Welcome to the clan! Kindred Honour is a group of mature players who are building a warm and welcoming home for a variety of play styles, from the casual player to the serious raider. Discrimination of any kind is not tolerated. We are looking for quality players, those with a sense of adventure and style, that would feel at home in a true democracy. This is a place where all members have a voice and a vote.
PRELUDE EVENT
BUG BASH
UPDATE NOTES
GENERAL
ACHIEVEMENTS
ITEMS
PLAYER HOUSING
PVP SERVERS
QUESTS
SPELLS
Sorcerer
STREAMING CLIENT
TRADESKILLS
USER INTERFACE
ANCHOR OF BAZZUL
ANTONICA
BLACKBURROW
BUTCHERBLOCK MOUNTAINS
CAZIC THULE
COMMONLANDS
COURT OF TRUTH
DEN OF THE DEVOURER
DRAFLING TOWER
ENCHANTED GROTTO
ENCHANTED LANDS
EVERFROST
FOUNTAIN OF LIFE
GREATER FAYDARK
ISLAND OF MARA
JARSATH WASTES
FENS OF NATHSAR
KYLONG PLAINS
LABORATORY OF LORD VYEMM
OBELISK OF LOST SOULS
ORATORIUM OF THYR
PILLARS OF FLAME
POET’S PALACE
MIRAGUL’S PHYLACTERY
NEKTULOS FOREST
NERIAK
PERMAFROST
QEYNOS
RIVERVALE
RUINS OF VARSOON
THE RUINS
RUNNYEYE
SANCTUM OF THE SCALEBORN
SHARD OF LOVE
SINKING SANDS
SHIMMERING CITADEL
SPLITPAW
STEAMFONT MOUNTAINS
STORMHOLD
TIMOROUS DEEP
THUNDERING STEPPES
TOWER OF DRAFLING
TRAKANON’S LAIR
VEESHAN’S PEAK
YKESHA’S INNER SANCTUM
The Text.............
Artwork-by-Mail, and StationCash
Game Update 55 — Halas and Streaming Launcher
Halas is being added as a good starting city in Gu55 to coincide with the release of the new expansion, Sentinel’s Fate. Gu55 will be a free download whether you choose to purchase the expansion or not.
The starting race has not been confirmed, but in EQ1 Halas was the home of the Barbarians.
Incidentially, this new area will be considerably streamlined and will be built out as the new EQ2 Trial. The existing EQ2 Trial is a massive download and really not that great a tool at recruiting new players. The new EQ2 Trial will be optimized for download size, will have streaming download, and will really act as a marketing tool for new players.
Extremely preliminary zone art was shown of the new Halas.
Who Gives a Crit
Critical damage stats including Spell, Melee, Ranged, and Heal are being merged into a single ‘Crit’ statistic. Each class will have a critical coefficient. So the same item will offer taunt and melee crit to a fighter, ranged crit to a ranger, and heal crit to a healer.
Double Attack and Ranged Double Attack are being combined into DA, with an appropriate coefficient as RDA is c0nsidered more powerful to a ranger than DA is to other scouts.
Resistance types are being streamlined down to just Noxious, Elemental, Arcane and Physical. Naming on items will not change for variety/lore reasons.
Gear Scaling
Once considered for the Rise of Kunark, items will now scale down in effectiveness starting at Level 60, eventually “greying out” when the item is 10 levels below your adventure level. The effectiveness of such items will be reduced by 33% at 10 levels. There has been no further comment on Gear Scaling since Fan Faire, and I would have expected further news on this by now.
Legends of Norrath
Set 7 of the LoN cards, Storm Break, goes live on July 9th. This will be the final part of the void series. New loot cards include a cloak with a, once-per-day, clicky effect that completely repairs your gear.
Buffs
The number of buffs and casting time of buffs is being considered, especially for support and healer classes. Certain classes always use the same self-buffs and these may be consolidated.
Class Balance (Bards, Enchanters, Summoners)
Typical raid lineups currently include 3-4 illusionists, 1 coercer, 3-4 dirges, and a troubador. Yet they often do not offer ANY slot to summoners or druids.
Some Enchanter and Bard buffs will become raidwide or applicable to one person in each of the 4 groups. The example given was an illusionist giving Time Compression to one member of all 4 groups. Other buffs could go raidwide. This will be done in such way so that having 4 illusionists will not be a significant advantage over having 1 or 2.
Currently, Brigand “Dispatched” and other debuffs are crucial for raiding and some group situations. Meanwhile, Summoners are finding they rarely get a seat at the table. As a result, Rogue debuffs are being refocused to work onmelee, while Summoners step into a new role of debuffing spell abilities.
Also, with regards to Rogues, Brigands and Swashbucklers each have irreplaceable abilities such that most raids have 1 of each. Some of these abilities will become common between the two classes so that any Rogue can be effective in raid situations.
Summoner pet survivability is going to be looked into. Dumbfire pets will now act like a spell with appropriate graphics, rather than being affected by AoEs. These pets will also do spell debuffs in line with Summoner’s new role as spell debuffers.
Class Balance (Druids)
It has been recognised that Heal-over-Time spells come way behind wards and reactives when dealing with large spike damage (mainly in a raid and the hardest heroic settings).
A new component is going to be added to Heal-Over-Time spells for Druids which will save up the heal after each tick if the target is at full health, and further, any leftover heal will transfer to the group member with the lowest health on expiration.
Tradeskill
Over 2000 new recipes for Tier 9.
No Rare Loams in Tier 9. Instead, Ore and Gems will be used to make Expert (Adept III) spells. Ore nodes will always respawn as ore nodes, gem nodes as gem nodes.
Would like to completely revamp Adornment system, but at the very least, new adornment recipes will be Transmuter-crafted only.
Players will be able to be a Tinkerer and Transmuter.
Shaders 3.0
EQ2 is getting a graphical facelift!
Shaders are small pieces of code which take the textures and apply an effect to them, providing metallic appearances, glows, bump mapping, caustics (rust, decay), lighting effects, etc.
These are being upgraded from the ancient Shaders 1.0 to Shaders 3.0. Nearly any graphics card since GeForce 3 will be able to handle the new GPU Shaders. At higher resolutions, preliminary tests have shown that framerates stay largely the same. At lower resolutions, framerates of GPU shaders seem significantly improved.
This will not be a substantial download. Each shader is just a few kilobytes. So far, 3,000 shaders have been upgraded.
Nek Forest looks awesome now. The whole idea of a torch in the darkness, lighting up trees, rocks, and enemy mobs looks head-and-shoulders above the current “flat” pea soup grey haze and flat colors on everything.
When the EQ2 developers saw the first screenshots, they thought it was another game.
In addition, Flora Displacement which moved to the GPU last year will still get further performance tweaks (known issue on nVidia cards).
Finally, he’d like to move particles to the GPU but due to some design decisions, some particles are tied to animations. Will have to go back and separate them out.
There is developer interest in a torch slot, so this is being considered. Devs would also like to do High Dynamic Range (HDR) in a future update, but nothing is immediately planned.
Mob Designs
Expect several new mob designs with more robust animations. Some seriously funny, cool, and creative new mob designs and revamped appearances to some existing mobs.
* fighting pandas * displacer beasts * two headed giants * stalagmites * scarecrows
EQ2 Potpourri
It is known that emergency “Stun-and-Heal” is a real detriment to healers and is required for too many encounters. Will be reconsidered.
Rangers — Stream of Arrows will be changed to an AoE. Originally intended as a fill in between auto attacks, but auto attacks are so large now that using it reduces DPS output.
Although it is higher than intended, there are no immediate plans to adjust Auto Attack damage.
Bruisers/Coercers – Drag, thought snap are so overpowered we have to disable them or mobs are trivialized
Conjuror Mythical Pet – This pet is class-defining for Conjurors. However with the current mechanic, that pet would stop leveling at low-to-mid 80’s. Will look at this going forward.
Certain raid encounters will benefit from crowd control, giving enchanters another job besides power regen and buffs.
Will void shards have value in T9? No. A different token system is being used for T9 armor.
Guild Rally Flag - Can we have some means to find out where the guild rally flag is located? Some coding has already been done for this. Putting it in guild window would be somewhat wasteful for those guilds that don’t have this amenity (one of the most expensive amenities FYI), so considering hailing the strategist.
Illusions Driving You Crazy? – A change was made in GU52 that racial illusions pick a random appearance each time they are displayed. This applies to guild hall NPCs as well. Even the devs are annoyed at this change, so are investigating a Magic Mirror house item to set your illusion appearances, and a similar mechanism for guild hall NPCs. Also, some folks make frequent use of different illusions. Look for an Illusion Manager window.
Smart Loot is being implemented over time. Lock boxes in Mistmyr already have mini-smart loot for each person that loots.
Harvester NPCs could auto-deposit in Harvest supply depot in the future.
More new Armor Appearances in EQ2:SF are coming than are currently in the game. Substantial new choices for mage appearances other than robes, such as tops, pants, etc.
Devs would like to add more mannequin types such as Ratonga mannequin.
Current tier upgrades are coming for Bone Clasped Girdle. Not so much for the bloodthirsty choker.
Out-of-Control Curing
It is recognized that Curing is perhaps getting out-of-control. Casting time of individual cure potions may be considered. In addition, certain detriments are getting different effects on them such that curing that detriment can be worse than leaving it, or may cause another detriment to trigger. The intention was never to stare at the Profit Cure bar the entire fight.
MIRAGUL’S PLANAR SHARD