with that, as it gives some depth in how you can counter some stuff. If you'd like to propose some ideas, the BalanceTeam guys on discord are those to speak to. They're the ones in charge of all the mathymaths of combat, and throwing combat abilities at me to code. Part 5: I'll leave this part to answer to Elle, as I put 'em in charge of the Keepers team specifically to solve these issues *shoves work away yey* Part 6: *Hopeful speech about solving issues. I need to get back to work now* Part 7: We need to rediscuss some design on token rarities. One thing we've in the works is trinkets, too, which should add another dimension to equipment. They can even add new abilities!
  11. Varen

    Mapping the Doldrums

    An updated version of the map given our recent developments.
  12. Introduction "We invite you, brave adventurers, to explore lands uncharted and locked away, cut off from Stormwind and Orgrimmar, from your friends and families. Will you conquer the Doldrums or will you become another lost soul?" Unknown Shores is a World of Warcraft roleplay server, built over Legion 7.1.5, with a plethora of custom crafted game mechanics centered on giving you, the player, the tools to bring the change you want in the world of the Doldrums! Grom’Thar. A player guild base with a mix of world-editing and player-spawned objects through the architect profession. Interactive World For anyone unfamiliar, private servers benefit from the ability to create anything that you can imagine, we have taken this a step further than most servers and given our players unprecedented abilities to interact with and roleplay within the Warcraft setting. Using a tool we call the DMkit we can create custom encounters in the world which can be anything from ambushes to puzzles. D&D Inspired RPG System Our professions are tied into a custom built RPG which replaces the World of Warcraft combat mechanics and professions. This means turn-based combat where you can truly build your character in a manner similar to tabletop RPGs like Dungeons and Dragons or Pathfinder. This extends to player professions, which are split between gathering and crafting.The former allows you to gather fish, meat, leather, timber, scrap metal, stone and more whilst the latter can help you make food, armour, weapons, enchantments, bandages and beer or building your own base. Architect One of our professions is the ‘architecture’ which allows players to craft and place in-game objects. This can be anything from the construction of fortifications to simply adding a bit of clutter to a personal dwelling. This particular profession is an incredible tool that gives players the ability to directly edit and modify the world in building camps, forts or whatever they fancy, though be wary not to build your home-from-home somewhere hostile! Fort Drustgarde / Port Sabella / Egtown / Flotsam / The Port of a Thousand Names. A 100% player-made settlement using the architect profession. Custom Lore and Maps Unknown Shores takes place on a set of islands in an area known as the Doldrums, a strange place which is largely unknown in the wider world of Azeroth. Similar to the Bermuda triangle, it is a place which draws in those unfortunate enough to come to close and through mystical means prevents those trapped there from leaving. Using the map making tool noggit, our editors have built a set of islands for you to explore and exploit, with more islands in the works featuring new secrets, encounters and biomes previously not seen on the Unknown Shores. Whilst indeed many of the characters and locations will seem unfamiliar, organisations and banners will crop up on occasion, be it the golden anchor of Kul’Tiras upon the isle of Sotoras or the Zandalari of Bluegill Arch. Dedicated Staff Unknown Shores has a dedicated staff team focused on various aspects of managing a roleplay server with our focus being on creating a friendly environment that reacts to your character's actions. Actions have consequences! Create Your Own Adventure Beyond the tools described above, we offer anyone who wishes to the ability to become a Dungeon Master with the powers and support of the staff team to create their own storylines within our setting. Do you want to take the adventurers on a expedition into the jungles of Opej, or perhaps craft a dungeon for them to discover? Anything is possible and we’ll be here to help you in every way we can.
  13. Varen

    Unknown Shores, RPG Patch Notes

    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
  14. The Basics Through investment of materials and coin, players are able to initiate a resource-generating business in the Doldrums. This requires the Business-Manager to have found a suitable location for their project, and have the appropriate npc workers (or the coin to hire some). These businesses can be upgraded to yield resources of higher rarities and allow more concurrent workers. NPCs can be trained by an appropriate-level character of the related profession, increasing their yield, but also their required wages. To suitably direct the business, the Business-Manager must have a skill level high enough to manage their workers. A character may only manage one business at a time. Once a business is set up and built, as long as coin is provided, resources will be generated at a given rate and stored in a storage box on-site. Of course, running a business has its own risks: If you place a lumbering operation on Kolai, you may want to hire a few guards too. Just in case. Types of Businesses There're four types of businesses available: Workshops, Lumber camps, Textile-Farms, and Mines. Workshops Workshops allow the manifacturing of basic artificial components: Gears, buckles, enchanting supplies and glass, as well as refined medical plants. Lumber Camps Lumber camps allow the gathering and replanting of woods of all kinds, from paper-grade, up to building materials or enchanted timbers. Textile-Farm Textile Farms are farms specialised in nurturing animals for their leathers and wools, to then be refined in workable materials for everyday, or even uncommon, wear. Mine Mining operations gather resources from deep beneath, be it metals required to craft nails or weapons and armor, or Stone to build fortresses or simple homes. Workers Hired work comes in three levels of skill: Untrained, Trained, and Expert. Workers have different efficency levels in retrieving the materials depending on their skill. Higher skill costs more, but also produces more! Training work requires the Business-Manager to have a high enough level of the relevant skill. Trained: Requires skill level 20, and 25 productivity or 250 silver to be provided. Expert: Requires Trained Worker, skill level 40, and 35 productivity or 350 silver to be provided. A Trained level worker can be hired in silver-eye for 450s each, an Expert level worker for 700s. Workers hired this way still require someone with high level enough to direct them. Once hired, each worker can be assigned to work on one resource type for your facilities. They will provide the specified amount of materials every 3 hours, withdrawing the wage in exchange. Example: An Untrained Woodlander set to collect Rugged Timber will produce 2 rugged timber every 3 hours, at the cost of 5 silver. Material Tiers Legend