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Changes
Added missing patch note section.
===<b>South Serbule</b>===
:The [[Serbule Hills|South Serbule]] area is in a similar state of half-assed-ness. South Serbule is a large swath of nature that is accessible via a portal directly south of Serbule Keep. It is a low-level zone and should be viable for players between [[Serbule]] and [[Eltibule]]. There aren't a lot of unique encounters here yet, but there are a couple of named bosses that can spawn, and an experimental new kind of quest. Expect more work to happen here soon.
===<b>New Special Weekend Modes</b>===
::- There are various experimental monster changes that you may want to take into account when creating gear sets. Read all the patch notes for details.
::- Many treasure effects were rewritten entirely. (See the notes below.) Others weren't "technically" rewritten, but their numbers have changed so much that they might as well be new mods. So even for effects that aren't listed below, pay attention to the details of effects.
===<b>Combat Wisdom</b>===
:Combat Wisdom is a new kind of "spendable XP". It's primarily earned by grouping, although you can earn small amounts of it by soloing as well. Boss monsters give a few points of Combat Wisdom the first time you kill them in any 3-hour period. Elite monsters also have a chance to give a point of Combat Wisdom (the higher level, the better the chance). Certain soloable named monsters also give small amounts of Combat Wisdom, but not more than once per 24 hours.
:You can earn Combat Wisdom now, but you can't spend it yet -- that part's been delayed until a future update. But I figured there's no harm in letting you start collecting it now!
:Combat Wisdom will eventually be used for specialized ability tiers. For instance, for 600 Combat Wisdom you might be able to unlock Master Barrage 1, which is a version of Barrage that's about 10% better than the regular Barrage 5. And then later you could buy the upgrade, Master Barrage 2, which is better than Barrage 6, etc. This is a slow-powering system that isn't going to make your character dramatically better. One goal is to let you further specialize your character: while you might invest in Master Riposte ability ranks, another swordsman might invest in Master Hacking Blade, and at high level you'll each have slightly different combat styles and gear setups.
:(By the way, if you've ever wondered why so much gear has percentage boosts like "deals +X% damage" instead of just giving a flat number, this is one of the reasons why! Even though the specialized versions of these abilities are only modestly better than the usual versions, that difference can be multiplied with the right gear.)
:But as I mentioned, there's not yet any way to spend these points. I'm still experimenting with the best way to handle that part. So stay tuned!
===<b>Evasion and Accuracy</b>===
:The other way to counter Evasion is with Stuns. A stunned monster loses all Evasion for 5 seconds. Note that even if a stun is reduced due to diminishing returns, the Evasion-disabling part still lasts 5 seconds. So constantly stunning a monster will render it unable to evade. And perhaps more pragmatically, you can always lead with a stun before using your heavy-hitter ability to bypass Evasion. (And as usual, this change works on players too -- if you're stunned, you lose any Evasion buffs from armor.)
:The following monster types are the only ones with any Evasion. (Note that their other stats or abilities were lowered, so some of these monsters are probably more dangerous than before, but not INSANELY so.)
::- [[Basilisk Controller|Basilisk]]s::- [[Fairy Healer]]s Healers (e.g. Autumn Healer, Fairy Heal Slave, etc.)::- [[Ranalan Ranalon Warrior]]s (which needed reworking anyway)
::- Ghosts
::- Deinonychuses. Deinonychi? The little jumpy dinosaurs
::- Snails (replacing their armor-heal power)
::- Scorpions
::- Some Skeletons (such as "[[Invincible Warrior]]" and "[[Immortal Bulwark]]")
:This change is hard to handle at low level -- either it's irrelevant or way too dangerous -- so it hasn't been used too much. Higher level players have more ways to counteract this, so we'll probably use it on more higher-level monsters going forward. Again, this is an experiment -- expect changes here and please provide feedback!
:- [[Geology]] maps are worth a bit more money.
:- XP tables are changed.
:- Some surveying recipes that used to be possible are no longer possible. Most prominently, you cannot mine for ore in [[Serbule]] anymore. (But you can mine in [[Serbule Hills|[South Serbule]] instead!)
:- You can mine for [[Amazing Metal Slab]]s in [[Eltibule]]. (See the new NPC in South Serbule to obtain this recipe and all the others for Serbule, South Serbule, and Eltibule.)
:- Doing multiple mining recipes back-to-back quickly will earn you "bonus ore", similar to how you can get bonus gems from geology maps. However, the bonus ore doesn't usually just give you more Metal Slabs -- it gives you new kinds of ore with various crafting uses. Most of these new ores can't be obtained any other way (right now, at least). Different areas have different bonus ore possibilities; for instance in South Serbule you can find things like [[Pyrite]] and Gold Nuggets, but in higher level areas you can find things like Cinnabar and Rhodium.
:- Rakshasa bandits in the desert sometimes drop treasure clues. Treasure Cartographers can decipher these clues and hunt down the treasure -- after they get the necessary training from the Sand Seer.
:- New hourly-quest giver in Rahu. Her quests vary in difficulty a good bit more than [[Pennoc]], but her rewards can be greater also. Once again, many of her quests are using brand new tech, so watch out for problems.
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