New EQOA Update
Sony added several things to the game today. Here is the release they sent us:
Here is the latest list of changes for EverQuest Online Adventures!
April 23rd, 2003
IMPORTANT UPDATE: Root and Snare change - All creatures that were previously immune to charm spells and could see through invisibility are now immune to Root and Snare spell effects. This change was important to maintain the intended difficulty of casting and boss type monsters. Please be aware of this change in your travels.
Quests:
An aging archeologist seeks able bodied adventurers, level 23 and over, to assist with research in the commonlands north of Freeport
Items:
Updated Siliskor's Shield to now include AC
Abilities:
Paladin, Shadowknight, and Warrior ability scrolls have been updated with new descriptions that better explain the function of each ability.
Level 12 Shadowknight spell Darkstrike has been updated to properly include a lifedrain component to match these rest of the abilities in this line.
Coachmen Updates:
We have updated several chat messages from Coachmen to better reflect why they will not allow you to travel on a particular route. The Coachmen system has always been sensitive to your faction and would not allow you to journey to a destination where you were not liked. This was to prevent you from coaching and dying immediately upon arriving from nearby guards or other NPCs. We updated messages for coaching at Zentar's Keep, Wyndhaven, Highborne, Castle Lightwolf, Murnf, Surefall Glades and Honjour to better reflect this in their dialogs.
Additionally, faction was added for the Last Inn Coachman in Mt. Hatespike. This will affect some good races that are hated in the area who were previously able to sign the ledger.
Damage Shields and Reverse Procs:
The changes to damage shield effects introduced on 4/16 were unforeseen and not intended. We plan to return them to activate every time a player is struck. Additionally, some items have a defensive proc attached, Splendor for example. The procs on these items currently activate each time the player is struck. They shouldn't. The intention is to have these effects only activate some of the time.
Unfortunately, these corrections were not ready in time for this update. We hope to have them on Live servers as soon as possible and will notify you here when they go in.
Tags: EverquestOnlineAdventures, News