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 Post subject: Some Rune/Other Changes/Cap changes
PostPosted: Sun Jan 22, 2012 4:29 pm 
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Joined: Tue Nov 21, 2006 5:23 pm
Posts: 56
We made some adjustments as follows:
Caps for things like flail, circle, stab damage, Undead Control, Charisma went up, with an overall increased based on levels now.

Some runes were adjusted:
*Thief runes as follows: the bonuses were set too high -- Circle and stab runes adjusted down slightly. Now you can overall use more to hit a higher cap, so the net change is positive.
* Light blue iolite and smokey quartz were socketed in the same spot for heal bonus, the belt location. Now either can be socketed on the legs as well. You can use any combination of the two in either slot
* movement runes are now +30 moves

* also adjusted the silver steel spurs forge clasp for higher kick damage

I think that is all for now...we will get the eq list updated as soon as possible.


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 Post subject: Re: Some Rune/Other Changes/Cap changes
PostPosted: Wed Mar 20, 2013 2:09 am 
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Joined: Mon Jun 22, 2009 12:06 pm
Posts: 251
Location: Planet Earth
nothing, that affects mages? or it's just kept privately?

Thanks for you answer.

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 Post subject: Re: Some Rune/Other Changes/Cap changes
PostPosted: Wed Mar 20, 2013 5:49 am 
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Joined: Tue Apr 29, 2003 8:50 pm
Posts: 877
Cap changes are not in-game yet but when they are yes, spell dam caps were increased also.

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