Bard Masteries

Discordance | Peacemaking | Provocation Before being able to use these abilities the bard must undertake the relevant Spellsong Quest. Once players have chosen a mastery, the abilities are freely usable at any time and only have as requirements the skill and mana costs. Party must remain within range of the Bard to remain under the spellsong effects. Bards may be interrupted when they receive damage while using their abilities, causing the effect to end. A bard may only have one ability in effect at a time. Abilities do not stack with themselves. All abilities require upkeep dependent on how […]


Bardic Skills

Instruments | Musicianship | Discordance | Peacemaking | Provocation | Bard Mastery | Spellsong Quests Whether your inclination lies in soothing the savage beast, plucking the strings of discord or the rousing bugle call of battle you must first learn to play a tune. For that you will obviously need an instrument. First rule of barding, always insure your instrument, a tuneless bard is a helpless bard. Selecting your ‘tune’ Instruments currently in game consist of tambourines (plain and tasselled), drums, bamboo flutes, lutes, lap harps, standing harps and aud char plus the special instrument, the fire horn. Used as […]


Armslore

Armslore grants a bonus to exceptionally crafted weapons and armor (but not shields) at a rate of 1% per 20 points of armslore. (1% per 12.5 points on Siege Perilous and Mugen) Maximum 5% (8% Siege/Mugen) On weapons this bonus is applied to the damage increase property, meaning at GM armslore an exceptionally crafted weapon will have a damage increase of 40% (43%) On armor the bonus is applied to resists and is spread randomly: eg at GM armslore the bonus to resists is 5% (8%), these could be applied all to one resist or split between several. The skill […]


Siege – Event 5 – The Time Gate

With your help, the Time Lord now has each of the four gems that have been lost for ~500 years since the Shattering.  Now for the next step…?


Enhanced Client Hotfix

The following hotfix has been deployed to address an issue with the latest version of the Enhanced Client: NPC vendors will correctly display their inventory when you try to purchase something from them. Please patch to the latest version of the Enhanced Client to receive this fix.


Veterinary

Skill Details Veterinary works on all tameable creatures. The complementary skill for Veterinary is Animal Lore, and works exactly the same as Anatomy with Healing. The amount of hitpoints healed is calculated using the same formula as for Healing/Anatomy. The delay for healing a pet with the Veterinary skill is 2 seconds, regardless of a player’s dexterity. You need a minimum of 60.0 skill points in Animal Lore and Veterinary to be able to cure poison 80.0 skill points in Animal Lore and Veterinary to be able to resurrect a bonded pet. Veterinary will always cure the poison first. In […]


Pet Ownership

Follower Slots Follower slots limit the number of high-level pets, summoned creatures or hirelings a character can control at any given time, while still allowing the diversity of hunting with a pack of lower level creatures. Every player has five pet control slots, the number of contol slots required by a particular pet varies, governed mostly by how powerful it is. The following table includes examples of pets requiring differing numbers of control slots. Number of slots Example Pets One Horse, llama, ostard, ridgeback, swamp dragon, pack horse/llama, frenzied ostard, giant beetle, fire beetle, lesser hiryu, all ethereal mounts Two […]


Pet Resurrection by NPC

NPC Veterinarians in stables across the land will resurrect a ghostly pet – for a fee. On approaching the veterinarian a gump appears offering to restore the pet However if you approach too soon, when you accept the offer you will be told. “That creature’s spirit lacks cohesion, try again in a few minutes.” This delay appears to be approximately 10 minutes from the death of the pet. There is also a loss of .2 skill points instead of the usual .1. It may therefore be advisable to seek assistance from a fellow player before attempting to access this facility. […]



Ortlem the Mystic

Ortlem is found on the South West side of the city center.     His simple request is for reagents for casting his Mysticism spells, 100 each of Dragon’s Blood and Daemon Bone.   Daemon Bone can be obtained by killing any of the void creatures spawning around Ter Mur. Anzuanord Relanord Vasanord Anlorzen Anlorlem Anlorvaglem Betballem Ballem Usagralem Ballem. Dragon blood can be found by skinning any of the reptile-like creatures such as: Chicken Lizard Slith Stone Slith Toxic Slith Kepetch Kepetch Ambusher Raptor Note: Daemon bone can also be found on creatures in the dungeon Doom in Malas […]