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Ver 1.48

Par Gothic TristeLune le 28/5/2002 à 10:49:14 (#1541658)

Bonjour a tous.

Je suis a la recherche d'un descriptif des modification apporter par le version 1.48.

QQ1 pourrait-il m'indiquer une URL ? Ou mieu Donner une descrition exaustive ?

D'avance, Merci a tous .

Par Loengrin Ismelüng le 28/5/2002 à 11:12:39 (#1541774)

Bouge pas je te fait remonter le post ou Elric a trduit ca :)

thx

Par Gothic TristeLune le 28/5/2002 à 11:14:39 (#1541794)

Je bronze, et je bouge po :cool: :cool: :cool:

Paf!!!!!!!

Par Zeal le 28/5/2002 à 11:16:18 (#1541807)

Version 1.47 Release Notes

======================================


NEW THINGS AND BUG FIXES

- Resurrecting classes are now added to a monster's "hate" list if they resurrect a player while the monster that kills that player is still in combat. All resurrecting classes should be careful about rezzing someone who was killed by a monster if that monster is still alive and is still in combat. Please note if the monster is no longer in combat, then no aggro is accrued, and resurrection can be performed with no danger.

- Some root and snare spells (across all Realms) were incorrectly set to "recast", so they could be chain-cast on players. This has been fixed.

- A monster AI bug was causing "trained" monsters in dungeons to aggress on players not involved with that combat. This has been fixed - monsters will now return properly to their home after being trained.

- The RESISTS button on the character sheet has been changed to BONUSES. This gives insight not only into your resistances, but to the various realm and outpost bonuses. Now you can clearly see the effect that Relics have on your character and your Realm.

- Guilds can now conquer and "claim" frontier keeps. See the section on that below.

- A lower-level RvR battleground is now available for 30-35th level players. See the section on the battleground below.

- All player attacks now do less damage against doors and siege equipment. This is to slow down the massive groups of people that group up and take doors down too quickly.

- If you train a specialization to level 50, it will now correctly award you 50th level spells (if there is a 50th level spell on that specialization). Previously, you didn't always get your 50th level spell awarded.

- Experience points now print with commas, so when you kill a monster, especially at high levels, you can more easily see how much you were awarded.

- Strength buffs/debuffs will now immediately affect your movement rate.

- We fixed several bugs that caused players to become buried in walls or "warp" through walls.

- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.

- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.

- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.

- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in RvR combat.

- Paladins now have increased hit points.

- Champions have had their hit points and melee damages increased.

- Blademasters now get Evade III at 25th level.

- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.

- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer

- Spell damage is now properly attenuated against keep doors - you'll notice that you do much less damage with spells while "attacking" doors now than you used to. Melee damage has always been properly attenuated; now spell damage is as well.


LOWER LEVEL RVR BATTLEGROUND

Character levels 30-35 now have the option of going to a special RvR battleground that is limited to characters of those levels. This is being set up as a place to go to hone your RvR skills without needed to worry about being killed by much higher level characters. You do not have to go to this Battleground - if you wish you may still participate in the standard RvR raids and defenses.

To get to the battlefield, go to your standard Medallion merchant and purchase the medallion that goes to the battlefield. Please note that only people who are 30th - 35th level can teleport, and only those who are realm level 0 to 9 can teleport (realm rank 0 or 1).

Players who are between 30th-35th level and realm level 0-9 can quit and reenter the battlegrounds normally. If you exceed this range, when you quit and reenter, you'll return to your bindpoint.

The battleground has one "home" keep for each Realm, and one keep in the middle that can be taken over. Please note that initially this keep is held by renegade NPC guards, and will have to be conquered before it can be claimed by the first Realm to take it over.



SPELL SYSTEM NOTES

We've uncovered some pretty large imbalances that greatly reduce the damage that Bolt spells do in the game. So, we've made the following changes Bolt spells:

- We (greatly) increased the damage that Bolt spells do to monsters, starting at around 40th level. This change should not effect RvR.

- Remember, it is difficult to cast a bolt on a target that is engaged in melee combat.

- We've kept the chance for a shield to block a bolt.


General Spell Changes

- You'll notice that Epic monsters now resist damage spells more than they did before.

- All non-area of effect single stat debuffs, double stat debuffs, and resistance debuffs have had their casting times reduced to 2 seconds.

- We changed confusion spells back to the way they were initially implemented - confused monsters now have a chance of aggressing on other monsters as well as players once again. However, now they will not agress on a monster more than one "color" higher than they (i.e. they will attack oranges, but not reds).

- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.

- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.

- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.

- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs.

- Champion stat debuffs have been (much) increased in effectiveness in negating buffs

- Added group resistance chants for the Paladin, Skald, and Bard:

Paladin Chants

25 Body Ward
44 Body Shield
26 Mind Ward
45 Mind Shield
27 Energy Ward
46 Energy Shield
28 Heat Ward
47 Heat Shield
29 Cold Ward
48 Cold Shield
30 Earth Ward
49 Earth Shield

Skald Battlesongs

25 Body Bolstering Chant
44 Body Bolstering Song
26 Spirit Bolstering Chant
45 Spirit Bolstering Song
27 Energy Diminishing Chant
46 Energy Diminishing Song
28 Heat Diminishing Chant
47 Heat Diminishing Song
29 Cold Diminishing Chant
48 Cold Diminishing Song
30 Matter Diffusing Chant
49 Matter Diffusing Song

Bard Music Spec

25 Hymn of Body Guarding
44 Hymn of Body Protection
26 Hymn of Spirit Guarding
45 Hymn of Spirit Protection
27 Hymn of Energy Guarding
46 Hymn of Energy Protection
28 Hymn of Heat Guarding
47 Hymn of Heat Protection
29 Hymn of Cold Guarding
48 Hymn of Cold Protection
30 Hymn of Earth Guarding
49 Hymn of Earth Protection



New Sorcerer/Cabalist Spells

A new dexterity debuff spell line has been added to the Matter list (base list for Sorcerers and Cabalists):

8 Mystic Web
12 Mystic Trap
17 Mystic Net
23 Magical Web
29 Magical Trap
36 Magical Net
46 Sorcerous Web

The Sorcerer's Minor Mesh of Force line in Telekinesis has been converted to a double debuff (Dex/Qui) and had values raised accordingly. All spec debuffs are supposed to be double debuffs, and there was no single dex debuff in a base line, which the other realms have. This and the previous change fixes that.

Two new spell lines have been added to the Cabalist's Spirit Animation list:

5 Mend Simulacrum Pet heal
9 Patch Simulacrum
13 Repair Simulacrum
19 Restore Simulacrum
28 Reconstruct Simulacrum
35 Reanimate Simulacrum
44 Rebuild Simulacrum

4 Improve Dexterity Pet dex buff
8 Develop Dexterity
14 Increase Dexterity
21 Enhance Dexterity
33 Amplify Dexterity
38 Augment Dexterity
48 Magnify Dexterity

Two new spell lines have been added to the Cabalist's Vivification spell list:

11 Strengthen Golem Str/Con buff
18 Invigorate Golem
29 Foritify Golem
39 Empower Golem
50 Vivify Golem

12 Hurry Golem Dex/Qui buff
19 Animate Golem
31 Quicken Golem
41 Accelerate Golem

These spell lines should significantly enhance pet survivability at higher levels, primarily due to the extra defense from the Quickness and Constitution bonuses.

- The higher levels of the Cabalist's Convert Spirit line have been removed, as they were essentially identical in functionality.



GUILD BONUSES AND KEEP CLAIMING


Guild Bounty Points

Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.


GUILDS CLAIMING Frontier Keeps

Player guilds can now claim a frontier keep for their guild.

How to Claim Keep:

1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM

A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.

To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.

A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP's to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.

To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.

Benefits of Owning a Keep:

- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)

- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.

- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the keep

- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild's emblem on their cloaks and the tagged with the guild's name.

- A banner will be placed on the keep with the guild's emblem.


Keep Bonuses:

We've added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).

These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:

- +1% per enemy Keep conquered by your realm in an enemy realm

- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)

- +3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).


Listing of Keep Difficulty Levels:

Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.

Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2

Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2

Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2


RELIC BONUSES

We've increased the bonuses for holding each relic to +10% per relic. Your own Realm's Relics are not longer countted when figuring the bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE and PVP damages for melee and spells. Note that you are still incented to hold your own relic since you can't claim another relic unless you have your own. For instance if you have your own strength relic and one other strength relic, you'll get +10% to all melee damages. In the worst case, if all your relics are taken, you'll receive no bonuses (and no penalties). Please note that you can now view this bonus information using the new "bonuses" button on your character sheet.


REALM BONUS FEEDBACK

We've buffed out the feedback given to players for RvR events:

- The "resists" button on the character sheet has been changed to "bonuses". The Bonuses window now shows all your resistances and will also show all of the above relic and outpost bonuses when you click on it.

- When your guild claims a keep, all members of the guild will get a message.

- When your guild loses a claimed keep, all members of the guild will get a message.

- When your realm conquers a keep, all members of the realm with at least one realm rank will get a message.

- When your realm loses or gains a relic, all members of the realm will get a message telling them of the change.



WORLD NOTES

The weapon rewards given out for the level 40 guild track quests in Hibernia were overvalued, making them incredibly expensive to repair. Players may now exchange these weapons for the same weapon with the correct value one time only. Players should speak with the following based on their path:

Morna – Path of Focus: Hero, Ranger, Warden, Eldritch
Odhran – Path of Essence: Champion, Bard, Enchanter, Nightshade
Nairna – Path of Harmony: Blademaster, Druid, Mentalist

All three can be found in the courtyard at the entrance to the palace in Tir na Nog.

Midgard Quests:

Quest – Klippa’s Claw: The journal entry for step 2 is now correct. Players should kill Klippa on step two, not Riv.

Albion Quests:

Quest: Save the Spirits: Players who received the item "reward" can now return to Aserod, hand him this item and receive the proper reward.

Quest: Abolishment of Sacrifice: Lady Nimue has been move slightly towards the shore. She should no longer be swimming in the water and out of sight.

Hibernia Quests:

Quest: Seek the Moonstone: The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.

Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now commands the Torch of Light and will use it to protect her sisterhood. Be warned! This Torch of Light is rumored to rain fire from the heavens!

Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.


Monster Encounters

Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new dark powers. War parties returning from the Sheeroe Hills claim to have heard Maldahar's voice in their head saying that he will steal their life.

Midgard: Malmohus: It appears that a strange variety of tree spider that was nesting near Yar's home have grown. The spiders appear to only get agitated when adventurers get close to Yar himself.

Albion: Dartmoor: Moran's guards have been spotted climbing the hill to his east. The guards have been making markings in the cliff wall where Moran has managed to heave boulders. Apparently Moran has been boasting that he could throw a human over the hill there.



TREASURE NOTES

-Tepok's Mine (Albion) fully itemized, Item levels 20-35

-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28

-Varluvheim (Midgard) fully itemized, Item levels 34-39

-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.

Par LeChuck le 28/5/2002 à 11:16:20 (#1541808)

hé hé, prems

http://forums.jeuxonline.info/showthread.php?s=&threadid=86465&highlight=1.48

edit : ben pas prems alors :D, mais traduit en francais dedans

Par Zeal le 28/5/2002 à 11:18:04 (#1541824)

Version 1.48 Release Notes

March 19, 2002

====================================

RVR CHANGE

- We've reduced the level based to-hit penalties in RvR combat for lower level players attacking higher level players. Thus, lower level RvR players (35-40) will be able to hit higher level players (45-50) more often but for less damage. Please note that a side effect of this change is that high level players will no longer get "bonus" damage against players 2 quantas or more below them (low green and grays) - which means you character will do less damage against low green and gray enemy players. The purpose of this change is to make players of wider level ranges viable in RvR.



EXPERIENCE CHANGE

In order to lessen the tedium of leveling in the 35-50 level range, we're making a change that should help players of those levels gain experience faster. Experience clamps have been raised from 1.1x a same level kill to 1.25x a same level kill. This change has two effects: it will allow lower level players in a group to gain more experience faster (15% faster), and it will also let higher level players (the 35-50s who tend to hit this clamp more often) to gain experience faster.



NEW THINGS AND BUG FIXES

- Chat filters have been moved to the server for filtered system messages. This should help reduce bandwidth in big battles.

- Weapon Effects on mage staves should now show when the mage casts a spell. In general, weapon effects only show when a weapon is drawn and the player is in combat mode. Mages are rarely in combat mode. Thus, the staff weapon effects shows when a spell is cast and lasts until the mage moves, jumps, or strafes.

- The animation speed of campfires and smoke clouds has been slowed to normal speed.

- Solo experience now follows the same clamping rules as group experience. We had an issue where a group of people could disband and fight a monster individually and get more experience per player.

- You can no longer use charged items when mesmerized.

- When a Realm conquers a keep that is owned by a Guild, the keep will show only the new Realm's banners. There was a bug that kept the original Guild's banners on the keep even though a new Realm had conquered it. Of course when the Guild that led the siege claims the keep, that Guild's banner will then be displayed.

- Some extremely high level items required far too much money to repair. This has been fixed.

- You can no longer use siege equipment when dead.

- The /GC UPGRADE flags no longer resets when a server is rebooted.

- You can no longer enter stealth mode while mezzed.

- Previously, a player who used shift-rightclick to remove a Cleric's buff also removed that same buff from all other players with that buff cast by the same Cleric. This has been fixed.

- When a keep door is open and is repaired back up to 25%, it can now be closed. Previously it required a 100% repair.

- Guilds can now change their emblem only once. There is no time limit on this; it can be done any time after the guild emblem is initially selected - however, it can be done only once.

- High level poison damages have been increased. Assassin characters should see an increase in their poison damages.

- You should now be able to melee while using /stick more easily than before, although it still is not a guaranteed hit.

- Players should now get their 50th level abilities and spells when they raise to 50th level. Really. We promise this time. Unlike the previous two times when we said we'd fixed this but really hadn't; now, we have. Also, chars who have already attained 50th level will be converted to have their 50th level abilities.

- When you claim a keep, that keep's guard guild names should now dynamically update when their cloak/shield symbol updates. Previously, they only updated when you quit and come back in.

- When an NPC has damaged a player and you get no Realm Points, you'll now get a message telling you.

- Guild leaders now implicitly have the permissions to CLAIM and UPGRADE a keep without setting the flags to Y.

- Rank titles should now print correctly when you gain rank levels. Previously, you would get the proper rank, but the message telling you of your new rank was listing an incorrect title.

- Commas have been added to experience prints when you complete a task or quest.

- Guards will now face you to salute when you click on them (if they are designed to do that).

- Attack speed debuff spells no longer keep the target from evading or blocking. It now literally only slows down their attacks.

- There is now a timer on how often you can /say and /yell, twice per second for /say and once per second for /yell. You should only notice this if you are using a macro.

- "Camp bonuses" have been substantially upped in dungeons. Now camp bonuses in dungeons are, on average, 20% higher than outside camp bonuses.

- Guilds can no longer claim multiple keeps. If they have multiple keeps - only the last keep taken stays with the guild.

- Heal spells have no effect on doors (and never had). Now, when you cast a heal spell on a door, you get a message telling you that it has no effect.

- Characters can now have 16 total buffs on them at any one time. Previously, they could have 20; now the "extra" 4 buff slots are reserved for debuffs/poisons/dots and other "enemy" effects.

- Player encumbrances are now adjusted on the fly as ingredients are consumed due to upgrading and repairing.

- You can no longer fire arrows or cast spells through the terrain - such as "underneath" through a hill into a keep.

- Concentration pools should be calculated correctly when you quit and log back in while rez-sick.

- Bounty Points are no longer given in the Battlefields. Bounty points are your Realm's payment to you for defending your Realm. Because the Battlefields are training grounds, not real Realm combat, no Bounty Points will be given.

- You should no longer be able to repair a keep door when in the room above the door.

- You can now see more than 65000 bounty points printed on your screen. This was a display problem only - you did have more bounty points; they just didn't print.

- The racial resistances were printing incorrectly (reversed). They now show correctly in your RESISTANCE screen.



NEW GUILD COMMANDS

We've added a few new guild commands, some of which have already slipped into the live version. These commands let you specify a guild web page and guild email address, which show up on your guild's listing on the Camelot Herald. The other new commands are for alliance messages of the day and its associated rank settings.

/gc webpage [the.guildpage.com] - is an additional line set by the leader that can be display in a /gc info command, as well as on the Herald.

/gc email [contact@guildpage.com] - is an additional line set by the leader that can be displayed in a /gc info command, as well as on the Herald.

/gc amotd - Alliance Message Of The Day set by the alliance leader and viewable by all members of the alliance who log in. Note, that follower guild leaders can edit *their guild* amotd, but this information is not displayed. In other words, the information is stored on the guild, if this guild, in the future became an alliance leader, the amotd would display.

/gc omotd - Officer Message Of The Day - set by the guild leader for the officers.

/gc edit [ranknum] motd [y/n] - ability for the guild leader to allow a rank to edit the guild motd.

/gc edit [ranknum] alli [y/n] - ability for the guild leader to allow a rank to enter/leave alliances (create a diplomatic officer).



ART NOTES

- We've added more cloth robes to the game. You may notice that your mage's outfit is different when you log into the game - as there are many more robes to go around now, we've spread the new robe graphics around.

- Friars now have a few of their own robes, which are naturally colored (i.e. not a mage robe tinted brown).

- Previously, Guild Emblems were displaying backwards on all shields. This has been fixed.

- The Glimmer King Dragon now has the same "glow in the dark" effect as other monsters in that zone.



NEW BATTLEFIELD ZONES

We have added two new restricted RvR battlefield zones, which brings the total number of Battlefields up to 3. Each is restricted by level. The lowest is for levels 20-24, the second for levels 25-29, and the third is for levels 30-35. The intent of these battlefields is to provide a training ground where lower-level characters can practice and learn RvR tactics without having to worry about higher-level players marauding them. Each Battlefield has been configured to allow each player approximately 100 enemy "kills" before you will no longer be allowed to port there.

The Battlefields:

- Caledonia - levels 30 - 35, Realm rank 1, Realm level up to 9

- Murdaigean - levels 25 - 29, Realm rank 1, Realm level up to 5

- Thidranki - levels 20 - 24, Realm rank 1, Realm level up to 3

The medallion merchant's speech has been updated to reflect the changes within the Battlegrounds. Should you have questions on the function of the portals or which battleground your level/realm rank can travel to, please seek him out.



CAMELOT HERALD GUILD DISPLAY OPTIONS

The Camelot Herald (www.camelotherald.com) displays Guild Information. Version 1.48 allows guild leaders to specify which options are displayed on these web pages.


Character display options:

The default setting for characters to be displayed is name, class, level, realm points and guild affiliation.


Items under the characters control:

/webdisplay nopoints - If this flag is set to on (default), realm points are displayed on the herald. Off - not displayed.

/webdisplay trades - If this flag is set to on, tradeskill levels are displayed on the herald. Off (default) - not displayed


Guild display options:

/gc displayofficers - If this flag is set to on (default), a hierarchy of the guild from ranks 0-9 is displayed. Off - not displayed.



SPELL SYSTEM NOTES

- The Albion Cabalist's Ruby Simulacrum pet should be proccing properly, and the poison DoT procced by the Emerald Simulacrum has had its damage increased.

- Fixed icons of new Wizard bolts.

- Resistance debuff component of Runemasters' Minor Raven Bolt line and Raven Drove line should debuff the proper element now.

- In order to buff out Wizard damage, we've added a bolt to the Wizard's Fire specialization Pyromancy list. It uses the same timer as the Bolt of Lava line.

4 Minor Fire Streak
8 Fire Streak
14 Minor Flame Streak
19 Flame Streak
25 Minor Incendiary Lance
33 Incendiary Lance
41 Minor Flame Spear
50 Flame Spear



WORLD NOTES

- We've removed the central patrols in the Battlefield, these realm guards now will guard the island area only and should not be able to be pulled to the portal keeps.

Albion One-time Drops: Dai - Keltoi BattleMail (will now drop for Minstrels)
Tusker - Tusker's Old Wound (will now drop for Minstrels)


Midgard Faction

The Guardians of Midgard are now aggressive to those who enter their territory. Note that Midgard residents should receive positive benefits to the Guardian faction when hunting traditional enemies of the realm.


Albion Encounters

Lyonesse: Sister Blythe has tapped into the hidden power of the Temple of Arawn. It is rumored she now has the ability to rise the dead and command them to do her will!

Lyonesse / Cornwall: It seems as though the pygmy goblins in Lyonesse have been toying with new magics of late, explosions have been heard in the area. There have been reports of more strange monster activity in Lyonesse and Cornwall.

Pennine: Sir Bors has received troublesome reports from a scout in the Pennine Mountains. It appears Lord Elidyn can now wield farie magic. The scout claims Lord Elidyn's power can change frogs into Ellyll heroes!


Hibernia Encounters

Bri Leith: Travelers returning from the Valley of Bri Leith report strange gusts of wind in the southern regions of the valley. Rumors are that some sort of magical beast is responsible.

Lough Gur: A group of adventurers returning from Lough Gur have reported that they were attacked by grasping roots when traveling through the forest.


Midgard Encounters

Muspelheim: A giant in Muspelheim has apparently found a new way to harness the power of lava. This giant has been throwing glowing boulders at any passers, slaying more than one unwary adventurer.

Vanern Swamp: Magical storms have been illuminating the evening sky in the Northeastern region of the swamp. The hagbui have been restless of late and seem more defensive of their lands. Extra caution would be advised when traveling in the region.


Hibernia Quests

Quest: Wolf Infestation: Players that follow the Way of Nature and use Caoimhe in Ardee as their trainer will now receive their level 4 trainer quest.

Quest: Returning for more/Traces of Mad Changelings: Lusmorebane will now give casters Lusmorebane's Jeweled Necklace when they kill him for the Traces of Mad Changelings quest. Enchanters, Eldritches, and Mentalists who received the Belt of Spryness may return it to Tressa Gorrym'jiarg on the hill above Druim Cain in Bri Leith to exchange it for Lusmorebane's Jeweled Necklace.


Midgard World

Cursed Tomb: Players seeking adventure in the Cursed Tomb will no longer need to fear
Commander Draugr who wanders past the entrance. Finding no match for himself at the front of the dungeon, he now seeks refuge deeper within awaiting those who wish to challenge his might.

Vendo Caverns: Hunters have reported that some of the bears within the dungeon have migrated to safer havens away from the cramped confines of the Caverns. There have also been reports of strange occurrences within the snakepit, but the cause of this remains unseen.


Hibernia World

Spraggon Den: Spraggon Den has had a few changes. Players adventuring within the dungeon should find that a few more "safe spots" have been added to the dungeon.


RvR World Note

- The keep lords in Caer Benowyc should not be getting stuck on the roof of Caer Benowyc. Therefore, "This monster is too far away to attack." messages should be much less common in Caer Benowyc.

- The Albion mile fort gates can now be attacked, broken, and repaired.


New Material Merchants

The new merchants in the Merchant keeps should now be spawning correctly.

Merchants selling the higher level tradeskill materials have also been added to the Relic Keeps.

Albion:
Eythan Greene – Castle Myrddin
Kathlynne Snowe – Castle Excaliber

Midgard:
Sidroc Johannson – Grallarhorn Faste
Synnove Byornsdottir – Mjollner Faste

Hibernia:
Eadaoin T'Kela – Dun Dagda
Galen MacDugal – Dun Lamfhota



OBJECT NOTES

We've scrubbed through the object database and fixed many small bugs that have been accumulating.


Item fixes:

- Stonewatch Bracer should now be set to the correct level.

- Ancient witherwoode bark was changed to a more appropriate icon.

- Stringed puppets, dolls, and hinges now have an icon.

- Cat Hide Boots and the cloth Tomte Tunic are now dyeable by the appropriate dye.

- The Runic Manslayer was returned to its previous proc'ing state.

- Typos fixed in the "Webbed Shadow Jerkin", "Rogue Infiltrator Pendant", "Keltoi Infiltrators Disguise", "guide to infiltration", "Empyrean Mist Cloak", "deamhan hound tooth", "deamhan hound claw", "deamhan hound pelt", and a few others.

- The Furlined Hunter's Belt can now be equipped.

- The Snake Charm now has a level, and with that, it should be displaying condition, durability, etc. correctly.

- The Ollipheist Eye now has a level.


Several items ended up with some resist bonuses listed twice as a result of the resist consolidation a few weeks ago. The following are the ones that have been changed thus far:

Ring of the Mental Fortress, Ghoulish Shackle, Shadowsteel Necklace, Belt of Spryness, Bracer of Dauntless Courage, Thunder-striders Leggings, Majestic Mantle of the Eternal, Svartalf Crafted Belt, Dread Blackscale Hauberk, Jewel Spiked Gauntlets, Restless Centurion Belt, Latticed Shadow Vest, Gossamer Seolc Sleeves, Drum of Fading Valor, Aeiry Belt


Other item fixes:

A few dropped weapons, and some of the player-crafted weapons were displaying delve information indicative of the item possessing a proc, although the proc wasn't named, nor did the weapon actually proc. This should be fixed for all the player-crafted weapons, and for the dropped weapons reported as bugged in this repect.


Stackable Items:

The object database has been overhauled! A large portion of the common loot drops are now stackable in a person's inventory, in varying numbers. This includes regular and pristine versions of many pelts and carapaces, small-sized body parts (ew!), small non-magic items (for example, rings or gems), flat items such as paper or notes, small junk loot, and medium junk loot. NOTE: The items may not automatically stack in a player's inventory when picked up. To stack an item, click on the icon in your inventory, move the cursor to the icon of a duplicate item, and click again. Once an item is stacked, it cannot be separated into single objects again, and the whole
stack is sold when interacting with a vendor.

- The drop rates for epic monsters in Raumarik, Cursed Forest and Llyn Barfog have been substantially increased. Happy hunting!

- The Woebegone Boots will now drop with the proper material setting.

- The Medal of Valor should now have the proper level and con.

- The Boots of Loki now increase Dexerity by 6 instead of increasing the climb skill.

- The Glimmerspirit Shortbow will now drop with the proper material setting.

- The Stonewatch bow now increases dexerity instead of bow skill.

- The Smiter's Belt is now equipable on the waist.

- The Supple Frogskin Pants can now be dyed.

- The Runed Clay Gloves now increase poison skill instead of backstab.

- The Mire walker's Helm now has the correct AF.

- The Bog Stider's Hauberk should now have the correct AF.

- The Belt of Animation should now Con correctly.

- The Black Golden-embossed Hood can now be dyed.

- The Majestical Ring should now be able to be equiped in either ring slot.

- The Cave Prowler's Gauntlets had the second quickness entry changed to
Strength.

- The Enraged wolf Pelt Cloak can now be dyed.

- The Ruby Dusted Robe can now be dyed.

- The Diamond dusted robe can now be dyed.

- The Emerald Dusted robe can now be dyed.

- The Drakulv Mightcaller Ring now has the correct icon.

- The Ripper Jerkin can now be dyed.

- Sinach fangs can now be carried.



CRAFTING SYSTEM UPDATE

- The 9th/10th material type recipes are in. If you have the appropriate skill/rank you should be able to see the newer recipes.

- The amount of raw wood needed in the final recipe/step for all Siege Engines has been halved.


Clarification on /repair and the trade window repair

The /repair on the ground takes about half the skill required to make the item. So if a sword requires a skill of 800 to make, it takes about a skill of 400 to /repair it. This allows you to repair items that are way above your level, but only takes time to do. This also limits you to being able to repair only one at a time.

The trade window repair takes about the skill required to make the item. So a sword that takes a skill 800 to make will take about an 800 skill to repair it with the trade window. This allows a highly skilled crafter to repair multiple items without any extra delay associated with it.

Cava cava cava

Par Gothic TristeLune le 28/5/2002 à 11:22:26 (#1541854)

c'est bon en jeyter plus c'est bon :) :) :)

Merci a tous :)

:cool: :cool: :cool:

Par Zeal le 28/5/2002 à 11:31:50 (#1541896)

Je fus un tantinet bourrin sur la quantité mais tout ce qui devrait nous tomber dessus prochainement y figure. :D

Par Elric le 28/5/2002 à 11:37:24 (#1541928)

Psst t'as noyé l'info importante avec ta quantité... la traduc ;)
http://forums.jeuxonline.info/showthread.php?s=&threadid=86465

Par LeChuck le 28/5/2002 à 11:39:39 (#1541947)

C'est bien vrai ça :D

Par Jerikan le 28/5/2002 à 16:03:41 (#1543369)

KouKou :)

N'était-il pas prévu des changements pour la catégorie (très avantagéé à l'heure actuelle !!:( LOL.. mouarff...huhu... ) des Moines ?

Je suis peut être passé à coté mais j'ai rien trouvé ?? (Friar c bien le terme English ??et je trouve rien les concernant ?)

Mici d'avance
:aide:

Par Gerann le 28/5/2002 à 16:12:59 (#1543412)

Provient du message de Jerikan :
KouKou :)

N'était-il pas prévu des changements pour la catégorie (très avantagéé à l'heure actuelle !!:( LOL.. mouarff...huhu... ) des Moines ?

Je suis peut être passé à coté mais j'ai rien trouvé ?? (Friar c bien le terme English ??et je trouve rien les concernant ?)


Si, plein.

Friar est bien le terme approprié. Elles n'apparaissent pas car sont apparues dans les versions antérieures, toujours pas implémentées en Europe mais qui le seront en même temps.

Je cite en vrac et de mémoire :
- passage à 1.5 pts de spé/lvl
- la parade à deux mains (décrite dans les autres posts) sera un joli progrès
- certains buffs spécifiques persos deviennent des chants, donc activables pendant le combat
- un nouveau buff permettant d'avoir une résistance d'armure (permet d'auglenter la résistance d'armure donnant en gros un équivalent de clouté/maille)
- euuuh... les autres je m'en souviens pas :-)

Gerann
- - -
Eclaireur, Ecuyer d'Amesbury (Ys)

Par Lygio le 28/5/2002 à 16:18:17 (#1543432)

Une seule modification importante (à mes yeux) pour les moines dans le patch 1.48 : la parade pour les armes a deux-mains fonctionne plus souvent.

Le reste était dans le patch 1.46 qui sera appliqué en même temps. Pour connaître les fameuses modifications apportées à la classe, il te faut donc trouver le message de patch 1.46, mais en gros :

- 1,5pt de spécialisation par niveau, au lieu de 1 (avec effet rétroactif, dès l'application du patch, tu regagnes, si ton niveau est x, 0,5*(x+x-1+x-2+x-3+...+5)
- les sorts d'endurance->mana et haste deviennent des cris (et peuvent être lancés durant le combat)
- la ligne bénédictions a maitenant un buff qui permet de diminuer l'endurance utilisée par toute activité qui en utilise (sprint, styles, etc...)
- des buffs d'absorbtion, dont celui niveau 45(?) en bénédiction qui donne +15% d'absorbtion, donc 25% total sur du cuir (la maille est à 27% pour information)
- des buffs de résistance au feu/froid/etc...
- des robes qui ont un look différent ce celles des mages

Bref, que des cadeaux !:)

Par Lygio le 28/5/2002 à 16:19:48 (#1543444)

Ah oui, et Evade V au niveau 33 au lieu de evade IV :)

Parce qu'on est fin ou qu'on ne l'est pas

Par Anduric le 28/5/2002 à 16:20:55 (#1543454)

====================================

Dark Age of Camelot

Version 1.46 Release Notes

====================================


ASSASSIN CHANGES

This version has some updates to the Assassin (Shadowblades, Nightshades, Infiltrators) classes, which should make them much more forgiving when it comes to training. We gave some of the classes additional abilities and all received a variable number of extra specialization points to give each of the Assassins a different "feel".

- Shadowblades have been given more hit points (as befits the more fighting-centric ethos of Midgard), as well as have had their specialization points raised to 2.2 per level.

- Nightshades now have a new line of level-based combat shout direct damage spells (in addition to the normal direct damage spells they already had) that they can use during combat to increase damage. They have also had their specialization points increased to 2.2 per level.

- Infiltrators have had their specialization points raised to 2.5 per level, a significant jump. This makes it possible for them to train much more in many more skills than they previously could, and have the chance to be much more well rounded.

In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.

Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points.



FRIAR CHANGES

With this version we have made some changes to the Friar to address that class's relative weakness at higher levels.

- Friars now have 1.5 specialization points per level (up from 1.0). This will allow them to specialize more fully in a few skills, and make them much more well rounded than they have been up until now. All existing Friars will be awarded the spec points they "should have" gotten, and can take advantage of this change immediately by spending these spec points.

- Friars now get Evade 5 at 33rd level.

- Friars now receive a line of Armor Absorption buff spells on their Enhancements specialization. See the spell system changes section for more information.

- Friars can now use shields (although not spec in them). Shields were never intended to be a big part of playing a Friar, but they were supposed to be able to at least equip and use them.

Friar Spell Change

We fixed a couple of problems with existing Friar spells that should make specializing in Enhancements much more useful.

- We converted Saint's Vigor (pulsing fatigue regen) to a shout so it can be activated in combat.

- We converted all the rest of the fatigue regeneration spells (Saint's Energy up through Saint's Tenacity) to reduce fatigue costs in a more consistent manner than they did before. Now these spells are self only duration effect, not pulsing spells, that progressively reduce the fatigue costs of all endurance-using activities.

- We changed the Speed of the Angel line to be a self only shout, that gives a 30 second haste buff that's should be quite effecitve. It can be re-used every 3 minutes.



MINSTREL/MENTALIST CHARM SPELL CHANGES

We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results.

- The Minstrel Charm does not require an instrument in hand while it is being used. Thus, a Minstrel can now have a controlled pet and melee at the same time.

- Even when the target is switched, the spell will continue to pulse on the original monster you had targeted. This means you can have two targets engaged at once, should you choose to do so (one for your pet, one for you).

- The Minstrel/Mentalist has an almost certain chance to charm/retain control of a creature his level or lower, although there is a small random chance that it could fail. The higher the level of the charmed creature compared to the Minstrel/Mentalist, the greater the chance the monster has of breaking the charm. Please note that your specialization level in the magic skill that contains the charm spell will modify your base chance of charming and retaining control. The higher your spec level, the greater your chance of controlling.

- If the charm breaks, the charmed monster will wipe his agro list and only agro on the player who was charming him. All creatures attacking the charmed creature will forget their agro against him.

- Please note that there is a small per-round power point cost for the Mentalist when they have a monster under their control.


Minstrel/Mentalist Charm Overview

The Minstrel/Mentalist charm ability does not work the way other charms work, nor is it intended to. This charm is intended not as a "pet" ability in the sense that all other pet abilities in the game are intended, but as an added ability that can be used for assistance during group or solo combat, or during emergency situations when charming a foe may work to the advantage of the group or solo player.

To charm a monster, you no longer require the use of the flute (for Mnstrels). Simply target the monster and use the corresponding spell/song for your charm. Monsters at or below your level will have a very small chance of resisting the charm as it pulses, which means there's always an element of risk involved. You may also charm monsters above the your level (oranges, reds and low purples), though as the monster level increases above that of the caster's, so does the risk of the monster resisting the charm and aggressing the caster. It is advised to not risk charming orange, red or purple monsters unless you believe the situation warrants this emergency action and only if you are prepared to accept the potential penalties involved with doing so.

Note that when a monster is charmed and in battle, and the charm pulse stops (or the monster is no longer under your control), the previously charmed monster's aggression will be turned away from the monster it was fighting and toward the caster until it is recharmed, it dies, the caster dies or the caster moves beyond the normal AI timer-based range of the monster. As casters become more experienced with using this ability, they should learn how to manipulate it to best fit their needs when solo or group hunting, so a degree of skill is involved.

Tip: When a charm breaks, the monster will immediately aggress the caster. This includes times when the caster actually releases the monster, so it's advisable to have the pet window set to "Stay" and then to get a comfortable distance away before releasing the monster, or to ensure you are capable of killing the monster upon releasing it.

Tip: You may use other songs in conjunction with this type of charm, though doing so will require song "twisting" - where you switch between playing two songs.

Bugs to note: There is a bug with the Minstrel's charm, where upon releasing the pet, even if you are further than melee range, the monster will still interrupt your current song when it aggresses (speed, mana or health), though only for the ten seconds the timer takes to elapse and for the song to restart (as with any other monster when the monster is aggressing in melee range). This is a known issue and will be fixed at some point in the future.

World Issues: We're aware of the limitations and availability of charmable, humanoid monsters (for Minstrels and Sorcerers) in Albion's high level zones - primarily Lyonesse, Dartmoor and Stonehenge Barrows - and we're taking steps to resolve this issue soon, so please watch for announcements.


ARCHERY ADJUSTMENTS

- 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 on them.

- We've increased the damage that archer Critical Shot does against higher-level monsters (monsters only, no change was made to RvR CS damage).

- Archers will hit more often in group situations - the group melee "to-hit" bonus has been increased. 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. Archers 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 we made all Stun/Mez/Root spells not chain cast-able a few versions ago, we unintentionally left the Spiritmaster point blank AE mesmerize line (the Gloom Wave line) as chain cast-able. This has been fixed, so you can no longer chain-mez with this line of spells.

- 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 target.

- 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 be repaired.

- Recharger NPCs now work properly. They will now replenish charged items.

- There was a bug that prevented monsters from buffing and healing one another (if they are so designed). This has been fixed.

- There is better feedback on some of the tradeskill "fail" messages which tells you what level of the appropriate skill you need in order to create the object.

- When you are carrying a Relic and are killed, the Relic will now drop on the ground where you died.

- You can now longer pick up Relics (or any other items) while dead.

- You can no longer equip/unequip items while you are mesmerized.

- You can no longer perform dual wield/celtic dual combat styles while you are holding a sword and a shield.

- There was a bug that caused Intercept to stop working after only a few seconds if the enemy attacking your friend never landed a blow (i.e. missed).

- A charmed/controlled pet will now chase a target for a certain distance, and then return to its master. Previously, it would chase its target forever.

- Spell text messages of hidden (stealthed) players will no longer print to other players in the area.

- The Demon and Imp models inadvertently were introduced into the game a few versions ago with the other's skins attached to them. This has been fixed: the demon is now red and the imp is now green.

- If you are hidden, BAF monsters will no longer target you, if you are hidden before they are pulled.

- You can now cast damage spells on and send Theurgist pets to attack doors.


NEW REPAIR SYSTEM

To repair an object without dropping it on the ground, follow these steps:

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

Spell resistence buffs and debuffs are now in the game. Currently resistance buffs and debuffs only affect direct damage and bolt spells (not DOT, damage adds or damage shields).

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


- Buff-casting spellcasters can now have up to 20 concentration spells cast on their friends at one time. The previous limit was 16.

- Added new absorption buffs to the Friar Enhancement specialization track. Blessing of Resilience adds 5% melee damage absorption, Blessing of Absorption adds 10%, and Blessing of Dissipation adds 15%.

26 Blessing of Resilience
34 Blessing of Absorption
44 Blessing of Dissipation


- Added a direct damage shout to the Nightshade magic abilities. It will automatically be awarded as you level. It has a short range and a 20 second recast timer, and can be used in combat.

6 Dart of Night
9 Dagger of Night
13 Knife of Night
18 Stiletto of Night
24 Arrow of Night
31 Rapier of Night
39 Spear of Night
48 Lance of Night



WORLD NOTES

Midgard Quests:

Quest: Silent Death: Bork will no longer offer players a yes/no choice for selling the skull. If you chose ‘No’ and are now stuck on step 3, you can return to Bork in Huginfell and right click on him to continue the quest.

Quest: Hole of the Dead: Players that Dwarven Boots of Air or Gloves of the Eternal that con green to them should return to Frimeth in Vasudheim to exchange them for an updated pair. Players may only exchange their item one time.

Quest: Family Business: Slippers of Favor have been adjusted so they give a bonus to piety instead of intelligence. The items will be updated automatically, there's no need to turn them in to get the correction. Also, NPC Thrand has moved closer to civilization. He felt it would be in his best interest to relocate to just outside Mularn, near the guard tower

Due to popular demand, the Gloves of the Spined Backpiercer have been returned to the game. On a related note, there's a pretty new face in the svartalf camp.

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 con correctly.

Quest: Evening’s Empty Blessings
Adjustments have been made to the quest journal so players will have better information about their tasks.

Quest: Fervent
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 this quest.

Hibernia Quests:

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 the quest.

Quest: Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly to low level questers.

Albion Quests:

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.

Quest: Traveler's Way - Dwarf raid. Raised the level of Girdle of Stalwart Spirit to make it a more appropriate reward for this quest.

Quest: Departed Hero: Players stuck on this quest can check their journal for instructions on what to say to Lieutenant Brude to continue.



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.

Cornwall: Troubled by the continuing ravages on their lands in Cornwall, the Cornwall
Farmers have begun showing more friendliness to those who hunt their enemies.

Tomb of Mithra: The undead denizens of the tomb of Mithra should now be giving appropriate bonuses and resistances to attackers.


Midgard Monsters:

The black orms are no longer white.

Vanern Swamp: Hunters from Vanern report that Mokkurvalve has been restless of late. Though nobody has gotten close enough for a thorough examination, most that have seen him recently are confirming that he has added bulk.


Hibernia Monsters

Cliffs of Moher: The Selkies have increased the size of their expedition near the cliffs of Moher.

Cursed Forest: Rangers returning from the Cursed Forest are telling horrific tales of being chased by a swarm of Fire blights. It is unknown what connection these foul monsters may have to Blight itself.


Hibernian Factions:

The land sheeries and water sheeries have banded together to fight their respective enemies. The land sheeries have agreed to wage war on curmudgeons who enter their territory, in exchange for the water sheeries pledge to assault any Koalinth trespassers.

The Selkie and Suire are also responding to the Koalinth menace, putting aside their longstanding differences, at least temporarily, to concentrate on their mutual enemy.



TREASURE NOTES

- Two more dungeons have been itemized: Midgard's Cursed Tomb, and Albion's Roman Catacombs. This means there are now three dungeons that have yet to be itemized (one in each Realm). Those are coming soon.

(le reste est trop long :) )

Par Jerikan le 28/5/2002 à 16:21:15 (#1543456)

Ils sont ou les Trolls ?? J'ai faim !!! :pp

Si tel est le cas, je sens que ça va me plaire ;)


Pensez-vous qu'elle sera dispo comme annoncée ? (1ère semaine de Juin)

Je lance un vote : non :D



Kanjeri
ys/albion
lvl38

ps:ca va faire quelques points-points à dispatcher tout ça (1.5pts/lvl c retro-actif en plus huhu..):ange:

Par LeChuck le 28/5/2002 à 16:24:37 (#1543473)

On va la refaire plus explicitement.
Le post d'Elric et le mien, donnent sur un thread où se trouve les notes de patchs 1.46, 1.47 et 1.48 entièrement traduit pas Elric.


Hop, je le redonne : http://forums.jeuxonline.info/showthread.php?s=&threadid=86465

Par Anduric le 28/5/2002 à 16:31:04 (#1543508)

Provient du message de Jerikan :
Pensez-vous qu'elle sera dispo comme annoncée ? (1ère semaine de Juin)



Tttt... Annoncé pour début Juin sur Gorre (ce qui est le cas, dixit leur dernière annonce), et sur les serveurs commerciaux pour la fin du mois.

Re: Parce qu'on est fin ou qu'on ne l'est pas

Par Gerann le 28/5/2002 à 16:37:01 (#1543541)

Provient du message de Anduric :
FRIAR CHANGES
- Friars can now use shields (although not spec in them). Shields were never intended to be a big part of playing a Friar, but they were supposed to be able to at least equip and use them.


Un petit point qui a l'air de rien, mais qui pourra s'avérer très utile dans deux cas de figure :
- don patillo en soutiens soins
- don patillo en rvr

Qui plus est, le smoines n'ayant aucun problème d'encombrement, ça n'engage à rien.

Par contre un point sur lequel is abusent : ils donnent de la force en progressant par level à une classe qui a besoin de tout sauf de ça, c'est d'un absurde à toute épreuve (il leur faudrait de la DEX, pas de la force !!!). Et ces andouilles n'ont pas corrigé ça, ça manque de coups de fouets et d'entartage tout ça !

Gerann
- - -
Eclaireur, Ecuyer d'Amesbury (Ys)

Par Beowulf [AdN] le 28/5/2002 à 16:39:02 (#1543554)

Je me demande si Mythic se rappel qu il y as une classe nommé "Guerrier" dans le jeu... Car on dirais qu on est oublier.:enerve: :enerve:

Par Moonheart le 28/5/2002 à 16:45:29 (#1543595)

Parce que le guerrier a besoin qu'on l'aide a ton avis??? ;)

Par Jerikan le 28/5/2002 à 16:45:46 (#1543596)

Moi ce qui me parait important avant tout c :

1/- les buffs vitesse des coups et recup d'endu =>passent en Instant Heal !!! un regal !!!!

2/- Evade V => Youpi !! je trouve la proportion d'evade deja pas si mal (evade IV)meme sur du "gros" mob :rolleyes:

3/- Les piti points que je vais recup aussi....ca devrait sympa aussi...


:ange: :lit: :ange:

Par Paclya le 28/5/2002 à 18:02:38 (#1544091)

Provient du message de Beowulf [AdN] :
Je me demande si Mythic se rappel qu il y as une classe nommé "Guerrier" dans le jeu... Car on dirais qu on est oublier.:enerve: :enerve:
et tu voudrais quoi ?

Par LeChuck le 28/5/2002 à 18:37:10 (#1544324)

Non, non, il veut rien :D

Cette classe demeure l'une des plus simples à monter : 2 points pour 2 compétences (arme et bouclier) ;).
En plus, elle possède evade I, porte de la maille dès le level 10 et utilise toutes les sortes de boucliers (petit, moyen, grand/large) pour se protéger.
La compétence bouclier donne accés à des styles de combat qui stun, le style engage et guard.
Pas de restriction non plus dans l'utilisation d'une arme à une main ou à 2 mains.

Vraiment, pour faire la fine bouche (et reprendre une réflexion de Panda), il y a un petit déphasage entre les dégats infligés par un mage/archer et les points de vie d'un guerrier.

Sinon, la classe de guerrier n'est surement pas celle qui mérite d'être revue en priorité.

La priorité pour Mythic, c'est de donner le port de la maille, la compétence stealth et un mass/instant stun de 10 secondes aux prêtres d'Odin. :D
Comment ça je rêve? art, dommage

Par Elric le 28/5/2002 à 18:52:16 (#1544420)

La maille au niveau 10 ? On est pas tous Albionnais, sur Hibernia, le hero (tank lourd) porte de la scale au niveau 15, le champion au niveau 20 et le finelâme, jamais.

Un armsman spé en armes d'hast doit monter une comp d'arme de base, armes d'hast et parade, on oublie donc les 2 points pour 2 competences.

Par LeChuck le 28/5/2002 à 18:57:21 (#1544452)

Houlà, moi je connais pas les classes de vos pays de sauvages :D

Beowulf et moi même sommes des guerriers tout court. La classe de Midgard, pas le nom commun ;)

Par Elrik Drakken / YS le 28/5/2002 à 19:59:34 (#1544913)

- Une créature charmé poursuivra l'ennemie sur une certaine distance puis reviendra vers son maitre. Precedement, elle la poursuivait à l'infini.


haaa enfin les druides ne seront plus invincible contre des archer de meme lv ^^

nouveaux donjons ont été itemisés. La Tombe Maudite (Midgard)



haaaaaaaaaa ^^

- Les buffs et les debuffs de force affecteront maintenant votre vitesse de deplacement immediatement.


arf c reparti pour l'immobilisation au debuff force+snare des champions :sanglote: (:p)

pour les nouveaux sort de resist
le premier de chaque spec donne + 10% de resist et le secon +20%

Varluvheim (Midgard) est maintenant completement itemisé, les objets y sont d'un niveau 34 à 39


re haaaaaaaaaaaaaaa ^^

- Nissies Lair (Midgard) est maintenant moins dangereux, les objets y sont aussi plus rares mais l'or plus frequents.


heu y avait quoi de dangereu a part les boulet pulleur de niss et de hanteur ?

- Les guildes peuvent maintenant changer leur embleme (une seule fois). Il n'y a pas de limite de temps pour le faire.


ha bah encore un truc bien
ca evitera qu'il y a 3 guilde avec le meme blason

Quand un PNJ aura blessé un joueur, vous ne gagnerez plus de points de royaume en le tuant. Un message vous en previendra.


arf fini le pull de boulet sur les forts :sanglote:

- Les sorts de soin n'ont pas d'effet sur les portes (et n'en n'ont jamais eu). Maintenant, quand vous lancerez un sort de soin sur une porte, un message vous avertira de cet etat de fait.


mdr j'imagine un fort defendu par 12 healer qui insta heal la porte des qu'elle est en mauvais etait :mdr:

/Gc Email [guild@trouduc.com] - Affiche l'e-mail de la guilde via la commande /Gc Info et le Camelot Herald.

:rasta: :rasta:



- Caledonia - niveaux 30 ~ 35, Rang 1L9 maximum.
- Murdaigean - niveaux 25 ~ 29, Rang 1L5 maximum.
- Thidranki - niveaux 20 ~ 24, Rang 1L3 maximum.


arf ca foire les rank de realm maximum :(

- Les portes des forteresses d'Albion peuvent maintenant etre attaqué, detruite et reparés.


gnuh ? 0_o

Par Elric le 28/5/2002 à 22:17:05 (#1545725)

Je me contente de traduire moi je cherche pas à comprendre ;)

Le trouduc, c'etait par rapport à dA tRoU dU cULz' hiDEouT. Les amateurs reconnaitront ce site ;)

Par Jerikan le 29/5/2002 à 11:46:14 (#1548182)

Alors !! elle arrive cette version ??? huhu..moi je ne touche plus à rien ..je l'attends cette 1.48 ^^...



ps: si vous avez des nouvelles fraiches :p je suis a l'ecoute^^
(erff...c po evident de trouver des news in french :p)

Par Elric le 29/5/2002 à 11:48:55 (#1548194)

Oui j'ai des nouvelles fraiches !

Je les tiens de la bouche de Camber en personne qui etait invité à mon gouter d'anniversaire d'hier.

Il m'a dit que...

Ah desolé on m'appelle pour manger ;)

Par Jerikan le 29/5/2002 à 11:52:26 (#1548213)

Mé tou é fou ? :p

Erff...je veux mon bouclier !! mes points !! mes instants heals !! mon evade V !!

:aide: :ange: :aide:

Par Lygio le 29/5/2002 à 13:01:50 (#1548583)

Provient du message de Jerikan :
Mé tou é fou ? :p

Erff...je veux mon bouclier !! mes points !! mes instants heals !! mon evade V !!

:aide: :ange: :aide:




Heu.... T'as pas du bien lire alors, ou tu te laisses emporter, pas d'instant heals pour le moine, jamais ! :)

Par Jerikan le 29/5/2002 à 13:33:17 (#1548776)

Hu ?

Je fais reference à ça : "We converted Saint's Vigor (pulsing fatigue regen) to a shout so it can be activated in combat. "

=>N'étant pas un pro du vocabulaire Daocien:p, j'appelle ça Instants Heal....=>c le sort de recup d'endurance qu'on pourra lancer en combat ...tout comme celui de vitesse des coups ? c bien ça ?

ps: erff dsl si ça s'appelle pas comme ça...me suis compris moua ^^




:maboule: Kanjeri:maboule:

Par Jerikan le 29/5/2002 à 14:35:21 (#1549207)

Alors les amis tjrs pas de news fraiches ?


Elric ??? t'en passes du temps à table !!!!

:bouffon: :hardos: :bouffon:

Par Gerann le 29/5/2002 à 15:02:12 (#1549368)

Provient du message de Jerikan :
=>N'étant pas un pro du vocabulaire Daocien:p, j'appelle ça Instants Heal....=>c le sort de recup d'endurance qu'on pourra lancer en combat ...tout comme celui de vitesse des coups ? c bien ça ?


Oui et non.

OPui ça devrait s'utiliser de la même manière.

Non, c'est très différent, dans la mesure ou l'instant heal soigne directement, alors que saint vigor ne permet que de déclencher un échanger peu à peu de la mana contre de l'endurance (et non pas de récupérer d'un coup un paquet d'endu).

Pour ce qui est de la vitesse de l'ange, je ne sais pas s'il est aussi concerné.

Gerann
- - -
Eclaireur, Ecuyer d'Amesbury (Ys)

Par Elrik Drakken / YS le 29/5/2002 à 20:14:09 (#1551130)

heu insta heal ca remet pas de la vie plutot ? 0_o

Par Elric le 30/5/2002 à 5:03:57 (#1553248)

C'est pas un instant heal mais un instant tout court ;)

Par Jerikan le 30/5/2002 à 11:43:10 (#1554403)

Bon alors toujours rien concernant la 1.46 ?? ....erff...personne ce sent l'âme d'un journaliste ?:p...

Bonne journée All

:lit:

Par Elric le 30/5/2002 à 12:37:31 (#1554735)

Tu veux savoir quoi sur la 1.46 ?
La traduc ? http://forums.jeuxonline.info/showthread.php?s=&threadid=86465

Par Jerikan le 30/5/2002 à 13:29:30 (#1555064)

Oups ...me suis planté...je pesnais à l'arrivée de la 1.48 (et pas1.46 erreur de frappe:p)....
Bien en fait ce je cherche a savoir c s'il y a parmis vous des personnes au courant de l'arrivée du patch....vali vala....parce que d'une l'English c pas mon point fort ^^...et de deux je ne sais meme pas ou trouver des infos ("fraiches") à ce sujet ....



:mdr: :lit: :mdr:

Par Cadallyn le 30/5/2002 à 15:04:22 (#1555634)

Je me suis permis de mettre les modifications (de manière séparées) en rapport avec chaque classe de tout les royaumes ici : http://www.daoc.clan.st

et ce pour les version 1.46,1.47,1.48.

Vous y trouverez aussi toutes les modifs de chacune de ces versions.


Cordialement,

JOL Archives 1.0.1
@ JOL / JeuxOnLine