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  • Patch Notes 16/02/2019
    HOTFIX #6
    Spoiler:
    - Another attempt at stopping fort lord from going downstairs.
    - Fixed the missing portals to the maw.
    - Fixed an issue where a fortress would bug out if defenders defended it and attackers pushed back to the fort.
    - Stage 2 fortress will show BOs on map.
    - Reservations for fortress is now in! Once the previous zone locks the top 24 contributors from each side will have reserved spots for fortress for 5 minutes (those players will get notified).
    - Fixed an issue where fortress walls would not spawn/despawn properly, and its now done once a fort starts / close instead of what we did previously.
    - Fortress portals are now slightly elevated to be more visible.
    - Pounce like abilities should not be usable anymore while caged up in a fortress.
    - Getting pulled out of a cage in a fortress should no longer be possible.
    HOTFIX #5
    Spoiler:
    - Fort lords should no longer go downstairs, last attempt was borked.
    - Fixed the portal to Reikwald.
    - Teleporting players out of the Fortress zone once the fort starts as to not have people trying to cheese it by staying there for hours on end.
    HOTFIX #4
    Spoiler:
    - Fort lords now have proper messages when doing abilities and not the debug messages.
    - It should no longer be possible to fight the fort lord below his room.
    - Added clearer messages to players whats happening in fortresses.
    HOTFIX #3
    Spoiler:
    - Increased the cap on resource box gain slightly.
    - Fixed issues where war report had a 49k day wait.
    - Fix underflow on repeatable quests.
    - Fort lords now has the same "die X" message as keep lords.
    - Changed a variable to fort lords damage output.
    HOTFIX #2
    Spoiler:
    - Players should no longer receive or deal damage when they're captured in the Fort zones
    - Fixed a nullref that prevented the Fort from completing properly.
    - Ram spawning now requires a 2-star keep
    - Battlefield Crates have been capped, this was causing Keeps to rank up very quickly. We will continue to monitor the gains and adjust as needed.
    - WAR Report will no longer be available for Fort zones. This was causing the population limiter for the zone to be ignored and was not intentional.
    HOTFIX
    Spoiler:
    - People in cages in forts should not be able to be attacked or attack someone else.
    - People in cages are not supposed to release themselves.
    - Number of bags from forts misbehaved, should be better now.
    - Remove rams from forts when they are done.
    - Removed portals that were used to bypass the limitations of forts.
    Image
    [Fortresses]

    Fortresses are huge keeps that guard the entrances to Capital Cities. Larger than even the largest tier 4 keeps, Fortresses have huge outer walls, and command a view of the countryside around them, ready to defend against all comers.

    [Reikwald - Empire Fortress]

    The fields of the Empire burn as the Chaos host closes, and the smoke of Reikland's fired fields cannot help but be blown south with the Reik river's natural fog. The billowing haze culminates in the Reikwald, and the fortress there stands like a massive sentinel amongst the mists that engulf it. Atop the fortress stands Rhinehardt Ortmann, a warrior priest as stalwart as the stronghold he commands. Charged with Altdorf's last line of defense by the Grand Theogonist himself, Ortmann has promised to give aid to all who have fled south from the marauding armry of Chaos. While Ortmann stands the safety of Reikwald's fortress, and the capital of Altdorf beyond, remains accessible to fleeing citizens of the Empire.

    [The Maw - Chaos Fortress]

    Where most fortresses are built to repel invaders with their very image, the stronghold of the Maw is meant to invite invading armies deep into the Chaos Wastes. Many armies have wandered into the deep Wastes in search of the fortress of the Maw, traveling into progressively darker and more bizarre terrain. Most armies are caught unawares by the unfettered and sudden appearance of the fortress, but one look at the enormous walls that frame the stronghold and surprise soon fades to despair.

    However, the commanders of the Maw will not impede an newly arrived as it prepares to lay siege, nor will do much more than protect its walls from incursion. For the commanders of the fortress in the Maw know that waiting is the secret to fighting this deep in the Wastes. One need only wait and soon his enemies will be fighting each other, shouting at shadows, or wandering unthinkingly through the sand and snow, the insanity of the Maw having finally consumed them.

    [Stonewatch - Dwarf Fortress]

    The Dwarfs might guild their drinking halls and celebrate their hordes, but when it comes to battle the Dwarfs know that only keen edges and bitter stances matter. The fortress at Stonewatch is a testament to the dour simplicity of the Dwarf defense. With walls that merge with the stone of the mountain, and foundations that go as deep as the roots of the world, Dwarf fortifications have no equal. Hidden masterfully within the crannies and niches of the stone are entire batteries of cannons already aimed and ready to fire.

    To assault the fortress of Stonewatch is to assault the side of a mountain, and all who have tried have failed as the great carved eyes of Karaz-a-Karak's entrance look on.

    [Butchers Pass - Greenskin Fortress]

    The fortress of Butcher's Pass is a sprawling settlement as large as any castle town. Originally the greenskins there simply occupied the remains of the Dwarf keep there, but eventually they grew so numerous that they began adding onto the ruins wherever they could. More and more huts and towers sprung up with the ruins, and the central keep grew larger and larger, rising from fort to fortress in a matter of week. Now nearly three keeps built atop one another, the central bastion of Butcher's Pass is both the home of its boss, Grumtusk Da Ravager, as well as a mammoth fighting pit.

    At such rambling dimensions, the fortifications of Butcher's Pass should prove impenetrable attackers, for even if they were to breach the walls, few would have any idea where to go or what to attack next.

    [Shining Way - High Elf Fortress]

    The fortress of the Shining Way was once a center of study and peace sitting atop a grand hill overlooking the Straights of Lothern. The university took pride in teaching the noble heirs of Eataine the histories of Ulthuan's politics and houses. However, as soon as Malekith's armies invaded and the fields of Eataine began to burn, the school was quickly converted into a stronghold suited to protecting the capital of Lothern. Now, defended by legions of mages and soldiers, and commanding a view of Eataine for leagues, there are few threats that such bastion of strength and knowledge could not withstand.

    [Fell Landing - Dark Elf Fortress]

    Where Malekith's Fist landed the ground cracked and burned for leagues, heralding the coming of the Witch King. From the deep within the colossal Black Ark the materials to construct a huge fortress were gathered. Dark ores and blood-forged steels, ensorcelled irons and crystals of concentrated Aethyr, all were combined to create a foundation that would blight the land of Caledor to its very core. Even as his armies marched east, Malekith had his trusted servants labor to raise the fortress higher, and soon it filled the entire valley. Now Caledor's western coast is sealed off behind sinister walls and blackened earth. For a High Elf to even tread near the despoiled land is to risk his lunch, and every army that marches west to assault Malekith's Black Ark and must contend with the unnatural malevolence locked within the land.

    [Mechanics]

    - Fortresses are now live! They are subject to change; There may be balance changes or bug fixes.

    Not all mechanics will be told but here are the general notes:

    Defenders can never be more then 80% of the attackers force. The maximum amount of attackers is 96 players (4 full Warbands, and this hardcap may be changed or removed in the future). You will need to be Rank 40 and Renown Rank 40 to enter.

    Fortress assaults are divided into 3 stages:

    [1 - Staging]

    Everyone will have 15 minutes while the the outer doors are destroyed. This will allow everyone to gather forces to attack or defend the assault.

    [2 - Secure Outer]

    Five flags will be located in areas surrounding the Fortress. Every 1 minute interval the following will occur: For each flag the defenders hold, the lord will become stronger. For each flag the attackers hold, the defenders will be showered with an artillery barrage, and if attackers hold all 5 flags the inner door will fall much faster.

    [3 - Lord Battle]

    This is where you will fight the Lord in order to finally defeat your enemies Fortress. Each Lord has unique ability combinations and will use different mechanics in order to defend their keep.

    Once a player of a defending realm releases their corpse they will be placed in a cage at the attackers staging area and will have to await rescue from someone from their realm. The attacking realm will win if the Lord is defeated. If the attacking realm is unable to successfully win within 1 hour of the assault on the lord starting, the defending team will prevail and be victorious.

    [General]

    - If you talk to a profession trainer now when you have a profession of that type it will now instead show you a dialogbox asking if you want to unlearn your current profession to make room for the new one.
    - Exiled players will now find themselves chilled to the bone...

    [Guilds]

    - Attempting to form an alliance will now properly show a dialog window for the receiver with a confirmation if they want to form the alliance or not.

    [RvR]

    - When keep ranks up doors should now also be healed up to the new value (as of ranking doors of last week).
    - Siege weapons should no longer be able to take any healing.

    [Dungeons]

    Bilerot Burrow :

    • Bile Lord will now correctly cast his taint Puddle
    • Fixed an issue where a Nurgling Heal debuff never go off

    Sigmar Crypt :

    • Grey Seer Quol’Tik will correctly cast his Taint Puddle

    Gunbad :

    • Glomp Squig Armor form has recovered all his abilities

    Bloodwrought Enclave :

    • Adjusted Sarloth Extra damage
    • Adjusted Yozig the Blooded damage

    [Items]

    - Overlord and Imperator sets have been retired and can no longer be acquired. Existing items will remain in your inventory. These vendors will have new rewards to choose from.

    [Scenarios]

    - Lost Temple of Isha has been returned to the normal queue
    - Caledor Woods is now part of the 6v6 queue, scenario points for kills has been increased slightly
    - Battle for Praag, Gromril Crossing, and Reikland Hills are no longer available in T1
    - Logrin's Forge rewards have been tuned down a bit, scenario points for kills has been increased slightly

    Last week we made a couple changes to the Scenario Manager
    - Scenarios will now pop every 5 minutes. Previously they attempted to pop as soon as the population was available
    - Scenarios will attempt to backfill every 30s from players queued outside of this 5m interval

    This allows the Scenario Manager to better attempt to construct balanced groups out of the Tank/DPS/Heal archetypes from available players. This does take into account players specced as DPS while playing a Tank or Healer class, which may affect pure DPS classes as they are sharing their role with more classes. Essentially this means that pure healers and pure tanks will have the fastest pops, where anyone attempting to queue as DPS will typically have more players in the queue to choose from. If balance is not attained, but there are enough (6 or more) players to start a scenario, it will do so anyway, which means during less populated queues, imbalanced groups can still created, but it should be much less common overall.

    The backfill mechanic should also be more apparent. The Scenario Manager will not attempt to backfill an overpopulated team, instead it will attempt to backfill the underpopulated side before looking to fully fill the scenario. This happens every 30s to attempt to meet balance requirements and bring in needed classes to the scenario.

    We will continue to monitor the system and make any changes needed, but largely it is working as intended.

    [Quests]

    - Bragging Rights: This quest line has been corrected and reworked
    - The Corruption Within: This quest line has been corrected and reworked
    - Hand of Glory: First part of this quest line has been reworked
    - Inspiring Confidence: First part of this quest line has been reworked
    - Hot Stuff: Vargoth will now generously give you some mushrooms for subduing his squig
    - Shadow Hunting: Rewards for the last step have been set
    - Double-Edged: This quest line has been corrected and reworked
    - Call of the Hunt: Whole quest line is now available and reworked
    - Treachery of Kin: You will now have to loot Arkaneth Crests from the falling Arkaneth warriors
    - Guards of the Sea: You will now have to loot the sashes of the Sea Guard High Elves
    - Convincing Success: You will now have to observe the different conquests
    - The Missing Maiden questline has been discontinued.
    - Fixed another issue which could cause Repeatable quests with a delay not to expire correctly.

    [Public Quess]

    - Public Quests with a Protect stage should be fixed.

    [Tickets]


    [13297]/[13298] Quest line has been corrected and reworked
    [13298] Quest line has been corrected and reworked
    [13300] Workaround to let the quest line end
    [13313]/[13315] Quest line has been corrected and reworked
    Sat Feb 16, 2019 11:18 am View the latest post
  • Oups, by the way...
    Image
    Mon Feb 11, 2019 12:46 pm View the latest post
  • Patch Notes 09/02/2019
    [General]

    - Fixed an issue when cleansing a debuff made the debuff linger slightly longer then chained effects warranted.

    [RvR]

    - Another stab at trying to fix the keep derank issue.
    - Keep doors now gets additional 20% hp with each rank of keep.

    [Scenarios]

    - Fixed an issue where a player could mount with the squig armor only mount while carrying objectives that should not allow mounting.
    - Tweaked the scenario matchmaker slightly to provide more balanced matches.

    [Server Performance]

    - Should fix some lag issues when there is a high amount of players online.

    [Forum Event]

    Image

    viewtopic.php?f=20&t=30253

    [Dungeons]

    Instance NPC :

    • Fixed an issue causing certain NPC to appears with wire texture.

    Bilerot Burrow:

    • Diseased Ground (Bile Lord puddle) will no longer display a name and health bar above the Visual Effect, neither being targetable.
    • Ssyrdian Morbidae will now correctly debuff outgoing damage and outgoing healing every 5 seconds.

    Gunbad :

    • Glomp Da Squig Masta will no longer attempt to attack you when you enter the area.
    • Glomp Da Squig Masta's Acidic Muck will always display it's Visual Effect.
    • Masta Mixa's Fist of Gork can no longer be taunted or detaunted
    • Identified the issue causing Gitzappa Da Stick Disable ability to break randomly. Made another attempt to fix it.

    Sigmar’s Crypt:

    • Skeletons at entrance are now targetable

    [Abilities]

    - Fixed an issue where buffs that would trigger when below a certain % would need to get hit an additional time to trigger. They will now properly trigger on the attack that caused them to fall below its threshold.

    - NPCs will no longer attempt to cast another ability if they are already channeling one, unless interrupted.


    [Slayer]

    [Path of the Giantslayer]

    - Spellbreaker - This ability has been reconstructed in the client correctly and will now do the following - "A shattering strike which deals X damage and will remove one damage absorbing effect, one Enchantment and one Blessing from the target. Any effects removed from the target will inflict an additional Y damage for each one. If you are Furious, gains a 75% damage bonus instead of the 25% bonus." - If an absorb effect is present on the target then that will be the first thing consumed before the damage is applied so you will "pop" the absorb before laying down any of the damage from the ability.

    [Archmage]

    [Path of Isha]

    - Magical Infusion - Will no longer serve as a incoming heal buff for the duration of the buff but will activate when the buff holder health falls below 25% health instead of 20% health. Ability has also been corrected to activate when the player goes under 25% health, previously it would only activate on the NEXT hit after they went under 20%, for example if a player was hit from 21% life to 1% life, the ability wouldn't go off until the next hit which would kill you anyway and the heal effect was wasted, now it will reliably activate when the buff holder goes below 25% life.

    [Path of Asuryan]

    - Fury of Asuryan - Increased range of this ability to 100ft (from 65ft).
    - Increased Conductivity - Tactic Removed.
    - Khaine's Touch - New Tactic at 11 points Path of Asuryan - Reduces the duration and tick interval of Searing Touch by 50%. Khaine's price however will reduce the effectiveness of your healing abilities by 20% and increases the cooldown of Searing Touch by 50%.

    [Core]

    - Desperation - Tactic augmented so Magical Infusion will make its target 25% more receptive to incoming heals in addition to its other effects.

    [Shaman]

    [Path of Mork]

    - Shrug It Off - Will no longer serve as a incoming heal buff for the duration of the buff but will activate when the buff holder health falls below 25% health instead of 20% health. Ability has also been corrected to activate when the player goes under 25% health, previously it would only activate on the NEXT hit after they went under 20%, for example if a player was hit from 21% life to 1% life, the ability wouldn't go off until the next hit which would kill you anyway and the heal effect was wasted, now it will reliably activate when the buff holder goes below 25% life.

    [Path of Gork]

    - Big Waaagh! - Increased range of this ability to 100ft (from 65ft).
    - Gork's Barbs - Proc has been returned to single target effecting only the person healing the target under the effect.
    - Hurts, don't it - Tactic Removed
    - Touch of Gork - New Tactic at 11 points Path of Gork - Brain Bursta will now also reduce the victim's Toughness by X for 20 seconds and reduces the duration and tick interval of Bunch o' Waaagh by 50%. Gorks power however will reduce the effectiveness of your healing abilities by 20% and increases the cooldown of Bunch o' Waaagh by 50%.

    [Core]

    - Ain't Done Yet! - Tactic augmented so Shrug It Off will make its target 25% more receptive to incoming heals in addition to its other effects.

    [Marauder and White Lion]

    [Terrible Embrace and Fetch]

    Terrible Embrace and Fetch now have minimum distances that they have to be beyond before they can activate the abilities (20 feet). This was already set on Fetch in the database but was left off Terrible Embrace due to its erratic nature, now that Terrible Embrace is reliable this change was made to prevent its use as a 'hard' CC when in melee combat.

    [Auras]

    Fabulous Glows for Knights and Deadly Stinklines for Chosens VFX readded to mechanic auras.

    [Cones]

    Ability cones were apparently set by guesswork previously, the correct settings have been identified and applied to the relevant cone abilities. This has resulted in an almost complete buff to cone related abilities. This isnt a balance pass, its correcting and aligning the abilities with the client, should the expanded angles unbalance an ability it will be looked at separately.

    [Quests]

    - Fixed issue which could cause Repeatable quests with a delay not to expire correctly.
    - Tor Elyr Must Fall: Quest line has been corrected
    - Desire for Corruption: Quest line has been reworked and corrected
    - Local Beliefs: Questline has been reworked and corrected
    - The Dark One: Questline has been reworked and corrected
    - The Elf Behind the Curtain: Questline has been reworked and corrected
    - Honoring the Fallen: Questline has been reworked and corrected
    - Pulling a Fast One: The Rebels now carry the lost Saltpeter and don't forget to use your Smoke Bomb after securing the Chest
    - The Glory of Ulthuan: Quest line has been corrected and reworked
    - Behind the Wall: This legendary quest for the Skull of Ograrand now works as it should
    - Nobility: The right rewards have been set
    - Tricks of the Trade: Quest line has been corrected and reworked
    - Head of the Viper: Quest line has been reworked
    - Wolfbane: Wolfes in Nordland and Norsca now count toward the quest
    - Toasting Giants: The first part of this quest line has been reworked
    - Rat Men?: This quest line now starts from GO 'Wanted Poster'
    - Unmasking the Enemy: Shadowblade is now a Champion. This Epic Quest has also been reviewed
    - The Misguided of Nagarythe: Some steps of this quest line have been reworked. Rewards for the last step have been set
    - Lighting the Way: This quest line has been reworked
    - Becoming the Unseen: Steps 3 and 4 of this quest line have been reworked

    [Items]

    - Added 2 original Dyes for Valentine's Day forum event to the very special dyes merchant in cities.
    - Sentinal Aspis/Defender/Heater Shield have thier stats back
    - Corrected class requirements on several Sentinel items

    [Tickets]

    [13233] You are now able to take the sword from his dead hands
    [13262] Removed the sugar from the elves pockets, so the unicorn won't attack them anymore
    [13243] The NPCs can now be targeted again
    [13283] The stats are back on it
    [13232] NPCs in Beastlord areas might be killed; for the rest see Quest section
    [13293] All Quest markers have been set
    [13294] All Quest markers have been set
    [13295] All Quest markers have been set
    Sat Feb 09, 2019 5:20 pm View the latest post
  • Patch Notes 02/02/2019
    Due to issues with Phoenix wings the ability has been disabled.

    Phoenix's Wing is back and should be behaving.

    [Abilities]

    [Swordmaster]

    [Path of Khaine]

    - Phoenix's Wing - Restored to 9 points Path of Khaine. Post hotfix - Arc has been corrected from 120 degrees to 220 degrees as per client which was identified during repair.

    [Path of Vaul]

    - Vauls Tempering - Cast time removed.

    [Path of Hoeth]

    - Crashing Wave - Moved to 9 points Path of Hoeth.

    [Shadow Warrior]

    - Barrage - Removed snare component.
    - Opportunistic Strike - Now only works in Assault Stance as previous.
    - Brutal Assault - Now works in Assault Stance and Scout Stance as previous.

    [Path of The Scout]

    - Guerrilla Training - Tactic moved to 3 points Path of the Scout.
    - Enchanted Arrows - Tactic restored to its original use and position of 7 points Path of the Scout - Flame Arrow and Festering Arrow will now bypass all of your victim's resistances.
    - No Quarter - Tactic changed and moved to 11 points Path of the Scout - Eagles' Eye and Festering Arrow now builds up 1 second faster.

    [Archmage]

    [Path of Asuryan]

    - Scorching Touch - Tactic removed.
    - Increased Conductivity - Tactic restored to 11 points Path of Asuryan

    [Slayer]

    [Path of Big The Giantslayer]

    - Spellbreaker - Cooldown set to 10s - Hotfix - Spellbreaker will no longer cleanse up to 3 of the same buff type, it will cleanse one Enchantment, one Blessing and one Absorb shield if present. For example, if a player has 3 enchantments on them and no blessings or shield effects then they will only lose one Enchantment.

    - Deathblow - Cooldown set to 10s

    [Shaman]

    [Path of Gork]

    Hotfix - Hurts, don't it - Tactic no longer compresses and accelerates the channel of Bunch o' Waaagh

    [Choppa]

    [Path of Da' Hitta]

    - No More Helpin' - Damage increased to account for the extra damage capacity of Spellbreaker
    - Weaklin' Killa - Cooldown set to 10s

    [Squig Herder]

    - I Feelz Yer Pain - Tactic moved to core, available at lvl 23.
    - Poison Arrer - Fixed VFX

    [Path of Big Shootin']

    - Clever Shootin' - Tactic moved to 3 points Path of Big Shootin'.
    - Extra Toxic Coating - New Tactic at 7 points Path of Big Shootin' - Explodin' Arrer and Poison Arrer will now bypass all of your victim's resistances.
    - Aimin' Quickly - Tactic changed and moved to 11 points Path of Big Shootin' - Plink and Poison Arrer now builds up 1 second faster.

    [Black Orc]

    [Path of Da' Brawler]

    - You Wot!?!! - Ability has its target requirement removed, will now be an instant click ability.

    [Path of Da' Toughest]

    - Not in Da Face - Moved to 9 points Path of Da' Toughest.

    [Path of Da' Boss]

    - Down Ya Go - Moved to 9 points Path of Da' Boss.
    - Rock 'Ard - Target requirement removed.

    [Black Guard]

    - Feeding on Pain - Tactic moved to core, available at level 23.

    [Path of Malice]

    - Rebounding Hatred - Ability Removed.
    - Blast of Hatred - Returned to 15 points Path of Malice.

    [Path of Loathing]

    - Anger Drives Me - Tactic moved to 7 points Path of Loathing
    - Wave of Scorn - Ability moved to 9 points Path of Loathing
    - Shielded by Hate - New Tactic, available at 11 points Path of Loathing - Your chance to Block is increased by 1% per 10 Hatred.
    - Force of Fury - Ability moved to 13 points Path of Loathing, has been augmented by reducing incoming damage by 2/4/6% at the break points of 30/60/90 Hatred for the player and their Dark Protector in addition to its other effects.

    [White Lion]

    [Path of the Guardian]

    Hotfix - Throat Bite - Damage component removed.

    [Pets]

    Pet Abilities have been changed to work how they should, that is the abilities that they gain alongside their control bars and in trees (such as Brutal Pounce, Git Em!, Penetrating Round) are supposed to scale off the PLAYERS stats not the pet stats which had been randomly allocated. This means your Mainstat, critical rates and weaponskill will translate through to your pets attack powers. The only thing that pet stats count towards in damage terms are Auto Attacks.

    Sounds like everythings a buff right? Well it is overall and it will be removing a lot of unclear information and putting it all into view from the ability tooltips which will be aligning and obeying the client. An example where you could be "losing out" is in Co-ordinated Strike which pulled from pet stats previously, and in Trained to Kill, the STR of the pet caused huge number discrepancies. That said, in say Trained to Threaten you will likely get more damage from Co-ordinated Strike than before because its not looking at pet STR

    Pets which damage to tooltip is slightly off alignment - Flamer. Some nuances on it need a little more investigation.

    [Dungeons]

    Bloodwrought Enclave:

    • Fixed Barakus Blood Pool VFX.
    • Fixed an issue with Barakus item mechanics. You can’t ignore items anymore.
    • Fixed Sarloth The Bloodtouched dps
    • Fixed a bug on Korthuk The Raging kegs , you can’t ignore them anymore.

    Gunbad:

    • Fixed Glomp Da Squig Masta Acidic Muck. It wont hit outside the Grounded VFX anymore.

    [Items]

    - Added few Dyes to the very special dyes merchant in cities ( King Deep Blue, Go Fasta Red, Cardinal Red) for 5 Gold.

    [World]

    -Removed the remaining Keg Event GO's from the RvR lakes

    [Quests]

    - The Ebon Flame: This Epic Quest has been fully reworked

    [Tickets]

    [12780] Players will now receive item Orb of Souls at the start of this step

    [The War Report]

    A feature that returning and existing characters will enjoy is 'The WAR Report' window. This window opens automatically when a player enters the game for the first time during a session and gives a snapshot of the action going on in the world. Separated by Tiers, the window not only gives you a list of current events but also allows you to choose one and teleport directly to the action. RVR events will take you to the closest warcamp and PVE events will take you to either the closest chapter hub or to the nearest Flight Master location which may be either a chapter hub or a warcamp depending on the event. This instant action teleport will be available for use once every 20 minutes. The WAR Report window can be accessed via a toggle located on the left side of the mini-map between the Rally Cry and Scenario queuing buttons. The window can also be toggled off if players do not want it to automatically open when they first enter the game.
    Sat Feb 02, 2019 1:18 pm View the latest post
  • Patch Notes 27/01/2019
    Image

    [28/01/2019 Now Live]


    [General]

    - Golden stein should now be fully disabled.
    - Buff effects are now resent to player one zone switch (slight delay) so that VFX are not lost.

    [RvR]

    - Attempted to solve the issue with keep deranking after supplies have been turned in. As this issue is hard to test on the testserver its a bit of a stab in the dark and may need more attempts (Keep derank will only happen if you hold less than 1 BO and have not returned supplies recently).

    [Scenario]

    - Removed the serverside block on joining SCs when dead or in combat as it was hitting legitimate players unfairly. A new solution will be thought out and pushed at a later date.

    [Abilities]

    - Rewrote the way we calculate ability damage on the server.
    - Most ability tooltips' damage should now match the damage used by the server.

    * NOTE: Melee power does not show up on tooltips for damage contribution. This is intentional by Mythic, and is something we cannot change right now.
    * If you find an ability that does not match the tooltip damage versus actual value, is not a critical hit, and is not taking into consideration melee power (melee power does NOT show up on a tooltip) please report it on the bugtracker.

    [Archmage]

    Mistress of the Marsh - Moved back into Path of Isha, placed at 9 points.

    Magical Infusion - Moved to 5 points Path of Isha.

    Cleansing Flare - Restored to 5 points Path of Asuryan.

    Storm of Chronos - Restored to 5 points Path of Vaul.

    [Shaman]

    Sticky Feetz - Moved back to Path of Mork, placed at 9 points.

    Shrug it off - Moved to 5 points Path of Mork.

    Geddof! - Restored to 5 points Path of Gork.

    Scuse Me! - Restored to 5 points Path of Da Green.

    Yer A Weaklin' - Returns to core (from being removed a while back), attainable lvl 29.

    [Dungeons]

    Gunbad :

    • Fixed an issue causing Masta Mixa Staff Disable to break after 10 sec. The Staff beam will now correctly damage and stun the player until you kill the staff.
    • Masta Mixa’s Fist Of Gork can no longer be taunted or detaunted.

    Bilerot Burrow:

    • Ssyrdian Morbidae will now reduce 3% damage and Heal every 5 seconds instead of 2%.

    Bloodwrought Enclave:

    • Sarloth the Bloodtouched were incorrectly set to tank, making him harder to kill than intended.
    • Attempt to fix the aggro issue when Barakus punt and charge a random target. Tank should be able to take back aggro now.
    • Fixed an issue where Barakus Blood Pools were not displaying their vfx occasionally.
    • Reduced Damage and radius from Barakus Whirlwind Aoe ability.
    • Reworked Item mechanics for Barakus fight:
    • Blood Claw and Empty Heart will now cleanse Barrakus Buff and no longer increase your damage or reduce his damage. If you don’t have the 2 items , there is no way you can cleanse Barrakus damage boost or damage reduction .
    • Fixed Barrakus adds so they will deal their intended damage power and spawn timer. You need to use Obsidian Orb item if you want to survive the wave.
    After 9 minutes , Barrakus will permanently enrage for 400%, you better burst him down before it happens.

    Sigmar's Crypt:

    • Seraphine's back room is now closed and her treasures are in a safe place, you can't access this area anymore.
    • Reduced Sister Eudocia HP Pool.
    • Necromancer Macidious will no longer spawn Spirits once Death-Bringer spawn at 20%.

    [Items]

    - Invader sets have been finalized. They will be in-game and obtainable soon™
    - Activated ~20 basic cloak appearances that were hidden away. These have been spread across all tiers. If you're looking for the basic appearance that was on most cloaks before this change, R9, R21, and R31 green drop cloaks will have it.

    [Quests]

    - You should now be automatically presented with the next stage of a quest chain.
    - An Evil Crop: Quest line has been corrected and reworked. Rewards have also been set
    - Awakening the Forest: Whole quest line is now available and corrected
    - The Ritual of Murder: Whole quest line is now available and reworked
    - Coddle Souleater: You will now have to take the Sigmarite's heads to mount them on pikes
    - Glories Past and Present: Whole quest line is now available and reworked
    - Crushing Stone: You will now have to take the head of Rugni Stonebrow to mount his head on a pike
    - A Simple Request: Whole quest line is now available and reworked
    - Heart of Strength: Whole quest line has been corrected
    - Rewards for the Faithful: Quest line is now available and reworked
    - Trinity of Evil: This quest is now available and can be taken from GO 'Aged Ornate Chest'
    - The Joys of War: Spearmen and Mages now count toward the quest
    - Means of Betrayal: Whole quest line has been corrected and reworked

    [28/01/2019]
    - Legend and Infamy: This Epic Quest has been fully reworked and corrected
    - Desperate Plans: This quest can now be taken from Nautical Charts on one of the High Elf ships at the Dark Elf starting area
    - Murderous Devotion: First part has been reworked
    - Proper Servants: Quest line has been corrected and reworked
    - Fagan's Signet Ring: This quest can now be taken from the corpse of Mage Fagan in the Blighted Isle, south of the Lake Menarhain
    - Good Use: This quest can now be taken from the Wounded Dark Elf at the PQ 'Dreamshade Forest'
    - Corrected and adjusted a bunch of quests of the Dark Elf Chapters 2 & 3

    Note: As we are now able to make quests finish and start with a gameobject or an item, several quests have been corrected, and will be corrected in the next weeks, in that way.

    [Tickets]

    [13158] You can now learn more about House Uthorin
    [13157] You can now honor the fallen Elves
    [13156] Placed lanterns to burn the huts and lure the peasants out
    [13116] Objectives of the quest have been set
    [13117] Quest markers have all been set
    [13122] Quest markers have been corrected
    [13145] Quest markers have all been set
    [13146] Removed the unnecessary objective
    [13147] Quest markers have all been set
    [13148] Quest markers have all been set
    [13149] Quest markers have all been set, also objectives and number of NPCs have been corrected
    [13153] Quest markers have all been set
    [13150] Quest markers have all been set
    [13151] Quest markers have all been set
    [13152] Quest markers have all been set
    [13154] Quest marker is now correctly placed
    [13155] Quest markers have all been correctly set

    [28/01/2019]
    [13196] Quest objective precised
    [13191] Markers corrected
    [13193] No need to offer the same mount twice
    [13205] You get ONE reward at the END
    [13190] All quest markers have been set
    [12424] Several merchants in Altdorf will now sign the petition, but remember not all will
    Sun Jan 27, 2019 10:08 am View the latest post