Here are the notes for the changes made in the last few patches:
June 20, 2003
Isle of Dread:
The Faceless scowls upon those who run from his minions. Such cowards will not likely be able to flee now.
An issue was preventing boss monsters from properly buffing themselves to deal with interlopers into Thule's domain. This has been corrected.
Changed the entrance quest so it only ever requires you to obtain the medallion once and changed the medallion itself to LORE and NO TRADE
Abilities:
Updated Warrior Call to... spell line to have the HPMax Buff component correctly enhance the group.
Blood Tempest recast timer was corrected to 60 seconds.
In a recent update, Snare type spells were inadvertently set to a different resist type, allowing some creatures to be "kited" that were not intended. Snare now properly does not affect monsters that see invisible and cannot be
charmed.
NPCs:
Added a second banker to Highpass to help with overcrowding there
Brownie Elders and Nixies updated with more appropriate loot.
June 18, 2003
This update includes continuing overall class balance changes along with the unlocking of a secret zone. The Isle of Dread and the quest to get there awaits.
Caster Update:
Adjusted Wizard 27, 37 and 47 portal spells to be Emergency Evacuate spells. These spells teleport the group to safety, have a casting time of 6 seconds, and consume power from all group members
The South Ro Portal to Freeport Evac
The MuLin's Portal to Melton Evac
The Kelinar's Gate to Highpass Evac
The Wizard Clash specialization spells adjusted to fit with blast spells
Wizard familiars are now even more important. The enhancements they provide include effects of the shielding spells. By freeing the need to focus on defensive magics, Wizards can now focus on channeling massive destructive energies. New spells available: Explode at lvl 12, Detonate at lvl 20, Annihilate at lvl 34 and Nova at lvl 49. Use with caution!
Enchanter, Magician and Necromancer pets have gained increased abilities and overall power. To balance this change, the effect of DEX has been reduced for these classes direct damage spells. Additionally, pet summoning is much more taxing, requiring more power and more time to do so
Enchanter pets are now fully commandable, taunt their foes to attack them, and have self healing abilities
Enchanter's Captivate charm spell can now effect lvl 35 to 43 subjects
Enchanter power transfer spec line increased
Magician pets gain a number of abilities:
-Earth pets gain taunt, defensive buff and direct damage
-Water pets gain healing and direct damage
-Fire pets gain direct damage and offensive buff
-Air pets gain direct damage and area of effect damage
Magician spell Velocity now functions properly
Necromancer pets gain a number of abilities:
-Skeleton pets and above gain direct damage
-Zombie pets and above gain lifetap
-Mummy pets and above gain disease siphon
-Spectre pets and above gain harm touch
Necromancer pact spell line power cost halved
Improved the effectiveness of Necromancer group drain spells
Priest Update:
Shaman, Druid, and Cleric damage spells adjusted for effectiveness and power to damage
Cleric group heals reduced to a single direct heal pulse while mana cost greatly lowered
Druid Teleports are now Evacuation type spells with 7 second casting time and consume available power of group members while taking them to safety
The Druid Creeping Health line has been changed to a short duration group Heal over Time with a small direct heal component
Increased effectiveness of Cleric and Shaman Debuffs and higher Wisdom increases them further
Tank Update:
Warrior Reckless line increased to be more effective and become more effective for higher Wisdom
Warrior Defense line increased to be more effective and become more effective for higher Wisdom
Warrior Call To line (Call to Action, Arms, Combat, Battle and War) updated to increase the groups Agility, Stamina and total hit points for a longer duration for less power cost. Higher Wisdom increases effectiveness
NPC Update:
Disease and Poison effects are now significantly more deadly! Beware! Higher Wisdom and resistances should be much more useful as well as resistance increasing spells
All standard Mummy and Zombie creatures now inflict appropriate Diseases
Quests:
Orc activities in the Desert of Ro are a continued cause for concern
Updated Quest in Cazic Thule
Items:
Magician epic two hand item Pot lowered to 10 while +power increased to 200 Howling Death Helm, given appropriate AC and stats for its level
Purewater boots, added AC.
Bark Tunic Gloves and Tunic, added leather texture and brown tint.
Enveloped Robe, added red tint to match icon.
Woven Grass Shoes, added AC.
Creased Leggings, given appropriate stats.
Creased Bracers, given appropriate stats.
Vibrant Gloves, given appropriate stats.
Vibrant Bracers, given appropriate stats.
Chilled Tunic, added AC, changed appearance.
Dustscale Bracers, added AC.
Heartwood Shield, updated icon, given appropriate stats.
Hard Water Gloves, changed to match the other pieces of the set.
Oaken Moss Robe, made equipable.
Miner's Topaz, made equpiable.
Lizard Hide Gloves were updated to be Warrior and Paladin only), changed
name to Gauntlets of Glory, AC added and given appropriate stats.
Feline Trinket, given appropriate it hit points, decreased repair cost.