V1.0.7.2
This patch finished up the Rites issues with a new cost to certain Rites. While we want Rites to be a fun dynamic combat mechanic there is a series of rites that have applications only in Haven and require a cost. The second change to Rites in this patch is that they now do not persist through a Rift.
In addition to this we would like to give people a chance to come to the Weaving tent and replace items or unique effects that have been affected by the changes to Rites.
We have also added a statement about theft in the bank to the IC theft
Enchanting and Apothecary have received some attention to clarify a few edge cases that keep popping up. Largely this has been fixing discrepancies between the item designer and the tables associated with these skills
Rites Costs
The following Rites now require 1 flicker of the appropriate type to use:
Whispers in the Wind (Air)
Soothing Zephyr (Air)
Natures Rest (Earth)
To the Ashes (Fire)
Calming Waters (Water)
The Great Reveal (Fable)
Whispers of the Dead (Athria)
Divination (Divination)
Weal or Woe (Divination)
Memoras Hand (Divination)
Shielding
This has received an update to clarify exactly what it does! Specifically that For the duration of the spell you are immune to uncalled melee damage – you still take thrown, arrows and calls.
Enchanting/Apothecary
Consumables can now work similarly to enchanted items if they give the user fuel. Drinking a potion that gives you shatter and enough focus fuel would allow you to use a shatter even if you normally would not be able to due to things like heavy armour.
Regain has been clarified as refreshing each day when applied to items.
Bank and Theft
The Banker Guild Tent is a theft free zone. Due to the objects in the bank we understand it might present a lucrative target however Stealing any items from the Bank, both OC property and IC resources, is expressly forbidden. This is due to the amount of technology and other items required for running the game All Guild tents are not to be entered if closed or after time out unless with express permission from a crew member.
Moving People
We’ve changed moving other characters to specify that it now requires 2 free hands. This can be 1 Person using both hands or two people with an empty hand each. Players must still be allowed to get up themselves rather than physically moved by other people and all other restrictions such as getting a ref if you intend to take someone in a tent apply.
Flails
Some extra info on flail construction has been added to the weapon and armour safety page