Entry, Exit, and Teleportation review is live. 07/16/2021 07:29 PM CDT
Maaghara Tower's hunting area has taken into account today's waistlines and greased the exiting a little, while also deciding to allow locates to peek within. Perhaps it's gotten enough player mulch recently?

You know who you are.

Sanctum of Scales, [Fangs of the Serpent, Gateway] has weakened over time and should now allow magic to be used.

Old Ta'Faendryl is getting... older. The constructs have the ability to block a corpse from being dragged only once within a reasonable time frame. The heroic will find this helpful during rescues.

The Rift has been especially chaotic lately with multiple changes!

* GROUPS can now enter the Rift together. *Qualifications to enter still apply.

* The spirit loss that sometimes hits the unfortunate heading into the Rift has been tamed a bit.

* Bards should no longer immediately lose their spellsongs when swimming in the Rift AND can now anchor themselves to the Cavern of Ages for Traveler's Song (1020).

* Nexus gems can now be set to the Cavern of Ages and used from within the Rift and Scatter to get there, with all other restrictions to them still applying.

* Most teleport spells used within the Rift will now return casters to the Cavern of Ages instead of other random Rift areas.

* Eye-of-Koar emeralds will continue to take groups to Icemule Trace, but now without silver costs, although the gem WILL be sacrificed in payment.

* The stinky box on Plane 5 will now drop the bodies shoved within directly into the Cavern of Ages. Players should beware of falling corpses there.

~Dev Team (with special thanks to GM Aulis for his consistantly positive support)



This message was originally posted in Combat, Magic, and Character Mechanics, Hunting Grounds. To discuss the above, follow the link below.

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