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Varen

Council
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Posts posted by Varen


  1. 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. ##### 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. 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. 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


  5. 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.


  6. ##### 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.


  7. 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!


  8. 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!
     


  9. pSCw-0olcCngDb7aZkgKQGqCjfZuLjiC3_VwbZNQsURRvEDaM8cK-lisoOBBlkkH31dI5jc4d1A9dP9l8FFwSGaYIpL1fsKIHuGJY7fJb653B5W6tTkemJPWVx_gR6KFi4F13Q_3

    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!

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    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

    DBtTKtU.gif

    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

    mjluBVQ.gif

    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!

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    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

    0EkJvQ1.gif

    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.

     

    • Like 1

  10. 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
     

    • Like 2

  11. 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.
    These businesses can be upgraded to yield resources of higher rarities and allow more concurrent workers.

    NPCs can be obtained through roleplay in-game, where you may attempt to convince them to work for you.
    NPCs can also 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.

    **While you may have multiple business owning characters, they should be full fledged, roleplayed characters. Alts that exist for the sole purpose of managing a business for another character will be investigated.
    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.
    SVyADps.png
    yLgrOJ1.png
    Lumber Camps
    Lumber camps allow the gathering and replanting of woods of all kinds, from paper-grade, up to building materials or enchanted timbers.

    SVyADps.png
    fjw7O6M.png
    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.

    SVyADps.png
    b3SrEI4.png
    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.

    vinCVfF.png

    Other
    Other businesses that provide a different set of basic materials may be possible, put up a ticket and contact staff to explain your idea. For example, a bee cultivation to produce beeswax for (melted) candles.
    This is handled on a case by case basis, and will only be able to produce relatively commonplace -gathered- materials.

    Workers

    Hired work comes in three levels of skill: Untrained, Trained, and Expert.
    Workers have different efficiency levels in retrieving the materials depending on their skill. Higher skill costs more, but also produces more!
    Training workers 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. 


    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.

    7eDxWjS.png

    Example: An Untrained Woodlander set to collect Rugged Timber will produce rugged timber every 3 hours, at the cost of 5 silver.

    Material Tiers Legend
    yEtkW22.png

    hjCsVIS.png

    • Like 3

  12. ----- Patch 2.10.0 -----

    Every character will be .rpg reset by this patch!

    -Engagement Limit added: Players can engage up to 4 units, NPCS can engage 4+ based on their CR / if they’re bosses.
    -Cleave Limits added: Only 4 units can be cleaved in a single action. If an unit has more than 4 targets engaged, then the selected unit when cleaving is guaranteed, while the other 3 are random.

    Class Stat Changes:

     

    ece5fce456.png

     

    Racials:
    Draenei -
    Increases outgoing Healing by 10% -> 7.5%

     

    Item Changes:

    Added:

    Cloth

    • Merchant’s Armor- Requires 2 Strength and 3 Ingenuity, 5% Physical Mitigation, Increases Initiative by 10
    • Hierophant’s Robes - Requires 2 Strength and 6 Willpower, 5% Damage Mitigation, increases Outgoing Healing by 4%
    • Mana-Enriched Attire - Requires 3 Strength and 4 Willpower, 5% Physical Mitigation, 5% Magical Mitigation, Increases Outgoing Healing and Magic Damage by 4%, Reduces Dodge Rating by 2


    Leather

    • Wanderer’s Armor - Requires 3 Strength and 5 Ingenuity, 10% Physical Mitigation, Increases Hit Chance by 2
    • Assassin's Armor - Requires 3 Strength and 7 Dexterity, 5% Physical Mitigation, Increases Critical Strike Chance by 2% and Initiative by 5

     

    Mail

    • Infantry Mail - Requires 4 Strength, 15% Physical Mitigation, Increases Maximum Health by 35, Reduces Dodge Rating by 4
    • Bladed Mail  - Requires 5 Strength, 10% Physical Mitigation, Increases Outgoing Damage by 5%, Reduces Dodge Rating by 2

    Plate

    • Knight’s Armor - Requires 6 Strength and 2 Willpower, 25% Physical Mitigation, Increases Incoming Healing by 6%, Reduces Dodge Rating by 6
    • Battleplate - Requires 8 Strength, 35% Physical Mitigation, Reduces Dodge Rating by 8


     

    Changed:

    Falchion

    • 12% Crit -> 16% Crit

    Sword of Kept Secrets

    • Increased Magic Damage by Unspent Essence * 1.5% -> 1.75%

    Slayer’s Bow

    • -45 Damage -> -25 Damage

    Flamespitter

    • Will Scale 5.0 -> Will Scale 6.0 and Dex Scale 6.0

    Sniper’s Rifle

    • 0-10 Damage -> 20-40 Damage

    The Cannon

    • 5-135 Damage -> 40-80 Damage
    • Scale 4 -> Scale 10

    Inventor’s Focal Wand

    • Critical Strike Chance +2% -> +5%


    Enchantment Changes:

    Small Sigil of Refreshment:

    • On crit, heal 25 -> 12 additional hp

    Sigil of Refreshment:

    • On Crit, heal 40 -> 24 additional hp

    New Enchantments:

    Small Sigil of Peace -- 15% chance to heal for an additional 7 damage when you heal your target.
    Sigil of Peace -- 25% chance to heal for an additional 14 damage when you heal a target.

     

    ---Ability Changes---

    Base Actions

    Quick Attack

    • Mainhand Weapon Damage * 50% -> 45%

    Basic Attack  

    • Energy Cost 14 -> 15
    • Mainhand Weapon Damage * 100% and Offhand Weapon Damage * 20%

    Charge

    • Essence Cost 1 -> 0

    Rend

    • Strength Scale 2.5 -> 2.0
    • Lasts for 6 -> 8 rounds

    Overpower

    • Hit chance increase +4 -> +Melee Action Check / 2

    Poison Strike

    • Dexterity Scale 2.5 -> 3.0
    • Lasts for 4 -> 6 rounds

    Cleave

    • Mainhand Weapon Damage * 105% -> *95%

    Attack Order

    • Energy Cost 14 -> 15
    • Essence Cost 0 -> 1
    • Reduce dodge rating by 2 -> Melee Action Check/4

    Point Blank Shot

    • Ranged Weapon Damage *110% -> 120%

    Toxic Shot

    • Dexterity Scale 2.5 -> 3.0
    • Lasts for 4 -> 6 rounds

    Battle Cry

    • Energy Cost 6  -> 10
    • Increases Physical damage done by 2.5% -> 4%
    • Increases Critical Strike Chance by 1% -> 1.5%
    • Stacks up to 10 -> 5
    • Lasts 8 -> 5 rounds

    Rake

    • Melee Action Check *250% -> 200%
    • Lasts for 5 -> 7 rounds

    Pierce

    • Lasts for 4 -> 8 Rounds

    Shatter Shot

    • Lasts for 4 -> 8 Rounds

    ---Class Changes---

    Warrior

    Last Stand - Removed
    Bloodthirst - Removed
    Heroic Strike - Removed

    Mortal Strike

    • Reduce incoming healing by 50% -> 35%

    Added Abilities:

    Devastate (15) (Martial)

    Target Attack, Mainhand Weapon Damage * 30%, The Damage of this Attack is increased by 100% for Each Stack of ‘Pierced Armor’ on the Target, then Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Shatter Shot- lasts for 8 Rounds, This spell can only be used if you have a Shield Equipped.

    Whirlwind (20) (Martial)

    Cleave Attack, Mainhand Weapon Damage * 100% and Offhand Damage * 50% as Physical Damage to all targets Engaged to you

    Enraged Regeneration (14) Essence (2) (Tactical)

    Self Buff, Restores Health Equal to 10% of your Maximum Health per Round, the Healing from this ability can not critically strike- lasts for 3 Rounds

    Recklessness (5) Essence (2) (Tactical)

    Self Buff, Increases Physical Critical Strike chance by 45% and Incoming Damage by 35%- lasts for 2 Rounds

    Paladin

    Crusader Strike

    • Hit Chance Increase by 4 -> Melee Action Check / 1.5

    Blessing of Sanctuary

    • Energy Cost 10 -> 14

    Holy Shock

    • Melee Action Check * 475% -> 385%

    Judgement

    • Restores 6 -> 8 health

    Added ability:

    Devotion Aura (8) (Divine)

    Party Buff, Inspires everyone in your party, reducing incoming Physical Damage by 5%- lasts until Cancelled, Can not be removed

    Hunter

    Aimed Shot

    • Reduces Incoming Healing by 50% -> 35%

    Black Arrow

    • Energy Cost 14 -> 12
    • Dexterity Scale 4.5 -> 2.5
    • Willpower Scale 4.5 -> 2.5
    • Lasts for 4 -> 7 Rounds

    Added Ability:

    Aspect of the Dragonhawk (12) Essence (1) (Subterfuge)

    Self Buff, Increases Dodge Chance by 2 and Outgoing Physical Damage by 12%, This spell can only be used if you have a Ranged Weapon Equipped- lasts until Cancelled

    Shaman

    Frost Shock: Removed

    Lava Burst

    • Magical Action Check *750% -> 800%

    Windfury Weapon

    • Lasts 5 -> Lasts 4, if cast on Self lasts 8

    Added Abilities:

    Earth Shock (10) Ranged ( Wild )

    Target Attack, Melee Action Check plus Magical Action Check * 200% Willpower as Magic Damage, than Target Debuff, Reduces Outgoing Damage and Healing by 5%- lasts for 2 Rounds

    Dispel Magic (14) Ranged ( Arcane )

    Target Ranged Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

    Druid

    Mangle

    • Incoming Physical Damage Increase by 12%->10%
    • Lasts for 7->8 Rounds

    Cat form

    • Increase Damage Done by 10% -> 8%

    Bear Form

    • Decrease Damage Taken by 10% -> 12%

    Treant Form

    • Increases Outgoing Healing by 12% -> 10%
    • Reduce Incoming Damage-> Reduce Incoming Physical Damage

    Moonkin Form

    • Increase Critical Strike by 7% -> Increase Outgoing Damage by 7%
    • Reduce Incoming Damage-> Reduce Incoming Physical Damage

    Added Ability:

    Barkskin (10) Essence (1) (Tactical)

    Self Buff, Reduces incoming Damage by 35%- lasts for 2 Rounds

    Rogue

    Hemorage Hemorrhage

    • Lasts 5->7 rounds
    • Now actually spelled correctly

    Added Ability

    Vanish Essence (4) (Subterfuge)

    Self Utility, Breaks all Engagements and Removes all Buffs and Debuffs

    Priest

    Power Word: Fortitude

    • Energy Cost 15 -> 12

    Devouring Plague

    • Willpower Scale 4.5 -> 3.5
    • Lasts for 3 -> 5 Rounds

    Added Ability:

    Dispel Magic (14) Ranged (Arcane)

    Target Ranged Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

    Mage

    Pyroblast

    • Magical Action Check *975% -> 1200%

    Added Ability:

    Mana Shield (5) (Arcane)

    Self Buff, Consumes your remaining Energy and You receive Temporary HP equal to your remaining Energy * (Magical Action Check/2)- lasts for 4 Rounds, Sources of Temporary HP do not stack

    Warlock

    Chaos Bolt

    • Magical Action Check * 875% -> 900%

    Curse of Agony

    • Willpower Scale 3.0 -> 2.0
    • Lasts for 4 -> 6 Rounds

    Added Ability:

    Shadow Bolt (18) Ranged (Unholy)

    Target Attack, Magical Action Check * 1050% as Magic Damage

    Death Knight

    Hysteria

    • Energy Cost 10 -> 14
    • Damage is Constitution * 4.0+15 -> 5.0+35
    • Lasts 3 -> 4 Rounds

    Death Strike

    • Category Martial -> Unholy
    • Energy Cost 12 -> 14
    • Mainhand Weapon Damage * 50% -> 60% and Offhand Weapon Damage *20%

    Added Ability:

    Plague Strike (18) (Unholy)

    Target Attack, Mainhand Weapon Damage * 120% plus Offhand Weapon Damage * 48% as Magic Damage, The Damage of this spell is increased by 8% for each Debuff on the target, to a maximum of 24%


    ---Magical Action Changes---

    Buffs:

    Iron Skin

    • Lasts 5 -> 6 Rounds

    Magic Barrier

    • Lasts 5->6 rounds

    Sorcerer’s Attunement

    • Willpower scale .3 -> .33

    Ogre’s Attunement

    • Willpower scale .3 -> .33

    Scoundrel’s Attunement

    • Willpower scale .3 -> .33

    Mark of the Bulwark

    • Scales by Willpower *4 -> 3.5
    • Lasts 4 -> 5 Rounds

    Mark of the Rager

    • Scales by Willpower *4 -> 3.5
    • Lasts 4 -> 5 Rounds

    Mark of the Master

    • Scales by Willpower *4 -> 3.5
    • Lasts 4 -> 5 Rounds

    Evoke: Holy

    • Lasts 6 -> 8 Rounds

    Evoke: Shadow

    • Lasts 6 -> 8 Rounds

    Evoke: Arcane

    • Lasts 6 -> 8 Rounds

    Evoke: Elements

    • Lasts 6 -> 8 Rounds

    Added:

    Arcane Brilliance (18) (Arcane)

    Party Buff, Inspires everyone in your party, Increasing Maximum Energy by 2 and Outgoing Magic Damage and Healing by 8%- lasts for 11 Rounds

     

    Attacks

    Arcane Jolt

    • Energy Cost 8 -> 6
    • Removed: Restore 2 Energy

    Shadow Blast

    • Willpower Scale 4.0 -> 5.0
    • Magic Action Check *625% -> 675%

    Divine Sheer

    • Hit Chance increased by 4 -> Magical Action Check /2

    Arcane Salvo

    • Lasts 2 -> 3 Rounds

    Holy Strike

    • Energy Cost 12 -> 14
    • Willpower Scale 7 + Strength Scale 7 -> (Melee Action Check + Magical Action Check) * 350%

    Fiery Burst

    • Magical Action Check *850% -> 900%

    Lightning Rod

    • Attack Magical Action Check * 600% -> 500%
    • Cleave Magical Action check *800% -> *950%

    Lightning Bolt

    • Energy Cost 14 -> 16
    • Magical Action Check * 525% as Magical Damage, The Damage of this spell is increased by 30% for each Debuff on the target, to a maximum of 60%
      ->>>
    • Magical Action Check * 650% as Magic Damage,  The Hit chance of this Ability is increased by Magical Action Check/2


    Dark  Vestiges

    • Targets Missing Health *19% -> 21%

    New Ability:

    Shadow Lash (14) Ranged (Unholy)

    Target Attack, Magical Action Check * 525% as Magical Damage, The Damage of this spell is increased by 30% for each Debuff on the target, to a maximum of 60%

     

    --Debuffs--

    Corroding Magic

    • Willpower Scale 3.25 -> 2.5
    • Lasts for 4 -> 6 Rounds

    Unstable Magic

    • Willpower Scale 5.0 -> 3.25
    • lasts for 3 -> 5 Rounds

    Mark of the Scorned

    • Energy cost 8 -> 14
    • Reduces Incoming Healing by 50% -> 35%
    • Lasts for 5 -> 6 Rounds

    Insect Swarm

    • Willpower Scale 3.0 -> 2.25
    • Lasts for 5 -> 7 Rounds

    Engulfing Flames

    • Category Wild -> Unholy
    • Willpower Scale 3.0 -> 2.5
    • Lasts for 6 -> 8 Rounds

    Mounting Corrosion

    • Lasts for 4 -> 8 Rounds

    --Improvised action--

    Shove

    • Energy cost 8 -> 12

    Both Eyes Open

    • Scales by Ingenuity * 0.9 -> 0.7
    • Lasts for 1 -> 2 Rounds, -1 For each Missing Eye 👀

    --Non-Combat Actions--

    First Aid: Removed
    Fight the Pain: Removed

    Misc/Fixes

    -Fixed Hunter’s Cranequin not counting as ranged weapon
    -Fixed some injuries not saving correctly when added/removed
    -Fixed profession books not being usable
    -Fixed common crash caused by wounded npcs

    • Like 3

  13. Guide to treating Injuries, from the simplest to permanent.
    Injuries are gained based on damage received: Slashing may give you cuts, crushing bruises, fire singed, and so on!
    Trivial injuries may progress to Minor injuries if stacked, and minor may progress to Major!


    Relevant Skills: 
    Field Medical Treatment: Costs 1 essence, after 15 minutes removes all Trivial injuries and 2 Light injuries and all its stacks, Can not be used in combat, Must be within 10 Yards of the target if not self cast, Learning Field Medical Treatment Requires the use of a Book of Medicine.
    Surgery: Costs 2 essence, after 40 minutes removes one Major Injury from the Target, Requires and consumes a Medical Kit, Can not be used in combat, Can not cast on self, Must be within 10 Yards of the target, Learning Surgery Requires the use two Books of Medicine.

    Relevant Objects: 
    Item - Bandage: Heals 1d3 cuts. Cannot be used in combat.
    Item - Book of Medicine: Can be consumed for the same effect of the Field Medical Treatment ability.
    Item - Medical KitConsumed by the Surgery skill.
    Gameobject - Bedroll: Reduces the duration of Grave Wounds, Bruises, Fatigued, and Fractures over time.
    Gameobject - Campfire: Reduces fatigue over duration.

    Injury list:

        Trivial Injuries:

    • CutsPeriodically loses health, might progress to infected if untreated!
    • Bruises - Fatigue gain increased.
    • Singed Health maximum reduced.
    • Chilled - Damage dealt reduced.

        Minor Injuries:

    • Fatigued - Damage taken increased.
    • Fractures - Damage taken increased, damage dealt reduced.
    • Infected Wounds Constitution reduced, may get worse if left untreated!

        Major Injuries:

    • Burns - Fatigue gain increased.
    • Frostbite - Damage dealt reduced.
    • Drained - Energy regeneration reduced
    • Broken Bones - Strength, Dexterity, and Constitution reduced.
    • Grave Wounds - All stats decreased, may permanently die to NPCs.


    Permanent player injuries are part of the Adventurer's life. However, with enough work and healing magic, even those can be mended or brought back in check.
    The following list includes a list of prices that one must undergo for such effort.

    • You can only have one person treat you at a time for a single treatment. Multiple treatments at the same time must be done by separate people.
    • Discounted prices are applicable when the limb has been recently removed and preserved properly. Your own limb, unless you're undead.
    • Issue a discord ticket for a paybox when this roleplay begins, so you can deposit your payment as it goes.

    Basic Regrowth - (Missing Eye / Missing Tongue / Maimed) - Requires Surgery Ability, Trained Medicine Skill
    From scratch: 14 Essence, 2x Lesser Healing Potion, 1x Book of Medicine
    Eye/Tongue freshly provided: 6 Essence, 1x Book of Medicine

    Medium Regrowth - (Missing Hand) - Requires Surgery Ability,  Expert Medicine Skill
    From scratch: 20 Essence, 10x Lesser Healing Potion, 2x Book of Medicine
    Hand freshly provided: 16 Essence, 4x Lesser Healing Potion, 1x Book of Medicine

    Advanced Regrowth - (Missing Leg / Withered / Severe Burns) - Requires Surgery Ability,  Master Medicine Skill or Trained Medicine + Master Preservation skills
    From scratch: 64 Essence, 4x Medical Kit, 3x Book of Medicine
    Leg freshly provided: 40 essence, 2x Medical Kit, 2x Book of Medicine

    Reinnervation - (Paralyzed) - Requires Surgery Ability, Master Medicine Skill
    64 Essence, 4x Medical Kit, 4x Healing Potion, 4x Book of Medicine

    • Like 1

  14. Quote

    Honestly the main issue that needs to be addressed is staff hiring. Literally most of the feedback goes back to staff hiring and the lack of ability to do things. People have already criticized the lack of plots going on in places, for example it seems Menhris has the main plot going on. The only plot that was going on Opej was Fzhuzhem but that eventually came to a quick close due to Vykax OOC schedule (Which I understand). 

    This brings me to another point on staff hiring. There seems to be a severe lack of Keepers/active staff to help keep things flowing. Random encounters and roleplay are great but it's slowed down heavily and more staff need to be hired on both EU and US timezones. The issue with this is the selective nature of higher staff when choosing people. According to Varen they won't hire people that suit -their- image of the server even though they are perfectly qualified for it? This starts to make the staff look quite shady in how they do things, selectively hiring who they please. In Varens own words he said he had a list of people he wants to hire, to the public that seems like he wants to hire his friends and therefore they get priority over other people who have just as much qualifications?

    How we hire people: Every time an application is posted, we make a temporary staff channel to discuss it. The thread is linked, and we talk with the entire staff point per point on who this person is, what would it contribute, or which problems could they bring. We look into what they've been saying and doing in game and in discord. After the initial discussion is solved and if we don't find something that'd outright deny it (Has yet to happen, fyi), we make a new channel in discord with staff and this person. We proceed to interview them, ask questions, and keep speaking back and forth with them. 
    Eventually we make a decision, and said decision is communicated to the applicant.

    Nowhere in that "Varen's personal list" comes into factor. It is true I have a list of people I want to hire, because I look at the server, the community, and I see some people who shine through. They're not my friends, or family, just people I look at and see "Damn they're good at RP and they are cool to be around". There're no "Limited slots to fill" on staff where "Priority" would apply.. They know who they are because I went up to them and said "hey, why don't you apply? You'd probably do good". The process would be the same. The interview, the whole staff discussion. It's not up to just me.

    We haven't refused anyone who was "perfectly qualified" for the job. Being "perfectly qualified" includes but is not limited to: Providing quality roleplay, following the server actively, being able to work with the staff we have, not being prone to punishment in game or on discord, having the ability of handling the requirements of the position at hand (tickets for helpers, etcetera).
     

    Quote

    Echoes of Legacy start to come back here, where higher staff make decisions that look quite sketchy, especially when it comes to hiring certain individuals and accepting feedback. When I see a number of critiques and criticisms, it's struck off as whining or complaining, to the point where some staff feel as if they're being targeted or bullied. This leads me to believe that some members of staff simply cannot accept the criticism required to be taken for their role, and something needs to be done about it.

    So far, we've had very little in terms of feedback on these forums. Memes on discord and jokes, surely, we've had a lot of those. 
    When it comes to proper, structured feedback, we've had ones related to systems and the RPG, and ones that weren't suited for public complaints. The first were / are being considered, the latter were all answered so far. We had cases of a few that went in public that were then moved in private, and answered there, due to wild inaccuracies of claims / claims repeated that were already answered, whose answer was ignored and put in public for.. Nothing more than having to repeat the very same answers, but this time, by publicising the roleplay around it for everyone to know.

     

    Quote

    Staff handling and communication is also a major problem. We've had events retconned or potential plots dismissed oocly because there's such a lack of logging done by higher staff to the point where it becomes motivation breaking. It shouldn't get to the point where players don't want to pursue anything over fear of stuff being retconned due to staffs ooc miscommunication. This frustrates many because it seems the storylines that members of staff are closely tied with seem to have barely any issues (save for one recent issue which was due to an event not being logged after a long hour dungeon crawling spree due to IRL fatigue). 

    We had two such cases:
    -The Gyreworm
    -The demon cave
    Both times this was done by staff who had just started work as a Keeper and had not inquired for the state of the world, or did not have access to the lore required to properly portray those terms due to, pretty much, not having been given the right rank on the forums.
    The missing logging you're speaking of was related to the event having ended a mere few hours before, and the DM going to sleep immediately after. Had the DM at hand been keeping up with the story, they'd know to refeer to said person before touching that area. Again, new people, growing pains of learning to work together.

     

    Quote

    These issues are where accusations of nepotism and such come from. The fact that general players have issues getting events or getting stuff done, and retcons due to failed logs, but then people with staff chars seem to be hunky dorey with getting stuff done? Even so, I feel like there's an issue with staff failing to step away from major plots or moderate themselves in RP scenarios. Yes, everyone is allowed to have fun, but when we see staff characters having close ties with story lines that they OOCly know lore of, it raises eyebrows. In short; Don't complain about nepotism accusations when you closely affiliate your character with story line plots like that. There's a reason staff on Legacy stepped away from shit like this when they were hired. 
    We've been in familiar waters before on Legacy, and we'd rather not have it get to the point where staff have a meltdown and fuck us all. The frustrating fact is that a good deal of these issues -HAVE- been raised before and been dismissed, but now they're being addressed when plenty of damage has already been done.
    

    I can answer the bit that involves my experience:
    My character has repeatedly lost more and more, to the point where all they have is themselves, some resources, and another person around.
    A character that was involved naturally through RP, and the fact the guild master of the guild I joined to -just make some mystic stuff with- left things on my lap to handle.
    Now I don't seek out that roleplay, but if it happens, it happens, and I won't be pushing my character away from it "OOCly" to avoid it. I'll stop being involved with the staff section of it, and leave it to others to handle.

    Other staff members can speak for themselves, but I believe that there's not a single one of them who would touch a story they're involved with unless it's absolutely necessary to do so, and if they do, there's the rest of the staff to keep an eye on them. And this is one of the things I look for, when hiring people. Being able to be objective in such matters.

    • Like 2

  15. We don't want NPCs to compete with players on resources. 25 means they're expensive, and that you should look for players to buy them first.

    We -do- want to add more uses for silver, but these uses should be for something that players cannot already do on their own.


  16. Using .mod standstate <id> allows you to set an animation for your character, at least until you move or do something that breaks it.

    Not all of them work with all races, so you might want to experiment a bit to find what you like. Here's a list of IDs:

    0 - ONESHOT_NONE
    1 - ONESHOT_TALK(DNR)
    2 - ONESHOT_BOW
    3 - ONESHOT_WAVE(DNR)
    4 - ONESHOT_CHEER(DNR)
    5 - ONESHOT_EXCLAMATION(DNR)
    6 - ONESHOT_QUESTION(DNR)
    7 - ONESHOT_EAT
    10 - STATE_DANCE
    11 - ONESHOT_LAUGH
    12 - STATE_SLEEP
    13 - STATE_SIT
    14 - ONESHOT_RUDE(DNR)
    15 - ONESHOT_ROAR(DNR)
    16 - ONESHOT_KNEEL
    17 - ONESHOT_KISS
    18 - ONESHOT_CRY
    19 - ONESHOT_CHICKEN
    20 - ONESHOT_BEG
    21 - ONESHOT_APPLAUD
    22 - ONESHOT_SHOUT(DNR)
    23 - ONESHOT_FLEX
    24 - ONESHOT_SHY(DNR)
    25 - ONESHOT_POINT(DNR)
    26 - STATE_STAND
    27 - STATE_READYUNARMED
    28 - STATE_WORK_SHEATHED
    29 - STATE_POINT(DNR)
    30 - STATE_NONE
    33 - ONESHOT_WOUND
    34 - ONESHOT_WOUNDCRITICAL
    35 - ONESHOT_ATTACKUNARMED
    36 - ONESHOT_ATTACK1H
    37 - ONESHOT_ATTACK2HTIGHT
    38 - ONESHOT_ATTACK2HLOOSE
    39 - ONESHOT_PARRYUNARMED
    43 - ONESHOT_PARRYSHIELD
    44 - ONESHOT_READYUNARMED
    45 - ONESHOT_READY1H
    48 - ONESHOT_READYBOW
    50 - ONESHOT_SPELLPRECAST
    51 - ONESHOT_SPELLCAST
    53 - ONESHOT_BATTLEROAR
    54 - ONESHOT_SPECIALATTACK1H
    60 - ONESHOT_KICK
    61 - ONESHOT_ATTACKTHROWN
    64 - STATE_STUN
    65 - STATE_DEAD
    66 - ONESHOT_SALUTE
    68 - STATE_KNEEL(DOESNT_WORK)
    69 - STATE_USESTANDING
    70 - ONESHOT_WAVE_NOSHEATHE
    71 - ONESHOT_CHEER_NOSHEATHE
    92 - ONESHOT_EAT_NOSHEATHE
    93 - STATE_STUN_NOSHEATHE
    94 - ONESHOT_DANCE
    113 - ONESHOT_SALUTE_NOSHEATH
    133 - STATE_USESTANDING_NOSHEATHE
    153 - ONESHOT_LAUGH_NOSHEATHE
    173 - STATE_WORK
    193 - STATE_SPELLPRECAST
    213 - ONESHOT_READYRIFLE
    214 - STATE_READYRIFLE
    233 - STATE_WORK_MINING
    234 - STATE_WORK_CHOPWOOD (HORDE AXE?!)
    253 - STATE_APPLAUD
    254 - ONESHOT_LIFTOFF
    273 - ONESHOT_YES(DNR)
    274 - ONESHOT_NO(DNR)
    275 - ONESHOT_TRAIN(DNR)
    293 - ONESHOT_LAND
    313 - STATE_AT_EASE
    333 - STATE_READY1H
    353 - STATE_SPELLKNEELSTART
    373 - STAND_STATE_SUBMERGED
    374 - ONESHOT_SUBMERGE
    375 - STATE_READY2H
    376 - STATE_READYBOW
    377 - ONESHOT_MOUNTSPECIAL
    378 - STATE_TALK
    379 - STATE_FISHING
    380 - ONESHOT_FISHING
    381 - ONESHOT_LOOT
    382 - STATE_WHIRLWIND
    383 - STATE_DROWNED
    384 - STATE_HOLD_BOW
    385 - STATE_HOLD_RIFLE
    386 - STATE_HOLD_THROWN
    387 - ONESHOT_DROWN
    388 - ONESHOT_STOMP
    389 - ONESHOT_ATTACKOFF
    390 - ONESHOT_ATTACKOFFPIERCE
    391 - STATE_ROAR
    392 - STATE_LAUGH
    393 - ONESHOT_CREATURE_SPECIAL
    394 - ONESHOT_JUMPLANDRUN
    395 - ONESHOT_JUMPEND
    396 - ONESHOT_TALK_NOSHEATHE
    397 - ONESHOT_POINT_NOSHEATHE
    398 - STATE_CANNIBALIZE
    399 - ONESHOT_JUMPSTART
    400 - STATE_DANCESPECIAL
    401 - ONESHOT_DANCESPECIAL
    402 - ONESHOT_CUSTOMSPELL01
    403 - ONESHOT_CUSTOMSPELL02
    404 - ONESHOT_CUSTOMSPELL03
    405 - ONESHOT_CUSTOMSPELL04
    406 - ONESHOT_CUSTOMSPELL05
    407 - ONESHOT_CUSTOMSPELL06
    408 - ONESHOT_CUSTOMSPELL07
    409 - ONESHOT_CUSTOMSPELL08
    410 - ONESHOT_CUSTOMSPELL09
    411 - ONESHOT_CUSTOMSPELL10
    412 - STATE_EXCLAIM
    413 - STATE_DANCE_CUSTOM
    415 - STATE_SIT_CHAIR_MED
    416 - STATE_CUSTOM_SPELL_01
    417 - STATE_CUSTOM_SPELL_02
    418 - STATE_EAT
    419 - STATE_CUSTOM_SPELL_04
    420 - STATE_CUSTOM_SPELL_03
    421 - STATE_CUSTOM_SPELL_05
    422 - STATE_SPELLEFFECT_HOLD
    423 - STATE_EAT_NO_SHEATHE
    424 - STATE_MOUNT
    425 - STATE_READY2HL
    426 - STATE_SIT_CHAIR_HIGH
    427 - STATE_FALL
    428 - STATE_LOOT
    429 - STATE_SUBMERGED
    430 - ONESHOT_COWER(DNR)
    431 - STATE_COWER
    432 - ONESHOT_USESTANDING
    433 - STATE_STEALTH_STAND
    434 - ONESHOT_OMNICAST_GHOUL (W/SOUND
    435 - ONESHOT_ATTACKBOW
    436 - ONESHOT_ATTACKRIFLE
    437 - STATE_SWIM_IDLE
    438 - STATE_ATTACK_UNARMED
    439 - ONESHOT_SPELLCAST (W/SOUND)
    440 - ONESHOT_DODGE
    441 - ONESHOT_PARRY1H
    442 - ONESHOT_PARRY2H
    443 - ONESHOT_PARRY2HL
    444 - STATE_FLYFALL
    445 - ONESHOT_FLYDEATH
    446 - STATE_FLY_FALL
    447 - ONESHOT_FLY_SIT_GROUND_DOWN
    448 - ONESHOT_FLY_SIT_GROUND_UP
    449 - ONESHOT_EMERGE
    450 - ONESHOT_DRAGONSPIT
    451 - STATE_SPECIALUNARMED
    452 - ONESHOT_FLYGRAB
    453 - STATE_FLYGRABCLOSED
    454 - ONESHOT_FLYGRABTHROWN
    455 - STATE_FLY_SIT_GROUND
    456 - STATE_WALKBACKWARDS
    457 - ONESHOT_FLYTALK
    458 - ONESHOT_FLYATTACK1H
    459 - STATE_CUSTOMSPELL08
    460 - ONESHOT_FLY_DRAGONSPIT
    461 - STATE_SIT_CHAIR_LOW
    462 - ONESHOT_STUN
    463 - ONESHOT_SPELLCAST_OMNI
    465 - STATE_READYTHROWN
    466 - ONESHOT_WORK_CHOPWOOD
    467 - ONESHOT_WORK_MINING
    468 - STATE_SPELL_CHANNEL_OMNI
    469 - STATE_SPELL_CHANNEL_DIRECTED
    470 - STAND_STATE_NONE
    471 - STATE_READYJOUST
    472 - STATE_STRANGULATE
    473 - STATE_STRANGULATE
    474 - STATE_READYSPELLOMNI
    475 - STATE_HOLD_JOUST
    476 - ONESHOT_CRY (JAINA PROUDMOORE ONLY)
    477 - ONESHOT_SPECIALUNARMED
    478 - STATE_DANCE_NOSHEATHE
    479 - ONESHOT_SNIFF
    480 - ONESHOT_DRAGONSTOMP
    482 - ONESHOT_KNOCKDOWN
    483 - STATE_READ
    485 - ONESHOT_FLYEMOTETALK
    492 - STATE_READ_ALLOWMOVEMENT
    498 - STATE_CUSTOM_SPELL_06
    499 - STATE_CUSTOM_SPELL_07
    500 - STATE_CUSTOM_SPELL_08
    501 - STATE_CUSTOM_SPELL_09
    502 - STATE_CUSTOM_SPELL_10
    505 - STATE_READY1H_ALLOW_MOVEMENT
    506 - STATE_READY2H_ALLOW_MOVEMENT
    507 - ONESHOT_MONKOFFENSE_ATTACKUNARMED
    508 - ONESHOT_MONKOFFENSE_SPECIALUNARMED
    509 - ONESHOT_MONKOFFENSE_PARRYUNARMED
    510 - STATE_MONKOFFENSE_READYUNARMED
    511 - ONESHOT_PALMSTRIKE
    512 - STATE_CRANE
    517 - ONESHOT_OPEN
    518 - STATE_READ_CHRISTMAS
    526 - ONESHOT_FLYATTACK2HL
    527 - ONESHOT_FLYATTACKTHROWN
    528 - STATE_FLYREADYSPELLDIRECTED
    531 - STATE_FLY_READY_1H
    533 - STATE_MEDITATE
    534 - STATE_FLY_READY_2HL
    535 - ONESHOT_TOGROUND
    536 - ONESHOT_TOFLY
    537 - STATE_ATTACKTHROWN
    538 - STATE_SPELL_CHANNEL_DIRECTED_NOSOUND
    539 - ONESHOT_WORK
    540 - STATE_READYUNARMED_NOSOUND
    543 - ONESHOT_MONKOFFENSE_ATTACKUNARMEDOFF
    546 - RECLINED_MOUNT_PASSENGER
    547 - ONESHOT_QUESTION (Copy)
    549 - ONESHOT_SPELL_CHANNEL_DIRECTED_NOSOUND
    550 - STATE_KNEEL
    551 - ONESHOT_FLYATTACKUNARMED
    552 - ONESHOT_FLYCOMBATWOUND
    553 - ONESHOT_MOUNTSELFSPECIAL
    554 - ONESHOT_ATTACKUNARMED_NOSOUND
    556 - ONESHOT_ATTACK1H (No Sound - Doesn't Work)
    557 - STATE_MOUNT_SELF_IDLE
    558 - ONESHOT_WALK
    559 - STATE_OPENED
    564 - STATE_CUSTOMSPELL03
    565 - ONESHOT_BREATHOFFIRE
    567 - STATE_ATTACK1H
    568 - STATE_WORK_CHOPWOOD (NO AXE)
    569 - STATE_USESTANDING_LOOP
    573 - ONESHOT_SHEATH
    574 - ONESHOT_LAUGH(No Sound)
    575 - RECLINED_MOUNT
    578 - STATE_CRY_NOSOUND
    579 - ONESHOT_CRY_NOSOUND
    584 - ONESHOT_COMBATCRITICAL
    585 - STATE_TRAIN
    586 - STATE_WORK_CHOPWOOD (LUMBER AXE)
    587 - ONESHOT_SPECIALATTACK2H
    588 - STATE_READ_AND_TALK
    589 - ONESHOT_STAND_VAR1
    590 - REXXAR_STRANGLES_GOBLIN
    591 - ONESHOT_STAND_VAR2
    592 - ONESHOT_DEATH
    595 - STATE_TALKONCE
    596 - STATE_ATTACK2H
    598 - STATE_EMOTE_SIT_GROUND
    599 - STATE_WORK_CHOPWOOD (NO AXE, GARRISON)
    601 - STATE_CUSTOMSPELL01
    602 - ONESHOT_COMBATWOUND
    603 - ONESHOT_TALK_EXCLAMATION
    604 - ONESHOT_QUESTION (Allow While Swim)
    605 - STATE_CRY
    606 - STATE_USESTANDING_LOOP (BUZZSAW)
    613 - STATE_WORK_SMITH (BLACKSMITH HAMMER)
    614 - STATE_WORK_CHOPWOOD (NO AXE, GARRISON, FLESH)
    615 - STATE_CUSTOMSPELL02
    616 - STATE_READ_AND_SIT
    617 - STATE_READYSPELLDIRECTED
    618 - STATE_READYTHROWN_NO_SOUND
    619 - STATE_PARRY_UNARMED
    620 - STATE_BLOCK_SHIELD
    621 - STATE_SIT_GROUND
    628 - ONESHOT_MOUNTSPECIAL (Flying Allowed)
    629 - DragonSpitHover
    635 - EmoteSettle
    636 - ONESHOT_SETTLE
    638 - STATE_ATTACK_UNARMED_STILL
    641 - STATE_READ_BOOK_AND_TALK
    642 - ONESHOT_SLAM
    643 - ONESHOT_GRABTHROWN
    644 - ONESHOT_READYSPELLDIRECTED_NOSOUND
    645 - STATE_READYSPELLOMNI_WITH_SOUND
    646 - ONESHOT_TALK_BARSERVER
    647 - ONESHOT_WAVE_BARSERVER
    648 - STATE_WORK_MINING (Pick Axe)
    654 - STATE_READY2HL_ALLOW_MOVEMENT
    655 - STATE_USESTANDING_NOSHEATHE
    657 - ONESHOT_WORK
    658 - STATE_HOLD_THROWN
    659 - ONESHOT_CANNIBALIZE
    661 - ONESHOT_NO
    662 - ONESHOT_ATTACKUNARMED_NOFLAGS
    663 - STATE_READYGLV
    664 - ONESHOT_COMBATABILITYGLV01
    665 - ONESHOT_COMBATABILITYGLVOFF01
    666 - ONESHOT_COMBATABILITYGLVBIG02
    667 - ONESHOT_PARRYGLV
    668 - STATE_WORK_MINING (No Movement)
    669 - ONESHOT_TALK_NOSHEATHE
    671 - ONESHOT_STAND_VAR3
    672 - STATE_KNEEL
    673 - ONESHOT_CUSTOM0
    674 - ONESHOT_CUSTOM1
    675 - ONESHOT_CUSTOM2
    676 - ONESHOT_CUSTOM3
    677 - STATE_FLY_READY_UNARMED
    678 - STATE_USESTANDING_nocombat
    679 - ONESHOT_CHEER_FORTHEALLIANCE
    680 - ONESHOT_CHEER_FORTHEHORDE
    688 - STATE_EAT_NOCOMBAT
    689 - 
    690 - ONESHOT_STAND_VAR4
    691 - ONESHOT_FLYEMOTEEXCLAMATION
    692 - ONESHOT_WORK_MINING (Pick Axe)
    577 - ONESHOT_ATTACK1H
    572 - STATE_USESTANDING

     

    • Like 1
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