Announcements - 2012/03 - Road to Revenge

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March 2012 - Patch Page

Teaser Images

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Teaser

Original Link - http://ac.turbine.com/index.php?option=com_content&view=article&id=697-a-treatise-on-the-fall-of-house-mhoire&catid=86-2012&Itemid=68


A Treatise on the Fall of House Mhoire


A Treatise on the Fall of House Mhoire
By Garion the Chronicler.

In the Dericoi Eipoth, long lost to us, before the rise of the Latzimestal and the ruin they brought to our people, there was one House who stood against His Eternal Splendor and his designs. The great Lord of House Mhoire was the first to refuse the gift of immortality, and the first to openly oppose those who had accepted the gift of power brought with the blessed immortality of undeath.

Needless to say, the rebellion started by House Mhoire amongst the lesser nobility troubled His Eternal Splendor, but was little actual threat to the Filinuvekta or the Empire as a whole. Rebellions weed out the weak, as they say. In the end, the Mhoire’s were forced to flee, and they were found guilty of Treason to the Empire and to His Eternal Splendor. Now, normally, such a House would not even warrant a footnote in our glorious histories, but it is in the escape of House Mhoire, and their eventual rediscovery that they become interesting.

In the time of their escape, the House gathered all it could onto their floating castle, and set off with all speed to the West, passing out over the sea, never to be seen again. As there were no noted habitable lands in the direction they fled, nor did they have a means to preserve their forms for eternity, they were written off for dead. All that remained of their forces and their lands were razed, crushed, and in every other way utterly destroyed.

For many years after, their House was all but forgotten. With the rise of the Latzimestal and the ruin they brought to our people, the world was changing too quickly to fret over such small things as House Mhoire. It was not until the end of the Millennium War and the fall of the Kingdom of the Dericost that their fate would cross with His Eternal Splendor’s once again.

For it seems the flight of House Mhoire eventually brought them into the southwest regions of the isle of Killiakta, where they had settled and rebuilt. Their presence went unnoticed to the remnants of the Dericost, until, by chance, Lord Rytheran stumbled upon them while searching for resources for the rebuilding. Perhaps even then, the peoples of House Mhoire would’ve simply been killed or enslaved, had not the House’s Jester tried to trick Lord Rytheran into using the Book of Eibhil to grant him power enough to hide or protect his House. Lord Rytheran saw through this obvious deception, but granted the simple Jester’s wish, but in a way the Jester could not fathom or wield. The Jester was driven mad by the ancient powers he sought to contain, and the fate of House Mhoire was then irrevocably sealed. His Eternal Splendor, intrigued by the effect of the book upon this Jester, gave permission to Lord Rytheran to turn the powers of the Book against the old, rebellious House.

What arose next was beyond what all expected. The powers unleashed on House Mhoire twisted and damned all they touched. Their world burned, froze and twisted, all at once. For the first and largely only time in the history of our people, the gift of Undeath was twisted into a curse, one more terrible than ever before conceived. So great was the torment and twisted power of the now fallen House, that His Eternal Splendor had the entirety of the House sealed away into the very lands they had called home.

For many Epioth, the House was sealed away, forgotten by all save the Filinuvekta. So dangerous did the Book prove to be that a special library was created to house it, and it too was sealed away for the Epioths. It was not until the fateful day Lord Rytheran sought to once again use the Book, unwittingly reawakening and unsealing the cursed House, that this story could be uncovered and recorded.

Rollout Article

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There was no Rollout article this month.

Release Notes

Original Link - http://ac.turbine.com/index.php?option=com_content&view=article&id=691-february-2012-release-notes&catid=86-2012&Itemid=68


February 2012 Release Notes


Welcome to the February 2012 Release Notes! There are a ton of changes coming in this month to Asheron’s Call, so lets get right to all of the new and exciting things we are releasing this month!

  • Weapon skills have been revamped. Learn more here: Weapon Skills
  • Creatures have been updated to use the new skills.
  • Increased maximum damage of loot two handed weapons to compensate for the one handed melee damage increase.
  • Updated existing rare gems to affect the changed combat skills. Added rare gems for the new Shield, Recklessness, Dual Wield, Dirty Fighting, and Sneak Attack skills.
  • Buffs, Cantrips, and Rare combat spells have been changed over to the new skills. New spells have been added for the Shield, Recklessness, Dual Wield, Dirty Fighting, and Sneak Attack skills.
  • Gearcrafting interactions and spells have been switched over to Item Tinkering.
  • Adjusted quest armors to use the changed combat skills.
  • New skill spells will be found on cloaks.
  • Female Gear knights & Male Tumeroks should now be able to hit all small creatures
  • Mana Forge Chests now drop 1 additional item (total of 7).
  • Adjusted the armor set bonuses to buff the new and changed combat skills.
  • Increased spell damage by 5%. Raven's Fury, Tusker Fists, & Void Damage over Time spells excluded.
  • Multi-strike weapons should now be tinkable (only the new ones).
  • Luminance cap increased to 1.5 million.
  • Players who had specialized Gearcrafting will receive a refund of the experience spent.
  • Both skill & attribute Temples have been reset.
  • Grand Casino Chest loot quality has been adjusted to match MFK chests.
  • New +10 skill up button can be used to add 10 points to a skill at a time.
  • UI: Char info panel now displays which masteries your character has above luminance.
  • Removed arcane lore wield req of alternate currency clothing (e.g Gladiatorial Pants, Ceremonial Tunic, etc.).
  • Enchantments have been adjusted so that a second spell cast on a player in the same category will remove the old spell (if it is the same or higher spell). This means players can no longer cast multiple of the same spell on their characters. Spells cast from weapons/armor/items will not be erased from cast spells.
  • Quest weapons have been updated to use the new combat skills. Many weapons were also rebalanced.
  • Upon logging in, existing players will be able to receive a free quest weapon from a selected list on a vendor and 6 tokens to purchase foolproof and other special weapon tinkers.
  • New characters will now start with a weapon that matches their skill and mastery combination.
  • Cloaks with the chance to reduce incoming damage by 200 have been reduced to 100 for PvP circumstances.

Known Issue: If a player has full inventory upon logging in after patch and were wielding a weapon and/or ammo with high wield req, they will likely drop their weapon and/or ammo onto the ground.

So these are just some of the things we have in store for Asheron's Call in February. Please remember that along with everything listed here, there are several new quests and exciting things going into the game for the February Event.

Weapon Skills Updated for February 2012

Original Link - http://ac.turbine.com/index.php?option=com_content&view=article&id=695-weapon-skills&catid=86-2012&Itemid=68


Weapon Skill Changes


When the February Event launches you will see the following combat skills:

  • Heavy Weapons
  • Light Weapons
  • Finesse Weapons
  • Missile Weapons


You will no longer see the following combat skills as they have been moved into the new combat skills listed above:

  • Axe
  • Dagger
  • Mace
  • Spear
  • Staff
  • Sword
  • Unarmed Combat
  • Bow
  • Crossbow
  • Thrown Weapons


Missile weapons will be able to use any Bow, Crossbow, or Thrown Weapon. Heavy, Light and Finesse weapons will be able to use any one handed melee weapon that is designated as using the matching combat skill. This also means that a player who chooses Heavy/Light/or Finesse will have the ability to use all types of one handed melee weapons (Axe, Dagger, Mace, Sword, etc) as long as the particular weapon matches their combat skill.

For example: A loot Scimitar will be designated as a Finesse weapon and a Long Sword will be designated as a Heavy weapon. A Battle Axe will be designated as a Heavy Weapon and a Mace will be designated as a Heavy Weapon.

Two Handed combat and all of the magic skills will continue to work as they did before and received a slight increase to damage. Pre-existing loot weapons on patch day will automatically convert in the following way:

  • Swords will convert into Heavy Weapons
  • Daggers will convert into Finesse Weapons
  • Axe, Mace, Staff, Spear, Unarmed Combat will convert into Light Weapons
  • Bows, Crossbows, Thrown Weapons will convert into Missile Weapons


Quest weapons have been spread out evenly across the new combat skills. To see a list of what combat skill each of the quest weapons is changing to, see this forum post:
http://forums.ac.turbine.com/showthread.php?t=53918

Weapon Masteries
Along with this skill change we have added a new feature called Masteries. A player may choose both a melee and ranged mastery of their choice which will grant them a +5 Damage Rating with the weapons they choose.
Ranged Masteries are:

  • Bow
  • Crossbow
  • Thrown Weapons
  • Magic


Melee Masteries are:

  • Axe
  • Dagger
  • Mace
  • Spear
  • Staff
  • Sword
  • Unarmed Combat
  • Two Handed Combat


Each race starts with a particular mastery in both the melee and ranged category:

  • Aluvian: Dagger and Bow
  • Gharu’ndim: Staff and Magic
  • Sho: Unarmed Combat and Bow
  • Viamontian: Sword and Crossbow
  • Umbraen/Penumbraen: Unarmed and Crossbow
  • Gear Knight: Mace and Crossbow
  • Undead: Axe and Thrown Weapons
  • Empyrean: Sword and Magic
  • Aun Tumeroks: Spear and Thrown Weapons


Each player is allowed one free change of their melee mastery and one free change of their ranged mastery available in the town of Arwic. After the first free change, it costs an additional 10 MMDs and 100,000 luminance for each mastery change. The cost caps at 50 MMDs and 500,000 luminance. A player must wait at least 27 days between each melee and each ranged mastery change.

Additional New Skills
Along with weapon skill change over listed above, we have added some additional skills for players to choose from.

Shield:
The shield skill allows a player to maximize the protection they receive from wielding a shield. If you specialize the Shield skill, you will receive the full value of your skill as the maximum Armor Level. If the player has a trained skill they will only receive half the value of their skill towards their effective shield AL

For example: If a player has a specialized Shield skill of 500 and a shield with an AL of 500 they will receive 500 AL from the shield. If the player had only a trained shield skill of 500 they would receive only 250 AL from the shield.

A player can never receive a higher AL than the maximum of the shield they have equipped. If a player had a specialized shield skill of 500 but was using a shield that had an AL of 100, the player would only receive 100 AL from the shield.

Any shield with a magic absorbing property now calculates the level of the effect based off of the shield skill. A player who only has trained shield skill only receives 80% of the effect that they would have received if the skill was specialized.

Dual Wield:
The Dual Wield skill allows a player to equip a second melee weapon in their off hand. A player fighting with the Dual Wield skill will alternate attacks from each weapon. The chance to hit with the offhand weapon is determined by the lower of their Dual Wield and the combat skill which matches the weapon in the offhand.

For example: If a player had a Heavy Weapon skill of 400 and a Dual Wield skill of 425, the offhand attack would use 400 skill for determining the chance to hit.

Another benefit of Dual Wield is that the best offensive and defense bonus from either weapon is used. This means a player could equip a 15% bonus to attack and 25% bonus to defense in the main hand and equip a 25% bonus to attack and 15% bonus to defense in the off hand and receive a 25% bonus to attack and defense on all attacks.

Sneak Attack:
The Sneak Attack skill gives a bonus to attacks landing from behind the target. This skill works with Melee, Missile and Magic attacks. Specialized Sneak Attack provides a maximum of +20 Damage Rating to attacks from behind and Trained Sneak Attack provides a maximum of +10 Damage Rating. If your Sneak Attack skill is equal to or higher than your attacking skill (War Magic, Missile Weapon, Heavy Weapons, etc.), then you receive the maximum damage. If your Sneak Attack skill is lower than your attacking skill, the effect you gain is reduced proportionally compared to the difference of the skills.

Another benefit of the Sneak Attack skill is that it allows a chance to do an increased attack from the front of the target if the player also has the Deception skill. Trained Deception will allow for a maximum 10% chance to land a Sneak Attack from the front of the target, Specialized has a maximum of 15%. If the Deception skill is 306 or higher, the player receives the maximum benefit. Anything below 306 reduces the chance proportionally.

A player or creature can reduce the damage of a frontal Sneak Attack by having the Assess Person skill. An Assess Person skill of 306 will prevent all frontal Sneak Attack damage. An Assess Person skill below 306 will reduce the damage of a frontal Sneak Attack proportionally.

Dirty Fighting:
Dirty Fighting works with missile and melee combat skills by weakening your opponent based on your attack height. The chance for you to land the Dirty Fighting attack is maximized at 25% if your Dirty Fighting skill is equal to or greater than your combat skill. If your Dirty Fighting skill is below your combat skill the chance is decreased proportionally.

High Attack Height: Target’s Attack skills reduced by 20 if specialized, 10 if trained.

Medium Attack Height: Target’s healing is reduced by 30 if specialized, 15 if trained. Also the target bleeds by 20 damage per tick if specialized, 10 damage per tick if trained.

Low Attack Height: Target’s Defensive Skills reduced by 20 if specialized, 10 if trained.

All of the Dirty Fighting effects last for 20 seconds once activated.

Recklessness:

Recklessness allows a player to increase their melee or missile damage at the cost of increase the incoming damage they take. Recklessness does not apply to critical damage numbers. When trained, the combat bar will highlight the area where recklessness is active, which is between 10-90% power. Below or above this range allows the player to attack normally without the recklessness effect. The skill provides a maximum +20 Damage Rating increase if specialized and +10 Damage Rating if trained. This effect decreases proportionally if the Recklessness skill is less than the combat skill.

Developer Comments

No Developer Comments this Month.