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Tickdoff Tank
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Has the new Update gone live?
May 12th, 2011 at 9:50am
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Just wondering if the new update has gone live or not.  I am still in Afghanistan and I am unable to access the main forums.  If it has, would it be possible for someone to re-post the patch notes here? 

Thanks in advance

Tickdoff
  
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Re: Has the new Update gone live?
Reply #1 - May 12th, 2011 at 9:54am
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Tickdoff Tank wrote on May 12th, 2011 at 9:50am:
Just wondering if the new update has gone live or not.  I am still in Afghanistan and I am unable to access the main forums.  If it has, would it be possible for someone to re-post the patch notes here? 

Thanks in advance

Tickdoff


Update 9 is now live, with the first stage of the crafting beta, and the first stage of the epic reboot. update 10 is nowhere to be seen, despite somebody suggesting it would be showing up on Lamannia "sooner than we think."

If you want more details, I'm sure somebody will be happy to provide them.
  
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Re: Has the new Update gone live?
Reply #2 - May 12th, 2011 at 9:57am
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Release Notes For Update 9: Harbinger of Madness

Welcome to the Release Notes for Dungeons & Dragons Online! These release notes were posted on Wednesday, April 27th 2011.
[edit] News & Notes
[edit] Of Special Note:

Update 9 casts a light on a gruesome and twisted neighborhood of Stormreach! The Harbinger of Madness Adventure Pack, for level 15 players, commands you to gather evidence and uncover the sinister mastermind behind the disappearance of the Saltire District townspeople. Crafting also gets an update, with a new user interface that allows you to customize weapon and equipment effects! Plus, there is a plethora of new features including new attack animations, boosted spells, and more Prestige Enhancement lines!
[edit] Harbinger of Madness Adventure Pack

A baffling disappearance of several Saltire locals has been reported! Your job is to track down who or what is responsible and expose the reason for their madness. Your detective work begins in the Stormreach harbor and will force you to come face-to face with danger in uncharted sewers. Then venture to a hidden laboratory where fleshcrafting is the core experiment, and finally, peruse an art gallery where flesh is on display! The Harbinger of Madness Adventure Pack is available for players level 15 and above. Free for VIPs, and available in the DDO on April 29th!
[edit] New Crafting Beta

Get the new crafting feature, currently in Beta! A new user interface now grants you the ability to fully customize the effects of weapons and other items! You can deconstruct an item to make it craftable, or just keep a powerful component. You’ll also be able to use the construction machines to create gear and earn crafting experience as you collect special ingredients and master your recipes!
[edit] General Changes
[edit] Armor Appearance Kits

    * Corrected several issues related to colors not appearing correctly when some armor appearance kit sets are toggled off and on.
    * The description for armor appearance kit previews has been updated to indicate where the preview kits can be used.
    * Armor appearance kits and cosmetic helmets/hats are maintained after reincarnation.

[edit] Classes

    * A new effect has been added to characters that applies itself automatically when a player with the Magical Training feat is low on spell points. This effect, called Echoes of Power, regenerates spell points when a player reaches a low threshold of spell points.
          o Echoes of Power appears when a player drops below 12 sp.
          o The ability regenerates spell points at a rate of 4 sp every 6 seconds.
          o The ability removes itself when a player reaches 12 sp or greater.
          o The ability is not removed on death, but the player will not benefit from it while dead.
          o the ability is suppressed by superior regeneration effects, such as regeneration in a public area or tavern.
    * Rangers and paladins will get more spell points at early levels to allow them to begin casting spells earlier.
          o Paladins and rangers now get 20 sp instead of 5 sp as a base at level 4.
          o Paladins and rangers now get 15 sp instead of 5 sp as a base at level 5.
          o Spell point progression resumes as it was originally after level 5.
    * Monk Water Stances no longer apply a penalty to carrying capacity. Monks close to reaching medium encumbrance will no longer immediately be kicked out of their Water Stance for being uncentered when they reach medium encumbrance.
    * The ki costs of higher tiers of monk elemental and void attacks have been reduced to 5 ki each.

[edit] Combat

    * New animations have been added to a variety of special melee attacks, including Trip, Sap, and Sunder, make it more apparent when those abilities have been used during combat.
    * Ranged Sneak Attacks and Point Blank Shots have had their maximum range increased from 10 meters to a base of 15 meters. The Deepwood Sniper enhancement increases this range to 25 meters.
    * A message is displayed on a successful evasion.
    * Diplomacy and Bluff now provide feedback messages to let players know when they have succeeded in the skill.
    * DR type will now be displayed with DR in the combat log. Attacker messages now contain DR information.
    * Monsters that have been rendered helpless now take 50% additional damage from most harmful sources instead of being automatically critically hit by physical attacks. This affects all harmful damage except for sneak attack damage and glancing blow damage. Damage is increased before resistances and damage reduction is applied.
          o Players that have been rendered helpless also take additional damage from all harmful sources, except for sneak attack damage and glancing blow damage, instead of being automatically critically hit by physical attacks, but the value varies depending on dungeon difficulty:
                + Solo/Casual: +5% damage
                + Normal: +10% damage
                + Hard: +15% damage
                + Elite: +20% damage
                + Epic: +25% damage

[edit] Crafting

    * Recipes have been added to the Device Workstation that allow a rogue to create +1 through +5 thieves' tools out of mechanical parts and a randomly generated +1 through +5 weapon.
    * Siberys and Khyber Dragonshard fragments now stack to 10,000!
    * Selecting an item in a barter UI panel now automatically unequips items necessary to create the new item, and places the unequipped items into your inventory.
    * The Dreamforge now uses the barter UI system for crafting!
          o Recipes have been added to the Dreamforge that will allow players to turn one of each of the three different essences into the fourth essence type.
    * Restoration recipes have been added for Epic Carnival and Epic Red Fens items. If an item was improved for Update 8, players can now use 3 Epic Dungeon tokens in a Stone of Change, along with the item, to upgrade the item to its improved state (or remove its augment slot, if the item has one.)
    * The Master Transmuter Staff recipe now correctly states that the staff has Superior Potency VI.

[edit] DDO Store

    * The descriptions for guild augment gems that boost saves, hit points, and spell points now accurately reflect that they can be slotted in all items except for weapons.

[edit] Favor

    * The Agents of Argonnessen tier one favor reward list has been expanded to include more Dragonshard variants, fine baked goods, and a Blood of Dragons, which allows bards, favored souls and sorcerers to swap spells for one hour without an associated cost.

[edit] Guild Airships

    * The Windspyre Gryphon airship now has all of its hookpoints.
    * A Planescaller on an airship can now send players directly to Amrath.
    * Airship navigators and planescallers now check minimum level requirements to enter certain areas.
    * Airship vendors no longer claim that the Stormglory Tempest has fewer hookpoints than it actually does.

[edit] Hirelings

    * Hirelings with healing abilities will try to heal both their masters and other allies.
    * Hireling contracts purchased in the DDO Store will now auto-gather into auto-gather enabled hireling contract folders.
    * Hireling specific command buttons now show a yellow border when moused-over.
    * Mareth Lorestryn's hireling contract (both in-game and in the DDO Store) now correctly lists Bless as one of his command bar spells.
    * The Level 5 rogue hireling Kelorn Gossinar had neglected to develop his Search skill. He has received training in this area, and will now be capable of locating traps and secret doors that had previously eluded him.

[edit] Items

    * New ingredients bags are being introduced along with the new crafting system. To help them fit in better with current ingredients bags, the names of some current ingredient bags have been changed. In addition, some current ingredients bags have had their holding capacities increased.
    * Stacks of items in bags will now display the number of items that are bound to character and bound to account. When removed, bound to character items are removed first, along with a stack of unbound items. If there are no bound to character items, then bound to account items will be removed first, along with a stack of unbound items.
    * Bags which have items that bind to account are now able to be placed in shared banks. They now also say "Bound to Account by contained bound item" in the examination tooltip.
    * Melee death effects on items (and the rogue assassin enhancement) have been redesigned.
          o For targets with more than 1,000 hit points, vorpal no longer kills and instead hits the target for 100 points of bane damage. If a creature has less than 1,000 hit points, the vorpal effect is applied on a confirmed natural 20 as before.
          o Disruption, Banishing, and Smiting weapons have had their hit die caps and saving throws removed. These weapons now do 4d6 damage on a hit, and kill an eligible target on a confirmed vorpal hit (natural 20) if the target is below 1,000 hit points. If the target has more than 1,000 hit points, they will take 100 damage.
                + Weapons with the Greater Disruption effect deal 6d6 additional damage on any hit instead.
                + Greater Disruption Guard will apply its death effect with no saving throw at its previous percentage chance, but will not deal additional damage.
                + Banishing Fists will grant the vorpal banishing effect to unarmed attacks, but will not do an additional 4d6 damage.
    * Shields now use a player's full strength bonus on a shield bash, and also use a player's enhancement bonus to-hit and damage.
    * Adamantine shields now correctly bypass adamantine damage reduction when shield bashing. Mithral shields now bypass both silver and mithral damage reduction.
    * Bards, Favored Souls, and Sorcerers will receive two potions that grant them free spell swaps for one in-game hour each.
    * Epic scroll distribution now appears in party chat, rather than general chat.
    * The description text for blue augment crystals now states that they should only be slotted into items with a maximum dexterity bonus.
    * The effective time for some potions can now be added cumulatively if the same kind of potion is used again. This includes Experience Elixirs, Guild Renown Elixirs, and Jewels of Fortune. Additionally, the timer on these potions will be paused when players consume a similar potion with a higher bonus (for example, if a player activates a +10% XP elixir, then consumes a +20% XP elixer, the timer on the +10% elixir will be paused until the +20% elixir expires.)
    * The description for XP Potions now indicate that the potions are self-only.
    * Using non-harmful potions while stealthed will no longer break stealth.
    * Using non-harmful potions will no longer break toggle-able feats, such as combat stances.
    * A recipe to add Protection +5 and take off a redundant Dexterity +6 property on the Epic Ring of the Buccaneer has been added to the Stone of Change.
    * The Bold Trinket’s +2 Seeker property will now apply to stacking critical damage, in addition to its stacking critical confirmation bonus.
    * The Level 20 Ornamental Dagger is now exclusive. Players who have several of these items in their inventories will find them drained off all charges when equipped (and after resting.) This can be averted if players place the extra daggers into their banks.
    * The Enervation effect on the Dreamspitter and Staff of the Shadow once again occurs on all critical hits.
    * The Greater Poison Guard from the Epic Envenomed Cloak now has the proper DC (28 Fortitude), and deals the proper ability damage on a failed save (2d6 Strength.)
    * The Epic Telekinetic ability on the Epic Sirroco and Epic Whirlwind now takes effect on all critical hits.
    * The Shocking Blow property from the Charged Gauntlets now stacks with the Stone Prison property from the Stonedust Handwraps when fighting unarmed.
    * The Sorcerer Elemental Savant set bonuses from Tower of Despair items now apply their third tier effects, which are accessible if a character has taken the third tier of an Elemental Savant Prestige Enhancement line. The bonuses will increase the caster level of spells from a player's chosen Savant element by an additional +2.
    * The Righteousness weapon enchantment now turns a weapon "Good" for damage reduction purposes.
    * The Twinblade has returned to the treasure table.
    * The Anthem effect for the Stormsinger Cloak has been fixed.
    * The Bloodstone magical item from the Menechtarun desert has been renamed "The Blood Stone", and now has a unique icon.
    * Gust of Wind and Cyclonic Blast scrolls now drop in treasure.
    * Greensteel weapons that had both Icy Burst and Frost abilities, but lost their Frost ability, now possess it again.
    * Small Guild Augment Gems of Reaction will now give a bonus to reflex saves versus evocation spells instead of a bonus to reflex saves versus enchantment spells.
    * The "Unhollowed Scarab" was found to have always been quite solid, not to mention very unholy, so it has been renamed the "Unhallowed Scarab" instead.
    * Eternal wands have been upgraded.

[edit] Monsters

    * Many creatures have had their immunities and resistances lowered or removed on Casual and Normal difficulty modes.
    * Monsters that randomly target players will not lock onto a player who successfully uses their Intimidate skill until the monster's next round of evaluation.
    * Stone golems will now throw rocks at players from time to time.
    * Mariliths, hezrous, and jariliths no longer have energy resistance to acid.
    * Thaarak hounds no longer have resistance to electricity.
    * Golems are now slightly vulnerable to most forms of damaging magic, instead of being immune.
    * Tieflings no longer have resistance to cold.
    * A fire elemental's Aura of Flame should no longer occasionally "stick" to players when they leave a dungeon.

[edit] NPCs

    * Fixed a problem where Lockania would sometimes not progress the Mark of the Dragon quest after dragonmark training.
    * The salesman in the Airship Showroom now correctly opens the DDO Store to Astral Diamonds.
    * The sorceress Misty, who used to handle epic trades, is missing from her perch outside of the Tower of The Twelve. The skilled conjurers of The Twelve have summoned a magma para-elemental named Lahar to assist adventurers until the mystery of Misty's disappearance is solved. Lahar is also now offering the barter UI for easier shopping.

[edit] Quest & Adventure Area Changes
[edit] General Quest & Adventure Area Changes

    * Players are now able to add an effect to their character that gives them a chance to earn additional slayer points when they kill a monster in a Wilderness area.
    * A floaty text now displays when a player gets a bonus slayer kill due to a buff or world bonus.
    * Non-boss monster hit points have been reduced, and saving throws have been increased, in Epic difficulty quests.
    * The quest panel now shows the proper information when re-entering a quest after having a hireling in the party.

[edit] Harbinger of Madness
[edit] The Streets of Saltire

    * The designers recommend playing this quest alone, in the dark, with your headphones on!

[edit] Attack on Stormreach: Stormreach Strikes Back
[edit] Blockade Buster

    * Ladders have been removed from the mine bays of the ships.

[edit] Siegebreaker

    * The optional Xp for "Poisoning the Well" has been lowered.

[edit] Devil Assault
[edit] The Chronoscope

    * After completing the Chronoscope, Nolan Gann now properly references the /quest command as a way to check on the raid timer.
    * Bearded devils now have text dialog.
    * Nelle Gann's name is now spelled correctly in the quest journal.
    * Several typos have been corrected in Nolan Gann's dialogue.

[edit] Gianthold Tor
[edit] Reaver's Bane

    * A text error in Crag's dialogue has been corrected.

[edit] Menechtarun Desert

    * The rainy season has ended.

[edit] Necropolis
[edit] Desecrated Temple of Vol

    * Several columns that were occasionally causing monsters to get stuck have been removed.

[edit] Phiarlan Carnival
[edit] Partycrashers

    * The stage's backdrop has been fixed.

[edit] Reaver's Refuge
[edit] Eerie Forest

    * The explorer quest objective is now completable.

[edit] Soami Gardens

    * The explorer quest objective is now completable.

[edit] Relic of a Sovereign Past

    * Mysteriously, Galrias the Smith was not using adamantine to craft the Nightforge Gorget, Nightforge Armbands, and Nightforge Darkhelm, and was instead using steel. He has been caught red-handed, and will now use the proper material (adamantine) when crafting these items.

[edit] Sorrowdusk Isle
[edit] The Sanctum: Church of the Fury

    * Added audio and visual cues when the puzzle is solved.

[edit] The Tower of the Twelve

    * A stuck spot in the Hall of Planes has been fixed.

[edit] Races

    * Corrected an animation error that caused a half-orc's forward run animation speed to not scale with their actual speed.

[edit] Skills, Feats, and Abilities
[edit] Skills

    * Animations have been added to Diplomacy and Intimidate if you are not in the middle of other animations. These animations do not prevent other actions.
    * All three social skills can be used on any creature that possesses any level of intelligence, rather than being restricted to creatures that speak common. Completely unintelligent monsters such as golems, some undead, and vermin, are still immune to social manipulation.
    * The cooldowns for Bluff, Diplomacy, and Intimidate have been increased to 15 seconds.
    * The shared cooldown for Half-Elven Social Graces has been increased to 60 seconds.
    * Bluff
          o The bluff skill is now faster to activate, and grants a short duration reduction in threat generation. Repeated bluffs now increment the DC by 1 instead of 4.
          o The sneak attack vulnerability applied by a successful bluff attempt is no longer removed on damage, and now renders the target vulnerable to sneak attacks for 4 seconds.
    * Diplomacy
          o The diplomacy skill now reduces a player's threat with affected creatures, in addition to the skill's prior behavior. A greater percentage of threat is removed depending on a player's diplomacy score.
    * Intimidate
          o A successful use of the intimidate skill now sets a player's threat with a monster equal to the highest threat opponent, plus a small buffer based on a player's size-modified intimidate skill. The player gains a +50% threat multiplier to all attacks (melee, ranged, and spells) for a short period after successful intimidation. Intimidate now has a 15 second cooldown, but players will no longer automatically lose the monster's aggro after six seconds.
          o When using a shield, intimidate will get a longer lasting and more effective threat multiplier applied.

[edit] Feat Changes

    * Great Cleave will no longer pause a player's attack cycle. Cleave will also now work with glancing blows from two-handed weapons, and exotic weapons like bastard swords and dwarven axes.
    * Improved Shield Bash now grants a 20% chance to make a secondary shield bash while attacking with a melee weapon.
    * Shield Mastery's feat benefit has been changed to, "You are now skilled with the use of a shield, and your physical damage vulnerability is decreased by 10% when using a buckler or small shield, 15% when using a large shield, or 20% when using a tower shield."
    * Improved Shield Mastery's feat has been changed to, "You are exceptionally skilled with the use of a shield, and your physical damage vulnerability is decreased by an additional 5% when using a shield, for a total of 15% when using a buckler or small shield, 20% when using a large shield, or 25% when using a tower shield."
    * Feats that generate spells will now correctly apply a caster's level to them.
    * Karmic Strike's finisher no longer leaves a monk helpless. The effect has been changed to, "Fire-Dark-Fire Finisher - You have learned to strike at the moment your opponent is the most vulnerable - the same moment your opponent strikes you. This attack is guaranteed to produce critical threat if it hits, but costs 20 hit points to perform."
    * Monks can now take the Stunning Fist feat using normal feat slots (instead of being restricted to "special monk feats"), and it can be respecced freely by Fred.
    * Half-elf Rogue Dilettante can now be used as a prerequisite for the Improved Feint feat.
    * Ranger Favored Enemy Feats are now auto-expanded with the rest of the feats in the character panel.

[edit] New Feats

    * Shuriken Expertise
          o Prereqs: Requires one of: Dexterity 13, Exotic Weapon Proficiency: Shuriken, or Half-Elf Dilettante: Monk
          o Benefit: You are skilled with the use of the shuriken, and have a chance to throw an additional shuriken per throw. The percent chance to throw an additional shuriken is equal to your Dexterity.
          o Special: Automatically granted to Drow characters at level one. Monks may select this feat at levels 1, 2, or 6 as a selected martial arts class feat.

[edit] Enhancement Changes

    * Many class-specific spell modifying enhancements have been removed, and replaced with more generic enhancements.
    * All sorcerer and wizard damage amplification, spell critical chance, and spell critical multiplier enhancements have been removed.
    * Mountain Stance III and IV now also increase the critical multiplier of monk weapons (and unarmed combat) by 1 on rolled of a natural 19 or 20.
    * Shintao Monk and Monk Ninja Spy now have unique icons.
    * Shintao Monk's Jade Strike now shows appropriate particle effects when applied.
    * The Way of the Elegant Crane monk enhancement line now gives a static -2 penalty to Fortitude saves, instead of varying from -1 through -4.
    * Ranger Deepwood Sniper I now extends a player's point blank shot and sneak attack range by 10 meters, bringing the range to a base of 25 meters.
    * Pale Master undead Shrouds now take double damage from light damage effects unless otherwise noted. Additionally, since they are undead, players will crumble to dust if incapacitated rather than "bleed out."
    * The toggles for Pale Master Shrouds no longer appear to be active after being removed by resting.
    * Pale Masters in undead form are now fully immune to death ward and mass death ward.
    * The aura for a Pale Master's undead form has a new look.
    * Shroud of the Wraith has been reduced in cost to 1 AP.
    * Shroud of the Lich's prerequisites have been changed to: Level 18 Wizard, Wizard Pale Master III, Toughness, 66 Action Points spent. Any characters that currently possess Shroud of the Lich will possess Shroud of the Vampire, which replaced it at level 12.
    * Hunter of the Dead III's Radiant Blast effect now functions as expected on undead struck by a "vorpal" attack.
    * Brute Fighting can now be used while raging.
    * The text for a rogue Assassin's successful vorpal attack has been changed to state "Vorpal Death Strike" in the combat log.
    * The Fire Shield Archmage spell-like ability will now allow you to cast both of its versions - fire and cold. The enhancement has sub-enhancements that must be dragged separately to a hotbar to use, much like the Archmage Resist Energy and Protection from Energy spell-like abilities.
    * Archmage's Evocation I Magic Missile spell point cost has been increased to 2 sp.
    * Archmage's Evocation III Chain Missile spell point cost has been increased to 10 sp, and its cooldown increased to 8 seconds.
    * The wizard Archmage II Arcane Bolt spell point cost has been increased to 2 sp.
    * The wizard Archmage IV Arcane Blast spell point cost has been increased to 6 sp, and its cooldown increased to 8 seconds.
    * Orcish Fury will now properly apply to a Half-Orc that is raised from the dead.
    * Each tier of Elven Arcanum now gives 20 spell points and +1 spell penetration. The wizard level of requirement for Elven Arcanum III has been corrected, and the wizard level requirement of Elven Arcanum IV has been raised to require eight levels of wizard. The enhancement line is now as follows:
          o Elven Arcanum I
                + Cost: 1 Ap
                + Prereqs: Level 1 Elf, Level 1 Wizard
                + Benefit: Grants elven wizards a 20 point increase to spell points and +1 Spell Penetration. This enhancement requires at least one level of wizard.
          o Elven Arcanum II
                + Cost: 2 AP
                + Prereqs: Level 5 Elf, Level 2 Wizard, Elven Arcanum I
                + Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 40, and an additional +1 to Spell Penetration, bringing the total bonus to +2. This enhancement requires at least two levels of wizard.
          o Elven Arcanum III
                + Cost: 3 AP
                + Prereqs: Level 9 Elf, Level 4 Wizard, Elven Arcanum II
                + Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 60, and an additional +1 to Spell Penetration, bringing the total bonus to +3. This enhancement requires at least four levels of wizard.
          o Elven Arcanum IV
                + Cost: 4 AP
                + Prereqs: Level 13 Elf, Level 8 Wizard, Elven Arcanum III
                + Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.

[edit] New Enhancements

    * Shroud of the Zombie
          o Prerequisites: Wizard Level 6, Wizard Pale Master I
          o Benefit: You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains, and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate.
    * Shroud of the Vampire
          o Prerequisites: Wizard Level 12, Wizard Pale Master II, Toughness
          o Benefit: You shroud yourself with negative energy and assume many traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers, generate 25% less threat from spells and attacks, and +2 to the DC's of your Enchantment spells. When making unarmed attacks, you deal 1d6 Constitution damage from blood drain on critical hits. Your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate.
    * Acid Manipulation I
          o Prereqs: Level 1 Sorcerer or Wizard
          o Benefit: Grants a 20% increase to the damage of your acid spells.
    * Acid Manipulation II
          o Prereqs: Level 3 Sorcerer or Wizard, Acid Manipulation I
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
    * Acid Manipulation III
          o Prereqs: Level 5 Sorcerer or Wizard, Acid Manipulation II
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
    * Acid Manipulation IV
          o Prereqs: Level 7 Sorcerer or Wizard, Acid Manipulation III
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
    * Acid Manipulation V
          o Prereqs: Level 9 Sorcerer or Wizard, Acid Manipulation IV
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
    * Acid Manipulation VI
          o Prereqs: Level 11 Sorcerer or Wizard, Acid Manipulation V
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
    * Acid Manipulation VII
          o Prereqs: Level 13 Sorcerer or Wizard, Acid Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
    * Corrosive Spellcasting I
          o Prereqs: Level 2 Sorcerer or Wizard, Acid Manipulation I
          o Benefit: Grants a 4% chance for acid spells to generate a critical hit. (Base spell critical chance is 0%, and critical damage bonus is +50%)
    * Corrosive Spellcasting II
          o Prereqs: Level 5 Sorcerer or Wizard, Acid Manipulation II, Corrosive Spellcasting I
          o Benefit: Grants a 5% chance for acid spells to generate a critical hit.
    * Corrosive Spellcasting III
          o Prereqs: Level 8 Sorcerer or Wizard, Acid Manipulation III, Corrosive Spellcasting II
          o Benefit: Grants a 6% chance for acid spells to generate a critical hit.
    * Corrosive Spellcasting IV
          o Prereqs: Level 11 Sorcerer or Wizard, Acid Manipulation IV, Corrosive Spellcasting III
          o Benefit: Grants a 7% chance for acid spells to generate a critical hit.
    * Corrosive Spellcasting V
          o Prereqs: Level 14 Sorcerer or Wizard, Acid Manipulation V, Corrosive Spellcasting IV
          o Benefit: Grants a 8% chance for acid spells to generate a critical hit.
    * Corrosive Spellcasting VI
          o Prereqs: Level 17 Sorcerer or Wizard, Acid Manipulation VI, Corrosive Spellcasting V
          o Benefit: Grants a 9% chance for acid spells to generate a critical hit.
    * Deadly Acid I
          o Prereqs: Level 3 Sorcerer or Wizard, Acid Manipulation I, Corrosive Spellcasting I
          o Benefit: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
    * Deadly Acid II
          o Prereqs: Level 6 Sorcerer or Wizard, Acid Manipulation II, Deadly Acid I
          o Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
    * Deadly Acid III
          o Prereqs: Level 9 Sorcerer or Wizard, Acid Manipulation III, Deadly Acid II
          o Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
    * Deadly Acid IV
          o Prereqs: Level 12 Sorcerer or Wizard, Acid Manipulation IV, Deadly Acid III
          o Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
    * Deadly Acid V
          o Prereqs: Level 15 Sorcerer or Wizard, Acid Manipulation V, Deadly Acid IV
          o Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
    * Deadly Acid VI
          o Prereqs: Level 18 Sorcerer or Wizard, Acid Manipulation VI, Deadly Acid V
          o Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
    * Frost Manipulation I
          o Prereqs: Level 1 Sorcerer or Wizard
          o Benefit: Grants a 20% increase to the damage of your cold spells.
    * Frost Manipulation II
          o Prereqs: Level 3 Sorcerer or Wizard, Frost Manipulation I
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
    * Frost Manipulation III
          o Prereqs: Level 5 Sorcerer or Wizard, Frost Manipulation II
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
    * Frost Manipulation IV
          o Prereqs: Level 7 Sorcerer or Wizard, Frost Manipulation III
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
    * Frost Manipulation V
          o Prereqs: Level 9 Sorcerer or Wizard, Frost Manipulation IV
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
    * Frost Manipulation VI
          o Prereqs: Level 11 Sorcerer or Wizard, Frost Manipulation V
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
    * Frost Manipulation VII
          o Prereqs: Level 13 Sorcerer or Wizard, Frost Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
    * Glacial Spellcasting I
          o Prereqs: Level 2 Sorcerer or Wizard, Frost Manipulation I
          o Benefit: Grants a 4% chance for cold spells to generate a critical hit. (Base spell critical chance is 0%, and critical damage bonus is +50%)
    * Glacial Spellcasting II
          o Prereqs: Level 5 Sorcerer or Wizard, Frost Manipulation II, Glacial Spellcasting I
          o Benefit: Grants a 5% chance for cold spells to generate a critical hit.
    * Glacial Spellcasting III
          o Prereqs: Level 8 Sorcerer or Wizard, Frost Manipulation III, Glacial Spellcasting II
          o Benefit: Grants a 6% chance for cold spells to generate a critical hit.
    * Glacial Spellcasting IV
          o Prereqs: Level 11 Sorcerer or Wizard, Frost Manipulation IV, Glacial Spellcasting III
          o Benefit: Grants a 7% chance for cold spells to generate a critical hit.
    * Glacial Spellcasting V
          o Prereqs: Level 14 Sorcerer or Wizard, Frost Manipulation V, Glacial Spellcasting IV
          o Benefit: Grants a 8% chance for cold spells to generate a critical hit.
    * Glacial Spellcasting VI
          o Prereqs: Level 17 Sorcerer or Wizard, Frost Manipulation VI, Glacial Spellcasting V
          o Benefit: Grants a 9% chance for cold spells to generate a critical hit.
    * Deadly Ice I
          o Prereqs: Level 3 Sorcerer or Wizard, Frost Manipulation I, Glacial Spellcasting I
          o Benefit: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
    * Deadly Ice II
          o Prereqs: Level 6 Sorcerer or Wizard, Frost Manipulation II, Deadly Ice I
          o Benefit: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
    * Deadly Ice III
          o Prereqs: Level 9 Sorcerer or Wizard, Frost Manipulation III, Deadly Ice II
          o Benefit: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
    * Deadly Ice IV
          o Prereqs: Level 12 Sorcerer or Wizard, Frost Manipulation IV, Deadly Ice III
          o Benefit: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
    * Deadly Ice V
          o Prereqs: Level 15 Sorcerer or Wizard, Frost Manipulation V, Deadly Ice IV
          o Benefit: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
    * Deadly Ice VI
          o Prereqs: Level 18 Sorcerer or Wizard, Frost Manipulation VI, Deadly Ice V
          o Benefit: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
    * Flame Manipulation I
          o Prereqs: Level 1 Sorcerer or Wizard
          o Benefit: Grants a 20% increase to the damage of your fire spells.
    * Flame Manipulation II
          o Prereqs: Level 3 Sorcerer or Wizard, Flame Manipulation I
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
    * Flame Manipulation III
          o Prereqs: Level 5 Sorcerer or Wizard, Flame Manipulation II
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
    * Flame Manipulation IV
          o Prereqs: Level 7 Sorcerer or Wizard, Flame Manipulation III
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
    * Flame Manipulation V
          o Prereqs: Level 9 Sorcerer or Wizard, Flame Manipulation IV
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
    * Flame Manipulation VI
          o Prereqs: Level 11 Sorcerer or Wizard, Flame Manipulation V
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
    * Flame Manipulation VII
          o Prereqs: Level 13 Sorcerer or Wizard, Flame Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
    * Combustive Spellcasting I
          o Prereqs: Level 2 Sorcerer or Wizard, Flame Manipulation I
          o Benefit: Grants a 4% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
    * Combustive Spellcasting II
          o Prereqs: Level 5 Sorcerer or Wizard, Flame Manipulation II, Combustive Spellcasting I
          o Benefit: Grants a 5% chance for fire spells to generate a critical hit.
    * Combustive Spellcasting III
          o Prereqs: Level 8 Sorcerer or Wizard, Flame Manipulation III, Combustive Spellcasting II
          o Benefit: Grants a 6% chance for fire spells to generate a critical hit.
    * Combustive Spellcasting IV
          o Prereqs: Level 11 Sorcerer or Wizard, Flame Manipulation IV, Combustive Spellcasting III
          o Benefit: Grants a 7% chance for fire spells to generate a critical hit.
    * Combustive Spellcasting V
          o Prereqs: Level 14 Sorcerer or Wizard, Flame Manipulation V, Combustive Spellcasting IV
          o Benefit: Grants a 8% chance for fire spells to generate a critical hit.
    * Combustive Spellcasting VI
          o Prereqs: Level 17 Sorcerer or Wizard, Flame Manipulation VI, Combustive Spellcasting V
          o Benefit: Grants a 9% chance for fire spells to generate a critical hit.
    * Deadly Flame I
          o Prereqs: Level 3 Sorcerer or Wizard, Flame Manipulation I, Combustive Spellcasting I
          o Benefit: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
    * Deadly Flame II
          o Prereqs: Level 6 Sorcerer or Wizard, Flame Manipulation II, Deadly Flame I
          o Benefit: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
    * Deadly Flame III
          o Prereqs: Level 9 Sorcerer or Wizard, Flame Manipulation III, Deadly Flame II
          o Benefit: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
    * Deadly Flame IV
          o Prereqs: Level 12 Sorcerer or Wizard, Flame Manipulation IV, Deadly Flame III
          o Benefit: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
    * Deadly Flame V
          o Prereqs: Level 15 Sorcerer or Wizard, Flame Manipulation V, Deadly Flame IV
          o Benefit: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
    * Deadly Flame VI
          o Prereqs: Level 18 Sorcerer or Wizard, Flame Manipulation VI, Deadly Flame V
          o Benefit: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
    * Storm Manipulation I
          o Prereqs: Level 3 Sorcerer or Wizard
          o Benefit: Grants a 20% increase to the damage of your electrical and sonic spells.
    * Storm Manipulation II
          o Prereqs: Level 3 Sorcerer or Wizard, Storm Manipulation I
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 25%.
    * Storm Manipulation III
          o Prereqs: Level 5 Sorcerer or Wizard, Storm Manipulation II
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 30%.
    * Storm Manipulation IV
          o Prereqs: Level 7 Sorcerer or Wizard, Storm Manipulation III
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 35%.
    * Storm Manipulation V
          o Prereqs: Level 9 Sorcerer or Wizard, Storm Manipulation IV
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 40%.
    * Storm Manipulation VI
          o Prereqs: Level 11 Sorcerer or Wizard, Storm Manipulation V
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 45%.
    * Storm Manipulation VII
          o Prereqs: Level 13 Sorcerer or Wizard, Storm Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 50%.
    * Charged Spellcasting I
          o Prereqs: Level 2 Sorcerer or Wizard, Storm Manipulation I
          o Benefit: Grants a 4% chance for electrical spells to generate a critical and sonic hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
    * Charged Spellcasting II
          o Prereqs: Level 5 Sorcerer or Wizard, Storm Manipulation II, Charged Spellcasting I
          o Benefit: Grants a 5% chance for electrical and sonic spells to generate a critical hit.
    * Charged Spellcasting III
          o Prereqs: Level 8 Sorcerer or Wizard, Storm Manipulation III, Charged Spellcasting II
          o Benefit: Grants a 6% chance for electrical and sonic spells to generate a critical hit.
    * Charged Spellcasting IV
          o Prereqs: Level 11 Sorcerer or Wizard, Storm Manipulation IV, Charged Spellcasting III
          o Benefit: Grants a 7% chance for electrical and sonic spells to generate a critical hit.
    * Charged Spellcasting V
          o Prereqs: Level 14 Sorcerer or Wizard, Storm Manipulation V, Charged Spellcasting IV
          o Benefit: Grants a 8% chance for electrical and sonic spells to generate a critical hit.
    * Charged Spellcasting VI
          o Prereqs: Level 17 Sorcerer or Wizard, Storm Manipulation VI, Charged Spellcasting V
          o Benefit: Grants a 9% chance for electrical and sonic spells to generate a critical hit.
    * Deadly Shocks I
          o Prereqs: Level 3 Sorcerer or Wizard, Storm Manipulation I, Charged Spellcasting I
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
    * Deadly Shocks II
          o Prereqs: Level 6 Sorcerer or Wizard, Storm Manipulation II, Deadly Shocks I
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
    * Deadly Shocks III
          o Prereqs: Level 9 Sorcerer or Wizard, Storm Manipulation III, Deadly Shocks II
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
    * Deadly Shocks IV
          o Prereqs: Level 12 Sorcerer or Wizard, Storm Manipulation IV, Deadly Shocks III
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
    * Deadly Shocks V
          o Prereqs: Level 15 Sorcerer or Wizard, Storm Manipulation V, Deadly Shocks IV
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
    * Deadly Shocks VI
          o Prereqs: Level 18 Sorcerer or Wizard, Storm Manipulation VI, Deadly Shocks V
          o Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
    * Force Manipulation I
          o Prereqs: Level 2 Sorcerer or Wizard
          o Benefit: Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
    * Force Manipulation II
          o Prereqs: Level 4 Sorcerer or Wizard, Force Manipulation I
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%.
    * Force Manipulation III
          o Prereqs: Level 6 Sorcerer or Wizard, Force Manipulation II
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%.
    * Force Manipulation IV
          o Prereqs: Level 8 Sorcerer or Wizard, Force Manipulation III
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%.
    * Force Manipulation V
          o Prereqs: Level 10 Sorcerer or Wizard, Force Manipulation IV
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%.
    * Force Manipulation VI
          o Prereqs: Level 14 Sorcerer or Wizard, Force Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%.
    * Force Manipulation VII
          o Prereqs: Level 14 Sorcerer or Wizard, Force Manipulation VI
          o Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%.
    * Kinetic Spellcasting I
          o Prereqs: Level 3 Sorcerer or Wizard, Force Manipulation I
          o Benefit: Grants a 4% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0%, and critical damage bonus is +50%)
    * Kinetic Spellcasting II
          o Prereqs: Level 6 Sorcerer or Wizard, Force Manipulation II, Kinetic Spellcasting I
          o Benefit: Grants a 5% chance for force spells and spells that deal untyped or physical damage to generate a critical hit.
    * Kinetic Spellcasting III
          o Prereqs: Level 9 Sorcerer or Wizard, Force Manipulation III, Kinetic Spellcasting II
          o Benefit: Grants a 6% chance for force spells and spells that deal untyped or physical damage to generate a critical hit.
    * Kinetic Spellcasting IV
          o Prereqs: Level 12 Sorcerer or Wizard, Force Manipulation IV, Kinetic Spellcasting III
          o Benefit: Grants a 7% chance for force spells and spells that deal untyped or physical damage to generate a critical hit.
    * Kinetic Spellcasting V
          o Prereqs: Level 15 Sorcerer or Wizard, Force Manipulation V, Kinetic Spellcasting IV
          o Benefit: Grants a 8% chance for force spells and spells that deal untyped or physical damage to generate a critical hit.
    * Kinetic Spellcasting VI
          o Prereqs: Level 18 Sorcerer or Wizard, Force Manipulation VI, Kinetic Spellcasting V
          o Benefit: Grants a 9% chance for force spells and spells that deal untyped or physical damage to generate a critical hit.
    * Deadly Kinetics I
          o Prereqs: Level 4 Sorcerer or Wizard, Force Manipulation I, Kinetic Spellcasting I
          o Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
    * Deadly Kinetics II
          o Prereqs: Level 7 Sorcerer or Wizard, Force Manipulation II, Deadly Kinetics I
          o Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
    * Deadly Kinetics III
          o Prereqs: Level 10 Sorcerer or Wizard, Force Manipulation III, Deadly Kinetics II
      
  

Nilazgrc: For all those familiar with loreseekers/sentinels.... Dont run with Stainer.... Guy is a tool. Black list his toons.
kmack can drive the tractor.
The Vault donates to charity.
JDollar wrote on Apr 25th, 2013 at 4:47pm:
Stainer likes tractors
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Re: Has the new Update gone live?
Reply #3 - Nov 18th, 2015 at 10:13am
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how pissed would you be if your dick hung down so low it touched  toilet water every time you took a shit ? nigger!
  
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