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        <title>1.0.5 patch note preview</title>
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        <description><![CDATA[&lt;h2&gt;1.0.5 patch note preview&lt;/h2&gt;
&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Each career has been reviewed, and we have made many changes to improve career balance and playability. Players who belong to one of the following careers will need to speak to their trainers in order to re-train their Career Mastery abilities:  
&lt;ul&gt;
&lt;li&gt; Black Orc &lt;/li&gt;
&lt;li&gt; Bright Wizard &lt;/li&gt;
&lt;li&gt; Chosen &lt;/li&gt;
&lt;li&gt; Engineer &lt;/li&gt;
&lt;li&gt; Ironbreaker &lt;/li&gt;
&lt;li&gt; Magus &lt;/li&gt;
&lt;li&gt; Shadow Warrior &lt;/li&gt;
&lt;li&gt; Sorcerer &lt;/li&gt;
&lt;li&gt; Squig Herder &lt;/li&gt;
&lt;li&gt; Swordmaster &lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Players who go AFK while in Public Quest areas or during keep sieges will no longer receive contribution credit towards those encounters. &lt;/li&gt;
&lt;li&gt;Players are now able to set their rally points in warcamps. &lt;/li&gt;
&lt;li&gt;Fixes have been made to issues which were causing guild promotion and demotion not to work properly. &lt;/li&gt;
&lt;li&gt;Several issues have been addressed that previously allowed players to get to locations they were not supposed to be able to reach. &lt;/li&gt;
&lt;li&gt;Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt. &lt;/li&gt;
&lt;li&gt;Morale abilities will now display their cooldowns correctly at all times. &lt;/li&gt;
&lt;li&gt;Root effects, with the exception of morale roots, will now grant a 5 second immunity from all roots to the victim when the effect breaks, and in addition will no longer stack with other roots. &lt;/li&gt;
&lt;li&gt;Root effects will now properly have a chance to break whenever a player takes ANY damage. This includes individual tics of Damage over Time spells. &lt;/li&gt;
&lt;li&gt;To promote population balance among the various scenarios, we have added a feature that reduces the number of times a scenario can launch in a short period of time. This will give scenarios which are launched less frequently an opportunity to catch up in the queue population and launch more often. &lt;/li&gt;
&lt;li&gt;Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice-versa. &lt;/li&gt;
&lt;li&gt;The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;h2&gt;General Changes and Bug Fixes&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;There were some instances in which the reticule for ground-target-area-effects was allowing these spells to be cast in areas which were not originally intended. This has been adjusted. &lt;/li&gt;
&lt;li&gt;Several issues have been addressed that previously allowed players to get to locations they were not supposed to be able to reach. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;Combat and Careers&lt;/h2&gt;
&lt;p&gt;&lt;br /&gt; &lt;strong&gt;General&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tactics gained from Tome Unlocks have been renamed. &lt;/li&gt;
&lt;li&gt;Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted under each career’s section. &lt;/li&gt;
&lt;li&gt;Unstoppable: Knockdowns will now be listed on all tooltips for this ability when applicable. &lt;/li&gt;
&lt;li&gt;Point Blank will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it. &lt;/li&gt;
&lt;li&gt;Fixed assorted issues in which certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases in which snared players would find themselves essentially rooted when in lava. &lt;/li&gt;
&lt;li&gt;Image Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage. &lt;/li&gt;
&lt;li&gt;Alter Fate: Tooltip should now display the correct values. &lt;/li&gt;
&lt;li&gt;Misdirection: This ability should now play an effect on the caster while the ability is active, and play a brief effect on anyone damage by the effect. &lt;/li&gt;
&lt;li&gt;Rampaging Siphon: Morale should now heal the group for each target hit, instead of only once. &lt;/li&gt;
&lt;li&gt;Frenzied Slaughter, Force of Will, and Relentless Assault: These abilities will now play an effect when used. &lt;/li&gt;
&lt;li&gt;Relentless Assault: This ability will no longer remove snares and roots. &lt;/li&gt;
&lt;li&gt;Divine Protection should now list the amount of damage absorbed in the tooltip. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt; &lt;strong&gt;Renown Rewards&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Mission Focused: This tactic should now provide the correct bonus while fighting around objectives. &lt;/li&gt;
&lt;li&gt;Spiritual Refreshment: This ability should now show it’s bonus correctly in the Character Window. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;h3&gt;Archmage&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Prismatic shield: This ability will no longer fail if your defensive target is not a group member. &lt;/li&gt;
&lt;li&gt;Transfer Force: The damage of this ability has been increased. &lt;/li&gt;
&lt;li&gt;Hurried Restore: This tactic will now stun the caster when the resurrection spell is cast, instead of when it is accepted. &lt;/li&gt;
&lt;li&gt;Healing Energy: Contribution from stats has been reduced to bring the ability in line with our design goals. &lt;/li&gt;
&lt;li&gt;Drain Magic: This ability will now increase in potency with High Magic. &lt;/li&gt;
&lt;li&gt;Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic. &lt;/li&gt;
&lt;li&gt;Radiant Lance: This ability will now reliably consume high magic. &lt;/li&gt;
&lt;li&gt;Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Transfer Force: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Lambent Aura: Duration has been increased to 24 seconds, amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Black Orc&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Black Orcs have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;All War Bellows will now persist through the Black Orc's death. This means that you will not have to recast a War Bellow after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Trip Em Up: The snare from this ability will no longer stack with other snares. Also, the damage has been reduced but no longer occurs over time. The AP cost has increased and the reuse timer has been removed. &lt;/li&gt;
&lt;li&gt;Da Big Un: The damage of this spell has increased, and its radius reduced. &lt;/li&gt;
&lt;li&gt;Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit. &lt;/li&gt;
&lt;li&gt;Right in da Jibblies: The reuse timer of this ability has been lowered. &lt;/li&gt;
&lt;li&gt;Follow me Lead: The Toughness buff given to the defensive target should now work correctly. &lt;/li&gt;
&lt;li&gt;Juggernaut: This ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Guard: This ability should no longer attempt to work on players outside of your group. &lt;/li&gt;
&lt;li&gt;Rock 'Ard: This ability now starts a Plan chain. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Bright Wizard&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Bright Wizards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Flame Breath: Affected targets will now properly receive a debuff icon. &lt;/li&gt;
&lt;li&gt;Explosive Force: The damage done to the targets around the caster is now defendable. &lt;/li&gt;
&lt;li&gt;Fiery Blast: The tooltip now displays the correct damage and radius. In addition, this ability now builds the correct amount of combustion. &lt;/li&gt;
&lt;li&gt;Scorched Earth: This ability now builds 10 combustion. &lt;/li&gt;
&lt;li&gt;Playing with Fire: The damage from this ability is only triggered when the affected player casts a direct heal and cannot do critical damage. &lt;/li&gt;
&lt;li&gt;Detonate: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. &lt;/li&gt;
&lt;li&gt;Combustion will no longer start to fade away if you continue casting spells after hitting 100. &lt;/li&gt;
&lt;li&gt;Fire Cage: This ability’s cost has been decreased, the cooldown has been increased and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Pyroclastic Surge: This ability is now available at rank 10. &lt;/li&gt;
&lt;li&gt;Scorched Earth: The ability should now have the correct cooldown. &lt;/li&gt;
&lt;li&gt;Ignite: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Boiling Blood: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Detonate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Flame Breath: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Spreading Flames: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Backdraft: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Chosen&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Chosen have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Suppression: The parry buff from this ability should no longer stack with itself. &lt;/li&gt;
&lt;li&gt;Mixed Defenses: The tooltip for this ability should now display proper values. &lt;/li&gt;
&lt;li&gt;Juggernaut: This ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Guard: This ability should no longer attempt to work on players outside of your group. &lt;/li&gt;
&lt;li&gt;Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Disciple of Khaine&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Covenants will now persist through the Disciple's death. This means that you will not have to recast a Covenant after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Covenant of Tenacity: Fixed a bug that made the radius of this ability much too small. &lt;/li&gt;
&lt;li&gt;Covenant of Vitality: Fixed a bug that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procced the damage. &lt;/li&gt;
&lt;li&gt;Covenant of Vitality: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Consume Essence: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Transfer Essence: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Restore Essence: The stat contribution has been fixed. This ability was previously receiving more stat benefits than intended. &lt;/li&gt;
&lt;li&gt;Bloodthirst: The snare component for this ability has been removed, and damage has been increased. &lt;/li&gt;
&lt;li&gt;Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Soul Infusion: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Engineer&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;&lt;br /&gt;&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;All Engineers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Flak Jacket: Magic Damage will no longer reduce Armor counters. &lt;/li&gt;
&lt;li&gt;Steam Vent: Newly created Engineers will no longer show this ability as being trainable at Ranks 15 and 21. &lt;/li&gt;
&lt;li&gt;Gun Blast: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Field Repair: Cost, range and cooldown increased, now instantly restores health instead of being a channel. &lt;/li&gt;
&lt;li&gt;Incendiary Rounds: The damage and cost of this ability have increased. &lt;/li&gt;
&lt;li&gt;Friction Burn: The damage and cost of this ability have increased. &lt;/li&gt;
&lt;li&gt;Fragmentation Grenade: The damage and cost of this ability have increased. &lt;/li&gt;
&lt;li&gt;Signal Flare: The damage and cost of this ability has increased, and its reuse reduced. &lt;/li&gt;
&lt;li&gt;Penetrating Round: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Focus Fire: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Firebomb: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Self Destruct: This ability has had its cost removed, the reuse timer has been increased significantly, and now deals damage in addition to knocking down. &lt;/li&gt;
&lt;li&gt;All Turrets: Gun, Flame and Bombardment Turrets have had their cost greatly reduced and their auto attack damage greatly increased. In addition they are now core abilities and will match the level of the player’s rank when summoned. &lt;/li&gt;
&lt;li&gt;Pet Ability - Penetrating Round: Damage Increased, now considered a Path of the Rifleman ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Machine Gun: Now considered a Path of the Rifleman ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - High Explosive Grenade: Damage and build time increased, reuse reduced, now considered a Path of the Grenadier ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Shock Grenade: Damage and reuse increased, build time reduced, now considered a Path of the Grenadier ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Flamethrower: Now considered a Path of the Tinkerer ability. &lt;/li&gt;
&lt;li&gt;Pet Ability Steam Vent: Now considered a Path of the Tinkerer ability. &lt;/li&gt;
&lt;li&gt;Electromagnet: This ability has undergone significant changes. The cost of the ability has been significantly reduce while the cooldown has been increased. In addition the build time has been increased,the ability can no longer be cast on the move, and the maximum number of targets affected by this ability has been decreased and it can now be defended against. Lastly this ability will grant immunity to knockback effects. &lt;/li&gt;
&lt;li&gt;Barbed Wire: This abilities cost has been decreased, the cooldown has been increased and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Hip Shot: This ability is now available at rank 10. &lt;/li&gt;
&lt;li&gt;Friction Burn: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Incendiary Rounds: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Fragmentation Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Signal Flare: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Blunderbuss Blast: This ability now has the correct cooldown. &lt;/li&gt;
&lt;li&gt;Fragmentation Grenade: This ability now does the correct amount of damage. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Ironbreaker&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Ironbreakers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Shield of Reprisal: This ability will no longer knock down Unstoppable targets. &lt;/li&gt;
&lt;li&gt;Guarded Attack: This ability’s Oathfriend  buff will no longer stack with other,       more powerful Armor buffs. &lt;/li&gt;
&lt;li&gt;Punishing Knock: Targets will now actually fall down after being hit by this ability. &lt;/li&gt;
&lt;li&gt;Avenging the Debt: This ability’s damage has been increased. &lt;/li&gt;
&lt;li&gt;The rate in which Grudge is lost has been changed. Grudge will now start decaying 10 seconds after you stop building Grudge. It will decay at 10 Grudge every second. This is the same mechanic that is used for the Bright Wizard's &quot;Combustion&quot; mechanic. Grudge will still be gained at 5 Grudge per hit except in the case of more than 3 attackers all hitting the Ironbreaker simultaneously, in which case the Grudge gained will be slightly reduced. &lt;/li&gt;
&lt;li&gt;Oath Friend: The rate in which Grudge is generated from the Oath Friend ability has been changed. If the Ironbreaker is at 0-30 Grudge, the Ironbreaker will gain 5 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 31-60 Grudge, the Ironbreaker will gain 3 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 61-100 Grudge, the Ironbreaker will gain 1 Grudge every time the Oath Friend is attacked. &lt;/li&gt;
&lt;li&gt;Oath Friend: The cooldown for this ability has been changed to 1.5 seconds. &lt;/li&gt;
&lt;li&gt;Juggernaut: This ability is now available at Rank 12. &lt;/li&gt;
&lt;li&gt;Guard: This ability should no longer attempt to work on players outside of your group. &lt;/li&gt;
&lt;li&gt;Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Stone Breaker: This ability will no longer be considered a Blessing. &lt;/li&gt;
&lt;li&gt;Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from other Ironbreakers. Players will only receive whichever bonus is most powerful. &lt;/li&gt;
&lt;li&gt;Ironbreakers may now use Hammers. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Magus&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Magus have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Daemonic Armor: Magic Damage will no longer reduce Armor counters. &lt;/li&gt;
&lt;li&gt;Summon Blue Horror: Opponents must now be close to the Blue horror to melee it. &lt;/li&gt;
&lt;li&gt;Wither Soul: The ability tooltip has been corrected and no longer gives the false impression that % debuff was scaling. &lt;/li&gt;
&lt;li&gt;Warping Blast, Dissolving Mist: These abilities now display the correct icon. &lt;/li&gt;
&lt;li&gt;Infernal Blast: The damage and cost of this ability has increased. &lt;/li&gt;
&lt;li&gt;Baleful Transmogrification: The damage and cost of this ability has increased. &lt;/li&gt;
&lt;li&gt;Pandemonium: The damage and cost of this ability has increased. &lt;/li&gt;
&lt;li&gt;Wither Soul: The damage and cost of this ability has increased. &lt;/li&gt;
&lt;li&gt;Rend Winds: The damage and cost of this ability has increased. &lt;/li&gt;
&lt;li&gt;Strengthen Thrall: This ability’s cost, range and cooldown timer have been increased. In addition, it now instantly restores health instead of being a channeled ability. &lt;/li&gt;
&lt;li&gt;Instability: The cost of this ability has been removed, its reuse timer has been increased significantly, and it now knocks down the target instead of draining Action Points. &lt;/li&gt;
&lt;li&gt;Flamer, Blue Horror, and Pink Horror of Tzeentch: These abilities have had their cost greatly reduced and their auto attack damage greatly increased. In addition, they are now core abilities and the demons will match the level of the player’s rank when summoned. &lt;/li&gt;
&lt;li&gt;Pet Ability - Flames of Change: Reuse time reduced, now considered a Path of Changing ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Flame of Tzeentch: Reuse time and channel duration reduced, damage increased, now considered a Path of Changing ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Coruscating Energy: Damage reduced, now considered a Path of Daemonology ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Warping Energy: Now considered a Path of Daemonology ability. &lt;/li&gt;
&lt;li&gt;Pet Ability Daemonic - Consumption: Build time increased, now considered a Path of Havoc ability. &lt;/li&gt;
&lt;li&gt;Pet Ability - Daemonic Fire: Build time and damage increased, now considered a Path of Havoc ability. &lt;/li&gt;
&lt;li&gt;Chaotic Rift: This ability has undergone significant changes. The cost of the ability has been significantly reduced and its cooldown has been increased. In addition, the build time has been increased. The ability can no longer be cast on the move, the maximum number of targets affected by this ability has been decreased, and it can now be defended against. Lastly, this ability will also grant immunity to knockback effects. &lt;/li&gt;
&lt;li&gt;Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Move Surging Violet Fire: This ability is now available at at rank 10. &lt;/li&gt;
&lt;li&gt;Infernal Blast: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Baleful Transmogrification: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Pandemonium: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Withered Soul: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Demonic Consumption: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Flames of Change: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Marauder&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples. &lt;/li&gt;
&lt;li&gt;Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also affects the Marauder. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Runepriest&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Blessing of Valaya: This ability will no longer fail to cast if you don’t have line of sight to your defensive target. &lt;/li&gt;
&lt;li&gt;Rune of Fortune: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Rune of Fate: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Rune of Mending: Stat contribution fixed. This ability was previously receiving more stat benefits than intended. &lt;/li&gt;
&lt;li&gt;Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura. &lt;/li&gt;
&lt;li&gt;Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rune of Fate: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Oath Rune of Power: Now also increases the target’s Ballistic Skill. &lt;/li&gt;
&lt;li&gt;Rune Of Regeneration: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Shadow Warrior&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Shadow Warriors have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Festering Arrow: The hotkey for this ability will no longer light up when in Assault Stance. &lt;/li&gt;
&lt;li&gt;Hunter’s Fervor: The radius has been increased to match similar group based effects. &lt;/li&gt;
&lt;li&gt;Acid Arrow: Buff Icon will now state the actual number that the armor is debuffed, instead of percent. &lt;/li&gt;
&lt;li&gt;All stance abilities will now persist through death. &lt;/li&gt;
&lt;li&gt;Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged autoattack to fire while moving. &lt;/li&gt;
&lt;li&gt;Vengeance of the Nagarythe: The cooldown of this ability has been reduced. &lt;/li&gt;
&lt;li&gt;Assault Stance: This ability has been given an added benefit. While the Shadow Warrior is in Assault stance, all +Balistic Skill benefits provided by items will be considered +Strength as well. &lt;/li&gt;
&lt;li&gt;Broadhead Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Acid Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Takedown: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Spiral Fletched Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Flame Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Rapid Fire: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Eye Shot: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Throat Shot: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Glass Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Festering Arrow: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Fell the Weak: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Shadow Sting: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Flanking Shot: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Whirling Pin: The cost of this ability has decreased, the cooldown has increased, and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Vengeance of Nagarythe: This ability is now available at rank 10. &lt;/li&gt;
&lt;li&gt;Broadhead Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Flame Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Glass Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Shadow Sting: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Shaman&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Gork’ll Fix It: The buff icon for this ability will now state that the ability is healing you, instead of damaging you. &lt;/li&gt;
&lt;li&gt;Greener ‘n Cleaner: This abilty will now properly remove effects from allies. &lt;/li&gt;
&lt;li&gt;Ere We Go!: The tooltip for this ability will now list the duration of the effect. &lt;/li&gt;
&lt;li&gt;Bleed fer Me: : The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Dat Makes Me Dizzy: This tactic will now stun the caster when the resurrect is cast, instead of when it is accepted. In addition, when this tactic is equipped, Shrug it Off will now work properly. &lt;/li&gt;
&lt;li&gt;Gork’ll Fix It: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended. &lt;/li&gt;
&lt;li&gt;Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Bleed Fer me: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Ere’ We Goes Again: Duration of Ere’ We Go will no longer be reduced with this tactic equipped. &lt;/li&gt;
&lt;li&gt;Brain Bursta: This ability will now reliably consume Waaagh! &lt;/li&gt;
&lt;li&gt;Shrug it Off: This ability will no longer work in anti-resurrect areas. &lt;/li&gt;
&lt;li&gt;'Ey, Quit Bleedin': The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;h3&gt;Sorceress&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Sorcerers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Surging Pain: This ability now builds 10 Dark Magic. &lt;/li&gt;
&lt;li&gt;Triumphant Blasting: Players knocked back by this ability will now correctly be provided knockback immunity. &lt;/li&gt;
&lt;li&gt;Grip of Fear: The cost of this abiltiy has decreased, the cooldown has increased, and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Arctic Blast: This ability is now available at rank 10. &lt;/li&gt;
&lt;li&gt;Piercing Shadows: The damage done to targets around the caster is now defendable. &lt;/li&gt;
&lt;li&gt;Chillwind: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Word of Pain: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Ice Spikes: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Gloom of Night: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Absorb Vitality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Squig Herder&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Squig Herders have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Ard Noggin: The cooldown for this ability has been removed. &lt;/li&gt;
&lt;li&gt;Sneaky Stabbin: The tooltip for this ability is now correct. &lt;/li&gt;
&lt;li&gt;Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged autoattack to fire while moving. &lt;/li&gt;
&lt;li&gt;What Blocka?: This ability is now defendable, and now reduces the target’s armor and block chance. &lt;/li&gt;
&lt;li&gt;Plink: The Action Point cost and damage for this ability have been increased. &lt;/li&gt;
&lt;li&gt;Stabbity: The Action Point cost and damage for this ability have been increased. &lt;/li&gt;
&lt;li&gt;Run ‘n Shoot: The Action Point cost for this ability has been reduced. &lt;/li&gt;
&lt;li&gt;Squig Armor: While in Squig Armor, the Squig Herder’s Ballistic Skill from items is now converted into Strength. &lt;/li&gt;
&lt;li&gt;Ard Noggin: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;All pets will now summon at the same level as the Squig Herder’s rank. &lt;/li&gt;
&lt;li&gt;Pet Ability “Poisoned Spine:” This ability now fires properly and its damage has been increased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Goop Shootin:” The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Yer’ Bleedin: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Stop Runnin!: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Run ‘n Shoot: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Explodin’ Arrer: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Lots o’ Arrers: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Not So Fast!: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Choking Arrer: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Finish Em Off: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Shrapnel Arrer: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Rotten Arrer: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Behind Ya!: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Sticky Squigz: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Squig Frenzy: This ability is now available at rank 10. &lt;/li&gt;
&lt;li&gt;Yer Bleedin' : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Cut Ya : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Explodin Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Big Claw : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Shrapnel Arrer : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Rotten Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Gore : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Poisoned Spine : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Swordmaster&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Swordmasters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! All Blade Enchants will now persist through the Swordmaster's death. This means that you will not have to recast an Enchant after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff. &lt;/li&gt;
&lt;li&gt;Graceful Strike: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. &lt;/li&gt;
&lt;li&gt;Nature's Blade: The proc from this ability now has new art for its area effect. &lt;/li&gt;
&lt;li&gt;Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals spirit damage. &lt;/li&gt;
&lt;li&gt;Quick Incision: The cost has of this ability been increased, its cooldown timer has been removed, and its damage has been changed to apply instantly instead of over time. &lt;/li&gt;
&lt;li&gt;Wrath of Hoeth: The cost of this abilty has been increased, it has been changed to an Improved Balance attack, and its radius has decreased. &lt;/li&gt;
&lt;li&gt;Blurring Shock: This ability now applies an effect on the target for the next 10s: whenever they are critically hit they take additional damage. &lt;/li&gt;
&lt;li&gt;Phoenix Wing: This ability no longer adds additional hate. Its damage has been increased, and its radius has been increased. &lt;/li&gt;
&lt;li&gt;Crushing Advance: The damage of this abilty has increased, its reuse has increased, and this ability now adds 10% to the Swordmaster’s block instead of increasing the current value by 10%. &lt;/li&gt;
&lt;li&gt;Protection of Hoeth: This abilty has been changed to an Open Balance attack, its reuse has been decreased, and its absorb effect has been decreased. &lt;/li&gt;
&lt;li&gt;Juggernaut: This ability is now available at rank 12. &lt;/li&gt;
&lt;li&gt;Guard: This ability should no longer attempt to work on players outside of the Swordmaster’s group. &lt;/li&gt;
&lt;li&gt;Graceful Strike: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Warrior Priest&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Prayers will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Prayer of Absolution: Fixed a bug that made the actual range much shorter than the range listed in the tooltip. The range has been increased to match the tooltip value. &lt;/li&gt;
&lt;li&gt;Soulfire: This ability’s tooltip will now state that the effect is a Curse, instead of a Cripple. &lt;/li&gt;
&lt;li&gt;Divine Strike: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Sigmar’s Radiance: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Prayer of Righteousness: The buff window tooltip for this ability will now display correctly. &lt;/li&gt;
&lt;li&gt;Divine Aid: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended. &lt;/li&gt;
&lt;li&gt;Prayer of Devotion: The health gained when this ability triggers has increased. &lt;/li&gt;
&lt;li&gt;Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Healing Hand: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;White Lion&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Training buffs now persist through the White Lion's death. This means that the White Lion will not have to recast a Training after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Blindside: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. &lt;/li&gt;
&lt;li&gt;Pet ability Gut Ripper: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. &lt;/li&gt;
&lt;li&gt;Cleave Limb: This ability now snares the target for 10-seconds. The ability no longer reduces auto attack speed. &lt;/li&gt;
&lt;li&gt;Pet Ability “Bite:” The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Claw Sweep:” The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Shred:” The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Leg Tear:” The duration has decreased on the Damage over Time aspect of this ability. &lt;/li&gt;
&lt;li&gt;Pet Ability “Fang and Claw:” The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Maul:” The damage of this ability has decreased and its reuse timer has been decreased. &lt;/li&gt;
&lt;li&gt;Pet Ability “Gut Ripper:” This ability’s reuse timer is now 20 seconds. &lt;/li&gt;
&lt;li&gt;The White Lion pet’s auto attack damage has been given a substantial increase. &lt;/li&gt;
&lt;li&gt;Pack Assault: Fixed a bug that prevented the initial damage of this ability from being displayed to the player. &lt;/li&gt;
&lt;li&gt;Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Leg Tear: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Gut Rip: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Witch Elf&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Elixir of Insane Power: The benefit of this ability has been reduced. The Witch Elf’s attacks will now ignore 50% of her target’s armor. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Witch Hunter&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Witch Hunters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! &lt;/li&gt;
&lt;li&gt;Repel Blasphemy: This self-buff is now right click removable. &lt;/li&gt;
&lt;li&gt;Blessed Bullets of Cleansings: The damage of this ability has increased and the amount of Action Points stolen has been increased. This ability is now available at rank 35. &lt;/li&gt;
&lt;li&gt;Blessed Bullets of Confession: The damage of this ability has increased, and this ability is now available at rank 9. &lt;/li&gt;
&lt;li&gt;Blessed Bullets of Purity: The damage of this ability has increased, and this ability is now available at rank 4. &lt;/li&gt;
&lt;li&gt;All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected. &lt;/li&gt;
&lt;li&gt;Sanctified Bullets: This tactic has been adjusted so that Blessed Bullets of Purity will now heal for 50% of the damage they cause. &lt;/li&gt;
&lt;li&gt;Fervor: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. &lt;/li&gt;
&lt;li&gt;Sweeping Strikes: This tactic will now correctly affect two other targets. &lt;/li&gt;
&lt;li&gt;Emperor’s Commendation: This ability now triggers off of from-stealth openers. &lt;/li&gt;
&lt;li&gt;Fervor: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Seal of Destruction: The Witch Hunter’s attacks will now ignore 50% of his or her target’s armor. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Zealot&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Endless Gifts: This ability will no longer affect Winds of Insanity. &lt;/li&gt;
&lt;li&gt;Boon of Tzeentch: The damage of this ability has increased. &lt;/li&gt;
&lt;li&gt;Dark Medicine: The stat contribution for this ability has been fixed; it was previously receiving more stat benefits than intended. &lt;/li&gt;
&lt;li&gt;Manipulation: This ability will no longer trigger if the target of the heal is already at full health. &lt;/li&gt;
&lt;li&gt;Mark of Remaking: This ability will now be affected by the anti-resurrection aura. &lt;/li&gt;
&lt;li&gt;Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. &lt;/li&gt;
&lt;li&gt;Mark of Daemonic Fury: This ability now also increases the target’s Ballistic Skill. &lt;/li&gt;
&lt;li&gt;Tzeentch's Cordial: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;Content&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Common monster disable abilities will now be gated by monster rank and tier. Players will notice fewer disable abilities from common monsters at the lower ranks of play. &lt;/li&gt;
&lt;li&gt;Non-humanoid monsters will no longer hit for 50%+ of player’s health on critical hits. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;Items&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;An issue has been fixed that was causing the buff icon on various marketing rewards  not to display correctly. &lt;/li&gt;
&lt;li&gt;Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom. &lt;/li&gt;
&lt;li&gt;Numerous bugs have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably. &lt;/li&gt;
&lt;li&gt;Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably. &lt;/li&gt;
&lt;li&gt;Fixed a bug that was causing weapons and armor not to display their proc effects in the item display. &lt;/li&gt;
&lt;li&gt;Numerous bugs have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably. &lt;/li&gt;
&lt;li&gt;Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably. &lt;/li&gt;
&lt;li&gt;Image Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage. &lt;/li&gt;
&lt;li&gt;All Dwarf spanner items in the game are now set to be useable by Engineers only. &lt;/li&gt;
&lt;li&gt;All Dwarf great hammer items in the game are now set to be useable by Iron Breakers only. &lt;/li&gt;
&lt;li&gt;All Empire rapier items in the game are now set to be useable by Witch Hunters only. &lt;/li&gt;
&lt;li&gt;Tooltips on armor set pieces will now display information relevant to the that set's bonuses. &lt;/li&gt;
&lt;li&gt;When conquered, Keeps and Fortresses will now offer one or more guaranteed gold loot bags as part of the chest loot. &lt;/li&gt;
&lt;li&gt;Standards: All references to banners should now be removed. All text now refers to standards. &lt;/li&gt;
&lt;li&gt;In addition to reducing the amount of damage received from high-level encounter NPCs, each Ward on high-level armor set pieces worn will now affect the amount of damage players are able to do to those NPCs. Players not wearing any pieces of the appropriate armor set will see their damage greatly reduced. For each piece of the appropriate armor a player wears, their damage against the boss monster will increase. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;Realm Vs. Realm&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Fixed an issue which was causing the Martyr's Square battlefield objective not to issue renown properly. &lt;/li&gt;
&lt;li&gt;Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from being able to enter the keep through the door. &lt;/li&gt;
&lt;li&gt;A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:  
&lt;ul&gt;
&lt;li&gt;Mourkain Temple &lt;/li&gt;
&lt;li&gt;Stone Troll Crossing &lt;/li&gt;
&lt;li&gt;Tor Anroc &lt;/li&gt;
&lt;li&gt;Howling Gorge &lt;/li&gt;
&lt;li&gt;Talabec Dam &lt;/li&gt;
&lt;li&gt;Serpent's Passage &lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;The interact timer for planting the bomb in the Howling Gorge and Talabec Dam scenarios has been lowered to 2 seconds. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;User Interface&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The &quot;Ability Not Ready&quot; message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown. &lt;/li&gt;
&lt;li&gt;Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining. &lt;/li&gt;
&lt;li&gt;Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities. &lt;/li&gt;
&lt;li&gt;Morale abilities will now display their cooldowns correctly at all times. &lt;/li&gt;
&lt;li&gt;Fixed the tooltip display for the first custom guild rank slot. &lt;/li&gt;
&lt;li&gt;Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player. &lt;/li&gt;
&lt;li&gt;Guild members may now be promoted to the first customized guild rank slot. &lt;/li&gt;
&lt;li&gt;Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed. &lt;/li&gt;
&lt;li&gt;Guild titles will now sort by rank rather than alphabetically. &lt;/li&gt;
&lt;li&gt;Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so. &lt;/li&gt;
&lt;li&gt;Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.     * &lt;/li&gt;
&lt;li&gt;Guild Leaders, Officers and anyone with appropriate permissions can once again use the guild window context menus to promote and demote members. &lt;/li&gt;
&lt;li&gt;Locking the chat window will now persist upon logging out. &lt;/li&gt;
&lt;li&gt;Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;]]></description>
        <pubDate>Sun, 09 Nov 2008 13:16:54 +0000</pubDate>
        <category>Patch notes</category>
      </item>
      <item>
        <title>A guide to add-ons</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=8</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=8</guid>
        <description><![CDATA[&lt;p&gt;Below is a great article written by a fellow Stout N Sturdy / Smelly N Scary guild member, &lt;strong&gt;Thorgrimmur&lt;/strong&gt; - it's got some great info on the add-ons you can install (using the curse client) to make your WAR experience even better....&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;&lt;br /&gt;&lt;br /&gt;I have been using a number of the more popular addons for WAR for a few days now. The idea is to give you an idea of which to use yourselfs! The links will take you to the Download/Install page for each addon on Curse. You can find further information about each addon and screenshots of them ingame!&lt;br /&gt;&lt;br /&gt;I suggest you use the &lt;a href=&quot;http://www.wardb.com/client.aspx&quot; target=&quot;_blank&quot;&gt;Curse Client&lt;/a&gt; for your addons from that site. You then simply click the install button instead of the download button. You can also manage your addons and search for updates of them through the client.&lt;br /&gt;&lt;br /&gt;One note about UI changes in WAR. If you want WAR to look like it does now, the look and feel of the UI, the addons dealing with UI changes will most of the time not add anything visually pleasing but only make it more functional. Look at the screenshots before you make a decision.&lt;br /&gt;&lt;br /&gt;Take a look at the &lt;a href=&quot;http://www.warhammeralliance.com/forums/showthread.php?t=67885&quot; target=&quot;_blank&quot;&gt;WHA Addon FAQ&lt;/a&gt; for some tips and tricks on addons.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;First of all&lt;/strong&gt;, you will need &lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/libslash.aspx&quot; target=&quot;_blank&quot;&gt;LibSlash&lt;/a&gt; to use a lot of these, and other, addons!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;RvR&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/blackbook.aspx&quot; target=&quot;_blank&quot;&gt;LittleBlackBook&lt;/a&gt; - Will store all your killing blows (KB's in short) and you can watch them by doing a /bb show which opens a window ingame where you can sort by kills and deaths. It's fun to see who you're pwning! &lt;img src=&quot;http://snsguildforum.co.uk/forum/Smileys/default/smiley.gif&quot; border=&quot;0&quot; alt=&quot;Smiley&quot; /&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/kbw.aspx&quot; target=&quot;_blank&quot;&gt;KillingBlow&lt;/a&gt; - WIll show you in floating text when you get a KB and the name of the person you killed. It will also show the word Revenge! if you get a KB on someone that has gotten one on you!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;UI&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/clock.aspx&quot; target=&quot;_blank&quot;&gt;Clock&lt;/a&gt; - Will add a simple clock on the UI. &lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/zbb.aspx&quot; target=&quot;_blank&quot;&gt;zBuffBars&lt;/a&gt; - Adds bars to show the duration of buffs and debuffs on you or your target. The major issue I have with this addon is that it also shows your Bolster buff (if you're under rank 8, 18 etc in RvR areas or scenarios) and your long buffs that last for an hour. Every buff and debuff gets their own bar so with a few long buffs and the bolster there will be quite a few bars filling up quite some space on your screen. I don't think I'll be using this.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/actionbarcolor.aspx&quot; target=&quot;_blank&quot;&gt;ActionBarColor&lt;/a&gt; - Easy and brilliant! Tints the entire button red when you are out of range or sight of your target. A must have!&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/cleanunitframes.aspx&quot; target=&quot;_blank&quot;&gt;CleanUnitFrames&lt;/a&gt; - A cleaner looking unit frame (the avatar portraits and health/action point bars in short. Looks good and fits everyon, not just healers. Beware though, according to Caelis there is a bug that won't allow you to unistall it.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/wsct.aspx&quot; target=&quot;_blank&quot;&gt;Warhammer Scrolling Combat Text&lt;/a&gt; - If you don't know SCT from WoW, then I have to dircet you to the link to the left. It's a very helpfull addon, very much so!&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/etc.aspx&quot; target=&quot;_blank&quot;&gt;EnemyTargetClass&lt;/a&gt; - Adds a small window to the UI (movable ofcourse) with a text with the class of your target. Simple and can be useful, after all; a White Lion without a lion just looks like a Swordmaster! &lt;img src=&quot;http://snsguildforum.co.uk/forum/Smileys/default/wink.gif&quot; border=&quot;0&quot; alt=&quot;Wink&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Performance&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/buffthrottle.aspx&quot; target=&quot;_blank&quot;&gt;BuffThrottle&lt;/a&gt; - Makes not only red ones go faster, read the damn link, it's technical! &lt;img src=&quot;http://snsguildforum.co.uk/forum/Smileys/default/cheesy.gif&quot; border=&quot;0&quot; alt=&quot;Cheesy&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Functionality&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/autoloot.aspx&quot; target=&quot;_blank&quot;&gt;AutoLoot&lt;/a&gt; - Makes you auto loot bodies. The newset patch have added an option in the game options to do this, so this addon might be obsolete&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/nisp.aspx&quot; target=&quot;_blank&quot;&gt;NPC Item Sale Price&lt;/a&gt; - Shows the sell price for an item without having to interact with a merchant, good if your backpack is full and you want to see what items to trash and which to run off with.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/itemlinker.aspx&quot; target=&quot;_blank&quot;&gt;Mostly Harmless Item Linker&lt;/a&gt; - Will not work as actual item link, but rather place the name and important information about an item in the chat window, in the channel you last chatted.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/uimenuenabler.aspx&quot; target=&quot;_blank&quot;&gt;UI Mods Menu Enabler&lt;/a&gt; - Will add a nice menu to take control of your addons, be sure to look at the tip from the WHA FAQ further down in this guide about character specific changes!&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/identity.aspx&quot; target=&quot;_blank&quot;&gt;Identity&lt;/a&gt; - This addon allows you to set a prefix to your chat messages, a way to identify you if you're on an alt. Look it up in the link, it's an ok addon waiting for the damn player notes! &lt;img src=&quot;http://snsguildforum.co.uk/forum/Smileys/default/smiley.gif&quot; border=&quot;0&quot; alt=&quot;Smiley&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Yet to try&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;These are addons that seem really nice, but that I haven't tried yet for one reason or other. I've added a short description but really nothing you can't read for yourself by clicking the links.&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/dismount.aspx&quot; target=&quot;_blank&quot;&gt;AutoDismount&lt;/a&gt; - Will make you dismount instantly when using an ability. Now you don't have to press the dismount button to throw yourself in battle!&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/isassisttracker.aspx&quot; target=&quot;_blank&quot;&gt;ISAssistTracker&lt;/a&gt; - Adds an assist menu for the WAR UI, makes assisting a target easier&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/squared.aspx&quot; target=&quot;_blank&quot;&gt;Squared&lt;/a&gt; - A very pupular addon that makes selecting people in your group or warband a lo easier, developed with &lt;em&gt;healers&lt;/em&gt; in mind.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/sjab.aspx&quot; target=&quot;_blank&quot;&gt;Scenario Join All Button&lt;/a&gt; - Adds a button and a menu to the scenario join menu t join all avaliable or choose several to join.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/zmailmod.aspx&quot; target=&quot;_blank&quot;&gt;zMailMod&lt;/a&gt; - Makes sending several mails, at the same time, ingame a lot easier. Still won't take away the 5 second delay though.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;More addons to look up&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;This is a funny one: &lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/orcanizer.aspx&quot; target=&quot;_blank&quot;&gt;Orcanizer&lt;/a&gt; - Yes, it will make everything you write come out through the Orcanizer, and hence everything you write will be Orcish! &lt;img src=&quot;http://snsguildforum.co.uk/forum/Smileys/default/grin.gif&quot; border=&quot;0&quot; alt=&quot;Grin&quot; /&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/magicword.aspx&quot; target=&quot;_blank&quot;&gt;Magic Word&lt;/a&gt; - This allows you to set a magic word, and any player telling you the magic word will be automatically invited to join your party or warband. &lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/killerguides.aspx&quot; target=&quot;_blank&quot;&gt;Killer Guides&lt;/a&gt; - Adds an ingame strategy guide&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/isselfcast.aspx&quot; target=&quot;_blank&quot;&gt;ISSelfCast&lt;/a&gt; - Adds a function where you choose a modifier key (e.g ALT) and when pressing this key, the spells (heals and buffs I assume) you cast will be targeting you, and when you release the modifier key you will again target your current defensive target. Sounds good, but untested.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/heal-grid.aspx&quot; target=&quot;_blank&quot;&gt;HealrGrid&lt;/a&gt; - Looks like a promising addon for easy healing, check it out for yourself!&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/fastfriends.aspx&quot; target=&quot;_blank&quot;&gt;Fast Friends&lt;/a&gt; - Will synchronize your friend and ignore list across all characters per server.&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/dcount.aspx&quot; target=&quot;_blank&quot;&gt;DamageCounter&lt;/a&gt; - DamageCounter tracks your hits and stores the damage/heal you make to review later.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;A final note: If you want to make your settings character specific (unique for each character) here's a quote from the WHA addon FAQ:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Q&lt;/strong&gt;: How do I get WAR to save all my settings on a per-character basis?&lt;br /&gt;&lt;strong&gt;A&lt;/strong&gt;: Open the file at &amp;lt;WAR DIR&amp;gt;\User\UserSettings.xml (while Warhammer is not running) and look for save_settings_per_character=&quot;false&quot; near the bottom of the file inside a tag named Interface. Change the value inside the quotes from false to true. Then save the xml file and start up WAR; your settings will now be saved per-character instead of globally.&lt;br /&gt;&lt;br /&gt;That's it for now folks!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Added by others below or in other threads&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://war.curse.com/downloads/war-addons/details/ishealbot.aspx&quot; target=&quot;_blank&quot;&gt;http://war.curse.com/downloads/war-addons/details/ishealbot.aspx&lt;/a&gt;&lt;br /&gt;which works with squared. it gives you a little icon on your minimap. You click on it and it gives you a column of boxes. You drag skills from your ability box (V?) into the column. This will mean you can left click on a saquare and if you've dragged in your main heal it will automatically go off without having to click your hotbars. Your second heal can be a'alt+left click and your shield 'shift+left click'. No facility for right clicking but it still means I get my heal dots up faster. Even better, it does not clear your main target. Is the flag carrier your main target? They'll still get the heals if you click your hotbar. Which is nice.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Thorgrimmur&lt;/strong&gt;&lt;/p&gt;]]></description>
        <pubDate>Sat, 18 Oct 2008 14:55:51 +0100</pubDate>
        <category>WAR Game Guides</category>
      </item>
      <item>
        <title>Patch 1.0.2 notes</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=7</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=7</guid>
        <description><![CDATA[&lt;div class=&quot;item&quot;&gt;&lt;img src=&quot;images/articles/patch-notes-header.gif&quot; border=&quot;0&quot; alt=&quot;articles: patch-notes-header.gif&quot; title=&quot;articles: patch-notes-header.gif&quot; width=&quot;590&quot; height=&quot;63&quot; /&gt;&lt;br /&gt;* The war against the gold spammers continues. We've added new code that will hinder the spammers as they seek to carry out their nefarious deeds! This is only the next step, not the final one, in our continued battle against them&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* We have added a 'Join All' button to the scenario window which now allows players to join all scenario queues in their current tier at once.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* In order to promote realm and population balance, some realms on some servers will now award their players with a +20% bonus to renown and experience. This is not a permanent bonus, but rather a temporary incentive to promote balance. Realms currently offering this bonus are marked on the server list with a colored icon; blue for Order and Red for Destruction - Check the Herald for the latest list! &lt;span style=&quot;color: #437397;&quot;&gt;Update: This is now live in game.  Information can be found at the server select screen and on the Herald.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* In response to player feedback, we have made several improvements to the behavior and responsiveness of the siege weapon interface. In addition we have fixed some issues with the control and release processes of siege weapons.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						 					In an ongoing effort to deter players from going AFK while in scenario starting areas, we have made the following changes: 										&lt;br /&gt; - First, players who join a scenario and remain in their realm's spawn area for two minutes will be automatically removed from that scenario. &lt;br /&gt; - Second, upon entering the spawn area of a scenario, players will receive a debuff that prevents them from earning renown and experience. This debuff will be removed when the player leaves the spawn area.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* The level range at which players are able to receive the &quot;Bolster&quot; buff while in RvR has been expanded. This buff will now be available starting three levels lower than it had been previously. Please note this change only applies to Scenarios on Open-RvR Ruleset Servers.
&lt;div class=&quot;subitem&quot;&gt;- 						In tier 2, the buff will apply from rank 8 to rank 17, and will raise players to Battle Rank 18.&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- 						In tier 3, the buff will apply from rank 18 to rank 27, and will raise players to Battle Rank 28.&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- 						In tier 4, the buff will apply from rank 28 to rank 35, and will raise players to Battle Rank 36.&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* In response to player feedback, we've added RvR and NPC chat tabs for new players. These tabs filter scenario chat and NPC chat respectively. In order to minimize frustration to users who have already customized their chat window, we will not be overwriting any current settings, so this change will affect only new players. Players who wish to add these tabs may do so through the normal chat configuration options.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* While in scenarios, players will no longer be able to select &quot;Need&quot; in their loot window unless their career or race can use the item being offered. Players of a lower level than required by the item are still eligible to roll. Outside of scenarios, this feature is an optional setting that may be turned on manually by group leaders.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						We have fixed an issue that was causing claimed keeps to forget that they had been claimed after a server restart.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Improvements have been made to how pets follow and they should now return to their owners more quickly.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* We continue to work on the issues with the pet window. We have identified and corrected another bug which was causing this window to disappear.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Improvements have been made regarding an issue that was causing pets to teleport back to their owners after combat.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* Fixed a bug that prevented players from creating an alliance with more than two guilds. Now that this issue is resolved, alliances can grow to great numbers to crush their enemies!&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* Due to reports that text logging in RvR may have been affecting performance in some cases, we have set combat and chat logging to be turned off by default. Players who wish to turn their logging on once more can do so by changing their game settings. Please note that there is a certain risk to changing your game settings, and so this process is only recommended for advanced users.
&lt;div class=&quot;subitem&quot;&gt;- 						In the game directory, in the user folder, locate the file named UserSettings.xml.&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- Edit that file with Notepad or Wordpad (double clicking on it will usually result in Internet Explorer showing the file and it will not be editable.)&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- 						Find the line that says, .&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- 						Change &quot;false&quot; to &quot;true&quot;.&lt;/div&gt;
&lt;div class=&quot;subitem&quot;&gt;- 						Save the file to the proper directory.&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/patch-notes-header.gif&quot; border=&quot;0&quot; alt=&quot;articles: patch-notes-header.gif&quot; title=&quot;articles: patch-notes-header.gif&quot; width=&quot;590&quot; height=&quot;63&quot; /&gt;&lt;/p&gt;
&lt;div class=&quot;category&quot;&gt;
&lt;h2 class=&quot;foretext&quot;&gt;General Changes and Bug Fixes&lt;/h2&gt;
&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Ongoing improvements have been made to client and server stability.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* In order to deter players from spam-mailing, WAR continues to enforce a 5-second delay between sending mail messages. However, we have reduced this delay to 1 second for mails being sent to alts or guildmates.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						We have fixed an issue that was causing monsters to lose their aggression toward players in some rare cases.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* We have identified a small percentage of monsters in the game that were slightly less challenging than originally designed. We have adjusted the abilities of these monsters to bring them in line with their intended level of difficulty.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Fixed an issue that was allowing players to change their tactics configuration during combat.&lt;/div&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/patch-notes-header.gif&quot; border=&quot;0&quot; alt=&quot;articles: patch-notes-header.gif&quot; title=&quot;articles: patch-notes-header.gif&quot; width=&quot;590&quot; height=&quot;63&quot; /&gt;&lt;/p&gt;
&lt;div class=&quot;category&quot;&gt;
&lt;h2 class=&quot;foretext&quot;&gt;Items&lt;/h2&gt;
&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Warlord Set Trinkets were missing their career requirements. Career requirements have been added to these items.&lt;/div&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/patch-notes-header.gif&quot; border=&quot;0&quot; alt=&quot;articles: patch-notes-header.gif&quot; title=&quot;articles: patch-notes-header.gif&quot; width=&quot;590&quot; height=&quot;63&quot; /&gt;&lt;/p&gt;
&lt;div class=&quot;category&quot;&gt;
&lt;h2 class=&quot;foretext&quot;&gt;UI&lt;/h2&gt;
&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* In response to player feedback, we have made several improvements to the behavior and responsiveness of the siege weapon interface.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						The words in the chat tab labels will no longer disappear when players change the game's graphical resolution.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						The chat window will no longer slide upward when being resized.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* Fixed some issues with the creation of chat tabs. Newly-created chat tabs should no longer continue beyond the border of the chat window.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* Players who interact with guild vaults while their inventory is full will no longer see items in the guild vault disappear.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* We have fixed an issue that was causing the game not to remember the chat prefix (/tell, /g, /wb), forcing players to retype it each time. The game should now correctly remember the chat prefix.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Chat font settings will now save properly.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Fixed an issue which was causing healers to lose targeting on a player who they just resurrected.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* A number of game actions and NPC and monster communications were being sent to players through the wrong chat channel. We have made several fixes relating to these issues.&lt;/div&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/patch-notes-header.gif&quot; border=&quot;0&quot; alt=&quot;articles: patch-notes-header.gif&quot; title=&quot;articles: patch-notes-header.gif&quot; width=&quot;590&quot; height=&quot;63&quot; /&gt;&lt;/p&gt;
&lt;div class=&quot;category&quot;&gt;
&lt;h2 class=&quot;foretext&quot;&gt;&lt;strong&gt; RvR&lt;/strong&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						We have fixed an issue that was causing claimed keeps to forget that they had been claimed after a server restart.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* 						Players' use of siege weapons will be no longer be interrupted when those players take damage.&lt;/div&gt;
&lt;div class=&quot;item&quot;&gt;* We have fixed an issue that was preventing players from opening the main door of a captured keep which belonged to their realm.&lt;/div&gt;]]></description>
        <pubDate>Sun, 12 Oct 2008 17:37:43 +0100</pubDate>
        <category>Patch notes</category>
      </item>
      <item>
        <title>Patch 1.0.1</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=6</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=6</guid>
        <description><![CDATA[&lt;h1&gt;Patch 1.0.1&lt;/h1&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;Highlights&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Players no longer need to scroll down through the EUALA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept.&lt;/li&gt;
&lt;li&gt;The war against the gold sellers continues! We have made improvements to the Appeal system to allow players to report spam messages from gold sellers more quickly.&lt;/li&gt;
&lt;li&gt;TAB-targeting should now more consistently select the nearest enemy in the player's field of view.&lt;/li&gt;
&lt;li&gt;Corrected an issue that was preventing players from adding new friends to their friend list even while the number of existing friends was below the list's size limit.&lt;/li&gt;
&lt;li&gt;Fixed the issue that was causing players to sometimes get stuck in a particular animation state.&lt;/li&gt;
&lt;li&gt;Monsters which change velocity while moving in combat should no longer return &quot;Target is Out of Range&quot; sometimes when attacked by players. &lt;/li&gt;
&lt;li&gt;The /ignore command will now work more consistently.&lt;/li&gt;
&lt;li&gt;In response to player feedback, we have made improvements to player pet movement and behaviors.&lt;/li&gt;
&lt;li&gt;The Pet window should no longer disappear when its master is zoning or entering the game.&lt;/li&gt;
&lt;li&gt;We made many UI fixes including a new &quot;autoloot&quot; feature requested by many players.&lt;/li&gt;
&lt;li&gt;Guild cloaks will now display their heraldry properly.&lt;/li&gt;
&lt;li&gt;We have made several improvements to the chat window, and it should now be more intuitive to use and set up. A number of chat window issues were resolved in the process. We are continuing to work on your requests about chat, with more improvements to come in the future.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt; &lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;General Changes and Bug Fixes&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Player pets have learned to behave themselves. They should now listen to their masters and stay focused while in combat with monsters, rather than dancing erratically. In addition, they should follow obediently at their masters’ side rather than spinning around.&lt;/li&gt;
&lt;li&gt;Monsters that are rooted in place will no longer appear to chase you if you flee from them, even though they are still rooted.&lt;/li&gt;
&lt;li&gt;Continued improvements have been made to client stability and performance.&lt;/li&gt;
&lt;li&gt;We have fixed an issue that was awarding an overly large experience bonus to players who killed many monsters in rapid succession (IE, several killing blows within a second or two of each other). This will largely only affect small groups that use AE abilities to kill off a very large number of monsters with a single ability activation.&lt;/li&gt;
&lt;li&gt;Fixed an issue that would sometimes cause roots to last longer than they should.&lt;/li&gt;
&lt;li&gt;The delay between sending multiple mails has been reduced from 20 seconds to 5 seconds.&lt;/li&gt;
&lt;li&gt;We have found and eliminated an occasional zone crash bug.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;White Lion&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Fixed an issue that was allowing players to use the &quot;Pounce&quot; ability without an enemy target. The ability now requires an enemy target to jump towards.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Shaman&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The debuff from &quot;Hurts, Don't It&quot; will no longer stack with itself.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt; &lt;br /&gt; &lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;Content&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;We have identified a couple of serious bugs that trivialize the content in the Lost Vale dungeon. We have disabled the dungeon entrance while we investigate these issues. Thank you for your understanding as we work to better your in game experience!&lt;/li&gt;
&lt;li&gt;The Public Quest &quot;Wagon Defense&quot; will no longer get stuck because of objectives spawning in trees.&lt;/li&gt;
&lt;li&gt;Fixed a bug in the &quot;Wagon Defense&quot; quest.&lt;/li&gt;
&lt;li&gt;The quest &quot;Killing Time&quot; should now allow players to gain credit when killing enemy characters in the Stone Troll Crossing scenario.&lt;/li&gt;
&lt;li&gt;Lorcar Perrithan no longer offers the quest &quot;Phoenix Gate&quot;. Players can now obtain this quest from the Uthorin Warscout.&lt;/li&gt;
&lt;li&gt;The Gunbad instance lockouts will now be 30 minutes instead of 24 hours.&lt;/li&gt;
&lt;li&gt;We have corrected an issue that was preventing Erikwuf Wrathbound from offering the &quot;Good Will&quot; quest.&lt;/li&gt;
&lt;li&gt;Some monsters have been identified that were dropping Destruction items for Order players. These monsters will now drop Order items for Order players.&lt;/li&gt;
&lt;li&gt;Fixed an issue with the spawning of burning bushes in the &quot;Rewards for the Faitfhful&quot; quest.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt; &lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;UI&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A feature has been added to User Settings which allows players to auto loot corpses by default. Players can enable this feature by selecting the &quot;always auto loot&quot; option, under the game play section. Please note that holding shift while looting with the option enabled will cause you to loot normally. When the option is disabled, shift-loot will still auto loot all.&lt;/li&gt;
&lt;li&gt;Guild cloaks will now retain heraldry settings through zoning.&lt;/li&gt;
&lt;li&gt;Corrected an issue that was preventing players from adding new friends to their friend list even while below the list's size limit&lt;/li&gt;
&lt;li&gt;Improvements to the behavior of TAB-targeting. This should now more accurately target the nearest enemy in the player's field of view.&lt;/li&gt;
&lt;li&gt;The /ignore command will now work more consistently&lt;/li&gt;
&lt;li&gt;The Pet window should no longer disappear when zoning or entering the game&lt;/li&gt;
&lt;li&gt;In some cases, the chat window would reset to default position upon logout. This should no longer occur.&lt;/li&gt;
&lt;li&gt;Resizing the chat window should no longer cause the chat window to reposition itself.&lt;/li&gt;
&lt;li&gt;The text entry button is now colored to match the color of the channel the player is currently defaulting to for text entry.&lt;/li&gt;
&lt;li&gt;Hitting enter no longer fades in the entire chat window, instead it just fades the text entry box.&lt;/li&gt;
&lt;li&gt;Changing resolutions should no longer cause the chat tab labels to disappear.&lt;/li&gt;
&lt;li&gt;If more chat tabs are created than the width of the chat window is able to display, then buttons allowing the player to scroll forward and backwards through the chat tabs will appear.&lt;/li&gt;
&lt;li&gt;When resizing the chat window, players will now get a resizing cursor.&lt;/li&gt;
&lt;li&gt;Left-clicking on the chat window now causes it to fade immediately.&lt;/li&gt;
&lt;li&gt;When dragging a chat tab off of the chat window players will now get a &quot;phantom chat tab&quot; until they release the mouse button, instead of creating and dragging the new tab immediately.&lt;/li&gt;
&lt;li&gt;When docking one chat window to another, an arrow indicator is now displayed on the chat tab listing which indicates where in the order of chat tabs the tab will now be placed.&lt;/li&gt;
&lt;li&gt;When creating a new tab, the properties of the new tab are cloned from the original tab chosen. For example, using New Tab on the Combat tab menu creates a Combat(1) tab with all the same filters and font settings of the original Combat tab.&lt;/li&gt;
&lt;li&gt;Players will no longer be able to use the /petname command unless they have a White Lion out&lt;/li&gt;
&lt;li&gt;New Cycle Enemy Target action added as a handier version of Target Next Enemy. This action is bound to Tab by default; existing characters will not have their keybindings changed, so if you would like to use this action instead of Target Next Enemy with your current character, you will need to change this keybind.&lt;/li&gt;
&lt;li&gt;Fixed an issue that was causing the health bar fade option to work incorrectly.&lt;/li&gt;
&lt;li&gt;We have re-skinned the Guild Registrar interaction window.&lt;/li&gt;
&lt;li&gt;Fixed an issue that was causing the health bar fade option to work incorrectly.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt; &lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;International&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Many parts of the UI have been modified to fit localized text properly:
&lt;ul&gt;
&lt;li&gt;Quest Titles in the Quest Dialog window&lt;/li&gt;
&lt;li&gt;Zone Names in the Zone Loading screen&lt;/li&gt;
&lt;li&gt;The Title Bar in the Open Parties and Warband’s window&lt;/li&gt;
&lt;li&gt;Tactic Names in the Guild Tactics store window&lt;/li&gt;
&lt;li&gt;Zone Names in the Guild Roster tab of the Guild window&lt;/li&gt;
&lt;li&gt;Permission Text in the Admin tab of the Guild window&lt;/li&gt;
&lt;li&gt;Alliance Information in the Alliance tab of the Guild window&lt;/li&gt;
&lt;li&gt;Requirement (Blue) Ability Tooltip text&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Fixed an issue with chat text in localized versions of the game.&lt;/li&gt;
&lt;/ul&gt;]]></description>
        <pubDate>Thu, 02 Oct 2008 22:23:50 +0100</pubDate>
        <category>Patch notes</category>
      </item>
      <item>
        <title>WAR 4.1 Patch Notes</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=5</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=5</guid>
        <description><![CDATA[&lt;h2 id=&quot;post-58&quot; class=&quot;title&quot;&gt;WAR 4.1 Patch Notes&lt;/h2&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Players are now limited to one realm per server. This reflects the set-up of servers at launch and promotes a more balanced RvR environment for testing.&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;&lt;strong&gt;Combat &amp;amp; Careers&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt; The Careers and Combat team has been very busy combing through your feedback and making the changes they think are necessary to these areas. Here are some of the changes that have been made. The duration of many buffs and debuffs has been extended. Many abilities have been relabeled as Hex, Curse, Ailment, Blessings or Enchantments. Extensive balance work has been done, focusing on the Engineer, Magus, and Squig Herder. Finally, Tanks, Rogues, and Melee Healers have gained Shatter style abilities to help remove enemy buffs.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;General&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Ability training costs have been slightly reduced for careers which have more abilities to train.&lt;/li&gt;
&lt;li&gt;Book of Binding: This ability has been changed from an item to an ability. All players will now begin with this ability.&lt;/li&gt;
&lt;li&gt;Bolster no longer persists across zones or login.&lt;/li&gt;
&lt;li&gt;Players should now receive their 2nd RvR Tactic slot at Realm Rank 20.&lt;/li&gt;
&lt;li&gt;At Realm Rank 65, players are automatically given a buff that permanently increases their total AP Pool size by 25.&lt;/li&gt;
&lt;li&gt;At Realm Rank 75, players are automatically given a buff that permanently increases their total AP Pool size by 25 (to a total of 300).&lt;/li&gt;
&lt;li&gt;Players will automatically get an extra Mastery Point at Renown Ranks 40, 50, 60 and 70. This brings the total number of Mastery Points a career can earn to 29.&lt;/li&gt;
&lt;li&gt;At Realm Rank 80, players will receive a passive buff which gives them a bonus to every Mastery Path as if they spent one point in each path.&lt;/li&gt;
&lt;li&gt;Many abilities have been relabeled as Hex, Curse, Ailment, Blessings or Enchantments.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Death System&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Players who have been resurrected will now receive a 50% debuff to all statistics, except wounds, for one minute.&lt;/li&gt;
&lt;li&gt;Players will now receive a 10% debuff to wounds each time they release from death. These debuffs stack with themselves up to 50%.&lt;/li&gt;
&lt;li&gt;The debuff lasts 15 minutes if a player was to die and release in PVE.&lt;/li&gt;
&lt;li&gt;The debuff lasts 3 minutes if a player were to die and release in RVR.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Guild Standards&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Enhanced Destruction I, II, III: These abilities have been removed and replaced by Forceful Magic I, II, III: The effectiveness of these abilities has been reduced.&lt;/li&gt;
&lt;li&gt;Forceful Weapons I, II, III: The effectiveness of these abilities has been reduced..&lt;/li&gt;
&lt;li&gt;Forceful Bolts I, II, III: The effectiveness of these abilities has been reduced.&lt;/li&gt;
&lt;li&gt;Forceful Mending I, II, III: The effectiveness of these abilities has been reduced.&lt;/li&gt;
&lt;li&gt;Players will now gain Renown Points for successfully capturing an enemy’s planted Guild Standard.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Melee Archetype&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Confusing Movements: This ability now works correctly.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Ranged DPS Archetype&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Explosive Shots: This morale ability will now only activate once per second.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Tank Archetype&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Focused Offense: The effectiveness of these abilities has been reduced, and we have changed the damage-taken debuff to an armor debuff.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Dark Elf Racial Tactics&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Increased Pain: This ability has been replaced by Bathing In Blood.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;High Elf Racial Tactics&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Centuries of Training: This ability’s effect no longer stacks with itself.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Archmage&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Storm of Cronos: The duration has been increased.&lt;/li&gt;
&lt;li&gt;Feel the Winds: The duration has been increased.&lt;span&gt;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;Law of Age: The duration has been increased.&lt;/li&gt;
&lt;li&gt;Cleansing Light: This ability now removes one Ailment or Hex from your target.&lt;/li&gt;
&lt;li&gt;Storm of Cronos: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Feel the Winds: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Law of Age The duration of this ability has been increased.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Black Orc&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Hold the Line: The reuse timer has been removed.&lt;/li&gt;
&lt;li&gt;Shatter Enchantment: A new ability which removes an Enchantment from your enemy. Upon removal, your enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Wot Armor: This ability now stacks correctly between multiple Black Orcs. The effect has been changed.&lt;/li&gt;
&lt;li&gt;Da Biggest: This ability’s triggered effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Follow me Lead: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Tuffer n Nails: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Right in Da Jibblies: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Wot Armor?: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Da Greenest!: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Saving Me Hide: This ability’s effect now last 20 seconds..&lt;/li&gt;
&lt;li&gt;Big Swing: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;We’z Bigger: This ability’s effect now last 20 seconds., and increases armor by slightly less.&lt;/li&gt;
&lt;li&gt;WAAAAAAAAGH: This ability’s effect now last 20 seconds.&lt;/li&gt;
&lt;li&gt;Plan mechanic now advances whether or not the target defends against it.&lt;/li&gt;
&lt;li&gt;Da Biggest!: This ability’s effect now triggers a random stat drain from all targets near you.&lt;/li&gt;
&lt;li&gt;Da Greenest!: This ability’s effect now triggers a resist buff to your group based on the type of magic damage taken.&lt;/li&gt;
&lt;li&gt;Da Toughest!: This ability’s effect now triggers a wounds buff and will heal you for the difference.&lt;/li&gt;
&lt;li&gt;An Bestest!: Da Biggest will now affect members of your group in the radius.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Bright Wizard&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Cauterize: This ability now removes one Curse, Ailment, or Hex.&lt;/li&gt;
&lt;li&gt;Favourable Winds: This ability has been removed&lt;/li&gt;
&lt;li&gt;Backdraft: This is a new ability which has been added to the Path Of Conflagration.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Chosen&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Hold the Line: Removed the reuse timer of this ability.&lt;/li&gt;
&lt;li&gt;Sever Blessing: This ability now removes a Blessing from your target. Upon removal, your enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Cleave: This abiltiy now stacks correctly between multiple Chosen.&lt;/li&gt;
&lt;li&gt;Seeping Wound: The damage of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Blast Wave:We have increased the duration on the debuff.&lt;/li&gt;
&lt;li&gt;Oppression: We have increased the duration on the armor buff.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Disciple of Khaine&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Consume Strength: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Warding Strike: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Consume Enchantment: This ability now removes an Enchantment from your enemy. Upon removal, your enemy takes damage. This ability can be purchased at level 25.&lt;/li&gt;
&lt;li&gt;Uncaring Dismissal: This ability is now available at level 40.&lt;/li&gt;
&lt;li&gt;Patch Wounds: This ability now removes one Ailment or Hex from your target.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Engineer&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Turrets 
&lt;ul&gt;
&lt;li&gt;Now use abilities based purely on cool down times, instead of weighted random changes.&lt;/li&gt;
&lt;li&gt;May now be ordered to use any of their abilities.&lt;/li&gt;
&lt;li&gt;Now have autoattacks.&lt;/li&gt;
&lt;li&gt;Special abilities are now learned from your trainer as you gain ranks.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gun Turret 
&lt;ul&gt;
&lt;li&gt;Shot renamed to Penetrating Round, and effect changed.&lt;/li&gt;
&lt;li&gt;Penetrating Round is now trained at rank 7.&lt;/li&gt;
&lt;li&gt;Machine Gun is now trained at rank 18.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bombardment Turret 
&lt;ul&gt;
&lt;li&gt;Grenade renamed to Cannon Shot, and effect changed.&lt;/li&gt;
&lt;li&gt;High-Explosive Grenade is now trained at rank 13.&lt;/li&gt;
&lt;li&gt;Shock Grenade is now trained at rank 23.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Flame Turret&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Scorcher renamed Steam Vent, and effect changed.&lt;/li&gt;
&lt;li&gt;Flamethrower is now trained at rank 11.&lt;/li&gt;
&lt;li&gt;Steam Vent is now trained at rank 21.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slow And Steady: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Pepper Bomb: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Ammo Compartment: This ability has been removed.&lt;/li&gt;
&lt;li&gt;High-Explosive Ammo: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Spanner Swipe: This ability has been removed from the Path of the Tinkerer, changed to a Hex, and had its duration increased.&lt;/li&gt;
&lt;li&gt;Fire Bomb: The ability has been moved to Level 2, complete redesign.&lt;/li&gt;
&lt;li&gt;Friction Burn: We have changed the effect of this ability, increased its cool down, and changed it to a Hex.&lt;/li&gt;
&lt;li&gt;Acid Bomb: We have increased the cost of this ability, changed its effect, and changed it to a Hex.&lt;/li&gt;
&lt;li&gt;Flame Turret: This ability has been moved to rank 6.&lt;/li&gt;
&lt;li&gt;Blunderbuss Blast: This ability has been moved to rank 6, removed build time, removed cool down, reduced radius, and reduced damage.&lt;/li&gt;
&lt;li&gt;Bombardment Turret: This ability has been moved to rank 8.&lt;/li&gt;
&lt;li&gt;Incendiary Rounds: This ability has been moved to rank 9, had its duration increased, and changed to a Hex.&lt;/li&gt;
&lt;li&gt;Flak Jacket: This is a new ability at rank 11.&lt;/li&gt;
&lt;li&gt;Hip Shot: The minimum range has been removed and its damage reduced.&lt;/li&gt;
&lt;li&gt;Flashbang Grenade: We moved this to rank 14 and changed its effect.&lt;/li&gt;
&lt;li&gt;Fragmentation Grenade: The damage has been adjusted and it has been changed to a Hex.&lt;/li&gt;
&lt;li&gt;Land Mine: This ability has been moved to rank 18 and its effect has been changed.&lt;/li&gt;
&lt;li&gt;Concussion Grenade: This ability has been moved to rank 20.&lt;/li&gt;
&lt;li&gt;Burn Salve: This ability has been moved to rank 28 and changed to Enchantment.&lt;/li&gt;
&lt;li&gt;Signal Flare: This ability has had its effect changed, and has been moved into the Path Of The Rifleman.&lt;/li&gt;
&lt;li&gt;Static Discharge: This is a new ability which has been added at rank 35.&lt;/li&gt;
&lt;li&gt;Phosphorous Shells: This ability has been moved into the Path Of The Rifleman and its effect has been changed.&lt;/li&gt;
&lt;li&gt;Sticky Bomb: This is a new ability added to the Path of the Grenadier.&lt;/li&gt;
&lt;li&gt;Napalm Grenade: : This is a new ability added to the Path of the Grenadier&lt;/li&gt;
&lt;li&gt;Strafing Run: : This is a new ability added to the Path of the Grenadier,.&lt;/li&gt;
&lt;li&gt;Lightning Rod: : This is a new ability added to the Path of the Tinkerer,.&lt;/li&gt;
&lt;li&gt;Bugman’s Best: The effect of this ability has been changed.&lt;/li&gt;
&lt;li&gt;Concussive Mine: The effect of this ability has been changed.&lt;/li&gt;
&lt;li&gt;Reinforced Casing: This ability no longer summon turrets with “missing” health. The bonus wounds are now granted and immediately healed.&lt;/li&gt;
&lt;li&gt;Tracer Rounds: This ability no longer provides benefit when you have no Turret up.&lt;/li&gt;
&lt;li&gt;Burn Gel: This is a new ability gained at rank 7 that increases your groups Elemental resists.&lt;/li&gt;
&lt;li&gt;Engineers will now gain more Weapon Skill per level as they level up.&lt;/li&gt;
&lt;li&gt;Engineers will now gain less Strength per level as they level up.&lt;/li&gt;
&lt;li&gt;All pet abilities will now queue up on the pet for up to 5 seconds each, until they successfully fire.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;&lt;br /&gt; Ironbreaker&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Vengeful Strike: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Guarded Attack: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Inspiring Attack: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;tone Breaker: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Stubborn as Stone: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Hold the Line: This ability’s reuse timer has been removed.&lt;/li&gt;
&lt;li&gt;Sever Blessing: This ability now removes a Blessing from your target. Upon removal, your enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Dwarven Riposte: This ability now builds the correct amount of Grudge.&lt;/li&gt;
&lt;li&gt;Oath of Vengeance: This ability now properly buffs allies around your Oath Friend.&lt;/li&gt;
&lt;li&gt;Stone Breaker: This ability now has a reduced cool down time, reduced damage, and we have removed the Great weapon requirement.&lt;/li&gt;
&lt;li&gt;Stone Breaker: This ability’s Armor debuff is now percentage-based.&lt;/li&gt;
&lt;li&gt;Stone Breaker: This ability has been moved to rank 16.&lt;/li&gt;
&lt;li&gt;Rune-Etched Axe: This ability now has a reduced cool down time.&lt;/li&gt;
&lt;li&gt;Rune-Etched Axe: This ability has been moved to rank 35.&lt;/li&gt;
&lt;li&gt;Rune Etched Axe: This ability will no longer ignore line of sight.&lt;/li&gt;
&lt;li&gt;Grudge Bearer: We fixed an issue that allowed the mechanic of this ability to show in in the ability window.&lt;/li&gt;
&lt;li&gt;Cave-In: The cost of this ability has been increased, and its cool down and knockdown duration reduced.&lt;/li&gt;
&lt;li&gt;Shield of Reprisal: This ability no longer adds additional grudge, and will now Knockdown for 3 seconds.&lt;/li&gt;
&lt;li&gt;Away With Ye: Damage and Grudge cost of this ability has been reduced.&lt;/li&gt;
&lt;li&gt;Guarded Attack: The cost of this ability has increased.&lt;/li&gt;
&lt;li&gt;Oath Friend: This ability should once again build grudge as intended. It will now remove itself from the caster if the Oath Friend leaves the group, and two Iron Breakers Oath Friending each other will no longer over write the effect on one.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Magus&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Daemonic Maw: This is a new melee ability which deals damage and will snare Hexed targets.&lt;/li&gt;
&lt;li&gt;Rend Winds: This ability is now available at rank 2.&lt;/li&gt;
&lt;li&gt;Strengthen Thrall: This ability is now available at rank 3.&lt;/li&gt;
&lt;li&gt;Infernal Blast: This ability’s cost has been reduced, its build time removed, and it now deals Elemental damage over time. Its arc has increased, and its range has decreased. It is now available at rank 4 and associated with Path of Daemonology.&lt;/li&gt;
&lt;li&gt;Glean Magic: This ability’s cost has increased, and it is now an AoE Spirit DoT and Spirit resist Hex debuff lasting 20 seconds. It is now associated with Path of Changing.&lt;/li&gt;
&lt;li&gt;Daemonic Lash: The cost and damage of this ability has been reduced, its cool down removed, and it and now deals Spirit damage to all targets in front of you. It is also now available at rank 4.&lt;/li&gt;
&lt;li&gt;Baleful Transmogrification: This is a new Path of Havoc ability obtained at rank 9. It Hexes target with an Elemental DoT.&lt;/li&gt;
&lt;li&gt;Tzeentch’s Grip: This ability has been renamed Tzeentch’s Grasp.&lt;/li&gt;
&lt;li&gt;Surging Violet Fire: This ability is now obtained at rank 12.&lt;/li&gt;
&lt;li&gt;Surge of Insanity: The cost of this ability has increased, and now has 1 second build time and 10 second cool down. It now interrupts and deals Spirit damage to the target and those around them, and is now available at rank 14.&lt;/li&gt;
&lt;li&gt;Pandemonium: This is a new Path of Changing ability available at rank 16. It Hexes targets in AoE with a Spirit DoT.&lt;/li&gt;
&lt;li&gt;Daemonic Infestation: A New Path of Daemonology ability available at rank 18, which summons a minor daemon that explodes when approached by enemies.&lt;/li&gt;
&lt;li&gt;Warping Blast: The cost, damage, build time, cool down and knock back of this ability have all been reduced. Its snare aspect has been removed. It now deals Spirit damage and is no longer a mastery ability. It is now available at rank 20 and is associated with the Path of Changing.&lt;/li&gt;
&lt;li&gt;Resummon: This is a new ability obtained at rank 22 that teleports your current pet to you.&lt;/li&gt;
&lt;li&gt;Instability: This ability is now available at rank 25.&lt;/li&gt;
&lt;li&gt;Daemonic Resistance: This ability is now available at rank 28.&lt;/li&gt;
&lt;li&gt;Withered Soul: This is a new Path of Havoc ability which deals damage over time while reducing the target’s Disrupt chance.&lt;/li&gt;
&lt;li&gt;Mutating Blue Fire: This ability is now available at rank 35.&lt;/li&gt;
&lt;li&gt;Warpfire: This is a new Path of Demonology ability available at rank 40, which is a channeled Elemental PBAE.&lt;/li&gt;
&lt;li&gt;Perils of the Warp: This ability now deals damage whenever the target uses magic.&lt;/li&gt;
&lt;li&gt;Tzeentch’s Firestorm: The casting range of this ability has increased, and it can now be obtained 5 steps into Path of Havoc.&lt;/li&gt;
&lt;li&gt;Seed of Chaos: The cost and DoT damage have been reduced, and this ability now deals spirit damage. Also, the explosion damage has been increased.&lt;/li&gt;
&lt;li&gt;Dissolving Mist: This ability is now a Mastery ability which can be obtained 9 steps into the Path of Changing. Its effect can now target the ground to summon a cloud of damaging mist that grows more powerful the longer it is out.&lt;/li&gt;
&lt;li&gt;Indigo Fire of Change: This ability can now can be obtained 13 steps into the Path of Daemonology, and now deals Spirit damage.&lt;/li&gt;
&lt;li&gt;Agonizing Torrent: This ability is now a Mastery ability which can be obtained 5 steps into the Path of Daemonology. Its cost and cool down have increased, and its build time reduced.&lt;/li&gt;
&lt;li&gt;Aegis of Orange Fire:This ability is now a Mastery ability which can be obtained 9 steps into the Path of Daemonology. It now increases Wounds and heals the Magus for the difference, as well as dealing Elemental damage back to anyone striking the Magus in Melee combat.&lt;/li&gt;
&lt;li&gt;All turrets: Turrets now use abilities based purely on cool down times, instead of weighted random chances.&lt;/li&gt;
&lt;li&gt;All turrets: Turret special abilities are now learned from the Magus’ trainer as they gain ranks.&lt;/li&gt;
&lt;li&gt;Daemonic Consumption: This ability is now available at rank 7 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Daemonic Fire: This ability is now available at rank 17 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Flame of Tzeentch: This ability is now available at rank 13 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Flames of Change: This ability is now available at rank 13 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Warping Energy: This ability is now available at rank 11 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Coruscating Energy: This ability is now available at rank 21 and its effect has changed.&lt;/li&gt;
&lt;li&gt;Daemon Infestation: This is a new ability available 13 steps into the Path of Daemonology. It summons a small daemon that explodes when approached by enemies, knocking them down.&lt;/li&gt;
&lt;li&gt;Boon of Tzeentch: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Swat Aside: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Theft of Words: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Exchange Vitality: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Pets now internally queue their abilities, making them more reliable to activate.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Marauder&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Touch of Instability: This ability’s damage has been increased.&lt;/li&gt;
&lt;li&gt;Rend: This ability now stacks correctly among multiple Marauders.&lt;/li&gt;
&lt;li&gt;Corruption: We increased the duration of the debuff.&lt;/li&gt;
&lt;li&gt;Assault: We increased the duration of the buff.&lt;/li&gt;
&lt;li&gt;Pulverize: We increased the duration of the debuff.&lt;/li&gt;
&lt;li&gt;Wave of Mutilation: We increased the duration of the debuff and damage over time, and increased the damage on the damage over time ability.&lt;/li&gt;
&lt;li&gt;Deeply Impaled: We increased the duration of the debuff.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Runepriest&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Rune of Cleansing: This ability now removes one Curse or Ailment from the Runepriest’s target.&lt;/li&gt;
&lt;li&gt;All Master Runes are now placeable ground target effects with 30 second cool downs and 30 second durations.&lt;/li&gt;
&lt;li&gt;Rune of Warding: This ability now only affects Corporeal Resist.&lt;/li&gt;
&lt;li&gt;Rune of Shielding: This ability is now instant cast, but has a 20 second cool down.&lt;/li&gt;
&lt;li&gt;Regenerative Shielding: This ability’s tooltip now mentions that armor boost will also ignore armor penetration from attacks.&lt;/li&gt;
&lt;li&gt;Ancestor’s Blessing: This ability’s tooltip now mentions that this ability will not affect the caster.&lt;/li&gt;
&lt;li&gt;Rune of Nullification: Now mentions debuff duration.&lt;/li&gt;
&lt;li&gt;Spec Tactics are now properly classified as Spec tactics.&lt;/li&gt;
&lt;li&gt;Rune of Shielding: The cool down of this ability has increased to 20 seconds as originally intended.&lt;/li&gt;
&lt;li&gt;Rune of Preservation and Concussive Runes: These abilities will no longer stack with other De-taunts.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Shadow Warrior&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Eye Shot: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Wrist Slash: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;No Respite: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Hunter’s Fervor: This ability is now an Enchantment&lt;/li&gt;
&lt;li&gt;Eye Shot: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Wrist Slash: The duration of this ability has been increased..&lt;/li&gt;
&lt;li&gt;No Respite: The duration of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Fell the Weak: The damage of this ability has been decreased if the target is greater than or equal to 20% health. Its damage has been increased significantly, if the target is below 20% health. Also, the healing debuff duration has been increased.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Shaman&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Greener ‘n Cleaner: This ability now removes one Curse or Ailment from your target.&lt;/li&gt;
&lt;li&gt;Yer A Weaklin’: We have increased the duration of the debuff.&lt;/li&gt;
&lt;li&gt;Stop Hittin’ Me: We have increased the duration of the debuff&lt;/li&gt;
&lt;li&gt;Scuse Me!: We have increased the duration of the debuff&lt;/li&gt;
&lt;li&gt;You’z Squishy: We have increased the duration of the debuff&lt;/li&gt;
&lt;li&gt;Hurts, Don’t It?: We have increased the duration of the debuff&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Sorcerer &lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Most hostile effects are now Curses.&lt;/li&gt;
&lt;li&gt;Word of Pain: We have increased the cost and reduced the damage of this ability, and it now stacks correctly among multiple Sorcerers.&lt;/li&gt;
&lt;li&gt;Umbral Strikes: This ability has been renamed Frozen Touch.&lt;/li&gt;
&lt;li&gt;Shadow Spike: This ability has been renamed Ice Spikes.&lt;/li&gt;
&lt;li&gt;Stricken Limbs: This ability has been renamed Frostbite.&lt;/li&gt;
&lt;li&gt;Cataclysmic Darkness: This ability has been renamed Arctic Blast.&lt;/li&gt;
&lt;li&gt;Dire Blast: We have increased the damage of this ability.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Squig Herder&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Squig Armor: The Squig Herder can no longer use a mount while inside Squig Armor. This ability is now Level 9. Also, it is now a toggle that increases toughness, strength and wounds&lt;/li&gt;
&lt;li&gt;New abilities have been added for use inside of squig armor: ‘Ard Noggin, Big Claw, BOOM!, Indigestion, Big Bouncin!&lt;/li&gt;
&lt;li&gt;All Squigs have had their stats adjusted. They should now deal slightly more damage and be slightly tougher.&lt;/li&gt;
&lt;li&gt;The basic Squig now has two new abilities: Squig Squeal and Death From Above.&lt;/li&gt;
&lt;li&gt;Summon Horned Squig: This ability now increases the range of the Squig Herder’s ranged abilities.&lt;/li&gt;
&lt;li&gt;Cut Ya! Is now a rank 8 ability.&lt;/li&gt;
&lt;li&gt;Don’t Hit Me! Is now a rank: 30 ability.&lt;/li&gt;
&lt;li&gt;Bounce is now a rank 30 ability.&lt;/li&gt;
&lt;li&gt;Shout: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Lemme Out! This ability has been removed.&lt;/li&gt;
&lt;li&gt;Bite This ability has been removed.&lt;/li&gt;
&lt;li&gt;Spin ‘n Slash: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Foot Stab: This ability has been removed.&lt;/li&gt;
&lt;li&gt;Head Butt: This ability now deals a medium knockback as well as damage.&lt;/li&gt;
&lt;li&gt;Summon Gas Squig: This ability now increases the Squig Herder’s Armor.&lt;/li&gt;
&lt;li&gt;Bad Gas: This ability now deals PBAE damage and heals the Squig Herder if he is inside the radius and inside Squig Armor.&lt;/li&gt;
&lt;li&gt;Goop Shootin’: This ability’s damage has been increased.&lt;/li&gt;
&lt;li&gt;Poisoned Spine: This is a new ability which has been added to the Spined Squig.&lt;/li&gt;
&lt;li&gt;Spine Fling: This ability now deals channeled damage.&lt;/li&gt;
&lt;li&gt;Stabbity: This ability’s damage has been increased&lt;/li&gt;
&lt;li&gt;Chomp: This ability has been renamed to Git Em! and its effect has been changed so that both the Squig Herder and Squig deal damage.&lt;/li&gt;
&lt;li&gt;Cut Ya!: The damage of this ability has increased&lt;/li&gt;
&lt;li&gt;Drop That!!: Will now disarm and deal damage to the target. Build has inceased, cost has increased, reuse has increased.&lt;/li&gt;
&lt;li&gt;Don’t Hit Me!: The cost of this ability has decreased, and its damage has increased.&lt;/li&gt;
&lt;li&gt;Bad Gas!: This is a new ability that heals the squig herder and pet, as well as increasing cool downs of enemies within the radius.&lt;/li&gt;
&lt;li&gt;Finish Em Off: The damage of this ability has been decreased if the target is greater than or equal to 20% health. Its damage has been increased significantly, if the target is below 20% health.&lt;/li&gt;
&lt;li&gt;All pet abilities will now queue up on the pet for up to 5 seconds each, until they successfully fire.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Sword Master&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Wrath of Hoeth: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Crushing Advance: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Hold the Line: We removed the reuse timer of this ability.&lt;/li&gt;
&lt;li&gt;Shatter Enchantment: This ability now removes an Enchantment from the Sword Master’s target. Upon removal, the Sword Master’s enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Phoenix’s Wing: The damage of this ability has been reduced.&lt;/li&gt;
&lt;li&gt;Ether Dance: This ability now correctly ticks 5 times instead of 6.&lt;/li&gt;
&lt;li&gt;Dampening Talon: Dragon’s Talon now reduces Block and Parry on target as well.&lt;/li&gt;
&lt;li&gt;Wrath of Hoeth: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Crushing Advance: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Stance: The mechanic of this ability now advances regardless of whether or not the target defends against it..&lt;/li&gt;
&lt;li&gt;Wall of Darting Steel: The cost per second of this ability has been reduced, no longer self snares, and will now deal damage back upon any defense, not just Parry.&lt;/li&gt;
&lt;li&gt;Adept Movements: This ability now reduces cost for improved Balance attacks by 35%.&lt;/li&gt;
&lt;li&gt;Nature’s Blade: This ability’s effect now triggers a random stat drain from all targets near the Sword Master. It can now be found in the Path of Khaine.&lt;/li&gt;
&lt;li&gt;Heaven’s Blade: This ability’s effect now triggers a heal over time for everyone in the Sword Master’s group when the Sword Master is damaged by magic. It can now be found in the Path of Hoeth.&lt;/li&gt;
&lt;li&gt;Phantom’s Blade: The effect of this ability now triggers a damage absorb shield, and can now be found in the Path of Vaul.&lt;/li&gt;
&lt;li&gt;Blessing of Heaven: This ability now increases the amount of healing that Heaven’s Blade provides.&lt;/li&gt;
&lt;li&gt;Nature’s Blade: Blade Enchants will no longer proc off Throw.&lt;/li&gt;
&lt;li&gt;Sword Dance: The mechanic has been updated to always progress regardless of whether or not the attacks were defended against.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Warrior Priest&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Purge: This ability now removes an Enchantment from the Warrior Priest’s enemy. Upon removal, the enemy takes damage. This ability can be purchased at level 25.&lt;/li&gt;
&lt;li&gt;Divine Shock: This ability is now available at level 40.&lt;/li&gt;
&lt;li&gt;Purify: This ability now removes one Curse or Hex from the Warrior Priest’s target.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Witch Hunter&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Most hostile effects are now Ailments.&lt;/li&gt;
&lt;li&gt;Most beneficial effects are now Blessings.&lt;/li&gt;
&lt;li&gt;Seeker’s Blade: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Forgotten Accusations: This ability no longer appears if the Witch Hunter has no Accusations.&lt;/li&gt;
&lt;li&gt;All Relics now have shared cool downs.&lt;/li&gt;
&lt;li&gt;Blessed Bullets of Cleansing: We changed the effect and reduced the cost of this ability.&lt;/li&gt;
&lt;li&gt;Blessed Bullets of Purity: We changed the effect and reduced the cost of this ability.&lt;/li&gt;
&lt;li&gt;Blessed Bullets of Confession: We changed the effect and reduced the cost of this ability.&lt;/li&gt;
&lt;li&gt;Shroud of Magnus: We changed the effect of this ability.&lt;/li&gt;
&lt;li&gt;Seal of Destruction: We changed the effect of this ability.&lt;/li&gt;
&lt;li&gt;Van Horstmann’s Speculum: We changed the effect of this ability.&lt;/li&gt;
&lt;li&gt;Atonement: We changed the position of this ability in its Mastery path.&lt;/li&gt;
&lt;li&gt;Sanctified Bullets: We changed the effect of this ability.&lt;/li&gt;
&lt;li&gt;Encourage Confession: We changed the effect of this ability.&lt;/li&gt;
&lt;li&gt;Fanatical Cleansing: We changed the effect of this ability and changed its position in the Mastery path.&lt;/li&gt;
&lt;li&gt;Fanatical Zeal: The damage of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Sever Blessing: This ability now removes a Blessing from the Witch Hunter’s target. Upon removal, the enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Fading Accusations: The timer of this ability will now begin as soon as the Witch Hunter loses his or her current offensive target.&lt;/li&gt;
&lt;li&gt;Fervor: This ability now stacks correctly between multiple Witch Hunters.&lt;/li&gt;
&lt;li&gt;Snap Shot: With this ability, the Witch Hunter’s attack will snare any enemy from the rear.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;White Lion&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Shred: We increased the duration of this ability.&lt;/li&gt;
&lt;li&gt;Coordinated Strike: We increased the allowable distance between the player and the pet for the secondary hits to trigger.&lt;/li&gt;
&lt;li&gt;Baited Trap: The effect of this ability no longer stacks with itself.&lt;/li&gt;
&lt;li&gt;All pet abilities will now queue up on the pet for up to 5 seconds each, until they successfully fire.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Witch Elf&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Wracking Pains: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Pierce Armor: The duration of this ability has increased.&lt;/li&gt;
&lt;li&gt;Waning Frenzy: This ability no longer appears if you do not have any Frenzy points.&lt;/li&gt;
&lt;li&gt;All Elixirs now have shared cool downs.&lt;/li&gt;
&lt;li&gt;Kiss of Agony: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Kiss of Death: This ability has had its effect changed..&lt;/li&gt;
&lt;li&gt;Kiss of Betrayal: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Elixir of The Cauldron: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Elixir of Insane Power: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Elixir of Maddened Speed: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Wracking Pains: This ability has had its effect changed.&lt;/li&gt;
&lt;li&gt;Treacherous Assault: The damage of this ability has been increased.&lt;/li&gt;
&lt;li&gt;Sever Blessing: This ability removes a Blessing from the Witch Elf’s target. Upon removal, the enemy takes damage. This ability can be purchased at level 22.&lt;/li&gt;
&lt;li&gt;Waning Frenzy: The timer for this ability will now begin as soon as the Witch Elf loses her current offensive target.&lt;/li&gt;
&lt;li&gt;Envenomed Blade: This ability now stacks correctly among multiple Witch Elves.&lt;/li&gt;
&lt;li&gt;Bathing In Blood: This ability has been replaced by Increased Pain.&lt;/li&gt;
&lt;li&gt;Increased Pain: This ability has been moved to rank 21.&lt;/li&gt;
&lt;li&gt;For The Hag Queen: This ability has been moved to rank 33.&lt;/li&gt;
&lt;li&gt;Fading Accusations: This ability now triggers correctly.&lt;/li&gt;
&lt;li&gt;Waning Frenzy: This ability now triggers correctly.&lt;/li&gt;
&lt;li&gt;Throwing Daggers: With this ability, the Witch Elf’s attack will now snare any enemy from the rear.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Zealot&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Glimpse of Chaos: This ability now removes one Curse of Hex from your target.&lt;/li&gt;
&lt;li&gt;Ritual of Lunacy: This ability now heals for less per pulse but pulses more frequently.&lt;/li&gt;
&lt;li&gt;All Rituals are now placeable ground target effects with 30 second cool downs and 30 second durations.&lt;/li&gt;
&lt;li&gt;Chaotic Blur: This is a new ability granted at rank 7. It detaunts the Zealot’s target, reducing their damage.&lt;/li&gt;
&lt;li&gt;Harbinger of Doom: This ability is now granted at rank 9, and now debuffs more and more Corporeal Resistance over time and is no longer dispellable.&lt;/li&gt;
&lt;li&gt;Changer’s Touch: Heal is no longer affected by willpower and will no longer crit.&lt;/li&gt;
&lt;li&gt;Tzeentch’s Grip: Heal is no longer affected by willpower and will no longer crit.&lt;/li&gt;
&lt;li&gt;Warping the Spirit: Heal is no longer affected by willpower and will no longer crit.&lt;/li&gt;
&lt;li&gt;Suppressing the Fragile Unbelievers: The ability will now silence and apply a damage over time spell to all targets within a 30-foot radius of the caster.&lt;/li&gt;
&lt;li&gt;Scourged Warping: The tooltip for this ability has been updated to reflect current functionality. Tactic has a chance to make Scourge instant cast instead of free.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;Content&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quests&lt;/strong&gt;&lt;br /&gt; Experience gain for each quest has been revisited and adjusted, based on metrics and feedback from our previous rounds of Beta. Our goal with these adjustments is to ensure that the experience awarded for each quest generally reflects the difficulty and time investment of that quest, while ensuring that the overall leveling experience remains on target.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Public Quests&lt;/strong&gt;&lt;br /&gt; We appreciate the great feedback we have received from the community about our public quest loot system. We have decided to move forward with a change that provides an additional bonus for Gold and Silver medalist. The new bonuses are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Gold: Top bonus increased to +500&lt;/li&gt;
&lt;li&gt;Silver: Top bonus increased to +350&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Greenskin vs Dwarf Content Changes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Dwarf Chapter 1: The Bitterstone Quest will now display on the map once discovered.&lt;/li&gt;
&lt;li&gt;Dwarf Chapter 1: Bor Axehand, the Slayer outside Ancestor’s Watch has found himself another weapon and once again slaughters Greenskins en-masse.&lt;/li&gt;
&lt;li&gt;Dwarf Chapter 4: The ‘Marghaz Bloodtoof’ and ‘Traitors Watch’ Public Quests will now display on the map once discovered.&lt;/li&gt;
&lt;li&gt;Greenskin Chapter 7: Female Seahammer Portguards should now properly step the condition for “Lead da Way Boss”.&lt;/li&gt;
&lt;li&gt;RvR Quests: The RvR Scenario quests are now offered from the same Oathbearer Warbringer and Bloody Sun Warmaster in Tiers 1 and 2. They offer quests in Chapter 1, 2 and the Tier 1 Warcamp, as well as Chapter 5, 6 and both Tier 2 Warcamps. These can be accepted and completed at any of their locations within their Tier.&lt;/li&gt;
&lt;li&gt;RvR Quests: Repeatable RvR quests have been modified to only count players killed within the zone and/or Tier where they are given out, including within the appropriate Scenario.&lt;/li&gt;
&lt;li&gt;Global: Oathbearer Dwarf guards received a shipment of new armor for their service on the front line.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Empire vs Chaos Content Changes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Empire Tier 1: In response to player feedback, several of the more difficult PQ bosses in these Empire PQ’s have been tweaked to be a bit more forgiving.&lt;/li&gt;
&lt;li&gt;Empire Chapter 1: Minor tweaks have been made to some mob populations and respawn rates in the Empire starting area, in order to accommodate larger numbers of players.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 2: Based on beta test reports, more Duelists have been added to Stage 2 of the ‘Destruction of the Weak’ PQ, in order to ensure that there will always be enough present to complete the conditions.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 5: In order to provide further opportunities for players to gain influence in this chapter, a new condition has been added to stage 1 of the ‘Spirit of the Shadows’ PQ.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 5: More Shadow Dryads have been added to stage 2 of the ‘Spirit of the Shadows’ PQ.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 6: The spiders defending the eggs in the ‘Silkens’ PQ have become incredibly territorial and will now direct their hatred toward those who attack their un-hatched young with extreme prejudice.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 8: The Troll known as Biletongue in the ‘Plaguewood Thicket’ PQ has had his auto-attack damage reduced based on beta feedback.&lt;/li&gt;
&lt;li&gt;Chaos Chapter 9: Fixes have been made to stage 2 of the ‘Plague Altar’ PQ to ensure that the proper number of Bloated Plaguebearers spawn.&lt;/li&gt;
&lt;li&gt;Tier 1 RvR: The cowardly citizens of New Emskrank should no longer hassle Destruction players as they lay waste to the town.&lt;/li&gt;
&lt;li&gt;RvR Quests that target enemy players have new requirements specifying players in the zones and scenarios of the tier and race where the quest is offered.&lt;/li&gt;
&lt;li&gt;RvR Quests: Adjustments have been made to the way that quests targeting scenarios are offered. Players can now obtain a quest to play the Nordenwatch scenario from Griffon Sergeants and Raven Warmongers in Chapters 1 and 2, and the tier 1 Warcamp for both the Empire and Chaos factions. Similar changes have been made in the tier 2 Empire and Chaos chapters with quests available from Griffon and Raven Warscouts in Chapters 5 and 6, and the tier 2 Warcamp.&lt;/li&gt;
&lt;li&gt;Global: Empire barbers have been busy accommodating numerous Priests of Sigmar who were found in violation of their order’s dress code recently. Many heads have been shaved throughout the land as a result.&lt;/li&gt;
&lt;li&gt;Global: Pig fat sales skyrocketed this month as the Empire’s Bright Wizards adopted shocking new coifs more appropriately representative of their incendiary power.&lt;/li&gt;
&lt;li&gt;Global: Chaos War Guards have been seen sporting impressive and intimidating new sets of armor.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;HE vs DE Content Changes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;High Elf Chapter 2: Players will once again be able to pay homage to the winds of magic during the Traditions of War quest.&lt;/li&gt;
&lt;li&gt;Dark Elf Tier 1: Due to player feedback, Public Quest bosses throughout the early Dark Elf chapters have had their difficulty reduced.&lt;/li&gt;
&lt;li&gt;Dark Elf Chapter 2: The Dreadblight Collector will now properly attempt to gather artifacts during stage 2 of the ‘Ruins of Nagarythe’ public quest.&lt;/li&gt;
&lt;li&gt;Dark Elf Chapter 3: Based on player feedback, more traps have been added to the ‘Dreamshade Forest’ public quest.&lt;/li&gt;
&lt;li&gt;Dark Elf Chapter 8: The Dark Elf Igniters will now more vigorously attempt to torch the ‘Town of Berhessa’ public quest.&lt;/li&gt;
&lt;li&gt;RvR Quests: Adjustments have been made to the way that quests targeting scenarios are offered. Players can now obtain a quest to play the Khaine’s Embrace scenario from Shining Warscout and Uthorin Warscout in Chapters 1 and 2, and the tier 1 Warcamp for both the Dark Elf and High Elf factions. Similar changes have been made in the tier 2 Dark Elf and High Elf chapters with quests available from Shining and Uthorin Warscouts in Chapters 5 and 6, and the tier 2 Warcamp.&lt;/li&gt;
&lt;li&gt;RvR Quests: Quests which target enemy players have new requirements specifying players in the zones and scenarios of the tier and race where the quest is offered.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;Community Systems&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Personal Vaults&lt;/strong&gt;&lt;br /&gt; Personal character vaults are here! Players may now access their character’s vault from ‘Banker’ NPCs located in the capital cities. Each vault has space for 80 items.&lt;br /&gt; Note: Item stacks only take up a single item slot.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Guild Vaults&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Starting at Guild Rank 4, players may now access their guild’s vault through ‘Vault Keeper’ NPCs located in the capital cities. Players with the appropriate permission may deposit and/or withdraw currency as well as add and remove items. Guild members with permission can assign other guild members the ability to: 
&lt;ul&gt;
&lt;li&gt;Deposit Currency&lt;/li&gt;
&lt;li&gt;Withdraw Currency&lt;/li&gt;
&lt;li&gt;Deposit Items&lt;/li&gt;
&lt;li&gt;Withdraw Items&lt;/li&gt;
&lt;li&gt;View Items&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;The initial guild vault space is 1 tab of 60 inventory slots. Additional tabs are granted incrementally through guild advancement with a possible total of 4 tabs equaling 240 slots.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Guild Taxes and Tithes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Guild Taxes 
&lt;ul&gt;
&lt;li&gt;Guild Taxes are a Guild Reward which unlock at Guild Rank 3.&lt;/li&gt;
&lt;li&gt;Once unlocked, members may view the Guild Tax Rate in the Guild Window Rewards Tab.&lt;/li&gt;
&lt;li&gt;Once unlocked, members with permission may set the Guild Tax Rate in the Guild Window Rewards Tab.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Guild Tithes 
&lt;ul&gt;
&lt;li&gt;Guild Tithes are a Guild Reward which unlock at Guild Rank 3 and apply only to the individual guild member.&lt;/li&gt;
&lt;li&gt;Once unlocked, members may view their Guild Tithe Rate in the Guild Window Rewards Tab.&lt;/li&gt;
&lt;li&gt;Once unlocked, members may edit their Guild Tithe Rate in the Guild Window Rewards Tab.&lt;/li&gt;
&lt;li&gt;Whenever a Guild member earns money from looting a monster, the Guild Tithe Rate is added to the Guild Tax Rate, and the total percentage is deducted from the player’s earnings and given to the Guild. 
&lt;ul&gt;
&lt;li&gt;Example: If the tax rate is 20%, and the player’s Tithe Rate is 10%, earning 10 brass from looting a monster would give the player 7 brass and the guild would receive 3. Fractions are rounded down and given to the player such that if the Guild Tax Rate is 5% and the Tithe Rate is 5% and the player earns 11 brass from looting a monster, the player earns 10 brass and the guild receives 1 brass.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Auction House&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The Auction House is now available in various locations throughout the capital cities. Interact with the Auctioneer NPCs to display the Auction House interface to sell items you do not need and to find and purchase ones you do!&lt;/li&gt;
&lt;li&gt;A number of options are available at this time and additional options will be added as we move closer to launch.&lt;/li&gt;
&lt;li&gt;The following available search options are: 
&lt;ul&gt;
&lt;li&gt;Item Name&lt;/li&gt;
&lt;li&gt;Item Rarity&lt;/li&gt;
&lt;li&gt;By Career&lt;/li&gt;
&lt;li&gt;By Stat&lt;/li&gt;
&lt;li&gt;Item Type&lt;/li&gt;
&lt;li&gt;Slot&lt;/li&gt;
&lt;li&gt;Seller&lt;/li&gt;
&lt;li&gt;Rank&lt;/li&gt;
&lt;li&gt;Maximum Price&lt;/li&gt;
&lt;li&gt;By category&lt;/li&gt;
&lt;li&gt;By crafting item’s skill level&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Players may also sort their results by Name, rank, Current Bid, Buy Now Price, Time Left and Seller Name.&lt;/li&gt;
&lt;li&gt;The Auctions and Bids tabs provide a quick way for players to see their posted auctions as well as auctions they are bidding on.&lt;/li&gt;
&lt;li&gt;The option to cancel your own auctions is also available in the Auctions tab.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Items&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;PQs in Tier 1 have had their loot updated. Chapter 1, 2 and 3 PQs in all pairings will now drop more bags per completion than they did previously.&lt;/li&gt;
&lt;li&gt;We have increased the drop rate of green loot bags in Tier 1.&lt;/li&gt;
&lt;li&gt;Renown Merchants have had their stores adjusted, and equipment stats balanced. Weapons and Armor are now staggered across all player and renown ranks.&lt;/li&gt;
&lt;li&gt;Armor Sets have been updated again, finalizing many of the set bonuses and stats on the equipment.&lt;/li&gt;
&lt;li&gt;Additional Enchantment slots have been added to numerous items throughout the world in preparation for the final release of Talisman crafting systems&lt;/li&gt;
&lt;li&gt;Healing potions have received an increase in potency.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Talisman crafting has received additional tweaks to ensure that the talismans created were attractive and beneficial to all players&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;RVR&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Open RvR Server Ruleset&lt;/strong&gt;&lt;br /&gt; Are you ready for the next challenge in RvR? Do you love the adrenaline rush of always having to look behind your back for the enemy? If so, then we welcome you to Open RvR, where you will either shine or falter in a constant battle for glory! Battle your enemies outside of the RvR lakes and affect the fate of your realm! Your Chapter 1 hub and your capital city are the only locations in the game where you have safe confines, of course that is until your city becomes under attack.&lt;/p&gt;
&lt;p&gt;Rules:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Players are always RvR flagged from the moment they log in&lt;/li&gt;
&lt;li&gt;Chapter 1 hubs and capital cities are safe&lt;/li&gt;
&lt;li&gt;There is no bolster buff in RvR lakes&lt;/li&gt;
&lt;li&gt;Players will be chickened when entering lower tiers of content&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;RvR Content Updates&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Keep Lords, Fortress Lords and Accompanying Guards: All have had their horizontal tethers increased significantly. The Z tether remains short to keep the Lords on the second floor.&lt;/li&gt;
&lt;li&gt;Sergeants, Keep Lords and Fortress Lords: All have new abilities with which to defend their stations in the RvR Lakes&lt;/li&gt;
&lt;li&gt;Sergeants, Keep Lords and Fortress Lords: All have had their levels and con normalized between Tiers 1 through 4. This has resulted in a substantial level reduction in Tier 3 Keeps to bring the NPCs more in line with the player level ranges of that Tier.&lt;/li&gt;
&lt;li&gt;RvR banners: RvR banners have been added to the entrances and exits of each warcamp in order to denote realm Tier control. Banners will also be located at most RvR lake entrances. Upon entering an RvR lake, Order banners will be on the right and Destruction on the left if a Tier is contested. If a realm controls a tier, both banners will change to represent the controlling realm.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Scenario Updates&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Misc. scenario changes: Global adjustments to points, max players and the Capture point indicator ring art.&lt;/li&gt;
&lt;li&gt;Gates of Ekrund: Silly stuntie, Lobbas are for lifts! Orcapults now hurl Destruction players toward the wall. Use them at your own risk, because they’ll launch you toward random destinations, even into the wall! Talk to the nearby Siege Git – and prepare for flight!&lt;/li&gt;
&lt;li&gt;Stone Troll Crossing: They’re baaack! The troublesome boulder-throwing trolls have returned to Stone Troll Crossing. In addition to the Trolls, the scenario rules have been revamped. Use the Troll Pacifier to subdue the various Troll clans for your realm and control Stone Troll Crossing!&lt;/li&gt;
&lt;li&gt;Thunder Valley: Gyrocopters or Wyvern Riders will spawn at the central airfield for the controlling realm to order into battle - just to talk to the pilot and tell him what to bomb! If you don’t command the airfield you can still shoot the bombers down (and players too) with siege weaponry before they reach their destination and score points for your realm.&lt;/li&gt;
&lt;li&gt;Howling Gorge and Talabec Dam: Do you absolutely, positively need to deliver that bomb on time? Fear not, directional flags and beacons have been added to guide players to the bombing locations. The beacons will pulse from time to time to remind you where you need to go, so now all you need to do is plant the bomb!&lt;/li&gt;
&lt;li&gt;High Pass Cemetery: A zone-wide 60 second buff will be cast on the victorious realm that manages to capture both control points. Guardian ghosts and spirits will also make a cameo appearance for the winning realm. After all, what cemetery would be complete without ghosts and spirits?&lt;/li&gt;
&lt;li&gt;Maw of Madness: Madness has truly been revisited, as a total of three War Balls have been added to this scenario that will imbibe the carrier with ungodly power. There are some minor setbacks that come with wielding such power, but it is up to you to decide on how best to proceed!&lt;/li&gt;
&lt;li&gt;Tor Anroc: Shake and bake! More quakes and more falling rocks have been added to break up the enemy rush!&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Cities Update&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Altdorf and The Inevitable City: Various new quests and ambiance have been added to each city. Top amongst them are: 
&lt;ul&gt;
&lt;li&gt;Tasks from each King to seek out and kill various Keep Lords. These quests are also repeatable and will contribute towards increasing your overall city rank!&lt;/li&gt;
&lt;li&gt;Adventure quests. Seek out these quests from within the Emperor’s Palace and the Eternal Citadel for a long journey across the lands of Warhammer!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Altdorf and The Inevitable City: Each city now has two entrances that players may enter and exit from. The new second entrance will escort players to a pathway leading to the city black market when a city has become captured.&lt;/li&gt;
&lt;li&gt;Guild Taverns: The Viper Pit in the Inevitable City and Sigmar’s Hammer in Altdorf are now only accessible from city rank 2 and up.&lt;/li&gt;
&lt;li&gt;Emperor’s Palace and The Eternal Citadel: The Kings are now only accessible from city rank 3 and up.&lt;/li&gt;
&lt;li&gt;City Siege: Siege has been placed in each of the contested cities’ re-spawn locations. Drive back the enemy with a quick assault of artillery!&lt;/li&gt;
&lt;li&gt;City Dungeons: Each city dungeon has undergone a clean sweep of all loot drops. See what treasure lies within!&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;Tome of Knowledge&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Tome of Knowledge Content&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tome Tutorial Quests&lt;/strong&gt;&lt;br /&gt; New to the game? Want to find out what the Tome of Knowledge is all about? Well, look no further than the beginning of the game. Players now have access to a small quest chain in the starting area of each race that will introduce them to the Tome of Knowledge and give them a little experience to boot as reward.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tome Quests&lt;/strong&gt;&lt;br /&gt; This patch introduces additional Tome of Knowledge content in the form of Tome Quests available in tier 1 and tier 2. Like History and Lore unlocks or the Bestairy tasks, these ‘Tome Quests’ are hidden across the land and offer the intrepid explorer additional unlocks and rewards.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Bestiary Tasks&lt;/strong&gt;&lt;br /&gt; Even more content to shake a Tome at! A good number of new bestiary tasks have been added to the Tome of Knowledge for players to seek out and enjoy!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Achievements&lt;/strong&gt;&lt;br /&gt; A number of achievements have been added to the achievements section of the Tome of Knowledge. The new achievements run the gambit from serious to wacky; some will reward a player for performing an action numerous times, while others will reward a player the first time they attempt such a feat. Be on the lookout for these new achievements and try everything at least once, if not ten to twenty-five times.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Additional unlocks for discovering lairs in the Greenskins vs. Dwarves pairing and High Elf vs. Dark Elf pairing have been added.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Old World Armory&lt;/strong&gt;&lt;br /&gt; Collecting them all? Players will be rewarded for collecting all pieces of armor available for the special armor sets cataloged in the Old World Armory. As well, if players collect all sets of armor of each type, the player will get a special meta-achievement and title. Plus, for the intrepid few that collect every set of armor, they will have a unique title and unlock available to them as well.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Noteworthy People&lt;/strong&gt;&lt;br /&gt; The text for the Noteworthy People section of the Tome of Knowledge has been reviewed and updated.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Included in this review is the addition of the flavor text for the remaining Kings.&lt;/li&gt;
&lt;li&gt;The tier 3 and tier 4 Elf noteworthy person entries in the Tome of Knowledge have been updated to ensure that they are current.&lt;/li&gt;
&lt;li&gt;Entries for the Dwarf, Greenskin, High Elf, and Dark Elf races have been moved into the appropriate City section of the Tome of Knowledge.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;War story&lt;/strong&gt;&lt;br /&gt; The text for the War story chapters has been audited and updated with all current information.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;This includes reviews and updates for Battlefield Objectives, Keeps, and Fortresses as well as Chapters and Warcamps.&lt;/li&gt;
&lt;li&gt;The tier 3 and tier 4 Elf Warcamps have been added and updated in the War story section of the Tome of Knowledge.&lt;/li&gt;
&lt;li&gt;Entries for the Battlefield Objectives, Keeps, and Fortresses have been updated and/or Added to the appropriate chapters of the War story section of the Tome of Knowledge.&lt;/li&gt;
&lt;li&gt;The entry for the final group encounter with Tchar’zanek has been updated with the correct name and information.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Bestiary&lt;/strong&gt;&lt;br /&gt; The text for the Bestiary section of the Tome of Knowledge has been reviewed and updated.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Included in this review is an update to the Hydra which fixes a bug where the information presented there was incorrect.&lt;/li&gt;
&lt;li&gt;Added five racial portraits.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;History and Lore - The text for the History and Lore section of the Tome of Knowledge has been reviewed and updated.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Tome Rewards&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Bestiary Rewards&lt;/strong&gt;&lt;br /&gt; The rewards for the Bestiary section of the Tome of Knowledge have been audited and revamped. Included in this audit are the addition of special Tome-only Cloaks, Pocket Items, Set Items, Tactics, and Trophies!&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Cloaks: Available from the Librarian in the Capital City, these cloaks are only earned after completing a specific task in the Bestiary. Once unlocked, each cloak will be available to purchase at any time.&lt;/li&gt;
&lt;li&gt;Pocket Items: Available from the Librarian in the Capital City, these items are only earned after completing a specific task in the Bestiary. Once unlocked, each pocket item will be available to purchase at any time. Pocket items are rewards that can be worn and serve as a memento of tasks accomplished or perhaps as a way to show off that character’s skill. Be sure to play with the pocket items, as some of them will do more than just look pretty.&lt;/li&gt;
&lt;li&gt;Set Items: Available from the Librarian in the Capital City, these items are only earned after completing a specific task in the Bestiary. Once unlocked, each Set Item will be available to purchase at any time. Set Items are only available from the top tier of Bestiary unlocks and give characters bonuses when worn alone and additional bonuses when worn as a set.&lt;/li&gt;
&lt;li&gt;Tactics: Available once a player has completed enough unlocks for a particular monster type, these tactics can be trained by a Tome Trainer in the Capital City. Individual unlocks will contribute toward a player’s knowledge of a particular monster type and when that character has learned enough, a tactic will unlock that gives bonuses toward fighting that monster type. There are three levels of tactics available for each of nine different types ranging from the average beast to the undead.&lt;/li&gt;
&lt;li&gt;Bestiary Trophies: Available for purchase with Bestial Tokens, these items can be purchased from a Librarian in the Capital City. Bestial Tokens are rewarded for successful completion of specific tasks or kill-amounts in the bestiary. Bestial Tokens are considered an alternate currency and they are stored in the Quest bag. Once spent, Bestial Tokens can not be recovered. The trophies that can be purchased with these tokens can be worn on the armor of the character to show off their achievements and make their look unique.&lt;/li&gt;
&lt;li&gt;Don’t worry about all of the above though, as the Tome of Knowledge has been updated to give tooltips for all rewards to make it easy for players to understand how to receive their rewards.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Achievement Rewards&lt;/strong&gt;&lt;br /&gt; The rewards for the Achievement section have been audited and additional trophy rewards have been added where appropriate.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Achievement Trophies: Available from the Librarian in the Capital City, these items are only earned after completing a specific achievement. Once unlocked, each trophy will be available to purchase at any time. Unlike the Bestiary Trophies, these trophies are specific to an achievement, but can be purchased at any time, but only one of the trophies can be equipped at any given time.&lt;/li&gt;
&lt;li&gt;Titles: Added additional titles for new achievements now available.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Titles: Updated a number of titles to correct spelling or grammatical issues and bring the titles in line with any changed or added achievements or tasks.&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;User Interface&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Tome of Knowledge&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Massive updates have been made to the Tome, along with a complete reskin.&lt;/li&gt;
&lt;li&gt;Players can now view their most recent Tome entries in the ‘New Entries’ page.&lt;/li&gt;
&lt;li&gt;The Table of Contents has been moved to a more user-friendly tab system.&lt;/li&gt;
&lt;li&gt;The Achievement section now has an entirely new layout.&lt;/li&gt;
&lt;li&gt;Bragging Rights can now be assigned to a tab in the character window by right clicking entries in the Tome.&lt;/li&gt;
&lt;li&gt;Quests can now be sorted by various sub-sorts.&lt;/li&gt;
&lt;li&gt;The Tome alert notification has been re-skinned to match the look and feel of other game UI elements.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Server Select and Character Creation&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Server selection has merged seamlessly with character selection and now displays server ruleset, region, and realm population data.&lt;/li&gt;
&lt;li&gt;Order or Destruction? Choose your side! Once players have selected a realm on one server, they can now only create characters of the same Realm unless they choose another server.&lt;/li&gt;
&lt;li&gt;Character Selection models should now load faster.&lt;/li&gt;
&lt;li&gt;Deciding which class to play has never been easier! All classes now appear in Tier 4 armor prior to selection.&lt;/li&gt;
&lt;li&gt;The name entry field now functions like a name entry field, and the cursor blinking at you is actually a real cursor and there was much rejoicing.&lt;/li&gt;
&lt;li&gt;Deleting a character now requires confirmation. Y-E-S.&lt;/li&gt;
&lt;li&gt;Character select will now default to a new ‘last played character’ screen in order to streamline entry into the game.&lt;/li&gt;
&lt;li&gt;Zoom buttons and gender buttons now have enabled and disabled states.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Combat&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Players will now smoothly and automatically rotate to face their current enemy target.&lt;/li&gt;
&lt;li&gt;The Pet Bar should be usable, and have all available options immediately upon pet summoning.&lt;/li&gt;
&lt;li&gt;Siege weapons should no longer default to inverted mouse look, and should no longer give erroneous line of sight errors.&lt;/li&gt;
&lt;li&gt;Players will no longer be able to enter an instance while their party is in combat inside of the instance.&lt;/li&gt;
&lt;li&gt;Buff and Debuff timers now appear on the icon, and permanent buffs will no longer display as 1s duration.&lt;/li&gt;
&lt;li&gt;Warbands can now move players across parties.&lt;/li&gt;
&lt;li&gt;Improved ability cool down timer display. Any ability with less then 3s on its timer (including global cool down) will now display in half second increments&lt;/li&gt;
&lt;li&gt;Added a simple ‘Forgiveness’ queue to the combat system. This will allow players to trigger their next ability slightly before the GCD or current casting ability completes. This should reduce the number of “Ability not ready” messages&lt;/li&gt;
&lt;li&gt;Significant improvement to combat while stationary. If players are not moving,they should never get a ‘out of arc’ facing error message when firing an ability.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;PQ and Quest Trackers&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Quest tracker reskin! The quest tracker has been reformatted and has had all extraneous tabbing removed.&lt;/li&gt;
&lt;li&gt;The Contested phase of a Capital City siege will now display both realms’ objectives.&lt;/li&gt;
&lt;li&gt;Players will no longer see erroneous PQ failure notices due to hidden transition controllers.&lt;/li&gt;
&lt;li&gt;The PQ tracker will once again display red or green icons to denote failure or success conditions.&lt;/li&gt;
&lt;li&gt;Proximity control bars now function correctly upon first entry into the Battlefield Objectives.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Tutorial Help Tips&lt;/strong&gt;&lt;br /&gt; Players will now be greeted with in game pop-ups to guide them on their way. The help tips are broken up into categories so that players of various experience levels can choose what types of help tips are shown to them.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;World Map&lt;/strong&gt;&lt;br /&gt; The world map has been re-skinned and has had a lot of information added to it like tooltips for City ratings and status, with even more to come.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Map Reveal: As players traverse a zone, areas of the map will reveal themselves. A number of audits were performed on these reveals resulting in the following changes: 
&lt;ul&gt;
&lt;li&gt;The following zones have been updated to ensure the art for their reveals are current and up to date: Thunder Mountain, Kadrin Valley, and DeathPeak&lt;/li&gt;
&lt;li&gt;As well, map reveals have been added to all tier 3 and tier 4 Eleven Zones.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Loading Screens&lt;/strong&gt;&lt;br /&gt; As players traverse between some zones, loading screens will present tips and information about the players’ destination. The following changes have been made to the loading screens:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;All Loading Screens now have appropriate text for the Zone being loaded into.&lt;/li&gt;
&lt;li&gt;The loading screen title for Magus Tower has been changed to Eternal Citadel.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;General UI Fixes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tome of Knowledge: Various fixes and tweaks have been made to word wrapping and map elements. War Story sections and kill counts will now show and track correctly for the appropriate character.&lt;/li&gt;
&lt;li&gt;Character Panel: The dodge and parry stats should now update properly.&lt;/li&gt;
&lt;li&gt;Minimap: The minimap now has 3 levels of zoom and new map pins.&lt;/li&gt;
&lt;li&gt;Mail UI: Major improvements and fixes have been made to mail, sending, attachments, COD and tooltips. Characters can no longer send mail to themselves.&lt;/li&gt;
&lt;li&gt;Guild UI: The guild UI has undergone major tweaks and polish. Deleted players will now be properly deleted from the guild roster. The guild news window will now report cancelled calendar events.&lt;/li&gt;
&lt;li&gt;Salvaging: It’s in, with items, things to salvage, items to get from salvaging, various salvaging outcomes. Speak to your local salvaging trainer today!&lt;/li&gt;
&lt;li&gt;Crafting: Talisman making now adds bonuses based on player skill level. Players can no longer remove items from the Apothecary window while brewing.&lt;/li&gt;
&lt;li&gt;Death: Has a new look and feel. Try it out today!&lt;/li&gt;
&lt;li&gt;Key Bindings: Major fixes. Extra mouse buttons now bindable with other keys, and freed up a number of combinations and keys that weren’t persisting when set.&lt;/li&gt;
&lt;li&gt;Looting in parties and warbands with any loot setting should now be working.&lt;/li&gt;
&lt;li&gt;The default position for the chat window no longer covers the tactics and ability bars.&lt;/li&gt;
&lt;li&gt;Players from opposing realms will no longer be able to understand each other in /say.&lt;/li&gt;
&lt;li&gt;The trade window is now working. It should not steal items. It should not break after the first trade with any player, and adding or subtracting items from the trade should reset the accept status of both players.&lt;/li&gt;
&lt;li&gt;Moving the chat window while the text input window is open will no longer cause the chat window to stick to the mouse cursor.&lt;/li&gt;
&lt;li&gt;Automatic AFK messages wiil now be appended with “AFK message: “.&lt;/li&gt;
&lt;li&gt;Stacked items will now properly deplete when purchased from the buy back window.&lt;/li&gt;
&lt;li&gt;Deleting a mount from inventory or placing it in the bank will now cause the player to be dismounted.&lt;/li&gt;
&lt;li&gt;Right clicking an item while using the repair button will no longer sell the item to the merchant.&lt;/li&gt;
&lt;li&gt;The bank window now closes upon player death&lt;/li&gt;
&lt;li&gt;Falling damage now displays like combat damage.&lt;/li&gt;
&lt;li&gt;Attempting to inspect a player when the inspection window is already open will no longer cause the inspection window to cry.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span style=&quot;font-size: medium;&quot;&gt;General Changes and Bug Fixes:&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Significantly improved NPC pathing. You should see better monster pathing across the board.&lt;/li&gt;
&lt;li&gt;We’ve improved pet responsiveness and behavior — career pets should now follow their masters and attack targets much more realistically.&lt;/li&gt;
&lt;li&gt;We’ve improved our texture management system to further reduce texture blurriness problems reported by some users.&lt;/li&gt;
&lt;li&gt;We’ve added new ‘Advanced’ game and graphics settings that allow users to tweak their performance settings for many of the game’s systems. This will give advanced users more control of the look and speed at which the game runs.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;]]></description>
        <pubDate>Sat, 06 Sep 2008 17:59:31 +0100</pubDate>
        <category>Official game articles</category>
      </item>
      <item>
        <title>The Tome of Knowledge</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=4</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=4</guid>
        <description><![CDATA[&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;images/photoalbum/album_1/tok_contents_t2.jpg&quot; border=&quot;0&quot; alt=&quot;ToK contents&quot; title=&quot;ToK contents&quot; width=&quot;400&quot; height=&quot;265&quot; /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;One of the really great things in Warhammer online is the 'Tome of Knowledge' - which is an interactive, hyperlink enabled, guide to everything about the game.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;As you explore the world, entries appear within your very own Tome (ToK), its pages expanding as you learn about your surroundings.  The user interface (UI) does give you obvious feedback whenever an entry is added to your ToK, and it's pages are just a click away.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;So what does the ToK actually contain?  Well how about a bestiary, containing not only useful info on every beast/animal/race/monster you meet in your gaming travels, but also facts about how many you've killed :)&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;images/photoalbum/album_1/tok_beasts_t2.jpg&quot; border=&quot;0&quot; alt=&quot;ToK beasts&quot; title=&quot;ToK beasts&quot; width=&quot;400&quot; height=&quot;273&quot; /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p&gt;Also listed are all the 'noteworthy' NPCs (non player characters.. i.e those not played by other online gamers), giving you a bit of background knowledge.  Also as you explore the new areas and places of historic interest are added to the pages, fleshing out the gaming world.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The contents page also shows you at a glance how long you've been playing as the character (each Tome is character specific), how many kills you've made, and, interestingly, how much XP the tome itself has gained.  Your ToK also records your titles and bragging rights - and there are a LOT of things to find and add... there's even a title for clicking on your character a certain number of times... odd but funny.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;All your quests you pickup during the course of the game appear in your ToK, a nice list entered into your journal, where you can 'track' and see on the game map where the goals are.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;images/photoalbum/album_1/tok_quest_list_t2.jpg&quot; border=&quot;0&quot; alt=&quot;ToK quest list&quot; title=&quot;ToK quest list&quot; width=&quot;400&quot; height=&quot;271&quot; /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Clicking on any single quest brings up that quests ToK entry, showing you much more detail and even the rewards you will receive upon completing the quest.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;images/photoalbum/album_1/tok_quest_t2.jpg&quot; border=&quot;0&quot; alt=&quot;ToK quest&quot; title=&quot;ToK quest&quot; width=&quot;400&quot; height=&quot;274&quot; /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p&gt;It all feels very slick, and the great thing is, because it is a 'book', you can just flip around, using the bookmarks on the left to help you speed to different sections.  It's all hyperlink enabled, which lets you jump around to relevant sections.&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;All in all, it's a great feature - a way to bring together standard elements of any MMO, but all in once nicely presented tome... a big thumbs up to Mythic for this one!&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;]]></description>
        <pubDate>Wed, 20 Aug 2008 13:00:35 +0100</pubDate>
        <category>WAR Game Guides</category>
      </item>
      <item>
        <title>General Info &amp; My thoughts!</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=3</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=3</guid>
        <description><![CDATA[&lt;p style=&quot;text-align: left;&quot;&gt;Well I haven’t been in beta for too long and for some of it I was away on holiday! (bah damn them) but I shall give you my thoughts on some of the aspects of WAR, these are my views and so you may or may not agree with them!&lt;br /&gt;&lt;br /&gt;Well I shall start where everyone will start, character creation! The options to change things in character creation are ok but there isn’t a huge amount of options. (The image below may change in release as you can only choose one side or the other) &lt;br /&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img class=&quot;center&quot; src=&quot;http://img187.imageshack.us/img187/8408/creation1xn4.jpg&quot; border=&quot;0&quot; alt=&quot;Character Select&quot; title=&quot;Character Select&quot; width=&quot;738&quot; height=&quot;450&quot; /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Below you can see the options you can choose for custom creation; it’s the same at the moment for each race. (The “teeth” colour is just replaced with hair colour, skin colour etc)&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;http://img169.imageshack.us/img169/843/creation2ja4.jpg&quot; border=&quot;0&quot; alt=&quot;Character Creation&quot; title=&quot;Character Creation&quot; width=&quot;720&quot; height=&quot;450&quot; /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;br /&gt;The other custom thing you can do is Dye your armour, this isn’t something you will do right away but I’ll add it here as it fits with creating a character! You get a primary and secondary colour on your armour which allows for some nice customisation. (You can dye each piece or choose to apply to all)&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;http://img386.imageshack.us/img386/8572/dyebp1.jpg&quot; border=&quot;0&quot; alt=&quot;Dye&quot; title=&quot;Try Dye&quot; width=&quot;599&quot; height=&quot;629&quot; /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Anyway, that’s what you can do, my thoughts on it are that could do with a little more options&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;when first making the character but as for look and feel of people I like it, all the armour looks really cool on most of the chars I’ve seen, you can look pretty mean even at low level which is always good, you don’t want to have to wait until end game to look mean and green!&lt;br /&gt;&lt;br /&gt;Getting into the game seems quite easy to me, its easy to get to grips with your character and where to go, even the early quests seem to have had some thought put into them and if you hear what’s being said and read what the quests ask, they do like to put humour in it, a shame the main NPC’s don’t seem to actually talk like they do in EQ2 or some other MMO’s. Randomly clicking NPC guards gets you nice comments like “Oi Gitface” and other things like that.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Features:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Ok I’m rambling a little now so I will list some of the good things I think the game has to offer.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;PQs (Public Quests)&lt;/strong&gt;&lt;br /&gt;These are quests that are dotted around each tier zone in the game, two or three in each map, they are “epic” quests if you like which cant be done solo (or the ones I’ve tried) you can probably find lots of info on them elsewhere, but I think they are great, you can just walk up to this quest that is running all the time and just join in, people randomly invite you into the group so you can get heals and help finish the goal. &lt;br /&gt;&lt;br /&gt;There are three stages and you get a time limit on stage two and three, if you don’t complete the task in that time then it resets. After you have won or lost the quest it then resets in just over a minute and the whole thing goes over again. These are really well thought out quests and although seem simple they really help make the game (a great example of one is where we had to pick up dead stunties and tie them to a frame for Wyverns to eat!!)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;ToK (Tome of Knowledge)&lt;/strong&gt;&lt;br /&gt;What ever way you look at this thing it is Immense, so much info it’s amazing, unfortunately there will be lots of it going to waste as I doubt everyone will read it. Think of it like a huge encyclopaedia to WAR which updates itself as you go around. Pretty much every NPC you click, every mob you kill, every quest you do, will go in this book, if you click a race it tells you about them, if you go to certain areas it will give you the history of the place. Every mob you kill will have a description about it. &lt;br /&gt;&lt;br /&gt;Then on top of all that is has many hidden secrets, if you kill 20 bats all of a sudden you will get a tome unlock saying “you killed 20 bats” this gives you XP, sometimes a title etc. There are loads of hidden titles to unlock, each time you unlock something it goes in the book and you get XP (titles such as “Ow my Eye” which you get for clicking yourself 100 times!) The only downside I can think to this book is there is too much info! Where do you start? What do you read?&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img src=&quot;http://img244.imageshack.us/img244/1226/tokmv3.jpg&quot; border=&quot;0&quot; alt=&quot;ToK&quot; title=&quot;ToK&quot; width=&quot;720&quot; height=&quot;450&quot; /&gt;&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;strong&gt;Living Guilds:&lt;/strong&gt;&lt;br /&gt;Unfortunately due to quite a few guild wipes we haven’t managed to get up a ve&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;ry high guild level at the moment! But this guild system is looking to be by far one of the best I have seen so far in an MMO. Your guild has 40 levels, just like your character, each level unlocks new things for your guild and for you (yes the benefits will help you as an individual as well)&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;There are 10 guild ranks, and each rank can have its own title and the leader/officers can rename all 10 of these ranks as well, there is also a huge list of permissions that can be played with so each rank can actually be tailored to what you want the people in that group to do, it’s a very nice feature and will help a lot in guild structure.&lt;br /&gt;&lt;br /&gt;Another great thing you unlock at guild rank 3 is the in game Calendar, no more do we have to stick a calendar on a forum and hope people see it, you can add events, edit events and sign up to them as well, if that wasn’t enough you can post an alliance event! So that everyone in your alliance can also see and sign up to the event, this really should help getting people together for quests or for RvR or anything really.&lt;br /&gt;&lt;br /&gt;Then of course there is the Guild Standards, big flags you carry into battle, the better your guild gets, the better this banner gets, the more effects it gives you and those around the banner. Standard bearers can edit these flags to have different tactics in (effects) and you can then carry these into war! They can also be stolen by enemy players too.&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Other features not yet tested by me (and some not working but hopefully will be fixed) are guild taxes, vault space, auctions, heraldry, keep claiming, crafting store and many more features too vast to list! Basically, being in a guild is important and will play a huge part of the game.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;RvR:&lt;/strong&gt;&lt;br /&gt;Unfortunately or fortunately, (depending on what you like) RvR is everywhere (don’t let this put you off), there is no escaping it! (Well I tell a lie, you could get from 1 to 40 on just PvE but well you’re missing out!) you can literally get right into the thick of battle from level 1, there is a button you can press which lets you join a scenario queue, when enough people sign up you get whisked away from where you are (it checks you still want to go first) and then your in an instance of RvR battle, here you have an objective which you have to win, I joined in at level 1 and before a patch you could actually fight at level 1 woo!! Now what happens is when you go into an RvR zone or scenario you are automatically brought up to a mini&lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;mum level, tier 1 is 6 for example (depending on tier it updates you, so at 31 it makes you 36 etc) the Scenarios can have a maximum of one Warband (4 groups of 6) when I tried it was often fielded by about 2 groups, the open RvR can have as many people who turn up!&lt;br /&gt;&lt;br /&gt;Now if PvP is not your thing, then think again, I have never been a huge fan of PvP, lots of being killed not much killing quite often, however.. There was on odd thing about it in this game.. IT WAS FUN!!! I enjoyed it, I still am enjoying it, death doesn’t seem to really mean anything (hope it stays that way) you get back up and you charge at them again, part of this may be me being a BlackOrc greenskin and im getting into the mood by mindlessly charging in with my choppa flying and I got kills yes I been chopping stunties left right and centre!&lt;br /&gt;&lt;br /&gt;Another feature that tanks have called out since the early days of MMO’s is collision detection, so they can stand in front of a healer and actually defend them, well now you can! And I haven’t RvR’s too much so not sure if/how many complaints there are about it but I personally think its great! You can devise tactics to block people in and then slaughter them to death with no escape.. lovely!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Conclusion:&lt;/strong&gt;&lt;br /&gt;Well, what can I say; there are some fantastic features in this game which I think will really help to make it stand out. Yes, it does have a grind, you have to quest you may have to fetch this or chop that, find me an MMO that doesn’t make you do that, however this game has gone out its way to try and make it feel less grindy, you get rewards for killing things even if you didn’t know you had to kill them, quests update on first kills rather than 101 bats later.&lt;br /&gt;&lt;br /&gt;You ask anyone who plays an MMO, what keeps them playing, eventually they will tell you it’s the community, the guild they are in, a Guild and community I feel is such an important factor of an MMO, without them you may as well go play Oblivion (insert any other single player game) it seems to me Mythic understands this and have introduced a fantastic array of things to get guilds to unite together, not just member to member but guild with Guild also, its this that I think will help this game succeed and to continue going on long into the future.&lt;br /&gt;&lt;br /&gt;Maps! While not as vast as say WoW or LotRO, there are loads of them! Each p&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;airing has its own maps you can go on any one regardless of race you can do their quests, or some of them, there are so many maps it will keep you busy for ages! On top of that they are packed with things to do, hidden quests and such, hopefully this will stop you getting bored!&lt;br /&gt;&lt;br /&gt;And finally as I said, even if you don’t think you like PvP you got to try this game and you have to try RvR, siege weapons, banners, flags, keeps, scenarios, so much for you to try you are bound to find something among it that you will enjoy, it really is fun to bash another player over the head and then laugh at them as they fall at your feet. &lt;br /&gt;&lt;br /&gt;So give it a try, you may like it!&lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt; &lt;/p&gt;]]></description>
        <pubDate>Wed, 20 Aug 2008 11:35:47 +0100</pubDate>
        <category>WAR Game Guides</category>
      </item>
      <item>
        <title>Armies of WAR - Greenskins</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=2</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=2</guid>
        <description><![CDATA[&lt;h2&gt;Armies of WAR - Greenskins&lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The greenskins have no homeland to speak of. They capture other race's settlements and then make those places their own, decorating them with tribal graffiti, wood and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &quot;Waaagh!&quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the &lt;em&gt;Warhammer&lt;/em&gt; world as devastating as a Waaagh! set in motion.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;At the onset of the Age of Reckoning, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3 class=&quot;title&quot;&gt;Orcs&lt;/h3&gt;
&lt;p&gt;&lt;br /&gt;Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;/p&gt;
&lt;p&gt;Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;/p&gt;
&lt;p&gt;An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;/p&gt;
&lt;p&gt;Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &quot;choppas&quot;, &quot;bashas&quot; and &quot;smashas&quot;, and they wield them with brutal strength.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3 class=&quot;title&quot;&gt;Goblins&lt;/h3&gt;
&lt;p&gt;&lt;br /&gt;Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;/p&gt;
&lt;p&gt;Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when it's hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;&lt;br /&gt;&lt;/h3&gt;
&lt;h3&gt;Careers – Black Orc&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/career-option_black-orc.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_black-orc.gif&quot; title=&quot;articles: career-option_black-orc.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt; Armed and armoured to fight in the thick of melee as a warrior and tanker, the Black Orc matches physical hardiness with a down and dirty brawler’s fighting style that makes him the heart of any war band. With choppa and shield in hand, he can face down any foe unshaken. However, it is his unique approach to fighting that makes him as deadly with his fists as with either of those tools. He’ll knock you down so you can’t fight back, and then kick you while you’re down. There’s no honor among Greenskins, and there’s no such thing as a fair fight – and that’s the way he likes it!&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;The Black Orc Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt; The Black Orc’s fighting style might best be described as brawling. He attacks with all the tools available – fists, feet, elbows, shoulders, and assorted other spiky bits, including weapons. His various attacks are designed to jar, disorient, or otherwise disable his enemy. Each of these conditions leaves the enemy vulnerable to yet more punishment. This comes in the form of other attacks which deliver additional effects based on the target’s condition. The Black Orc’s use of these tools revolves around the philosophy that the best defense is indeed a good offense.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Playing as a Black Orc&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt; Combat for a Black Orc revolves around engaging and defeating enemies one at a time, while weathering the fire of their allies. As a front line fighter, the Black Orc is well equipped to withstand the attacks of his enemies. Though protected by shield and armor, and possessing a hearty constitution, his greatest strength lies in his ability to disable his primary opponent. His use of jarring blows and unexpected attacks allow the Black Orc to exploit the openings they create to reduce the enemy’s ability to fight back.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;The Black Orc Look&lt;/div&gt;
&lt;blockquote&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;Fully armored in heavy armor (with lots of spikes)&lt;/li&gt;
&lt;li&gt;Large very heavy shields (also with lots of spikes)&lt;/li&gt;
&lt;li&gt;Choppas and great choppas (with spiky bits stuck on)&lt;/li&gt;
&lt;li&gt;&lt;br /&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;/blockquote&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h3&gt;Careers – Goblin Shaman&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;He’s got Waaagh!, and he’s not afraid to use it! What more can you say about a lad who gets the big Waaagh! going when the boyz roll out? The Shaman channels the primal bloodlust of the Greenskins into effects both beneficial and baleful. He keeps the lads up and running far beyond their normal capabilities and calls down the wrath of the twin deities, Gork and Mork, onto his enemies. The one feeds the other and around he goes, delivering a deadly combination of healing magic and stomping, pummeling power without pause.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Shaman Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src=&quot;images/articles/career-option_shaman.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_shaman.gif&quot; title=&quot;articles: career-option_shaman.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt; Greenskins live for battle, and fighting provides the strange and twisted power that fuels their magic. By participating in battle – calling down the wrath of Gork and Mork, or just being up in the fight with the lads – the Shaman taps into the collective frenzy to gain Waaagh! power. This gathered Waaagh! energy drives the strength of his supporting magic to new heights. With Waaagh! power blazing in his eyes, his spells can heal more wounds or empower his allies to achieve feats of unbelievable destruction.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Playing as a Shaman&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt; As a Shaman, you’ll have to walk a careful line in balancing your offensive and support abilities. You can achieve the greatest rate of healing by focusing on that skill exclusively. You can maximize your rate of damage by focusing purely on those abilities. However, focusing on a single talent will lessen your overall impact on the battle. The strength your support skills gain from an ongoing Waaagh! is significant. Using your offensive magic to contribute directly to the fight will increase the power of your support magic, allowing you to better help your group.&lt;/p&gt;
&lt;h3&gt;&lt;br /&gt;&lt;/h3&gt;
&lt;h3&gt;&lt;br /&gt;&lt;/h3&gt;
&lt;h3&gt;Careers – Goblin Squig Herder&lt;br /&gt;&lt;/h3&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/career-option_squigherder.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_squigherder.gif&quot; title=&quot;articles: career-option_squigherder.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt;One-on-one a Squig is no match for the likes of a Hammerer or Ironbreaker, but the problem there isn't the match, it's the numbers. The toothy embrace of a pack of Squigs has brought down many a hearty warrior, and a Squig pack is never more effective than in the hands of an expert Herder. Using tools ranging from pipes to goads to bits of giblets, the Squig Herder drives his minions to a killing frenzy while fighting safely behind the lines. The Herder's own ranged fire combines with the attacks of his minions to challenge any foe.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Squig Herder Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt; It's all about the Squigs – at least as far as the Squig Herder is concerned – and he knows all there is to know about these feisty critters. Commanding a pack of Squigs culled from those types he has learned to train, the Squig Herder can inflict serious damage on his enemies. With experience, he can learn to tame a broad range of breeds, control more powerful Squigs, and acquire more specialized abilities such as taking direct control of his Squig. His minions will even fight on after his death, wandering off only when the battle is done.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Playing as a Squig Herder&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;br /&gt; As a Squig Herder you lead from the rear, turning your Squigs loose on the enemy and supporting them with commands, arrows and bait while safely out of harm's way. The most critical elements of your strategy revolve around your choice of Squigs for your pack, and the abilities you use to support them. Your various breeds offer you tools for different situations, and you must mix and match them to meet your needs. Tactically speaking, your job is to kill the enemy while avoiding his counter-attacks – both you and your Squigs are deadly but fragile beasts.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;]]></description>
        <pubDate>Tue, 12 Aug 2008 19:59:39 +0100</pubDate>
        <category>Official game articles</category>
      </item>
      <item>
        <title>Armies of WAR - The EMPIRE</title>
        <link>http://www.warhammer-online.co.uk/readarticle.php?article_id=1</link>
        <guid>http://www.warhammer-online.co.uk/readarticle.php?article_id=1</guid>
        <description><![CDATA[&lt;h1&gt;THE EMPIRE&lt;/h1&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;army-text&quot;&gt;
&lt;p&gt;The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empire's provinces.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empire's northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;/p&gt;
&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2&gt;Career Options&lt;/h2&gt;
&lt;br /&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;strong&gt;Bright Wizard&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/career-option_brightwizard.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_brightwizard.gif&quot; title=&quot;articles: career-option_brightwizard.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt;The Bright Wizard is a master of destruction by magic, and a specialist in fire. Fire is at the heart of his every ability, and indeed at the heart of the Wizard himself. Using the power of the wind of fire, he can lay waste to swaths of enemies, or incinerate select foes with white hot energy. His magic feeds upon itself, upon the enemy, and upon the Wizard. Embracing the fires within his mind, the Bright Wizard himself is engulfed in flame. He directs this inferno against his foes, filling them with searing power until they burst, incinerated by arcane flames so hot they threaten to ignite the air itself.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Bright Wizard Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt; There are secrets which only the Bright Wizards know... The Seven Keys, arcane talismans and techniques too reckless and destructive for the minds of humanity’s Elven tutors, are mastered by every Bright Wizard and afford him considerable power. Each key lends the Bright Wizard’s magic a unique aspect, and all of them expand his power. With his mastery of the magic of fire, and the power of the Keys, his spells burn his foes, and then burn their own magic, combining to create a deadly conflagration.&lt;br /&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Playing as a Bright Wizard&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt; As a Bright Wizard you will destroy the enemy with arcane fire, but you must do so with cunning intellect, or risk finding your own end despite your power. Your defenses are minimal, and you are nothing if not obvious. For you, the best defense is your own mighty offense and that can be a very powerful deterrent. Quick decisive action is pivotal to your fighting. You must unleash your spells on the enemy forthwith so that they have the greatest possible opportunity to burn. Then you must take advantage of the opportunities this presents, using other powers to detonate your burning victims. If you are incautious, you may be slain before your enemy is defeated, only for him to fall to your lingering magic, but with skill and quick thinking victory will be yours.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;strong&gt;&lt;br /&gt;Warrior Priest&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;
&lt;p&gt;&lt;img src=&quot;images/articles/career-option_warriorpriest.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_warriorpriest.gif&quot; title=&quot;articles: career-option_warriorpriest.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt;A Warrior Priest of Sigmar is a fearsome master of battle and tireless defender of the faith. These holy warriors are the hammer of the church, serving in both defense of the Empire and the furtherance of the church’s goals. A deadly melee fighter, the Warrior Priest relies on the blessings of his god to protect him in combat. His zeal for battle further reinforces his Righteous Fury, spreading the strength that Righteous Fury provides to his companions and allies. With the might of the divine strengthening his arm and protecting the faithful, the Warrior Priest is a lethal combatant and potent supporting character all at the same time.&lt;/p&gt;
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&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Warrior Priest Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt; For the Warrior Priest, faith is life. Sigmar demands bravery in defense of the Empire, and he grants the greatest blessings to those who demonstrate this trait. A Warrior Priest’s Righteous Fury grows strong with every swing of his arm against the Empire’s foes. As his Righteous Fury grows, his powers expand as enemies are smitten more fiercely and allies are protected from greater harm. With sufficient Righteous Fury, the divine power invested in his righteous litanies and sermons is extended beyond his immediate circle of Righteous Fury to all those who can hear his words.
&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;br /&gt;&lt;strong&gt;Playing as a Warrior Priest&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt; As a Warrior Priest, your place is in battle. Your Righteous Fury grows as you strike down the enemy in Sigmar’s name, and your divine powers grow with Righteous Fury. Thus, to reach the peak of your power you must join in the fight. Your prayers bear the power of your god to take life, or give it back, but they are designed to compliment your melee capabilities. Your blessings bring powerful boons to those around you, but you must be close to the fight for your words to reach them. To do your job you must place yourself at risk, but it is in this risky position which you are most powerful.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;strong&gt;Witch Hunter&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;
&lt;p&gt;The Witch Hunter is a tireless foe of Chaos, dark magic and witchery of all kinds. As the taint of Chaos continues to spread and more people are drawn to the dark arts, the Witch Hunters' role has become increasingly important to the Empire. Fast, cunning and deadly, they dispense merciless judgment upon any who serve Chaos. While the people of the Empire agree that the Witch Hunters' work is critically important, rare is the citizen who does not feel pangs of dread when they lay eyes upon one, for it is understood that most Witch Hunters would sooner burn an entire village to the ground than see a single follower of Chaos go free.&lt;/p&gt;
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&lt;p&gt; &lt;/p&gt;
&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Witch Hunter Specialty&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt;&lt;img src=&quot;images/articles/career-option_witchhunter.gif&quot; border=&quot;0&quot; alt=&quot;articles: career-option_witchhunter.gif&quot; title=&quot;articles: career-option_witchhunter.gif&quot; width=&quot;134&quot; height=&quot;212&quot; align=&quot;left&quot; /&gt; The Witch Hunter's sole motivation is rooting out and destroying corruption. To that end, they use the various tools and tactics available to them to weaken their opponents' strength and resolve via &lt;strong&gt;Interrogation&lt;/strong&gt; before meting out final &lt;strong&gt;Judgment&lt;/strong&gt;. Fast and agile, the Witch Hunter is dangerous in close-quarters, especially when approaching an unsuspecting or startled target from behind. The Witch Hunter will frequently employ holy water, chrisoms, blessed ashes and other relics to further increase the suffering inflicted upon their foes.&lt;br /&gt;
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&lt;div class=&quot;title&quot;&gt;&lt;strong&gt;Playing as a Witch Hunter&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt; Whether you're positioning yourself for a devastating strike against an unwary enemy or going toe-to-toe in the thick of the fight, there are few places on the battlefield where a Witch Hunter does not belong. In the face of your tireless assaults and interrogation, your enemies quickly wither and fall – be it by blade, bullet or torch. While your pistol can be a powerful and devastating weapon under the right circumstances, it is slow and awkward to reload in close-quarters. As such, you will make frequent use of the deadly speed and effectiveness of rapiers, knives, stakes, torches and daggers. You will also find it useful to anoint your weapons before a fight to dispatch your unholy enemies with even greater efficiency.&lt;/div&gt;]]></description>
        <pubDate>Sat, 09 Aug 2008 15:58:57 +0100</pubDate>
        <category>Official game articles</category>
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