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  Gameplay Changes  
 

NOTE: For specific version and patch history notes, click here.

Has it been a while since you've played Shadowbane? If so, there's a lot you've missed! Here are just some of the changes and new features you'll find when you log in:

Character Advancement through PvP
Players who engage in combat with others and succeed may be granted experience. Note the word “may”. There are some stipulations that must be met before such rewards are granted. First and foremost, players under Rank 4 (Level 40) neither grant nor gain experience from PvP; this is considered an elder game system only. Worry not, though, that isn’t the only rule. For more informationon on PvP XP, click here.

Battlefield Alliances
The Battlefield Alliance System allows guild leadership to tag other Nations as Allies or Enemies. When you encounter members of a tagged nation, they will be explicitly marked as allies or enemies, making it easier to know who to kill… and who not to kill. For more informationon on Battlefield Alliances, click here.

Character Stat Refinement
Allowing players to modify their attributes has been one of the most requested features from the community since the game's launch. The main goal behind Character Stat Refinement is to prevent players from having to restart their characters due to real or perceived mistakes in allocating Stat Points. The existing Refiner hireling will gain this ability.

Profession Chat Channels
Making a character using a Profession you've never used before? Just talk to others of that same Profession using your Profession Chat Channel! These are accessed by simply using the slash "/" command and the Profession name. Example: /Ranger What is better, Braialla Blades or using a Crossbow?

Alchemy System
An Alchemy System will be implemented that can help reduce downtime when they apply regenerative effects, and increase a player's options in PvP when they apply beneficial effects. Weak potions will be available on vendors in Safehold cities while more powerful potions can be created by players at an Alchemist hireling in their own city with reagents found by killing monsters or owning existing resource mines. The Shadowbane team will balance the powers cast by the potions in such a way that they're useful, but not overpowering, ensuring that existing healing and buffing classes retain their value.

Looking for Group and Looking for Guild Flags
A player in need of a guild or group will use a new filter on the Who Window that will allow them to search for other players who have flagged themselves as a Group Leader or Guild Recruiter.

Player Mouse-Over
If you hold your mouse over a character for a set duration, a small information screen will pop up next to the character detailing their Name, Race, Class, Level, Guild, Nations, and additional status information about them such as Looking for Group or Looking for Guild.  This feature can be turned off by the end user.

The Hotbar
A new window will be added to the interface called a Hotbar.  This window will hold any power or ability that a player can place for quick activation and/or reference.  Any Power,  ability, or usable item that can be hotkeyed will be able to be placed in the Hotbar.

Inventory and Bank Improvements
The existing Inventory and Bank windows will be improved by making all icons the same size making these windows easier to sort through and organize.

The Vault Keeper
Sea Dog's Rest, a Safehold, has a new Vault Keeper that will allow you to not only store items in it like a bank, but allows all characters on your account (that reside on this server) to access anything put in there

Resource Mines
Every adventure zone on each world map now features a Resource Mine, which player Nations can fight over and claim. Gold is the only resource these mines currently produce (at a base rate of 50,000 per hour), but additional resources like wood, metals, and ores may appear in the future. In addition to providing nations that own mines with an alternative to farming maintenance gold, the resource system is designed to add small skirmish points for players to fight over. The mines have already become highly contested points of interest, and go up for grabs at least once a day. Once claimed, gold mines drop gold into warehouses in their cities on an hourly basis. This gold can be used to automatically pay the maintenance costs all fortress assets and any other structures protected by the Runemaster. Anyone can deposit gold into a city's Warehouse, so even cities that never claim a mine can gain a powerful city maintenance tool from the new system. No more running from wall segment to wall segment to pay for upkeep! There is a risk, however: during a siege, the warehouse inventory can be recovered or stolen by anyone. This system will allow nations to focus efforts more on the political and combat faces of the scene and not the maintenance and upkeep of cities.

Additional resources and augmentations will be introduced as the system continues to develop. Here are some specifics:

  • Players may take over a resource mine during a window of opportunity.
    Resource mines can be claimed by guilds during a window of opportunity. If a server starts up and a mine is not under control, a window of opportunity starts immediately. If a city that controls a mine is destroyed, the mine becomes errant and its window of opportunity start time doesn't change. If no prior ownership and if no guild has successfully completed the process to claim the mine by the end of any window of opportunity, another window begins.
  • The first step to conquering a mine is to destroy the tower.
    When a mine's window of opportunity opens, its tower becomes vulnerable. The tower spawns guards (the number of which depending on the number of guards slotted into it). When the tower is destroyed, the guards stop spawning.
  • Once the tower is destroyed, a prospector must lay claim to the mine.
    Characters with the Prospector discipline must successfully cast two powers - one on themselves with a hefty debuff, and one on the destroyed tower to claim it. The second power can only be cast while under the effect of the first, it has a long recast timer, and it's interruptible by attacks. This power will fail if the prospector is not currently a member of a sovereign or sworn guild (however, if claimed by a sworn guild, ownership is given to its sovereign).
  • The last character to successfully cast the second power will claim the mine for her guild. 
    If no player successfully uses the power at the close of the window of opportunity, then control returns to the guild that previously had control of the resource mine. If the mine was errant (i.e. no guild had control, because it's day one or the guild owner's tree was destroyed), then another window of opportunity starts immediately. At the close of a window of opportunity, a tower respawns at rank 1 if it had been destroyed. If the tower was not destroyed, it retains its current rank and health.
  • The nation's leader sets the window of opportunity for all of the nations' mines.
    To act as a destabilizing factor against larger guilds, all of a nation's resource mines are set to be vulnerable at the same time by the nation's leader or Inner Council. The time that window starts is set by the nation leader on the capitol city's Tree of Life, and applies to all mines owned by that nation's guilds.
  • Players should easily be able to see who controls a resource mine.
    The world map displays each mine's controlling guild and the time of the mine's window of vulnerability. The tower on the resource mine will also show the guild crest of the guild that currently controls it.
  • The warehouse stores acts as centralized guild building maintenance for its city.
    When a structure in a city runs out of gold during the time maintenance fees are due, the gold will automatically deducted from the warehouse if the funds are available and that structure is within the boundaries of the city.
  • A controlled resource mine spawns resources once an hour.
    If a guild has control of a resource mine, its resources spawns in the warehouse's stores every hour. Resources fail to spawn if (a) the mine is currently in a window of opportunity, (b) no guild controls it (c) the guild that controls it has no warehouse, or (d) the warehouse is currently full. The amount of spawn differs per resource point, and harvester hirelings increase that amount. Distance applies a configurable penalty (that is, a city close to its resource mine gets better efficiency that one further away).
  • Guilds are notified when their resource mines are attacked.
    When either a resource mine guard is killed or the tower is damaged or destroyed, a message is sent to the guild's chat channel telling them of the offensive act.

 

Strategic Siege Improvements
Sieging is one of the core features of the Shadowbane, and many changes and additions have been made to improve this critical PvP experience,. One of the largest changes is the addition of "Siege Spires" which alter the rules of the battlefield, making sieges an "outside in" experience for the players and mixing up the strategy required to take down an opponent's city. Siege Spires are powerful buildings which cast powerful enchantments over the entire city zone. These spires affect everyone in the city, changing the fundamental rules of battle by prohibiting certain kinds of spells or maneuvers. Guild masters will have carefully choose the effects which benefit their guild members more than the enemy. The most common siege spires will limit teleportation and flight into and out of a city grid, but other enchantments are available.

  • Purchasing Siege Spires
    Siege spires can be purchased off of Builders that are Rank 5 and above. Higher-ranked builders will sell more potent siege spires.
  • Building a Siege Spire
    Siege spires can only be built by a guildmaster, and only on a guildmaster's own city grid. Siege spires take a long time to build, and as such, building one during a siege will likely be unfeasible. You may not place 2 of the same siege spire. The number of spires a city can have is limited based upon rank of the Tree of Life:
  • Rank 1-3 cities may have 1 siege spire
  • Rank 4-5 cities may have 2 siege spires
  • Rank 6-7 cities may have 3 siege spires
  • Advancing a Siege Spire
    Siege spires can be advanced in rank like other buildings. This will primarily result in the siege spires having more hit points. However, some siege spires will also have the power of their enchantment increase as well.
  • Activating a Siege Spire
    Siege spires may be turned on and off at any time by the guildmaster of the guild. However, once you've toggled the status of the siege spire, it may not be toggled again for 10 minutes.
  • Siege Spire Costs
    Siege spires will continually drain money while they are on - this amount will be negligible when a bane is on the city, but substantial when a bane is not on the city. This is to prevent players from having siege spires turned on in their cities all of the time. If a siege spire does not have enough money in it to pay for maintenance, it will shut itself off.
  • Entering a Siege Spire Zone of Influence
    Whenever a player enters a city zone with a siege spire in it (which is slightly larger than the city grid itself), the enchantment that the siege spire disperses is put on the enchanted. Note: the siege spire effect is applied to both friendly and enemy units, so guildmasters should choose the spires they place carefully. Each siege spire can apply one and only one effect - if you change your mind and want a different effect than the one you already have, you need to build a new spire.
  • Siege Spire Enchantments
    The exact list of siege spire enchantments is currently being refined. We are currently targeting at least 12 for the initial launch of the feature. Examples include:
  • No-Flight (yes, this will affect natural flight)
  • No-Translocate/Passwall
  • No-Summon
  • Specific Resist Debuff (Such as 'fire debuff' - perfect for those wacky temple guilds!)
  • Destroying a Siege Spire
    Siege spires can be protected by a runemaster (taking one of the valuable slots), but can be destroyed like other buildings when the bane goes active. Siege spires will be somewhat frailer than other buildings - some army generals will undoubtedly choose to take the Siege Spires out first when laying siege to a city.

Divine Favor
The Divine Favor system has been designed to make successful city building more important, add a new play activity to the game. City owners can place up to three shrines to one of the ancient faiths in their city. Guild members can sacrifice offerings at shrines, raising their city's stature inn the eyes of their gods. Favor is gathered by conquering enemy cities and killing monsters. City members who of the proper race or class may get a powerful enchantment, called a boon, from the Votaries that tend the shrines. The size of the boon will be based upon how much favor the guild has collected, relative to every other shrine of the same type on the game world.  Shrines are large, visually distinct and very cool looking. There are no limitations on which shrines may be placed within one city. Race and class boons stack, however, so it is advisable to choose a shrines where the race and class are compatible (Temple guilds will want the Human, Templar and Confessor shrines for maximum bang for their buck).

  • Purchasing a Shrine
    Shrines can be purchased off of builders. Racial shrines require an R1 builder, and class shrines require an R3 builder. They have a base cost of 250-300K gold. Each shrine will correspond to one and only one race or class.
  • Building a Shrine
    Only guildmasters can place shrines, and shrines may only be placed on the guild's city grid. You may not have two of the same shrines in a city. Also, the number of shrines your city may possess is based upon the rank of the Tree of Life: 
  • The city's Tree of Life must be rank 3 to place the first shrine. 
  • The city's Tree of Life must be rank 5 to place the second shrine. 
  • The city's Tree of Life must be rank 7 to place the city's third shrine. 
  • Destroying Shrines
    City leaders will be able to destroy their shrine (if say, the stated purpose of their guild changes). Once destroyed, any favor spent on those shrines is considered lost.
  • Offerings
    Offerings are objects found throughout the world which have value when offered to a shrine. Different offerings have different values at different shrines - for example, the Relic of St Lorne is worth 10 points at a Crusader shrine, 5 points at a Prelate shrine, and no points at a Templar shrine (the shrine won't take it). Guilds are advised to form trade alliances in order to maximize offering output. Offerings are otherwise normal objects, and can be stolen, traded or junked. 
  • Gaining Offerings
    Offerings are available in three ways: 
  • Monster drops 
  • Conquering an enemy city with a shrine (see looting shrines, below)
  • Killing or stealing from someone who is carrying an offering.
  • Sacrificing Offerings
    You can only sacrifice an offering at a shrine where that offering has a favor score. If you do so, your shrine's score will increase by the value that offering grants to that Shrine (in the example above, the Relic of St Lorne grants 10 points to a crusader shrine).
  • Boons
    Boons are enchantments that are granted by shrines. You must be a citizen of that city to get a boon, and you must match the race or class denoted by the shrine as well. These boons will be powerful boons that may well turn the tide of battle. Class boons will be slightly more powerful than racial ones. Boons last about 1 to 2 hours, to encourage players to revisit their cities periodically. Boons are very substantial - players with boons will have a dramatic advantage over those who do not. Boons cannot be dispelled by standard enchantment dispelling means, but they do fade upon the player's death (as most enchantments do). Boons stack with all current enchantments. Racial and class boons stack with each other - the most successful cities will have compatible race and class boons. Players access the boon by talking to the Votary, an emissary of devotion which must be slotted into the Shrine for it to offer its boon.
  • Boon Quality
    Boon quality will be adjusted as follows: 
  • Shrines that have the most favor on their server for that shrine type (i.e. the best Crusader shrine in the land) will get the boon cast at 100%. Shrines below first place will take a penalty to the enchantment effectiveness, with higher ranked shrines offering more benefit.
  • The shrine bonuses are more substantial for the base (nation) guild.
  • Looting Shrines
    A shrine can only be destroyed if the tree of life protecting it is destroyed. Once the shrine is in a 'destroyed' state, it is then lootable. A corresponding number of Super-Offerings are created a can be looted by any nearby player- these offerings will be 'generic' offerings that can be offered at any Shrine, so looting an enemy shrine is always a good deal! There are no limitations on who can loot a shrine. Be sure that your guild is around a shrine when a city falls, and be prepared to kill interlopers!
  • Leader Board
    Players can open an interface at any time that tells which guilds have the top favor scores for each shrine type.
  • Favor Decay
    Once per day, the two leading shrine of each shrine type loses 10% of their standing. This is to ensure that newer guilds can always compete in the system.

New World: Vorringia 
At long last, the ways have opened to Vorringia, ancient homelands of the Invorri Northmen. The frozen northlands have re-joined the Age of Strife, filled with new wonders and perils. Hordes of savage Northmen have spread across all fragments, building new cities and strongholds. The Beast Lords stir in the frozen wastes, and the dreaded Skinchangers, the Werebeasts, flock to answer their call. Heroes and foes with names out of legend have emerged from the frozen north. Valkyrs, the Shieldmaidens of Lashava walk the fragments again, as do the fearsome Blood Horns of the Minotuars, the dreaded Berserks of the Northmen, and the mysterious Giant-daughters. Winter is coming, and its icy touch shall change the Age of Strife forever.

  • New adventuring areas for veteran and unseasoned avatars, including a new starting island 
  • New monster encounters 
  • Multiple Runegate chains for ease of travel around the world 
  • Less land mass than previous world maps, promoting ease of travel and player-city proximity 
  • Two new Freeholds, one new Safehold, and new Hamlets 

New Player Friends Changes
Over the last few months, we have made a variety of changes to the game to help players reach the meat of the game: Guild Conflict and Sieging.

  • Reduced Item Decay on death and eased the cost of retraining skills and powers
  • The rate at which creatures (non-player characters) dodge attacks will be reduced 
  • The amount of gold required to refine training points will be reduced 
  • The level cap on Safeholds (on the mainland) will be increased to Level 49
  • Removed XP Curve for Restricted Races
  • Experience gained per kill will be permanently increased 
  • Adjusted the experience curve to make it easier for players to achieve level 45

Gifts of Appreciation
The Shadowbane Gifts of Appreciation are rings that have appeared in the bank accounts of all players who have been paying subscribers before May 4. This means that only users who paid for a month's subscription in April (or before May 4th) will qualify. There are four tiers of gifts that will appear throughout the worlds, and they each perform different transformations to your avatar. The gift levels are determined by the amount of time a player has subscribed to the game. To use the gifts, open up your bank account, place the gift in your inventory. Once you activate or 'use' the gift it will turn into a ring. Once this ring is equipped, a new power will appear in your power window that will allow you to transform into something special.

Tears of Saedron
The "Tears of Saedon" are powerful potions, which remove a targeted Discipline Runestone if the player has spent no points on the skill it provides or has removed those skills by using a Refiner.

New and Improved Disciplines

  • Archmage - The Elves were first initiated into the secrets of Magic by Saedron herself. Greatest of the Elf Wizards are the Archmagi, whose mental discipline grants them powers undreamed of by lesser minds. Archmage grants three powers: a massive power potency buff for emergencies; a fine damage and recovery debuff well-suited to disabling melee opponents; and a personal powerblock immunity -- good for, well, all the time (if only it were possible!).
  • Artillerist - Masters of siege warfare, Artillerists use the ancient crafts and sciences of the Dwarves to push siege engines far beyond their normal capabilities.
  • Berserker - The dreaded killing machines of the Invorri, the Berserkers have long been thought extinct. Until now...
  • Blood Horn - Bathed in the blood of their enemies and sanctified by Morloch himself, Blood Horns are the pinnacle of Minotaur might and savagery. Blood Horns are usually the chieftains of their tribe and are a bane to magic users.
  • Huntsman - Kenaryn's chosen few have learned new techniques to battle the Skinchangers, dreaded get of the Beast Lords. The existing Huntsman Discipline will be augmented with powers uniquely suited to counter the advanced Wereforms being offered.
  • Prospector - Explorers who have learned all the secrets of earth and stone, Prospectors know how to manage mines, coaxing riches from the deeps. Prospectors are fighters and rogues who've devoted themselves to claiming mines for their guilds.
  • Savant - The mysterious mentalists of the Aracoix Empire, Savants hone their minds into deadly weapons, and use their Will to aid their fellow Aracoix. Savants may be assassins, huntresses, or warlocks, and their support powers make them valuable to groups of Aracoix.
  • Skydancer - Elite warriors of the Aracoix Legions, Skydancers use techniques that enable them to fly without tiring, and are masters of aerial battle. Skydancers may be barbarians, scouts, thieves, or warriors, and their personal buffs and ability with throwing weapons should bring fear to those stuck on the ground.
  • Thrall - Minotaurs were bred to serve the Deathless Empire, bound to their masters by chains of sorcery. The mightiest serve as Thralls, shock troops who lend their strength and frenzy to their masters. Thralls have access to several new weapon powers, including a short-range snare. Their Elven friends will also appreciate an Elf- and Minotaur-only health transfer and a stun break, perfect for the Elven groupmates who don't share their slave's immunity to the effect.
  • Valkyr - The devotion of Invorri to Torvald is the stuff of legend. The Northmen have other legends... Behold the Valkyr, Shieldmaidens of Lashava, who are as fell in battle as they are fair to look upon.
  • Werebear - G'Harron the Bear has blessed his chosen, transforming them into pillars of strength that are terrible in battle.
  • Wererat - Skreel the Ratlord is cunning and fierce and no less are his children. The bite of the dreaded Wererat spreads pestilence and these dreaded Skinchangers often attack in swarms as their kin the rats do.
  • Werewolf - The children of Varg the Wolf have always been the most feared of the Skinchangers. Swift and mighty in battle, they are even more devastating when they fight in packs.

City Management Improvements

  • The number of protection slots that a city gets from their Runemaster has been increased, and the Guard Behavior and Kill On Sight (KOS) lists have been refined. The KOS List can be reversed, so that players put 'Friended' guilds on the list, not enemies, and guards attack anyone not on the list. 
  • The sheer number of guards that players can have can seriously diminish server performance. To help alleviate this and make the playing field more level, we have set limits on the amount of barracks a city can have. To compensate for this, though, we have greatly decreased guard spawn times. Cities are limited to having no more than 8 total Barracks. You will receive two slots for a Rank 1 Tree of Life and an additional slot for each Rank of the Tree. 
  • All City Gatehouses, Towers, and Walls now only have one rank, and cannot be uprgraded. These structures will quicker creation times and hit point differences between the different types are not be so vast. Walls are easier to destroy, but also much easier for defenders to replace.

Female Half-Giants
For centuries only males have been known to have been born as Half-Giants, but the folk of Vorringia have long known legends of the "Joten's Daughters", mighty women as tall and strong as any Half Giant. Once the way to Vorringia opened, these legends became reality, and now Giant-daughters walk in all the fragments again.

World Map Improvements
New Icons have been added to the World Map to help individuals find hunting and adventuring zones. When clicked upon, these icons will provide the name of the area and the approximate hunting level for adventuring there.

Performance Improvements
A variety of improvements have been to both the client and server to dramatically decrease slowdown when entering new areas, improving communication between the client and server, and overall performance and stability.

Lore NPCs
New storyteller NPCs will be placed in the world to give more players access to Shadowbane's backstory. These will appear in many macrozones on every worldmap, two to four per zone. Their purpose is to tell the story of that zone, as well as reveal other lore-based information about some of the zone's features and descriptions of the factions at play in the zone. Prepare to see a few familiar faces such as Mandemus the Merciful.

Mobs and Guards
Guards and Mobs no longer indefinitely chase a target. Instead, once they have determined the chase has gone on long enough, they teleport back home. As stated above, guards also have faster creation and respawn times.

Human and Elven Sub-Races
Humans and Elves can now be granted "Sub-Race" Runestones to show their heritage and bloodlines; five runes for Humans and three for the Elves. New characters can choose these in Character Creation while existing Characters can purchase these from Bloodmages. Purchased runes cost 12 Ability Points to apply. Only one bloodline rune can be applied per character.

  • Born of the Ethyri
    The blood of ancient Ethyria runs in your veins. Blessed above all other Human kindred by the All-Father, you have inherited their renowned piety and resolve.
    Effect: +5 Spirit/+10 Maximum Spirit; +10% Mana Regeneration
  • Born of the Taripontor
    The blood of the Taripontor flows in your veins. The sailors and master-smiths of Tariponto have ever been renowned for their guile and skill, and you share their agility.
    Effect: +5 Dexterity/+10 Maximum Dexterity; +10% Stamina Regeneration
  • Born of the Gwendannen
    The blood of the Gwendannen flows true in your veins. Like the Hill-men of old you are doughty and tough, as sturdy as stones and tough as deep tree roots.
    Effect: +5 Constitution/+10 Maximum Constitution; +10% Stamina Regeneration
  • Born of the Invorri
    The blood of the Invorri, Torvald's folk, flows strongly in your veins, bringing with it the strength and toughness of your Northmen ancestors.
    Effect: +5 Strength/+10 Maximum Strength; +10% health regen
  • Born of the Irydnu
    The blood of the Sage-kings of Irydnu flows in your veins. Dark-skinned lords of distant lands, the Irydnu are renowned for their intellects and mastery of the magical arts.
    Effect: +5 Intelligence/+10 Maximum Intelligence; +10% Mana Regeneration
  • Scion of the Dar Khelegur
    Of the three Elven bloodlines, the blue-skinned High Ice Lords of the Dar Khelegur were the cruelest, and the most beloved of Saedron, goddess of magic. You are of that noble bloodline.
    Effect: +5 Intelligence/+10 Maximum Intelligence; +10% Mana Regeneration
  • Scion of the Gwaridorn
    Of the three kindreds of the Firstborn, the green-skinned Sea Lords of the Gwaridorn were the strongest, masters of war and battle. You are of that storied bloodline, hardy in combat.
    Effect: +5 Constitution/+10 Maximum Constitution; +10% Mana Regeneration
  • Scion of the Twathedelion
    Of the three nations of the Elves, the gold-skinned Twathedelion were the fairest, agile dwellers in the deep forest and masters of the bow. You are of that renowned bloodline.
    Effect: +5 Dexterity/+10 Maximum Dexterity; +10% Mana Regeneration

Personal Travel Improvements
Travelers now have access to new powers. A Traveler has the ability to send him or herself or others to the closest Runegate. From there, Travelers can use the Runegate Powers to move across the world faster and more easily.

  • Added new Powers to the Traveler that allows them to send another player or the caster's group to the nearest Runegate
  • Added a new Power to Traveler that allows a Traveler to recall to the nearest Runegate 

Additional Changes

  • General Changes
  • Added Icons to Worldmap to show zones
  • Optimized combat messages sent from the Server to Client
  • PvP Kill Messages will now be broadcast to the guild of the individual who was victorious (example: Ashen Temper has killed Gimpli of Nurfed) 
  • City Changes
  • The Merchant can now be slotted in housing as a personal vendor who sells (but does not create) items 
  • Building upgrade and maintenance costs have been revamped to have a higher upgrade but a much lower maintenance
  • Hireling upgrade costs have been significantly increased while Hireling salary costs have been significantly reduced 
  • Walls are no longer rankable past R1, and their stats have been adjusted accordingly; pre-existing walls of higher ranks will be identical
  • Made Scrolls, Bundled Scrolls, and Tomes stock items on Player Vendors (NOTE: In other words, you no longer need to manually create them)
  • Race Changes
  • Shades are immune to Blind
  • Aracoix were given more stamina
  • Humans will be granted an extra skill point per level
  • New Minotaur only armor should now be available and only on Heavy armorers 
  • Added a hood to the Aracoix's Medium Armor set as well as a vew Aracoix light armor has been added 
  • All Minotaurs now get 'Toughness' 
  • Class Changes
  • Braialla's Blade (Dex) introduced for Rangers
  • Storm Spear - Fury Only Weapon
  • Thieves have been granted a parry buff called "Wall of Steel" 
  • The Steal Power formula for Thieves has been revamped 
  • Backstab will now ignore Passive Defense
  • Huntresses get an improved pet summon power which requires 40 trains in the original pet. 
  • Wizards get an improved pet summon power which requires 40 trains in the original pet.
  • Scouts and Archers will be granted a power which grounds fliers (including natural fliers)
  • A Templar-only one-handed sword is now available and added a Templar sword power called "Sword of St. Malorn"
  • Increased the duration of the Channeler and Warlock flight powers


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