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PTS Patch Notes v4.1.2

  • dimensional
    dimensional
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    JamesDX wrote: »
    No DK changes? Disappointing...

    maybe keep up with the development so you won't be disappointed. they already said they didn't have the time to work on all the changes presented by the class reps. and they actually have implemented some DK changes in the previous PTS patch so idk what to tell you
  • kaithuzar
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    ak_pvp wrote: »
    Hey, its a pretty good start.

    The revert change to runes damage means that it won't be slotted on most solo sorcs bars, since an only CC ability is quite a sacrifice, however its still a problem (and was when it was introduced) from groups pinning you with a buggy to break, 40m uncounterable CC.

    Sloads projectile NEEDS to be reflectable. It is indeed a projectile, and adding yet another exception to wings shows bias. Especially since DK has nothing to combat it, unlike cloak/purge/roll. Tanks already have many counters in dots, doubly so for bleeds, unblockable on targets (like curse/potl) and many AoEs.

    Or even better, just not stack. Have it refresh instead, since it is oblivion damage and PvP oriented. Then make the cooldown to proc per target (like wyrd tree) so it isn't useless.

    I agree with everything except I’m not sure how sloads needs to be handled, I don’t think your suggestion about wings is 100% correct.
    Maybe sloads should be changed to act like a bleed?
    If the purpose is to take down tanks, DK’s are the defacto tanks in this game. Make it reflectable would this be making it useless.

    Also the part about “solo sorc not wanting to slot the skill b/c it’s primarily only a CC”, I equate to nb’s slotting fear.
    Granted fear hits 2 targets but streak can hit either the same or more. Fear has a small duration of minor maim but rune cage has damage.
    Edited by kaithuzar on July 23, 2018 7:46PM
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  • dimensional
    dimensional
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    Avran_Sylt wrote: »
    So now the Tank-Killer set is a projectile. (Sloads)

    Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...

    @Peekachu99

    Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)


    The sload projectile can not be reflected or blocked. They said this on the latest ESO live.

    Edited by dimensional on July 23, 2018 7:39PM
  • dimensional
    dimensional
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    Only good changes have been done for Jewellery Crafting and Templars

    Rest changes remain underwhelming!

    Wrong.
  • Bobleeswaggen
    #poisonwhip2018? :( No love for sDK
    Redguard Dragonknight - Ebonheart Pact - Denzel Roundbelly (PVP Main)
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  • React
    React
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    Sharee wrote: »
    Liam12548 wrote: »
    Sharee wrote: »
    Liam12548 wrote: »

    While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.

    The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.

    Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.

    The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.

    It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"

    A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:

    E1jgS4x.png

    A pve parse in a controlled scenario is not at all a good representation of a
    Sharee wrote: »
    Sharee wrote: »
    Liam12548 wrote: »
    Sharee wrote: »
    Liam12548 wrote: »

    While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.

    The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.

    Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.

    The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.

    It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"

    A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:

    E1jgS4x.png

    There are target dummies Vs. a single opponent and then there is stepping into a Battleground where the majority of players are using this set.

    I am countering the claim that sload has 100% uptime in 1v1 encounters (check the post i originally replied to).

    Of course any set will have 100% uptime if you throw an unlimited number of attackers on a single target.

    Fair enough, it indeed can translate to a 60% uptime in a controlled scenario with a target that doesn't fight back over the course of 143 seconds. However the potential to proc back to back and create a 100% uptime exists, and generally 1v1 fights are not lasting nearly 2.5 minutes. Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)

    Comparing a 2.5 minute long parse to a 1v1 pvp encounter to prove a statistic is unrealistic.
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  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    KingLogix wrote: »
    the rune cage damage isn't the issue...

    This issue is that Crystal Frags doesn't stun anymore. Restore crystal frags and people wont use run cage as much.
  • GreenHere
    GreenHere
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    If it's not already too late, I would like to reiterate my opinion on a specific Werewolf change...

    Major Brutality should not be tied to a heal. Let alone one specific morph. I need my magicka for when I need my magicka. Was really hoping to see some WW changes this week, and something to address this in particular.

    Please don't let this go through to live...
  • Vanthras79
    Vanthras79
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    Gotta love them potes!
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • _Ahala_
    _Ahala_
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    Magden... nuff said
  • Vesper_BR
    Vesper_BR
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    KingLogix wrote: »
    the rune cage damage isn't the issue...

    The rune cage damage isn't the issue.... (2)
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  • Sharee
    Sharee
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    Liam12548 wrote: »
    Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)

    If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.
  • TrinityBreaker
    TrinityBreaker
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    Sooo... any changes coming to the left-for-dead (stam)DK or will it continue to be the most useless thing @ZOS_GinaBruno ?
    Edited by TrinityBreaker on July 23, 2018 8:37PM
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  • silvereyes
    silvereyes
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    Jewelry Crafting
    • Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.
    This is an excellent change. Thank you!
  • Gandork
    Gandork
    General

    Nightblade
    • Assassination
      • Death Stroke
        • Incapacitating Strike (morph): This ability now only stuns if you have 120 Ultimate or more. To visually show its readiness state, the icon will change to a recolored version and the animation of the cast will change.

    While this style of change works, the amount is too high. 120 is too close to the cost of a dawnbreaker of smiting. Perhaps dawnbreaker's stun should require additional ult as well?
  • React
    React
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    Sharee wrote: »
    Liam12548 wrote: »
    Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)

    If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.

    You literally quoted me saying "obviously you can crank out the highest number of hits per second vs a dummy rather than a player" then asked if I am suggesting you can land the highest number of hits per second on a player rather than a dummy. Please re read my post. I said that a dragonknight using volatile can potentially create a higher number of hits per second than is possible vs a dummy.

    You also did not acknowledge the fight length difference in your parse vs a 1v1 pvp encounter. At least acknowledge the opposing argument if you're going to try to make a point.

    I standby my original post: it is very easy for sloads to have a 100% uptime in a 1v1 pvp encounter.
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  • code65536
    code65536
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    Gandork wrote: »
    General

    Nightblade
    • Assassination
      • Death Stroke
        • Incapacitating Strike (morph): This ability now only stuns if you have 120 Ultimate or more. To visually show its readiness state, the icon will change to a recolored version and the animation of the cast will change.

    While this style of change works, the amount is too high. 120 is too close to the cost of a dawnbreaker of smiting. Perhaps dawnbreaker's stun should require additional ult as well?

    The comparisons to Dawnbreaker are specious. In addition to the other effects (the extra damage done and defile), it affords you the option of casting the ult at 70, if you just need a burst of damage without the stun.
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  • CatchMeTrolling
    CatchMeTrolling
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    The incap, rune and mend wounds changes are solid. Especially the mend wounds one because you guys butchered it.
  • shinikaze
    shinikaze
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    JobooAGS wrote: »
    Poor scattershot and its pitful 10m range, plus its blockable, dodgeable and reflectable

    don't forget that this is a bow skill, a freaking bow skill with a 10m range.
  • Sharee
    Sharee
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    Liam12548 wrote: »
    Sharee wrote: »
    Liam12548 wrote: »
    Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)

    If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.

    You literally quoted me saying "obviously you can crank out the highest number of hits per second vs a dummy rather than a player" then asked if I am suggesting you can land the highest number of hits per second on a player rather than a dummy. Please re read my post. I said that a dragonknight using volatile can potentially create a higher number of hits per second than is possible vs a dummy.

    Yea, a dummy won't trigger volatile armor. A dummy also wont reflect your attacks, dodge them, LOS them, move out of them, stun you, etc, etc.

    If a dragonknight attacks a player who is doing nothing to defend himself(stands still just like the target dummy), and just attacks the dragonknight back to trigger his volatile armor, then it is possible for the DK to land more attacks per second than he could on a dummy.

    That's not what i call a pvp fight, however. That's just a player taking on the role of the dummy.
    Edited by Sharee on July 23, 2018 9:15PM
  • baratron
    baratron
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    Finedaible wrote: »
    I'm glad jewelry crafting is still being looked at, and I'll be happy with any improvements we can get. However, I'd like to comment on:
    Jewelry Crafting
    • Added Jewelry Crafting materials to some Blacksmithing resource nodes.
      • You will occasionally find a single unit of Dust on a Blacksmithing node (or two units of Dust, if the Plentiful Harvest passive triggers).

    As I understood it from another developer post, this change was made to encourage players to stop skipping blacksmith nodes in their pursuit of Jewelry materials. However, I do not think this change will encourage players to stop skipping blacksmith nodes altogether. Stopping and using extra time to collect a blacksmith node which MAY have 1 dust when we could simply dash to the next jewelry node is very marginal, statistically speaking. As it stands now, it's still more efficient to go on a mad rush to collect only jewelry nodes to minimize the wasted time.

    I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.

    Also
    • Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.

    Might this lead to a situation where the price of purple (Zircon) Grains and Platings goes through the roof? I would be happier to skip the rewards of green and blue Grains, since they are easy enough to get from refining, but still receive purple.
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  • Vesper_BR
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    Two most annoying things in eso:

    Ranged characters dominating in pve scenario and sorcs in battlegrounds...

    In Xbox NA the winning team is always the one with more sorceres... And the trial groups always asks only for mageblades as dps.
    Evento doing a 40k+ DPS with my magdk i cant afford to be a part of most trials groups cause ranged mechanics make meele classes to be a dps loss for The group.

    Pls @ZOS_GinaBruno let the developers notice this. The community is becoming discriminatory with meele classes and we as players, cannot play as we want.
    Edited by Vesper_BR on July 23, 2018 9:06PM
    VESPER BR - MAGICKA DRAGONKNIGHT - GRAND OVERLORD + FLAWLESS CONQUEROR (1070 CP / 01-01-2018)
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  • Mix
    Mix
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    Love the Alinor Bookshelf, Grand Full actually having books!

    Jewelcrafting changes are awesome!

    Why do the new mastercraft plans (including the above Alinor bookshelf) use Night Pumice?

    The Alinor Blue Alinor goblets are still requiring 2 Culanda each rather than the 1 they should be asking for.

    The 'exquisite furniture tome' doesn't appear to have taught me any Alinor recipes so I can't check if any others missed the 2 Culanda -> 1 Culanda for the green and blue items.

  • Aliyavana
    Aliyavana
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    mh2do5no05jh.jpg

    csrecf4lzeve.png
    General
    • Enchantments now remember the weapon from which they were fired. This means if you fire a bow ability and weapon swap, when that bow ability deals damage, the enchantment on your bow will fire.
      • Note: This was introduced in patch 4.1.0, but wanted to include it in these patch notes to clarify the intended change.

  • code65536
    code65536
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    baratron wrote: »
    Finedaible wrote: »
    I'm glad jewelry crafting is still being looked at, and I'll be happy with any improvements we can get. However, I'd like to comment on:
    Jewelry Crafting
    • Added Jewelry Crafting materials to some Blacksmithing resource nodes.
      • You will occasionally find a single unit of Dust on a Blacksmithing node (or two units of Dust, if the Plentiful Harvest passive triggers).

    As I understood it from another developer post, this change was made to encourage players to stop skipping blacksmith nodes in their pursuit of Jewelry materials. However, I do not think this change will encourage players to stop skipping blacksmith nodes altogether. Stopping and using extra time to collect a blacksmith node which MAY have 1 dust when we could simply dash to the next jewelry node is very marginal, statistically speaking. As it stands now, it's still more efficient to go on a mad rush to collect only jewelry nodes to minimize the wasted time.

    I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.

    Also
    • Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.

    Might this lead to a situation where the price of purple (Zircon) Grains and Platings goes through the roof? I would be happier to skip the rewards of green and blue Grains, since they are easy enough to get from refining, but still receive purple.

    I've been doing jewelry writs on 15 characters per day, and purple grain drops from writs are just a small drop in the bucket in terms of my overall purple grain sourcing. The vast majority of my purple grains are coming from jewelry decon, as purple jewelry is somewhat plentiful.
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  • NBrookus
    NBrookus
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    baratron wrote: »
    I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.

    Once a node has been "touched" it respawns sooner.
  • Sharee
    Sharee
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    [nvm, this is not the right thread]

    Edited by Sharee on July 23, 2018 9:35PM
  • Ankael07
    Ankael07
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    jaws343 wrote: »
    Rune Cage is pretty much reverted to pre summerset. So everyone can stop complaining about a skill that wasn't complained about for the 6 months prior.

    Not really. Old RC was dodgeable and it would break on the next direct damage.

    In crowded fights it basically meant free CC immunity for the enemy
    If you want me to reply to your comment type @Ankael07 in it.
  • beebay
    beebay
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    Was there any mention as to why poison/disease defense enchants are stating that they increase critical damage?

    *edited to clarify that it is the defensive enchants that state this*
    Edited by beebay on July 23, 2018 9:52PM
  • Cuthceol
    Cuthceol
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    General
    Adjusted several guards at Chalman Mine so they can be hit by ranged attacks.

    LOL /bug over a year ago
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