- A complete balance pass of damage tables for weapons has been done based on current mechanics.
- Each weapon class should have more consistent and predictable damage.
- Faction Pillar Events will now only allow players to join if their faction is even or below the second highest faction's players.
- A minimum of 3 players are required before balancing will begin.
- If a player is unable to join they will be removed from the faction event area until others join the event to even the teams.
- Added a portal location for Faction Pillar Conflicts in the town of Moonglow.
- The damage bonus from inscription now only applies in PvM.
- Crushing Blow damage modifier reduced to 33%.
- This is due to the overall consistency of Macing weapons being brought up higher.
- Added an active weapon ability under the tactics skill called Maim.
- Reactive armor will now reflect 20% of the absorbed damage.
- Mage Buckler crafting has been re-balanced and exceptional bucklers should be much easier to craft.
- Mage Bucklers no longer have an armor penalty.
- Mage Bucklers require 16 strength and 40 intelligence to wield.
- The combat log will now reflect the amount of damage parried.
- The combat log will now reflect the amount of durability damage from weapons with durability damage bonuses.
- First circle heal amount has been increased from 7 - 12 to 10 -14.
- Weapons will now begin scaling their tactics quality bonuses in PvP starting from exceptional equipment bonus. This means the overall bonus provided after exceptional quality is reduced in pvp.
- Armor will now begin scaling their armor quality bonuses in PvP starting from the exceptional equipment bonus. This means the overall bonus provided after exceptional quality is reduced in pvp.
- Shields will now begin scaling their armor quality bonuses in PvP starting from the exceptional equipment bonus. This means the overall bonus provided after exceptional quality is reduced in pvp.
- The armor rating of all shields has been slightly increased.
- The chance to repel in PvP is no longer reduced by half and movement no longer affects the chance to repel.
- Players will now receive notification if their equipment falls below 80% of it's effectiveness due to low durability.
- Fixed a bug causing reactive armor not to reflect damage back at the attacker.
- Fixed a bug causing a lower than intended immunity timer to be applied after a stun punch. The correct 10 second immunity should now be applied.
- Added more lower level spells for sale to the scribe vendor.
- Reduced the pricing of some scrolls for sale on the scribe vendor.
- A large re-balancing of monster difficulties has been done to provide more consistent challenges.
- A new system for gold rewards has been introduced which is based on monster difficulty calculations.
- Gold rewards should be more consistent for the difficult of the monster.
- Higher end monsters are much more rewarding than they previously were.
A new active weapon ability has been added under the Tactics skill and is usable with any Swordsmanship, Fencing, and Macing weapons. When a successful attempt is made a 3 second slow for 50% movement speed will be applied to the victim. This ability functions in a similar way to wrestling moves now such as stun punch and disarm. The player uses a toggle ability that will indicate that they're attempting to Maim on their next attack. On every attempt the Maim ability chance will be checked based on their skills and dexterity. If successful, the maim ability will trigger on the victim. If the attempt is not successful a regular attack will still occur.
- On successful activation, instead of a regular attack, the target is slowed by 50% for 3 seconds.
- Any Sword, Fencing, or Macing weapon is able to perform Maim.
- Every attempt costs 15 stamina.
- On unsuccessful activation a regular swing is still performed.
- Requires at least 80 skill in Tactics, Anatomy, and either Swordsmanship, Fencing, or Mace Fighting.
- The chance to succeed a Maim attempt is based on the following formula.
- ((Weapon Skill + Anatomy Skill + Tactics Skill) / 600) * (Dexterity / 100)
- Dexterity is capped between 20 and 100.
- When the Maim ability succeeds the toggle is automatically removed. If the Maim ability does not succeed it will remain on until toggled off or it succeeds.
- Players who have been Maimed will receive a 10 second immunity timer where they cannot be Maimed again.
- There is a 30 second cooldown between successful Maims.
- When using Maim on a monster instead of a player the duration is increased to 6 seconds and in addition to the slow the monster's attack speed is reduced by 33%.
- You cannot Maim boss level monsters.
- The immunity timer is 20 seconds for monsters.
In order to produce more even match ups, the faction pillar events will now only allow faction players to join if the faction they're joining is either under populated in the event or even with the second highest faction player count. If the factions are even the event will be allowed to expand to accommodate more players.
- Joining an event is first come first serve when entering the pillar area.
- Balancing begins after 3 players have joined from any faction.
- The population balancing is based on the current faction counts of the event and not the total that have joined the event since it became active.
- Leaving the event will allow other players to join and if the faction's player count becomes full again you may not be able to re-join the event unless other players join.
- Players will not be removed to balance the teams if players leave during the course of an event.
- There is currently no overall cap on the amount of players in an event so long as the highest and second highest factions are increasing evenly.