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Unknown Shores, RPG Patch Notes

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RPG Patch A,

 

WARRIOR

Mortal Strike damage scale changed from Mainhand Weapon Damage* 120% plus 75 as Physical Damage to Mainhand Weapon Damage* 125% plus 60 as Physical Damage.

Heroic Strike damage scale changed from Mainhand Weapon Damage plus 2.0 Strength Scale * 115% as Physical Damage to Mainhand Weapon Damage * 110% plus 2.0 Strength Scale as Physical Damage.

ROGUE

Mutilate damage scale changed from Mainhand Weapon Damage * 70% and Offhand Weapon Damage * 70% as Physical Damage to Mainhand Weapon Damage * 85% and Offhand Weapon Damage * 85% as Physical Damage.

Blade Flurry ability removed and replaced with Eviscerate. 

Eviscerate (10) (Martial) 
Target Attack, Mainhand Weapon Damage * 20% plus 30, All remaining Energy will be consumed when using this skill and 25% Damage will be added per point of Energy consumed
 

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RPG Patch 2.1.4

 

BASE

Basic Attack Mainhand Weapon Damage changed to 100% Weapon damage from 115%

Full Attack Mainhand Weapon Damage changed to 135% from 140%

GENERIC

Charge Mainhand Weapon Damage changed from 115% to 105%.

Overpower Mainhand Weapon Damage changed from 100% to 95%

Cleave Mainhand Weapon Damage changed from 115% to 105%

Bludgeon Melee Action Check ratio changed from 1050% to 950%

Heavy Kick Melee Action Check ratio changed from 500% to 450%

Throw Spear Melee Action Check ratio changed from 500% to 450%

Revenge Missing Health ratio changed from 15% to 20% and Mainhand Weapon damage from 75% to 70%

Boomerang Toss Melee Action Check ratio changed from 300% to 275%

WARRIOR

Mortal Strike Mainhand Weapon Damage changed from 125% to 120%

Heroic Strike Mainhand Weapon Damage changed from 110% to 100%

PALADIN

Crusader Strike Mainhand Weapon Damage changed from 140% to 135%

Blessing of Sanctuary Buff changed from 15% Damage Reduction and 2 Con to 18% Reduction and 1 Con

SHAMAN

Storm Strike Mainhand Weapon Damage changed from 140% to 135%

DRUID

Mangle Melee Action Check ratio changed from 300% to 275%

ROGUE

Mutilate Mainhand Weapon Damage changed from 85% to 80% and Offhand Weapon Damage changed from 85% to 80% 

Eviscerate Flat Damage scale changed from 30 to 25

PRIEST

Power Word: Fortitude changed from granting 3 Con for 5 Rounds to increasing Maximum Health by 120 for 9 Rounds

 

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RPG Patch 2.1.5

GENERIC

Add abilities Burgeoning Rage, Battle Cry, Throw Stone, Weaving Strike, Righteous Protection.

Burgeoning Rage (16) Essence (1) (Tactical)
Self Buff, Increases your Strength and Dexterity by .5 and Increases Incoming Damage by 5% per turn, this effect stacks- lasts for 13 Rounds


Battle Cry (6) Ranged (Tactical) 
Party Buff, Increases Physical Damage done by 33.5% and Critical Strike Chance by 1% for all members of your party, this effect stacks to a maximum of 10- lasts for 8 Rounds


Throw Stone (6) Ranged (Marksman) 
Target Attack, Melee Action Check * 175% as Physical Damage


Weaving Strike (12) (Martial) 
Target Attack, Mainhand Weapon Damage * 60%, than Self Buff, Restores 2 Energy- lasts for 2 Rounds


Righteous Protection (164) Essence (1) (Divine) 
Self Buff, Increases Constitution  by 1, Dodge Rating by 1, and Incoming Healing by 35%, you may not cast “Unholy” spells while this Buff persists- lasts for 11 Rounds

PRIEST

Power Word: Fortitude changed from Target Buff, Increases Maximum Health by 120 for 9 Rounds to Party Buff, Increases Constitution by 2 for 6 Rounds

IMPROVISED ACTIONS

Shove energy cost changed from 10 to 8

 

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RPG Patch 2.3.0

MAGICAL ACTION: BUFFS

Added 4 New spells for Wand users:

Evoke: Holy (10) (Divine) 
Self Buff, Increases Outgoing Healing by 20%, you may not cast “Unholy” spells while this Buff persists, Requires, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


Evoke: Shadow (10) (Unholy) 
Self Buff, Reduces Incoming Damage by 12%, you may not cast “Divine” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


Evoke: Arcane (10) (Arcane) 
Self Buff, You gain 1 Energy whenever you deal damage, you may not cast “Wild” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds


Evoke: Elements (10) (Wild) 
Self Buff, Increases Damage done by 15%, you may not cast “Arcane” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 6 Rounds
 

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Patch 2.4.9

Added New Spell School

‘Subterfuge’ which governs underhanded combat and skills.

Added New Abilities:

GENERIC
Unholy Strength (14) Essence (1) (Unholy) 
Self Buff, Increases Constitution by 1, Hit Chance by 1, and Restores Health equal to your Missing Health * 5% per Round, you may not cast Arcane and Divine spells while this Buff persists- lasts for 11 Rounds
Dusk Strike (16) (Unholy) 
Target Attack, Mainhand Weapon Damage * 80% as Physical Damage, than Target Debuff, Willpower Scale 5.0 as Magic Damage per Round- lasts for 2 Rounds
Rake (18) (Martial) 
Target Debuff, Melee Action Check * 250% as Physical Damage per Round- lasts for 5 Rounds
Flurry (5) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 19% and Offhand Weapon Damage * 19% as Physical Damage

DEBUFF
Proselytize (14) Essence (1) Ranged (Divine) 
Target Debuff, You may not cast “Unholy” spells while this Debuff persists and Increases Incoming Healing by 50%, Can not be cast on Self- lasts for 2 Rounds

TRANSFORMATION
Treant Form (8) (Shapeshifting) 
Self Utility, Transforms you into the Druidic Treant race, removing your current Racial bonuses and applying the Druidic Treant race, Increasing Outgoing Healing by 12% and Reducing incoming Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
Moonkin Form (8) (Shapeshifting) 
Self Utility, Transforms you into the Druidic Moonkin race, removing your current Racial bonuses and applying the Druidic Moonkin race, Increasing Critical Strike Chance by 7% and Reducing incoming Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.


Balance Changes


GENERIC
Poison Strike changed to require 8 Energy instead of 10, is now under the Subterfuge school, damage changed from 5.0 Dex over 3 rounds to 3.25 Dex over 4 rounds.

Shiv is now under the Subterfuge school.

Weaving Strike is now under the Subterfuge school.

Revenge Energy cost reduced to 16 from 18.

Righteous Protection changed to provide 20% bonus incoming healing instead of 35%, now locks out Unholy and Wild Schools instead of just Unholy.

WARRIOR
Mortal Strike Damage Calculation changed from 120% Weapon Damage plus 20 flat damage to 135% Weapon Damage plus 20 flat damage.

PALADIN
Crusader Strike is now under the Divine School.

HUNTER
Black Arrow now requires a Ranged Weapon to cast.

DRUID
Druids now receive Moonkin form and Treant form for free on creation, in addition to Cat form and Bear form.

Moonfire Energy cost changed from 8 to 10, Willpower Scale on initial hit and Debuff changed from 3.0 to 4.0.

Rejuvenate Energy cost changed from 8 to 10, Willpower Scale changed from 4.0 to 5.0.

Mangle Energy cost changed from 8 to 10, Physical Damage Debuff increased from 10% to 12%, duration increased from 3 Rounds to 7 Rounds.

ROGUE
Mutilate is now under the Subterfuge school.

Eviscerate is now under the Subterfuge school, flat damage scale changed from 25 to 20.

Preparation is now under the Subterfuge school, Essence cost changed from 1 to 2, restored Energy changed from 15 to 20.

Shadowstep is now under the Subterfuge school.

MAGIC ATTACK
Holy Strike Willpower and Strength Scale changed from 8.0 to 7.5.

MAGIC DEBUFF
Corroding Magic Willpower Scale changed from 3.0 to 3.25.

Amplify Magic debuff effect changed to increase both Incoming Magical Damage and Incoming Healing by 15%.


 

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Patch 2.6.0

Added new abilities:

SHAMAN
Windfury Weapon (12) Ranged (Wild)
Target Buff, Increases Target’s Outgoing Physical Damage by 8% and whenever the Target deals Physical Damage, they deal an additional 8 Points of Physical Damage- lasts for 5 Rounds

WARLOCK
Fel Armor (10) Essence (1) (Unholy)
Self Buff, Increases Outgoing Magic Damage by 15% and Restores Health Equal to your Maximum Health * 2.5% per Round, you may not cast “Divine” spells while this Buff persists- lasts 13 Rounds

Balance Changes

SHAMAN
Stormstrike removed, replaced by Windfury Weapon.

ROGUE
Mutilate no longer casts Essence to cast, removes Poison Strike when cast, no longer automatically critically strikes if Poison Strike is applied. Mutilate now deals 20% increased damage per unique Debuff applied to a target, to a maximum of 60%.

Shadowstep Energy cost reduced to 6 from 8, now requires 1 Essence to cast. No longer requires you to be unengaged to cast, all engagements other than your target are broken on yourself when casting Shadowstep.

PRIEST
Shadowform now only increases outgoing Magic damage instead of all damage.

WARLOCK
Removed Demonic Metamorphosis, replaced by Fel Armor.

ATTACK
Siphon of Darkness Energy cost increased from 10 to 12.

DEBUFFS
Insect Swarm Energy cost reduced to 14 from 15, now lasts for 5 rounds instead of 4.

NON-COMBAT
Fight the Pain Fatigue gain reduced from 1050 to 850 and increased the Missing Health restore from 65% to 75%.

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Patch 2.7.3

BASE ACTIONS
Precision Shot Ranged Weapon Damage reduced to 140% from 145%

GENERIC
Searing Arrow Ranged Weapon Damage reduced to 125% from 130%

Bludgeon Melee Action Check Scale reduced to 750% from 900%

Heavy Kick Melee Action Check Scale reduced from 400% from 450%

Point Black Shot Ranged Weapon Damage reduced to 110% from 130%


PALADIN
Crusader Strike Mainhand Weapon Damage reduced from 135% to 130%, now additionally has an increased Hit Chance of 4

Holy Shock bonus Critical Strike chance reduced to 18% from 20%

Judgement Health restore reduced to 6 Health from 12 Health

DRUID
Rejuvenate Willpower Scale reduced to 4.5 from 5.0

ROGUE
Eviscerate energy cost changed to 15 from 10, now consumes a maximum of 20 energy from infinite, scaling per energy consumed increased from 30% to 73%

PRIEST
Power Word: Fortitude now grants 1 Constitution from 2, lasting for 11 Rounds from 6

DEATH KNIGHT
Lichborne Energy cost reduced to 5 from 6

ATTACK
Divine Sheer Magical Action Check changed to 600% from 625%

Siphon of Darkness Magical Action Check changed to 300% from 275%

BUFF

Mark of the Mender Willpower Scale reduced to 4.5 from 5.0

WEAPONS

Added new Weapon Tokens, Deadaim Crossbow, Divine Great Hammer, and Bloody Voulge

Rare - Divine Great Hammer(2-Handed Mace) - 20-30, 0% Crit, Strength Scale 5.0, Willpower Scale 2.0, Increases Outgoing Healing by 16%

Rare - Bloody Voulge(Polearm) - 25-40, 4% Crit, Dexterity Scale 15.0 - Increases Damage taken by 30%

Rare - Deadaim Crossbow(Crossbow) -  0-5, 10% Crit, Dexterity Scale 8.0

Katana damage range to 15-45 from 5-45, crit chance to 10% from 8%

Lance damage range to 25-50 from 10 to 50.

Short Bow damage range to 5-40 from 20-40, Crit chance to 6% from 4%

Crossbow damage range to 20-75 from 5-75

Hunter’s Cranequin damage range to 10-25 from 5-25

Cartridge rifle Damage range to 15-30 from 15-25

Gunslinger’s Long Pistol Damage range to 10-20 from 0-20, Crit chance to 2% from 0%, Dexterity Scale to 8.0 from 10.0

Sniper’s Rifle Damage Range to 0-10 from 10-20, Crit Chance to 0% from 20%, Dexterity Scale to 10.0 from 3.0

PROVISIONER
All level one foods, Seared Mear, Smoked Vegetables, Sliced Bread, and Cooked Bread now additionally remove fatigue equal to your Constitution * 5


 

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----- Patch 2.8 Brief -----

* 8 new abilities have been added, including a generic wand attack and new rogue ability replacing Eviscerate
* 6 new weapons have been added, aimed to give Willpower and Dexterity based characters new ways to improve their damage output
* An overall nerf of mid-energy Magic Action Checks, with some balance tweaks on other abilities
Mark and Attunement buffs receive an overall buff with an increased 1 round duration all over
* Many pieces of Armor have had their strength requirements lowered by 1

 

----- New Abilities -----

Killing Spree (20) Essence (1) (Subterfuge) (Rogue)
Target Attack, Target Attack, Mainhand Weapon Damage * 36% and Offhand Weapon Damage * 36% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 36% and Offhand Weapon Damage * 36% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 36% and Offhand Weapon Damage * 36% as Physical Damage

Wand Attack (14) Ranged (Marksman) 
Target Attack, Mainhand Weapon Damage * 85% as Magic Damage, This spell can only be used if you have a Wand Equipped

Both Eyes Open (4) Essence (1) (Audacity) 
Self Buff, Increases Magical and Physical hit chance by Ingenuity *.9- lasts for 0 Rounds

Light Spike (8) Ranged (Divine) 
Target Heal, Magical Action Check * 275% as Healing

Shadow Consumption (20) Essence (1) (Unholy)
Cleave Attack, Magical Action Check * 550% as Magic Damage to all targets engaged to you, The caster Heals for half the Damage done by this attack

Clutch of Winter (20) Ranged (Arcane) 
Target Attack, Magical Action Check * 625% as Magic Damage, Target Debuff, The next ‘Move’ or ‘Flee’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds

Nature’s Guidance (10) Ranged (Wild)  
Target Heal, Magical Action Check * 225% as Healing, than Target Buff, Increases all Attributes by 1- lasts for 1 Rounds

Focused Burn (20) Ranged (Wild) 
Target Attack, Magical Action Check * 1100% as Magic Damage

----- New Weapons -----

Runeblade Dagger(Dagger) - 10-20, 4% Crit, Willpower Scale 3.0 - Increases Outgoing Healing and Damage by 4%

Beast-Kin Staff(Staff) - 20-40, 8% Crit, Dexterity Scale 10.0

Stylus of the Magi(Wand) - 10-20, 6% Crit, Willpower Scale 5.0 - Increases Outgoing Magic Damage by 5%

Sword of Kept Secrets(1-Handed Sword) - 10-30, 0% Crit, Willpower Scale 5.0 - Increases Magic Damage done equal to your Unspent Essence * 1.5

Cruel Conjurer’s Scepter(1-Handed Mace) - 10-20, 0% Crit, Willpower Scale 2.0 - Increases Magic Damage dealt by 2% and Increases Starting Energy by 6

Claw of the Beast King(Fist Weapon) - 10-20, 0% Crit, Dexterity Scale 10.0

 

----- Ability Changes -----

Class Abilities

Paladin
* Holy Shock: Magical Action Check reduced from 500% to 475%

Rogue
* Eviscerate removed

Mage
* Pyroblast: Magical Action Check increased from 900% to 975%

Death Knight
* Ebon Plague: Energy Cost increased from 10 to 14, Magic Damage increase reduced from 15% to 10%, duration increased from 2 to 5 Rounds
* Death Strike: Weapon Damage increased from 45% to 50%

Generic Abilities

Martial
* Rend: Strength Scale reduced from 3.0 to 2.5
* Overpower: Weapon Damage reduced from 95% to 80%
* Bludgeon: Melee Action Check damage increased from 750% to 800%
* Heavy Kick: Melee Action Check damage increased from 400% to 450%

Subterfuge
* Poison Strike: Dexterity Scale reduced from 3.25 to 3.0

Audacity
* Dive: Energy Cost increased from 6 to 8, Ingenuity Scale increased from 2.2 to 3.5

Arcane
* Molten Blast: Magical Action Check reduced from 800% to 775%
* Arcane Jolt: Magical Action check reduced from 275% to 225%
* Mark of the Bulwark, Mark of the Rager, Mark of the Master: duration increased from 3 to 4 Rounds
* Mark of the Scorned: duration increased from 4 to 5 Rounds
* Evoke: Arcane Energy: recovery effect removed, now increases Maximum Energy by 6

Wild
* Sorcerer’s Attunement, Ogre’s Attunement, Scoundrel’s Attunement: duration increased from 5 Rounds to 6 Rounds (Note: tooltip used to display 4, now fixed)
* Icy Crush: Magical Action Check reduced from 625% to 500%
* Scorching Touch: Target Attack Willpower Scale reduced from 4.0 to 2.0, Target Debuff Willpower Scale increased from 4.0 to 4.5
* Sting of the Wild: Magical Action Check increased from 550% to 575%
* Arc Lightning: Magical Action Check reduced from 425% to 375%

Unholy
* Shadow Blast: Magical Action check reduced from 650% to 625%
* Siphon of Darkness: Energy cost increased from 12 to 14, Magical Action check increased from 300% to 350%
* Dark Vestiges: Energy cost increased from 16 to 18, Missing Health Damage increased from 17% to 19%

Divine
* Holy Strike: Willpower and Strength Scale reduced from 7.5 to 7.0
* Purify Spirit: Constitution Scale reduced from 7.0 to 5.0, Flat Damage increased from 35 to 75

 

----- Equipment Changes -----

Armor

The following have had their Strength Requirements lowered to 2:
* Wizard’s Mantle (from 3)
* Leather Armor (from 3)

The following have had their Strength Requirements lowered to 3:
* Brawler’s Harness (from 5)
* Nature’s Armoring (from 4)
* Light Mail Armor (from 4)

The following have had their Strength Requirements lowered to 4:
* Robes of the Scholar (from 6)
* Magic Eater’s Garb (from 5)
* Heavy Mail Armor (from 5)
* Ranger’s Guile (from 5)

* Half-Plate Armor Strength Requirement lowered from 6 to 5
* Full Plate Armor Strength Requirement lowered from 8 to 7
 

Weapons

* Sage’s Mace: Decreased Outgoing Healing decreased to 8% from 10%
* Maul and Barbarian Blade: Damage Range increased from 15-25 to 15-45
* Pike: Damage Range reduced from 15-35 to 10-30
* Wizard's Staff: Damage Range increased from 15-35 to 15-40, Increased Outgoing Magic Damage from 12% to 14%

(Credits to AB For formatting.)

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Patch 2.9.0

 

ATTRIBUTES

Constitution and player Health modified.

Base health increased to 400 from 250.

Health per constitution increased to 100 from 50.

RACIALS

Goblin racial effect now only increases incoming damage by 2.5% form 5%

Undead racial effect updated to now provide 30 bonus maximum health and 1% reduced incoming damage and healing

Night Elf racial effect updated to now provide 2.5% Damage reduction

Pandran racial effect now only reduces outgoing damabe by 2.5% from 5%

Troll racial effect now increases out of combat regeneration by 25 from 10

Tauren racial effect now increases health gain from Constitution from 100 to 107

NEW SPELLS

Pierce (16) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 50% and Offhand Weapon Damage * 20% as Physical Damage, than 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 4 Rounds

Shatter Shot (12) Ranged (Marksman) 
Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Pierce, This spell can only be used if you have a Ranged Weapon Equipped- lasts for 4 Rounds

Hemorage (10) (Subterfuge) 
Target Attack,  Mainhand Weapon Damage * 20% and Offhand Weapon Damage * 8% as Physical Damage, than Target Debuff, Whenever the Target receives Physical Damage from an Attack Action they receive an additional 4 Points of Physical Damage- lasts for 5 Rounds

Arcane Explosion (12) (Arcane) 
Cleave Attack, Magical Action Check * 425% as Magic damage to all targets engaged to Self

Mounting Corrosion (12) Ranged (Unholy)  
Target Debuff, Reduces the Target’s Current Magical Damage Reduction by 25%, this effect stacks to a maximum of 3- lasts for 4 Rounds 

GENERIC

Overpower damage type changed to Physical from Chaos, now deals 90% Mainhand Weapon Damage from 80%, now has an increased hit chance of 4

Battle Cry physical Damage increase per stack reduced to 2.5% from 3.5%

Unholy Strength Missing Health Regeneration Percentage reduced to 4% from 5%.

WARRIOR

Heroic Strike Strength Scale changed to 1.2 from 2.0

ROGUE

Killing Spree Mainhand and Offhand Damage for all attacks changed to 37.5% from 36%

Preparation has been replaced with Hemorrhage

PRIEST

Shadow Form has been rebuilt, now reads as follows:

Shadow Form (8) (Unholy) 
Self Buff, Engulfs you in Shadows increasing Outgoing Magical Damage by 8% and reducing Incoming Damage by 4%, but preventing you from using Wild and Divine Skills. Can be used outside of Combat, cast this spell again to remove this Buff, can not be removed by any other means.

Devouring Plague Willpower Scale changed to 4.5 from 4.0

MAGE

Presence of Mind has been replaced by Arcane Explosion

WARLOCK

Fel Armor maximum health regeneration reduced to 2% from 2.5%

ATTACK

Divine Shear damage type changed to Magical from Chaos, Magical Action Check Scale modified to 650% from 600, now has an increased hit chance of 4

Siphon of Darkness Magical Action Check changed to 400% from 350%

TRANSFORMATION

Worgen Form now grants 4% Critical Strike from 6% and increases incoming damage by 2.5% from 5%

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----- 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:

 

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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

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Unknown Shores v3.10

A lot has been changed to the RPG system as detailed below, the goal was to bring up newer players strength while giving veterans a ceiling that still makes them feel powerful.  A more thorough skill patch will come in a few weeks as well as fixes to any issues that occur.


Experience Overhaul

One of the largest issues players who had left the server aired was that they felt they were left behind, we have tried to rectify this by making experience at lower ranges quicker while those at higher are slowed down.  Currently, 10,000xp is the soft cap, with nothing available after then but we do intend to add in customisation options, such as feats akin to D&D.

Training: Gaining XP is done by the training command rather than buying XP directly.  Training with cost 4 productivity every 5 minutes spent while training is active.  The XP gained is multiplied based on your current xp bracket (see table below).  Killing an npc of bracket-appropriate CR will immediately spend 12 productivity towards training.

Mentoring: A character with 2,500 more XP than you can mentor you to gain experience.  To do so they select you and in their RPG handbook > More Options will be a mentor option.  You must type .rpg mentor (as the recipient) to gain the training from the mentor.  Both MENTOR and MENTORED will spend 30 productivity, while the mentor gains 10 experience, the mentored will gain 60 * their current brackets multiplier XP.

XP Bracket multipliers:

  •         0-2999    : *3 
  •         3000-6999 : *2
  •         7000-9999 : *1 
  •         10000+    : *0.5 

Training CR Brackets:

  •     0-1999 :  *
  •     2000-3999 : >10
  •     4000-5999: >15
  •     6000-7999: >20
  •     8000-9999: >25
  •     10000+: >30
     

Attributes:  Attributes have been given an overhaul, every player begins with 2 in every attribute (strength, dexterity, constitution, perception, willpower and ingenuity) and have 10 points to spend.  Between 0 and 10,000 XP you gain a further 15 points (to a total of 25).  To buy attributes, you follow the same method as currently, through the RPG Handbook > More Options > Spend Attributes.
The more attribute points (AP) you spend in a single stat, the more expensive the cost as outlined below.

Attribute Points are gained at: 

  • 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000.

Attributes cost:

  •    2-6: 1 point
  •    7+: 2 points

Items:

We have added a lot of backend changes, including an elemental system which is baked into abilities, elemental stones can also be made by weaponsmiths to enchant a weapon with such elements; outfitters and armoursmiths can now make undershirts and patches to add elemental resistance to armour.
We have also added support for stat rings (we will most likely get these out after the new year).  
We have changed up the dodge calculation to reign in dodge somewhat in order to hopefully make it a bit less wild in the protection it provides.
Last but not least, we have added extra rare and epic weapons and armour which you can see further down the patch notes!

Professions:

  • Weaponsmith: We have added elemental stones, you can buy the recipes from the trainers in silver-eye.
  • Armoursmith: We have added armor undershirts, you can buy the recipes from the trainers in silver-eye.
  • Outfitter: We have added armor linings, you can buy the recipes from the trainers in silver-eye.
    You may combine armor upgrades after crafting them. Here's a link providing all the effects of armor upgrades, as well as weapon stones.
     
  • Mystic: We have added spell scrolls that are able to hold non-class spells that anyone can use for their base energy cost!  These scrolls use the stats of the person who scribed the scroll, and have a clamp on the maximum cost based on the rarity of the scroll (6 for uncommon(lesser blank spell scroll), 8 for rare (blank spell scroll) and 10 for epic (Greater spell scroll).  These scrolls may also be found out in the wild or events!
  • Architect: Added a local rotation option when placing objects. No more headaches!
     
  • Profession recipes now give exponentially more XP for higher productivity cost recipes.
  • Gathering nodes now show which materials they yield rather than a rarity.
  • Recipes in recipe books/tables are now ordered by level requirement.


Miscellaneous

  • NPC's will no longer give you grave wounds when they incapacitate and execute you.  You may still get other kinds of wounds however!
  • Campfire fatigue recovery now speeds up with each consecutive camping tick.
  • Added the .barber command to set your hair anywhere, just fabulous!
  • Changed some boat trips.

Fixes:

Fixes a bug with fatigue gained when you receive grave wounds.
Fixed a few bugs with scrapping, you should be able to scrap more things now.
Fixes some language-translations.
Fixed a bug involving chest use.

Staff:

Added .npc set standstate - Gotta get them Hozen dancing!
Added .treasure give <id>

 

Weapons

One-Handed Axes

  • Cleaver: Increased scaling from 5.0 to 7.0
  • Rager's Axe: Increased Minimum and Maximum damage from -45 to -30.
  • Ripper's Chopper: Increased scaling from 5.0 to 8.0

Two-Handed Axes

  • Great Axe: Increased minimum damage from 0 to 10 and increased maximum damage from 60 to 70.
  • Battleaxe: Increased scaling from 7.0 to 9.0
  • Edgelord's Cleaver: Reduced the increased incoming damage taken from 15% to 10% and increased scaling from 10.0 to 15.0
  • Horrific Executioner's Axe: Increased Incoming damage changed from 75% -> 25%

Daggers

  • Heartseeker's Dagger: Increased the weapons critical strike change from 16% to 18%
  • Midnight Blade: Increased Minimum and Maximum damage from -45 to -30.

Fists

  • Slashing Claws: Increased maximum damage from 65 to 85
  • Heavy Glove: Decreased secondary stat scaling from 5.0 to 4.0
  • Barbaric Fist: Increased outgoing physical damage from 5% to 7% and increased scaling from 2.5 to 5.0

One-Handed Maces

  • Morning Star: Increased scaling from 5.0 to 6.0

Two-Handed Maces

  • Maul: Reduced maximum damage from 100 to 80 and reduced scaling from 12.0 to 10.0
  • Nature's Fist: Increased dodge rating from 2 to 6.
  • Divine Great Hammer: Increased secondary scaling from 2.0 to 3.0

Polearms

  • Lance: Increased critical strike chance from 0% to 4%
  • Bloody Voulge: Reduced the increased incoming damage taken from 30% to 10%

Staffs

  • Beast-Kin Staff: Added a secondary scaling of Strength 2.0

One-Handed Swords

  • Sorcerous Sabre: Increased secondary scaling from 3.0 to 4.0
  • Gambler's Sword: Increased scaling from 4.0 to 6.0, increases starting energy by 2.

Two-Handed Swords

  • Claymore: Increased scaling from 5.0 to 6.5
  • Estoc: Increased minimum damage from 10 to 20 and increased maximum damage from 30 to 40.
  • Greatsword: Reduced the increased incoming damage taken from 20% to 10%

Bows

  • Shortbow: Increased the minimum damage from 5 to 25 and increased the maximum damage from 20 to 40.
  • Longbow: Reduced the secondary scaling from 6.0 to 5.0
  • Composite Bow: Increased scaling from 4.0 to 7.0
  • Slayer's Bow: Increased the minimum and maximum damage from -25 to -10

Crossbows

  • Crossbow: Increased scaling from 2.0 to 3.5
  • Hunter's Cranequin: Increased maximum damage from 25 to 45
  • Arbalest: Increased minimum damage from 20 to 40.
  • Deadaim Crossbow: Increased minimum damage from 0 to 35 and increased maximum damage from 5 to 55.

Rifles

  • Old Rifle: Increased maximum damage from 30 to 50
  • Cartridge Rifle: Increased minimum damage from 15 to 25, increased maximum damage from 30 to 40 and increased scaling from 5.0 to 6.0
  • Gunslinger's Long Pistol: Increased minimum damage from 10 to 15 and increased maximum damage from 20 to 25.
  • Sniper's Rifle: Increased minimum damage from 0 to 20 and increased maximum damage from 10 to 55.
  • The Cannon: Increased maximum damage from 80 to 120 and reduced the increased incoming damage taken from 40% to 15%

Wands

  • Old Wand: Increased scaling from 3.0 to 5.0
  • Magic Wand: Added scaling of 3.0 willpower
  • Inventor's Focal Wand: Added scaling of 6.0 willpower
  • Jr Mage's Wand: Increased scaling from 3.0 to 5.0 and increased the outgoing magical damage from -25% to 8%.

New Weapons

  • Epic - Lightning's Crack (One-Handed Axe): 10-60, 8.0 strength, 3.0 willpower, 6% critical strike, deals Electric damage.
  • Epic - Earthmother's Hand (One-Handed Mace): 5-55, 10.0 strength, 0% critical strike, reduces incoming magical damage by 8%, reduces dodge rating by 4.
  • Epic - Truestrike (Bow): 10-15, 5.0 dexterity, 100% critical strike, increases incoming damage by 15%
  • Epic - Bloodletter (Dagger): 10-20, 4.0 dexterity, 3.0 perception, 2% critical strike, this weapon deals Chaos damage.
  • Epic - Ballistae (Crossbow): 10-25, 15.0 Dexterity, 7.0 Strength, 0% critical strike, reduces hit rating by 8.
  • Epic - Shredding Talon (Fist): -15-45, 7.0 Strength, 5.0 Dexterity, 0% critical strike, increases outgoing physical damage by 8%, increases incoming physical damage by 8%, increases dodge rating by 2.
  • Epic - Keeper's Gavel (Two-Handed Mace): 40-40, 15.0 Strength scale, 0% critical strike, this weapon deals Crushing damage, reduces initiative by 10.
  • Epic - Runic Glaive (Polearm): 15-35, 12.0 Dexterity scale, 0% critical strike, increases magical damage dealt by 12%
  • Rare - Lazy Fist (Fist): 0-0, 18.0 Dexterity,  -10.0 Ingenuity, 0% critical strike
  • Rare - Stone Fist (One-Handed Mace): 15-15, 12.0 strength, -2.0 dexterity, 0% critical strike.

Armour Changes

Most armours have had their stat requirements changed as listed below.

Cloth

  • Wizard’s Mantle: Changed requirements to 3 willpower
  • Merchant’s Armour: Changed requirements to 3 ingenuity
  • Hierophant’s Robes: Changed requirements to 4 willpower
  • Brawler’s Harness: Changed requirements to 5 strength, increases outgoing physical damage by 8%
  • Mana-Enriched Attire: Changed requirements to 3 strength
  • Robes of the Scholar: Changed requirements to 3 strength and 4 willpower

Leather

  • Nature’s Awakening: Changed requirements to 3 dexterity.
  • Wanderer’s Armour: Changed requirements to 3 strength and 3 ingenuity
  • Magic Eater’s Garb: Changed requirements to 5 willpower, now increases Frost, Arcane, Fire, Nature and Lightning resistance by 15%
  • Assassin’s Armour: Changed requirements to 3 strength and 3 ingenuity
  • Garb of the Bloodthirsty: Changed requirements to 3 strength.

Mail

  • Ranger’s Guile: Changed requirements to 3 dexterity and 3 willpower
  • Bladed Mail: Changed requirements to 4 strength
  • Flamescarred Scales: Changed requirements to 3 strength and 3 willpower

Plate

  • Knight’s Armour: Changed requirements to 6 strength.
  • Runic Plate Armour: Changed requirements to 4 strength and 3 willpower

New Armours

  • Epic - Phoenix Robes (Cloth): Requires 3 strength and 4 willpower, increases physical resistance by 5%, increases magical resistance by 5%, reduces dodge rating by 4, increased outgoing healing by 15%, reduced outgoing damage by 10%, increased fire resistance by 75%, reduced frost resistance by 50%.
  • Epic - Malorne’s Armour (Leather): Requires 3 dexterity and 4 willpower, increased physical resistance by 10%, increased magical resistance by 5%, increases dodge rating by 2, increases outgoing magical damage and healing by 6%, increases starting energy by 4, increases maximum energy by 2.
  • Epic - Windrunner’s Garb (Mail): Requires 6 dexterity and 4 willpower, increases physical resistance by 5%, increases magical resistance by 5%, increases dodge rating by 2, Increases energy regeneration by 1, reduces maximum hit points by 200, increases initiative by 4.
  • Epic - Lightbringer’s Breastplate (Plate): Requires 7 strength and 7 willpower, increases physical resistance by 35%, increases magical resistance by 10%, reduces dodge rating by 8, increases outgoing healing by 12%, reduces outgoing damage by 15%, increases holy resistance by 50%, increases shadow resistance by 25%.

Ability Changes

Charge: Reduced energy cost from 18 to 15, reduced weapon damage from 105% to 50%, removed self debuff.  Cannot be used while engaged OR using guard.

Evade:  Giving a 6 round cooldown, now lasts for 3 rounds.

Crippling Shot: 2 round cooldown

Kill Shot: 6 round cooldown, increases damage before a critical strike to 300.

Demoralizing Shout: 5 round cooldown, increased debuff from Melee Action Check * 1.0 to *1.1

Bolster: 2 round cooldown.

Revenge: 5 round cooldown, increases self missing health % from 20 to 30, increases damage before a critical strike from 250 to 300.

Shield Slam: 3 round cooldown, removed the essence cost. 

Obliterate: 4 round cooldown.

Disengage: 4 round cooldown, reduced essence cost from 2 to 1, requires a ranged weapon.

Burgeoning Rage: 8 round cooldown, removed essence cost.
Magic Action

Mark of the Bulwark: 2 Round Cooldown 

Mark of the Rager: 2 Round Cooldown 

Mark of the Master: 2 Round Cooldown 

Mark of the Mender: 2 Round Cooldown 

Arcane Salvo:3 Round Cooldown, removed Essence cost, reduced amount of energy restored from 3 to 2.

Lightning Rod:3 Round Cooldown

Overwhelming Blast:4 Round Cooldown, Essence cost reduced to 1

Dark Vestiges: 6 Round Cooldown, Increased Target’s Missing Health from 21% to 30%, increased damage before critical strike from 200 to 300

Clutch of Winter:  No longer applies the immunity to movement impairing effect.

Terrify: 3 Round Cooldown,  no longer applies the immunity to movement impairing effect.

Mark of the Scorned: 2 Round Cooldown

Proselytize: 3 Round Cooldown

Meditation: 8 Round Cooldown, Essence cost reduced to 2

Improvised Action
Purge: 2 Round Cooldown

Dive: 2 Round Cooldown

Distracting Flourish: 5 Round Cooldown, removed Essence cost

Scream: 12 Round Cooldown, Essence cost reduced to 1

Focus Energy:6 Round Cooldown, removed Essence cost

Parry:8 Round Cooldown, removed Essence cost

Appeal: 5 Round Cooldown

Both Eyes Open: 5 Round Cooldown, removed Essence cost


Classes

Warrior

Mortal Strike: 4 round cooldown, removed essence cost.

Enraged Regeneration: 8 round cooldown, increases energy cost from 14 to 15, reduced essence cost from 2 to 1.


Paladin

Crusader Strike: 2 round cooldown.

Judgement: 4 round cooldown.

Blessing of Sanctuary: 2 round cooldown.


Hunter

Beastial Wrath: 6 round cooldown, reduced essence cost from 2 to 1.

Aimed Shot: 4 round cooldown, removed essence cost.

Frost Trap: 2 round cooldown, no longer applies the immunity to movement impairing effect.

Aspect of the Dragonhawk: Changed wording from Dodge Chance to Dodge Rating cause we wanted to raise hopes and dash them.


Shaman

Lava Burst: 3 round cooldown, removed essence cost.

Windfury weapon: 1 round cooldown, reduced energy cost from 12 to 8.


Druid

Barkskin: 6 round cooldown, duration increased from 2 to 3 rounds, removed essence cost.


Rogue

Killing Spree: 5 round cooldown, reduced essence cost from 2 to 1, Mainhand and offhand attacks increased from 37.5% to 45%.

Hemorrhage: Reworked to apply a debuff with 4 stacks that increases damage received by 15 and removing 1 stack.

Shadowstep: 4 round cooldown, removed essence cost.

Vanish: 12 round cooldown, reduced essence cost from 4 to 2, removed energy cost.


Priest

Power Word: Fortitude: 4 round cooldown, increased energy cost from 12 to 14, increased constitution from 1 to 2.


Mage

Pyroblast: 4 round cooldown, removed essence cost.

Ice Block: 4 round cooldown, reduced essence cost from 2 to 1.


Warlock

Curse of Exhaustion: 2 round cooldown, no longer applies the immunity to movement impairing effect.

Chaos Bolt: 4 round cooldown, removed essence cost.


Death Knight

Hysteria: 3 Round Cooldown, Increased Outgoing Damage increase from 25% to 30%

Lichborne: 4 Round Cooldown, Reduced essence cost from 2 to 1

Plague Strike: 2 Round Cooldown
 

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##### 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.

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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.

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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

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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.

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##### 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

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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

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##### Patch 3.3.2 #####
(Launcher required!)

-Writable objects have been added! Architect made, they come in several page counts and shapes, such as single pages or books.
    You'll be able to edit and place them anywhere using the regular Architect rules. 
    It comes with a fancier editor for the text too, which we may use for Noticeboards as well in the future.

-Added a number of new architect objects from the last batch Mel put together.
-Changed the turn arrow, now uses a green arrow that shows for everyone
-Changed most food items to stop you from eating them if you're already under their effect (Big Sandwich, etc)

-Fixed bug that could crash the server if negative damage was being dealt (e.g. The Cannon)
-Fixed some commands crashing the server if given invalid parameters
-Fixed Curse of Agony lasting 4 instead of 6 rounds
-Fixed Tower Shield giving incorrect mitigation amount
-Fixed Bladed Mail being bought with the wrong token type

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