Updates

World and Quests:

  • Surface encounters are significantly updated.
  • Monsters in dungeons will find and kill you
  • Removed all apartment landblocks and revamped the Arcanum Portal Network to bypass the apartment landblocks. Updated GoArrow database (https://github.com/Pourkarutide/ClassicACE/blob/master/Database/CustomDM-GoArrow-Locations.xml) to reflect these changes.
  • Contract completion rewards pyreals
  • The Arcanum Portal Network now accepts full bags of salvage as payment for tickets, and no longer offers cheap fares.
  • Recall and summon portal spells no longer work while inside dungeons.
  • Exploration Markers are now only visible to players with the appropriate exploration contract.
  • Exploration Contracts are now available from level 1, and players get assigned one at the end of the training academy.
  • Lilitha’s Bow damage bonus changed to piercing element.
  • Trophy turn-in quest rewards updated.

Treasure Maps:

  • Creatures have a small chance of dropping a treasure map.
  • Treasure maps will guide players to the location of a buried treasure chest.
  • The chest and the area it is buried in are of the same tier as the creature that dropped the map(keep in mind the float tiers system so for example a tier 1.5 creature could lead to either a tier 1 or tier 2 treasure).
  • The chest has a chance of being locked, if it is the map will state it when examined.
  • Treasure chests contain large quantities of pyreals, gems and jewelry.

Gear:

  • Equipped items will now periodically check their activation requirements and activate/deactivate themselves accordingly. The rate that this check happens is the same rate as the item consumes mana.
  • A message stating your max evasion cap is now sent whenever it changes(when equipping armor for example).
  • Max evasion cap lowered from 95% to 90% and equipment evasion cap penalties reduced to keep the overal value around the same.
  • Gems once again can be used directly to cast its spells, but instead of using mana and being able to recharge them with mana stones they now have a max amount of uses. This is a middle ground between the first and second iterations of this system. It allows players quicker access to buffs but cannot be relied long term. For that the player has to transfer the spell to a piece of equipment. The gems won’t be destroyed when all their uses are spent.
  • Allegiance Ranks are no longer related to vassals, instead they are derived from a character’s trade note wealth in the following manner:
    Rank 1 : 1 C note
    Rank 2 : 1 M note
    Rank 3 : 1 MMD note
    Rank 4 : 4 MMD notes
    Rank 5 : 8 MMD notes
    Rank 6 : 12 MMD notes
    Rank 7 : 25 MMD notes
    Rank 8 : 50 MMD notes
    Rank 9 : 100 MMD notes
    Rank 10 : 200 MMD notes

Combat:

  • Closed doors will now stop both creatures and players from attacking thru them.
  • Elemental Rend works like regular rending did but for all non-physical elements at once.
  • Resistance cleaving and Elemental Rending now scale on a formula based on skill level
  • Resistance Cleaving is now exclusive for wands and will always be for all non-physical elements at once.
  • Elemental Rend stacks with Resistance Cleaving.
  • Critical Strike now stacks with Biting Strike.
  • Crippling Blow now stacks with Crushing Blow.
  • Armor Rending now stacks with Armor Cleaving.
  • Having a free off-hand now grants a +10% defense skill bonus in addition to the quicker swing speed
  • Dual wield rotates between main and offhand regardless of repeat attack setting, but resets to main hand if the player does not swing for 4 seconds.

Shields:

  • Shield block now has a chance of being a perfect block, when this happens all the damage from the attack will be blocked and PvE melee attackers will be stunned for 5 seconds.
  • Hollow weapons and shields no longer exist.
  • All shields can now block and reduce projectile spell damage.
  • Wands can now have the shield cleaving property.
  • Creatures with shields now also use the shield skill and have a chance of blocking attacks instead of always blocking.
  • Extra block chance for missile attacks removed from shields.
  • Bonus to shield skill removed from shields.
  • Bonus to block chance added to shields, this directly adds to the final chance of blocking an attack.
  • Max evasion chance penalties added to shields.
  • Heart Blocker and Turn Shield spells as well as Heart Blocker Cantrips added: These modify the block chance bonus of shields.

Healing and Consumables:

  • Potions now have a 10 second cooldown between uses. All potions of the same category(health, stamina, mana) share the same cooldown except for Trade Elixirs which are on a separate category.
  • Rebalanced Healing Kits bonuses. More valuable kits have better bonuses.
  • Overhealing is now allowed for PvE.
  • Changed healing kits to use a single click to heal system. The healing action will default to self healing unless there is a valid player target selected. In case of player killers targets must be in the same fellowship to be considered valid.

Death:

  • Drop all coins on death at level 1+
  • Vitae penalty will now consume all XP earned until it is gone.
  • Vitae penalties now also decay over time, at a rate of 1% every 5 minutes, this time ticks even when offline.
  • (disabled) Recovering one’s corpse will also recover half of the Vitae lost on that death.
  • (disabled) Being resurrected will fully recover the Vitae lost on that death.
  • The amount of Vitae lost on a particular death is shown when examining a corpse.
  • All Pyreals will now drop on death.
  • PvE deaths below level 20 do not drop items.

Sneaking:

  • Sneaking skill checks are now slightly easier.
  • Successful sneaking backstabs will now also stun creatures for a short while.
  • Attacks from sneaking now have a +25% bonus to effective skill.

Assess:

  • Assess vulnerabilities are now always of the combat type of the attacker.
  • Assess vulnerabilities’ timer is now split into magic, missile and melee. Receiving a vulnerability of one type won’t prevent the triggering of the others.
  • Assess vulnerabilities timer is now based on the target, so it is possible to trigger it in different targets while the timer of the original target is still ticking.

Alchemy:

  • Lowers component burn chance for spell casting.
  • Adds a heal over time effect chance when using healing kits.

Cooking:

  • Increased Potion effectiveness.
  • Increased Food effectiveness.

Skill Formulas:

  • Arcane Lore formula changed to (Level /2) + 10. This should result in a slight increase in base skill for non-casters and a slight decrease for casters.
  • Secondary skill penalties lowered to -5/-10 from -10/-20 (specialized/trained)
  • Run formula changed to Quickness + 20, this will speed up the move speed at lower levels specially for low Quickness characters.
  • Max Emcumbrance has been increased by the equivalent of 40 Strength points. This again will be most noticeable at lower levels and by characters with very low Strength.
  • Axe and Mace from ((4 x Strength) + (2 x Coordination)) / 9 to ((5 x Strength) + Coordination) / 9
  • Spear and Staff from ((4 x Coordination + (2 x Quickness)) / 9 to (5 x Coordination) + Quickness) / 9
  • Update deadly arrow wield diff to 235 from 260
  • Removed attribute formulae from Leadership and Loyalty skills.

Spell Extraction:

  • 100% extraction rate
  • 50% chance of destruction for “over tier” spell transfers

Tinkering (armor):

  • Armoredillo Hide, Wool, Reedshark Hide, Ceramic: Increases the armor’s protection by 1.0.
  • Marble, Alabaster, Bronze: Increases the armor’s protection by 0.5.
  • Steel: Increases the armor’s armor level by 25% or 20, whichever is higher.
  • Satin: reduce a piece of armor’s Max Evasion Penalty by 50% (multiplicative).
  • The following salvages can now be applied to cloth armor(robes and dresses): Alabaster, Armoredillo Hide, Bronze, Ceramic, Reedshark Hide, Steel, Wool , Opal, Zircon, Yellow Topaz, Peridot (todo: check Marble)
  • Diamond: improve a shield’s block chance bonus by 5%.

Tinkering (weapons):

  • Rending imbues no longer exist.
  • Loot-generated weapons with special properties can again be further imbued.
  • Tiger Eye: imbue wands with Elemental Rend.
  • Green Garnet: increase the elemental damage bonus of wands by 4%(1% vs players). Adding Green Garnet to wands that do not have a specific element type will add the damage bonus to all non-physical elements.
  • Brass: Increase the weapon’s melee defense bonus by 5%.
  • Granite: Improve the weapon’s variance by 50%.
  • Iron: Increase the melee weapon’s damage by 4 for regular weapons or 2 per strike for multi-strike weapons.
  • Mahogany: Increase the missile weapon’s damage modifier by 16%.
  • Oak: Decrease the weapon’s speed by 50.
  • Opal: Increase the magic caster’s mana conversion bonus by 5%.
  • Velvet: Increase the weapon’s attack skill bonus by 5%.

Tinkering (items)

  • Gold: Raise the item’s value by 100% or 5,000, whichever is higher.
  • Moonstone: Increase the item’s maximum mana by 100% or 500, whichever is higher.
  • Pine: reduce the item’s value by 50%.
  • Linen: reduce item burden by 50%.
  • Amber: Increase Max Extra Spell Count by 1 for regular items or 2 for robes.
  • Pyreal: Decrease the Mana Cost by half.
  • Silver and Copper salvage no longer allow changing item requirements between melee and missile defense.
  • Copper: Lower Arcane Lore requirement by 5.
  • Silver: Lower Arcane Lore requirement by 10 while doubling the Mana Cost.

Asheron’s Call was a registered trademark of Turbine, Inc. and WB Games Inc.
Dekarutide is not associated or affiliated in any way with Turbine, Inc. or WB Games Inc.