Dec 3, 2008

Warhammer Patch 1.1 Preview

Warhammer Patch 1.1 is going on the PTS today and the servers should be up and ready by tomorrow. This patch was in development before 1.0.6 went LIVE so don’t expect to see a lot of changes to 1.0.6 in there yet. The patch notes are over 14 pages long and it’s much more extensive than patch 1.0.6 was.

We don’t have the full patch notes yet, but nevertheless these highlights are certainly interesting enough to read. My favorite new features are certainly chat hyperlinking and player statue system which sounds awesome.

  • Open RvR Influence System – As part of our ongoing effort to encourage people to take part in oRvR, we are pleased to announce the release of an influence system geared solely to oRvR. Players who participate in this part of WAR will now have additional incentives for fighting for their realm. As part of this patch we have also made quite a number of changes and fixes to oRvR settings and NPCs as well. And as always, we have a lot more going in for oRvR over the next couple of months as well.
  • New Careers For Everyone - With this version the Empire’s Knight of the Blazing Sun, and the Dark Elf’s Blackguard are available for all players!
  • Easy Public Quests – PQs are great but sometimes it’s hard to get enough people together to complete them, especially in the lower tiers. So, we are redesigning one PQ per chapter so that it can be completed by 1-3 people.
  • Chat Hyperlinking – One of the most requested features by the community has been adding the ability to hyperlink items, abilities and quests in the chat window and now it has been added.
  • Armor Set Rebalance – After scrubbing through our armor sets we’ve made a lot of changes to ensure to various armor sets in the game to make them more useful and prized by the players.
  • Main Assist – RvR is exciting, chaotic and always challenging but this feature will make it just a little bit easier to help your group fight the good fight.
  • Player Statue System – Nothing says “you’ve made it” more than having a statue with your name on it in the capitol city of your realm.
  • New Content – Whether it is new lairs, new quests, new drops in dungeons, new PQ rewards and changes to items (such as cloaks), this patch is full of lots of fun new content additions to the game.
  • User Interface – Lots and lots of fixes, changes and new additions to our user interface and API functionality, new additions to the chat system and graphic options incorporating community requested features a channel flashing on activity, the ability to turn the chat bubbles on/off, a gamma slider and so much more.

Dec 2, 2008

Warhammer Patch 1.0.6 Arrives

All Warhammer Online servers will be coming down throughout the day today to patch the game to warhammer v1.06. Among a lot of other things, both the Black Guard and the Knight of the Blazing Sun debut.

The update you've all been waiting for, warhammer 1.0.6, is almost here! We wanted to thank everyone who tested and provided feedback on this update's content.

On Tuesday, 12/2/08 all servers will be brought offline to begin the update. North American servers will be brought down at 6:30AM EST with Oceanic servers to follow at 9:00AM EST.

This is our biggest update yet! It's chock-full of exciting career changes and heralds the debut of the highly anticipated Black Guard and Knight of the Blazing Sun careers. If you've finished the Heavy Metal event and have opened your Heavy Metal Chest, then you will be able to play a Black Guard and Knight of the Blazing Sun when this patch goes live (before anyone else!). For those of you who did not complete the Heavy Metal event, don't fret! You, too, will be able to play these two new careers starting next week.

This update is so massive that we needed to split the notes into two sections. So, without further ado, on with the notes! WAAAGH!!!

Update - 6:40AM EST: The Shaman notes under Combat and Careers have been updated.

Highlights


  • New Careers Released! - With this version we are happy to announce the release of the Empire¡¯s Knight of the Blazing Sun, and the Dark Elf¡¯s Black Guard! These new careers are available early for players who have successfully completed the Heavy Metal Event!

  • Mastery Point Refunds ? Due to a number of significant changes to many of our careers, we are providing a full Mastery Point refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery:

    • Bright Wizard
    • Chosen
    • Engineer
    • Ironbreaker
    • Magus
    • Shadow Warrior
    • Sorcerer
    • Squig Herder
    • Swordmaster
  • Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.
  • Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5 second immunity to being rooted again after the current root effect breaks.
  • Auto-Attack Animations - Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice versa.
  • Ability Activation Responsiveness - The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.
  • Guild Promotion/Demotion - Fixes have been made to issues which were causing guild promotion and demotion to not work properly.


Combat and Careers


General


  • We've fixed an issue that was causing the buff icon on various marketing rewards to display incorrectly.
  • We fixed an issue that was causing weapons and armor to not display their proc effects in the item display.
  • Opponents may no longer right-click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Tactics gained from Tome Unlocks have been renamed.
  • Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted in the specific careers¡¯ sections below.
  • All Unstoppable tooltips will now mention Knockdown.
  • Root effects, with the exception of Morale Roots, will now grant a 5 second Freedom effect to the victim when they break, and will no longer stack with other roots.
  • Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.
  • Fixed assorted issues where certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases where snared players would find themselves essentially rooted when in lava.
  • All Tactics now give their bonus when the character that has them slotted is stealthed, mounted, or has a Standard out.

Racial Tactics

  • Centuries of Training (Elves): The tooltip for this Tactic has been changed to be more clear.
  • Sigmar¡¯s Favor (Empire): This Tactic will now be triggered only by direct heals.
  • Stoutness of Stone (Dwarfs): This Tactic will once again reduce the effectiveness of Stuns and Knockdowns.
  • Tzeentch¡¯s Warding (Chaos): This Tactic will now get the bonus when the character is mounted.

Archetype Abilities


  • Alter Fate: This ability¡¯s tooltip now displays the correct values.
  • Champion's Challenge: Neither the player nor the player¡¯s enemy may be knocked back while this Morale is in effect.
  • Divine Protection: This ability now lists the amount of damage absorbed in the tooltip.
  • Force of Will: This ability will now display a visual effect when used.
  • Frenzied Slaughter: This ability will now display a visual effect when used.
  • Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.
  • Misdirection: This ability will now display an effect on the caster while the ability is active, and place a brief effect on anyone damaged by the effect.
  • Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.
  • Rampaging Siphon: This Morale ability will no longer be affected by points spent in Career Mastery. Additionally, this ability now heals the group for each target hit, instead of only once.
  • Raze: This channeled ability will no longer be interrupted while on the move.
  • Relentless Assault: This ability will now display n visual effect when used. Additionally, the ability will no longer remove snares and roots.
  • Restorative Burst: This tactic¡¯s tooltip now correctly states the number of Action Points gained from triggering it.

Archmage

  • Balance Essence: The damage for this ability has been increased.
  • Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic. Additionally, this ability will now correctly provide a bonus to heals on other players, and a penalty to heals on the caster.
  • Boon of Hysh: This ability has had its cast time reduced to 2.5 seconds, and the setback amount reduced to half a second.
  • Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.
  • Drain Magic: This ability will now increase in potency with High Magic. In addition, damage will now correctly increase based on Career Mastery Points spent in the Path of Asuryan instead of the Path of Vaul.
  • Funnel Essence: This ability will now correctly behave like a channeled ability, will channel correctly, and will correctly heal the target.
  • Healing Energy: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
  • Hurried Restore: This tactic will now stun the player when the resurrect is cast, instead of when it is accepted.
  • Increased Conductivity: This Tactic will now increase the damage for all abilities listed in the tooltip.
  • Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Mistress of the Marsh: This ability has had its cast time reduced.
  • Prismatic Shield: This ability will no longer fail if the caster¡¯s defensive target is not a group member.
  • Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now correctly reduce the target¡¯s chance to critical hit and damage by the correct amount.
  • Radiant Lance: This ability will now reliably consume High Magic.
  • Rain Lord: The tooltip for this effect now lists all stats affected.
  • Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.

  • Storm of Cronos: This ability will now correctly reduce Spirit resistance for the correct amount.
  • Transfer Force: This ability¡¯s damage has increased. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Wild Healing: This tactic will now correctly provide a 50% reduction to AP costs on direct healing abilities when triggered.

Black Orc

  • All Black Orcs have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All War Bellows will now persist through the Black Orc's death. This means that the player will not have to recast a War Bellow after respawning or being resurrected.
  • Da Big Un: The damage has increased, and the Radius has been reduced.
  • Follow me Lead: The Toughness buff provided to the defensive target by this ability now works correctly.
  • Guard: This ability will no longer attempt to work on players outside of the Black Orc¡¯s group.
  • Juggernaut: This ability is now available at Rank 12.
  • Right in da Jibblies: The reuse for this ability has been lowered.
  • Rock 'Ard: This ability now starts a Plan chain.
  • Save da Runts: The hotbar icon for this ability will now light up properly.
  • Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.
  • Trip 'Em Up: The damage for this ability is now reduced, but no longer occurs over time. The Action Point cost has increased, the reuse removed, and the Snare from this ability will no longer stack with other Snares.


Bright Wizard


  • All Bright Wizards have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.
  • Choking Smoke: This ability now has no build time.
  • Combustion Mechanic: The Combustion Mechanic has had its critical chance bonuses reduced. Additionally, the chance to trigger an Explosion has been reduced. Combustion will no longer start to fade away if the caster continues casting spells after hitting 100.
  • Crown of Fire: This ability will no longer grant immunity from Stun effects.
  • Explosive Force: The damage done to the targets around the caster is now defendable.
  • Fiery Blast: The tooltip for this ability now displays the correct damage and radius, and the ability now builds the correct amount of Combustion.
  • Fire Cage: The cost for this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Fireball: The amount that stats contribute the effectiveness of this ability has been increased.
  • Flame Breath: Targets affected by this ability will now receive a debuff icon.
  • Meltdown: This ability can no longer be blocked.
  • Playing with Fire: The damage from this ability now only fires on direct heals and cannot do critical damage.
  • Pyroclastic Surge: This ability can now be trained at rank 10.
  • Scorched Earth: This ability now builds 10 Combustion. Additionally, this ability now has the correct cooldown.

Chosen

  • All Chosen have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Chaotic Auras: The AP cost of these abilities has been reduced. Additionally, all beneficial effects from auras will now work on allies up to 150 feet away.
  • Bane Shield: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack. Additionally, the damage is now considered Spiritual Damage.
  • Blast Wave: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
  • Corrupting Wrath: This ability¡¯s effectiveness has been increased.
  • Discordant Instability: This ability¡¯s effectiveness has been increased.
  • Dreadful Agony: If multiple Chosen are using this ability in the same area, enemies will only be affected by the most powerful one in use.
  • Dreadful Fear: This ability¡¯s effectiveness has been increased.
  • Guard: This ability will no longer attempt to work on players outside of the Chosen¡¯s group. Additionally, the hotbar icon for this ability now lights up properly.
  • Juggernaut: This ability is now available at rank 12.
  • Mixed Defenses: The tooltip for this ability now displays proper values.
  • Quake: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
  • Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, this ability will no longer apply the effect from the Tactic Tainted Wounds, without the tactic being slotted.
  • Suppression: The parry buff from Suppression will no longer stack with itself.

Disciple


  • All Covenants will now persist through the Disciple's death. This means that the Disciple will not have to recast a Covenant after respawning or being resurrected.
  • All offhand Disciple chalice items have been improved! See Items notes for more detailed information.
  • Bloodthirst: The Snare component has been removed, and the damage has been increased.
  • Consume Essence: The damage for this ability has increased.
  • Consume Strength: The strength debuff portion of this ability will now be triggered only if the attack is successful.
  • Covenant of Celerity: This ability will no longer stack with other Snares. The effect can now be removed with Snare-cleansing abilities.
  • Covenant of Tenacity: Fixed an issue that made the radius of this ability much too small.
  • Covenant of Vitality: Fixed an issue that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procc'ed the damage. Additionally, the damage for this ability has increased.
  • Curse of Khaine: The effect of this Tactic has been reduced to 50%.
  • Devour Essence: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Esence Lash: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Fist of Khaine: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Flay: This ability is now considered a Snare and can be removed by Snare-cleansing abilities.
  • Khaine's Imbuement: Resolved an issue that allowed this tactic to proc on every swing.
  • Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Rend Soul: This ability now heals for 350% of the damage done, and the setback amount has been reduced to half a second.
  • Restore Essence: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
  • Transfer Essence: The damage for this ability has increased.
  • Wracking Agony: This ability will now correctly deal damage based on your opponent¡¯s health percent.


Engineer


  • All Engineers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Barbed Wire: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12. Additionally, this ability now correctly roots all players.
  • Blunderbuss Blast: This ability now has the correct cooldown.
  • Bombardment Turret: The cost of this ability is now greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Electromagnet: This ability now gives Knockback immunity.
  • Field Repair: This ability¡¯s cost, range, and cooldown have increased. Additionally, this ability now instantly restores health instead of being a channeled ability.
  • Firebomb: The damage of this ability has increased.
  • Flak Jacket: Magic Damage will no longer reduce Armor counters.
  • Flame Turret: The cost has been greatly reduced, the auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Focus Fire: The damage of this ability has increased.
  • Fragmentation Grenade: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now does the correct amount of damage.
  • Friction Burn: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. Additionally, this ability now works correctly when there are no targets in the area.
  • Gun Blast: The damage for this ability has increased.
  • Gun Turret: The cost of this ability has been greatly reduced, its auto attack damage has been greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Hip Shot: This ability can now be trained at rank 10.
  • Incendiary Rounds: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Flamethrower: This is now considered a Path of the Tinkerer ability.
  • Pet Ability - High-Explosive Grenade: The damage and build time have increased, the reuse time reduced, and it is now considered a Path of the Grenadier ability.
  • Pet Ability - Machine Gun: This ability is now considered a Path of the Rifleman ability.
  • Pet Ability - Penetrating Round: The damage has increased, and it is now considered a Path of the Rifleman ability.
  • Pet Ability - Shock Grenade: The damage and reuse time have increased, the build time reduced, and it is now considered a Path of the Grenadier ability.
  • Pet Ability - Steam Vent: This is now considered a Path of the Tinkerer ability. Additionally, newly created Engineers will no longer show this ability as being trainable at both level 15 and level 21.
  • Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Self-Destruct: The cost of this ability has been removed, its reuse time greatly increased, and it now deals damage in addition to knocking down all enemies within 30 feet for 5 seconds. Additionally, this ability now correctly knocks down all targets, and kills the Engineer¡¯s turret.
  • Signal Flare: The damage and cost of this ability have increased, and its reuse time reduced. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Strafing Run: This ability now has less of a delay before damaging and knocking back the target.
  • Tangling Wire: This ability now correctly fires with Barbed Wire.


Iron Breaker

  • All Ironbreakers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Ironbreakers can now wield hammers and great hammers in addition to axes and great axes!
  • Avenging the Debt: The Damage of this ability has increased. Additionally, the heal value of this ability has increased.
  • Away With Ye: The Grudge cost of this ability has been reduced to 25, and the cooldown has been decreased to 10 seconds.
  • Axe Slam: This Morale ability will now correctly gain benefit from Mastery into the Path of Stone.
  • Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other Damage over Time abilities.
  • Grudge Mechanic: The rate in which Grudge is lost has been changed. Grudge will begin to decay at a rate of 5 Grudge per second if no Grudge is generated for 15 seconds.
  • Grumble An¡¯ Mutter: The heal value of this ability has increased. Additionally, this ability¡¯s Grudge cost has been reduced.
  • Guard: This ability will no longer attempt to work on players outside of the Ironbreaker¡¯s group. Additionally, the hotbar icon for this ability will now light up properly.
  • Guarded Attack: The buff to an Oath Friend¡¯s Armor will no longer stack with other, more powerful Armor buffs.
  • Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from multiple Ironbreakers. Players will only receive the most powerful bonus available.
  • Juggernaut: This ability is now available at rank 12.
  • Oath Friend: The rate at which Grudge is generated from your Oath Friend has been adjusted. Between 0 ? 30 Grudge, you will gain 10 Grudge every time your Oath Friend is attacked. Between 30 ? 60 Grudge, you will gain 5 Grudge every time your Oath Friend is attacked. Between 60 ? 100 Grudge, you will gain 3 Grudge every time your Oath Friend is attacked. Additionally, the cooldown for the ability has been changed to 1.5 seconds.
  • Oathbound: The Grudge cost of this ability has been reduced to 15.
  • Oathstone: This ability¡¯s cooldown has been greatly reduced.
  • Punishing Knock: Targets will now actually fall down after being hit.
  • Shield of Reprisal: This ability will no longer knock down Unstoppable targets.
  • Shield Sweep: The Grudge cost of this ability has been reduced to 25.
  • Stone Breaker: This ability will no longer be considered a Blessing.
  • Strength In Numbers: This Morale ability will now correctly gain benefit from Mastery into the Path of Vengeance.
  • Watch An¡¯ Learn: The Grudge cost of this ability has been reduced to 15, the damage has been increased, and the cooldown has been increased to 10 seconds.


Magus

  • All Magus have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Baleful Transmogrification: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Chaotic Rift: This ability will now give Knockback immunity.
  • Daemonic Armor: Magic Damage will no longer reduce Armor counters.
  • Daemonic Lash: This ability will hit targets in front of the caster more reliably than before. In addition, the tooltip will no longer displays an incorrect cooldown time.
  • Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now uses the correct icon.
  • Flamer of Tzeentch: The cost of this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus¡¯ level.
  • Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Infernal Blast: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Instability: The cost of this ability has been removed, its reuse greatly increased, and it now knocks down instead of draining AP.
  • Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pandemonium: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Coruscating Energy: The damage for this ability has been reduced, and it is now considered a Path of Daemonology ability.
  • Pet Ability - Daemonic Consumption: The build time for this ability is increased, and it is now considered a Path of Havoc ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Daemonic Fire: The build time and damage for this ability have been increased, and it is now considered a Path of Havoc ability.
  • Pet Ability - Flame of Tzeentch: The reuse time and channel duration for this ability have been reduced, its damage increased, and it is now considered a Path of Changing ability.
  • Pet Ability - Flames of Change: The reuse time for this ability has been reduced, and it is now considered a Path of Changing ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Warping Energy: This is now considered a Path of Daemonology ability.
  • Rend Winds: The damage and cost of this ability have increased.
  • Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, the AoE damage will once again fire at the end of the Damage over Time effect.
  • Strengthen Thrall: The cost, range, and cooldown of this ability have increased, and the ability now instantly restores health instead of being a channeled ability.
  • Summon Blue Horror: Opponents must now be close to a Blue Horror in order to melee it. Additionally, the cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus¡¯ level.
  • Summon Pink Horror: The cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so will always summon based on the Magus¡¯ level.
  • Surging Violet Fire: This ability can now be trained at rank 10.
  • Tzeentch¡¯s Firestorm: This ability now correctly deals Elemental damage.
  • Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Warpfire: This ability is working properly again.
  • Warping Blast: This ability now uses the correct icon.
  • Withered Soul: This ability¡¯s tooltip has been corrected and no longer gives the false impression that debuff percentage scales. Additionally, The the damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Marauder


  • Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also hits the Marauder.
  • Mouth of Tzeentch: This ability will now behave like a melee attack. Its damage will be increased by Strength, and it can be defended against like a melee attack. In addition it can no longer cause a disoriented effect without equipping the Insane Whispers Tactic.
  • Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.
  • Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.


Rune Priest

  • Blessing of Valaya: This ability will no longer fail to cast if the Rune Priest doesn¡¯t have line of sight to their defensive target.
  • Master Runes: Fixed an issue where all Master Runes had an adverse effect on frame rate.
  • Oath Rune of Power: This ability now also increases the target¡¯s Ballistic Skill.
  • Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura.
  • Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Fate: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Fortune: The damage of this ability has increased.
  • Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Mending: The stat contribution for this ability has been fixed. This ability was previously receiving more stat benefits than intended.
  • Rune of Nullification: The effect of this ability has been reduced to 50%.
  • Rune of Restoration: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.
  • Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Shadow Warrior

  • All Shadow Warriors have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All stance abilities will now persist through death.
  • Acid Arrow: The damage of this ability has increased. In addition, the buff icon for this ability will now display actual armor debuffed, instead of percent.
  • Assault Stance: While in Assault Stance, all +Ballistic Skill on items is considered to be Strength as well. Additionally, the Assault Stance tooltip also now states that the stance grants Strength equal to your Ballistic Skill from items.
  • Broadhead Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Eye Shot: The damage of this ability has increased.
  • Fell the Weak: The damage of this ability has increased.
  • Festering Arrow: The damage of this ability has increased. In addition, the hotkey for this ability will no longer light up when in Assault Stance.
  • Flame Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Flanking Shot: The damage of this ability has increased.
  • Glass Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Hunter¡¯s Fervor: The radius for this ability has been increased to match similar group-based effects.
  • Rapid Fire: The damage of this ability has increased.
  • Shadow Sting: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged auto-attack to fire while moving.
  • Spiral-Fletched Arrow: The damage of this ability has increased.
  • Takedown: The damage of this ability has increased.
  • Throat Shot: The damage of this ability has increased.
  • Vengeance of the Nagarythe: The cooldown for this ability has been reduced to 2 minutes. This ability can now be trained at rank 10.
  • Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.


Shaman

  • Bleed Fer' Me: The damage of this ability has increased. Also, we have fixed an issue which caused this ability to heal for incorrect amounts when used with Waaagh!
  • Brain Bursta: This ability will now reliably consume Waaagh!
  • Dat Makes Me Dizzy: This Tactic will now stun the Shaman when the resurrect is cast, instead of when it is accepted. Additionally, when this Tactic is equipped, Shrug it Off will now work properly.
  • 'Ere We Go!: The tooltip for this ability now lists the duration of the effect.
  • 'Ere We Goes Again: The duration of the 'Ere We Go ability will no longer be reduced with this Tactic equipped.
  • Gork¡¯ll Fix It: The buff icon for this ability now states that the ability is healing you, instead of damaging you. In addition, the ability will correctly stack with other casters on the same target. The stat contribution for this ability has also been fixed. This was previously receiving more stat benefits than intended.
  • Greener ¡®n Cleaner: This ability will now properly remove effects from allies.
  • Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Nuthin' But Da WAAAGH!: This ability now works correctly on players other than the caster.
  • Sticky Feetz: This ability has had its cast time reduced to one second.

Sorceress

  • All Sorcerers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Arctic Blast: This ability can now be trained at rank 10.
  • Chilling Gusts: This Tactic will now apply to the Ice Spikes ability.
  • Dark Magic Mechanic: The Dark Magic Mechanic¡¯s critical chance bonuses have been reduced. Additionally, the chance to trigger a Backlash has been reduced.
  • Dhar Wind: This ability can no longer be blocked.
  • Disastrous Cascade: This ability¡¯s tooltip now shows the correct damage.
  • Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.
  • Grip of Fear: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Piercing Shadows: The damage done to the targets around the caster is now defendable.
  • Pit of Shades: The tooltip text for this ability is now correct.
  • Shadow Knives: The tooltip text for this ability is now correct.
  • Stricken Voices: This ability now has no build time.
  • Surging Pain: This ability now builds 10 Dark Magic.
  • Tapping the Dark: The tooltip for this ability now points correctly to the name of the ability that it affects.
  • Triumphant Blasting: Players knocked back by Triumphant Blasting will now correctly be given Knockback immunity. Additionally, the tooltip for this ability now correctly states that the ability will knock down mobs.
  • Umbral Fury: This ability has been renamed to Frozen Fury. The tooltip now points correctly to the name of the ability that it affects.
  • Word of Pain: This ability will reduce the target¡¯s Willpower for 10 seconds, and deal damage at the end. The effect will no longer stack with each application. In addition, this ability now correctly has a 10 second reuse timer.


Squig Herder



  • All Squig Herders have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All pets will now summon at the Squig Herder¡¯s level.
  • Ard Noggin: This ability will now display as a Path of Stabbin' ability and the cooldown has been removed. Additionally, the damage of this ability has increased.
  • Behind Ya!: The damage of this ability has increased.
  • Big Claw: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability will now display as a Path of Stabbin¡¯ ability.
  • Bounce: This ability will now display as a Path of Stabbin¡¯ ability.
  • Choking Arrer: The damage of this ability has increased.
  • Cut Ya!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Da Smell Don¡¯t Bother Me: While in Squig Armor, this Tactic will heal the Squig Herder for a small amount every 5 seconds.
  • Death from Above: This ability¡¯s knockdown animation will now display correctly.
  • Don¡¯t Eat Me: This ability can now be used while in Squig Armor.
  • Explodin¡¯ Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Farty Squig: This ability can now be used while in Squig Armor.
  • Finish ¡®Em Off: The damage of this ability has increased.
  • Git Em!: This ability will now upgrade properly. Additionally, the tooltip text for this ability is now correct.
  • Gore: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • KABOOM!: This ability will now display as a Path of Stabbin¡¯ ability.
  • Lots o¡¯ Arrers: The damage of this ability has increased.
  • Not So Fast!: The damage of this ability has increased.
  • Pet Ability - Goop Shootin¡¯: The damage of this ability has increased.
  • Pet Ability - Poisoned Spine: This ability now fires properly and its damage has been increased. Also, the amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. In addition, the tooltip will now show the correct debuff value.
  • Plink: The Action Point cost and damage for this ability has increased.
  • Rotten Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Run ¡®n Shoot: The Action Point cost for this ability has been reduced. Additionally, the damage of this ability has increased.
  • Sharp Toofs: The Tactic will now reduce the Git Em! pet ability's cost. The tooltip has been corrected.
  • Shrapnel Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Sneaky Stabbin: The tooltip for this ability is now correct.
  • Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged auto-attack to fire while moving.
  • Splinterin¡¯ Arrers: This ability¡¯s tooltip will now show the correct range.
  • Squig Armor: While in Squig Armor, the Squig Herder¡¯s Ballistic Skill from items is converted into Strength.
  • Squig Frenzy: This ability can now be used while in Squig Armor. Additionally, this ability can now be trained at rank 10.
  • Squig Squeal: The Damage over Time will now fire on the target correctly.
  • Stabbity: The Action Point cost and damage for this ability has increased
  • Sticky Squigz: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12.
  • Stop Runnin!: The damage of this ability has increased.
  • Tastes Like Chicken: This ability can now be used while in Squig Armor.
  • What Blocka?: This ability now reduces the target¡¯s Armor and block chance. The ability is now defendable.
  • Yer Bleedin': The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Swordmaster


  • All Swordmasters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Blade Enchants will now persist through the Swordmaster's death. This means that the Swordmaster will not have to recast a Blade Enchant after respawning or being resurrected.
  • Blurring Shock: This ability now applies an effect on the target. For the next 10 seconds, whenever they are critically hit they take additional damage.
  • Crashing Wave: This ability will now knock targets down every time.
  • Crushing Advance: This ability now properly grants a 5% increase to Block chance for 20 seconds. Additionally, the damage of this ability has increased, and its reuse time has been increased to 10 seconds.
  • Graceful Strike: Fixed an issue in which this ability was receiving double the stat contribution on the direct damage portion of the ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Guard will no longer attempt to work on players outside of your group, and the hotbar icon for this ability will now light up properly.
  • Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals Spirit Damage. In addition, the tooltip now displays the abilities knockback effect.
  • Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.
  • Juggernaut: This ability is now available at rank 12.
  • Nature's Blade: The proc from this ability now has new art for its area effect.
  • Perfect Defenses: Players will now properly receive the bonuses to defense while in Improved and Perfect Balance.
  • Phantom¡¯s Blade: Fixed a typo in this ability¡¯s tooltip.
  • Phoenix Wing: This ability no longer adds additional Hate, and its damage and radius have increased.
  • Potent Enchantments: This Tactic now deals damage as soon as it procs. In addition, this Tactic no longer increases Blade Enchant damage.
  • Protection of Hoeth: This ability has changed to an Open Balance attack, and its reuse time and absorb effect have been decreased.
  • Quick Incision: The cost of this ability has been increased, its cooldown timer has been removed, and the damage has been changed to apply instantly instead of over time.
  • Sapping Strike: The Action Point drain on this ability will now work correctly.
  • Shadow Blades: The damage dealt with this ability can no longer be defended against.
  • Wrath of Hoeth: The cost of this ability has been increased, it has been changed to an Improved Balance attack, and its radius has been decreased to 20 feet.

Warrior Priest


  • All Auras will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected.
  • All offhand Warrior Priest book items have been improved! See Items notes for more detailed information.
  • Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Divine Aid: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
  • Divine Assault: This ability now heals 350% of the damage done, and the setback amount is now reduced to half a second.
  • Divine Light: The buff window icon for this ability will now display a tooltip.
  • Divine Shock: This ability will now fire when there are no targets in the area.
  • Divine Strike: The damage of this ability has increased.
  • Greave of Sigmar: The duration of the Toughness buff from this Tactic will now match the duration of Sigmar's Fist.
  • Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Martyr¡¯s Blessing: This ability will no longer display a buff icon on those being healed.
  • Prayer of Absolution: Fixed an issue that made the actual range of this ability much shorter than the range listed in the tooltip.



  • Prayer of Devotion: The health gained from triggering this ability has been increased.



  • Prayer of Righteousness: The buff window tooltip for this ability will now display correctly.



  • Sigmar¡¯s Radiance: The damage of this ability has increased.



  • Sigmar¡¯s Shield: The buff window icon for this ability will now display a tooltip.



  • Smite: This ability will now properly generate Righteous Fury based on the number of targets hit and will no longer be able to be set back.



  • Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack. In addition the tooltip will now state that the effect is a Curse rather than a Cripple.


White Lion



  • All Training buffs now persist through the White Lion's death. This means that the player will not have to recast a Training after respawning or being resurrected.



  • The White Lion pet¡¯s auto attack damage has been given a substantial increase.



  • Blindside: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability.



  • Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.



  • Cleave Limb: This ability now snares the target for 10 seconds, and no longer reduces auto attack speed.



  • Cull the Weak: This ability will now have the correct range.



  • Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Pack Assault: Fixed an issue that prevented the initial damage of this ability from showing to the user. Additionally, this ability will now correctly grant all group members the extra damage.



  • Pet Ability - Bite: The damage of this ability has increased.



  • Pet Ability - Claw Sweep: The damage of this ability has increased.



  • Pet Ability - Fang and Claw: The damage of this ability has decreased.



  • Pet Ability - Gut Ripper: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Additionally, the reuse timer for this ability is now 20 seconds. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.



  • Pet Ability - Leg Tear: The duration has decreased on the Damage over Time aspect of this ability. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Pet Ability - Maul: The damage of this ability has decreased and its reuse timer has been lowered to 5 seconds.



  • Pet Ability - Shred: The damage of this ability has increased.



  • Pounce: This ability now requires an enemy target. Additionally, this ability has been adjusted so that it no longer targets objects. This includes quest and public quest object targets, and keep doors.



  • Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Thin the Heard: This ability will now have the correct range.


Witch Elf



  • Agile Escape: Knockback Immunity will no longer prevent the Witch Elf from jumping away from her target.



  • All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected.



  • Elixir of Insane Power: The Witch Elf¡¯s attacks will now ignore 50% of her target¡¯s Armor.



  • Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.



  • Healer's Bane: This ability¡¯s effect has been reduced to 50%.



  • Swift Pursuit: This tactic will now properly increase movement speed when using Fleet-Footed.



  • Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.


Witch Hunter

  • All Witch Hunters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected.
  • Blessed Bullets of Cleansing: The damage of this ability has been increased, the amount of Action Points stolen has been increased, and this ability is now available at rank 35.
  • Blessed Bullets of Confession: This ability¡¯s damage has been increased, and it is now available at rank 9.
  • Blessed Bullets of Purity: This ability¡¯s damage has been increased, and it is now available at rank 4.
  • Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now trigger Blessed Bullets.
  • Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Declare Anathema: Knockback Immunity will no longer prevent the Witch Hunter from jumping away from their target.
  • Emperor's Commendation: This ability will now trigger off from stealth openers.
  • Fervor: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Also, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Repel Blasphemy: This self-buff is now right-click removable.
  • Sanctified Bullets: Blessed Bullets of Purity will now heal for 50% of the damage they cause.
  • Seal of Destruction: The Witch Hunter¡¯s attacks will now ignore 50% of their target¡¯s armor.
  • Seeker¡¯s Blade: This ability now checks for an Ailment.
  • Sweeping Strikes: This Tactic will now correctly affect two other targets.
  • Trial By Pain: This ability can now be used while on the move and will no longer fire twice.


Zealot

  • Boon of Tzeentch: The damage of this ability has increased. Additionally, the tooltip for this ability now displays the correct range.
  • Chaotic Agitation: The tooltip will now display the correct frequency for damage pulses.
  • Dark Medicine: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended. In addition it will now stack with other casters on the same target.
  • Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Elixir of Dark Blessing: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.
  • Endless Gifts: This ability will no longer affect Winds of Insanity. In addition group members with previous marks will also receive the benefits when the tactic is equipped.
  • Leaping Alteration: This ability¡¯s heal value is now correctly tied to the Path of Dark Rites, and will continue to leap to additional targets when cast upon the Zealot. In addition multiple Zealots may now cast this ability on the same target.
  • Manipulation: This ability will no longer trigger if the target of the heal is already at full health.
  • Mark of Daemonic Fury: This ability now also increases the target¡¯s Ballistic Skill.
  • Mark of Remaking: This ability will now be affected by the anti-resurrection aura.
  • Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Storm of Ravens: The tooltip for this ability now displays the correct range.
  • Sweeping Disgorgement: This Tactic¡¯s tooltip now displays the correct level, based on your Career Mastery specialization.
  • Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


General Changes and Bug Fixes

  • Fixed an issue that caused summoning a mount to impact client performance.

Items

  • Warrior Priest Books have been updated to make them significantly more attractive to players. All offhand books will now add passive Righteous Fury regeneration. The amount regenerated per second varies based on the rarity of the item.
  • Disciple Chalices have been updated to make them significantly more attractive to players. All offhand chalices will now add passive Soul Essence regeneration. The amount regenerated per second varies based on the rarity of the item.
  • An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.
  • Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.
  • Numerous issues have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.
  • Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Fixed an issue that was causing Weapons and Armor to not properly display their proc effects in the item display.
  • Numerous issues have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.
  • Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Image-Changing Rewards: A player¡¯s illusion will now break upon using an ability in addition to breaking on damage.
  • All Dwarf spanner items in the game are now set to be useable by Engineers only.
  • All Dwarf great hammer items in the game are now set to be useable by Ironbreakers only.
  • All Empire rapier items in the game are now set to be useable by Witch Hunters only.
  • Tooltips on armor set pieces will now display information relevant to that set's bonuses.
  • Standards: All references to banners should now be removed. All text now refers to Standards.

Realm vs. Realm


  • Fixed an issue which was causing the Martyr's Square battlefield objective to not issue Renown properly.
  • Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from entering the keep through the door.
  • A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:

    • Mourkain Temple
    • Stone Troll Crossing
    • Tor Anroc
    • Howling Gorge
    • Talabec Dam
    • Serpent's Passage
  • The interact timers for planting the bomb in the Howling Gorge and Talabec Dam scenarios have been lowered to 2 seconds.
  • Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren¡¯t should occur far less frequently, if at all.
  • Tier 3 Battering Ram: This siege weapon has had its health increased.
  • Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.


User Interface

  • The "Ability Not Ready" message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown.
  • Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.
  • Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.
  • Morale abilities will now display their cooldowns correctly at all times.
  • Fixed the tooltip display for the first custom guild rank slot.
  • Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.
  • Guild members may now be promoted to the first customized guild rank slot.
  • Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
  • Guild titles will now sort by rank rather than alphabetically.
  • Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.
  • Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.
  • Guild Leaders, Officers, and anyone else with appropriate permissions can once again use the guild window context menus to promote and demote members.
  • Locking the chat window will now persist upon logging out.
  • Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.
All the Warhammer patch 1.06 are here, please visit us frequently for more info on warhammer patch 1.0.6 !

Warhammer crafting system

Many of the systems developed for Warhammer Online focus around the art of war itself. Realm vs. Realm combat, Keeps, sieges ... the bread and butter of the game is combat, adventuring, and excitement. Which is not to say that a few moments of quiet time aren't appropriate even in the harsh world of WAR. The most recent newsletter unveiled a new production video from none other than Mark Jacobs himself, talking all about warhammer crafting.

Mark Jacobs did a very nice little video that came out in the newsletter that covers pretty much all of the stuff I would be talking to you about, so I'm going to try and see whether we can find some other little things to talk about that he just mentioned in broader terms. I think the best way to talk about crafting is first of all to admit that there's gathering, and then there's crafting. There is how you get your stuff, and that's how you turn your stuff into other things. The skills that we're talking about at the moment, we have four gathering and two crafting. The two crafting are Apothecary and Talisman-making, and the four gathering are Butchering, Scavenging, Cultivating and Salvaging. Some of them function like skills you might have seen in other games, like Butchering, and Scavenging is extracting stuff from corpses.


Warhammer Cultivating is a pretty new idea for an MMO. Essentially you start off with something useless and spend some time and attention, nurture with love, and water. Eventually your seeds can grow into something that is much more useful and someone else will want to buy off you and use to make potions. You can, of course, use your own materials. Salvaging is taking something that you have, that maybe you don't want, hitting it with a hammer lots of times so it breaks apart. Then you have some stuff left over. Apothecary is potions lotions and powders, it's essentially our combat consumable creation system. Talisman-making is making stuff that goes into slots, where those slots are on weapons and amour. I don't think Mark touched too much on how those skills basically interact with one another, I've seen a few people asking questions about that.

Just as an example of how resource gathering works. Butchering is where I go out into the wilderness and see a wolf or a boar, and I kill it and some flies start buzzing around it, and I interact with it. Then I get some loot! And the kind of loot you get from Butchering is - mostly - going to help you out with the Warhammer apothecary system. So ingredients you might get to make potions are like guts and blood, and goo and all kinds of disgusting things. Scavenging on the other hand feels basically like the same kind of skill except that you're doing it on predominantly player races. Anything sentient, like Mark said "anything with pockets". When you Scavenge from them you get things that are slightly less disgusting, things like gold teeth, you might get fleas and ticks, that sort of stuff that's stuck to their body. Generally, the stuff you get from Scavenging will help you out in Talisman-making.

There is a bit of crossover, if you do Scavenging there are some things you use in apothecary that aren't available elsewhere, aren't as easily available elsewhere. The same thing with the other two resource skills. Cultivating is growing stuff, and stuff you grow in Warhammer Cultivating generally ties in to apothecary too. Salvaging - that stuff generally ties in to Talisman-making. So we give players a choice, they can have one gathering, one crafting. At very low levels there's enough to just get started at your local crafting vendor. Once you get above that, you need to go and do stuff on your own. With your one gathering skill you can pretty much get just about everything you need, but there are going to be some times where you need to trade with other players.

You only have the option of choosing one gathering and one crafting? You can't do two gatherings?

No. Definitely one and one, Mark replied to someone asking that question on one of the boards today. The primary reason is just that we don't have that many skills at the moment. The other thing we've tried to do with all of these skills is - I'm not a big fan of chasing yellow dots on a radar screen. When I play our game I want to get into a scenario, I want to get into a keep siege and I want to kill people! I don't want to be doing rings around the edge of the zone or looking for yellow dots on my radar to go and interact with not-people. I want to get in to RvR and kill people. So - developing the entire crafting system, which is based on Mark's design, we tried very hard to make sure that if you want to do crafting, it's not going to impact your ability to do RvR. It's not going to soak up time, you're not going to have to go to specific places and do it. If you want to do it, you can just do it. If you've got 10 seconds downtime? Make a potion, or start something growing, while you're waiting for the scenario timer to kick off so you can get in and start killing people. That's been a very important, conscious choice for us. I think we've pretty much hit it on just about everything you do in the game to do with crafting.

So if we're talking about how they feel to use ... Butchering and Scavenging, the way they play out is very reminiscent of World of Warcraft's skinning. Salvaging shares some similarities to WoW's disenchanting, some of the things you can do in Salvaging. Let's say I have my staff, I don't want it any more, or it dropped and I don't use it, and so it's got Wisdom and Intelligence on it. When you go to salvage it, it'll give you the option to choose which one of the bonuses you'd like to extract. Once you've made that choice, the end result, the stuff you get will actually be different depending on your choice. Then, you take one of those things and plug it into your Talisman-making. Let's say you chose intelligence, if you use that as your core ingredient for Talisman-making, you'll make a talisman that boosts intelligence.

Mark in the podcast was emphasizing the exploratory nature of the system, and that's the sort of thing we've been trying to ensure all the way through. We don't want the system to be as simple as in some games, where if you find a recipe or unlock a recipe then it's the same set of four items you need to make it. In our system, there are many different ways to arrive at an end product. The interesting choice we give to the players is to kind of figure out the best way to get the ingredients they need to make that, based on their own play-style.

I've artificially given myself 100 skill at Cultivating, which has opened up three of my four plots already. The first thing you do when you get the cultivate window to open is you stick a seed in a plot. The low-level stuff grows pretty quickly, and you can have multiple things growing at the same time. When you back out, it shows you which state which ones are - all of these are at the beginning stage at the moment. There's an overall time, there's a time per stage. What we can also do is input additives that will reduce the time taken as well.

You can use one additive per stage?

Yes, at specific times. Basically what happens in Cultivating is, you're growing stuff. We'll also fill in some little surprise things in, like you can have criticals and supercriticals, and the chance of those happening can be modified by the additives that you use. If you find a special sort of soil, maybe that makes criticals happen more often, or maybe it makes supercriticals happen more often. We're also trying to do things like hybridization. Essentially most of the seeds you grow give you ingredients that you're going to use to make something. We are reducing the amount of types that you can immediately get, and make them happen as a result of say a supercritical in cultivation. So you might say "oh, let's grow a respiration plant" and then grow ten of them, and one's a supercritical and suddenly it gives you a healing seed. You haven't been able to make healing potions before, and you can't find them anywhere.

You've created the healing seed as a hybridization byproduct of the respiration seeds. Cultivation's also going to be a way that we can put in more weird stuff. You might be growing some particular plants and you might get an insect at the end of one of the products, which you can grind down and use as a pigment, Or, you get a sap or some goo that you can use as an ingredient for something else. Once it's fully grown, at the end you can harvest it. Oh, I got one of those back. I'll try to see if it's in a stack ... I got a failure! There's a common mushroom there, which ultimately will get sold to a vendor.

Some of the seeds can also come from Scavenging, some of them come from just killing particular types of animals. Usually ones that have hair, because thematically, it's stuck in their hair. We have the starter stores mostly as a customer service for our players. Once they get into they game, they can start out and get their first few skill levels in a particular skill, at no risks, the guy in the store will just sell you as many of the skill level 1 stuff as you want. Then when you outlevel that, you're on your own, and you have to go find stuff. So particularly potent or rare seeds, find more PQ bosses, any particularly hard piece of content, as well as regular drops and Scavenging.

So not only do the gathering skills work with the crafting skills, but they also overlap with each other?

Yeah - there's a little bit of overlap all over the place. Like earlier on, when I was saying Scavenging mostly helps you out with Talisman-making; there are edge conditions and all sorts of weirdness that we put in. Hopefully players will find it interesting, particularly like killing someone and finding they had a leech on them. Then you loot the leech and you say "Oh, this can be used to make healing potions, because it's a leech!" Stuff like that. So apothecary is a potion-making system. As a skill level one player I learn this skill from a trainer, and then I go to this guy here and he can give me some stuff. First thing I need to do is put it in a container, and then put in my main ingredient, and then there's a little thing that tells me whether the mixture is stable or not.

So it's completely stable with these new additives. I press 'Brew', and we get a potion out at the end. It's real quick to make something as an Apothecary. Now the really cool thing about the system is we have a main ingredient which goes in that slot, which basically can determine what kind of potion we're making. In this case, you can check on the tooltip and know that this guy always makes intelligence potions. However the problem with the main ingredients is that they're very, very unstable. So as soon as you put them into a container, you are going to have a battle to make sure the overall stability of the concoction is positive. So, to do that, I've just used the three basic ingredients that I know have good stability. Other ingredients can also do other things, like the two basic other types which I'm going to show you today can increase the length of an effect on a potion, and increase the number made. It's a little bit difficult to be designing potions early on. Once you get into the swing of it, and you are starting to find more gatherables and you also have more money, you can buy stuff and you can can trade from players. It enables you to start designing the sort of potions that you want. Mark used a really good example in his podcast where he said "I'm going to make some potions for my guildmates ...

What are we doing tonight?" "Well, we're just going to run a bunch of scenarios. We're going to be doing RvR." In RvR, you don't survive very long, it's just a fact of life. You die every five minutes. It's fun, but you die every five minutes! So, it would be pointless for me to use my ingredients that lengthen the effect. Every time I revive, I take another potion. So, instead I'm going to concentrate on adding extra potency in, or maybe, concentrate on adding ingredients that will make more potions. Conversely if I'm going to solo, if I'm going to try and get a couple of levels tonight, do a couple of quests, maybe join some other people in PQ. I'm not really expecting to die all that often - it's PvE! So, I might concentrate on my ingredients that super-lengthen the length of the effect. Instead of making intelligence by ten, for ten minutes, I might make intelligence for ten, for two hours. In which case, I only need to drink one, and I can save all my ingredients for when we go RvRing and make the short powerful ones.

Is there a similar mechanic on the Talisman-making side? You mentioned breaking down materials based on their item bonuses, but is there any sort of balancing that goes on there?


It's similar, but it's... it's the same system, but there are some differences. For example, for apothecary - apothecary is all about managing your stability, making sure your overall stuff is stable, and we give the players a little bar on the side. For Talisman-making, it's all about making this minor object of power as potent and powerful as they can possibly make it. So there's no real stability involved in that, it's just brute force power. Conceptually it's very similar, you're sticking four things into a container, pressing a button and hopefully awesome pops out the end. The types of things you need to make a talisman is a fragment, which is the thing you get from Magical Salvaging. Presumably as a player you've already made the choice about which bonus you're trying to make. Then you need some gold essence, gold in Warhammer is traditionally the color of hedge-wizardry, talisman, magic, that kind of stuff.

We're going to require you need some gold essence. Gold essence is the thing that is created by apothecary people. We'll allow you to have some really crappy gold essence probably from the store or from some early on PQs. That said, to get the superpowerful talismans, you're going to want to have a friend that's into apothecary. Talismans thematically are kinda like good luck charms. It's funny ... in the Warhammer world, they're not necessarily inherently magical themselves. They're magical because you believe they're magical - which is kind of a weird concept to get your head around initially. The Empire soldiers will nail two brass pennies to the front of their shield as a good luck charm. Are the pennies actually magical? No, they're not, but because they think they are, they become magical. It's like a lot of trust and belief and all kinds of nonsense.

So talismans work a bit like - thematically they're a bit like that. If you believe all this stuff's going to be magical, you can make something cool. So the third things you need, we call them curios, they're things you get from Scavenging. Like you Scavenge some player races, they might have in their pocket a lucky charm - a rabbit's foot pendant or a four-leaf clover. The third ingredient for making a talisman is something that someone considered to inherently have some power to it. Then the fourth thing is another magical type of essence that predominantly occurs as a byproduct of Salvaging. Take all this stuff, squish it together, and if you have the best versions of each one of those four things, you get a really good talisman at the end of it. If not, you get a crappy one.

What kind of support does the Auction House offer for people who want to offer their goods and services from these kind of products? Is there an easy way to run down a potion based on the length of time?

Yes. Our Auction House functions like you think it would. However, we have extra levels of filtering available that you can use to search for. There's not just a pulldown that says "Potions" and it will show you all the potions in the Auction House. You can actually get down to the level of clarity that you would need, given that the crafting systems themselves can create stuff of that level of granularity.

This is obviously a question looking out a bit ... do you guys see adding in more crafting elements as the years go by?

I think we would be foolish not to!

It seems like you're aiming to launch with a very tight, very core element...

We wanted to concentrate on - I don't want to use the word 'consumable', it's not an all-encompassing term - wanted to focus on the things that are the most going to help players out in RvR. Viscerally. Like - drink a potion, and suddenly you become stronger on the battlefield. That's the kind of effect you want to have. One thing about talismans is I'm not sure if it's been mentioned - is while some of them last forever, some of them don't - and that enables us to put better abilities in them because we know they're not going to last. They're not going to stick around for that long. So, with that respect, they're also consumables. We want to give players as much ammunition for augmenting and specializing their characters for RvR.

The choice to not include a weaponsmith or armorsmith is interesting. Was that based on just how the designers wanted to itemize the game, or was it so you didn't have people doing really passive activities in the game?

I think every game I've ever played, I've always been a little bit upset with how blacksmithing / weaponsmithing works, in that they never give me the end results that I really want. A lot of games there'll be the discussion whether crafted stuff should be better than the stuff I get elsewhere. Not necessarily even high-end content, but just my normal, going about my business doing quests kind of thing. I don't remember ever playing a game where I thought that mix was "right". Personally, I'd love to put in a system where you could do crafting and that was the pinnacle of stuff in the game - but there are other aspects to take into account. I'm not sure the main reason why we didn't do it. From my point of view, being in charge of the team that had to do it, we know we have this awesome exploratory system of apothecary and Talisman-making. We have the associated gathering skills, and we just want to knock those out the park first. We'll give you the tools that impact your initial RvR experience the most, early on in your lifetime in the game. After that, we'll see what happens. We're probably going to be around for ten years, it's going to be five or six expansions ... we've got to hold something back!

Nov 30, 2008

Warhammer Elves Meet the White Lion levels 1-5

If you have known classes of Warhammer Online, we will continue our exclusive pre-NDA look at the Elves of WAR today, with a look at the White Lion class from the ground up.

The White Lion career with a loyal lion pet by their side, an enormous axe in their hand is a melee dps class on the side of Order and very good at taking down enemies, especially small groups of them. It is only available to High Elves.

You start the game with three abilities:

Level 1 - Call War Lion
60 AP, 2sec casting time, 15sec cooldown
You call your tamed War Lion to come forth and fight with you. You may only have a single War Lion at a time.

Level 1 - Hack
30 AP, Instant cast, 5ft range
A brutal chop at your enemy which deals 15 damage.

Level 1 - Axe Toss
20 AP, 1sec casting time, 5-65ft range
You fling a throwing axe at your target, dealing 10 damage.

Your initial lion is rather weak, dealing about 5 damage per hit. When you get your first pet buff at 3 level that situation will chang. Until then, consider him a weak DoT. Don't get too excited about the Axe Toss ability either. You aren't a ranged dps class. Its just for tagging mobs from a distance.

The real gem among your initial abilities is Hack. If you desire to take down your enemies quickly in your first few levels, you must gain your spammable special axe attack.

Level 2 - Blindside
30 AP, Instant cast, 5ft range, 5sec cooldown
You attack your enemy at a vulnerable spot, dealing 17 damage immediately and inflicting them with an Ailment which deals an additional 36 damage over 9 seconds.

Later, when you pet can taunt, you can move next to or behind an opponent to unleash more powerful attacks like this one. For now, you must send your lion in first to attack a mob and gain initial aggro so you can come up from behind and open up with this ability. This also puts an Ailment on the mob which opens up other abilities later.

Level 3 - Trained to Threaten
No AP cost, Instant cast
You train your pet to behave menacingly, increasing it's Toughness and Initiative by 6 and increasing your chnce to critically hit by 5% as long as you are at your target's sides or back. Your War Lion gains the ability to threaten its enemies, the abitlity to reduce a fore's armor and the ability to snare its enemies.

This is your bread-and-butter pet tank buff. There are three abilities your pet gets:

Leg Tear
Deals 85 damage to the target over 15 seconds. For the first 5 seocnds, the target will be snared, reducing their movemen t by 40%

Shred
Deals 33 damage to the target and reduces their armor by 29 for 10 seconds.

Lion's Roar
Taunts all enemies in front of your War Lion, up to 30 feet away, making them hate your pet much more and causing them to deal 30% less damage to eeveryone else other than your Lion.

As you can see, your pet is not only better at tanking, but damage and debuffing, too. Sometimes you pet might use unfit abilities in the battle yet you can't tell it. There is a good method to avoid this situation that you can turn the abilities on or off whenever you want, thus limiting the pet's choice in battle to what you need done. It's now also much easier to use Blindside as your lion now has a strong taunt.

Later you will get another pet buff that makes them better at damage in case you like to do the tanking on solo mobs as well as a third buff that balances between offensive and defensive abilities in case you want to fight side by side with your lion.

Level 4 - Coordinated Strike
50 AP, Instant cast, 5ft range
You and your War Lion attack as a pack ravaging your enemies. You strike your traget for 15 damage, and your pet strikes its target for 15 damage. if you are within 10 feet of your pet's target, you will also strike that enemy for 15 damage and likewise, if your pet is within 10 feet of your target, it will also strike your enemy for 15 damage as well.

Here's the TLDR version: you and your pet get an extra strike on each other's target. If you are on the same target, it's a good chunk of damage. If you are on separate mobs, it's like a free attack. This is one of the unique abilities that only pet classes get.

Level 5 - Nature's Bond
30 AP, Instant cast, 150ft range
Your War Lion regains 165 health over 15 seconds.

This instacast HoT is great in a pinch to buy your pet some extra time while you hack away at your opponents.

That's it for the first five levels. Do you think it is very simple at the first five warhammer leveling when you have seen this article? Of course, it is very easy at the beginning of the game provided you were even playing the MMORPG. However, do remember that the first beginning of your character would affect quests which you must complete in the future game. So the first warhammer leveling is very important for each player.

Warhammer Dark Elf Early Quest Guide

Here is a warhammer guide to all the starting quests if you start out as a warhammer dark elf. These are in no particular order, just the order in which I did them. You will find coordinates, and notes on each quest. These quests are easy to solo with the exception of the Public Quest. These quests will get you from the Elf starting location to Akrana's Storm. Quests from killing Dark Sprites to releasing Cold Ones to feed on your kin. I did not include any storyline as that would take up a massive amount of room. The coordinates listed are for the center of where the item, NPC, or MOB is located. I hope you enjoy this guide and it becomes of use to anyone who is starting the game.

Explination:
From: Who you get the quest from.
Name: The name of the quest.
Description: A description of the quest.
XP and Money: Experience and money gain for completing the quest.
Chose: Means you get a choice of one item from 2 or more items.
Note: Notes of interest for the quest.
Numbers inside the ( ) are coordinates where you will find the item, NPC, etc

Narthain Beach
From: Gorthan Rakar (15514,6912)
Name: Blood Feud
Description: Kill Sea Guard, they are along the Narthain Beach. Return to Gothan Rakar at the Dark Elf galley on the western side of the beach.
Item: Sea Guard 0 of 4
XP: 1000 Money: 52 brass
Chose: Initiate's Warming Draught or Class Boot armor
Note: The Sea Guard is located west of Gorthan at (20070,7168). Kill any 4 of them. You can even kill one that an NPC is in combat with.

From: Gorthan Rakar (15514,6912)
Name: The Joys of War
Description: Go to the Reaper Bolt Throwers along the dunes on the southern side of Narthain Beach. Use the artillery to fire on the approaching Spearman and Mages. Kill several in this manner. Return to Gorthar Rakar on the western side of Narthain Beach afterwards.
Item: Reaper Bolt Thrower Victims 0 of 4
XP: 824 Money: 52 brass
Chose: Initiate's Fleeting Potion of Clout or Initiate's Fleeting Elixir of Allaying
Note: Go south of Gorthan and you will see four Dark Elf Bolt Throwers located at (17227,9961). Right click on any one of them and then click the target icon in the center of the 3 icons that pop up. You will then see a four-point target rectacle on your screen. Point it at your target and wait for the four points of the rectacle to close in and stop. You are then locked on your target. Left click once to fire and then repeat once the thrower is reloaded. Once you have killed 4 targets you will be kicked off the thrower.