Game Update 1.3

## Highlights

* The war moves into exotic lands! With the introduction of the amazing new Land of the Dead high-level RvR dungeon, the Tomb Kings join the Age of Reckoning. Challenging new encounters, new action-oriented gameplay, and the chance to invade enemy player instances, are all waiting in the desert sands. Unearth fabulous new treasure, including a new armor set for every career! See below for the full details on this epic expansion!
* The Ward system has been revamped to give players the power to take on the toughest enemies in the game without the requirement of wearing specific armor pieces for their wards. This system replaces the previous Ward system, and enhances the Old World Armory section of the Tome of Knowledge. Full details are below.
* Now you can share the wealth with your friends and realm-mates! Opt out of loot rolls in Public Quests (including those in Keeps and Fortresses) to ensure that everyone gets their share of the treasure. After all, the better your realm is equipped, the better you'll fare in the contest to secure control of the Land of the Dead!
* As all eyes turn to the blazing desert lands in the south, the realms draw up their plans to take advantage of the diversion and claim victory on the field of battle. Collect Ordnance to purchase new enhanced siege engines, secure your Keep's inner door with the new "Deadbolt" upgrade, and experience numerous improvements to many of the game's Scenarios.
* To ensure that you and your allies can wage battle against the undead legions of the Tomb Kings (or any of the game's other challenging instanced bosses!), we have made several player-friendly changes to the instance lockout timer system. Now, players both with and without lockout timers can join forces to crush the enemy and reap the rewards of conquest. Players who log out in most instances will be able to log back in within the instances at the same spot they left if they return within five minutes. This does not affect Scenarios or instances where both realms are participating (such as the invaded state of instances in the Land of the Dead.)
* Take control like never before with improved Action Bar functionality. Show up to five action bars on the screen, and customize the orientation and number of buttons on each bar individually.
* We have expanded player inventory to ensure that you have room for all of the new treasures you find in the Land of the Dead. Players will be able to obtain additional inventory space for alternative currency and crafting, freeing up their existing inventory for more loot!

### New Live Event - Rise of the Tomb Kings

Rise of the Tomb Kings is the third and final chapter in the Call to Arms! live event story arc leading up to the release of the Land of the Dead. Rise of the Tomb Kings pits the forces of Order and Destruction against each other in a race to gather the resources needed for an expedition to the Land of the Dead. The successful faction on each server will receive premier access to the dungeon a full day earlier than anyone else on the same server. Though the primary reward for participation in this event is the chance to gain early access to the Tomb Kings dungeon, players who complete all ten Tome challenges will receive an exclusive title: "Sky Captain" for Order, and "Master of the Air" for Destruction. Some brave adventurers may even receive the Ravening Cloak, an ultra rare -drop item reward.

### The Land of the Dead

(IMPORTANT NOTE: The Land of the Dead will not be immediately available for play when version 1.3.0 goes live. Entry to the Land of the Dead must first be earned by the realm that wins the live event Rise of the Tomb Kings, which is described above.) The Land of the Dead is an expansive new dungeon area offering an array of new game-play experiences, including instances that can be invaded, camps that can be besieged, action-packed boss fights akin to those you'll find in a console game, and new types of Public Quests. New rewards also await, including a new armor set for each career. The dungeon area consists of two parts: The Necropolis of Zandri and the Tomb of the Vulture Lord. To access the Land of the Dead, players must travel to their Capital City and speak with the Flight Master. Players must be at least Rank 25 to travel to the Land of the Dead, and their realm must have an active expedition.

#### Land of the Dead Expedition System

At any given time, only one realm will have sufficient resources to afford an active expedition to the Land of the Dead. That realm's flight masters will offer the flight path, while the other realm's will not. Both realms' expedition resource progress can be found on the world map, The Land of the Dead pairing map, and the Necropolis of Zandri map. The Realm Resource Tracker can be shown on your HUD by selecting the 'HUD tracker' option below the Realm Resource Tracker on the map. Expedition resources are awarded with every Tier 4 zone capture. Expedition Resource inventory items will drop from all players killed in Tier 4 ORvR lakes, all players killed in capital cities, and when a city is pillage or captured state from NPCs found in Tier 4 open RvR lakes (Expedition Quartermasters will offer a quest directing players to these NPCs camps when available).These items can be turned in to the Expedition Quartermaster to earn resource points. The Expedition Quartermasters are located in every Tier 4 warcamp, in the capital cities and in Refugee Camps. Expedition Resource collection pauses for both realms for 30 minutes every time either realm starts a new expedition (i.e. wins control of the dungeon). Players who die and release in any of the Land of the Dead's zones while their realm has an active expedition will respawn inside the dungeon zone. Players who die and release in any of the Land of the Dead's zones when their realm does not have an active expedition will respawn back in their capital city. Players who log out in any of the Land of the Dead's zones, on the other hand, will log back in the Land of the Dead regardless of their realm's current expedition status.

#### The Necropolis of Zandri

The Necropolis of Zandri is a large desert zone littered with ruins and the remains of monumental temples that echo the splendor of the ancient empire ruled by King Amenemhetum, the Vulture Lord. This a full RvR zone for players Rank 25 to Rank 40, filled with exciting new content and challenges:

* Eighteen Public Quests that introducing several new gameplay dynamics
* Dungeon Purging and Claiming quests
* Enemy Camp Siege Objectives
* Four new group instanced Lairs featuring the Glyph System.
	+ Every Necropolis of Zandri Public Quest completed will award a specific glyph type to all players on the contribution list. Glyphs are tracked in the Necropolis of Zandri Journal Entry page and on the Glyph Tracker available on the Necropolis of Zandri map and on the HUD when in the Necropolis of Zandri zone.
	+ Every instanced Lair requires a specific combination of Glyphs to enter. You can find information about which Glyphs are required to enter each Lair by opening up the Glyph page of the Tome, hovering over the Lair icons on your map, or by using the Glyph Tracker.
	+ The Glyph Tracker is a new UI element located on the Necropolis of Zandri map. This tracker provides tooltips stating which PQ is needed for each Glyph, and a link to the Tome of Knowledge Glyph page. The Glyph icons inside the Tracker will highlight as Glyphs are acquired.
	+ Glyphs are not expended on Lair entry, but rather after the boss monster inside is successfully defeated. Glyphs are tracked in the Necropolis of Zandri Journal Entry page and on the Glyph Tracker available on the Necropolis of Zandri map and on the HUD when in the Necropolis of Zandri zone.

The Tomb of the Vulture Lord The great pyramid that towers over the Necropolis of Zandri is called the Tomb of the Vulture Lord. It is within the sandstone walls of this forbidding edifice that players will face the deadliest adversaries in the Land of the Dead:

* The Tomb is an RvR-flagged group instance for Rank 40 players.
* Inside are deadly trap encounters that will test players' wits and skills.
* The Tomb features several new, exciting Boss fight encounters, including a chance to face off with the Tomb King and his Casket of Souls.

#### Invade your Enemy's Instance!

In the Land of the Dead, there is no safety from the sinister forces of undeath, and no shelter from the enemy realm. Even instanced gameplay is now fair game, with the introduction of new invade-able instances. When zoning in to an invade-able instance, the group leader will receive a prompt asking if he or she would like to start a new instance, or invade an existing enemy instance. The option to invade is only available if your realm currently maintains control over the Land of the Dead and if there is currently an enemy instance running. With new invade-able instances, war truly is everywhere!

#### Other Features

* Numerous Land of the Dead Tome Unlocks have been added, including:
	+ New Dungeon Crawling Achievements awarding Trophies and Titles!
	+ New Bestiary Achievements awarding Trophies, Titles and Tome Tactics!
* Plunder ancient barrows filled with fabulous treasures! The Land of the Dead offers new loot for everyone.
	+ New Tyrant Armor set
	+ New Crafting Materials
	+ New weapons that can be customized with special talismans from the Land of the Dead!
	+ New Pocket Items
	+ New Accessory Sets
	+ And Much More!
* All monsters, Public Quests, and quests throughout all parts of the Land of the Dead award tokens which can be traded in to acquire much of the new loot offered throughout the dungeon area. Land of the Dead token merchants can be found in each realm's Necropolis of Zandri Expedition Camp.

### New Ward System

The Armor Ward system has been revamped into a new achievement-based system. Each Ward in the new system represents a Ward that was previously awarded through the acquisition and equipping of armor sets found in the Old World Armory. The purpose of the revamp to the Ward system is to allow players to get the benefit of the Wards previously associated with the armor sets without being required to wear and use that armor set. It also allows for new methods of receiving the Ward and progressing through the game without collecting armor sets. The revamped Ward system can be viewed and tracked in the Old World Armory section of the Tome of Knowledge. Clicking on any Ward loads a page that displays the fragments needed to complete the Ward, and describes the tasks associated with each fragment of the Ward. For any given fragment, only one task of those presented will need to be done. You can see the tasks associated with each fragment by clicking on the fragment icon on the left side of the screen. Also, obtaining a fragment of a higher level Ward will unlock the fragment for any lower level Wards. Once unlocked, a fragment is unlocked; completing multiple fragment tasks for any particular task will not grant any additional bonus. Similar to the old system, one of the methods of acquiring a Ward fragment is through armor sets. To receive the unlock that grants the Ward fragment for any armor piece, the armor will need to be equipped once. Once equipped the first time, the unlock will be given and that armor need not be worn again to receive the benefit of the Ward fragment associated with it. For players that already had armor pieces that they may no longer have, we've setup a system so that anyone with previous armory credit for an item that grants a Ward fragment in the new Ward system will automatically receive credit for the fragment task upon first logging in on that character. Please note that the PVE and RVR fragment tasks are new to this system and the counters for these tasks will start at zero.

### Gunbad Dungeon Updates

The Night Goblin-infested Gunbad dungeon has received a significant overhaul based upon player feedback! Now a party of as few as four players starting at Rank 19 can successfully explore the depths of Gunbad and claim its many rewards. If, unfortunately, a party meets an untimely end, only mere moments will now stand between them and continuing the adventure as respawn checkpoints have been added throughout. Many additional changes have been made: we have fixed numerous bugs, rebalanced many encounters and removed the influence requirements from the final instanced boss rooms. Best of all, you can now earn substantially more experience for your efforts! For realm of Order players, a new dungeon entrance has been added to the Badlands that will provide easier access to Gunbad The Night Goblins have unexpectedly awakened an ancient evil; do you have the courage to venture into the underbelly of the unknown?

## Patch Notes

 General Changes & Bug Fixes

* When a player is mounted, all controlled mobile pets will automatically be set to passive/follow and cannot be changed. When the player dismounts (by choice or by force) the pets will resume the states they were in previously.
* Pets will now stick to their targets (both friend and foe) when moving, so long as the target is not moving faster then the pet.
* Fixed an issue that could allow player pets to pass through Keep doors.
* The character sheet will now represent many values much more accurately.

 Combat and Careers

### Tooltip Improvements

Version 1.3 introduces an updated tooltip system that will better display the actual damage and healing that a player will do with their abilities. Tooltips will now update their damage values with bonuses gained from stats and weapons. Damage mitigated by resistances and armor will still be shown in the combat log and not the tooltip. Additionally, the "mitigated" value displayed in the combat log will now also include damage reduction from the enemy's Toughness.

### General

* The damage and healing amounts in ability tooltip descriptions are now modified by your stats (and weapon DPS where appropriate).

### Black Orc

* Ya Missed Me: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Bright Wizard

* Meltdown: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Choppa

* Sit Down: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Chosen

* Rending Blade: Fixed a bug which occasionally allowed enemies to defend against this ability.
* Cleave: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Engineer

* Snipe: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Magus

* Bolt of Change: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Slayer

* Incapacitate: Fixed a bug which occasionally allowed enemies to defend against this ability.

### Sorcerer

* Dhar Wind: Fixed a bug which occasionally allowed enemies to defend against this ability

### Swordmaster

* Gryhpon's Lash: Fixed a bug which occasionally allowed enemies to defend against this ability.
* Redirected Force: Fixed a bug which occasionally allowed enemies to defend against this ability.

 Content

### Tier 3 Outreach Quest

Upon achieving Rank 19, players will now receive a special mail message containing an item that directs them to a special quest line. This quest line has been created specifically for the beginning of Tier 3, and will help expedite players in their journey toward the Tier 4 campaign.

### Gunbad Dungeon Enhancements

As part of our ongoing efforts to improve content throughout the game world, we have made several improvements to the Gunbad dungeon. Following is a detailed list of these changes.

### General Dungeon Changes:

* The overall difficulty of Gunbad has been drastically modified in order to provide a better entry-level dungeon crawling experience.
* Respawn checkpoints have been added throughout Gunbad. In most cases, this means that when a character dies, he or she will respawn closer to the location of death instead of at the dungeon entrance. These checkpoints also include a Healer.
* Dynamic instances within Gunbad no longer allow party members to zone into them while the boss instanced encounter is active.
* Dynamic instances within Gunbad no longer require certain levels of dungeon Influence in order to zone into them.
* Players are now able to teleport to the entrance of the Gunbad Tunnels after defeating an instanced boss encounter.
* Badlands terrain has been adjusted to provide Order players a much more accessible method of entering Gunbad.

### Gunbad Dungeon Bug Fixes:

* Redeye Mushroomists and Redeye Alchemists will now properly attempt to heal their wounded allies.
* Redeye Reapas will now properly select a target and become locked onto them.
* Pestilent Tendrils will no longer attempt to engage in ranged attacks.
* Projectile attacks are now visible on all ranged monsters.
* All monsters that are part of an encounter will now properly assist one another.
* Redeye Plinka and Deathshadow Dreadeyes have been temporarily disabled.
* Squiglings that engage in combat against Oozespawn Nurglings have had their levels reduced.

### Gunbad Public Quest Adjustments:

* Mangle the Wrangla: Stage 2: Masta Wrangla Glix is now immune to all stuns, silences, and movement impairing effects.
* Kizzig's Gobbo Place: Stage 2: Elder Kizzig da Waaagha is now immune to all stuns, silences, and movement impairing effects. [85159] Additionally, Elder Kizzig da Waaagha's enrage effect now properly lasts its intended duration.
* Mad Mixas: Stage 1: The conditions required to step the PQ have been reduced.
* Mad Mixas: Stage 2: Reduced the number of Mad Mixas that can spawn at any given time.

Mad Mixas: Stage 3: All Deathshadow Undead that are not currently engaged in combat are despawned at the stage start. Additionally, Herald of Solithex is now immune to all stuns, silences, and movement impairing effects, has had its hit points reduced, and its Mourkain Rift ability has had its radius reduced.

* Squig Crazy!: Stage 2: Griblik da Stinka is now immune to all stuns, silences, and movement impairing effects.
* A Taint From Below: Stage 2: Garrolath the Poxbearer is now immune to all stuns, silences, and movement impairing effects.
* The Squig Nursery: Stage 1 & Stage 2: The conditions required to step the PQ have been reduced.
* The Squig Nursery: Stage 4: Foul Mouf da 'ungry is now immune to all stuns, silences, and movement impairing effects.
* The Squig Nursery: Stage 4: Foul Mouf da 'ungry is now immune to all stuns, silences, and movement impairing effects. Additionally, Foul Mouf da 'ungry has had its hit points reduced.

### Gunbad Boss Encounter Adjustments:

* Krunk da Big 'Un has left Masta Mixa's alchemy lab within the Gunbad Tunnels and ventured off to greener pastures.
* Masta Mixa is now immune to all stuns, silences, and movement impairing effects. Additionally, Masta Mixa has had his hit points increased, and his Kablooey ability now properly fires.
* Gitzappa da Stick's Siphon o' da Mixa ability will now properly fire. Additionally, Gitzappa da Stick is now able to be click-targeted as well as tab-targeted.
* Glomp da Squig Masta now properly teleports up to the cave ledges throughout the encounter. Additionally, Glomp the Squig Masta has had changes made to the following abilities:
	+ The Squig Commanda ability now properly fires.
	+ The Arrer Shot ability has had its graphic changed.
	+ The Da Big Arrer ability will now properly behave as a conical attack.
	+ The Fling Spines ability has been replaced by the Goo Ball ability.
	+ The Warchargin' Squig has been removed from the encounter.
* Wight Lord Solithex has had changes made to the following abilities:
	+ The Vampiric Shadows ability now properly drain health from damaged opponents.
	+ The Consume Soul ability has had its damage increased and will now notify the party of the afflicted player.
	+ The Mourkain Rift ability has had its radius reduced.
	+ The Guise of Deception ability now notifies the party of the afflicted player.
* Solithex's Slumber Chamber has had its hit points increased.
* 'Ard ta Feed is now immune to all stuns, silences, and movement impairing effects. Additionally, 'Ard ta Feed now properly gains different abilities pending its distance from the Mourkain Henge and has had changes made to the following abilities:
	+ The Corrosive Vomit ability has been changed to reduce healing received upon the target.
	+ The Mourkain Withdrawal ability has had its damage output modifier significantly increased.

### General

* When in combat, monsters will be better about moving close enough to their targets to attack them even if they can't reach the target. This will reduce the occurrences of monsters not being able to reach their targets and returning home as a result.
* The instanced boss lockout timer system has been reworked to be more flexible. Players with no boss lockouts can now be invited into groups with existing boss lockouts. Below are a few examples of how this will work.
	+ A group kills three bosses and one member needs to log out. The group can invite a new player and continue on to kill additional bosses.
	+ A group kills three bosses, and one player in the group leaves and is replaced. The group continues on and kills a fourth boss. The player who left returns and is swapped back into the group: the group can continue on with the original member and kill additional bosses.
	+ A group kills three bosses. Everyone leaves the group and one of the original group members invites all new players, and the new group proceeds to clear the rest of the instance, which includes additional bosses. When the original players return and attempt to enter the instance before the boss lockouts expire, they will find the instance empty because the second group containing the original group member cleared the instance. The original players will need to wait for the lockout timers to expire before being able to kill bosses in the instance again.
	+ Players joining a group which already has boss lockouts in an instance will not be added to the existing lock out list until the next time a boss lockout is issued in the instance.
* Chaos Chapter 1: The Restless Dead are now flagged correctly as Undead for the purposes of harvesting.
* Chaos Chapter 4: Tomas Schurmann will now respawn correctly.
* Dark Elf Chapter 4: Lionmarch Hunters will no longer spawn on top of each other.
* Dark Elf Chapter 15: Drakeblade Attackers have had their difficulty adjusted to match their level.
* Dark Elf Chapter 16: The Fortress of Caledor: Prince Imrik will no longer spawn in the ground and fight partially submerged.
* Dark Elf Chapter 18: The dead Ellyrian Steeds will no longer react and auto-face players.
* Dwarf Chapter 3: Crossroad Thumpas will no longer spawn on top of each other.
* Dwarf Chapter 20: Venom Slimehounds have had their difficulty adjusted to match their level.
* Hares will no longer instantly respawn in Chrace.

### Quests

* Ancient Horror: An additional condition has been added to this quest for players to acquire the Grimoire.
* Bait an' Bash: This quest will now correctly give players all of the necessary items needed in order to complete it.
* Blight on the Forest: Arthon the Herald will no longer be killed by the Gors in the area, allowing players to kill him and complete the quest.
* Cleaning Up Saphery: Text has been added to the condition of this quest to make it more clear.
* Crushing New Emskrank: The rewards for this quest have been adjusted.
* Death & Remembrance Quest: The other quest chains for this quest can now be completed if players complete the "Death Poem of Yviras" quest chain first.
* Eye for Trouble: Arkaneth Fugitives will now deal correct damage for their level.
* Realm of Murder: The waypoint for this quest has been adjusted to be more accurate.
* Scouting the Field: The conditions will now step correctly based on which area the players scout.
* Secrets of Battle: This quest will now name the correct NPC in its condition.
* Stoneclan's Demise: The Rapidfire Turrets will now take normal amounts of damage from enemy players.
* Stunty Manes: Credit will now be given to the entire group upon killing the Dwarfs.
* The Lost Forge: Burgrond Farabinsson will now appear friendly to Order characters.
* The Orb and the Tome: The monetary reward for this quest has been adjusted.
* The Pride of Caledor: Uthorin Stormblades will now count toward the condition of this quest.
* Warding the Past: Players will now be given their reward, rather than having to choose it.
* Will of the Warboss: The condition to convince Grulk will now always increment.
* Tome of Dark Rituals: The rewards for this quest have been adjusted. Additionally, this quest now only rewards player with one Tome of Dark Rituals item, instead of two.

### Public Quests

* Bar Dawazbak: Ironrock Grenadiers in Stage 2 are now properly set as Champion-con NPCs.
* Daemons of the Night: This Public Quest will now award the correct crafting materials.
* Ebon Keep: The four NPCs in Stage 1 of this Public Quest will now respawn if killed by Destruction players.
* Faewulf's Rest: Empire Chapter 3: The Faewulf's Rest Public Quest will now display the correct rewards.
* Keeps Vigil: Stage 1 will no longer automatically complete itself over time.
* Korgoth's Raiders: Korgoth Shamans are no longer aggressive during Stages 1 and 2, and do not become attackable until Stage 3.
* Marghaz Bloodtoof Ritual: Waves of ambushers will now continue to spawn after the first wave.
* Thanon Hall: This Public Quest will no longer auto-step its counter during Stage 1.
* White Tower of Hoeth: Fixed an issue that could cause players to become erroneously flagged for RvR while participating in this Public Quest.

 Crafting

### Crafting Inventory Improvements

Crafters will now be able to acquire additional backpacks for their inventory by increasing their skill in a tradeskill. These additional backpacks will only allow crafting ingredients to be placed in them, and when the crafting bag is full, any new crafting items obtained will automatically be placed in the player's normal inventory. Players will receive new backpacks upon completion of the following achievements:

* First backpack earned by training a tradeskill or gathering skill.
* Bonus backpacks are unlocked by achieving 100 and 200 skill in a gathering skill.
* Bonus backpacks are unlocked by achieving 100 and 200 skill in a tradeskill.

### General

* The client now handles right-clicking to auto-slot crafting ingredients much better.
* Corrected an issue where Cultivation Skill 200 additives were missing from the merchant stores.

### Apothecary

* Hybrid Plants now have a higher instability.

### Butchering

* Main Ingredients from butchering will now convert to two main ingredients of the next lower skill tier.
* Ember Drakes will now yield the correct loot when butchered.
* The following creatures can now be butchered:
	+ Burning Queens
	+ Burntrock Spinners
	+ Burntrock Weavers
	+ Razormaw Mangler
	+ Reikland Blackpaws
	+ Sharpmaw Mauler

### Cultivation

* Savage Marshroot can once again be used as a stimulant.

### Salvaging

* All +1 Potency tier or Crit fragments have been made obsolete and will convert into two normal Potency fragments.
* A "better" critical salvage will now result in two fragments rather than a +1 Potency fragment.
* Eight new fragment types have been introduced. Players can now salvage +crit% and +damage fragments from higher level equipment.
* Salvaging Boxes (ruined equipment, sundered equipment and shattered equipment) are now Salvaging Figurines to reduce confusion with Broken Items.
* Figurines with eight new types have been introduced as Public Quest rewards. To clear up any confusion, some figurines have been renamed:
	+ There are three "Broken" figurines that yield no fragments: Shattered, Ruined, and Sundered.
	+ There are five "Stone" figurines that yield normal stats: Clay, Soapstone, Alabaster, Marble, and Primal.
	+ There are three "Wood" figurines that yield auxiliary stats: Balsam, Ashwood, and Oaken.
* Corrected a tooltip typo for Chattering Essence.
* Salvaging skill level requirements have been removed from figurines.
* The following items can now be salvaged:
	+ Crystallized War Shroud
	+ Devastator Helms

### Scavenging

* Loot Tables for scavenging have been given a significant clean up. Players will now receive a concentrated loot table. Armor, Strength, Intelligence, Willpower, and Ballistic Skill fragments of all rarities will drop in addition to Curios and Gold Dust.
* Talisman Boxes have been removed from scavenging loot tables.
* The following humanoids can now be scavenged:
	+ Ashreaver Sword Gnoblar
	+ Dawnbreak Caster

### Talisman Making

* Items can now have more than one talisman slot.
* Multiple-slot items will only allow one talisman from a given family to be slotted.
* The Potency data tables have been reallocated to heavily favor the fragment.
* We've compressed the number of ingredient Potency levels to 9 from 10. All additives have been compressed to a single rarity. Existing items of higher than common rarity will be grandfathered in.
* Fragments can now be broken down into a fragment of the next lower skill level tier.
* An "awesome" result attained while fusing a very rare talisman will no longer consume the fragment.
* There have been significant tooltip updates that will better convey vital information.
* Due to balancing issues, some talismans will be restricted to designated equipment slots. This change will not affect existing talismans.
* Character level requirements have been added to talismans to provide accurate power estimates for varying player levels. This change will not affect existing talismans.
* Normal stat talisman powers have been boosted to reflect changes in scope. Very Rare talismans will now stop at +24 on a top tier "better" critical, +20 for Rares, +16 for Uncommons, and +12 for Commons. Ex. A previously Very Rare talisman at +20 will now be a +24.
* Normal talismans will no longer utilize timers.
* Talisman boxes can now be purchased from the talisman vendor: however, the Arcane Vessel of Transmutation remains a Public Quest reward.

 Items

### Armor Dye Improvements

With the help of the player community, we have identified many armor pieces that were not accepting dye colors correctly. With the release of this patch, we are beginning the process of correcting these items. Bright Wizard gear, for example, received quite a lot of attention in this patch. From here on out, players will find that problematic armor pieces will be updated to be more accepting of all available dye colors. This is part of an ongoing task, so stay tuned for more improvements in the future.

### Item Stat Changes

* Corrected the Block rating on the Witch Burner's Aspis item.
* The following items have had their stats adjusted:
	+ Aggressive Eight Peaks Pistol
	+ Baston of the Silver Wheel
	+ Handwraps of da Gorkboyz
	+ Inimicus Ad Inimicam
	+ Loyalist Black Guard Jacket
	+ Matchlock of the Decayed
	+ Matchlock of the Disciplined
	+ Mugash's Knife
	+ Onslaught Blood Drinker
	+ Onslaught Matchloc
	+ Pistol of the Vale
	+ Sentinel Bandolier
	+ Special of Gravity
* The following items have had their equip levels adjusted:
	+ Sholdateef of Hatred
	+ Stonetroll Leathers

### Generic Item Changes

* Talismans can now be slotted into the following items:
	+ Bloodfist Choppa
	+ Qhaysh Spanner
* The Geadish Deathgirdle item has had its career requirement corrected to be useable by Chosen.
* The Karaz Bladebelt item can now be dyed.
* The following items have had their slots adjusted:
	+ Charred Shoota
	+ Heavy Charred Shoota
* The following items are now bind-on-pickup:
	+ Klad of the Bloodcry
	+ Leathers of the Bloodcry
	+ Vestments of the Bloodcry
* The Smashed Tuff Chest item can now be sold to merchants.
* The Outcast Ring item has had its tooltip corrected.
* The Ironrock Painmantle item has had its name changed to "Sturdy Stone Painmantle."
* The Tuff Chest of Mayhem item has had its name changed to "Tuff Chest o' Da Reckless."
* The merchants "Scout Quartermaster Pillager Mondy" and "Hoard Master Frerger" now sell the correct items.
* The Magus Bracers of Vengeance item have been added to the Renown merchant.
* The Bitskeepa of Vengeance item has been added to the Renown merchant.
* Fixed several issues with the Bastion Stair's "Beastman Nemesis" series of Elite-level Influence Rewards. Some items had the wrong name for their slots, and in other cases, duplicate items were offered as rewards. These issues have now been corrected.
* The following items have had their tooltips adjusted to correct some text errors:
	+ Ancient Pistol
	+ Longcoat of Redeath

### Consumable Item Changes

* Willpower potions will now persist though death.
* Savage Vigor: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Inevitable Tempest: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Inspirational Winds: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Unfettered Zeal: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Tolling Bell: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Eternal Hunt: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* War: Demise: Effect duration has been reduced.
* War: Blood: Effect duration has been reduced.
* War: Genius: Effect duration has been reduced.
* War: Fervor: Effect duration has been reduced.
* War: Mercy: Effect duration has been reduced.
* War: Hunger: Effect duration has been reduced.

 Realm vs. Realm

### New Keep Upgrade: Deadbolt

Guilds can now purchase the Deadbolt upgrade for their Keeps. This upgrade locks the inner door of a claimed Keep, making it so enemies cannot use Pick Lock or Bypass Defenses to gain entry into the inner Keep. When the Deadbolt upgrade has been purchased, the postern door will be named "Dead-locked Postern Door."

### Additional Ordnance Weapons

#### Additional siege weapons have been added to the ordnance merchants.

Three new area-of-effect siege weapons have been added that provide either increased knockdown, snare, or knockback effects. These weapons will do the same damage as standard area-of-effect siege weapons:

* "Concussion" area-of-effect siege weapons will knock down enemy players more frequently than standard area-of-effect siege weapons in the radius of the blast.
* "Explosive" area-of-effect siege weapons will knock back enemy players in the radius of the blast.
* "Sticky" area-of-effect siege weapons will apply a snare to enemy players in the radius of the blast.

#### Two additional types of direct-damage siege weapons have been added:

* "Flaming" direct-damage siege weapons will make a targeted siege weapon unable to be repaired for short period of time. This weapon does less damage than standard direct-damage siege weapons.
* "Entrapping" direct-damage siege weapons will apply a trap on the targeted siege weapon that damages the affected siege weapon, as well as the players who operate that siege weapon, similar to the ability "Booby Trap."

#### Two additional types of rams have been added:

* "Bulky" rams have 50% more hit points, but do 25% less damage.
* "Exceptional" rams have a five-second reload time but degrade faster.

### Scenario Changes

* Flag/bomb carriers and escorts in the immediate area (300-unit radius) will now receive 50 RP for capturing flags and setting bombs.

#### Talabec Dam:

* Added a carry timer bonus of one point every three seconds for a max of 30 points per carry (because the bomb explodes after 90 seconds).
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the bomb carrier and all players in the carrier's immediate area on a successful bomb placement.

#### Grovod Caverns:

* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.

#### Serpent's Passage:

* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* Added area-of-effect siege weapons to the bow of each ship to discourage spawn camping.

#### Howling Gorge:

* Added a carry timer bonus of one point every three seconds for a max of 30 points per carry (because the bomb explodes after 90 seconds).
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the bomb carrier and all players in the carrier's immediate area on a successful bomb placement.

#### Phoenix Gate:

* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* If both flags are held for over a minute, players can drop the flag off at the central bridge for 25 points, resetting both flags with no Renown rewarded.

#### Stonetroll Crossing:

* Added a carry timer bonus of one point every three seconds.
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag placement.

#### Black Fire Basin:

* Increased the value of player kills to five points.
* Each flag capture is now worth 75 points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* This Scenario now functions as a shared capture-the-flag Scenario. A single flag will spawn in the middle of the Ice Lake, and this flag must be brought back to a capture location to earn Scenario points. There is one such capture point for each realm, located next to the realm's spawn point. Captured flags will decorate the wall at the spawn area. When a flag is held, the capture locations will be highlighted by a glowing effect. The Order capture location has been replaced with a large Dwarf anvil. The guards have been rearranged to prevent the opposing realm from griefing the spawn locations.
* The Cetus Bane has been removed

#### Reikland Hills/Black Cairn:

* In order to enhance gameplay, the Reikland Hills and Blood of the Black Cairn Scenarios have been converted from "click-to-capture" to proximity-based Public Quest-style location captures, similar to the design of the Nordenwatch Scenario.

### Bug Fixes and Other Changes

* Adjusted the siege pad nodes to sit more naturally on non-flat terrain.
* Wood repair merchants have been added to the warcamps.
* Officer Quartermasters have been added to Keeps in Tiers 2 through 4 and to the warcamps in Tier 1. These Quartermasters will trade gear for medallions.
* Token rewards have been added to Keep and Battlefield Objective defend quests.
* Seizing an upgraded Keep will now yield additional gold bags, depending on the Keep's level.
* Battlefield Objective icons now display whether or not an Objective is in the "Contested" state. This state is shown by a burning flag, rather than a standard flag.
* Guilds that have keeps claimed in a pairing will now receive a gold bag for locking the pairing.
* Medallions will now be available to players in Scenarios, should the corresponding zone be captured by their realm while they are inside.
* Large-scale Keep fights will now have the possibility of awarding additional gold bags for attackers or medallions for defenders.
* A group member who is kicked out of a group while in a group-owned instance will now be removed from the instance.
* Clicking on a zone in the campaign tracker now opens up the map to that zone.
* You can now queue as a party for a Scenario that you are already queued for solo.
* Only party leaders can queue the party for Scenarios.
* The Scenario Queue Button will now be grayed out and the tooltip will display, "Your scenarios are currently unavailable at this time " if there are no available scenario to join.
* The Domination timer on battlefield objectives will now start after the initial 15 minute lockout timer has expired. In addition. the domination timer has been reduced from 30 to 15 minutes. The net result is that the time to dominate a battlefield objective is still 30 minutes.

 User Interface

### Public Quest Loot Roll Opt-Out

Players now have the option to opt-out of the loot roll at any Public Quest. Opting-out will not affect your contribution, but will bypass your character when rolling for loot, allowing others to get a chance at the loot. The following rules apply:

* Opting-out at a Keep Public Quest will not impact the distribution of RVR tokens, so players who opt-out and contribute will still receive an RVR token.
* Players must opt-out before the Public Quest is over in order to be properly excluded from the loot roll. A player can choose to opt-out or opt back in at any time during a Public Quest, as long as they have done so before the Public Quest has concluded.
* The default option for any Public Quest is to be opted-in for the loot roll.
* Please note that your current opt-out setting will persist if you participate in the Public Quest multiple times and have not left the area.

### Action Bar Improvements

Action Bars: The action bar system has been overhauled to allow greater flexibility and customization! These changes include the following:

* Characters will now be able to have up to five action bars on the screen.
* The orientation of each of the action bars can now be set individually to vertical or horizontal.
* The amount of buttons can be set individually for each action bar.
* Each action bar can be adjusted to allow the buttons to span a user-set amount of rows.
* The way the action bar and buttons display can now be modified in the following ways: the bar background or frame can be hidden, empty buttons can be hidden, or both can be hidden.

### Auto Roll Tab

There is now an Auto Roll tab on the Open Parties and Warbands window that will allow players to set their preferences on loot. The system will automatically roll for items based on your settings and items done in that fashion will not even appear in the loot roll window, making loot rolling much easier. Settings can be copied easily across the rarity levels as needed to save time when setting preferences; right clicking on a preference will give you the option to 'copy left' and/or 'copy right' as applicable. The following rules apply:

* There are options for the following item categories: Usable Equipment, Unusable Equipment, Crafting Items, Currency, Potions, and Talismans.
* In

### Name Colorization Changes

A number of issues with the re-colorization of overhead names have been fixed. The following changes have been made to the priority of colorization with regard to overhead names:

* Players in your party will show as green, and players in your warband will show as a light olive.
* RVR-flagged players in both groups will show as more saturated versions of those colors.
* Yellow names will be used only for RVR-flagged players who are neither in your party nor your warband.
* Guild and alliance colors will be a blue and a green-blue, respectively, and only show in the guild and title section of the overhead name.

### Other UI Improvements and Bug Fixes

* The ability to track waypoints on the main map has been expanded to allow markers for up to forty quests simultaneously, as applicable. This brings the ability to display markers in-line with the increased quest capability added recently.
* When players get a respawn window, the timer will now be presented in minutes and seconds rather than just seconds.
* Added a new overhead name font "Simple" that is less stylized and easier to read than the default font. This new option is off by default, but accessible through the User Settings menu under the Targeting tab.
* Players who have won loot from a Public Quest, but were unable to claim it for one reason or another, will now have that loot mailed to them 24 hours later. The unclaimed loot will appear in the player's mailbox after the 24 hour period with the Public Quest listed as the sender for easy identification.
* Players will now be able to see Public Quest Trackers while in firing mode for Siege Weapons.
* Key bindings will now be saved in the Profile system, allowing each character to have their own personalized key bindings based on their profile.
* Repeatable quests are now identified by a unique icon over both the NPC's head and on the mini-map. This will allow players to distinguish repeatable quest NPCs from regular quest NPCs at a glance.
* Added a "Static Tooltips" option to the User Settings. This will set all on-screen tooltips at the "Mouse-Over Target Frame" location that is customizable in the layout editor. One exception is item tooltips, which will always appear next to the item and ability tooltips that have their own static option in User Settings.
* Monsters in the world that require players to have specific Wards in order to fight them effectively will now display this on their target window when targeted. Clicking on the Ward displayed will take the player to the appropriate page describing the Ward and what the player can do to obtain their own Ward.
* A new section has been added to the Tome of Knowledge to display the new Ward system that provides player's with Wards. Please see the Ward section of these patch notes for further information on how Wards work.
* Players who have previously completed a task for a Ward fragment will receive the unlock for the fragment when they first log in their character after this patch. Please see the Ward section of these patch notes for further information on how Wards work.
* The Librarians used to obtain or purchase rewards from the Tome of Knowledge have been revamped. Their titles have been rewritten to assist players in telling them apart from other Library NPCs more easily, and their merchant interfaces have been streamlined to make them easier to navigate and understand.
* Tactics available from the Tome Tactic Librarian will no longer show as available if the unlock has not been accomplished. This fixes an issue where the item would show as trainable, but fail if the unlock was not actually completed.
* Players logging out in most instances will be able to log back into the instance at the spot they left if they return within five minutes. This includes Scenarios and dungeons.
* Resolved an issue where changes made to the layout of the action bar cluster, including the Morale and Tactics editor, were resetting to default after zoning and/or logging out.
* Resolved a problem with Buff icons where the icons on a player, but not the buffs themselves, would transfer to another party member when that player left the party.
* Resizing the casting bar will no longer cause the name of the last ability cast to appear on the screen until another ability is cast.
* Changing resolutions after casting an ability with a cast time will no longer result in the casting bar becoming stuck as visible on the UI.
* Fixed an issue where changing resolutions would move the chat cursor out of the text entry box and up into the chat window.
* Changes made to the Chat filters will now persist after logging out.
* Item deletion confirmation windows will no longer stick on the UI if the player right clicks on the screen while the dialog window is up.
* It is now no longer possible to bring up multiple item-deletion dialog windows.
* Fixed an issue where the Collector's Edition Head would be stuck in the Dye Window interface permanently if the player closed the dye window with the Collector's Edition Head displayed and did not hit accept or remove it.
* The guild reward for Rank 29 now correctly refers to the proper merchant as the Guild Merchant. This fixes an issue in which the reward description would refer to the Flight Master rather than the Quartermaster.
* The context menu for assigning a guild recruiter will now appear disabled if the maximum number of recruiters has been assigned.
* Players will now once again be able to have a tithe rate without also setting a tax rate. This fixes an issue where tithes were not being collected if the guild tax rate was set to zero.
* Fixed a number of typos in the Key Binding window.
* Resolved an issue where the bindable mouse keys were appearing off by one number.
* If a player's last name is cleared, this option will save across logins.
* Fixed an issue where text was cutoff in the Name Registrar's dialog window. All references to this merchant have been changed to Name Registrar for consistency.
* The Name Registrar will now appear properly in the mini-map with the correct icon.
* Resolved an issue where the loot window would pop up again for some members of the group after all players had passed.
* Long macros will no longer be truncated after relogging.
* Available coin text will no longer overlap the amount of coin that the player has.
* Fixed an issue where changing resolutions would occasionally cause the open party alert message to stick on the UI.
* A monster's size will no longer affect its overhead name.
* Guild titles will appear on Keep Guards properly, even when they're not targeted.
* The player's overhead text will appear immediately after respawning.
* The right-click context menu option to make someone else a group leader will now work properly in all cases.
* The Interface tab will no longer incorrectly be shown as available when accessing the settings from the character select/creation screen.
* Fixed an issue where the Public Quest Tracker would sometimes persist when zoning into a Scenario.
* The quest tracker on the main map now shows the icon type of the quest instead of the generic quest status icon.
* Pending quests will now always be displayed with the gray status icon instead of a yellow icon. This will make them easier to differentiate from the orange quest complete icon.
* The quest tracker for the contested city Public Quests will now update the counters properly when a player is within a sub-boss Public Quest. This fixes an issue where the counters for the sub-boss Public Quest and the main city Public Quest were occasionally being confused in the contested city Public Quest tracker.
* Fixed an issue where the completion information did not persist when moving between zones in a Public Quest that spanned multiple zones. This fixes a bug where the loot roll and standings information would clear when zoning while in a Public Quest area of this type.
* Fixed a bug where a player's career wasn't showing on the friends and ignore lists in the Social window.
* The Tactic slots will no longer reset to default if they are resized and a player zones.
* A number of rewards that were not previously available at the merchants have been fixed so they can now be obtained if a player has the appropriate unlock. This includes Pocket items for the career-specific tasks in the bestiary for the most recent career additions: Black Guard, Choppa, Knight of the Blazing Sun, and Slayer.
* We have made a number of fixes to Titles to ensure that players that have completed the proper unlock will now have the appropriate Title. This includes a few involved with the new career bestiary tasks and a number of other miscellaneous Titles. These changes also include adding additional Titles to existing achievements for crafting that previously would be reported as "???" in the ToK's Rewards section. Check out your Titles section to see any new additions and display your accomplishments proudly!
* A number of minor spelling and grammatical bugs have been fixed in the following sections: Bestiary, History and Lore, Noteworthy Persons, and War Journal.
* Fixed a number of entries in the Dark Elf and High Elf ToK sections to ensure that the proper Noteworthy Persons unlocks were displaying.
* Additional Old World Armory entries have been added for items there were introduced in a previous patch. These items include the Devastator's Helm, Keeper's Gloves, and the Redeye Helm. Players who have these items currently will need to equip each item once to receive the unlock.
* You can now use "/who [location]" to find players in a particular zone. For example: "/who Bloodhorn" will display players who are in Mount Bloodhorn.