Hello everyone! And welcome to the official ADOH 2024 Re-balance Patch!
This patch brings in many many changes to several parts of the game. We try our best to constantly give you the most balanced game to play, and this requires some changes from time to time.
Automatic Re-roll Eligibility: #
Some classes have been severely adjusted with this patch. These changes will automatically grant a free Character Re-roll to some specific builds.
These re-rolls will be bound to those characters only, check below the patch note for all the details about these changes. The re-roll option will be available on your Player Menu:
- Builds with less than 15 Weapon Master levels and with a total of 40 levels
- Builds with less than 10 Monk levels and with a total of 40 levels
New Beginner’s Guide #
The beginner’s guide has been reworked and adapted to the most recent changes. You can find it on this wiki, on the Guides section!
Henchmen System Reworked #
The Nordock Henchmen system has been completely reworked following new and modernized code and logic.
- Each faction has now access to an unique and specific list of henchmen.
- Removed any sort of level restriction, you can ask for an henchmen from your faction at any level.
- Items carried and worn by your henchmen will persist, and the same items will be shared across all henchmen from your account, regardless of class or faction.
- Henchmen can’t carry many items. Regardless of their strength ability value, a henchmen will be able to carry up to 20 items on their inventory (not counting equipped items).
- If you give your henchmen more than 20 items, the henchmen will freeze on ground and won’t move or do anything until you remove some items from it
- Items given to your henchmen will be migrated/deleted/adjusted during mass migrations, like what happens for any other item.
- New henchmen are limited to a max level of 10 if you haven’t completed the main quest, or a max level of 20 if you have completed the main quest with that character.
Custom henchmen commands #
You can command your henchmen to have them do several different actions (via conversation):
- Buff itself with spells, if available
- Buff its owner with spells, if available
- Attack nearest enemy, if available
- Attack target enemy
- Cleric henchmen will be able to resurrect corpses if you command them. They will use the best resurrection method available to them. If you give them a Balm, they’ll use it if they can.
New Low Level quests #
Added a total of 20 low level quests, mostly for surfacers, but some also for other factions too. These quests were made to introduce players to their faction, and to direct new players to these new henchmen!
Special Weather System #
- Some special areas now have an additional special weather system on them.
- Areas where weather is particularly harsh can apply several effects to players adventuring in there, like persistent damage each round and/or special weather events on random area locations.
Happy Hour: #
Happy Hour, twice per day at 12 hours distance one from the other, will happen each Saturday and Sunday from this patch.
General Happy Hour bonuses have been slightly reduced, specially the Unique chance, to balance and spread the bonuses on 2 days instead of only 1, and also as a reply to some players suggesting Happy Hour Unique chance bonus somehow made the game too hard.
New Frozen Throne RAID #
Something terrible is happening in the Great Glacier. Frost Dragons are appearing in great numbers after being absent for centuries. The terrible monsters drive both Worgs and Trolls south. This is causing all kinds of problems for a small mining village up in the mountains. The village desperately needs help. But what is the cause of it all? Someone must travel into the Great Glacier and find out!
This is a remake of the Great Glacier area with a new leveling area for 30+ characters. Complete with quests, brilliant items, and also a new level 40 raid.
Feats Adjustments #
Several feats, listed below, have been adjusted with a new use/day scaling system. These feats will see their use/day amount scale with character general level or with a specific class or a list of classes levels.
This is an experiment, and we are also thinking to add a cooldown system per feat, on top of this addition, but it hasn’t been added yet at the time of this Beta. We’ll need your feedback to understand how to properly manage this change.
Arrow of Death: #
- Receives a new scaling logic, 2 uses/day when obtained, +1 each 10 Arcane Archer levels.
Bane of Enemies: #
- Reduced damage against favored enemies to 2d6 (vanilla value)
Bard Song/Curse: #
- Adjusted scaling for both Bard Song and Curse Song. Removed level 21 and 36 scaling.
- The bard receives 50% more bonus from Bard Song at each scaling level
Blinding Speed: #
- Grants +1 attack per round, +2 Dodge AC, -2 AB for character levels / 2 rounds
- Receives a new scaling logic, 1 use/day when obtained +1 each 20 character levels.
Defensive Stance: #
- Completely reworked the feat. Grants 5% damage immunity to slashing, piercing, bludgeoning, fire, cold, acid, electric, and +1 to all saves, but reduces the character speed by 75% (bypasses slow immunities). The bonus scales to:
- +2 saves at Dwarven Defender level 10
- +10% immunities and +3 saves at Dwarven Defender level 20
- +4 saves and +15% immunities at Dwarven Defender level 30.
- At Dwarven Defender level 30, also reflects 10% of received damage that manages to pass through its resistances back to the attack, if the attack is received in melee.
- Duration permanent, until canceled by the user.
- Receives 2 uses/day when obtained at Dwarven Defender level 1, +1 each 5 Dwarven Defender levels.
- It can’t be used while mounted or polymorphed. It gets automatically removed if you mount/polymorph.
Divine Might: #
- If the character has Smite Evil/Good + Great Smiting feats, deals additional Divine/Negative damage to the target while Divine Might is active
- Increased duration to 2 x Charisma Modifier
Divine Shield: #
- Increased duration to 2x Charisma Modifier
Divine Shield of Steel: #
- New feat that requires Charisma 18+, Divine Shield, Paladin 21+ or Cleric 21+ or Blackguard 11+
- A character with this feat received Shield AC bonus from Divine Shield, instead of Dodge AC if they don’t have a shield equipped and if wearing an armor (cloth doesn’t count as an armor
- The bonus gets automatically removed if the equipped armor is removed
Divine Wrath: #
- Receives a new scaling logic, 2 uses/day when obtained +1 each 10 Divine Champion levels.
Domain Powers: Was, Strength, Death, Plant, Trickery: #
- Receive a new scaling logic, 1 use/day when obtained + 1 each 20 Cleric levels.
- Battle Mastery:
- Changed damage boost received. Grants 2 + (Cleric level / 5):
- As Negative damage if evil aligned
- As Divine damage if good/neutral aligned
- Lasts for 1 additional turn: 2 + Pure Charisma Modifier
- Changed damage boost received. Grants 2 + (Cleric level / 5):
- Divine Strength:
- Changed damage boost received. Grants:
- Negative damage if evil aligned
- Divine damage if good/neutral aligned
- Changed damage boost received. Grants:
Domain Power: Protection: #
- Receives a new scaling logic, 3 uses/day when obtained + 1 each 20 Cleric levels.
Dragon Disciple Breath: #
- Receives a new scaling logic, 3 uses/day when obtained +1 each 10 Red Dragon Disciple levels.
Embue Arrow: #
- Receives a new scaling logic, 3 uses/day when obtained + 1 each 5 Arcane Archer levels.
Empty Body: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 10 Monk levels.
Epic Spell Focus: #
- Changed the requirement to pick the feat to be able to cast Level 6 spells.
Epic Spell – Mummy Dust: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 20 Druid/Cleric/Sorcerer/Wizard levels
Epic Spell – Epic Dragon Knight: #
- Receives a new scaling logic, 1 use/day when obtained + 1 at 40 Druid/Cleric/Sorcerer/Wizard levels
Epic Spell – Hellball: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 20 Druid/Cleric/Sorcerer/Wizard levels
- Reduced knockdown duration to 6 seconds
Epic Spell – Epic Mage Armour: #
- Receive a new scaling logic, 1 use/day when obtained + 1 at 10 Sorcerer/Wizard levels
Epic Spell – Epic Ruin: #
- Receive a new scaling logic, 1 use/day when obtained + 1 at 10 Sorcerer/Wizard levels
- Reduced stun duration to 9 seconds
Epic Spell – Epic Warding: #
- Receive a new scaling logic, 1 use/day when obtained + 1 at 40 Sorcerer/Wizard levels
Great Smiting: #
- In addition to the bonus damage granted to the active use of Smites, also grants a passive bonus to Smite Evil/Good by multiplying the passive bonus damage from Smite Evil/Good for each Great Smiting feat taken.
- Reduced Charisma requirement from 25 to 21.
Hail of Arrows: #
- Receives a new scaling logic, 1 use/day when obtained, +1 each 5 Arcane Archer levels.
Lay On Hands: #
- Receives a new scaling logic, 3 uses/day when obtained + 1 each 10 Paladin levels.
Mighty Rage: #
- Grants +6 Strength (or up to +3 AB if strength is already capped), +3 saves and 6 Bludgeoning bonus damage at each hit.
- Receives a new scaling logic, 3 uses/day when obtained + 1 at Barbarian level 40
Perfect Health: #
- Reduced Constitution requirement from 25 to 20
Planar Turning: #
- Reduced Charisma and Wisdom requirement from 25 to 20
Quivering Palm: #
- Receives a new scaling logic, 2 uses/day when obtained + 1 each 10 Monk levels.
Seeker Arrow: #
- Receives a new scaling logic, 1 use/day when obtained, +1 at Arcane Archer level 6, +1 each 5 Arcane Archer levels.
Shadow Daze: #
- Receives a new scaling logic, 2 used/day + 1 each 10 Shadowdancer levels.
- Can daze a hostile target for 2 rounds if it fails a Will saving throw. This effect cannot be resisted via immunities.
- The DC is: 10 + Shadow Dancer levels + Wisdom modifier
Shadow Evade: #
- Receives a new scaling logic, 3 uses/day when obtained + 1 each 10 Shadowdancer levels.
Smite Evil: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 10 Paladin/Divine Champion levels.
- While under the effect of Divine Might, and if there is still at least one use available of Smite Evil, deals an additional amount of Divine damage to the target at each attack passively. +1 if the weapon wielded is considered small for the character, +2 if medium, +3 if large.
Smite Good: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 10 Blackguard levels.
- While under the effect of Divine Might, and if there is still at least one use available of Smite Good, deals an additional amount of Negative damage to the target at each attack passively. +1 if the weapon wielded is considered small for the character, +2 if medium, +3 if large.
Summon Fallen Angel: #
- Replaced Summon Greater Undead for Pale Master
- Receives a new scaling logic, 1 use/day when obtained + 1 at Pale Master level 30.
- Received ad Pale Master level 5, generates a loyal Fallen Angel, scaling each 5 Pale Master levels. The scaling stops at Pale Master level 20 unless it takes the Epic Summon Fallen Angel feat.
- While active, has an aura that can grant a bonus of +1 Negative damage each 8 Fallen Angel levels to its master, while the master stays inside of the aura of effect.
Summon Epic Fallen Angel: #
- New Feat, Requires Pale Master level 15+
- Grants an additional use/day of the Summon Fallen Angel Feat
- Unlocks the scaling of the Summoned Fallen Angel past Pale Master level 20
Summon Fiendish Servant: #
- Receives a new scaling logic, 1 use/day when obtained + 1 at Blackguard level 30.
- Received ad Blackguard level 5, generates a loyal Fiendish servant, scaling each 5 Blackguard levels. The scaling stops at Blackguard level 20 unless it takes the Epic Fiendish Servant feat.
- While active, has an aura that can grant a bonus of +1 Dodge AC each 10 Fiend levels to its master, while the master stays inside of the aura of effect. The AC bonus counts towards the 20 Dodge AC cap.
Summon Epic Fiendish Servant: #
- Grants an additional use/day of the Summon Fiendish Servant Feat
- Unlocks the scaling of the Summoned Fiendish Servant past Blackguard level 20
Summon Shadow: #
- Receives a new scaling logic, 1 use/day when obtained + 1 at Shadowdancer level 30.
- Received ad Shadowdancer level 5, generates a loyal Shadow Lord, scaling each 5 Shadowdancer levels. The scaling stops at Shadowdancer level 20 unless it takes the Epic Shadow Lord feat.
- While active, has an aura that can grant a bonus of +1 AB each 10 shadow levels to its master, while the master stays inside of the aura of effect. The AB bonus counts towards the +20 AB cap.
Summon Epic Shadow Lord: #
- Grants an additional use/day of the Summon Shadow Feat
- Unlocks the scaling of the Summoned Shadow Lord past Shadow Dancer level 20
Terrifying Rage: #
- Replaced fear effect with root on ground effect. Rooted creatures will still be able to cast spells or use ranged weapons, or attack in melee range.
Undead Graft: #
- Receives a new scaling logic, 1 use/day when obtained, +1 at PM level 8, +1 each 10 Pale Master levels.
Way of the Tiger: #
- Grants +5 AB (down from +8), removed -3 AC debuff.
Wholeness of Body: #
- Receives a new scaling logic, 1 use/day when obtained + 1 each 5 Monk Levels.
- Heals for Monk Levels * 5 +1
Spells Changes #
Awaken: #
- Also grants Fear immunity to companions if your caster level is > 20
Blade Thirst: #
- Grants AB to the ranger up to +6 at Ranger level 40, or +1 each 4 Ranger levels, up to +5 at Ranger level 20
Creeping Doom: #
- Deals increasing damage for each new round to the hostile creatures in the area of effect. Deals 4d6 the first round, increased by +2d6 at each round, for max of 20d6 each round. Maximum damage dealt is the highest between 1000 and caster level * 100.
Implosion: #
- Reduced DC boost from +3 to +1
Infestation of Maggots: #
- Applies a dot that deals 3d6 + wisdom modifier to the target at each round for 1 round per caster level. No save, spell resistance applies.
Lesser Planar Binding, Planar Binding, Greater Planar Binding: #
- Improved scaling of summons from these spells with better creatures
Lesser spell breach/Greater Spell Breach/Mordenkainen’s disjunction: #
- Reduced the number of automatically breached spells from 33 to 14
- Affected spells include: Spell Mantles, Spell Shields, Globes of Invulnerabilities, Premonition, Ethereal Visage, Shadow Shield, Greater Sanctuary, Spell Resistance, Shield
Lich Lyric: #
- Adjusted DC to: 10 + 8 (Horrid Innate level) + (Perform skill / 3)
Natures Balance: #
- Heals in an area of effect for d10 * caster level + caster level. Decreases AC of all enemies in the area by -2AC, and lowers their SR by d4 * (caster level / 5), for caster level / 4 rounds. Spell resistance applies, no save.
Summon Elemental IX: #
- Added stronger version at Caster Level 17, to ease the scaling between the base game summons and our custom scaling summons
Vine Mine: #
- Entangle: transformed into a single target spell. The target has to pass a Will save or be rooted on ground for 5 + (caster level / 10) rounds. The DC for this spell get a natural boost of +3
- Camouflage: all friendly creatures entering the area of effect receive a caster level / 3 boost to Hide and Move Silently and 50% concealment while staying inside of the area of effect.
- Hamper Movement: applies a 20% movement speed reduction to hostile targets while staying inside of the area of effect. It bypasses slow immunities.
Classes Changes #
Assassin: #
- Receives a new level 1 spell “Arcane Precision”. grants +1AB each 5 Assassin levels, up to +5 at Assassin level 25
- Receives +1 to Dexterity at Assassin level 10, 20, 25, 30.
- Gets Clarity as level 3 spell
- Gets See Invisibility as level 3 spell
- Added Spell Focus, Greater Spell Focus and Epic Spell Focus feats as possible feats that can be selected during level up
Blackguard: #
- Removed Create Undead feat.
- Can use Balms to resurrect Player Corpses at Blackguard level 30
- Added Spell Focus, Greater Spell Focus and Epic Spell Focus feats as possible feats that can be selected during level up
Monk: #
Monk is the preferred class for multiclassing, and rightfully so! It grants so many benefits with such a little investment. While we still want to see Monk as a valid multiclass option for many kind of builds, we also need to reduce its strength on multiclass builds that just pick a few levels of monk.
- Monk Wisdom AC bonus: the amount of AC received by this feat now is 1 + (1 point each 2 Monk levels), up to 21 or the Wisdom modifier, if lower.
Northern Templar: #
- Removed 1 Natural AC at level 1
- Received an additional use of the Guardian of Krisaldimun at Norther Templar level 30.
Red Dragon Disciple: #
- Removed +1 Natural AC from Red Dragon Disciple level 15 and Red Dragon Disciple level 25
Pale Master: #
- Removed Animate Dead and Summon undead feats.
- Renamed Summon Greater Undead in Summon Fallen Angel and moved to Pale Master level 5.
Shadowdancer: #
- Moved Summon shadow feat from Shadowdancer level 3 to Shadowdancer level 5.
Shifter: #
- Upped uses/day of Undead Shape, Outsider Shape and Construct Shape to 5/day
Weapon Master: #
Weapon master can easily be the best DPS class in the game. Because of several changes and additions to the game we did, building a character mixing only 7 levels of Weapon Master now grants too much strength to a character, compared to the balance of other type of builds.
Because of this and after a lot of thinking, we decided to better distribute Weapon Master unique feats.
- Critical Multiplier: Moved to Weapon Master level 7
- Ki Critical: Moved to Weapon Master level 15
Races Adjustments: #
- Aasimar: Increased Negative Vulnerability to 50%
- Demon: Increased Cold Vulnerability to 100%
- Minotaur: Reduced slashing/piercing/bludgeoning damage immunity to 10%
- Troll: Increased acid/fire vulnerability to 20%
- Werewolf: removed 2 AC
- Orc: removed level 1 mandatory classes
Base Races Boost #
- Human: also receives +1 to all saves
- Halfling: also receives a +4 to the Initiative and +1 AC at night
- Half-Elf: also receives a +2 to Listen, Search, Spot and +1 AB during day
- Half-Orc: also receives a 10% movement speed boost on foot and +2 Fort Save
- Dwarf: also receives a +1 AB and AC while in underground areas
- Gnome: also receives a +1 to AB and AC while in artificial areas
- Elf: also receives a +1 to AB and AC while in natural areas
Mounts System Adjustments #
- Mounts are cool and very useful, but lately we noticed they somewhat became more and more mandatory on player builds, and this is not what we want for mounts. We want mounts to be a cool addition, but a player needs to build specifically for them, and invest the required amount of skill points and feats.
- Also, fighting on a mount can’t grant only benefits, some possible down side is needed to proper balance this system with everything else. For this reason, a new specific Dismount mechanic has been introduced.
Introduced new mounts feats: #
- Skill Focus – Ride: grants +3 Ride skill
- Epic Skill Focus – Ride: grants +10 Ride skill
Mounts max speed adjustments: #
Mounts specific speed hasn’t changed, but it does for those players that don’t invest enough on it.
Character mount speed scaling logic: #
- Max speed: 2.40 with 43 Pure Skill points
- Max speed: 2.20 with 33 Pure Skill points
- Max speed: 2.00 with 23 Pure Skill points
- Max speed: 1.80 with 18 Pure Skill points
- Max speed: 1.60 with 9 Pure Skill points
Also, the Max Speed in-combat is always limited to 1.50 unless the character has the Mounted Combat feat.
Dismount Mechanic: #
- All spells or effects that would cause the character to be knocked down, while mounted, also havethe character make a Dismount Ride check against such spell/ability. If failed, the character dismounts.
- A normal Knockdown attack triggers this check too. If a character is immune to knockdown, a normal knockdown attack won’t trigger the dismount check, but some specific spells still can attempt to dismount the character. If immune to knockdown, the character receives a boost to its Dismount check of +3.
- Dismount protection item properties and Dismount immunity item properties have also been added to the game.
Here are a few examples: #
- If you get knocked down by a normal attack: DC is the AB of the creature, VS your Ride Skill + Dexterity + Buffs + Items + d20. If you are immune to Knockdown, this kind of dismount cannot happen to you.
- If you get knocked down by a Devastating Critical hit: DC is Devastating Critical DC + 10 VS your Ride Skill + Dexterity + Buffs + Items + d20. If you are immune to Knockdown you are still knocked down and you still have to pass the Dismount DC to not be dismounted, but you receive a bonus of +3 to your roll.
- If you get knocked down by a spell: DC is the spell DC + 1 + (2x spell innate level) VS your Ride Skill + Dexterity + Buffs + Items + d20. If you are immune to Knockdown you cannot be physically knocked down, but you still have to pass the Dismount DC to not be dismounted. For these cases you receive a bonus of +3 to your roll.
Trade Hall – Now Open! #
The Trade Hall in Mulrok Village has been re-opened with some cool news!
The new Trade Hall will handle your GTS crafted items sell/buy, with automated dynamic prices and bulk sell options!
- The area has been heavily reworked and now looks more like a real trade facility!
- Added banker to ease items trading for players
Creatures Models Fix: #
Fixed hundreds of Creatures models that were missing the VFX box over their heads. Those models should now properly show effects when applied to them!
Weapons Re-balance #
One big change from this balance adjustment is about weapons. With the need to introduce, in the near future, a new tier of items for the upcoming Hard Core version of the Raids, we took the chance to better distribute damage on weapons, and to reduce the gap between class abilities and weapons damage. Also, thse adjustments have been made to all existing end-game weapons to standardize them under a single formula.
Most end-game weapons like Nordock weapons, Socketable weapons, Legendary Purple weapons and some Brilliant weapons, have lost several points of DPS compared to before, but worry not: that is indeed just a balance adjustment, since also all end-game creatures have lost an equal point of HPs in percentage. You’ll just notice somewhat smaller damage numbers, but the time taken to complete a Raid will be pretty much the same it was before.
Nordock Weapons Changes: #
Only damage values have been adjusted to align with the new formula.
Legendary Purple Weapons Changes: #
Purple-tier weapons have been re-balanced to reflect changes made to raid content. While most purples remain largely the same, some have received damage adjustments and property tweaks to align with the new formula. These changes are intended to encourage their use, ensuring that players feel confident and rewarded when using purple-tier weapons.
- Additionally, several more Legendary on-hit properties have been added to several Legendary Purple Weapons that were stil missing some kind of uniqueness! Check them out in our Test Area!
Socketable weapons #
This re-balance was the most challenging, due to the nature of the system, the socket system did not allow for a proper balance between weapon types.
Because of that, we have adjusted the system to allow each weapon type to have its own sockets amount, and its own damage per socket cap. Example: A Great Sword can socket up to 4 different properties, with a maximum of 1d12 on damage types, while a Two Bladed Sword can socket up to 4 different properties, with a maximum of 1d10 on damage types, and so on.
To help players compensate and adjust their Socketable weapons and/or wearable accordingly to these changes, the cost in Boss Tokens required to socket new properties on a Socketable item has been reduced to 0 for some time.
The New Logic behind the rework #
Sharing the complete list of new weapon properties and all changes to weapons would probably take several pages. Instead, we’ll share with you the formula and logic used to make these new weapon values. You can check each new weapon on the Beta server, inside of the TEST area.
Several new Nordock Weapons, Nordock Wearable Items and Legendary Purple Weapons have been added to the game.
New Nordock Items: #
- Nordock Craft Elemental Belt
- Nordock Arcane Cloak
- Nordock Arcane Staff
- Nordock Arcane Mace
New Legendary Purple Items: #
- Frost Lance (Trident)
- Veil of the Void (Assassin Helmet)
- Frozen Tiara (Sorc/Wiz Helmet)
- Cold Iron Amulet (Fighter Amulet)
- Whispering Sash (Rogue skill belt)
Re-balanced Brilliant Items: #
- Master’s Utility Belt
- Bria’s Belt
- Head Hunter Helmet
- Rift Ringlet (right, the stats ring)
- Face of Quazzo
- Sword of Hieronious
- Wilting Grasp
- Dramadon’s Respite
- Greater Blood Letter.
Set Bonus Adjustments #
GTS crafted items now share the set bonus with Nordock Items. Socketable Items and Legendary purple items keep sharing the same set type, and brilliant + vengeful items will share the normal set bonus.
ARCHER: #
- Reduce socket/purple offset immunities to 10-15 | 15-20
- Replace vengeful/brilliant offset with 5-10 immunities
- Replace vengeful/brilliant cloak immunity to paralysis
- Adjust saves bonus for nordock offset 2-3 |3-5
- Replace Neck AC bonus with Regeneration 1-2 2-3 2-3 3-4
AGILE: #
- Reduce socket/purple offset immunities to 10-15 | 15-20
- Replace vengeful/brilliant offset with 5-10 immunities
- Replace vengeful/brilliant Helmet pure immunity to paralysis
- Reduce spell immunity to 1-2 and 2-3
- Replace Sneak Immunity with Death immunity
- Adjust regeneration to 1-2 2-3 2-3 3-4
FIGHTER: #
- Replace nordock offset ability bonus with Will and Reflex 2-3 | 3-5
- Reduce socket/purple pure offset immunity to 10-15
- Replace vengeful/brilliant offset with 5-10 immunities
- Replace Helmet save/AC bonus with only AC bonus 1-2 2-3 1-2 2-3
- Replace Neck AC bonus with Regeneration 1-2 2-3 2-3 3-4
DIVINER: #
- Reduce socket/purple offset immunities to 10-15 | 15-20
- Replace nordock offset ability bonus with saves Fort and Reflex 2-3 | 3-5
- Replace vengeful/brilliant offset with 5-10 immunities
- Reduce spell immunity to 1-2 and 2-3
- Replace Neck AC bonus with Regeneration 1-2 2-3 2-3 3-4
ARCANIST: #
- Replace all offset with 5-10 immunities magic, acid, sonic 5-10 10-15 10-15 15-20
SUPPORT: #
- Reduce socket/purple offset immunities to 10-15 | 15-20
- Replace nordock offset ability bonus with saves Will and Fort 2-3 | 3-4
- Replace vengeful/brilliant offset with 5-10 immunities
- Replace socketable on-hit drain DEX with oh-hit Doom
- Reduce spell immunity to 1-2 and 2-3
SHIFTER: #
- Reduce socket/purple offset immunities to 10 -15 | 15-20
- Replace vengeful/brilliant offset with 5-10 immunities
TANK: #
- Reduce socket/purple offset immunities to 5-10 | 10-15 | 15-20
- Replace Divine damage immunity with spell immunity 1-2 2-3 2-3 3-4
- Replace Boots AC with Regeneration 1-2 2-3 2-3 3-4
FOR ALL SET BONUSES: #
- Replace damage bonus Positive with a lower Pure damage dice
Notes about Set Bonuses Changes:
Since this is mostly a new balance attempt and not an intentional nerf to classes set bonuses, most end-game creatures AB have been adjusted accordingly to the AC loss from set bonuses.
AOE Active Limit Adjustment: #
So far, you could have up to 4 AOE at the same time, regardless of their spells of origin, potentially leading to 4 AOE from the same spell being active at the same time. We felt that was a bit too strong, specially for some specific spells.
From this patch, you can still have up to 4 AOE active at the same time, but up to 2 coming from the same spell.
Polymorph Adjustments: #
Off-hand items that are not shields won’t be merged into your polymorph shape anymore.
The following properties won’t be merged from equipped items to your shape:
- Improved Evasion
The following properties will merge with a cap:
- Damage Types: capped at 100 flat damage
- Massive Critical: capped at 100 flat damage
Bounty Hunter’s Guild #
- The guild has been moved to Mulrok Village, to better match its neutrality, and for an easier access from all factions.
- Removed Key requirement to enter the Guild.
- Moved portals on specific sub-areas matching their dungeon level
- Adjusted portals CD to match their respective Dungeon CD
Misc: #
- Removed parry from creatures with less than 40 points invested on it
- Adjusted Bria quest to require level 6 instead of 15.
- Rebalanced loot tables drop chances. Slightly reduced (-1%), Legendary Purple drops from Unique Raid Bosses
- Added several new Shadow appearances for creatures
- Reduced Risen Lord damage immunities to 20% (down from 25%)
- Removed punish familiar/companion from familiar/companion dialog file
- Slightly reduced sizes of Colossal summons
- Moved Token Race purchase and Old Race rework reroll conversation lines to the Player Menu
- Replaced Flame Weapon with Darkfire on Lantern of the Flameweaver
- Slightly decreased ores/gems spawn rate across areas
- Salty Dog tavern in Benzor was repaired, the second floor is now availble
- Updated the quests system to place a red marker to those NPCs with quests available but for which you are still too low level
- Added new quest type: delivery quest (deliver an item granted by the quest giver, or that you have to find, to another NPC)
- Slightly reduced weather fog from all areas
- Light Hammer and Handaxe can now be used by all classes by default, no proficiency feat required
- Father Merrin in Tobaro’s Temple of Tyr has need of assistance!
- Fixed misspelled variable on Belt of the Legion Captain.
- Modified a few purple items (Staff of the Brightest Night, Combat Slippers and Enchanters Veil)
- Added 6 epic tokens to Blackguards and Mage Guards in Black Deep
- Removed zoom-in from all conversations in the module
- The Fast Cast function can now be used also in combat, but everything will be casted as a normal slow spell while in combat
- Disconnected Ahripar from Plane of Rage RAID. What’s cooking?
- Removed Knockdown and Disarm from several summons
- Adjusted test area dummies HPs to:
character level * 150
. - Set XP fee for XP deposit to same character to 0%. It will stay to 0% for around 1 month to help those characters that need a fast re-level without the need to completely being re-rolled!
- Small adjustment to the Shapechange Spell and to the Dragon Shape feats statistics. Shapechange values across all combinations have been slightly reduced, while Dragon Shape values have been slightly increased.
- Adjusted Moore 1st boss fight to avoid characters getting stuck on placeables
- Spells System: A player NPC Associates are not affected anymore by their master hostile AOEs
- Added shortcuts after Xanasdem and Acererak bosses in Castle Moore Raid
- Adjustes Assaulted Island workshop and mines, also connected together workshop-mines-training center
Fixes: #
- Fixed floating placeable in Tobaro
- Fixed heal uses in Amulet of the Supporter
- Fixed some mounts not showing up on mounts stores
- Fixed Mount Affinity feat from items not re-applying mount effects when unequipped
- Fixed Cloak of Lasting Darkness level requirement (was supposed to be 5)
- Fixed Felhounds in Assaulted Island training attacking their friends
- Fixed Polymorph Quickslots not being properly restored when un-polymorphing
- Fixed Epic Tokens being dropped with Boss Token icon sometimes
- Fixed GTS items being seen ad unidentified sometimes while storing to player vault
- Fixed an important issue with the Polymorph System:
- Fixed Guardian of Krisaldimun summon being considered pure at Northern Templar level 20 instead of Northern Templar level 30
- Fixed test area dummies reporting several times the DPS instead of only once