<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Ispar&#039;s Gauntlet</title>
	<atom:link href="http://isparsgauntlet.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://isparsgauntlet.com</link>
	<description>Just another WordPress site</description>
	<lastBuildDate>Fri, 17 Feb 2012 21:32:38 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>WEAPON SKILL UPDATES</title>
		<link>http://isparsgauntlet.com/weapon-skill-updates/</link>
		<comments>http://isparsgauntlet.com/weapon-skill-updates/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 21:32:38 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[Monthly Patches]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=454</guid>
		<description><![CDATA[Weapon Skill Changes When the February Event launches you will see the following combat skills: Heavy Weapons Light Weapons Finesse Weapons Missile Weapons You will no longer see the following combat skills as they have been moved into the new combat skills listed above: Axe Dagger Mace Spear Staff Sword Unarmed Combat Bow Crossbow Thrown [...]]]></description>
			<content:encoded><![CDATA[<p>Weapon Skill Changes<br />
When the February Event launches you will see the following combat skills:</p>
<p>    Heavy Weapons<br />
    Light Weapons<br />
    Finesse Weapons<br />
    Missile Weapons<br />
<span id="more-454"></span><br />
You will no longer see the following combat skills as they have been moved into the new combat skills listed above:</p>
<p>    Axe<br />
    Dagger<br />
    Mace<br />
    Spear<br />
    Staff<br />
    Sword<br />
    Unarmed Combat<br />
    Bow<br />
    Crossbow<br />
    Thrown Weapons</p>
<p>Missile weapons will be able to use any Bow, Crossbow, or Thrown Weapon.<br />
Heavy, Light and Finesse weapons will be able to use any one handed melee weapon that is designated as using the matching combat skill. This also means that a player who chooses Heavy/Light/or Finesse will have the ability to use all types of one handed melee weapons (Axe, Dagger, Mace, Sword, etc) as long as the particular weapon matches their combat skill.</p>
<p>For example:  A loot Scimitar will be designated as a Finesse weapon and a Long Sword will be designated as a Heavy weapon. A Battle Axe will be designated as a Heavy Weapon and a Mace will be designated as a Heavy Weapon.</p>
<p>Two Handed combat and all of the magic skills will continue to work as they did before and received a slight increase to damage.<br />
Pre-existing loot weapons on patch day will automatically convert in the following way:</p>
<p>    Swords will convert into Heavy Weapons<br />
    Daggers will convert into Finesse Weapons<br />
    Axe, Mace, Staff, Spear, Unarmed Combat will convert into Light Weapons<br />
    Bows, Crossbows, Thrown Weapons will convert into Missile Weapons</p>
<p>Quest weapons have been spread out evenly across the new combat skills. To see a list of what combat skill each of the quest weapons is changing to, see this forum post:<br />
http://forums.ac.turbine.com/showthread.php?t=53918</p>
<p>Weapon Masteries<br />
Along with this skill change we have added a new feature called Masteries. A player may choose both a melee and ranged mastery of their choice which will grant them a +5 Damage Rating with the weapons they choose.</p>
<p>Ranged Masteries are:</p>
<p>    Bow<br />
    Crossbow<br />
    Thrown Weapons<br />
    Magic</p>
<p>Melee Masteries are:</p>
<p>    Axe<br />
    Dagger<br />
    Mace<br />
    Spear<br />
    Staff<br />
    Sword<br />
    Unarmed Combat<br />
    Two Handed Combat</p>
<p>Each race starts with a particular mastery in both the melee and ranged category:</p>
<p>    Aluvian: Dagger and Bow<br />
    Gharu’ndim:  Staff and Magic<br />
    Sho: Unarmed Combat and Bow<br />
    Viamontian: Sword and Crossbow<br />
    Umbraen/Penumbraen: Unarmed and Crossbow<br />
    Gear Knight:  Mace and Crossbow<br />
    Undead: Axe and Thrown Weapons<br />
    Empyrean: Sword and Magic<br />
    Aun Tumeroks: Spear and Thrown Weapons</p>
<p>Each player is allowed one free change of their melee mastery and one free change of their ranged mastery available in the town of Arwic. After the first free change, it costs an additional 10 MMDs and 100,000 luminance for each mastery change. The cost caps at 50 MMDs and 500,000 luminance. A player must wait at least 27 days between each melee and each ranged mastery change.</p>
<p>Additional New Skills<br />
Along with weapon skill change over listed above, we have added some additional skills for players to choose from.</p>
<p>Shield:<br />
The shield skill allows a player to maximize the protection they receive from wielding a shield. If you specialize the Shield skill, you will receive the full value of your skill as the maximum Armor Level. If the player has a trained skill they will only receive half the value of their skill towards their effective shield AL</p>
<p>For example: If a player has a specialized Shield skill of 500 and a shield with an AL of 500 they will receive 500 AL from the shield. If the player had only a trained shield skill of 500 they would receive only 250 AL from the shield.</p>
<p>A player can never receive a higher AL than the maximum of the shield they have equipped. If a player had a specialized shield skill of 500 but was using a shield that had an AL of 100, the player would only receive 100 AL from the shield.</p>
<p>Any shield with a magic absorbing property now calculates the level of the effect based off of the shield skill. A player who only has trained shield skill only receives 80% of the effect that they would have received if the skill was specialized.</p>
<p>Dual Wield:<br />
The Dual Wield skill allows a player to equip a second melee weapon in their off hand. A player fighting with the Dual Wield skill will alternate attacks from each weapon. The chance to hit with the offhand weapon is determined by the lower of their Dual Wield and the combat skill which matches the weapon in the offhand.</p>
<p>For example: If a player had a Heavy Weapon skill of 400 and a Dual Wield skill of 425, the offhand attack would use 400 skill for determining the chance to hit.</p>
<p>Another benefit of Dual Wield is that the best offensive and defense bonus from either weapon is used. This means a player could equip a 15% bonus to attack and 25% bonus to defense in the main hand and equip a 25% bonus to attack and 15% bonus to defense in the off hand and receive a 25% bonus to attack and defense on all attacks.</p>
<p>Sneak Attack:<br />
The Sneak Attack skill gives a bonus to attacks landing from behind the target. This skill works with Melee, Missile and Magic attacks. Specialized Sneak Attack provides a maximum of +20 Damage Rating to attacks from behind and Trained Sneak Attack provides a maximum of +10 Damage Rating. If your Sneak Attack skill is equal to or higher than your attacking skill (War Magic, Missile Weapon, Heavy Weapons, etc.), then you receive the maximum damage. If your Sneak Attack skill is lower than your attacking skill, the effect you gain is reduced proportionally compared to the difference of the skills.</p>
<p>Another benefit of the Sneak Attack skill is that it allows a chance to do an increased attack from the front of the target if the player also has the Deception skill. Trained Deception will allow for a maximum 10% chance to land a Sneak Attack from the front of the target, Specialized has a maximum of 15%. If the Deception skill is 306 or higher, the player receives the maximum benefit. Anything below 306 reduces the chance proportionally.</p>
<p>A player or creature can reduce the damage of a frontal Sneak Attack by having the Assess Person skill. An Assess Person skill of 306 will prevent all frontal Sneak Attack damage. An Assess Person skill below 306 will reduce the damage of a frontal Sneak Attack proportionally.</p>
<p>Dirty Fighting:<br />
Dirty Fighting works with missile and melee combat skills by weakening your opponent based on your attack height. The chance for you to land the Dirty Fighting attack is maximized at 25% if your Dirty Fighting skill is equal to or greater than your combat skill. If your Dirty Fighting skill is below your combat skill the chance is decreased proportionally.</p>
<p>High Attack Height: Target’s Attack skills reduced by 20 if specialized, 10 if trained.</p>
<p>Medium Attack Height:  Target’s healing is reduced by 30 if specialized, 15 if trained. Also the target bleeds by 20 damage per tick if specialized, 10 damage per tick if trained.</p>
<p>Low Attack Height: Target’s Defensive Skills reduced by 20 if specialized, 10 if trained.</p>
<p>All of the Dirty Fighting effects last for 20 seconds once activated.</p>
<p>Recklessness:<br />
Recklessness allows a player to increase their melee or missile damage at the cost of increase the incoming damage they take. Recklessness does not apply to critical damage numbers. When trained, the combat bar will highlight the area where recklessness is active, which is between 10-90% power. Below or above this range allows the player to attack normally without the recklessness effect. The skill provides a maximum +20 Damage Rating increase if specialized and +10 Damage Rating if trained. This effect decreases proportionally if the Recklessness skill is less than the combat skill. </p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/weapon-skill-updates/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>February 2012 Release Notes</title>
		<link>http://isparsgauntlet.com/february-2012-release-notes/</link>
		<comments>http://isparsgauntlet.com/february-2012-release-notes/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 21:30:06 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[Monthly Patches]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=451</guid>
		<description><![CDATA[Welcome to the February 2012 Release Notes! There are a ton of changes coming in this month to Asheron’s Call, so lets get right to all of the new and exciting things we are releasing this month! Weapon skills have been revamped. Creatures have been updated to use the new skills. Increased maximum damage of [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to the February 2012 Release Notes! There are a ton of changes coming in this month to Asheron’s Call, so lets get right to all of the new and exciting things we are releasing this month!</p>
<p> <span id="more-451"></span></p>
<p>    Weapon skills have been revamped. </p>
<p>    Creatures have been updated to use the new skills.</p>
<p>    Increased maximum damage of loot two handed weapons to compensate for the one handed melee damage increase.</p>
<p>    Updated existing rare gems to affect the changed combat skills. Added rare gems for the new Shield, Recklessness, Dual Wield, Dirty Fighting, and Sneak Attack skills.</p>
<p>    Buffs, Cantrips, and Rare combat spells have been changed over to the new skills. New spells have been added for the Shield, Recklessness, Dual Wield, Dirty Fighting, and Sneak Attack skills.</p>
<p>    Gearcrafting interactions and spells have been switched over to Item Tinkering.</p>
<p>    Adjusted quest armors to use the changed combat skills.</p>
<p>    New skill spells will be found on cloaks.</p>
<p>    Female Gear knights &#038; Male Tumeroks should now be able to hit all small creatures</p>
<p>    Mana Forge Chests now drop 1 additional item (total of 7).</p>
<p>    Adjusted the armor set bonuses to buff the new and changed combat skills.</p>
<p>    Increased spell damage by 5%. Raven&#8217;s Fury, Tusker Fists, &#038; Void Damage over Time spells excluded.</p>
<p>    Multi-strike weapons should now be tinkable (only the new ones).</p>
<p>    Luminance cap increased to 1.5 million.</p>
<p>    Players who had specialized Gearcrafting will receive a refund of the experience spent.</p>
<p>    Both skill &#038; attribute Temples have been reset.</p>
<p>    Grand Casino Chest loot quality has been adjusted to match MFK chests.</p>
<p>    New +10 skill up button can be used to add 10 points to a skill at a time.</p>
<p>    UI: Char info panel now displays which masteries your character has above luminance.</p>
<p>    Removed arcane lore wield req of alternate currency clothing (e.g Gladiatorial Pants, Ceremonial Tunic, etc.).</p>
<p>    Enchantments have been adjusted so that a second spell cast on a player in the same category will remove the old spell (if it is the same or higher spell). This means players can no longer cast multiple of the same spell on their characters. Spells cast from weapons/armor/items will not be erased from cast spells.</p>
<p>    Quest weapons have been updated to use the new combat skills. Many weapons were also rebalanced.</p>
<p>    Upon logging in, existing players will be able to receive a free quest weapon from a selected list on a vendor and 6 tokens to purchase foolproof and other special weapon tinkers.</p>
<p>    New characters will now start with a weapon that matches their skill and mastery combination.</p>
<p>Known Issue: If a player has full inventory upon logging in after patch and were wielding a weapon and/or ammo with high wield req, they will likely drop their weapon and/or ammo onto the ground.</p>
<p>So these are just some of the things we have in store for Asheron&#8217;s Call in February. Please remember that along with everything listed here, there are several new quests and exciting things going into the game for the February Event.</p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/february-2012-release-notes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>NEW VENTRILO SERVER ADDRESS</title>
		<link>http://isparsgauntlet.com/new-ventrilo-server-address/</link>
		<comments>http://isparsgauntlet.com/new-ventrilo-server-address/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 02:22:30 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=447</guid>
		<description><![CDATA[We have a new server id for logging into ventrilo &#8211; it is now: IP ADDRESS: vent51.light-speed.com PORT: 5256 The password remains the same.]]></description>
			<content:encoded><![CDATA[<p>We have a new server id for logging into ventrilo &#8211; it is now:</p>
<p>IP ADDRESS: vent51.light-speed.com<br />
PORT: 5256</p>
<p>The password remains the same. </p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/new-ventrilo-server-address/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Meeting Log About New Changes</title>
		<link>http://isparsgauntlet.com/meeting-log-about-new-changes/</link>
		<comments>http://isparsgauntlet.com/meeting-log-about-new-changes/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 23:11:36 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=440</guid>
		<description><![CDATA[Last week, Paloma and Mina kindly hosted an impromptu meeting for anyone online at the time about the upcoming changes. Below is a transcript of said meeting. Maybe it will answer any additional questions. 22:08:19 Copying chat to febchanges.txt. Run command again with no arguments to turn off logging. 22:08:31 You say, &#8220;Okay, on a [...]]]></description>
			<content:encoded><![CDATA[<p>Last week, Paloma and Mina kindly hosted an impromptu meeting for anyone online at the time about the upcoming changes. Below is a transcript of said meeting. Maybe it will answer any additional questions.<br />
<span id="more-440"></span><br />
22:08:19 Copying chat to febchanges.txt. Run command again with no arguments to turn off logging.<br />
22:08:31 You say, &#8220;Okay, on a quick sidenote &#8211; A) If you have questions, please type ! to the screen and wait to be acknowledged.&#8221;<br />
22:09:05 You say, &#8220;B) If I don&#8217;t know you on any toon, this bears saying once. Play nice during this, please.&#8221;<br />
22:09:22 You say, &#8220;Ginger, hang on til I&#8217;ve covered the basics pls? Just make a note of your question&#8221;<br />
22:09:44 Gingerrogers scribbles furiously before senility kicks in<br />
22:09:52 You say, &#8220;Precisely, Strider. I have everyone&#8217;s phone number, it looks like, except for Iron&#8217;s and Henry&#8217;s.&#8221;<br />
22:09:59 You say, &#8220;So I can make you each miserable all on my own.&#8221;<br />
22:09:59 Gingerrogers smirks<br />
22:10:23 You say, &#8220;Okay. For the basics &#8211; In February -&#8221;<br />
22:10:33 You say, &#8220;ALL CURRENT RACIAL SKILLS WILL BE REMOVED.&#8221;<br />
22:10:56 You say, &#8220;Gharu won&#8217;t be staff by default. Aluvian won&#8217;t be Dagger, by default&#8221;<br />
22:10:57 You tell Edguardo, &#8220;Now&#8221;<br />
22:11:08 You say, &#8220;Sho, etc.&#8221;<br />
22:11:09 You tell Edguardo, &#8220;Yes.&#8221;<br />
22:11:33 You say, &#8220;Yes, Strider?&#8221;<br />
22:11:54 You say, &#8220;All.&#8221;<br />
22:12:03 You say, &#8220;&#8230;Yes, Ginger?&#8221;<br />
22:12:56 You say, &#8220;Everyone will get Arcane lore (Free) by default and 2 more credits. If you have AL trained now, you&#8217;ll get those credits refunded.&#8221;</p>
<p>22:13:05 You say, &#8220;To continue&#8221;<br />
22:13:34 You say, &#8220;All races will get 6 additional points added to the specialization cap (meaning templates with spec&#8217;d skills right now will still be viable in February)&#8221;<br />
22:13:45 Edguardo decides to rest for a while.<br />
22:14:00 You say, &#8220;Skill/Attribute Reset NPCs and the Temples will have their timers/uses reset to allow players to easily adjust to the new changes&#8221;<br />
22:14:03 You say, &#8220;NOTE:&#8221;<br />
22:14:29 You say, &#8220;This means you can START collecting gems from the temples NOW&#8230;.and then take advantage of the timer reset on patch day to complete.&#8221;<br />
22:15:19 You tell Uncivilized, &#8220;I&#8221;m going to hand it to you in a sec. I want to cover the basics straight from the forums first, so it&#8217;s all out there.&#8221;<br />
22:15:22 You say, &#8220;Races will still have their free starting augmentation.&#8221;<br />
22:15:39 You say, &#8220;Races will gain a free augmentation that provides a small damage boost to one weapon type. Higher level characters can work toward changing this</p>
<p>augmentation to any other weapon type so any racial choice can ultimately achieve any template. Characters&#8221;<br />
22:15:51 You say, &#8220;will be able to change to alternate weapon types that may not be included in the preferred weapon type of any race. Ultimately a character can only</p>
<p>achieve one augmentation for a melee skill and one augmentation for a missile skill.&#8221;<br />
22:16:28 Windex-no drip sits down.<br />
22:16:28 You say, &#8220;You will get one free swap for existing characters for the weapon masteries.&#8221;<br />
22:16:31 You say, &#8220;All of the melee skills will be condensed into 3 new skills.&#8221;<br />
22:16:43 You say, &#8220;Heavy Weapons: A 6/6 one handed melee combat skill based off Strength/Coordination.&#8221;<br />
22:16:57 You say, &#8220;Light Weapons: A 4/4 one handed melee combat skill based off Strength/Coordination.&#8221;<br />
22:17:07 You say, &#8220;Finesse Weapons: A 4/4 one handed melee combat skill based off Quickness/Coordination.&#8221;<br />
22:17:19 You say, &#8220;Weapons of all types (mace, sword, dagger) will drop for each weapon skill.&#8221;<br />
22:17:50 You say, &#8220;Hold a sec, Ginger.&#8221;<br />
22:17:51 You say, &#8220;Most one handed weapons will use the Heavy Weapons skill.&#8221;<br />
22:18:19 Egor the great sits down.<br />
22:19:08 You say, &#8220;**I&#8217;m logging this, so please refrain from emoting or talking out. To ask a question (when we get to that portion) please type ! to your screen and wait</p>
<p>to be recognized.&#8221;<br />
22:19:22 You say, &#8220;Some weapons will be designated as light weapons and use the Light Weapons skill. These weapons will do less damage than heavy weapons.&#8221;<br />
22:19:34 You say, &#8220;Some weapons (stiletto, rapier, etc.) will be designated as finesse weapons and use the Finesse Weapons skill.&#8221;<br />
22:19:43 You say, &#8220;Heavy weapons will be balanced against each other and competitive with one handed swords.&#8221;<br />
22:19:53 You say, &#8220;As you might expect from the lower skill cost, light weapons and finesse weapons will do lower damage than heavy weapons.&#8221;<br />
22:20:01 You say, &#8220;All of the missile skills will be condensed into Missile Weapons: A 6/6 missile combat skill.&#8221;<br />
22:20:10 You say, &#8220;All missile weapons will use the Missile Weapons skill.&#8221;<br />
22:20:20 You say, &#8220;Bows, crossbows and thrown weapons will be balanced against each other and competitive with Bow.&#8221;<br />
22:20:33 You say, &#8220;All melee and missile weapon types will have uniqueness to their stats. Daggers, for example, might all be multi strike, and axes might have lower</p>
<p>damage but bigger crits.&#8221;<br />
22:20:46 You say, &#8220;Each race will gain one melee Mastery and one ranged Mastery which will provide a small damage boost with that type of attack. Higher level</p>
<p>characters can work to change this mastery to favor any weapon type.&#8221;<br />
22:20:57 You say, &#8220;Characters can only have one melee mastery and one ranged mastery at any one time. Melee masteries will include Axe, Dagger, Mace, Spear, Staff,</p>
<p>Sword, and Unarmed Combat. Ranged masteries will include Bow, Crossbow, Magic, and Thrown Weapon.&#8221;<br />
22:21:07 You say, &#8220;Existing characters will get one free change to either the melee weapon augmentation or ranged augmentation of their choice.&#8221;<br />
22:21:25 You say, &#8220;They will be adding a 2/2 shield skill that uses Strength and Coordination.&#8221;<br />
22:21:33 You say, &#8220;This skill will determine how much al/aegis effect you gain from equipping a shield.&#8221;<br />
22:21:40 You say, &#8220;Training in Shields and leveling your skill will provide a lesser benefit.&#8221;<br />
22:21:51 You say, &#8220;The idea is that Two Handed Combat, Weapon and Shield Combat, and eventually Two Weapon Combat will all have similar 8/8 total cost. These</p>
<p>styles will be balanced against each other.&#8221;<br />
22:22:20 You say, &#8220;The Shield skill will cap the armor level a shield will provide. The skill formula for Shield will be (Strength + Coordination) / 2. The formula for the</p>
<p>maximum armor level your shield can provide will be total skill level for untrained or trained Shield&#8221;<br />
22:22:34 You say, &#8220;skill, and double the total skill level for specialized Shield skill. This means a specialized Shield user can get full benefit for top end Shields even if they</p>
<p>start at 10 for both Strength and Coordination.&#8221;<br />
22:22:57 Egor the great sits down.<br />
22:23:07 You say, &#8220;At this point, and prior to moving on to loot changes, I&#8217;ll cede the floor to Uncivilized.&#8221;<br />
22:23:14 You tell Gingerrogers, &#8220;what&#8217;s your question, hon?&#8221;<br />
22:25:02 You tell Gingerrogers, &#8220;Not at all, unless you PvP.&#8221;<br />
22:25:23 You tell Gingerrogers, &#8220;The weapons changes may mean needing to update some quest weapons, which isn&#8217;t a big deal since we do the quests all the time.&#8221;<br />
Weapons, Daggers will go to Finesse, and all others will go to Light Weapons.&#8221;<br />
22:25:52 Egor the great sits down.<br />
22:26:45 Uncivilized says, &#8220;This is nothing major to be worried about. It will entail running a few of the quests over.&#8221;<br />
22:27:40 Uncivilized says, &#8220;Weapon suites (Paradox weapons, Singularity, etc.) will be split amongst Light/Heavy/Finesse. Again, this will automatically update your old</p>
<p>weapons, so some will not be usuable with your skill on patch day.&#8221;<br />
22:28:01 Uncivilized says, &#8220;That said, the devs have provided a list of how these changes will occur: http://forums.ac.turbine.com/showthread.php?t=53918&#8243;<br />
22:28:10 Egor the greatsays, &#8220;what about assalt weapons?&#8221;<br />
22:28:15 Uncivilized says, &#8220;All quest weapons.&#8221;<br />
22:28:24 Egor the great says, &#8220;kk&#8221;<br />
22:28:55 Uncivilized says, &#8220;Rare melee weapons, if anyone has, will also be switched. They will provide an exchange mechanism for those.&#8221;<br />
22:29:14 Uncivilized says, &#8220;An example of this splitting is this:&#8221;<br />
22:30:07 Uncivilized says, &#8220;For Singularity Weapons: Sword and Mace will become Light. Spear, Axe, and Staff will be Heavy. UA and Dagger will be Finesse. Each</p>
<p>weapon suite will have a different mix.&#8221;<br />
22:30:27 Uncivilized says, &#8220;This gives more access to damage types for these weapons.&#8221;<br />
22:31:08 Uncivilized says, &#8220;Previously, a mace was almost worthless as a Virindi slayer because it was bludgeoning. But now, a Light Weapons user can get a Singularity</p>
<p>Sword for slashing.&#8221;<br />
22:31:34 Uncivilized says, &#8220;This&#8217;ll give more freedom for all types at the expense of a bit of work.&#8221;<br />
22:32:01 Egor the great says, &#8220;they say how long going take get patch in?&#8221;<br />
22:32:15 Uncivilized says, &#8220;Please say ! if you have a question.&#8221;<br />
22:32:16 You say, &#8220;If you have questions, please type ! to the screen and wait to be recognized.&#8221;<br />
22:32:20 Egor the great says, &#8220;all in same patch or two?&#8221;<br />
22:32:28 Uncivilized says, &#8220;All in one patch.&#8221;<br />
22:32:34 Egor the great says, &#8220;k thats all ty&#8221;<br />
22:33:14 Uncivilized says, &#8220;Because they are rebalancing weapon damage, those existing loot weapons will be rescaled based on the new damage norms. However, there</p>
<p>will be new loot weapons that will drop 1-2 points higher top end even after the translation.&#8221;<br />
22:33:33 Uncivilized says, &#8220;So there is going to be a reason to get some new (better) weapons.&#8221;<br />
22:33:46 Uncivilized says, &#8220;However, all of those existing weapons will be doing more damage than they are today.&#8221;<br />
22:34:11 Uncivilized says, &#8220;For something like sword, the difference will be small. For dagger, it&#8217;ll actually be as good as any other melee weapon.&#8221;<br />
22:34:41 Uncivilized says, &#8220;Within each weapon class (Light/Heavy/Finesse), weapons will drop of each weapon type (axe/mace/spear/staff/etc.)&#8221;<br />
22:35:00 Uncivilized says, &#8220;So you can have a Light Sword, Heavy Dagger, Finesse Mace, etc.&#8221;<br />
22:35:18 Yellow Sunshinesays, &#8220;!&#8221;<br />
22:35:23 Uncivilizedsays, &#8220;Yes, Yellow?&#8221;<br />
22:35:49 Yellow Sunshinesays, &#8220;Will the lighter weapons have a lighter burden than a heavy type?&#8221;<br />
22:36:17 Uncivilizedsays, &#8220;That is unknown, but it is best to assume they&#8217;ll be the same weight.&#8221;<br />
22:37:07 Asguardiansays, &#8220;!&#8221;<br />
22:37:12 Uncivilizedsays, &#8220;Some of the attack/defense mods will change for weapons, but not to a major extent.&#8221;<br />
22:37:15 Uncivilizedsays, &#8220;Asg?&#8221;<br />
22:37:48 Asguardiansays, &#8220;It seems A bit unusual &#8230;having paid the price in stam usage over the years using a heavy sword&#8221;<br />
22:37:49 Uncivilizedsays, &#8220;**I&#8217;ll field any other questions about loot/quest weapon changes now.&#8221;<br />
22:39:06 Uncivilizedsays, &#8220;When I use the term &#8220;Light&#8221; I am refering to &#8220;Light Weapons.&#8221; Same for Heavy/Heavy Weapons. It is what they are calling the weapon classes</p>
<p>and is likely not indicative of their weight/stamina usage.&#8221;<br />
22:39:24 Egor the greatsays, &#8220;hows these going work for maxed toons?&#8221;<br />
22:39:43 Edguardosays, &#8220;egor please, ! if u have a question&#8221;<br />
22:39:47 Uncivilizedsays, &#8220;What do you mean, Egor?&#8221;<br />
22:40:01 Uncivilizedsays, &#8220;It&#8217;ll affect everyone in the same way.&#8221;<br />
22:40:10 Egor the greatsays, &#8220;i`m 275 so, we get xps put into or earn the skills?&#8221;<br />
22:40:37 Mongloidsays, &#8220;!&#8221;<br />
22:40:50 Uncivilizedsays, &#8220;If you have Sword trained or specialized, it will be removed from your skills. Heavy Weapons will automatically be added in its place will all</p>
<p>XP/etc.&#8221;<br />
22:41:10 Egor the greatsays, &#8220;kk&#8221;<br />
22:41:12 Uncivilizedsays, &#8220;All existing Sword buffs/cantrips (Major/Epic/etc.) will also switch to Heavy Weapons.&#8221;<br />
22:41:19 Uncivilizedsays, &#8220;Mongloid?&#8221;<br />
22:41:36 Mongloidsays, &#8220;will the changes affect augmentations?&#8221;<br />
22:42:17 Uncivilizedsays, &#8220;Any Mastery augs (Master of the Focused Eye (+10 missile) and the melee one (name escapes me) will apply to the new skills.&#8221;<br />
22:42:50 Mongloidsays, &#8220;ok thank you .&#8221;<br />
22:43:15 Uncivilizedsays, &#8220;Any other questions directly regarding Loot/Quest weapons? As I said a full list of classes they will switch to will be found here:</p>
<p>http://forums.ac.turbine.com/showthread.php?t=53918&#8243;<br />
22:44:13 Uncivilizedsays, &#8220;Alright, then. Next topic: New Skills.&#8221;<br />
22:44:54 Uncivilizedsays, &#8220;There will be several new skills to make melee and missile more interesting in combat.&#8221;<br />
22:44:56 Windex-no drip kids<br />
22:45:12 Uncivilizedsays, &#8220;The first has been mentioned and explained: Shield.&#8221;<br />
22:46:06 Uncivilizedsays, &#8220;I will note that each existing melee weapon type (except Spear) will get 2 credits back if trained and 4 if specialized. If you want to maintain</p>
<p>your melee playstyle, it is recommended that you use those credits to get Shield specialized.&#8221;<br />
22:46:46 Asguardiansays, &#8220;!&#8221;<br />
22:46:49 Uncivilizedsays, &#8220;Asg?&#8221;<br />
22:46:57 Asguardiansays, &#8220;points to spec shield ?&#8221;<br />
22:47:01 Asguardiansays, &#8220;2 or 4&#8243;<br />
22:47:04 Uncivilizedsays, &#8220;2 to train, 2 to spec.&#8221;<br />
22:47:09 Asguardiansays, &#8220;k thx&#8221;<br />
22:47:16 Edguardosays, &#8220;!&#8221;<br />
22:47:19 Uncivilizedsays, &#8220;Ed?&#8221;<br />
22:47:41 Edguardosays, &#8220;will melee chars already have sheild trained or does it start as untrained??&#8221;<br />
22:47:54 Uncivilizedsays, &#8220;Will start as untrained. Explanation to follow.&#8221;<br />
22:48:06 Edguardosays, &#8220;k sry&#8221;<br />
22:48:13 Edguardo sits down.<br />
22:48:22 Uncivilizedsays, &#8220;The second new skill is Dual Wield. It&#8217;ll allow you to hold two melee weapons (and no shield obviously).&#8221;<br />
22:48:28 You tell Edguardo, &#8220;You&#8217;re fine, and thank you for using the ! request.&#8221;<br />
22:48:57 Uncivilizedsays, &#8220;You will get the highest defense modifier from either weapon, but when attacking, the attack modifier for only the striking weapon will apply.&#8221;<br />
22:49:17 Uncivilizedsays, &#8220;This means you can tink one weapon for defense and the other for damage and get a good mix of offense and defense.&#8221;<br />
22:50:00 Uncivilizedsays, &#8220;Expect Dual Wield to do 15-25% more damage than when using a single weapon. Again, no shield though.&#8221;<br />
22:50:13 Uncivilizedsays, &#8220;Dual Wield will be 2 to train/2 to spec.&#8221;<br />
22:50:45 Uncivilizedsays, &#8220;So if you&#8217;d rather have Dual Wield, you&#8217;ll have the credits for it if you don&#8217;t pick up Shield.&#8221;<br />
22:51:22 Uncivilizedsays, &#8220;Sneak Attack (4 to train/2 to spec) will allow you to do more damage when you attack from behind an enemy.&#8221;<br />
22:51:40 Edguardosays, &#8220;=)&#8221;<br />
22:51:58 Uncivilizedsays, &#8220;At full effect, your Damage Rating will be 20 points higher when a Sneak Attack happens.&#8221;<br />
22:52:21 Uncivilizedsays, &#8220;This is obviously mainly a PvP thing, but it can be great if you are hunting/questing in a group.&#8221;<br />
22:52:54 Uncivilizedsays, &#8220;If you have a high deception skill, you can also get random Sneak Attacks when attacking from the front.&#8221;<br />
22:54:22 Uncivilizedsays, &#8220;Dirty Fighting (2 to train/2 to spec) will give a chance of giving unique, though relatively minor, debuffs when attacking a target.&#8221;<br />
22:54:50 Uncivilizedsays, &#8220;There will be different effects for each height.&#8221;<br />
22:55:18 Edguardosays, &#8220;!&#8221;<br />
22:55:35 Uncivilizedsays, &#8220;You can debuff defenses/attacks or get a minor Damage Over Time effect (like Void or Affliction surge).&#8221;<br />
22:55:37 Uncivilizedsays, &#8220;Ed?&#8221;<br />
22:55:54 Edguardosays, &#8220;will my assess person lower my enemies chance of the frontal sneak attack?&#8221;<br />
22:56:12 Edguardosays, &#8220;sry might be a dumb question&#8221;<br />
22:56:15 Uncivilizedsays, &#8220;I would assume so.&#8221;<br />
22:56:34 Uncivilizedsays, &#8220;But you&#8217;ll lose that racial skill, so you&#8217;d have to retrain it to get that effect.&#8221;<br />
22:56:54 Edguardosays, &#8220;ahhh ok ic&#8221;<br />
22:57:07 Mickeys Girlsays, &#8220;!&#8221;<br />
22:57:20 Uncivilizedsays, &#8220;And your Assess Creature will only negate damage from the frontal Sneak Attacks.&#8221;<br />
22:58:04 Uncivilizedsays, &#8220;The last new skill is Recklessness (4 to train/2 to spec).&#8221;<br />
22:58:14 Uncivilizedsays, &#8220;Mickey?&#8221;<br />
22:58:16 Mickeys Girlsays, &#8220;Any word if Royal Runed weapons are still in play?&#8221;<br />
22:58:24 Uncivilizedsays, &#8220;They still exist.&#8221;<br />
22:58:28 Mickeys Girlsays, &#8220;ty&#8221;<br />
22:59:20 Uncivilizedsays, &#8220;Recklessness, when active, will give you up to 20 more Damage Rating. It will activate at certain attack powers, likely those not commonly</p>
<p>used (middle of the bar).&#8221;<br />
22:59:44 Uncivilizedsays, &#8220;However, by whatever amount your Damage Rating is boosted, your Damage Reduction Rating will go down by the same amount.&#8221;<br />
22:59:55 Uncivilizedsays, &#8220;So you&#8217;d deliver more damage but take more damage.&#8221;<br />
23:00:12 Uncivilizedsays, &#8220;New cantrips/buffs will be made and drop in loot.&#8221;<br />
23:00:28 Uncivilizedsays, &#8220;Sneak Attack will work for Melee/Missile/Magic.&#8221;<br />
23:00:55 Uncivilizedsays, &#8220;Dirty Fighting and Recklessness will work with Melee/Missile.&#8221;<br />
23:01:07 Uncivilizedsays, &#8220;Dual Wield is obviously only for Melee.&#8221;<br />
23:01:43 Asguardiansays, &#8220;!&#8221;<br />
23:01:46 Uncivilizedsays, &#8220;You can have Recklessness and Sneak Attack bonuses active at the same time, giving large boosts to damage.&#8221;<br />
23:02:14 Uncivilizedsays, &#8220;Recklessness will not affect your critical damage, both taken and given.&#8221;<br />
23:02:16 Uncivilizedsays, &#8220;Asg?&#8221;<br />
23:02:33 Asguardiansays, &#8220;So the reclessness is kinda like a berserker Mode..pardon the chat dance&#8221;<br />
23:02:55 Uncivilizedsays, &#8220;Pretty much. Use with caution&#8221;<br />
23:03:02 Gandalf da Greysays, &#8220;!&#8221;<br />
23:03:04 Asguardiansays, &#8220;You take extra dam at same time also ?&#8221;<br />
23:03:11 Uncivilizedsays, &#8220;Yes.&#8221;<br />
23:03:15 Uncivilizedsays, &#8220;Strider?&#8221;<br />
23:03:20 Asguardiansays, &#8220;8sit*&#8221;<br />
23:03:26 Gandalf da Greysays, &#8220;is the recklessness bonus random or all the time bonus?&#8221;<br />
23:03:31 Asguardian sits down.<br />
23:03:48 Uncivilizedsays, &#8220;It is active all the time when you are attacking at the right power.&#8221;<br />
23:05:38 Uncivilizedsays, &#8220;For those melees/missiles that want to switch some weapons around, say they want a bludgeon mace instead of their bludgeon staff, there will</p>
<p>be a mechanism to transfer Slayers, Imbues, and things like GY Gems/Rabbit&#8217;s Feet.&#8221;<br />
23:05:52 Uncivilizedsays, &#8220;These will not transfer tinks, however.&#8221;<br />
23:06:04 Uncivilizedsays, &#8220;There is no way to know what tinks were applied to a weapon.&#8221;<br />
23:06:25 Uncivilizedsays, &#8220;So they can&#8217;t transfer Iron/Granite/etc.&#8221;<br />
23:07:26 Uncivilizedsays, &#8220;Any questions on the skills and whatnot?&#8221;<br />
23:07:58 Uncivilizedsays, &#8220;Oh, as melee weapon damage will be upgrade, most spells will also do 5% more damage. Mages don&#8217;t lose out.&#8221;<br />
23:09:05 Uncivilizedsays, &#8220;Pal, Ispar, and I will be leading some of the major weapon quests in the next few weeks. Stay tuned to the calendar if interested.&#8221;<br />
23:09:18 Gandalf da Greysays, &#8220;!&#8221;<br />
23:09:25 Uncivilized says, &#8220;Strider?&#8221;<br />
23:10:00 Gandalf da Grey says, &#8220;about racial skills, gharus will lose item tinkering, what about augs that been used to spec them say?&#8221;<br />
23:10:18 Uncivilized says, &#8220;I don&#8217;t think they can give the augs back, but you should get the XP back.&#8221;<br />
23:10:21 Gandalf da Greysays, &#8220;will they as i assume just be lost&#8221;<br />
23:10:25 Gandalf da Greysays, &#8220;k thx&#8221;<br />
23:10:56 Uncivilizedsays, &#8220;Gearcrafting will be eliminated. All Gearcrafting functions will be folded into Item Tinkering.&#8221;<br />
23:11:30 You say, &#8220;Note: For those of you who don&#8217;t usually quest with us, please be aware &#8211; we have specific ways of doing quests and they may not be what you&#8217;re</p>
<p>used to. Don&#8217;t show up if you&#8217;re not adaptable. Because we generally aren&#8217;t so much.&#8221;<br />
23:12:05 Uncivilizedsays, &#8220;Pretty much: play nice, listen, and don&#8217;t run ahead.&#8221;<br />
23:12:20 You say, &#8220;&#8230;..True enough.&#8221;<br />
23:12:53 Edguardosays, &#8220;even if theres a rare?&#8221;<br />
23:13:01 Uncivilizedsays, &#8220;Rares are the exception.&#8221;<br />
23:13:10 Edguardosays, &#8220;lol kk&#8221;<br />
23:13:14 Uncivilizedsays, &#8220;And other players&#8217; bodies, if applicable.&#8221;<br />
23:13:44 Uncivilizedsays, &#8220;And remember that we are leading these quests to help others. We do not necessarily need them. Thus, if you create an issue, you won&#8217;t be</p>
<p>welcomed later on.&#8221;<br />
23:13:59 Ispar&#8217;s Gauntletsays, &#8220;Our goal when questing is to get the group to the end and recieve the reward, rather then cater to any ego&#8221;<br />
23:14:21 You tell Echoes of Thunder, &#8220;What can I say. I&#8217;ve been grumpy since that house landed on my sister.&#8221;<br />
23:15:17 Uncivilizedsays, &#8220;I believe that is the bulk of the information. Any questions?&#8221;<br />
23:15:31 Mongloidsays, &#8220;!&#8221;<br />
23:15:41 Uncivilizedsays, &#8220;This log will be posted on Pal&#8217;s website for future reading.&#8221;<br />
23:15:45 Asguardiansays, &#8220;!&#8221;<br />
23:15:45 Uncivilizedsays, &#8220;Mongloid?&#8221;<br />
23:15:52 Mongloidsays, &#8220;this isnt a question just wanted to say thank you for taking the time&#8221;<br />
23:15:58 Uncivilizedsays, &#8220;And Asg?&#8221;<br />
23:16:05 Arithiasays, &#8220;thanks Pal and Mina, very informative&#8221;<br />
23:16:12 Mongloid is recalling home.<br />
23:16:15 You say, &#8220;I will close this with&#8221;<br />
23:16:18 Uncivilizedsays, &#8220;We are just trying to spread the word.&#8221;<br />
23:16:29 You say, &#8220;The sky isn&#8217;t falling, you&#8217;ll still be able to play right after patch.&#8221;<br />
23:16:34 Asguardiansays, &#8220;You mentioned that Lore will be agiven now&#8230;what about the points to spec returned ?&#8221;<br />
23:16:47 You say, &#8220;Thank you for attending, and thank you, Mina, for the assist.&#8221;<br />
23:17:01 Uncivilizedsays, &#8220;With these changes, there will be a lot of chaos. After everything settles, players will have a bit more freedom and interesting playstyles.&#8221;<br />
23:17:30 Echoes of Thunder still think Mina dresses funny but, appreciates all of you holding this meeting&#8230;<br />
23:17:54 Uncivilizedsays, &#8220;If you have spec&#8217;d lore, you will get all of the credits back.&#8221;<br />
23:18:35 Uncivilizedsays, &#8220;If they do it right, you&#8217;ll just automatically get the spec&#8217;d lore after the patch and not have to mess with re-spec&#8217;ing.&#8221;<br />
23:21:13 You say, &#8220;Thanks all for showing up. You did well, and great questions.&#8221;<br />
23:21:36 Chat log febchanges.txt closed.</p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/meeting-log-about-new-changes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>February Imbue Goodies</title>
		<link>http://isparsgauntlet.com/february-imbue-goodies/</link>
		<comments>http://isparsgauntlet.com/february-imbue-goodies/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 23:02:25 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=436</guid>
		<description><![CDATA[Due to some limitations of how imbues were implemented and restrictions of our crafting system we have had to change plans on moving weapon imbues from old to new weapons. Rather than giving tools to move imbues, we are giving existing characters who are more than 15 days old at the time of the patch [...]]]></description>
			<content:encoded><![CDATA[<p>Due to some limitations of how imbues were implemented and restrictions of our crafting system we have had to change plans on moving weapon imbues from old to new weapons.</p>
<p>Rather than giving tools to move imbues, we are giving existing characters who are more than 15 days old at the time of the patch 6 gems that they can trade for one of the following to help them prepare new weapons.</p>
<p>Things you can get for a gem (only one of these per gem):</p>
<p>~ One foolproof imbue salvage<br />
~ One free tinker gem (slayers, Spectral Force)<br />
~ One rabbit&#8217;s Foot imbue</p>
<p><a href="http://forums.ac.turbine.com/showthread.php?t=54041" title="February Imbue Goodies" target="_blank"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/february-imbue-goodies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>February: What You Need to Know</title>
		<link>http://isparsgauntlet.com/february-what-you-need-to-know/</link>
		<comments>http://isparsgauntlet.com/february-what-you-need-to-know/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 06:08:59 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=431</guid>
		<description><![CDATA[When you first log in you will notice a number of things have been changed about your character to match the new skills and systems we added to the game. TLDR Version! Here is a quick and dirty check list of the things you need to know when you log in after the February patch. [...]]]></description>
			<content:encoded><![CDATA[<p>When you first log in you will notice a number of things have been changed about your character to match the new skills and systems we added to the game.</p>
<p>TLDR Version!<br />
Here is a quick and dirty check list of the things you need to know when you log in after the February patch.</p>
<p>February Log In Checklist<br />
~ Racial skills have been removed.<br />
~ Arcane Lore is now trained on all characters as a racial skill.<br />
~ If you used a racial weapon skill you will have to train or specialize a new weapon skill.<br />
~ If you used a shield you will probably want to train or specialize the new Shield skill.<br />
~ Some quest weapons might use different weapon skills.<br />
~ Go get your free quest weapon in Arwic.<br />
~ Go get your free weapon adjustment gems in Arwic.</p>
<p><span id="more-431"></span></p>
<p>Things You Need to Know</p>
<p>Weapon skills are reworked to use:<br />
~ Heavy Weapons<br />
~ Light Weapons<br />
~ Finesse Weapons<br />
~ Missile Weapons<br />
~ Two Handed Combat.</p>
<p>~ Old racial skills are refunded.<br />
~ Arcane Lore is trained (free) and has no spent XP.<br />
~ You have to decide if you want to specialize it.<br />
~ You will have to spend XP.<br />
~ Arcane Lore wield requirements have been removed from some under-garments available from alternate currency vendors to ensure this does not cause any equipment you are wearing to unequip when you log in.<br />
~ Four of your racial skill credits are now used to train Arcane Lore. The remaining two skill credits have been added to your skill credit pool.<br />
~ You can have 6 additional specialization credits to a maximum of 70.<br />
~ If you used racial weapon skills you will have to pick a new weapon skill and train it up.<br />
~ Some quest weapons might use an alternate weapon skill.<br />
~ Get your free quest weapon in Arwic.<br />
~ Get your gems in Arwic to trade for tools that transfer Imbues and alt currency weapon modifications from old one handed melee weapons to new one handed melee weapons.<br />
~ Flags for the Temples of Enlightenment and Forgetfulness, the Skill Reset NPC, and the Attribute Reset NPC are cleared.<br />
~ There are new skills to purchase.</p>
<p>I Want More Details!<br />
The tidbits above didn’t answer your questions or satisfy your thirst for knowledge? Here are more details on how the changes will affect your characters and how you can quickly adjust to the changes when you log in after the February patch.</p>
<p>Raise Skill +10<br />
A new button to add +10 to a skill or attribute in the skill panel looks like an up arrow with a “10” layered over it. Assuming you have enough XP, clicking this trains a skill, attribute or secondary attribute 10 times instead of once like the normal train up button. Because of this new feature, training up your skills should go faster. If you don’t have enough XP to train the skill 10 times the button is simply grayed out.</p>
<p>Your New Skill Maximums</p>
<p>~ You no longer have six credits devoted to racial skills. Four of those credits are now devoted to trained Arcane Lore for all races. The other two have been added to your free skill credit pool.</p>
<p>~ The number of specialization credits you can take has been increased by 6 to a maximum of 70.</p>
<p>Your Quest Status</p>
<p>~ As you log in the game will inform you that all quests flag related to the Temples of Forgetfulness have been reset. In addition, quest flags related to the skill reset NPC and the attribute reset NPC have also been reset. You will be able to visit these NPCs and change around your skills as if you had never used them.</p>
<p>Goodies You Can Claim</p>
<p>~ Existing characters more than 15 days old with be flagged to receive a special weapon from a vendor with a number of one handed melee quest weapons available. Each character gets to choose one free quest weapon which will be attuned and bonded to help them adjust to the changes. The vendor has a wide variety of quest weapons available.</p>
<p>~ Existing characters more than 15 days old with be flagged to receive a special craft tools that will allow them to move all imbues or one special effect from one old one handed melee weapon to one new one handed melee weapon. Each character will receive 6 gems. These gems can be freely traded. Each gem can be used to purchase a tool from a special vendor in Arwic to move either all imbues or one special effect from an old weapon to a new weapon.<br />
~ Each character older than 15 days gets 6 gems.<br />
~ These gems can be freely traded.<br />
~ Gems are used to buy tools to move imbues or a weapon addition such as a slayer.<br />
~ Each tool removes an effect from an old loot weapon created previous to the patch.<br />
~ Each tool can move that effect to a new loot weapon created after the patch.<br />
~ One gem can purchase a tool that moves all Imbue effects from an old weapon to a new weapon.<br />
~ One gem can purchase a gem to move one other weapon effects such as slayer gems or rabbit&#8217;s foot modifications.</p>
<p>Your Racial Skills<br />
Racial skills have been removed. Each race gains a Mastery in one melee and one ranged weapon type.</p>
<p>Note: Each races still gets a free augmentation. This hasn&#8217;t changed.</p>
<p>~ All of your racial skills have been refunded. They are untrained, and experience you might have put into them is restored to your character.</p>
<p>~ Racial weapon skills are removed and refunded. They are not replaced with the equivalent new weapon skill. We did not want to presume people would stick with their old racial skill. Because of this someone with only a racial skill would end up with free skill credits and no weapon skill. You will want to train a new weapon skill in this case.</p>
<p>~ Characters no longer spend skill points to train Arcane Lore.</p>
<p>~ If you were an Empyrean (or an Undead with alternate skills) your Arcane Lore has been unspecialized and you should now have trained Arcane Lore with no experience spent into the skill.</p>
<p>~ For characters who are not Empyrean or Undead with alternate racial skills Arcane Lore should remain unchanged and your skill points total should be adjusted to reflect the fact that training it no longer costs skill points. If you have the skill specialized it will only cost you 2 specialized skill points.</p>
<p>Weapon Mastery<br />
Each race gets two racial weapon masteries that add a damage rating of 5 to certain attacks. Each race gets one melee mastery and one ranged mastery. High level characters can work to change these racial masteries to other attack types. Existing characters will be able to change each mastery one time for free.</p>
<p>~ You have 2 masteries: melee and ranged. Each race gets one melee mastery and one ranged mastery.<br />
~ Melee can be Sword, Axe, Dagger, Spear, Staff, UA, Mace, or Two Handed<br />
~ Ranged can be Bow, Crossbow, Thrown or Magic<br />
~ If your equipped main hand weapon matches your mastery you get an additional damage rating of 5 on all attacks.<br />
~ Your damage rating is reflected on your examination panel as soon as you equip the weapon.<br />
~ There is a way in the game to change your Weapon Masteries.<br />
(Note: Races still get a free starting augmentation like they do in the current game.)</p>
<p>Races start with the following masteries:<br />
~ Aluvian: Dagger and Bow<br />
~ Sho: Unarmed Weaponry and Bow<br />
~ Gharu: Staff and Magic<br />
~ Viamontian: Sword and Crossbow<br />
~ Umbraen, Penumbraen: Unarmed Weaponry and Crossbow<br />
~ Gearknight: Mace and Crossbow<br />
~ Empyrean: Sword and Magic<br />
~ Undead: Axe and Thrown Weapons<br />
~ Tumerok: Spear and Thrown Weapons<br />
Your Weapon Skills</p>
<p>~ All old weapon skills are gone.</p>
<p>One handed weapon skills are now:<br />
~ Heavy Weapons (6/6) (Strength + Coordination)/3<br />
~ Light Weapons (4/4) (Strength + Coordination)/3<br />
~ Finesse Weapons (4/4) (Quickness + Coordination)/3</p>
<p>Bow, Crossbow and Thrown Weapons now use:<br />
~ Missile Weapons (6/6) (Coordination)/2</p>
<p>Two Handed Combat is still used for all two handed weapons and remains largely unchanged.</p>
<p>~ Racial weapon skills are gone. We found that many people will not default to using their old racial in this new set up, so we removed them and we do not automatically add an equivalent weapon skill to replace your racial skill. This means if you depend on your racial skill for damaging foes and you had no other skill trained or specialized you should take the time to train and/or specialize a weapon skill of your choosing.</p>
<p>~ Characters with the Sword skill were given Heavy Weapons. Characters with the Dagger skill were given Finesse Weapons. Characters with any other weapon skill were given the Light Weapons skill. Characters were only given one new weapon skill, with the precedence being Heavy over Finesse over Light. Your new weapon skill will have no experience spent, and you will have to train it up.</p>
<p>~ If you had Bow, Crossbow or Thrown Weapon you now have Missile Weapons. If at least one of these weapon skills were specialized, then Missile Weapons will be specialized. If none of these weapon skills were specialized but at least one was trained then Missile Weapons will be trained. Missile Weapons will have no experience spent, and you will have to train it up.</p>
<p>Potential Question: Why not train up the new weapon skills?<br />
With so many additional melee skills being added, players may want to rethink how they distribute experience. We added a +10 button to the skill panel to reduce the amount of clicking needed to fix your character.</p>
<p>Skill Consolidation<br />
The Gearcrafting skill has been removed.<br />
~ All former Gearcrafting interactions now use Item Tinkering.<br />
~ Skill credits and experience are restored to characters with this skill.<br />
~ Character who specialized the skill with an augmentation will have the augmentation removed and that experience refunded.</p>
<p>New Skills<br />
There are a number of new skills available for you to train.</p>
<p>Dual Wield<br />
Cost: 2/2<br />
(Strength + Coordination)/3</p>
<p>You can now equip any one handed weapon in your off hand (shield) slot.<br />
~ Characters with a weapon equipped in their shield slot will enter the dual wield state with a different stance and animations.<br />
~ Your character will launch alternating attacks, first right then left, with the equipped weapons.<br />
~ The power bar fills between each attack. As an example, you&#8217;d see right attack, power bar, left attack, power bar, right attack, etc.<br />
~ Weapon animations for Dual Wield are 20% faster than other one handed styles.<br />
~ When wielding two weapons your attack bar fills up 20% faster.<br />
~ To hit check for off hand attacks use the lower of Dual Wield skill and the attack skill of required by the weapon.<br />
~ Your character will benefit from spells on both weapons provided they do not overlap.<br />
~ Attack mods for all attacks are determined by checking the main hand and the off hand and using the highest.<br />
~ Defense mods are determined by checking the main hand and the off hand and using the highest.<br />
~ Because you swing faster you have more chances to proc various effects.</p>
<p>Shield<br />
Cost: 2/2<br />
(Strength + Coordination)/2<br />
You must have the Shield skill to make full use of shields and magic reducing properties of shields.</p>
<p>~ Armor levels for a Shield are capped at your buffed Shield skill if the skill is specialized.<br />
~ Armor levels for a Shield are capped at half your buffed Shield skill if the skill is trained or untrained.<br />
~ Magic damage reduction for shields uses a formula based on Shield skill rather than Magic Defense.<br />
~ Magic damage reduction is multiplied by 0.8 if Shield skill is not specialized.</p>
<p>(Note that the magic reduction of Bows and other non-shield items is unaffected by these changes and those items still used Magic Defense to determine the effect of the magic damage reduction.)</p>
<p>Recklessness<br />
Cost: 4/2<br />
(Strength + Quickness)/3<br />
This skill works for melee and missile attacks. When you set your power bar or accuracy bar near the middle area of the bar your melee and missile attacks gain extra damage rating to non-critical hits. Incoming non-critical damage from all sources (in other words, damage inflicted upon you) is likewise increased when Recklessness is active. Recklessness is active when your combat bar is set from 20% to 80% for both missile and melee attacks. In other words, you can turn off this effect by setting your combat bar to a very fast or very slow setting. For trained skill, the base damage rating increase is 10. For specialized skill, the base damage rating is 20. These ratings are reduced if your Recklessness skill is lower than your active attack skill.</p>
<p>~ Works for melee and missile combat.<br />
~ Doesn&#8217;t affect critical hits.<br />
~ Activates when attack bar is between 20% and 80%.<br />
~ Damage rating is increased by 20 for specialization and 10 for trained.<br />
~ If the Recklessness skill is lower than your attack skill (as determined by your equipped weapon) then the damage rating is reduced proportionately. The damage rating caps at 10 for trained and 20 for specialized so there is no reason to raise the skill above your attack skill. The damage rating adjustment for incoming damage is also adjusted proportionally if your Recklessness skill is lower than your active attack skill.<br />
~ While active your non-critical outgoing melee and missile hits add this damage rating to your total.<br />
~ While active non-critical incoming attacks from all sources are likewise increased.</p>
<p>Sneak Attack<br />
Cost: 4/2<br />
(Coordination + Quickness)/3<br />
Your melee, missile, and magic attacks do more damage from behind. In addition, if you have Deception you have a chance to cause this extra Sneak Attack damage from the front.</p>
<p>~ Works for melee, missile, and magic.<br />
~ Specialized Sneak Attack adds a base 20 damage rating to attacks that strike the rear arc of an opponent.<br />
~ Trained Sneak Attack adds a base 10 damage rating to attacks that strike the rear arc of an opponent.<br />
~ If the Sneak Attack skill is lower than your attack skill (as determined by your equipped weapon) then the damage rating is reduced proportionately. The damage rating caps at 10 for trained and 20 for specialized so there is no reason to raise the skill above your attack skill.<br />
~ If you also have Deception you have a chance to cause extra Sneak Attack damage from the front.<br />
~ Trained Deception has a base 10% chance, while Specialized Deception has a base 15% chance.<br />
~ If Deception is below 306 deception these chances are reduced proportionately. This is in addition to proportional reduction if your Sneak Attack skill is below your active attack skill.<br />
~ If the defender has Assess Person they reduce the extra Sneak Attack damage Deception can add from the front by up to 100%. This percent is reduced proportionately if your buffed Assess Person skill is below the 306. This reduction does not apply to attacks from behind.</p>
<p>Dirty Fighting<br />
Cost: 2/2<br />
(Strength + Coordination)/3<br />
Your melee and missile attacks have a chance to weaken your opponent. High attacks can reduce the attack skills of the opponent. Low attacks can reduce the defense skills of the opponent. Medium attacks can reduce healing effects on the opponent and cause small amounts of bleeding damage.</p>
<p>~ Works for melee and missile attacks.<br />
~ Has a 25% chance to activate on any melee or missile attack.<br />
~ This activation rate is reduced proportionally if Dirty Fighting is lower than your active weapon skill as determined by your equipped weapon.<br />
~ All activated effects last 20 seconds.<br />
~ Although a specific effect won’t stack with itself, you can stack all three effects on one opponent at the same time. This means that when the skill activates at one attack height you can move to another attack height to try to land an additional effect.<br />
~ If the skill is specialized, the debuffs and effects are more powerful as follows:</p>
<p>Specialized Dirty Fighting Effects<br />
Attack Skills debuffed -20<br />
Bleed ticks for 20 damage and all heal effects are reduced by 30 rating<br />
Defense Skills debuffed -20</p>
<p>Trained Dirty Fighting Effects<br />
Attack Skills debuffed -10<br />
Bleed ticks for 10 damage and all heal effects are reduced by 15 rating<br />
Defense Skills debuffed -10</p>
<p>Your Armor<br />
For the most part, existing armor remains unchanged. The only changes you will notice is that spells on armor that affect weapon skills will be changed over to the new weapon skills. Spells are changed in the following fashion.<br />
~ Spells for the Sword skill are now Heavy Weapons.<br />
~ Spells for the Axe, Mace, Spear, Staff, and Unarmed Combat skills are now Light Weapons.<br />
~ Spells for the Dagger skill are now Finesse Weapons.<br />
~ The Defenders set now included Shield skill.<br />
~ The Soldiers set is now Heavy Weapons, Light Weapons, Two Handed Combat, Dirty Fighting and Recklessness.<br />
~ The Swift set is now Sprint, Jump, Finesse Weapons, Dual Wield, and Sneak Attack. The name is changed to Rogue set.</p>
<p>Your Spell Book<br />
Spells that affect weapon skills have been converted to use the new skills. In addition, old spells will be removed from your spell book and new spells will be added automatically.<br />
~ If you had spells for the Sword skill you now have spells for Heavy Weapons.<br />
~ If you had spells for the Dagger skill you now have spells for Finesse Weapons.<br />
~ If you had spells for the Axe, Mace, Spear, Staff, or Unarmed Combat skills you now have spells for Light Weapons.<br />
~ If you had spells for Bow, Crossbow or Thrown Weapon you now have spells for Missile Weapons.</p>
<p>Your Old Loot Weapons<br />
Loot weapons will automatically be changed over to the new system. Skills will be updated, and damage and variance will be adjusted upward to fit into the new skill scheme.<br />
~ Swords are converted to use the Heavy Weapons skill. Stats are adjusted accordingly.<br />
~ Daggers are converted to use the Finesse Weapons skill. Stats are adjusted accordingly.<br />
~ Axes, Maces, Spears, Staves, and Unarmed weapons are converted to use the Light Weapons skill. Stats are adjusted accordingly.<br />
~ The game will be able to differentiate between old and newer weapons. Gems to move imbues and slayers will move those upgrades off old weapons and onto new weapons. These effects cannot be pulled off new weapons or added to old weapons once the tool removes them.<br />
~ There was a bug on live in treasure mutation tables for maces and axes with a wield requirement of 350 that gave them too much damage. As such some weapons in that old loot tier might lose one point of damage when the conversion formulas are applied.</p>
<p>Your Old Hiltable Weapons<br />
Weapons that can be hilted to be double or triple strike remain largely unchanged by the new system. The skills they use have been updated, but they have not been converted since hilts do not exist in the new loot system. Instead certain swords and daggers drop in loot with double and triple strike properties.</p>
<p>New Loot Weapons<br />
New loot weapons will drop for all weapon skills. Each weapon type such as Sword, Dagger, Mace etc. will have at least one variation that uses each new weapon skill. The new loot system will drop Daggers that use the Heavy Weapon skill and do damage appropriate to that skill. Swords will drop that use the Finesse Weapons skill and do damage appropriate to that skill. In other words, all the weapon types – Axes, Daggers, Maces, Spears, Staves, Swords, and Unarmed weapons have variations that use Heavy Weapons, variations that use Light Weapons, and variations that use Finesse Weapons.</p>
<p>All bows, crossbows and thrown weapons now use the new Missile Weapons skill.</p>
<p>Your Quest Weapons<br />
Quest weapons have been updated to cover a variety of skills in all level brackets. Old quest weapons automatically change over to new statistics. It is for this reason that we are giving everyone a free quest weapon to help them adjust to the changes.</p>
<p>Your Rare Weapons<br />
Rares weapons have been reworked to fit into the new skill system. Rare weapons have been distributed among the new weapon skills as appropriate for their flavor. Because of this each character will have one chance to trade in a rare one handed weapon and get back a rare of the appropriate weapon type.</p>
<p>Magic<br />
~ To keep magic competitive, many spells were increased in damage by 5%.<br />
~ Void Magic spells that cause damage over time were not increased.<br />
~ Tusker&#8217;s Fist was not increased.<br />
~ Curse of the Raven Fury (Tugak) was not increased.</p>
<p>Training Skills<br />
A new “Skill Up +10” button in the skill panel looks like an up arrow with a “10” layered over it. Assuming you have enough XP, clicking this trains a skill, attribute, or secondary attribute 10 times instead of once like the normal train up button. Because of this new feature, training up your skills should go faster. If you don’t have enough XP to train the skill 10 times the button will remain grayed out.</p>
<p>Sev~</p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/february-what-you-need-to-know/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>KNOWLEDGE IS POWER &#8211;  FEB UPDATES</title>
		<link>http://isparsgauntlet.com/knowledge-is-power-feb-updates/</link>
		<comments>http://isparsgauntlet.com/knowledge-is-power-feb-updates/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 02:30:15 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=425</guid>
		<description><![CDATA[Here is some specific information on the weapon change over/skill change over: As planned Sword has swapped over to Heavy. Dagger has swapped over to Finesse. All other single hand melee has swapped to Light. All missile skills have swapped to missile. Spells, including rares and cloaks, have changed in the same manner. New cloaks [...]]]></description>
			<content:encoded><![CDATA[<p>Here is some specific information on the weapon change over/skill change over:</p>
<p>As planned Sword has swapped over to Heavy. Dagger has swapped over to Finesse. All other single hand melee has swapped to Light. All missile skills have swapped to missile.</p>
<p>Spells, including rares and cloaks, have changed in the same manner. New cloaks will drop featuring the new skills we are adding to the game.</p>
<p>New spells for Shield can be found on Shields and Hand Armor. The other skills will be found on weapons (where appropriate, Dual Wield should never show up on a missile/wand/two handed weapon) and head armor.<br />
Cantrips follow the same rules as all other cantrips.</p>
<p>Defenders loot sets now has a shield spell included. Soldiers set is now Heavy/Light/Two Handed weapons along with Dirty Fighting and Recklessness. Swift set is now Sprint, Jump, Finesse Weapons, Dual Wield and Sneak Attack. There is also a good chance the SWift set will be renamed to something more fitting such as Rogue&#8217;s set.</p>
<p>Each player will get to choose a ranged and melee mastery. These masteries will be a +5 Damage Rating boost to attacks. The reason for +5 DR is to give flavor to a character while not overly penalizing players who want to use multiple weapon types.</p>
<p>FOR MORE INFO &#8211; GO TO <a title="http://forums.ac.turbine.com/showthread.php?t=53918" href="http://forums.ac.turbine.com/showthread.php?t=53918">http://forums.ac.turbine.com/showthread.php?t=53918</a></p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/knowledge-is-power-feb-updates/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>January 2012 Patch Notes</title>
		<link>http://isparsgauntlet.com/january-2012-patch-notes/</link>
		<comments>http://isparsgauntlet.com/january-2012-patch-notes/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 20:58:14 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[Monthly Patches]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=421</guid>
		<description><![CDATA[Greetings and welcome to the very first Release Notes for 2012! This month the team has been getting back into the swing of the full work schedule after a much deserved vacation over the Holidays. Now that everyone is back, it is time for us to get back to delivering content. Lets check out what [...]]]></description>
			<content:encoded><![CDATA[<p>Greetings and welcome to the very first Release Notes for 2012! This month the team has been getting back into the swing of the full work schedule after a much deserved vacation over the Holidays. Now that everyone is back, it is time for us to get back to delivering content. Lets check out what is in store this month in Asheron’s Call!<br />
<span id="more-421"></span><br />
    Monthly Kill Task updated.<br />
        New Quests of the Month<br />
        Weekly: Feud of Neydisa &#038; Bandit Castle<br />
        Bi-weekly: Oswald&#8217;s Dirk</p>
<p>    Monthly: Heart of Innocence</p>
<p>    Contract: Fixed Luminance Aug quest timer tracking.</p>
<p>    Armor layering tools can now be used on quest armor.</p>
<p>    Fixed Armoredillo Hide Coat to be extractable by tailoring kits.</p>
<p>    Fixed it so quest underclothing can be dyed (e.g. Gladiatorial Tunic &#038; Leggings).</p>
<p>    Aetheria can now be retained/un-retained via leather/sandstone salvage.</p>
<p>    Enchantable loot shields can now be retained/un-retained by leather/sandstone salvage.</p>
<p>    Noble Remains Kill Task from Shade of Ormend now gives luminance.</p>
<p>    Guardian Statue Kill Task from Shade of Fordroth now gives luminance.</p>
<p>So these are just some of the things we have in store for Asheron&#8217;s Call in January. Please remember that along with everything listed here, there are several new quests and exciting things going into the game for the January Event.</p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/january-2012-patch-notes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gift Boxes</title>
		<link>http://isparsgauntlet.com/gift-boxes-2/</link>
		<comments>http://isparsgauntlet.com/gift-boxes-2/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 23:28:42 +0000</pubDate>
		<dc:creator>Calita</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=419</guid>
		<description><![CDATA[As Logan said, the giftboxes are not turned on on patch day. They are typically on for a ~ 2 week period. They will be turned on this Friday and turned off on January 3rd. ~~~Sev]]></description>
			<content:encoded><![CDATA[<p>As Logan said, the giftboxes are not turned on on patch day. They are typically on for a ~ 2 week period.</p>
<p>They will be turned on this Friday and turned off on January 3rd.</p>
<p>~~~Sev</p>
]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/gift-boxes-2/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>December 2011 Patch &#8211; Release Notes</title>
		<link>http://isparsgauntlet.com/december-2011-patch-release-notes/</link>
		<comments>http://isparsgauntlet.com/december-2011-patch-release-notes/#comments</comments>
		<pubDate>Fri, 09 Dec 2011 18:41:20 +0000</pubDate>
		<dc:creator>Endy</dc:creator>
				<category><![CDATA[Monthly Patches]]></category>

		<guid isPermaLink="false">http://isparsgauntlet.com/?p=414</guid>
		<description><![CDATA[Greetings and welcome to the December 2011 Release Notes! Winter is coming! The snow arrives in Dereth once again and with it comes the chill in the air! This month brings many fixes and updates to the game as we head into the New Year. Let’s see what this month’s update has in store. Monthly [...]]]></description>
			<content:encoded><![CDATA[<p>Greetings and welcome to the December 2011 Release Notes! Winter is coming! The snow arrives in Dereth once again and with it comes the chill in the air! This month brings many fixes and updates to the game as we head into the New Year. Let’s see what this month’s update has in store.</p>
<p>Monthly Kill tasks updated</p>
<p>Quests of the Month updated</p>
<ul>
<li>Weekly: Farmer Kao&#8217;s Plea for Help</li>
<li>Bi-weekly: Counterfeit Writs</li>
<li>Monthly: Queen Elysa in Danger</li>
</ul>
<p>4 new contracts (Gharundim TN barkeeper, Devra)</p>
<ul>
<li>Jailbreak: Ardent Leader</li>
<li>Jailbreak: Blessed Leader</li>
<li>Jailbreak: General Population</li>
<li>Jailbreak: Verdant Leader</li>
</ul>
<p><span id="more-414"></span><br />
Winter is coming! Ok, it’s actually here. Snow, snow and more snow!</p>
<p>The 8th, 11th, 12th anniversary shirts have been fixed so the short sleeves display properly.</p>
<p>TINKERING: Material names are now displayed during the crafting process.</p>
<p>TRADING: Material names are now displayed when giving items to others.</p>
<p>Rare Bloodmark Crossbow’s damage type &amp; rending type have been matched to both be bludgeon.</p>
<p>Icon fixes for Scribe’s Quills, Darling Collar, and Raeta’s Necklace</p>
<p>Matched the following coats to have the same tailorable coverage as Hauberks:</p>
<ul>
<li>Academy Coats (all colors)</li>
<li>Ursuin hide Coat (both summer &amp; regular)</li>
<li>Heavy Ursuin Coat (both new &amp; retired)</li>
<li>Dusk Coat (rare)</li>
<li>Patriarch&#8217;s Twilight Coat (rare)</li>
<li>Squalid Coat</li>
<li>Furry Mattekar Hide Coat</li>
<li>Mattekar Hide Coat (retired)</li>
</ul>
<p>Jack of All Trades Augmentation can now be exchanged for another Augmentation gem from all other Augmentation gem NPCs.</p>
<p>Removed abdomen coverage of Doomshark Coat &amp; Upgraded Doomshark Coat</p>
<p>Players can now exchange old versions of the Balor&#8217;s over-robe, Hoary Mattekar over-robe, and Hoory Mattekar over-robe for new chest only coverage versions from Yi-Yo-Jin, Gillian the Poacher, &amp; Ketnan.</p>
<p>Players can once again dye an item even after it has been tailored!</p>
<p>Following creatures will now drop treasure corpses:</p>
<ul>
<li>Blinding Virindi Energy Cluster</li>
<li>Dim Virindi Energy Cluster</li>
<li>Faint Virindi Energy Cluster</li>
<li>Vibrant Virindi Energy Cluster</li>
</ul>
<p>The Olthoi Cuirass, Gromnie Hide Cuirass, and Armoredillo Hide Breastplates are now tailorable.</p>
<p>Tailoring fix to quest Olthoi shields such that they retain their intended colors.</p>
<p>Jumpsuits (e.g. Asheron’s Raiments), are now dyeable again.</p>
<p><strong>KNOWN ISSUE:</strong> Tailoring of Nefane shields &amp; Upgraded Nefane shield results in broken palette textures.</p>
<p>So these are just some of the things we have in store for Asheron&#8217;s Call in December. Please remember that along with everything listed here, there are several new quests and exciting things going into the game for the December Event.</p>
<span class="sfforumlink"><a href="http://isparsgauntlet.com/forum/town-crier/december-2011-patch-release-notes/"><img src="http://isparsgauntlet.com/wp-content/plugins/simple-forum/styles/icons/default/bloglink.png" alt="" /> Join the forum discussion on this post</a></span>]]></content:encoded>
			<wfw:commentRss>http://isparsgauntlet.com/december-2011-patch-release-notes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

