Today's Pendragon patch has a bunch of bug fixes, as well as steps
to increase archer effectivness when fighting monsters, especially
while in groups. It also debuts the new spell resistence buff/debuff
system. These changes will be up on Pendragon for testing for
at least a week, if not longer.
Dark Age of Camelot
Version 1.46 Test Release Notes
- We've decreased (again) the aggro that archers do to monsters
while fighting monsters. This means that archers can now do
even more damage to monsters without having the monster turn
- We've increased the damage that archer Critical Shot does
against higher-level monsters (monsters only, no change was
made to RvR CS damage).
- Archer bow shots will now hit more often in group situations
- the group melee "to-hit" bonus (which applies to weapons as
well as bows) has been increased for archers. Archers (as well
as any melee attacker) has more of a chance to hit a monster
based on the number of people in the group. Archer bow shots
now have a bonus over and above the regular melee bonus on "to-hit".
- Arrows that do different damage types (crush/slash/thrust)
will now correctly show the damage additions.
- Archers will no longer see tenths of seconds when readying
arrows. We never intended archers to see their timer on such
an intimate level - it was initially set that way for balancing
and debugging purposes in beta, and was never changed. Please
note that all other timers in the game (spell timers, ability
timers, etc.) print in seconds, not tenths of seconds. PLEASE
NOTE THAT WE DID NOT INCREASE DRAW TIMES OR IN ANY WAY CHANGE
DRAW TIMES IN THIS PATCH. We changed only the way that this
is printed to you.
NEW THINGS AND BUG FIXES
- When you are trading to a craftsman who can repair - the craftsman
can click on a new "repair" flag in the trade window to turn
the trade into a repair session. For more information, see the
section "new repair system", later in this release note.
- Bleed and Acid damage have been correctly assigned to body
and matter resistance types.
- "/EFFECT SELF" should now show the correct spell effects that
you cast on other players.
- Graphical weapon effects should now show correctly to other
players. Previously, all weapons showed graphical effects to
the person holding them, but some did not show up that way to
other players looking at them. Now, they all work.
- We fixed a bug with evade that will effect those characters
with evade 6 or above. You'll now see yourselves evading more
often if you are a high level assassin character.
- You can now add multiple people to a chatgroup with a single
slash command. Use /CG INVITE etc
- When an assassin poisons an enemy and the poison does DOT
damage, the assassin will now be able to rehide even though
he is doing damage against the target.
- Pets will no longer warp after killing an opponent and returning.
- Pets should now properly use their spells after engaging a
- Charged items (wands, etc) can no longer be used against players
in your realm.
- Repairs on doors now cost 1/4 the wood they used to but only
repair 1/2 the condition. Thus, to repair a door up to full
will now take 1/2 the total wood but take twice the total time.
- Relic Keep doors are no longer upgradable. They will spawn
at a high wood level (8) and will remain there. They can still
NEW REPAIR SYSTEM
To repair an object without dropping it on the ground, follow
1) The player (who wants the item repaired) drops the item on
the (player) smith.
2) This brings up a trade window between the two players.
3) The smith clicks on the REPAIR box in the lower left of the
trade window. Only the smith (receiving player of the trade)
can click on this box.
4) The title of the window will now change.
5) The Player can add as many items as he likes to be repaired.
If the smith cannot repair any item added, the repair box will
uncheck and both will get a print.
6) The Player can add coins to the trade to pay for the repair.
7) The smith can add neither coins nor items to the repair/trade
when in repair mode. Any items and money in the trade when repair
is clicked should be cleared out.
8) When both click "Accept" all items are repaired and returned
to the Player. All coins are moved to the smith.
SPELL SYSTEM CHANGES
Our first cut at the new resistance buff and debuff system is
now up on Pendragon. Currently resistance buffs and debuffs
only affect direct damage and bolt spells (not DOT, duration-type
spells such as mes and stun, damage adds or damage shields).
Over the course of the next couple days we'll round out the
implementation to affect duration and damage effects of all
Sorcerer body spec list
23 Illusions of Flame (heat resistance debuff)
33 Visions of Flame
44 Dreams of Flame
24 Illusions of Winter (cold resist debuff)
34 Visions of Winter
46 Dreams of Winter
27 Illusions of the Wastes (matter resist debuff)
36 Visions of the Wastes
48 Dreams of the Wastes
Cabalist Spirit spec list
22 Diminish Immunities (debuff body)
33 Disspate Immunities
46 Banish Immunities
24 Diminish Will (debuff spirit)
36 Dissipate Will
47 Banish Will
28 Diminish Conductivity (debuff energy)
37 Dissipate Conductivity
49 Banish Conductivity
Cleric enhancement spec
24 Spiritual Shield (spirit buff)
36 Spiritual Guard
47 Spiritual Barrier
27 Energy Shield (energy buff)
37 Energy Guard
48 Energy Barrier
23 Shield of Health (body buff)
33 Guard of Health
45 Barrier of Health
Friar enhancement spec
21 Resillience of the Wanderer (heat buff)
31 Fortitude of the Wanderer
46 Piety of the Wanderer
25 Hearth's Blessing (cold buff)
35 Hearth's Benison
48 Hearth's Gift
27 Attunement to Creation (matter buff)
37 Blessing of Creation
49 Oneness with Creation
Spiritmaster darkness spec
22 Dampen Health (body debuff)
33 Suppress Health
45 Extinguish Health
25 Dampen Spirit (spirit debuff)
35 Suppress Spirit
48 Extinguish Spirit
27 Dampen Capacity (energy debuff)
38 Suppress Capacity
49 Extinguish Capacity
Runemaster runecarving spec list
22 Vex of Heat (heat)
33 Vex of Fire
45 Vex of Flames
25 Vex of Cold (cold)
34 Vex of Frost
46 Vex of Ice
27 Vex of Soil (matter)
36 Vex of Dirt
48 Vex of Earth
Healer Augmentation spec
23 Gods' Health (body buff)
33 Gods' Vigor
46 Gods' Potency
24 Gods' Drive (spirit)
36 Gods' Will
47 Gods' Spirit
27 Thunder Affinity (energy)
37 Storm Affinity
48 Lightning Affinity
Shaman augmentation spec
23 Wrap of the Deep (heat buff)
30 Shroud of the Deep
43 Caress of the Deep
24 Warmth from Below (cold buff)
35 Heat from Below
45 Fires from Below
25 Rock Unity (matter buff)
38 Stone Unity
48 Cavern Unity
Enchanter mana spec
23 Amplify Heat (heat debuff)
33 Endow Heat
44 Empower Heat
24 Amplify Cold (cold debuff)
34 Endow Cold
46 Empower Cold
27 Amplify Matter (matter)
36 Endow Matter
49 Empower Matter
Eldritch void spec
22 Nullify Hardiness (body debuff)
33 Negate Hardiness
45 Void Hardiness
26 Nullify Spirit (spirit)
35 Negate Spirit
48 Void Spirit
27 Nullify Dissipation (energy/electricity)
39 Negate Dissipation
49 Void Dissipation
Druid Nurture spec
23 Strength of the Sun (resist heat)
32 Resillience of the Sun
43 Aura of the Sun
24 Warmth of the Badger (resist cold)
35 Warmth of the Wolf
45 Warmth of the Bear
26 Earth Affinity (resist matter)
38 Earth Bond
48 Earth Union
Warden nurture spec
22 Bolster Health (resist body)
32 Bolster Resillience
43 Bolster Heartiness
23 Warden's Courage (resist spirit)
33 Warden's Honor
48 Warden's Spirit
27 Defy Thunder (resist energy)
37 Defy Storm
49 Defy Lightning
Quest: The War Continues
Hunters will no longer be offered a shield as a choice for their
level 40 guild track quest nor will they be allowed to trade
in their weapon for a shield. Hunters that have a Midnight Defender,
either from completing their guild track quest or trading in
their weapon may now return to Mildrid in Haggerfell and exchange
the shield for their choice of a weapon (1h sword, 2h sword,
bow, spear). Hunters may only perform this shield trade in once!
Quest: Hole of the Dead
Items Dwarven Boots of Air and Gloves of the Eternal will now
Quest: Evening’s Empty Blessings
Adjustments have been made to the quest journal so players will
have better information about their tasks.
The elder sveawolf has gotten too old to lead players to Wildtooth
anymore. He will give you directions to find Wildtooth.
Quest: Klippa’s Claw
Players will no longer have to die to Riv to obtain the Riva
hauberk. Players should follow their quest journal rather than
doing what they THINK they should do to obtain the rewards for
Quest: Morven's Return
Blademasters and Druids who find repairing Cathbad's Blade a
little too costly can turn the weapon in to Cathbad, in Howth,
who will replace it with the same weapon minus the pricey repair
cost. Players can only do this one time, and must have completed
Quest: Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly to low
Quest: Guild preparation
Humberton base class trainers will now respond to players when
asked about a specific class.
Quest: Traveler's Way -- Supply Run
Players who are stuck on step one can continue along this quest
by following new instructions in their journal.
Quest: Abolishment of Sacrifice
Sacrificer Harish should now spawn a bit more frequently.
Quest: Cloak of Shades Part 1
Those hunting undead druids in Salisbury should now receive
their quest item.
Object: Rancid Black Tooth
This item should now proc as normal.
Albion Monster Encounters:
The manes and grumoz demons look slightly different than before.
The Tylwyth Teg camp areas along the north border of Snowdonia
have been adjusted. They should no longer be out of range when
they are clearly standing right in front of you.
The Legendary Afanc has migrated to different part of Llyn Barfog,
though still along the water. Scouts report that she seems to
have acquired a few odd behaviors.
Hibernia Monster Encounters:
The Coruscating Mines have been adjusted slightly to make it
a little more group-friendly in a few areas.
The Cursed Forest has been modified to improve it as a general
hunting ground. Groups should be able to find easier paths to
the eastern portions of the zone. There are more spots to pull
to, and make camp now as well.
The black orms are no longer white.
We have adjusted the range resistance of several specific keep
lords as a test of possible new functionality. Please test these
lords and let us know what you think. The lords will now require
players to be in the room with them to damage them (all players,
casters and archers included). With this change, the lords can
now be damaged by ranged attacks (if the attacker is in the
room). The following lords have this new resistance system:
-Caer Boldiam (Albion) Lord Boldiam, Jarl Baetras, and Chieftain
-Fensalir Faste (Midgard) Jarl Fensalir, Lord Ragwyn, Chieftain
-Dun Scathaig (Hibernia) Chieftain Scathaig, Lord Carunvan,