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 1 
 on: Today at 02:34:06 AM 
Started by Raguel - Last post by Trippy
Oh they added the sliders back in after everybody complained, and then 2 months later they changed it again to set a minimum for themselves.

https://www.gamespot.com/articles/humble-bundle-changing-how-sliders-work-removing-the-ability-to-give-100-to-charity/1100-6493518/

Still fuck em.

 2 
 on: Today at 02:05:38 AM 
Started by Raguel - Last post by SurfD
Humble Bundle removed the ability to adjust the distribution of your purchase amount to ensure they get a significant portion of each purchase. Fuck em.

They appear to have set a minimum amount for their cut?  Just tested it, and the lowest it would let me go with a "custom" distribution on the 22.49 bundle for all 8 was 4.50 for them.    I suppose a 20% cut is probably a bit high, but I don't know if I would go so far as to call it "significant".

All depends on what exactly they do with that cut though, I suppose.

 3 
 on: July 31, 2021, 11:07:49 PM 
Started by Raguel - Last post by Trippy
Humble Bundle removed the ability to adjust the distribution of your purchase amount to ensure they get a significant portion of each purchase. Fuck em.

 4 
 on: July 31, 2021, 10:32:06 PM 
Started by Raguel - Last post by HaemishM
Eveytime I try to play any of the games with this engine that aren't Crusader Kings, my eyes just cross and I end up installing. It just looks like walls of numbers as far as the eye can see.

 5 
 on: July 31, 2021, 08:08:59 PM 
Started by Raguel - Last post by Raguel
https://www.humblebundle.com/games/hearts-of-iron?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_1_layout_type_threes_tile_index_1_c_heartsofiron_bundle

On the fence on this one. I still haven't even played the last couple of bundles I bought.

 6 
 on: July 31, 2021, 06:02:23 PM 
Started by Trippy - Last post by Trippy
http://forums.f13.net/index.php?topic=11928.msg495928#msg495928

"It's about 30 miles that way." Nate pointed, with the rattle on his tail
this time. As far as Jack could tell, it was a direction at right angles to
the way he'd been going when he was crawling here. "But that's 30 miles by
the way the crow flies. It's about 40 by the way a man walks. You should be
able to do it in about half a day with your improved endurance, if you head
out early tomorrow, Jack."

Jack looked out the way the snake had pointed for a few seconds more, and
then sat back down. It was getting dark. Not much he could do about heading
out right now. And besides, Nate was just about to get to the interesting
stuff. "Garden of Eden? As best as you can figure it?"

"Well, yeah, as best as I and Samuel could figure it anyway," said Nate. "He
figured that the story just got a little mixed up. You know, snake, in a
'tree', offering 'temptations', making bargains. That kind stuff. But he
could never quite figure out how the Hebrews found out about this spot from
across the ocean. He worried about that for a while."

"Garden of Eden, hunh?" said Jack. "How long have you been here, Nate?"

"No idea, really," replied Nate. "A long time. It never occurred to me to
count years, until recently, and by then, of course, it was too late. But I
do remember when this whole place was green, so I figure it's been thousands
of years, at least."

"So, are you the snake that tempted Eve?" said Jack.

"Beats me," said Nate. "Maybe. I can't remember if the first one of your
kind that I talked to was female or not, and I never got a name, but it
could have been. And I suppose she could have considered my offer to grant
requests a 'temptation', though I've rarely had refusals."

"Well, umm, how did you get here then? And why is that white pole stuck out
of the stone there?" asked Jack.

"Dad left me here. Or, I assume it was my dad. It was another snake - much
bigger than I was back then. I remember talking to him, but I don't remember
if it was in a language, or just kind of understanding what he wanted. But
one day, he brought me to this stone, told me about it, and asked me to do
something for him. I talked it over with him for a while, then agreed. I've
been here ever since.

"What is this place?" said Jack. "And what did he ask you to do?"

"Well, you see this pole here, sticking out of the stone?" Nate loosened his
coils around the tilted white pole and showed Jack where it descended into
the stone. The pole was tilted at about a 45 degree angle and seemed to
enter the stone in an eighteen inch slot cut into the stone. Jack leaned
over and looked. The slot was dark and the pole went down into it as far as
Jack could see in the dim light. Jack reached out to touch the pole, but
Nate was suddenly there in the way.

"You can't touch that yet, Jack," said Nate.

"Why not?" asked Jack.

"I haven't explained it to you yet," replied Nate.

"Well, it kinda looks like a lever or something," said Jack. "You'd push it
that way, and it would move in the slot."

"Yep, that's what it is," replied Nate.

"What does it do?" asked Jack. "End the world?"

"Oh, no," said Nate. "Nothing that drastic. It just ends humanity. I call it
'The Lever of Doom'." For the last few words Nate had used a deeper, ringing
voice. He tried to look serious for a few seconds, and then gave up and
grinned.

Jack was initially startled by Nate's pronouncement, but when Nate grinned
Jack laughed. "Ha! You almost had me fooled for a second there. What does it
really do?"

"Oh, it really ends humanity, like I said," smirked Nate. "I just thought
the voice I used was funny, didn't you?"

Nate continued to grin.

"A lever to end humanity?" asked Jack. "What in the world is that for? Why
would anyone need to end humanity?"

"Well," replied Nate, "I get the idea that maybe humanity was an experiment.
Or maybe the Big Guy just thought, that if humanity started going really
bad, there should be a way to end it. I'm not really sure. All I know are
the rules, and the guesses that Samuel and I had about why it's here. I
didn't think to ask back when I started here."

"Rules? What rules?" asked Jack.

"The rules are that I can't tell anybody about it or let them touch it
unless they agree to be bound to secrecy by a bite. And that only one human
can be bound in that way at a time. That's it." explained Nate.

Jack looked somewhat shocked. "You mean that I could pull the lever now?
You'd let me end humanity?"

"Yep," replied Nate, "if you want to." Nate looked at Jack carefully. "Do
you want to, Jack?"

"Umm, no." said Jack, stepping a little further back from the lever. "Why in
the world would anyone want to end humanity? It'd take a psychotic to want
that! Or worse, a suicidal psychotic, because it would kill him too,
wouldn't it?"

"Yep," replied Nate, "being as he'd be human too."

"Has anyone ever seriously considered it?" asked Nate. "Any of those bound
to secrecy, that is?"

"Well, of course, I think they've all seriously considered it at one time or
another. Being given that kind of responsibility makes you sit down and
think, or so I'm told. Samuel considered it several times. He'd often get
disgusted with humanity, come out here, and just hold the lever for a while.
But he never pulled it. Or you wouldn't be here." Nate grinned some more.

Jack sat down, well back from the lever. He looked thoughtful and puzzled at
the same time. After a bit, he said, "So this makes me the Judge of
humanity? I get to decide whether they keep going or just end? Me?"

"That seems to be it," agreed Nate.

"What kind of criteria do I use to decide?" said Jack. "How do I make this
decision? Am I supposed to decide if they're good? Or too many of them are
bad? Or that they're going the wrong way? Is there a set of rules for that?"

"Nope," replied Nate. "You pretty much just have to decide on your own. It's
up to you, however you want to decide it. I guess that you're just supposed
to know."

"But what if I get mad at someone? Or some girl dumps me and I feel
horrible? Couldn't I make a mistake? How do I know that I won't screw up?"
protested Jack.

Nate gave his kind of snake-like shrug again. "You don't. You just have to
try your best, Jack."

Jack sat there for a while, staring off into the desert that was rapidly
getting dark, chewing on a fingernail.

Suddenly, Jack turned around and looked at the snake. "Nate, was Samuel the
one bound to this before me?"

"Yep," replied Nate. "He was a good guy. Talked to me a lot. Taught me to
read and brought me books. I think I still have a good pile of them buried
in the sand around here somewhere. I still miss him. He died a few months
ago."

"Sounds like a good guy," agreed Jack. "How did he handle this, when you
first told him. What did he do?"

"Well," said Nate, "he sat down for a while, thought about it for a bit, and
then asked me some questions, much like you're doing."

"What did he ask you, if you're allowed to tell me?" asked Jack.

He asked me about the third request," replied Nate.

"Aha!" It was Jack's turn to grin. "And what did you tell him?"

"I told him the rules for the third request. That to get the third request
you have to agree to this whole thing. That if it ever comes to the point
that you really think that humanity should be ended, that you'll come here
and end it. You won't avoid it, and you won't wimp out." Nate looked serious
again. "And you'll be bound to do it too, Jack."

"Hmmm." Jack looked back out into the darkness for a while.

Nate watched him, waiting.

"Nate," continued Jack, quietly, eventually. "What did Samuel ask for with
his third request?"

Nate sounded like he was grinning again as he replied, also quietly,
"Wisdom, Jack. He asked for wisdom. As much as I could give him."

"Ok," said Jack, suddenly, standing up and facing away from Nate, "give it
to me.

Nate looked at Jack's backside. "Give you what, Jack?"

"Give me that wisdom. The same stuff that Samuel asked for. If it helped
him, maybe it'll help me too." Jack turned his head to look back over his
shoulder at Nate. "It did help him, right?"

"He said it did," replied Nate. "But he seemed a little quieter afterward.
Like he had a lot to think about."

"Well, yeah, I can see that," said Jack. "So, give it to me." Jack turned to
face away from Nate again, bent over slightly and tensed up.

Nate watched Jack tense up with a little exasperation. If he bit Jack now,
Jack would likely jump out of his skin and maybe hurt them both.

"You remember that you'll be bound to destroy humanity if it ever looks like
it needs it, right Jack?" asked Nate, shifting position.

"Yeah, yeah, I got that," replied Jack, eyes squeezed tightly shut and body
tense, not noticing the change in direction of Nate's voice.

"And," continued Nate, from his new position, "do you remember that you'll
turn bright purple, and grow big horns and extra eyes?"

"Yeah, yeah...Hey, wait a minute!" said Jack, opening his eyes,
straightening up and turning around. "Purple?!" He didn't see Nate there.
With the moonlight Jack could see that the lever extended up from its slot
in the rock without the snake wrapped around it.

Jack heard, from behind him, Nate's "Just Kidding!" right before he felt the
now familiar piercing pain, this time in the other buttock.

Jack sat on the edge of the dark stone in the rapidly cooling air, his feet
extending out into the sand. He stared out into the darkness, listening to
the wind stir the sand, occasionally rubbing his butt where he'd been
recently bitten.

Nate had left for a little while, had come back with a desert-rodent-shaped
bulge somewhere in his middle, and was now wrapped back around the lever,
his tongue flicking out into the desert night's air the only sign that he
was still awake.

Occasionally Jack, with his toes absentmindedly digging in the sand while he
thought, would ask Nate a question without turning around.

"Nate, do accidents count?"

Nate lifted his head a little bit. "What do you mean, Jack?"

Jack tilted his head back like he was looking at the stars. "You know,
accidents. If I accidentally fall on the lever, without meaning to, does
that still wipe out humanity?"

"Yeah, I'm pretty sure it does, Jack. I'd suggest you be careful about that
if you start feeling wobbly," said Nate with some amusement.

A little later - "Does it have to be me that pulls the lever?" asked Jack.

"That's the rule, Jack. Nobody else can pull it," answered Nate.

"No," Jack shook his head, "I meant does it have to be my hand? Could I pull
the lever with a rope tied around it? Or push it with a stick? Or throw a
rock?"

"Yes, those should work," replied Nate. "Though I'm not sure how complicated
you could get. Samuel thought about trying to build some kind of remote
control for it once, but gave it up. Everything he'd build would be gone by
the next sunrise, if it was touching the stone, or over it. I told him that
in the past others that had been bound had tried to bury the lever so they
wouldn't be tempted to pull it, but every time the stones or sand or
whatever had disappeared."

"Wow," said Jack, "Cool." Jack leaned back until only his elbows kept him
off of the stone and looked up into the sky.

"Nate, how long did Samuel live? One of his wishes was for health too,
right?" asked Jack.

"Yes," replied Nate, "it was. He lived 167 years, Jack."

"Wow, 167 years. That's almost 140 more years I'll live if I live as long.
Do you know what he died of, Nate?"

"He died of getting tired of living, Jack," Nate said, sounding somewhat
sad.

Jack turned his head to look at Nate in the starlight.

Nate looked back. "Samuel knew he wasn't going to be able to stay in
society. He figured that they'd eventually see him still alive and start
questioning it, so he decided that he'd have to disappear after a while. He
faked his death once, but changed his mind - he decided it was too early and
he could stay for a little longer. He wasn't very fond of mankind, but he
liked the attention. Most of the time, anyway.

"His daughter and then his wife dying almost did him in though. He didn't
stay in society much longer after that. He eventually came out here to spend
time talking to me and thinking about pulling the lever. A few months ago he
told me he'd had enough. It was his time."

"And then he just died?" asked Jack.

Nate shook his head a little. "He made his forth request, Jack. There's only
one thing you can ask for the fourth request. The last bite.

After a bit Nate continued, "He told me that he was tired, that it was his
time. He reassured me that someone new would show up soon, like they always
had.

After another pause, Nate finished, "Samuel's body disappeared off the stone
with the sunrise."

Jack lay back down and looked at the sky, leaving Nate alone with his
memories. It was a long time until Jack's breathing evened out into sleep.

Jack woke with the sunrise the next morning. He was a little chilled with
the morning desert air, but overall was feeling pretty good. Well, except
that his stomach was grumbling and he wasn't willing to eat raw desert rat.

So, after getting directions to town from Nate, making sure he knew how to
get back, and reassuring Nate that he'd be back soon, Jack started the long
walk back to town. With his new health and Nate's good directions, he made
it back easily.

Jack caught a bus back to the city, and showed up for work the next day,
little worse for the wear and with a story about getting lost in the desert
and walking back out. Within a couple of days Jack had talked a friend with
a tow truck into going back out into the desert with him to fetch the SUV.
They found it after a couple of hours of searching and towed it back without
incident. Jack was careful not to even look in the direction of Nate's
lever, though their path back didn't come within sight of it.

Before the next weekend, Jack had gone to a couple of stores, including a
book store, and had gotten his SUV back from the mechanic, with a warning to
avoid any more joyriding in the desert. On Saturday, Jack headed back to see
Nate.

Jack parked a little way out of the small town near Nate, loaded up his new
backpack with camping gear and the things he was bringing for Nate, and then
started walking. He figured that walking would leave the least trail, and he
knew that while not many people camped in the desert, it wasn't unheard of,
and shouldn't really raise suspicions.

Jack had brought more books for Nate - recent books, magazines, newspapers.
Some things that would catch Nate up with what was happening in the world,
others that were just good books to read. He spent the weekend with Nate,
and then headed out again, telling Nate that he'd be back again soon, but
that he had things to do first.

Over four months later Jack was back to see Nate again. This time he brought
a laptop with him - a specially modified laptop. It had a solar recharger,
special filters and seals to keep out the sand, a satellite link-up, and a
special keyboard and joystick that Jack hoped that a fifteen-foot
rattlesnake would be able to use. And, it had been hacked to not give out
its location to the satellite.

After that Jack could e-mail Nate to keep in touch, but still visited him
fairly regularly - at least once or twice a year.

After the first year, Jack quit his job. For some reason, with the wisdom he
'd been given, and the knowledge that he could live for over 150 years,
working in a nine to five job for someone else didn't seem that worthwhile
any more. Jack went back to school.

Eventually, Jack started writing. Perhaps because of the wisdom, or perhaps
because of his new perspective, he wrote well. People liked what he wrote,
and he became well known for it. After a time, Jack bought an RV and started
traveling around the country for book signings and readings.

But, he still remembered to drop by and visit Nate occasionally.

On one of the visits Nate seemed quieter than usual. Not that Nate had been
a fountain of joy lately. Jack's best guess was that Nate was still missing
Samuel, and though Jack had tried, he still hadn't been able to replace
Samuel in Nate's eyes. Nate had been getting quieter each visit. But on this
visit Nate didn't even speak when Jack walked up to the lever. He nodded at
Jack, and then went back to staring into the desert. Jack, respecting Nate's
silence, sat down and waited.

After a few minutes, Nate spoke. "Jack, I have someone to introduce you to."

Jack looked surprised. "Someone to introduce me to?" Jack looked around, and
then looked carefully back at Nate. "This something to do with the Big Guy?

"No, no," replied Nate. "This is more personal. I want you to meet my son."
Nate looked over at the nearest sand dune. "Sammy!"

Jack watched as a four foot long desert rattlesnake crawled from behind the
dune and up to the stone base of the lever.

"Yo, Jack," said the new, much smaller snake.

"Yo, Sammy" replied Jack. Jack looked at Nate. "Named after Samuel, I
assume?"

Nate nodded. "Jack, I've got a favor to ask you. Could you show Sammy around
for me?" Nate unwrapped himself from the lever and slithered over to the
edge of the stone and looked across the sands. "When Samuel first told me
about the world, and brought me books and pictures, I wished that I could go
see it. I wanted to see the great forests, the canyons, the cities, even the
other deserts, to see if they felt and smelled the same. I want my son to
have that chance - to see the world. Before he becomes bound here like I
have been.

"He's seen it in pictures, over the computer that you brought me. But I hear
that it's not the same. That being there is different. I want him to have
that. Think you can do that for me, Jack?"

Jack nodded. This was obviously very important to Nate, so Jack didn't even
joke about taking a talking rattlesnake out to see the world. "Yeah, I can
do that for you, Nate. Is that all you need?" Jack could sense that was
something more.

Nate looked at Sammy. Sammy looked back at Nate for a second and then said,
"Oh, yeah. Ummm, I've gotta go pack. Back in a little bit Jack. Nice to meet
ya!" Sammy slithered back over the dune and out of sight.

Nate watched Sammy disappear and then looked back at Jack. "Jack, this is my
first son. My first offspring through all the years. You don't even want to
know what it took for me to find a mate." Nate grinned to himself. "But
anyway, I had a son for a reason. I'm tired. I'm ready for it to be over. I
needed a replacement."

Jack considered this for a minute. "So, you're ready to come see the world,
and you wanted him to watch the lever while you were gone?"

Nate shook his head. "No, Jack - you're a better guesser than that. You've
already figured out - I'm bound here - there's only one way for me to leave
here. And I'm ready. It's my time to die."

Jack looked more closely at Nate. He could tell Nate had thought about
this - probably for quite a while. Jack had trouble imagining what it would
be like to be as old as Nate, but Jack could already tell that in another
hundred or two hundred years, he might be getting tired of life himself.
Jack could understand Samuel's decision, and now Nate's. So, all Jack said
was, "What do you want me to do?"

Nate nodded. "Thanks, Jack. I only want two things. One - show Sammy around
the world - let him get his fill of it, until he's ready to come back here
and take over. Two - give me the fourth request.

"I can't just decide to die, not any more than you can. I won't even die of
old age like you eventually will, even though it'll be a long time from now.
I need to be killed. Once Sammy is back here, ready to take over, I'll be
able to die. And I need you to kill me.

"I've even thought about how. Poisons and other drugs won't work on me. And
I've seen pictures of snakes that were shot - some of them live for days, so
that's out too. So, I want you to bring back a sword.

Nate turned away to look back to the dune that Sammy had gone behind. "I'd
say an axe, but that's somewhat undignified - putting my head on the ground
or a chopping block like that. No, I like a sword. A time-honored way of
going out. A dignified way to die. And, most importantly, it should work,
even on me.

"You willing to do that for me, Jack?" Nate turned back to look at Jack.

"Yeah, Nate," replied Jack solemnly, "I think I can handle that."

Nate nodded. "Good!" He turned back toward the dune and shouted, "Sammy!
Jack's about ready to leave!" Then quietly, "Thanks, Jack."

Jack didn't have anything to say to that, so he waited for Sammy to make it
back to the lever, nodded to him, nodded a final time to Nate, and then
headed into the desert with Sammy following.
Over the next several years Sammy and Jack kept in touch with Nate through
e-mail as they went about their adventures. They made a goal of visiting
every country in the world, and did a respectable job of it. Sammy had a
natural gift for languages, as Jack expected he would, and even ended up
acting as a translator for Jack in a few of the countries. Jack managed to
keep the talking rattlesnake hidden, even so, and by the time they were
nearing the end of their tour of countries, Sammy had only been spotted a
few times. While there were several people that had seen enough to startle
them greatly, nobody had enough evidence to prove anything, and while a few
wild rumors and storied followed Jack and Sammy around, nothing ever hit the
newspapers or the public in general.

When they finished the tour of countries, Jack suggested that they try some
undersea diving. They did. And spelunking. They did that too. Sammy finally
drew the line at visiting Antarctica. He'd come to realize that Jack was
stalling. After talking to his Dad about it over e-mail, he figured out that
Jack probably didn't want to have to kill Nate. Nate told Sammy that humans
could be squeamish about killing friends and acquaintances.

So, Sammy eventually put his tail down (as he didn't have a foot) and told
Jack that it was time - he was ready to go back and take up his duties from
his dad. Jack, delayed it a little more by insisting that they go back to
Japan and buy an appropriate sword. He even stretched it a little more by
getting lessons in how to use the sword. But, eventually, he'd learned as
much as he was likely to without dedicating his life to it, and was
definitely competent enough to take the head off of a snake. It was time to
head back and see Nate.

When they got back to the US, Jack got the old RV out of storage where he
and Sammy had left it after their tour of the fifty states, he loaded up
Sammy and the sword, and they headed for the desert.

When they got to the small town that Jack had been trying to find those
years ago when he'd met Nate, Jack was in a funk. He didn't really feel like
walking all of the way out there. Not only that, but he'd forgotten to
figure the travel time correctly, and it was late afternoon. They'd either
have to spend the night in town and walk out tomorrow, or walk in the dark.

As Jack was afraid that if he waited one more night he might lose his
resolve, he decided that he'd go ahead and drive the RV out there. It was
only going to be this once, and Jack would go back and cover the tracks
afterward. They ought to be able to make it out there by nightfall if they
drove, and then they could get it over tonight.

Jack told Sammy to e-mail Nate that they were coming as he drove out of
sight of the town on the road. They then pulled off the road and headed out
into the desert.

Everything went well, until they got to the sand dunes. Jack had been
nursing the RV along the whole time, over the rocks, through the creek beds,
revving the engine the few times they almost got stuck. When they came to
the dunes, Jack didn't really think about it, he just downshifted and headed
up the first one. By the third dune, Jack started to regret that he'd
decided to try driving on the sand. The RV was fishtailling and losing
traction. Jack was having to work it up each dune slowly and was trying to
keep from losing control each time they came over the top and slid down the
other side. Sammy had come up to sit in the passenger seat, coiled up and
laughing at Jack's driving.

As they came over the top of the fourth dune, the biggest one yet, Jack saw
that this was the final dune - the stone, the lever, and somewhere Nate,
waited below. Jack put on the brakes, but he'd gone a little too far. The RV
started slipping down the other side.

Jack tried turning the wheel, but he didn't have enough traction. He pumped
the brakes - no response. They started sliding down the hill, faster and
faster.

Jack felt a shock go through him as he suddenly realized that they were
heading for the lever. He looked down - the RV was directly on course for
it. If Jack didn't do something, the RV would hit it. He was about to end
humanity.

Jack steered more frantically, trying to get traction. It still wasn't
working. The dune was too steep, and the sand too loose. In a split second,
Jack realized that his only chance would be once he hit the stone around the
lever - he should have traction on the stone for just a second before he hit
the lever - he wouldn't have time to stop, but he should be able to steer
away.

Jack took a better grip on the steering wheel and tried to turn the RV a
little bit

 7 
 on: July 31, 2021, 06:02:01 PM 
Started by Trippy - Last post by Trippy
http://forums.f13.net/index.php?topic=11928.msg495928#msg495928

No idea where this came from, Its my favorite of all time.

So, there's a man crawling through the desert.

He'd decided to try his SUV in a little bit of cross-country travel, had
great fun zooming over the badlands and through the sand, got lost, hit a
big rock, and then he couldn't get it started again. There were no cell
phone towers anywhere near, so his cell phone was useless. He had no family,
his parents had died a few years before in an auto accident, and his few
friends had no idea he was out here.

He stayed with the car for a day or so, but his one bottle of water ran out
and he was getting thirsty. He thought maybe he knew the direction back, now
that he'd paid attention to the sun and thought he'd figured out which way
was north, so he decided to start walking. He figured he only had to go
about 30 miles or so and he'd be back to the small town he'd gotten gas in
last.

He thinks about walking at night to avoid the heat and sun, but based upon
how dark it actually was the night before, and given that he has no
flashlight, he's afraid that he'll break a leg or step on a rattlesnake. So,
he puts on some sun block, puts the rest in his pocket for reapplication
later, brings an umbrella he'd had in the back of the SUV with him to give
him a little shade, pours the windshield wiper fluid into his water bottle
in case he gets that desperate, brings his pocket knife in case he finds a
cactus that looks like it might have water in it, and heads out in the
direction he thinks is right.

He walks for the entire day. By the end of the day he's really thirsty. He's
been sweating all day, and his lips are starting to crack. He's reapplied
the sunblock twice, and tried to stay under the umbrella, but he still feels
sunburned. The windshield wiper fluid sloshing in the bottle in his pocket
is really getting tempting now. He knows that it's mainly water and some
ethanol and coloring, but he also knows that they add some kind of poison to
it to keep people from drinking it. He wonders what the poison is, and
whether the poison would be worse than dying of thirst.

He pushes on, trying to get to that small town before dark.

By the end of the day he starts getting worried. He figures he's been
walking at least 3 miles an hour, according to his watch for over 10 hours.
That means that if his estimate was right that he should be close to the
town. But he doesn't recognize any of this. He had to cross a dry creek bed
a mile or two back, and he doesn't remember coming through it in the SUV. He
figures that maybe he got his direction off just a little and that the dry
creek bed was just off to one side of his path. He tells himself that he's
close, and that after dark he'll start seeing the town lights over one of
these hills, and that'll be all he needs.

As it gets dim enough that he starts stumbling over small rocks and things,
he finds a spot and sits down to wait for full dark and the town lights.

Full dark comes before he knows it. He must have dozed off. He stands back
up and turns all the way around. He sees nothing but stars.

He wakes up the next morning feeling absolutely lousy. His eyes are gummy
and his mouth and nose feel like they're full of sand. He so thirsty that he
can't even swallow. He barely got any sleep because it was so cold. He'd
forgotten how cold it got at night in the desert and hadn't noticed it the
night before because he'd been in his car.

He knows the Rule of Threes - three minutes without air, three days without
water, three weeks without food - then you die. Some people can make it a
little longer, in the best situations. But the desert heat and having to
walk and sweat isn't the best situation to be without water. He figures,
unless he finds water, this is his last day.

He rinses his mouth out with a little of the windshield wiper fluid. He
waits a while after spitting that little bit out, to see if his mouth goes
numb, or he feels dizzy or something. Has his mouth gone numb? Is it just in
his mind? He's not sure. He'll go a little farther, and if he still doesn't
find water, he'll try drinking some of the fluid.

Then he has to face his next, harder question - which way does he go from
here? Does he keep walking the same way he was yesterday (assuming that he
still knows which way that is), or does he try a new direction? He has no
idea what to do.

Looking at the hills and dunes around him, he thinks he knows the direction
he was heading before. Just going by a feeling, he points himself somewhat
to the left of that, and starts walking.

As he walks, the day starts heating up. The desert, too cold just a couple
of hours before, soon becomes an oven again. He sweats a little at first,
and then stops. He starts getting worried at that - when you stop sweating
he knows that means you're in trouble - usually right before heat stroke.

He decides that it's time to try the windshield wiper fluid. He can't wait
any longer - if he passes out, he's dead. He stops in the shade of a large
rock, takes the bottle out, opens it, and takes a mouthful. He slowly
swallows it, making it last as long as he can. It feels so good in his dry
and cracked throat that he doesn't even care about the nasty taste. He takes
another mouthful, and makes it last too. Slowly, he drinks half the bottle.
He figures that since he's drinking it, he might as well drink enough to
make some difference and keep himself from passing out.

He's quit worrying about the denaturing of the wiper fluid. If it kills him,
it kills him - if he didn't drink it, he'd die anyway. Besides, he's pretty
sure that whatever substance they denature the fluid with is just designed
to make you sick - their way of keeping winos from buying cheap wiper fluid
for the ethanol content. He can handle throwing up, if it comes to that.

He walks. He walks in the hot, dry, windless desert. Sand, rocks, hills,
dunes, the occasional scrawny cactus or dried bush. No sign of water.
Sometimes he'll see a little movement to one side or the other, but whatever
moved is usually gone before he can focus his eyes on it. Probably birds,
lizards, or mice. Maybe snakes, though they usually move more at night. He's
careful to stay away from the movements.

After a while, he begins to stagger. He's not sure if it's fatigue, heat
stroke finally catching him, or maybe he was wrong and the denaturing of the
wiper fluid was worse than he thought. He tries to steady himself, and keep
going.

After more walking, he comes to a large stretch of sand. This is good! He
knows he passed over a stretch of sand in the SUV - he remembers doing
donuts in it. Or at least he thinks he remembers it - he's getting woozy
enough and tired enough that he's not sure what he remembers any more or if
he's hallucinating. But he thinks he remembers it. So he heads off into it,
trying to get to the other side, hoping that it gets him closer to the town.

He was heading for a town, wasn't he? He thinks he was. He isn't sure any
more. He's not even sure how long he's been walking any more. Is it still
morning? Or has it moved into afternoon and the sun is going down again? It
must be afternoon - it seems like it's been too long since he started out.

He walks through the sand.

After a while, he comes to a big dune in the sand. This is bad. He doesn't
remember any dunes when driving over the sand in his SUV. Or at least he
doesn't think he remembers any. This is bad.

But, he has no other direction to go. Too late to turn back now. He figures
that he'll get to the top of the dune and see if he can see anything from
there that helps him find the town. He keeps going up the dune.

Halfway up, he slips in the bad footing of the sand for the second or third
time, and falls to his knees. He doesn't feel like getting back up - he'll
just fall down again. So, he keeps going up the dune on his hand and knees.

While crawling, if his throat weren't so dry, he'd laugh. He's finally
gotten to the hackneyed image of a man lost in the desert - crawling through
the sand on his hands and knees. If would be the perfect image, he imagines,
if only his clothes were more ragged. The people crawling through the desert
in the cartoons always had ragged clothes. But his have lasted without any
rips so far. Somebody will probably find his dessicated corpse half buried
in the sand years from now, and his clothes will still be in fine shape -
shake the sand out, and a good wash, and they'd be wearable again. He wishes
his throat were wet enough to laugh. He coughs a little instead, and it
hurts.

He finally makes it to the top of the sand dune. Now that he's at the top,
he struggles a little, but manages to stand up and look around. All he sees
is sand. Sand, and more sand. Behind him, about a mile away, he thinks he
sees the rocky ground he left to head into this sand. Ahead of him, more
dunes, more sand. This isn't where he drove his SUV. This is Hell. Or close
enough.

Again, he doesn't know what to do. He decides to drink the rest of the wiper
fluid while figuring it out. He takes out the bottle, and is removing the
cap, when he glances to the side and sees something. Something in the sand.
At the bottom of the dune, off to the side, he sees something strange. It's
a flat area, in the sand. He stops taking the cap of the bottle off, and
tries to look closer. The area seems to be circular. And it's dark - darker
than the sand. And, there seems to be something in the middle of it, but he
can't tell what it is. He looks as hard as he can, and still can tell from
here. He's going to have to go down there and look.

He puts the bottle back in his pocket, and starts to stumble down the dune.
After a few steps, he realizes that he's in trouble - he's not going to be
able to keep his balance. After a couple of more sliding, tottering steps,
he falls and starts to roll down the dune. The sand it so hot when his body
hits it that for a minute he thinks he's caught fire on the way down - like
a movie car wreck flashing into flames as it goes over the cliff, before it
ever even hits the ground. He closes his eyes and mouth, covers his face
with his hands, and waits to stop rolling.

He stops, at the bottom of the dune. After a minute or two, he finds enough
energy to try to sit up and get the sand out of his face and clothes. When
he clears his eyes enough, he looks around to make sure that the dark spot
in the sand it still there and he hadn't just imagined it.

So, seeing the large, flat, dark spot on the sand is still there, he begins
to crawl towards it. He'd get up and walk towards it, but he doesn't seem to
have the energy to get up and walk right now. He must be in the final stages
of dehydration he figures, as he crawls. If this place in the sand doesn't
have water, he'll likely never make it anywhere else. This is his last
chance.

He gets closer and closer, but still can't see what's in the middle of the
dark area. His eyes won't quite focus any more for some reason. And lifting
his head up to look takes so much effort that he gives up trying. He just
keeps crawling.

Finally, he reaches the area he'd seen from the dune. It takes him a minute
of crawling on it before he realizes that he's no longer on sand - he's now
crawling on some kind of dark stone. Stone with some kind of marking on it -
a pattern cut into the stone. He's too tired to stand up and try to see what
the pattern is - so he just keeps crawling. He crawls towards the center,
where his blurry eyes still see something in the middle of the dark stone
area.

His mind, detached in a strange way, notes that either his hands and knees
are so burnt by the sand that they no longer feel pain, or that this dark
stone, in the middle of a burning desert with a pounding, punishing sun
overhead, doesn't seem to be hot. It almost feels cool. He considers lying
down on the nice cool surface.

Cool, dark stone. Not a good sign. He must be hallucinating this. He's
probably in the middle of a patch of sand, already lying face down and
dying, and just imagining this whole thing. A desert mirage. Soon the
beautiful women carrying pitchers of water will come up and start giving him
a drink. Then he'll know he's gone.

He decides against laying down on the cool stone. If he's going to die here
in the middle of this hallucination, he at least wants to see what's in the
center before he goes. He keeps crawling.

It's the third time that he hears the voice before he realizes what he's
hearing. He would swear that someone just said, "Greetings, traveler. You do
not look well. Do you hear me?"

He stops crawling. He tries to look up from where he is on his hands and
knees, but it's too much effort to lift his head. So he tries something
different - he leans back and tries to sit up on the stone. After a few
seconds, he catches his balance, avoids falling on his face, sits up, and
tries to focus his eyes. Blurry. He rubs his eyes with the back of his hands
and tries again. Better this time.

Yep. He can see. He's sitting in the middle of a large, flat, dark expanse
of stone. Directly next to him, about three feet away, is a white post or
pole about two inches in diameter and sticking up about four or five feet
out of the stone, at an angle.

And wrapped around this white rod, tail with rattle on it hovering and
seeming to be ready to start rattling, is what must be a fifteen foot long
desert diamondback rattlesnake, looking directly at him.

He stares at the snake in shock. He doesn't have the energy to get up and
run away. He doesn't even have the energy to crawl away. This is it, his
final resting place. No matter what happens, he's not going to be able to
move from this spot.

Well, at least dying of a bite from this monster should be quicker than
dying of thirst. He'll face his end like a man. He struggles to sit up a
little straighter. The snake keeps watching him. He lifts one hand and waves
it in the snake's direction, feebly. The snake watches the hand for a
moment, then goes back to watching the man, looking into his eyes.

Hmmm. Maybe the snake had no interest in biting him? It hadn't rattled yet -
that was a good sign. Maybe he wasn't going to die of snake bite after all.

He then remembers that he'd looked up when he'd reached the center here
because he thought he'd heard a voice. He was still very woozy - he was
likely to pass out soon, the sun still beat down on him even though he was
now on cool stone. He still didn't have anything to drink. But maybe he had
actually heard a voice. This stone didn't look natural. Nor did that white
post sticking up out of the stone. Someone had to have built this. Maybe
they were still nearby. Maybe that was who talked to him. Maybe this snake
was even their pet, and that's why it wasn't biting.

He tries to clear his throat to say, "Hello," but his throat is too dry. All
that comes out is a coughing or wheezing sound. There is no way he's going
to be able to talk without something to drink. He feels his pocket, and the
bottle with the wiper fluid is still there. He shakily pulls the bottle out,
almost losing his balance and falling on his back in the process. This isn't
good. He doesn't have much time left, by his reckoning, before he passes
out.

He gets the lid off of the bottle, manages to get the bottle to his lips,
and pours some of the fluid into his mouth. He sloshes it around, and then
swallows it. He coughs a little. His throat feels better. Maybe he can talk
now.

He tries again. Ignoring the snake, he turns to look around him, hoping to
spot the owner of this place, and croaks out, "Hello? Is there anyone here?"

He hears, from his side, "Greetings. What is it that you want?"

He turns his head, back towards the snake. That's where the sound had seemed
to come from. The only thing he can think of is that there must be a
speaker, hidden under the snake, or maybe built into that post. He decides
to try asking for help.

"Please," he croaks again, suddenly feeling dizzy, "I'd love to not be
thirsty any more. I've been a long time without water. Can you help me?"

Looking in the direction of the snake, hoping to see where the voice was
coming from this time, he is shocked to see the snake rear back, open its
mouth, and speak. He hears it say, as the dizziness overtakes him and he
falls forward, face first on the stone, "Very well. Coming up."

A piercing pain shoots through his shoulder. Suddenly he is awake. He sits
up and grabs his shoulder, wincing at the throbbing pain. He's momentarily
disoriented as he looks around, and then he remembers - the crawl across the
sand, the dark area of stone, the snake. He sees the snake, still wrapped
around the tilted white post, still looking at him.

He reaches up and feels his shoulder, where it hurts. It feels slightly wet.
He pulls his fingers away and looks at them - blood. He feels his shoulder
again - his shirt has what feels like two holes in it - two puncture holes -
they match up with the two aching spots of pain on his shoulder. He had been
bitten. By the snake.

"It'll feel better in a minute." He looks up - it's the snake talking. He
hadn't dreamed it. Suddenly he notices - he's not dizzy any more. And more
importantly, he's not thirsty any more - at all!

"Have I died? Is this the afterlife? Why are you biting me in the
afterlife?"

"Sorry about that, but I had to bite you," says the snake. "That's the way I
work. It all comes through the bite. Think of it as natural medicine."

"You bit me to help me? Why aren't I thirsty any more? Did you give me a
drink before you bit me? How did I drink enough while unconscious to not be
thirsty any more? I haven't had a drink for over two days. Well, except for
the windshield wiper fluid... hold it, how in the world does a snake talk?
Are you real? Are you some sort of Disney animation?"

"No," says the snake, "I'm real. As real as you or anyone is, anyway. I
didn't give you a drink. I bit you. That's how it works - it's what I do. I
bite. I don't have hands to give you a drink, even if I had water just
sitting around here."

The man sat stunned for a minute. Here he was, sitting in the middle of the
desert on some strange stone that should be hot but wasn't, talking to a
snake that could talk back and had just bitten him. And he felt better. Not
great - he was still starving and exhausted, but much better - he was no
longer thirsty. He had started to sweat again, but only slightly. He felt
hot, in this sun, but it was starting to get lower in the sky, and the cool
stone beneath him was a relief he could notice now that he was no longer
dying of thirst.

"I might suggest that we take care of that methanol you now have in your
system with the next request," continued the snake. "I can guess why you
drank it, but I'm not sure how much you drank, or how much methanol was left
in the wiper fluid. That stuff is nasty. It'll make you go blind in a day or
two, if you drank enough of it."

"Ummm, n-next request?" said the man. He put his hand back on his hurting
shoulder and backed away from the snake a little.

"That's the way it works. If you like, that is," explained the snake. "You
get three requests. Call them wishes, if you wish." The snake grinned at his
own joke, and the man drew back a little further from the show of fangs.

"But there are rules," the snake continued. "The first request is free. The
second requires an agreement of secrecy. The third requires the binding of
responsibility." The snake looks at the man seriously.

"By the way," the snake says suddenly, "my name is Nathan. Old Nathan,
Samuel used to call me. He gave me the name. Before that, most of the Bound
used to just call me 'Snake'. But that got old, and Samuel wouldn't stand
for it. He said that anything that could talk needed a name. He was big into
names. You can call me Nate, if you wish." Again, the snake grinned. "Sorry
if I don't offer to shake, but I think you can understand - my shake sounds
somewhat threatening." The snake give his rattle a little shake.

"Umm, my name is Jack," said the man, trying to absorb all of this. "Jack
Samson.

"Can I ask you a question?" Jack says suddenly. "What happened to the
poison...umm, in your bite. Why aren't I dying now? How did you do that?
What do you mean by that's how you work?"

"That's more than one question," grins Nate. "But I'll still try to answer
all of them. First, yes, you can ask me a question." The snake's grin gets
wider. "Second, the poison is in you. It changed you. You now no longer need
to drink. That's what you asked for. Or, well, technically, you asked to not
be thirsty any more - but 'any more' is such a vague term. I decided to make
it permanent - now, as long as you live, you shouldn't need to drink much at
all. Your body will conserve water very efficiently. You should be able to
get enough just from the food you eat - much like a creature of the desert.
You've been changed.

"For the third question," Nate continues, "you are still dying. Besides the
effects of that methanol in your system, you're a man - and men are mortal.
In your current state, I give you no more than about another 50 years.
Assuming you get out of this desert, alive, that is." Nate seemed vastly
amused at his own humor, and continued his wide grin.

"As for the fourth question," Nate said, looking more serious as far as Jack
could tell, as Jack was just now working on his ability to read
talking-snake emotions from snake facial features, "first you have to agree
to make a second request and become bound by the secrecy, or I can't tell
you."

"Wait," joked Jack, "isn't this where you say you could tell me, but you'd
have to kill me?"

"I thought that was implied." Nate continued to look serious.

"Ummm...yeah." Jack leaned back a little as he remembered again that he was
talking to a fifteen foot poisonous reptile with a reputation for having a
nasty temper. "So, what is this 'Bound by Secrecy' stuff, and can you really
stop the effects of the methanol?" Jack thought for a second. "And, what do
you mean methanol, anyway? I thought these days they use ethanol in wiper
fluid, and just denature it?"

"They may, I don't really know," said Nate. "I haven't gotten out in a
while. Maybe they do. All I know is that I smell methanol on your breath and
on that bottle in your pocket. And the blue color of the liquid when you
pulled it out to drink some let me guess that it was wiper fluid. I assume
that they still color wiper fluid blue?"

"Yeah, they do," said Jack.

"I figured," replied Nate. "As for being bound by secrecy - with the
fulfillment of your next request, you will be bound to say nothing about me,
this place, or any of the information I will tell you after that, when you
decide to go back out to your kind. You won't be allowed to talk about me,
write about me, use sign language, charades, or even act in a way that will
lead someone to guess correctly about me. You'll be bound to secrecy. Of
course, I'll also ask you to promise not to give me away, and as I'm
guessing that you're a man of your word, you'll never test the binding
anyway, so you won't notice." Nate said the last part with utter confidence.

Jack, who had always prided himself on being a man of his word, felt a
little nervous at this. "Ummm, hey, Nate, who are you? How did you know
that? Are you, umm, omniscient, or something?"

Well, Jack," said Nate sadly, "I can't tell you that, unless you make the
second request." Nate looked away for a minute, then looked back.

"Umm, well, ok," said Jack, "what is this about a second request? What can I
ask for? Are you allowed to tell me that?"

"Sure!" said Nate, brightening. "You're allowed to ask for changes. Changes
to yourself. They're like wishes, but they can only affect you. Oh, and
before you ask, I can't give you immortality. Or omniscience. Or
omnipresence, for that matter. Though I might be able to make you gaseous
and yet remain alive, and then you could spread through the atmosphere and
sort of be omnipresent. But what good would that be - you still wouldn't be
omniscient and thus still could only focus on one thing at a time. Not very
useful, at least in my opinion." Nate stopped when he realized that Jack was
staring at him.

"Well, anyway," continued Nate, "I'd probably suggest giving you permanent
good health. It would negate the methanol now in your system, you'd be
immune to most poisons and diseases, and you'd tend to live a very long
time, barring accident, of course. And you'll even have a tendency to
recover from accidents well. It always seemed like a good choice for a
request to me."

"Cure the methanol poisoning, huh?" said Jack. "And keep me healthy for a
long time? Hmmm. It doesn't sound bad at that. And it has to be a request
about a change to me? I can't ask to be rich, right? Because that's not
really a change to me?"

"Right," nodded Nate.

"Could I ask to be a genius and permanently healthy?" Jack asked, hopefully.

"That takes two requests, Jack."

"Yeah, I figured so," said Jack. "But I could ask to be a genius? I could
become the smartest scientist in the world? Or the best athlete?"

"Well, I could make you very smart," admitted Nate, "but that wouldn't
necessarily make you the best scientist in the world. Or, I could make you
very athletic, but it wouldn't necessarily make you the best athlete either.
You've heard the saying that 99% of genius is hard work? Well, there's some
truth to that. I can give you the talent, but I can't make you work hard. It
all depends on what you decide to do with it."

"Hmmm," said Jack. "Ok, I think I understand. And I get a third request,
after this one?"

"Maybe," said Nate, "it depends on what you decide then. There are more
rules for the third request that I can only tell you about after the second
request. You know how it goes." Nate looked like he'd shrug, if he had
shoulders.

"Ok, well, since I'd rather not be blind in a day or two, and permanent
health doesn't sound bad, then consider that my second request. Officially.
Do I need to sign in blood or something?"

"No," said Nate. "Just hold out your hand. Or heel." Nate grinned. "Or
whatever part you want me to bite. I have to bite you again. Like I said,
that's how it works - the poison, you know," Nate said apologetically.
q488824248884q: Jack winced a little and felt his shoulder, where the last bite was. Hey, it
didn't hurt any more. Just like Nate had said. That made Jack feel better
about the biting business. But still, standing still while a fifteen foot
snake sunk it's fangs into you. Jack stood up. Ignoring how good it felt to
be able to stand again, and the hunger starting to gnaw at his stomach, Jack
tried to decide where he wanted to get bitten. Despite knowing that it
wouldn't hurt for long, Jack knew that this wasn't going to be easy.

"Hey, Jack," Nate suddenly said, looking past Jack towards the dunes behind
him, "is that someone else coming up over there?"

Jack spun around and looked. Who else could be out here in the middle of
nowhere? And did they bring food?

Wait a minute, there was nobody over there. What was Nate...

Jack let out a bellow as he felt two fangs sink into his rear end, through
his jeans...

Jack sat down carefully, favoring his more tender buttock. "I would have
decided, eventually, Nate. I was just thinking about it. You didn't have to
hoodwink me like that."

"I've been doing this a long time, Jack," said Nate, confidently. "You
humans have a hard time sitting still and letting a snake bite you -
especially one my size. And besides, admit it - it's only been a couple of
minutes and it already doesn't hurt any more, does it? That's because of the
health benefit with this one. I told you that you'd heal quickly now."

"Yeah, well, still," said Jack, "it's the principle of the thing. And nobody
likes being bitten in the butt! Couldn't you have gotten my calf or
something instead?"

"More meat in the typical human butt," replied Nate. "And less chance you
accidentally kick me or move at the last second."

"Yeah, right. So, tell me all of these wonderful secrets that I now qualify
to hear," answered Jack.

"Ok," said Nate. "Do you want to ask questions first, or do you want me to
just start talking?"

"Just talk," said Jack. "I'll sit here and try to not think about food."

"We could go try to rustle up some food for you first, if you like,"
answered Nate.

"Hey! You didn't tell me you had food around here, Nate!" Jack jumped up.
"What do we have? Am I in walking distance to town? Or can you magically
whip up food along with your other powers?" Jack was almost shouting with
excitement. His stomach had been growling for hours.

"I was thinking more like I could flush something out of its hole and bite
it for you, and you could skin it and eat it. Assuming you have a knife,
that is," replied Nate, with the grin that Jack was starting to get used to.

"Ugh," said Jack, sitting back down. "I think I'll pass. I can last a little
longer before I get desperate enough to eat desert rat, or whatever else it
is you find out here. And there's nothing to burn - I'd have to eat it raw.
No thanks. Just talk."

"Ok," replied Nate, still grinning. "But I'd better hurry, before you start
looking at me as food.

Nate reared back a little, looked around for a second, and then continued.
"You, Jack, are sitting in the middle of the Garden of Eden."

Jack looked around at the sand and dunes and then looked back at Nate
sceptically.

"Well, that's the best I can figure it, anyway, Jack," said Nate. "Stand up
and look at the symbol on the rock here." Nate gestured around the dark
stone they were both sitting on with his nose.

Jack stood up and looked. Carved into the stone in a bas-relief was a
representation of a large tree. The angled-pole that Nate was wrapped around
was coming out of the trunk of the tree, right below where the main branches
left the truck to reach out across the stone. It was very well done - it
looked more like a tree had been reduced to almost two dimensions and
embedded in the stone than it did like a carving.

Jack walked around and looked at the details in the fading light of the
setting sun. He wished he'd looked at it while the sun was higher in the
sky.

Wait! The sun was setting! That meant he was going to have to spend another
night out here! Arrrgh!

Jack looked out across the desert for a little bit, and then came back and
stood next to Nate. "In all the excitement, I almost forgot, Nate," said
Jack. "Which way is it back to town? And how far? I'm eventually going to
have to head back - I'm not sure I'll be able to survive by eating raw
desert critters for long. And even if I can, I'm not sure I'll want to."

 8 
 on: July 31, 2021, 05:57:35 PM 
Started by Trippy - Last post by Trippy
http://forums.f13.net/index.php?topic=14977.msg529551#msg529551

Necromancer
* Your pets will no longer automatically defend themselves (but they will still defend you if you are attacked).
* Added an initial tick to Mark of the Devourer.
* The tooltip for Malefic Chant feat now shows up as intended.
* Ritual of the Lich should now have a (short) animation on execution.
* Ice shackle has a new icon.
* Freeze is now a full stun instead of a mez. Duration is down to 5.5s, range is 25 meters.
* Reduced the critical hit chance and critical hit bonus damage of Grip of Death to be more in line with other spells.



Priest of Mitra
* When casting Manifestation of Mitra, you should actually see Mitra manifesting.


Ranger
* Pitch Pot is now working.
* All ranger traps now have a 45s cooldown.
* Global trap cooldown reduced to 5 seconds.
* All trap effects should affect up to two targets.
* AoE range for all trap effect is 5 meters for any rank. Spending more feat points in trap feats will increase the trap size like before.
* Fire trap damage increased.
* Sulfurous Burst has been changed into a ground target effect. Also, the damage has slightly increased.
* Tracking window will no longer persist after logging out. You should only have one tracking window at a time.
* Salvo IV will now properly appear in the Deadeye feat tool tip.
* Moving will interrupt your attack with a bow.
* Ranged multihitcombos now fire off all arrows at the correct time.
* Ranged multihitcombos will now deal all the damage correctly when using Focused Fire.
* The naming convention of several abilities has been adjusted. Sulfurous Burst feat has been renamed to Ability - Sulfurous Burst. Critical Aim feat has been renamed to Ability - Critical Aim. Marked Target feat has been renamed to Ability - Marked Target. Volley feat has been renamed to Ability - Volley. Fire Trap feat has been renamed to Ability - Fire Trap. Sniper Stance feat has been renamed to Ability - Sniper Stance. Fire Stance feat has been renamed to Ability - Fire Stance.
* Splintering Puncture feat has been renamed to Ability - Splintering Puncture. Focused Fire feat has been renamed to Ability - Focused Fire. Blocker feat has been renamed to Ability - Evasive Action. Block & Move ability has been renamed to Evasive Action. Piercing Stance feat has been renamed to Ability - Piercing Stance. Shattering Stance feat has been renamed to Ability - Shattering Stance. Pitch Pots feat has been renamed to Ability - Pitch Pots.
* Booby Trap feat has been renamed to Ability - Booby Trap. Absolute Precision feat has been renamed to Ability - Absolute Precision. Flame Barrage feat has been renamed to Combo - Flame Barrage.
* Fire Stance will now also have a chance to apply Blistering Wounds on the target. This effect can stack up to 5 times (5/10/15/20/25%).
* Pin Down will no longer display extraneous information in the tool tip.
* Shield Bash damage has been readjusted to the correct levels.
* Improved Shield Bash will now increase the damage over time component of Shield Bash by 50%
* Evasive Action should not go on cooldown when executed during cc effects such as stun, fear etc.
* Added a 5% healing debuff effect to Rangerís Fire Stance proc. This effect can stack up to 5 times.
* Flame Barrage will now apply a 25% healing debuff to the target.
* Flame Barrage and the accompanying damage over time effect have had their damage increased significantly.
* Slightly increased the damage of Incapacitating Stabs II.

Tempest of Set
* Blood Mana's cooldown timer has been reformatted visually to display an accurate timer in minutes and seconds.
* Set's Life Spark will now be removed from your Spellbook after untraining feats.
* When a player becomes a Puppet, he will follow the same rules as other pets (cannot be attacked by you, your team, or your raid).
* Mark of Set should now have the Avatar of Set when cast.

GUI
* When others hit your pet with spells or physical hits, the combat messages should go to their correct channels.
* Added player tooltips. Player tooltips can be displayed via the mouse or in a fixed location. When in a fixed location they can be made floating (and thus movable) by pressing the 'Toggle character tooltip lock' hotkey.
* Combat log will now reveal if and how a mob has evaded your attack.
* Shield indication will now appear on targetted players in cases where you are allowed to attack said player.
* All loot-chests should now open properly when used, and they will no longer appear to be empty.
* The female eyebrow slider in character creation is once again working properly.
* Cimmerian women will no longer appear bald when zooming in on their face during character creation.
* Spell icons on toolbars are now grey if the user does not have enough mana to cast them.
* The pet gui should no longer disappear when zoning in some areas.
* You will now receive an onscreen message when your quest journal is full.
* Raids : Raid leader can now drag'n'drop raid members between teams using ALT+left mouse drag. Dropping on another member results in a member swap.
* Dropping on an empty slot (automatically expanded when hovering over an other team) results in a member movement.
* Enable clicking on ground to clear target once again works.
* Added new graphics for the more detailed versions of the team list.
* Added new option on Interface/HUD options to set the desired team list type. Options are:
---Minimal - the short one used so far
---Normal - bigger HP bars, longer names
---Detailed - Normal + stamina and mana bars
* All team list options display all debuffs beside the characters.
* Pet list window can now be moved by player, and should not overlap the team gui anymore.
* Information about a player's level is now correctly updated on the friends/guild interface and the group window.
* Dangling team member indicators are removed from the minimap when the player leaves the team.
* Changing loot mode for raids now works correctly.
* "Item Level" will no longer be displayed if there's no item level to show in an item tooltip.
* You can now assist others even when they selected their target before they came into your view.
* Added new option in Interface/HUD options to display movable target's target portrait.
* Fixed a bug causing the mouse input to be blocked for the lower part of the shortcut bar scroll-down button.
* Clarified the onscreen message received when attempting to use an item which requires a feat you do not have.
* When locked, shortcutbars can't be moved or reorientated.
* When hovering, the background which indicates the bar can be moved isn't shown anymore.
* Find Character command can now find a Raid Leader.
* "Enable Particles" has been renamed to "Enable world particles" in the settings menu.
* When creating a new character you should no longer see lots of spam messages about gaining abilities etc after the cut scene at Tortage beach is over.
* Items which require the character to be of a specific class will now display this property as "Class Type" in the item tooltip.
* Fixed a bug where a member of your team could sometimes show up on your map without being on your playfield.
* PvP Minigame win/loss stats now displayed in the GUI.
* New confirmation box if the item you want to buy costs more than 10% of players current amount of cash.
* The duration of a target's buffs should now show as intended.
* "Interrupted!" will no longer be shown twice in chat when using the rest ability.
* You now get xp and can level from it too if you cross the needed amount for the level by finding a rez point.
* Fixed 'Remove foliage around character' setting to work properly when disabled.
* Recipe view and Tradeskill View guis will now remember their previous positions.
* Feat untraining should notify the player if they cannot afford to untrain their feats.
* Fixed the spell interface so silence and "not enough mana" for the spell will only grey out the spells in the book and shortcutbar
* The combo sequence indicator will now highlight your hits in green, and your misses in red.
* A tutorial will pop whenever your first murder points are accumulated.
* Shield indication will now appear on targetted players in cases where you are allowed to attack said player.
* Fixed a bug where the chat message informing about murder point decay through XP gain would not trigger.
* Corrected the pet gui disappearing after zoning.

GUILDS
* When changing government type on a guild, all guild members will be set to the lowest rank except the guild leader. The guild ranks will no longer reset back to their old state when the servers are restarted.
* The guild message of the day now has a cap of 512 characters in the message. If you entered longer messages previously, the message would reset to a previous version when the servers were restarted.
* Name change details are now broadcast to all guild members.
* The Guild Announcement channel should now only be available when the player is in a guild.
* When a guild leader leaves a guild, a new member is automatically promoted to guild leader.

ITEMS
* Redfang and Bloodshade have received new visuals.
* Outflow Tunnels: Drop rates have been adjusted.
* Only the team/raid members who were actually present for a kill will now get loot rights for dropped items. Additionally, loot owned by raids will no longer eventually be lootable by everyone.
* You will now only share gold between teammates if you are on the same playfield as the looter.
* Potions will now say "Potion (Spellcasters Only)" in red if you can't use them and just "Potion" if you can. They should also display their level requirement if set.
* The buff you get from the potion Fatal Concoction has had its effect reduced to the intended +10% fatality chance, and has also been given an icon.
* Improved the tooltips on items your character is not high enough level to wear.
* Items you currently cannot wear because of their item type should now still display their PvP Level requirement.
* Small Chests will now open visually, and they should also have an updated look.
* Cool Runnings : The visual part of the effect "Chilled" should now properly time out on the player.
* Stygian, Aquilonian, and Cimmerian treasure chests should now animate when opened.
* The supply of Aqua Regia for the Exceptional Alchemist's Cache has dried up a bit, and it will now be rarer.
* Adjusted abnormally high drop chance on NPC "Mercenary" in Zingaran camps.
* Lion's Blood is now called Feral Blood, and drops off members of the cat family.
* Reverted visual look change on a Herald of Xotli 2HE sword.
* Enemy Caster NPC's will now drop "Crude, Minor and Major Alchemist Caches", which contain various alchemical reagents. The quality of the Cache will vary at different mob-levels. In addition, the Casters will also have a chance to drop an "Exceptional Alchemist Cache".
* Enemy Non-caster NPC's will now drop an "Offal Creel" item, similar to the "Exceptional Alchemist Cache", containing specific types of alchemical reagents.
* Long Bows and Short Bows have had their graphics switched so Long Bows are actually longer than the Short ones, as one would expect them to be.
* 'Girdle of the Bloodmoon' adds correct invulnerability values now.
* The Tier 5, 6, and 7 potions bought from a vendor should now sell in stacks of 1 and not 5.
* The Winterbrew potion now correctly boosts cold-based spell damage, as opposed to Fire.



MOUNTS
* Mounts should no longer go into a static animation pose when the players riding them execute melee attacks or mount-specific attacks.
* While do an 'up' attack on a Rhino you should no longer damage yourself.
* Rhinos and Mammoths now have larger collision spheres surrounding them.
* Jumping while on horseback should now work properly again.
* Fixed out-of-sync issue for female characters riding horses, and made them sit straighter in the saddle.
* Training in Basic Riding should once again inform you onscreen when successfully completed.
* Mounted charges now works for Rhinos and Mammoths.
* Resting on rhinos and mammoths should now play the actual resting animation.
* Added support for InstaCast spells while mounted.
* Falling to one's death while mounted should no longer cause double death penalty.
* Updated animations on mammoth. The trunk should now be more consistent between different animations.
* Swift and armored horses will now display the correct level requirement.
* When you die while riding a mammoth or a rhino the correct animation will now be played.
* Players are now dismounted when they are knocked out of city buildings. This resolves an issue where a player would stand and run on top of his mount if knocked out of a city building.
* Mounted characters should no longer stand up on the back of their mount if entering combat-mode while unarmed.
* Mounted characters should no longer sheathe an invisible weapon if leaving combat-mode while unarmed.
* Resting on horseback should now play the proper animation
* Rhinos should now properly display their nameplate and targeting arrow (if enabled).
* Mammoth Charge and Rhino Charge should not go on cooldown when the ability fails.
* Siege, Melee/Ranged and Magic damage will now be deflected correctly regardless if it comes from spells or melee/ranged



NPCS/MOBS
* The player city guides will no longer give you the option to teleport to your guild city if you are not in a guild.
* The Border Kingdoms now have Traveler's Camps.
* Commander Ramartazi in Serpent's Head is now tagged as a boss in both quests you meet him.
* Flashy impact particles will no longer play on Baboons and Swamp Demons whenever they perform an attack animation.
* Corrected an issue which caused some npcs to not react to players.
* Asapon will now correctly spawn at all times outside the Atlantean Cave.
* Solved an issue with some group/mini bosses stacking shields, defensive, and damage buffs too high in some rare situations.
* There are now Guard NPCs in the NPC villages in the resource and building playfields.
* Social NPCs should not help fleeing or feared npcs when they do not have line of sight.
* Solved an issue causing some animals to enter and exit combat repeatedly after returning from combat.
* General Zarathus will now properly agro.
* Damsel in Distress mobs should no longer morph into bald women.
* Atzels: Atzel Cassocks have been renamed Atzel Clerics.
* Chef Vibius should no longer become permanently immune to spell damage.
* Connall's Valley: For decency's sake, Old Finn now has pants!
* Frost Swamp: Arachnid Worker - Reduced the damage and proc rate of his poison proc.
* Ice Worms spawned by Mithrelle in the Ice Cave should now properly agro players.
* Imarian Ravine: Adamus should no longer lose animations or form when low on health or dead.
* Khemi: Ket Et Anuk is now just like any other normal city NPC.
* Oasis of Zaara: Chief of the Manhunt Mak'tebe should behave less erratically.
* Onyx Chambers: Ticket Bosses - Elib the Defiler, Argech the Tempest, Haes the Enflamer, Lagicer the Cold Hearted, Siduvecte the Ravisher, and Maelcortes the Impaler are no longer accessible.
* Poitain: Diodorus the city guide should now have something to say to non-guilded players.
* Purple Lotus: Robroten now runs at 25% life. It is obvious now that he casts a heal, which has a cooldown of 20 Seconds.
* Pyramid of the Ancients: Oracles will no longer automatically despawn when faced with a sneaking player.
* Sanctum of the Burning Souls: The Blood Defilers defending the Altars will attack players regardless of their level.
* Tarantia: The smooth Gigolo has smoother animations.
* The Maze: The Nemedian Sergeant will always drop green loot.
* Toirdealbach should now be a more fun and playable encounter.
* Fixed many text dialog errors in npcs worldwide.
* Fixed many instances of ill-fitting clothing and hair issues worldwide.
* Giant Ice Worms are no longer missing some of their attack animations, and thus should no longer deliver streaks of multiple attacks very rapidly.
* Sitting npcs will now always stand up and attack back.
* Player City Guards will now detect hidden enemy players.
* Yaremka should now properly display his nameplate and targeting arrow (if enabled).
* Mobs should no longer follow you to your rez point and 'remember' hating you after you die.
* Initiating and ending dialog with an npc rapidly should no longer freeze you in place.
* Lurking Dark Beasts in Sanctum of the Burning Souls will no longer slide when moving right after spawning.
* Many NPCs have had their onscreen dialog changed to match their voiceover.
* Bat Demons should no longer have a small animation 'hiccup' when idle.
* Guard Dogs in the Imirian Ravine should now animate properly.
* Damage from conquerer-type NPC auras has been vastly decreased. They should also no longer spam aura buffs.
* The Swamp Demons in Purple Lotus Swamp are no longer pacifists.
* Rebalanced Champion of the Honorguard.
* Oasis of Zaara: Robroten's heal is now a bit stronger, but no longer instantly cast.
* Poitain: Wandering Cartographer is now attackable.
* The City Stewards that teleport you into the resource and building playfields have been updated so that the player character now faces away from the door he came through.
* Cistern : Renato should now be able to attack players/not reset in phase 2. Renato should now remove his impatient buff upon reset.
* Lacheish: The howlers in Lacheish no longer have head-scratching animation issues.
* Marsya, Lecto, and Apopthun are now correctly labeled as a Redeemers.
* Black Marketeer, Master Food and Drinks merchange in Kheshatta has discussed his prices with his fellows and adjusted them accordingly.
* Apopthun should now have a quest marker.
* Ghanatan Wardogs no longer drop human heads.
* Murderer pathfinders should no longer give you two identical travel options.
* Ranger NPC combos should no longer hit friendly targets.

* Updated the loot for Flesheater.
* Updated the loot for Man Eating Flower.
* Updated the loot for Child of Jhebbel Sag.
* The guards at the traveller's camps in the border kingdoms now attack murderers.
* Atzel Cassocks have been renamed Atzel Cleric
* All hostile NPCs who have a profession and don't have any other description will show their profession now. Friendly NPCs will remain showing their professions.
* Several instances of NPCs sliding when they began moving should be fixed.
* The Devout Nemedians and Wandering Cartographers will now correctly meander.
* All guards are patroling now in the Caravanserai.
* Fixed a typo in the name of the npc Watchman in Old Tarantia.

PVP / MASSIVE PVP

PvP Progression
* The Notoriety system has been re-enabled for this update. You will once again see yourself flagged as a Criminal or Murderer.
* Criminals and Murderers can now trade with their guild npcs, and with shady merchants and bankers.
* Murderer Resurrection Points have been added, and are marked on the minimap. Murderers can only rez at these locations. Other players cannot see murderer rez points unless they are also murderers.
* PvP XP is now split between all attacking groups and individuals, based on their relative damage.
* Shady camps have been added in several locations, for use by Murderers: Look for them in Acheronian Ruins, Khemi, Old Tarantia, Conall's Valley.. camps have also been added to Field of the Dead, Eiglophian Mountains, Atzel's Approach, Tarantia Noble District, Thunder River, and Kheshatta.
* Shady Camp vendor, Cora, sells green and blue potions.
* Shield of the Risen will now remove the Criminal debuff on you.
* Con ratings for PvP have been updated, effecting murder point calculations.
* A player attacking another, who is innocent, will now be flagged as a criminal for a few minutes.
* Guards should now aggro the attacker even if the victim has a damage shield active.
* The cost for using shady teleporters correlates to the player's murderpoints.
* You will now see flying text overhead for murderpoints gained and lost.
* When you are in a playfield that is too high level for you, you will receive a debuff called Free Prey. While this debuff is on you, attackers are free to kill you without being penalized with criminal status or murder points.
* The Free Prey buff should now only appear on playfields where PvP is enabled.
* All guards should attack murderers now.
* Murrogh and Lacheish Guardsmen that were reluctant to defend players have been demoted to Workers.
* Redeemer npcs in the Shady camps will give murderers quests which will enable them to reduce their murderpoints.
* The Shady camp in Eiglophian Mountains now has a Redeemer.
* Resurrection points should now properly update whenever you gain or lose the murderer debuff.
* When awarding PvP xp to a group of players, the base XP is now calculated based on the highest level character in the group (similar to how PvE XP is calculated).
* Guards can now use ranged weapons.
* It should no longer be possible to engage in pvp on pvp servers inside raid instances.
* No PvP xp reward will be given if a guard helped you kill someone.
* Fixed a bug where murderers could sometimes resurrect at normal resurrection points even if there was a murderer resurrection point in the playfield.
* The criminal buff will now be correctly reset to 5 minutes if you hit your target again while you have the buff.
* All guards in Connall's Valley, Conarch Village, Old Tarantia, and Khemi will now attack players when appropriate.
* The NPC call "Fenor" in Conall's Valley is now tagged as a Redeemer.
* Connall's Valley only has "Fine" vendors in the shady camp now.
* All Black Marketers are now called Black Marketeers.
* Unscrupulous merchants in Lacheish, Purple Lotus, and Poitain can now enter their commercial enterprises in earnest with murderers (ie. the vendors are now usable).
* Eiglophian Mountains: Shady camp now has a Redeemer.
Added "Redeemer" tags to NPCs in Shady camps.
* The Totem of Origins should no longer teleport Stygian players right next to a City Guard.
* Fixed Redeemer Capoluchio's dialog so that it now displays the golden ! when he has quests for the player at level 80.
* Added xp rewards to several Redemption quests that did not have it.
* Added waypoint for the Redemption quest NPC to the quest Herbal Aid, in Eiglophian Mountains.
* You should notice more consistent dialog options across all Redemption quests.
* Shady Vendors should no longer be unresponsive at times.
* Redemption Quest - The Venom in the Water: The barrels have been fixed.
* Redemption Quest - Caught in the Net: Waypoint leading to the Spider Queen has been added.
* Guards are shown as hostile towards murderers now (red nametag) and not neutral.
* You and/or your pets will not splash damage neutral npcs anymore.
* Murderers get attacked on sight when spotted by guards.
* Criminals will never get help from a guard (when attacked by players and npcs).
* Innocents will get help from guards when getting attacked (by players and NPCs)

PvP Minigames
* Fixed a situation where you sometimes wouldn't get ported out of a minigame after you left the match.
* Fixed a bug where minigames would end as a result of spawning too many minions before the game began.


Massive PVP
* Fixed hole in floor in the tier 2 tradepost.
* It's now possible to use the gate lever while mounted.
* Players can now only control one siege weapon at a time.
* Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down.
* You will no longer lose items when building construction fails.
* The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep.
* Non-guilded player's pets will no longer attack their owners in Siege PvP.
* When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point.
* Added the "Local Time" Timer to the window.
* You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city.
* Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client.
* Sorting the score window should now sort correctly.
* Building points gained by mercenaries will be rewarded to attacking guild as intended.
* Defending guild mercenaries can no longer gain points by killing attacking players.
* The new Channel "Siege Scores" will display point gain in siege combat.
* Siege weapons are now immune to fatalities.
* All Battle Keeps now have a minimum of 2 siege camps around the outer walls.
* Trebuchets should now properly display their nameplate and targeting arrow (if enabled).
* Battlekeeps will no longer have NPC guards.



QUESTS
* Destiny Quest Mage: Awakening III, A shift in the balance - Murble is now selling Jack of Ale as a non-violent solution.
* Destiny Quest Soldier: Awakening I, The Plague - Guards should no longer swarm you while talking to Valeria.
* Destiny Quest Solder: Awakening II, Flight to the Keep - Valeria will no longer fight in the bushes.
* Destiny Quest Soldier: Awakening II, Flight to the Keep - The guards protecting Quesado will spawn even when you skip all cutscenes.
* Destiny Quest Level 60: The Mark of Acheron will be properly removed at all times after completing this quest.
* Eiglophian Mountains has had additional content added.
* Eiglophian Mountains: The Blood-furred Beast - Increased the radius of the area that triggers the quest, and reduced the area the Mammoth roam within it.
* Eiglophian Mountains: Ante Up - Ice Worms should spawn correctly, and despawn if they're not killed within a few minutes.
* Eiglophian Mountains: Ante Up - Waypoints have been fixed.
* Eiglophian Mountains: To Send a Message - The cooldown timer should no longer start unless the boss spawns.
* Eiglophian Mountains: The Great Ordeal - Waypoints have been fixed.
* Eiglophian Mountains: Head of a Tormentor and Head of the Gatekeeper will now only drop if you have the appropriate quests.
* Halls of Eternal Frost: Added a particle glow to the bag of sands quest item.
* Khemi: The Mastermind - Commander Ramartarsi's respawn timer is set to 3 min. If you don't loot the head, you can kill him again.
* Khemi: The Raided Tomb - corrected the region in quest editor, so the waymarker is now correct.
* Kheshatta: The Four Accursed Keys - Added a pick-up animation when picking up the key in the Scorpion cave.
* Kheshatta: Ibis, Master of Hidden Secrets - Quest is no longer shareable.
* Khopshef: The Troubles of Thutmekri - Players should no longer have any problems with not being able to interact with friendly NPCs after killing quest targets.
* Oasis of Zaara: Opening the cage for the quest "Unjust Deserts" will now remove the Key from the Quest inventory.
* Onyx Chambers: Mushrooms now highlight properly. If you have the quest "Mushroom Harvest" from before the patch, please delete the quest and return to Nephturi and pick it up again.
* Onyx Chambers: Paid in Massacre - Quest now displays proper quest coordinates.
* Thunder River: Absolute War - Quest goal now tells the player to talk to Pavo. And the waypoint is correct.
* Tortage City: NPC Idogbe will no longer give out the quest "The Worshippers Demise" when the player is above the appropriate level.
* Tortage City: Valerius will now leave the Preparation Chamber after witnessing "Tarisha's Sacrifice".
* Tortage City: The legendary Turach - Turach now gives the player a reward consistent with what he tells the player he will give for completing the task.
* Tortage End Battle: Tarisha will no longer be laying on the ground passively when attacked by higher level characters.
* Wild Lands: Curse of Flies will now properly be removed when dying and will function properly if the player fails to complete the task.
* Wild Lands: Curse of Flies will now properly fail if the player dies doing it. If the quest is failed, it will no longer be deleted from the quest journal... a new goal will be revealed instead.
* Wild Lands: The Darkest Nightmare - The final goal will now update when the player kills Tyranus, not when examining his grave.
Destiny Soldier: Tina should now be happily lying on her bed under all circumstances when a soldier comes to visit her in her room!
* Khopshef: The Roots of the Earth - Quest goal has been updated with correct name.
Destiny Quest Soldier: Valeria will no longer leave dialog early to fight or charge blindly into battle at the Lighthouse.
* Conall's Valley Redemption Quest: The Mephitic Mushrooms now decreases murder points as it should.
* Conall's Valley Redemption Quest: The Venom in the Water now decreases murder points as it should.
* Conall's Valley Redemption Quest: Caught in the Net now decreases murder points as it should.
* Wild Lands of Zelata Redemption Quest: A Rogue Lover decreases murder points as it should.
* Wild Lands of Zelata Redemption Quest: Hidden Treasures now has an indicator on map for the location, and now allows you to complete the quest.
* Wild Lands of Zelata Redemption Quest: A Song of Triumph should now reduce murder points as it should.
* Wild Lands of Zelata Redemption Quest: A Song of Vengeance should now reduce murder points as it should.
* Wild Lands of Zleta Redemption Quest: A Song of Courage should now reduce murder points as it should.
* Purple Lotus Swamp Redemption Quest: Followers of the Crocodile Gode, the pendants will no longer disappear before they're supposed to.
* Eiglophian Mountains Redemption Quest: Herbal Aid now has a waypoint for the NPC.
* Field of the Dead Redemption Quest: Fewer Vanir has had its waypoint fixed.
* Poitain Redemption Quest: Chastising the Spirited Children, the spirit stones should not desappear before they're supposed to.
* Khopshef Province Redemption Quest: Ruthlessness has had a waypoint added.
* Voice overs in the quest 'The Last Archive' willno longer overlap while talking to the Abassadors in King Conan's Castle.
* Removed the cooldown timer from the redemtion quests in Thunder River, Khesatta, Field of the Dead, Atzels Approach, Eiglophian Mountains, Poitain, Lacheigh Plains, Purple Lotus Swamp, White Sands Ile, Khopshef Province, Wild Lands of Zelata, Conall's Valley, and Tarantia Noble District.
* Tarantia Noble District: The Chef - Fixed requirements so you should no longer receive incorrect dialog options from Juan, and so the quests should work as intended.

Destiny
* The Grim Grey God: Wave 3 and 5 should now patrol as intended.

RAIDS
* Most Raid bosses will now attack and move at the same time.
* Chatha - The Strength in numbers buff has been improved. Chatha's second form now knockbacks players with the correct strength. Chatha's second form does a bit more damage.
* Excorant the Gargoylemaster - Gargoyles have gotten stronger. The Blood-Fused Gargoyle now behaves differently. Excorant will use his Earthen Curse at a slightly higher frequence.
* Incubus Succubus - Reset mechanics fixed. The Cambions now behave as they should.
* Kyllikki should summon adds after 20 seconds, and then 20 + random(5) seconds after one of them is killed.
* Kyllikki: Champion should now properly remove the Sadism effect upon reset. Added particle effect to the sadism buff (more stacks = more particles).
* Kyllikki: White hand Spellguards should properly reset when they have no hated target.
* Kyllikki: White hand Priests should properly reset when they have no hated target.
* Sabazios now has an additional spell that he casts, and his snakes have gotten weaker.
* Sabazios Poison vulnerability now has a better name.
* Seruha - Seruha has received a new powerful spell, Ripped from within.. beware! Both she and her minions have new abilities.
* Vistrix: Vistrix should act a bit more consistently when his attacker with the most agro dies.
* Yahkmar now does "Shake" on a timer. The shake is performed more often when more than 10 players are closer to Yakhmar than 12 meters. This shake ability should now have a much less adverse effect on framerate.
* Yakhmar should no longer try to attack dead targets.
* Yakhmar adds now have a ranged fallback if they can't reach their target.
* Yakhmar should now agro when players try to walk past him.
* Yakhmar's adds now properly choose a random initial target. They also have had their melee attack range to 4 meters (since they now have a ranged fallback).
* Yakhmar's add will now delay a little while after spawning before attacking players.
* Yakhmar will now correctly lock the instance when attacked.
* Yaremka the Soul Eater now enrages less frequently.
* Kyllikki should now properly remove all HOTs upon reset. She will also summon adds with the proper delay.
* Kyllikki: The mobs before Honorguard will no longer respawn after he has been killed.
* Nemedian and Howler NPCs in the new static camps have nametags, and are attackable.
* Killing Kyllikki now stops the trash earlier in the dungeon from respawning.
* Yakhmar now ignores the Necromancer "Frenzy" ability.
* Vistrix

 9 
 on: July 31, 2021, 05:57:14 PM 
Started by Trippy - Last post by Trippy
http://forums.f13.net/index.php?topic=14977.msg529551#msg529551

Guys I went ahead and compiled the current patch 3 test notes available into one gigantic posting for those of you who can't access the TL forums. Also this may entice you to go help out and if nothing else get your patch glands going

Note: THESE MAY NOT ALL COME TO LIVE AND ARE NOT FINAL!!

So here we go.

Preliminary Update Notes for Update 3
**These notes do not necessarily reflect the final version that will be deployed on Live**


GENERAL
* Fixed several causes of crashes and assert errors.
* Many exploit fixes have been included in this update.
* The drunken animation will now play when you are seated.
* All reactive damage and healing gems can now proc their effect a maximum of once every 5 seconds.
* The logout timer has been changed from 30 seconds to 15 seconds.
* Female characters should no longer display jaw movements when idle.
* After each language change on your client, all skill/ability/spell items will now update to the proper language.
* Fixed a cursor lockup issue that occurred with invert right mouse button.
* The following emotes now work for both male and female characters: cheer, excitedclap, excited (formerly jig_f), flirt, hugefish, lightheaded, pushaway, and trance.
* Male characters doing /emote clap will no longer play two different clapping animations on top of each other.
* Fixed the OOC chatgroup; you can now talk to any players in any instance of the same playfield you are currently in.
* The Field Manual has had several text errors corrected.
* Fixed an issue where you did not drown when swimming under water for a long time.
* Fixed an issue where some players heard random audible sound clicks.
* Party people rejoice - proper drunkenness has been implemented!
* We now have much more variety with combat music, with different combat music playing according to what playfield the player is in.
* /stuck now checks to see if you could move normally before trying to make you unstuck.
* /follow should work after zoning, while grouped.
* Jumping into water will no longer drain stamina.
* Logout will now be canceled by moving.
* Last played character will now have focus when you log in to character selection.
* Female "burning" emote should now be of equal length to the male one.
* Many of the spells used by raid bosses will now ignore line of sight-checks, thus making it impossible to avoid them by hiding behind pillars and such.
* Many of the spells used by raid bosses will now be impossible to fully resist.
* Added sounds to male and female characters' drunken states.
* You are no longer able to use the Search ability while mounted.
* When performing a running jump, players should no longer experience a short animation-freeze if they release the forward movement key just before they landed.
* Using /emote track with a female character will now play a tracking animation.
* Drunk players should no longer have access to obscene emotes.
* When jumping into water, all action animations are aborted.
* The emotes 'thirsty' and 'shakehead' should now properly animate for Female characters.
* The 'squat' emote should no longer show up twice in the emote-list.
* Fixed an issue that could cause two players zoning at the exact same time to be invisible to each other once zoned.
* Seven emote animations have received a visual make-over to prevent clipping issues.
* Fixed an issue with hiding on a bridge.
* General gameplay in the Cistern has been revamped. The way the bosses behave has been changed, and a new boss has been added.
* Stygian dance-moves should now feel more responsive.
* Special dances have been fixed.
* Female faces in character creation on Testlive should now appear the way they used to look.
* The Tarantia Sewers are now a group instance, and mobs inside will not respawn.
* Several server crashes have been addressed and fixed.
* If you are a Murderer you will have access to a Criminal chat channel.
* If a team kills an npc, the freshkill count will not be taken from a dead character, since he or she will not get xp for the kill.
* The Pulsing Guard reactive heal proc has been changed to last much longer, and has had the heal per tick changed to make the total amount of healing received the same.
* Stygian, Aquilonian and Cimmerian treasure-chests should now animate when opened.
* It is now possible to pick where to resurrect in the resource and building and minigame playfields.
* Fixed several typos in quests.
* Jumping while sprinting will once again keep your sprinting speed.
* The Field Manual will now contain a brief tutorial on "whiffing", as support for recent combat changes (ie the -15% penalty per miss).
* Fixed desynch issues with your character when attacking and using the mouse to move around.

COMBAT
* Shield of the Risen has been changed to make resurrection pads safer. It will now not time out if you are within close distance to a resurrection pad, unless you perform a hostile action or get hit by an NPC.
* Pet users: Your permanent pets will now follow you when you zone, and if they are alive when you die, will reappear when you resurrect. Temporary pets do not follow you when zoning, nor reappear after your death.
* For each attack in the combo chain that you do without a valid target, your end damage (on the combofinisher) is reduced 15% pr miss.
* Improved the animation quality of weapon physics when out of combat.
* Corrected animations for weapons being drawn and sheathed with the blade facing the wrong way.
* Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode.
* Soldier classes : You can now toggle off Frenzy and Defensive stance while standing with your weapons sheathed.
* When aborting an attack, the combo is now fully aborted instead of reverting just that one attack in the combo chain.
* Players and npcs should not get visually stuck in their magic animations anymore.
* Pets will again take up positions slightly behind you.
* Adjusted the pet placement to allow the pets to bunch up a bit more.
* If resurrected with a spell, you are not silenced anymore after the resurrection is done.
* Further tweaked the visual clientside lag for white damage that affected longer chained combos.
* You should not be able to break fear or stun by spamming attacks/combos anymore.
* Casting concentration will once again have an effect.
* A number of clickable abilities have had their criteria checks changed to no longer allow them to be used while affected by crowd control abilities.
* Starting sneak and rest at the same time should no longer result in the client thinking the character is doing both. Sneak should now correctly cancel on the client when resting.
* You can now only receive the benefit from Momentum (double-tap forward) and Sidestep (double-tap sideways) once every 6 seconds.
* Both male and female characters will now display the correct animation when using the Search ability while in combat.
* Added a 6 second internal cooldown to the double-tap backwards Evasion buff.
* The double-tap backwards evasion buff now increases evade chance by 25% (down from 50%).
* When pets turn 'green' because the owner is not on the observers client, they will still be able to be damaged by enemies.
* Combos with special targeting (that have bigger range than normal, or can hit people behind you) will now hit targets in the extended range even when there are no targets in your normal weapon cone.
* Some hand/shield clipping issues in defensive stance and active blocking have been fixed.
* Fixed a bug that caused aborted multihit attacks to not show (clientside only) the cooldown of the combo, if the combo would not have hit anything.
* Moving due to following another player will now cancel any spells you're casting.
* Pets have gotten a soft distance cap based on the distance between the owner and the target. When the distance of 40+ meters is passed, the pets will start considering turning back.
* Pets will no longer try to attack dead targets.
* Pets are no longer affected by shields.
* When others hit your pet with spells or physical hits, the combat messages should go to their correct channels.
* Offhand weapons will now deal their correct damage type when they proc.
* Fixed melee pets so they can attack destructibles. Fixed spellcasting pets so they will do spell damage (DPS hit) on destructibles.
* Enemies that die during a multihit attack will now immediately cancel their own attacks/combos.
* If a character hides when someone charges towards him/her, the charge attack will not deal damage.
* Pressing block to abort a double-tap dodge will also abort the buff you get from it.
* The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type).
* Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end.
* It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied.
All Rogues now have a new Quick Dismount gained via the Basic Riding book that can be used while moving. The cooldown has been reduced to 45 seconds on this ability.
* All other classes now have access to Quick Dismount via the Basic Riding book. This ability has a 5 minute cooldown, and can only be used while stationary.
* The animation length of all basic Bow attacks has been reduced to a flat 1.5 second duration (was previously 1.5/2.0/2.5 depending on direction) for both Male and Female characters.
* The animation length of all basic Crossbow attacks has been reduced to a flat 1.8 second duration (was previously 2.0/2.5/3.0 depending on direction) for both Male and Female characters.
Fixed a bug that occasionally got you stuck in the charge pose when charging a target from minimum range.
* The timing of special effects (like knockbacks) on multihit combo attacks has been fixed.
* Column spells (like Lance of Mitra) now work again.
* Players no longer move at normal speeds when using frenzy/defensive states while crouching.
* Feared animation should now play correctly when you are feared.
* Knockbacks have received a power boost vs. light, medium, heavy, plate armor for level 70-80 armor. All knockback abilities will be improved by this. Examples of abilities being improved : Snapkick will work on cloth and light armor. Volley Backwards will work on medium armor. Clobber III will work on heavy armor. Clobber IV will work on plate armor. (Unless the target has a knockback resist buff running)


ADDITIONAL INFO :
* The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type).
* Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end.
* It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied.

List of CC abilities that have been changed:
Assassin:
* Death's Gaze
* Curse of the Lotus
* From the Darkness
Barbarian:
* Stunning Punch
* Clobber
* No Escape
Bear Shaman:
* Ursine Crush
* Weight of the World
* Hinder Movement
Conqueror:
* Throat Slash
Dark Templar:
* Dark Burden
* Mind Wrack
* Mind Shatter
* Dooming Presence
Demonologist:
* Storm Chains
* Agonizing Jolts
* Fiery Torment
* Hands of the Underworld
* Possession
Guardian:
* Shield Bash
* Stunning Charge
Herald of Xotli:
* Word of Command
* Desecrating Essence
* Dread Visage
Necromancer:
* Ice Shackle
* Death's Terror
* Frost Blast
* Unholy Hands
* Freeze
* Unimaginable Terror
Priest of Mitra:
* Eye of Judgement
* Condemn
* Avatar of Mitra
Ranger
* Mezz Shot
* Pin Down
* Incapacitating Stabs
* Knee-Capping
* Cripple
* Immolation
* Cripple Enemies
Tempest of Set:
* Cobra Stare
* Grounding Charge
* Quicksand
* Staggering Voice
* Puppets of Set

List of CC-breakers changed to accomodate this:
Assassin:
* Escape Artist
* Agile Mind
* Avatar of Death
Barbarian:
* Escape Artist
* Agile Mind
* Unstable Mind
Bear Shaman:
* Grace of Nature
Demonologist:
* Purge
Herald of Xotli:
* Purge
Necromancer:
* Purge
Priest of Mitra:
* Exorcism
Ranger:
* Escape Artist
* Agile Mind
Tempest of Set:
* Rousing Shock
* Brain Spasms


CLASSES

Some feats which modify combos have been rebalanced. Feats affected are:
Guardian - Savage Counterstrike, Power Sweeps, Master Pikeman, Revenge, Crippling Thrusts.
Conqueror - Rend and Tear, Improved Bloody Hack, Crippling Bloody Hack, Power Counterstrike, Devastate, Power Feint, Improved Shield of Retribution, Improved Dancing Steel.
Dark Templar - Devourer's Might, Hexer's Might, Unholy Strength.
Barbarian - Atrocity, Grisly Wounds, Smash 'n Crush, Brutal Cyclone, Cyclone of Razors, Jagged Weapons.
Ranger - Barbed Arrows, Heavy Bolts, Knee-Capping.
Assassin - Vile Poisons, Vile Corruption.


Mage (General)
* Tome of Erlik feat has been renamed to Ability - Tome of Erlik.

Priest (General)
* Shroud of the Gods feat has been renamed to Spell - Shroud of the Gods.

Rogue (General)
* Fixed the cooldown of Cheat the Reaper. It will no longer refresh itself if the character dies repeatedly within the cooldown.
* Wiles will now give a proper clickable again.
* Brutality will now give a proper clickable again.
* Escape Artist will now give a proper clickable again.
* Cheat the Reaper will now wait until you are fully dead before trying to resurrect you.
* Excellent Balance feat has been renamed to Ability - Excellent Balance.
* Second Wind feat has been renamed to Ability - Second Wind.
* Escape Artist feat has been renamed to Ability - Escape Artist.
* Wiles feat has been renamed to Ability - Wiles.
* Ambush feat has been renamed to Ability - Ambush.
* Brutality feat has been renamed to Ability - Brutality.
* Agile Mind feat has been renamed to Ability - Agile Mind.
* Trickery feat has been renamed to Ability - Trickery.

Soldier (General)
* Soldiers can no longer change their stance while stunned.
* Soldiers can no longer change their stance while feared.
* Volcanic Rage feat has been renamed to Ability - Volcanic Rage.
* Hateful Strikes feat has been renamed to Ability - Hateful Strikes.
* Goad feat has been renamed to Ability - Goad.
* Cunning Deflection feat has been renamed to Ability - Cunning Deflection.
* Goad Mob feat has been renamed to Ability - Goad Mob.
* Fixed a bug with the Soldier Charge missing more than it should.
* Goad should once again be working.



Assassin
* Death's Gaze will now always fear the target.
* Death's Gaze fear effect will now snare the target by 50% for the duration of the fear. This snare effect does not apply snare immunity and is not restricted by it.
* Unholy and Poison Stance will no longer be removed upon death.
* The naming convention of several abilities has been adjusted. Cat's Paw feat has been renamed to Ability - Cat's Paw. Flesh Necrosis feat has been renamed to Ability - Flesh Necrosis. Golden Lotus Extract feat has been renamed to Ability - Golden Lotus Extract. Lotus Overdose feat has been renamed to Ability -
Lotus Overdose. Opportunistic Strike feat has been renamed to Ability - Opportunistic Strike. Kidney Shots feat has been renamed to Ability - Kidney Shots. Curse of the Lotus feat has been renamed to Ability - Curse of the Lotus. Corrupting Strikes feat has been renamed to Ability - Corrupting Strikes.
* Soul Prison feat has been renamed to Ability - Soul Prison. Life Leech feat has been renamed to Ability - Life Leech. Vampyric Nature feat has been renamed to Ability - Vampyric Nature. Necrotic Leech feat has been renamed to Ability - Necrotic Leech. Lunge feat has been renamed to Ability - Lunge. Soul Strike feat has been renamed to Ability - Soul Strike. Death's Gaze feat has been renamed to Ability - Death's Gaze. From the Darkness feat has been renamed to Ability - From the Darkness. Avatar of Death feat has been renamed to Ability - Avatar of Death.
* Clarified the tooltip and combat log for the Blindside ability to show that the target is the one losing the stamina specified.
* Grim Corruption's debuff effect now also applies a 10% snare. This snare bypasses immunities and does not apply them upon expiring.
* Grim Corruption will now also apply an additional 40% snare. This additional snare lasts 12 seconds and is affected by immunities.
* Assassins will now be able to change stances while hidden.


Barbarian
* Back in the Fray will no longer go on cooldown when it fails to activate.
* Finishing Blow's minimum range to execute has been reduced from 8 meters to 0.5 meters.
* Finishing Blow's maximum range to execute has been changed to 20 meters.
* Increased duration of Paralysis root from 6 seconds to 9 seconds.
* No Escape ability will now work a bit better.
* Paralysis feat will now have a link showing its effect in the tool tip.
* All ranks of the snare gained by the feat Staggering Punch last the same amount of time.
* Investing points into Staggering Punch now increases the snare effect. The effect is now 20/40/60%.
* Dying after Unstoppable procs will no longer prevent it from activating again.
* Corrected a few instances where a player might find himself unable to hide when the ability was available.
* The naming convention of several abilities has been adjusted. Impale feat has been renamed to Ability - Impale. Armageddon Falls feat has been renamed to Ability - Armageddon Falls. Dance of Death feat has been renamed to Ability - Dance of Death. Blood Rage feat has been renamed to Ability - Blood Rage.
* Eyes of Madness feat has been renamed to Ability - Eyes of Madness. No Escape feat has been renamed to Ability - No Escape. Finishing Blow feat has been renamed to Ability - Finishing Blow. Unstable Mind feat has been renamed to Ability - Unstable Mind. Swarm Fighter feat has been renamed to Ability - Swarm Fighter. Rampaging Horde feat has been renamed to Ability - Rampaging Horde. Thirst for Blood feat has been renamed to Ability - Thirst for Blood.
* Welcoming Death feat has been renamed to Ability - Welcoming Death. Predatory Instincts feat has been renamed to Ability - Predatory Instincts. Berserker feat has been renamed to Ability - Berserker. Too Many To Count feat has been renamed to Ability - Too Many To Count. Haste feat has been renamed to Ability - Haste.
The stances Reaver and Blood Rage will no longer be removed when you die.
* Savage Rage I and III have new icons.
* No escape will do its damage component even if the target has stun immunity running.
* Reaver Stance and Blood Rage will no longer persist through death and after zoning. This change overrides the previous change to allow them to persist.



Bear Shaman
* Crush Armor combos should now display the spinning, exploding shield visual effect again.
* Weight of the World feat has been renamed to Ability - Weight of the World.
* Blood Champion feat has been renamed to Ability - Blood Champion.
* Ursine Rush feat has been renamed to Ability - Ursine Rush.
* Censuring Strike combo will now include left attacks.
* Crush Armor I, Shrewd Blow I, and Internal Bleed I have new icons.
* You can now replace any kind of "Claw" buff with any other type of "Claw" without having to cancel the current one you have running.
* Bewilder, Bloodthirst, and Ether Theft have had their combo steps reduced. The damage of these combos have been adjusted because of this.


Conqueror
* The Annihilate ability will now apply correctly to the combo Batter Aside IV, and to the combo Throat Slash using a two-handed weapon.
* Remorseless Aggression will now properly affect the cooldown of Improved Feint Attack III.


Dark Templar
* Dark Burden will no longer remain in your spell book after untraining feats.
* Consuming Bulwark will now have a chance to proc off all physical attacks.
* Touch of Death feat has been renamed to Ability - Touch of Death.
* Ritualistic Bloodshed feat has been renamed to Ability - Ritualistic Bloodshed.
* Rite of Blood will no longer partially activate and go on cooldown.
* Mind Wrack will no longer give NPCs stun immunity.
* If you parry, evade, block, or your attacker misses, it will no longer affect your absorb shield.
* Dark Burden's range has been increased from 8 meters to 15 meters.
* Investing a second feat point into Dark Burden now increases the snare value to 60%.
* You should now notice a few more fatalities happening when using a 1H Blunt weapon.

Demonologist
* Storm Chains casting time has been reduced from 2 seconds to instant.
* Thunderclap should now always tick 5 times.
* Blessing of Amher will now properly increase the damage of Inferno of Amher at all ranks.
* Shrink is now a permanent buff on the caster. This effect on the pet effect will not be able to be removed, but will be fixed in an upcoming update. With pets now zoning with you, we feel it is better to get Shrink persistent for those who choose to use it.
* Forced Summoning is now a permanent buff on the caster. This effect can be toggled by canceling the buff in the GUI.
* Demonologists now have a spellweaving of their own.
* Living Thunderstorm feat has been renamed to Spell - Living Thunderstorm.
* Living Firestorm feat has been renamed to Spell - Living Firestorm.
* Inferno of Amher's minimum damage has been increased. The max damage has been slightly lowered.
* Shockblast (Rank 3) splash damage has been lowered slightly.
* Living Firestorm's nuke has been renamed to Firestorm.
* New Feat: Scorch, Improves the lingering Incinerate effect, allowing it to apply Blistering Wounds. Blistering Wounds reduces the amount of healing received by the target. This can be applied up to 5 times.
* Blazing Fire now additionally has a 33/66/100% chance to apply a lingering Incinerate effect to the target.
* The base casting time of Planar Shift has been reduced to 0.5 seconds from 1 second.
* Charged Storm Chains now additionally applies a 30% snare to enemies in the vicinity of the primary target.
* Black Ashes now additionally has a 50/100% chance to apply a lingering Incinerate effect to the target.
* Improved Waves of Flame now additionally has a 10/20/30/40/50% chance per tick to apply a lingering Incinerate effect to the target.
* Blessing of Amher now additionally decreases the cooldown of Inferno of Amher by .25 seconds per feat point invested.
* Greater Flames now additionally applies the lingering Incinerate effect twice on the affected Fires of Gehenna spell.
* The damage multiplier granted by Greater Flames has been slightly reduced, however the affected cast will have increased scaling from bonus magical damage.
* Detonation has had its casting time removed, allowing it to be cast instantly. The damage and scaling of Detonation has been adjusted to compensate for this change.
* Let Them Burn now ticks every 2 seconds instead of every 3 seconds and additionally applies the lingering Incinerate effect each time it deals damage.
* Hands of the Underworld may now be cast instantly.
* Placing additional points in the Flame Body feat will decrease the casting time by .25 seconds per feat point invested.
* Agonizing Fiery Torment will now additionally decrease the casting time of Fiery Torment by .33/.66/1 second per rank.
* The Conflagration feat Demonic Frenzy has been renamed to Backdraft and moved from tier 4 to tier 5 in the tree. This feat will now additionally have a 33/66/100% chance to knockback targets damaged by the Detonation spell. This knockback effect will scale in power based on the damage inflicted by Detonation.
* The casting time of Gate of Hell has been reduced to 1.5 seconds from 2.5 seconds.
* Gate of Hell now causes an affected Demon to receive no healing while banished.
* The Set's Chosen feat will now additionally lower the damage inflicted on the Demonologist by Archfiend's Pact.
* The self-damage component of Archfiend's Pact is now a separate debuff on the player.
* The self-damage components of Pact with Set, Bloody Pact with Set, and Archfiend's Pact are now based on a percentage of the Demonologist's total health, rather than a flat amount.
* Break Pact can now additionally break the effect of Archfiend's Pact.
* Break Pact now costs a percentage of base mana instead of a flat amount of mana.
* The casting time of Break Pact has been reduced to 0.5 seconds from 2 seconds.
* Blistering Wounds has a new icon.


Guardian
* Skewer has a new and more fitting animation.
* The Impale ability will now trigger the correct cooldown on Charge, Stunning Charge and Impale, and the cooldown will also be lowered by the Momentum feat.
* Battle Cry feat has been renamed to Ability - Battle Cry.
* Stunning Charge feat has been renamed to Ability - Stunning Charge.
* Stand Your Ground feat has been renamed to Ability - Stand Your Ground.
* Sacrifice feat has been renamed to Ability - Sacrifice.
* Intervene feat has been renamed to Ability - Intervene.
* Juggernaut feat has been renamed to Ability - Juggernaut.
* Disarming Aggression feat has been renamed to Ability - Disarming Aggression.
* Impale feat has been renamed to Ability - Impale.
* Fixed a bug where fear immunity would be put on the player casting Overwhelming Shout.
* The cost of Guard I has been reduced to 5.7% of your base stamina.


Herald of Xotli
* Combos Fire Lance and Flame Lash should now produce fatality animations.
* The size of the blood pits spawned by the Blood Pit feat has been increased.
* Roots of Hell now increases the Herald's weight while polymorphed to Light/Medium/Heavy armor equivalents.
* Fire Lance feat has been renamed to Combo - Fire Lance.
* Avatar of Xotli feat has been renamed to Spell - Avatar of Xotli.
* Hell on Earth feat has been renamed to Spell - Hell on Earth.
* Fixed a naming error with Molten Slash I.
* Contract of Protection (Rank 3) will no longer show erroneous information in the tool tip text.
Damage over time from Burn to Death has been increased significantly.
* Damage over time from Spreading Flames has also been increased.
* Pillar of Infernal Flames III finisher animation has been reduced in length. The finisher damage has been adjusted because of this.
* Burn to Death V finisher animation has been reduced in length. The damage over time has been adjusted because of this.
* Reduced the cost of Body and Spirit Wrack II from 16.2% to 15.8% of your base stamina.
* Reduced the cost of Burn to Death from 10.8% to 10.4%.
* The cost of Hell Strikes I have been lowered to 8.3% from 8.8% of your base stamina.
* Dread Visage will now slow affected targets by 50% in addition to the fear effect.
* Hellfire now reduces the casting time of Hellfire Breath by .5 seconds per rank, resulting in Hellfire Breath being instant cast with 5 points invested.
* Demon Maw's casting time has been reduced to 1 second from 3 seconds.
* The duration of the temporary effect granted from casting Hellfire Breath with Demon Maw active has been increased to 10 seconds.
* The casting time of Dread Visage has been reduced to 0.5 seconds. The cooldown has been increased to 60 seconds.
* Added a 5/10/15/20/25% healing debuff to Herald of Xotliís Spitfire. The amount debuffed is based on the number of feat points invested in this feat.
* Spitfire is now a spell instead of a clickable. The spell has a 7 meter range.
* Spitfire now has a 45 second reuse time.
* Spitfire now lasts 15 seconds on the target.
* Spitfireís damage has been readjusted due to the above changes.
* Flame Lash damage has been increased significantly and the damage now scales better with more Flame Lash stacks.


 10 
 on: July 31, 2021, 05:55:40 PM 
Started by Trippy - Last post by Trippy
http://forums.f13.net/index.php?topic=16201.msg595980#msg595980

Quote

Bug Fixes

    * Dartol's Rod of Transformation has had its tooltip corrected.
    * Mace of Unyielding Life is correctly a 2H weapon.
    * Many Northrend maces now make correct noises when sheathed and unsheathed.
    * Many items with 110 attack power now correctly grant 110 ranged attack power.
    * Oracle Talisman of Ablution's spell data has been clarified.
    * Personal Rating Requirements for offhand Deadly Gladiator items should now display correctly.
    * Several Hateful and Deadly plate helms were over budget and have been corrected.
    * Yaaarrrr! now has a detailed tooltip.


Shaman (Skills List / Talent + Glyph Calc.)

    * Tremor Totem: Now correctly pulses every 3 sec, up from 1 sec.


Quote
Death Knight
Blood
Skills

    * Pestilence is now 1 rank. It now spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. (Previously dealt damage)
    * Strangulate no longer deals damage.
    * Blood Boil damage increased, but its range has been reduced.
    * Death Pact's heal can no longer crit.
    * Blood Strike now instantly strikes the enemy, causing 40% weapon damage plus 305.6, increased by 12.5% per disease on the target at rank 6. (Previously caused 50% weapon damage plus 191, and an additional 95.5 bonus damage per disease)
    * Heart Strike now
    * instantly strikes the target and his nearest ally, causing 50% weapon damage plus 368, increased by 10% per disease on the target at rank 6. (Previously caused 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease)

Talents

    * Blood Gorged (Tier 10) no longer grants expertise. Instead your attacks ignore up to 2/4/6/8/10% of the targets armor.
    * Heart Strike (Tier 9) now strikes the target and his nearest ally, causing 50% weapon damage plus 125, increased by 10% per disease on the target.
    * Might of Morgraine (Tier 9) now increases the critical strike damage bonus of your Blood Boil, Blood Strike, Death Strike, Heart Strike, and Obliterate abilities by 10/20/30%. (Previously was 15/30/45%)
    * Sudden Doom (Tier 8 ) is now a 3 point talent and now has a 5/10/15% chance to launch a free Death Coil at your target. (Previously gave a 4/8/12/16/20% chance to make the next death coil cost no runic power and guaranteed it to crit)
    * Blood Aura (Tier 7) renamed Improved Blood Presence and now while in Frost Presence or Unholy Presence, you retain 4% healing from Blood Presence, and healing done to you is increased by 10% in Blood Presence.
    * Bloody Strikes (Tier 5) now increases the damage of Blood Strike and Heart Strike by 15/30/45%, and increases the damage of Blood Boil by 20/40/60%.
    * Scent of Blood (Tier 2) now can proc off dodging, parrying or taking direct damage.
    * *New Talent* Improved Death Strike, Tier 8, 2 talent points - Increases the damage of your Death Strike by 15/30%.


Frost
Skills

    * Icy Touch now causes Frost Fever to last 15 secs.

Talents

    * Hungering Cold and Howling Blast have switched places in the talent tree.
    * Howling Blast (Tier 11) now deals 50% additional damage to targets infected with Frost Fever. (Previously dealt double damage)
    * Unbreakable Armor (Tier 8 ) now Reinforces your armor with a thick coat of ice, reducing physical damage from all attacks by 0.05 and increasing your strength by 25% for 20 sec. The amount of damage reduced increases as your armor increases. (Previously just increased armor by 25%, strength by 10%, and parry by 5%)
    * Blood of the North (Tier 8 ) now affects Frost Strike as well as Blood Strike.
    * Chillblains (Tier 7) now reduces movement speed by 15/30/45%. (Previously 10/20/30%)
    * Endless Winter moved from Tier 6 to Tier 4.
    * Chill of the Grave moved from Tier 5 to Tier 4.
    * Runic Power Mastery moved to Tier 1 and is now a 2 point talent. Increases your maximum Runic Power by 15/30. (Previously 3 point talent that increased runic power by 10/20/30)
    * Black Ice (Tier 2) increases your frost damage by 4/8/12/16/20%. (Previously 6/12/18/24/30%)
    * Glacier Rot moved from Tier 1 to Tier 5 and is now a 3 point talent. Now diseased enemies take 7/13/20% more damage from your Icy Touch, Howling Blast and Frost Strike. (Previously 5/10%)


Unholy
Skills

    * Plague Strike now deals 50% weapon damage plus 189 and infects the target with Blood Plague, a disease dealing Shadow damage over time. (No longer removes a HoT)
    * Raise Dead cooldown reduced from 5 minutes to 3 minutes. The ghoul now only lasts for 1 minute.

Talents

    * Unholy Blight moved from Tier 11 to Tier 5.
    * Scourge Strike (Tier 9) now deals 55% of weapon damage as Shadow damage plus 185.63, increased 9% per each of your diseases on the target. (Previously dealt 60% of weapon damage as Shadow damage plus 81, and an additional 40.5 bonus damage per disease.)
    * Night of the Dead (Tier 8 ) now reduces the cooldown on Raise Dead by 45/90 sec and Army of the Deat by 5/10 min. (Previously reduced cooldown when you hit the target)
    * Desecration (Tier 7) now causes all Plague Strikes to cause the desecrated ground effect. Targets in the area are slowed by 10/20/30/40/50% by the grasping arms of the dead while you cause 1/2/3/4/5% additional damage while standing on the unholy ground. Lasts 12 sec.
    * Anti-Magic Zone (Tier 7) no longer requires a rune to activate.
    * Unholy Aura (Tier 7) renamed Improved Unholy Presence and changed to: While in Blood Presence or Frost Presence, you retain 8/15% increased movement speed from Unholy Presence, and your runes finish their cooldowns 5/10% faster in Unholy Presence.
    * Magic Supression (Tier 6) is now a 3 point talent and You take 2/4/6% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional 8/16/25% of spell damage. (Previously a 5 point talent)
    * Master of Ghouls moved from Tier 6 to Tier 4. It now also reduces the cooldown of your Raise Dead spell by 60 sec.
    * Summon Gargoyle moved from Tier 5 to Tier 11.
    * Blood-Caked Blade (Tier 4) now has a 3 sec internal cooldown.
    * Shadow of Death removed from the game.
    * Outbreak (Tier 3) no longer affects Blood Boil. It now affects Plague Strike and Scourge Strike.
    * Necrosis (Tier 3) now only affects main hand auto attacks. (Previously affected all auto-attacks)
    * Virulence moved from Tier 2 to Tier 1.
    * Morbidity moved from Tier 1 to Tier 2.
    * *New Talent* Ghoul Frenzy, Tier 6, 1 point talent - Grants your pet 25% haste for 15 sec and heals it for 30% of its health over the duration. 1 Unholy Rune. 45 Yard range. Channeled. 30 sec cooldown.


Druid
Balance
Skills

    * Faerie Fire now decreases armor by 5%. (Previously decreased armor by a set amount)

Talents

    * Owlkin Frenzy (Tier 8 ) now procs off physical melee and ranged attacks. (Previously was triggered by all attacks)


Feral Combat
Skills

    * Faerie Fire now decreases armor by 5%. (Previously decreased armor by a set amount)
    * Savage Roar changed to increase physical damage done by 30%. (Previously increased attack power by 40%)
    * Maim now stuns the target instead of incapacitate.
    * *New Spell* Savage Defense, 1 rank, level 40 - Each time you deal a melee critical strike, you gain Savage Defense, reducing the damage taken from the next physical attack that strikes you by 25% of your attack power.

Talents

    * Survival of the Fittest (Tier 6) now increases your armor contribution from cloth and leather items in Bear Form and Dire Bear Form by 11/22/33%. (Previously 22/44/66%)
    * Predatory Strikes (Tier 4) now increases now includes Moonkin Form in its effect.
    * *New Talent* Primal Gore, Tier 10, 1 point talent - Grants the periodic damage from your Rake, Lacerate and Rip abilities the ability to critically hit.


Restoration
Skills

    * Abolish Poison now ticks every 3 secs for 12 secs. (Previously ticked every 2 secs for 8 secs)

Talents

    * Replenish (Tier 9) renamed Revitalize.
    * Improved Regrowth (Tier 6) renamed Nature's Bounty. Increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%. (Previously increased just regrowth crit by 10/20/30/40/50%)
    * Intensity (Tier 3) now allows 17/33/50% of mana regeneration to continue while casting. (Previously 10/20/30%)
    * Improved Mark of the Wild (Tier 1) now also increases all of your total attributes by 1/2%.
    * *New Talent* Improved Barkskin, Tier 10, 2 point talent - Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases resistance to Dispel mechanics by 30/60% while under the effect of Barkskin.


Hunter
Beast Mastery
Skills

    * *New Skill* Call Stabled Pet - A pet of your choice busts out of its stable and joins you no matter where you are, replacing your current pet. Cannot be used in combat. Instant. 30 min cooldown. Requires Level 80.


Marksmanship
Skills

    * Kill Shot no longer has a minimum range. It can now be used in melee range.

Talents

    * Wild Quiver (Tier 9) now increases your chance to shoot an additional shot when doing damage with your auto shot, dealing 80% Nature damage, by 4/8/12%. (Previously it dealt 50% nature damage and had a 4/7/10% chance.)
    * Piercing Shots (Tier 7) Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec. (Previously triggered 2/4/6% armor ignore).
    * Ranged Weapon Specialization (Tier 6) is now a 3 point talent, increasing damage with ranged weapons by 1/3/5%. (Previously a 5 point talent increasing damage by 1/2/3/4/5%)


Survival
Skills

    * Disengage cooldown increased to 30 secs. (Previously was 25 secs)

Talents

    * Hunting Party (Tier 10) is now a 3 point talent, increasing agility by 1/2/3% and your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 33/66/100% chance to grant up to 10 party or raid members mana regeneration equal to 0.25% of the maximum mana per second. Lasts for 15 sec.
    * Trap Mastery moved from Tier 9 to Tier 2 and is now a 3 point talent. Increases the duration of Frost and Freezing trap by 10/20/30%, Periodic damage of Immolation and Explosive trap by 10/20/30%, and number of snakes summoned by Snake Trap by 30%. (Previously was just 1 point)
    * *New Talent* Black Arrow (Tier 9) - Fires a Black Arrow at the target, increasing all damage done by you to the target by 6% and dealing [ 10% of RAP + 785 ] Shadow damage over 15 sec. Costs 6% base mana. 5-35 yard range. Instant Cast. 30 sec cooldown.
    * Sniper Training (Tier 9) has been changed to increase the critical strike chance of your Kill Shot ability by 5/10/15%, and while standing still for 6 sec., you gain Sniper Training increasing the damage done by your Steady Shot, Aimed Shot, Black Arrow and Explosive Shot by 2/4/6% Lasts 15 sec. (Previously increased damage and critical strike chance based on your range to the target)
    * Wyvern Sting (Tier 7) now lasts 30 sec on the target. (Previously lasted 12 sec)
    * T.N.T. (Tier 4) now increases the damage done by your Explosive Shot,  Explosive Trap and Immolation Trap by 2%. (Previously increased critical strike chance of explosive shot and and gave it a chance to stun the target)
    * Lock and Load (Tier 4) now has a 33/66/100% chance to proc off Freezing Shot, Freezing Trap, and Frost Trap, and a 3/7/10% chance to proc off the periodic damage of Immolation Trap and Black Arrow. (Previously worked on all traps and included serpent sting)
    * Improved Wing Clip has been removed from the game.


Mage
Arcane
Skills

    * Mage Armor has been increased to allow 50% of your mana regneration to continue while casting. (Previously 30%)
    * *New Spell* Polymorph Rabbit - Transforms the enemy into a harmless rabbit, forcing it to scamper around for up to 50 sec. While wandering, the rabbit cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.

Talents

    * Arcane Meditation (Tier 4) Allows 17/33/50% of your mana regeneration to continue while casting. (Previously 10/20/30%)


Fire
Talents

    * Burnout (Tier 10) now only affects Fire Spells. (Previously affected all spells)
    * Pyromaniac (Tier 7) now allows 17/33/50% of your mana regeneration to continue while casting. (Previously 10/20/30%)


Frost
Talents

    * Improved Water Elemental (Tier 9) has been renamed Enduring Winter. It now increases the duration of your Summon Water Elemental spell by 5 sec and your Frostbolt spell has a 33/66/100% chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 0.25% of their maximum mana per second for 15 sec.


Paladin

    * All Paladin auras have had their tooltip changed to note that they work on the entire raid, not just the party.


Holy
Skills

    * Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs.
    * Judgement of Light now procs off spells as well. (Previously only "attacks" would trigger this)

Talents

    * Purifying Power (Tier 6) now reduces the cooldown of your Exorcism and Holy Wrath spells by 17/33%. (Previously increased the critical strike chance of those spells by 10/20%)
    * Pure of Heart (Tier 5) now reduces Curse, Poison, and Disease effects by 15/30%. (Previously was 25/50% but did not include poisons)
    * Blessed Hands has been moved from Tier 5 to Tier 4 and now reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 15/30% and cooldowns by 10/20%.
    * Improved Concentration Aura's (Tier 4) reduced silence/interrupt effect now works while any aura is active.


Protection
Skills

    * Shield of Righteousness now deals 130% of block value + 520 at the highest rank. It no longer causes a high amount of threat. (Previously increased damage by a set amount)
    * Blessing of Kings is now a baseline ability. Trainable at level 20.

Talents

    * Shield of the Templar (Tier 10) no longer increases the damage of your Holy Shield, Avenger's Shield and Shield of Righteousness spells. Instead it gives your Avenger's Shield a 33/66/100% chance to silence targets hit by it for 3 sec.
    * Judgements of the Just (Tier 10) now reduces the cooldown of your Hammer of Justice by 10 sec, increases the duration of your Seal of Justice effect by 0.5 sec, in addition to its previous effect.
    * Avenger's Shield's (Tier 9) damage has been increased across all ranks.
    * Guarded by the Light (Tier 9) now reduces spell damage taken by 3% and gives a 50% chance to refresh the duration of your Divine Plea when you hit an enemy. (Previously reduced the mana cost of your Holy Shield, Avenger's Shield and Shield of Righteousness spells by 15%.)
    * Holy Shield's (Tier 7) damage slightly increased across all ranks.
    * Ardent Defender (Tier 7) is now a 3 point talent, reducing damage taken by 10/20/30%. (Previously was a 5 point talent)
    * Sacred Duty (Tier 6) increases stamina by 4% now. (Previously was 3%)
    * One-Handed Weapon Specialization is now a 3 point talent, increasing damage done with 1 handers by 4/7/10%. (Previously was a 5 point talent)
    * Blessing of Sanctuary (Tier 5) now only grants 2% of maximum displayed mana when the target blocks, parries, or dodges a melee attack. (Previously granted 10 rage or 20 runic power or 2% max mana)
    * Divine Guardian (Tier 4) now has been changed to redirect damage "(up to a maximum of 150/300% of the Paladin's health)." (Previously had no limit)
    * Improved Devotion Aura (Tier 4) now increases the amount healed on any target affected by any of your Auras by 2%. (Previously only worked with Devotion Aura active)
    * Improved Hammer of Justice (Tier 4) is now a 2 point talent, reducing the cooldown of Hammer of Justice by 10/20 sec. (Previously had a 3rd rank that reduced cooldown by 30 secs)


Retribution
Talents

    * Righteous Vengeance (Tier 10) is now a 3 point talent. When your Judgement and Divine Storm spells deal a critical strike, your target will take 10/20/30% additional damage over 8 sec. (Previously a 5 point talent)
    * Fanaticism (Tier 8 ) is now a 3 point talent and now increases the critical strike chance of all Judgements capable of a critical hit by 6/12/18% and reduces threat caused by all actions by 10/20/30% except when under the effects of Righteous Fury. (Previously a 5 point talent)
    * Improved Retribution Aura has been removed from the game.
    * Improved Retribution Aura's effect has been merged into Sanctified Retribution (Tier 5).
    * Divine Purpose has been moved from Tier 5 to Tier 6.


Priest
Discipline
Skills

    * Divine Spirit is now a baseline spell.

Talents

    * Penance (Tier 11) Damage increased slightly across all ranks.
    * Grace (Tier 9) now lasts 15 sec. (Previously lasted 8 sec)
    * Rapture (Tier 8 ) revamped. Now a 3 point talent. When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 1.5% of your total mana, and you have a 33% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy or 32 runic power. This effect cannot occur once every 12 seconds.
    * Focused Will (Tier 7) now increases spell critical strike chance by 1/2/3% in addition to its previous effect.
    * Reflective Shield has been moved from Tier 7 to Tier 5. It is now a 2 point talent and causes 22/45% of the damage you absorb with Power Word: Shield to reflect back at the attacker.
    * Enlightenment (Tier 6) is now a 3 point talent and now increases your total Spirit by 2/4/6% and increases your spell haste by 2/4/6%. (Previously a 5 point talent)
    * Meditation (Tier 3) now increases mana regeneration by 17/33/50%. (Previously 10/20/30%)
    * Improved Power Word: Fortitude (Tier 2) now also increases your personal stamina by 2/4%.
    * Unbreakable Will (Tier 1) now reduces the duration of Stun, Fear, and Silence effects done to you by an additional 6/12/18/24/30%. (Previously 3/6/9/12/15%)
    * *New Talent* Improved Flash Heal, Tier 7, 3 point talent - Reduces the mana cost of your Flash Heal by 5/10/15%, and increases the critical effect chance of your Flash Heal by 4/7/10% on friendly targets at or below 50% health.
    * *New Talent* Soul Warding, Tier 5, 1 point talent - Reduces the cooldown of your Power Word: Shield ability by 4 sec, and reduces the mana cost of your Power Word: Shield by 30%.


Holy
Skills

    * Prayer of Healing is now a targeted spell that heals the target's party.
    * Holy Nova mana cost reduced from 27% base mana to 22% base mana.

Talents

    * Circle of Healing (Tier 9) healing increased across all ranks.
    * Test of Faith (Tier 9) now increases healing by 4/8/12% on friendly targets at or below 50% health.
    * Serendipity (Tier 8 ) changed to: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 6/12/20%. Stacks up to 3 times. Lasts 20 sec.
    * Holy Concentration (Tier 7) changed to: Your mana regeneration is increased by 16/32/50% for 8 sec after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew. (Previously had a chance to grant clearcasting effect)
    * Blessed Resilience (Tier 7) increases the effectiveness of your healing spells by 1/2/3% along with its previous effect.
    * Improved Holy Concentration (Tier 9) removed from the game.
    * *New Talent* Empowered Renew, Tier 9, 3 point talent - Your Renew spell gains an additional 5/10/15% of your bonus healing effects, and your Renew will instantly heal the target for 5/10/15% of the total periodic effect.


Shadow
Skills

    * Shadowfiend now creates a shadowy fiend to attack the target. Caster receives 5% mana when the Shadowfiend attacks. Damage taken by area of effect attacks is reduced, and the Shadowfiend has a reduced chance to be hit by spells and melee attacks. Lasts 15 sec.

Talents

    * Dispersion (Tier 11) now clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed.
    * Shadowform (Tier 7) now gives your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells the ability to critically hit.
    * Darkness moved from Tier 6 to Tier 1.
    * Silence (Tier 5) range increased to 30 yards. (Previously was 20 yards)
    * Vampiric Embrace (Tier 5) now lasts 5 mins. (Previously lasted 1 min)
    * Spirit Tap (Tier 1) now increases mana regeneration while casting by 87%. (Previously 50%)
    * Improved Spirit Tap (Tier 1) increases mana regeneration while casting by 17/33%. (Previously 10/20%)
    * *New Talent* Improved Devouring Plague, Tier 6, 3 point talent - Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.


Rogue
Assassination
Skills

    * Envenom now gives an additional 15% chance to apply Deadly Poison and a 75% increased frequency of applying Instant Poison for 1 sec plus an additional 1 sec per combo point. (Previously gave a 15% chance to apply both deadly and instant poison)
    * Expose Armor now reduces armor by 20%, lasting longer per combo point.

Talents

    * Hunger For Blood (Tier 11) changed to: Enrages you, increasing all damage caused by 15%. Requires a bleed effect to be active on the target. Lasts 30 sec. (Previously increased damage by 5%)
    * Improved Poisons (Tier 4) changed to increases the chance to apply Deadly Poison to your target by 2/4/6/8/10% and the frequency of applying Instant Poison to your target by 10/20/30/40/50%. (Previously increased chance to apply Deadly and Instant poison by 2/4/6/8/10%)


Combat
Talents

    * Savage Combat (Tier 9) now increases damage caused against poison enemies by 4%. (Previously increased damage by 1%)
    * Adrenaline Rush (Tier 7) cooldown reduced from 5 minutes to 3 minutes.
    * Lightning Reflexes (Tier 4) is now a 3 point talent and Increases your Dodge chance by 2/4/6% and gives you 4/7/10% melee haste. (Previously just increased dodge by 1/2/3/4/5%)


Shaman
Elemental
Skills

    * Fire Nova Totem's mana cost has been reduced.

Talents

    * *New Talent* Booming Echoes, Tier 8, 2 point talent - Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 sec., and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.


Enhancement
Skills

    * Bloodlust and Heroism now puts a debuff on you preventing you from using gaining the benefits of them for 10 mins. They now have a 5 min cooldown. (Previously had a 5 min debuff with a 10 min cooldown)

Talents

    * Improved Stormstrike (Tier 8 ) now has a 50/100% chance to grant you 20% of your base mana when you Stormstrike.
    * Stormstrike (Tier 7) now affects the next 4 nature attacks but only lasts 10 secs now. (Previously only affected 2 attacks and lasted 12 secs)
    * Unleashed Rage (Tier 6) is now a 3 point talent. It now passively increases your agility by 1/2/3% in addition to causing your critical hits with melee attacks to increase all party and raid members' attack power by 4/7/10% if within 45 yards of the Shaman. Lasts 10 sec.
    * Spirit Weapons (Tier 5) now reduces all threat, just not melee threat.
    * Toughness (Tier 4) now increases stamina by 2/4/6/8/10% instead of increasing armor value.
    * *New Talent* Frozen Power, Tier 6, 2 point talent - Increases the damage done by your Frostbrand Weapon if it is enchanted on your main-hand weapon by 10/20%, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.


Restoration
Skills

    * Poison Cleansing Totem and Disease Cleansing Totem have been merged into 1 totem.


Warlock
Affliction
Skills

    * Curse of Elements Rank 5 now increases spell damage taken by the target by 13% (Previously 10%)
    * Curse of Recklessness has been removed from the game.
    * Curse of Weakness now reduces armor by 5% along with its previous effect.


Talents

    * Pandemic (Tier 9) is now a 1 point talent. It now grants the periodic damage from your Corruption and Unstable Affliction spells the ability to critically hit.
    * Malediction (Tier 8 ) now increases spell damage by 1/2/3%. (Previously also increased the effect of curse of elements)
    * Eradication (Tier 7) has been changed to: When you deal damage with Corruption, you have a 2/4/6% chance to gain the Eradication effect. The Eradication effect increases the critical strike chance of your Shadow Bolt spell by 30%. Each critical strike reduces the critical strike bonus by 10%. Lasts 30 sec.
    * Shadow Embrace (Tier 5) now increases Shadow Periodic damage. (Previously increased all periodic damage)
    * Siphon Life (Tier 5) is no longer a spell. It is a passive talent that When you deal damage with your Corruption spell, you are instantly healed for 40% of the damage done.
    * Frailty has been renamed Improved Curse of Weakness (Tier 2).
    * Supression (Tier 1) now increases chance to hit with all spells. (Previously only affected affliction spells)


Demonology
Skills

    * Enslave Demon penalties have been reduced. While enslaved, the time between the demon's attacks is increased by 30% and its casting speed is slowed by 20%. (Previously attack speed was increased by 40% and casting speed slowed by 30%)


Talents

    * Fel Synergy has been moved from Tier 8  to Tier 1. You have a 50/100% chance to heal your pet for 50/30% of the amount of damage done by you.
    * Mana Feed is now a 1 point talent and has been moved from Tier 6 to Tier 5. Your demon now gains 100% of the mana you gain when you gain mana from Drain Mana or Life Tap spells
    * Master Conjuror (Tier 5) now increases the combat ratings gained from your conjured Firestone and Spellstone by 150/300%. (Previously 15/30%)
    * Demonic Embrace (tier 1) is now a 3 point talent. Increases your total stamina by 4/7/10%. (Previously 2/4/6/8/10%)
    * Demonic Empathy has been removed from the game.
    * Demonic Sacrifice has been removed from the game.
    * Improved Enslave Demon has been removed from the game.
    * *New Talent* Nemesis, Tier 9, 3 point talent - Reduces the cooldown of your Demonic Empowerment, Metamorphosis, Soulstone and Fel Domination spells by 10/20/30%.
    * *New Talent* Decimation, Tier 8, 2 point talent - When you Shadowbolt or Incinerate a target that is at or below 35% health, the cast time of your next Soulfire is reduced by 30/60%. Lasts 10 sec.
    * *New Talent* Molten Core, Tier 6, 3 point talent - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 12 sec.


Destruction
Talents

    * Improved Soul Leech (Tier 8 ) now has a replenishment effect along with its previous effect.
    * Conflagrate (Tier 7) is now 1 rank. It consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 15 sec of your Immolate or 8 sec of your Shadowflame.
    * Backlash has been moved from Tier 7 to Tier 5.
    * Pyroclasm has been moved from Tier 5 to Tier 7 and is now a 3 point talent. It now states when you critically strike with Searing Pain or Conflagrate, your Fire and Shadow spell damage is increased by 2/4/6% for 10 sec.
    * Improved Immolate (Tier 5) now increases all damage done by Immolate. (Previously only increased the initial damage)
    * Aftermath (Tier 2) now increases the periodic damage done by your Immolate by 3/6%, and your Conflagrate has a 50/100% chance to daze the target for 5 sec.
    * Cataclysm (Tier 2) now reduces the Mana cost of your Destruction spells by 4/7/10%. (Previously increased hit chance with destruction spells and reduced mana cost by 1/2/3%)
    * Improved Shadow Bolt (Tier 1) changed to Increases the damage done by your Shadow Bolt spell by 1/2/3/4/5%, and your Shadow Bolt causes your target to be vulnerable to spell damage, increasing spell critical

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