SEPTEMBER 4, 2002


Please note: there are a lot of changes going into the game with today's patch. Some of these changes (such as the changes to resistances and spell stacking) will change aspects of the game that may make gameplay different. Keep this in mind when you log in. With system-wide changes like these it is entirely possible that there are still bugs. Please report these bugs using /bug, and know that we will work to fix them as fast as we can. But also note that some intended changes might appear as bugs (perhaps a spell no longer stacks with another spell). Feel free to report these as bugs if you are unsure. But please keep in mind the changes listed here as well.

Petitions:

Keyrings:

We will be resetting all keyrings with this patch. This will mean that all existing keys in the keyrings will be removed. You will need to place keys back onto the keyrings. Keys are added to the keyring by using the key. The keyring is a part of the character, not a space in inventory. To find out what keys you have just type /key and the game will give you a list. If you have recently deleted a key, please contact your GM for a replacement.

Experience Changes:

Spells:

Spell Stacking Changes:

We've made two changes to the way spells stack.

Damage Over Time (DoT) spells are spells that linger on the target doing damage. Until today two different characters could not have the same DoT spell on the same target. As long as one copy of the spell was active any new version of the spell would not take hold. After today the same DoT spell cast by different casters can affect the same target at the same time. Also, if you cast a DoT spell on a target and you already have that spell active on it, the spell will refresh. (Note: It will not be possible to stack Lifeburn).

This does not allow for inferior spells to stack along with superior spells. (Example: Two Necromancers can both land Boil Blood on the same target. However, Heat Blood, being an inferior spell, will still not stack.)

Several DoT spells that have debuff components such as Tuyen's Chant of Frost and Breath of Ro will not stack due to the balance issues of having several hundred points of Resistance debuffs on a single NPC.

We've also rewritten the way that spells stack with other spells with the same benefits (for example, two spells that give bonus hit points). Generally speaking spells may now 'bounce' off each other (neither overwriting the other) and stacking issues should now be easier to resolve. In specific:

Resistance Changes:

We've made some fairly drastic changes to the way the spell resistance system works. Previously, there was only the smallest benefit to having resists over a certain value. We've reworked resistance in its entirety, completely replacing the old system with one that is more logical.

The idea behind the changes is pretty simple: Resists should matter in a way that makes sense.

Important things to note about the new resistance system:

We look forward to seeing how these changes play out in front of a larger audience.

Line of Sight Changes:

Priest Changes:

Sound and Music:

Items:

Pets:

User Interface:

Bazaar:

Alternate Advancement:

Quests:

Miscellaneous: