Shards of Dalaya Reboot (Everquest Server)

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Woefully Inept

Karazhan Raider
9,315
37,046
Some of the old 18 man raids are being turned into 6 man encounters.

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Sauce: Discord - Group Chat That’s All Fun & Games
 

Corndog

Lord Nagafen Raider
520
130
I dunno about faster respawns. But I think they made it so you can get the spells without having the problem you stated.
 

...

Goonsquad Officer
6,197
14,537
I know some are going up for sale in erimal, but i dont know if they mean relics or just high level droppers. I presume runics and rizad sprlls are still quests
 

BigDirty

Security Director of Crisis and Weather Management
<Gold Donor>
414
400

September 27, 2024 6:00 PM

Client & Technical Upgrades​


Rain of Fear 2 Client Upgrade General Overview​


  • We’re now supporting the Rain of Fear 2 Client rather than Seeds of Destruction. This lets us implement many new cool and useful features! These have to be manually added; just because the client has a feature doesn’t mean it was on by default. Here’s what has been added so far:
  • Characters now have 10 inventory slots , up from 8.
  • Potential for bags to hold more than 10 items .
  • Augment System Improvements :
    • Augments can now be added or removed directly through an item.
    • Augments are now limited to one of the same augment per item (client limitation).
  • Item Improvements :
    • Items can now be clicked from inside bags .
    • Items, skills, and spells now show their cooldowns on icons .
    • Items that share cooldowns properly display cooldowns on all items.
  • Enemies now have 42 debuff slots , up from 30.
  • Players now have 9 song slots , increased from 6.
  • Enhanced Buff/Debuff Visibility :
    • Players can now see buffs and debuffs on enemies .
    • Charm debuff duration always shows as if it is the maximum amount.

Implied Target Healing​


  • When targeting a non-friendly NPC and attempting to heal them, it will now heal their target instead.
  • Examples:
    • If a healer targets a mob attacking a tank, healing the mob will heal the tank.
    • If the mob targets you, healing the mob will heal you.

Model Loading​


  • Over 99% of NPC race models are now globally loaded, allowing nearly all forms to be available across all zones. Exceptions include Dervish and PoP-era Solusek Ro models, which will continue to be loaded locally as needed. While this update improves model availability, it may result in memory issues for some players. We will continue to streamline the global load processes throughout the year to improve performance.
  • Flitterwing’s original coloration restored.
  • Classic Skeletons texture issues acknowledged; fix upcoming.

Content Updates​


General Adjustments​


  • Removed adept Crate of Pets from the game.
  • Blood in the Water removed from Kedge Keep (may return later).
  • Bensha’s quest , a low-level quest in Sadri Malath, has been fixed.
  • Bonus Mob Spawners Removed:
    • Everchill , Highkeep , and Eldenals have had their bonus mob spawners removed.
    • MielechC quest remains.
  • Coldwater Kraken , Stormbringer Falcon , Volcanic Arachnid , and Spiny Molehave been removed.
    • Quest: Secrets of the Four has been removed.
    • These encounters may be part of a new zone released after launch.
    • Several quest version NPCs previously had the asterisk at the end of their name (e.g., Silver*). These cases have been corrected to include the asterisk at the beginning of the name, conforming with the established naming norms.
    • High-tier dungeon rewards are being rebalanced.

Low Tier Plane Spawn Times​


  • Tier Four to Six raid zones spawn times have been returned to 4 days to match the zones above and below them.

New Portals​


  • New portals to and from the Mansion of Portals can be found in Everfrost and Stinger’s Bog in relatively convenient locations.

Zone-Specific Changes​


  • Blackburrow
    • Lord Jerzakt formerly had Pogonip , a nuke, on his buff list.
    • It has been replaced with Endure Poison .
  • Surefall Glade
    • Moon ritual has been fixed.
  • Bleak Blind
  • Eastern Wastelands
    • Reinforcements requested by Lord Ravenwing have arrived at the orc fortress.
  • Sundered Mountains
    • Vida the Cook’s gathering quests are now available to all players.
  • Frosthorn Coast
    • The Council of Innovation camp has new quests offered at the Researcher level.
    • The zone is now more populated with as much various native wildlife as the harsh ecosystem can sustain.
  • Azmaen, Heart of Frost
    • Rewards and trash clears have been improved; the zone should be significantly less frustrating to raid.
  • Tower of Tarhyl
    • Mini Bosses from the Farhags wing once again drop two items .
  • Lake of Ill Omen
    • Elvyn the Scout is more talkative and no longer hides until the appropriate step of the Lake of Ill Omen questline.
    • A Leaking Clockwork and An Overheating Clockwork now have a 6-man engage limit .
    • Battlement fulminators now properly heal themselves when they reset combat.
    • The rate at which high-value gems drop from Junkyard Raticlanks has been reduced.
  • Wyvernfang Coast
    • Mystic Techek has something new to say to those he trusts.
  • Catacombs of Elthannar
    • Elthannar medallions may now be found on mobs in this zone.
  • Dreadfang Spire
    • Dreadfang Spire has been revamped into a 6-man zone with difficulty spanning from Cyrtho Malath 3.0 to the start of Emberflow.
    • A quest related to Dreadfang Spire has been added somewhere in the world.
    • The animated revenants used for various quests have been relocated to Frosthorn Coast .
    • All other relevant quest drops are still located somewhere in the zone.
    • Learn more about Dreadfang Spire
  • Western Wastes
    • A small camp of mobs has been added to tie up some loose ends on ancient history.
  • Kaesora
    • Shin’esh’kara’met, Project I has been replaced with a new 6-man encounter.
    • Chest Mechanics:
      • Chests will no longer have a chance to blow up and “eat” a key.
      • Chest functionality has been made uniform across all current chests in Kaesora.
    • Various mobs that originally did very little now have more rotating abilities and spells.
  • New Froglok Classes and Starter Zones
    • Frogloks can now be Shadow Knights , Rogues , or Necromancers .
    • New Zones:
      • Frogloks will begin in their humble city, Leaga Malath .
      • Twilight Harbor is the adjacent early-level zone.
    • Transportation : Learn more about accessing this new city by speaking to Captain Spak in Sundered Mountains or Rinda , the Froglok in charge of the barge.
    • Non-evil races are not KOS in Leaga Malath.
    • Learn more about Leaga Malath and the Mavassi Froglok classes
  • New Wood Elf Beastlord and Dwarven Ranger Classes and Starter Zone
    • Wood Elves can be Beastlords and Dwarves can be Rangers
    • Both of these new combinations will start in the new zone Goldleaf Glen , but there are beginner quests for all classes there, so be sure to visit!
    • Learn more about Goldleaf Glen
  • The Dream
    • The Deity voices at the end of The Dream no longer exist.
    • Some tutorial text was changed to reflect the new client updates.
    • Old Leather Bag from The Dream is now a 12-slot bag that can hold GIANT items.
  • Dragonhorn Keep
    • North Wing mobs have had minor flavor scripting added; no balancing changes were made.
  • Red Sun Mines
    • Elsa Frostfang now has a small loot table.
  • Fearstone Keep
    • An Old Letter Main Quest item is now a ground-spawn item in Fearstone Keep .

The Vah Quest​


The Banner of the Vah Shir has been a problem item for over a decade. The raw amount of power the cloak’s on-use effect provided was strong enough that every fight past a certain point had to be designed around its existence. We’re drastically reducing the power of this item, removing some of the pain points for the quest, and making it share a cooldown with other DPS clickies, so we can create new DPS clickies to replace it.


  • Item Adjustments:
    • Spirit of the Vah Shirnow provides:
      • 20% cast speed
      • 250 attack
      • 15% movement speed
      • Superior healing proc
      • 25 to all resistances
  • Quest Adjustments:
    • Parcelan now has a quest-only version.
    • Drop Rate Increases:
      • Glimmering Steel Sword and Iron Sextant drop rates have been increased.
      • Irathi Beads always drop from Elder Bremm ; increased drop rate from other Irathi as well.
    • Spawn Time Reductions:
      • Advisor Garathor , Sithil li`thara , Lasanth , and The Eternal One have reduced spawn times.

6-Man Content Adjustments​



Raid Changes​


  • Inner Prison
    • New Raid Boss added near the end.
  • Sanctum
    • Taeshlin, The Fallen Guardian moved earlier in the zone.
    • The event past the Final Ward has been disabled.
    • Primeval Golems moved before Custodian .
    • Nylastra has been removed.
    • Some loot has been redistributed.
  • Lower Thazeran’s Tower
    • Adjusted down to align with Tier 10, now comparable difficulty to Generals.
    • Galtrah has new abilities.
  • Yclist
    • Most bosses slightly buffed; loot adjusted accordingly.
    • Prime Enchanter:
      • Orbs of Power now start with their color in their name.
      • Orbs no longer randomly switch threat; now lower threat on current target.
      • Orbs deal 4x damage when fully grown; can be charmed/mezzed.

Gameplay Changes​


Level Grouping Limit​


  • There is now a limit to the maximum level of other characters you can group with; if you group with someone too high level, you will receive 0 experience.
  • Formula:
    • Minimum of 10 levels .
    • Otherwise, current level x 0.5 .
  • Examples:
    • At level 1, you will be able to group with someone up to level 11 (minimum of 10 levels higher).
    • At level 22, you will be able to group with someone up to level 33 (22 * 0.5 = 11 levels higher).
    • At level 44, you will be able to group with someone up to level 65 (44 * 0.5 = 22 levels higher).

Economy Changes​


  • Vendor values of items costing more than 1000 platinum have been decreased.
  • First 1000 plat value remains untouched.
  • Remaining amount decreased by 80%.
    • Example:
      • Item previously vendored for 2000 platinum now vendors for 1200 platinum.
      • Item previously vendored for 6000 platinum now vendors for 2000 platinum.
  • Objective:
    • Incentivize players to sell items to other players.
    • Change farming methodologies for platinum.

Charm Credit Changes​


  • Global Charm credits no longer drop as lootable items.
  • You now have a chance when a mob is killed to receive charm credits.
  • Distribution:
    • Charm credit amount given is flat regardless of party size.
    • In raids, charm credits are reduced to 1/3 original value.
  • Example :
  • This means that if a mob is killed and it gives out 100 charm credits, everyone in the party will receive 100 credits. If you are solo, you will still only get 100 charm credits.

Racials​


  • Racial experience bonus and penalties for normal experience have been removed.
  • Erudite’s spell critical strike racial now applies to both damage and healing spells.
  • Dwarves get +10% Tracking skill underground.
  • Ogre Adjustments:
    • Stamina cost reduction reduced to 5% (originally 12.5%).
    • Ogre warriors no longer gain extra starting stamina.
  • The spell resist adjust bonuses for half-elf, barbarian, and human now work properly. Before human and barbarian gave 1/100th of the proper bonus and half-elf did nothing.
  • Humans take 5% less magic damage . Previously they were receiving Half-Elves’ reduction of 2.5% as well as their own.
  • Half-Elves now properly take 2.5% less magic damage .
  • The experience bonus to skills for Half-Elves is now correctly a bonus rather than a penalty.

Spellsurge​


  • Spellsurge was intended as a high-tier power boost after removing many high-tier clickies. Its availability at all tiers of the game gave casters a very large boost throughout the lowest tiers, giving very low gear characters up to a 25% boost in power. To offset this, we’re making it have a higher requirement to purchase.
  • Changes:
    • Spellsurge moved to the ‘Special’ AA tab; requires 250 AAs spent before purchase.
    • Now costs 50 AAs .

Auxiliary Tanking​


  • Old System:
    • NPCs received a 20% damage bonus when un-auxed and a 30% damage reduction when fully auxed.
  • New System:
    • NPCs now get a 10% damage bonus when un-auxed and a 10% damage reduction when fully auxed.
    • A flat 4% adjustment is now applied for every client/pet that is aux tanking.
    • Monks still provide a reduction when auxing with weapons equipped.
  • Fun Aux Facts:
    • The old fully auxed reduction was thought to be a 20% reduction; it was actually 30%.
    • Monks actually worsened this when auxing, adjusting it to a 25% reduction when fully auxed.

Damage Shield Changes​


  • Damage Shields are now limited to applying their damage 65 times per server tick (every 6 seconds).
  • This limit is unique to each character.

Haste Changes​


We’ve lowered the effectiveness of haste buffs.


  • Objectives:
    • Reduce the power difference between haste buffs
    • Reduce passive Enchanter power gained by casting buffs
  • Changes:
    • Celerity : Now provides 45%-50% haste , no longer usable by Beastlords.
    • Swift Like the Wind : Now provides 55% haste .
    • Visions of Grandeur : Now provides 65% haste .
    • Ancient Gift of Celerity : Now provides 60% haste .
    • Savage Momentum : New level 63 Beastlord haste spell providing 55% haste .
    • Removed Spells:
      • Adrecia’s Quickening
      • Wonderous Rapidity
      • Glory of Enthann
    • Haste Items:
      • Haste on items under 30% multiplied by 1.4
      • tems above 30% given an additional 12% haste

Area of Effect (AoE) Targeting​


  • Targeted AoE spells cast by players will no longer hit the players who cast them.
  • Targeted and Point Blank AoE spells will now hit any target within range of the primary target that is Kill on Sight, rather than requiring them to be in combat with you.

Area of Effect (AoE) Critical Strike Chance​


  • Adjustment
  • AoE spells no longer have 1/3rd the critical strike chance of single-target spells.
  • Outcome
  • This hidden penalty has been removed, and AoEs have been adjusted as necessary.
  • Learn more about AoE Crit Chance changes

Block Skill from Shields​


  • At lower tiers, warriors have notably more avoidance than other tanks. This comes from higher base skill caps and AAs that increase their avoidance chance.
  • Knights’ use of a shield in most scenarios at low tiers reduces this gap, but because block scales linearly forever, eventually knight avoidance eclipses warriors, and rapidly reduces the defensive gap between warriors and knights.
  • Changes:
    • We’re capping block gained from shields to prevent knights from surpassing warriors in avoidance totals.
    • Block chance gained from wearing a shield is now capped at 180 block skill before AAs or block modifiers.
    • Fixed a series of bugs that caused block modifiers to be applied three times rather than once.

Damage Reduction from Armor​


  • Old System:
    • Damage reduction from armor scaled linearly past 500 armor.
    • Total damage reduction on an attack was a randomly generated value in a range.
    • High-end characters often had damage reduction rolls above 100%, causing damage to mitigate to 0.
  • New System:
    • Damage reduction now has diminishing returns and no longer has a range.
    • At low armor values, damage reduction is nearly the same.
    • As armor increases, characters will take increasingly greater damage compared to the old formula.
  • Oddities to Note:
    • When fighting higher con enemies, you may consistently see the same damage number (due to high damage range rolls).
    • As you get better gear, it may seem you have better avoidance because in the old system, hits mitigated to 0 showed up as misses, and avoidance was not checked for misses.
  • Learn more about Damage Reduction from Armor

HP Buff Changes​


  • Objective : Offset bonus HP from 2.5 client upgrade by reducing HP provided by player-cast HP buffs.
  • Changes:
    • HP buffs cast by players across the board have been nerfed.
    • This reduces player HP in hard content situations by approximately 1000 HP .
    • Learn more about HP Buff Changes

Healing Proc Changes​


  • We’re removing group healing procs from weapons and breastplates to clamp down on the amount of free healing that is provided with no resource cost and to ensure weapons’ primary role is as damage-dealing tools. These weapons have caused fights to have to be designed in specific ways ever since they became widely available.
  • Objective:
    • To clamp down on the amount of free healing provided with no resource cost.
    • Ensure weapons serve as damage-dealing tools primarily.
    • Address tank healing from breast plates when pulling large quantities of enemies.
  • Changes:
    • Group healing procs have been removed from weapons and breastplates .
    • Some items were turned into DPS-oriented items
    • Some were given clickies instead
    • Some of the weaker items were buffed to be better items
    • Ultimately, this change only affected a handful of items
  • Exceptions:
    • Group healing procs still available on bracers since these procs have a resource cost associated.
  • Learn more about Healing Proc Changes

Spell Defenses​


  • Spell Damage Reduction Objectives:
    • Resistances are now the primary form of spell defenses rather than spell damage reduction.
    • Reduction in the power of spell damage reduction effects.
  • Changes:
    • Melody of the Shield and Dampening Curse have been removed.
    • Spell Ward now caps at 10% .
    • Protection of the Lady has been changed to have a 15-minute cooldown , last 4 ticks , and provide 20% spell damage reduction .
    • Elemental Embodiment has been replaced.
  • Resistance Buffs Objectives:
    • We want to shift resistance buffs to better spread the total power of resistances across buffs rather than so much of the power being tied up in bard songs.
      • Casted Resistance Buffs are now more powerful.
      • Resist Fire/Cold/etc. now provide 1 resistance per level , capping at 65.
      • Endure Fire/Cold/etc. now provide a max of 30 resistance .
      • All levels of the group resistance buffs now provide an additional 35 to the appropriate resistance.
    • Bard Resistance Songshave been reduced in effect.
      • Elemental, Purifying, and Guardian Rhythms now cap at 20 resistance before scaling.
      • Psalms now cap at 30 resistances before scaling.
      • Elemental Chorus and Purifying Chorus now provide 25 resistance before scaling.
      • Psalm of the Four now provides 30 all resistances before scaling, down from 46.
  • Learn more about Spell Defense Changes

Spell, Song & Discipline Acquisition​


  • Ancients : The drop rate of ancients on some enemies has been increased.
  • Relics : The drop rate of relics has increased; now reflected in the difficulty of the mob.
  • Runics
    • Runics are no longer locked behind the old Ikisith main quest.
    • Runic scrolls now drop from any raid, 12-man, or 6-man in Ikisith.
    • Classes all now get 5 runic abilities .
    • Learn more about Runic Changes

AA Changes​


  • Tales of Rapid Recoveryhas been changed because the way ability timers with disciplines work made it much more powerful than intended with short discipline cooldowns, as discipline cooldowns were always reduced by a minimum of one second.
    • No longer grants 5% reduced discipline cooldown.
    • Now grants 5 flat endurance regeneration .
  • AA Descriptions : Many AAs have updated descriptions.

Class Changes​


Tanks​



Priest​



Caster DPS​



Melee DPS​



Skills and Tradeskills​


  • Calculations towards skill ups have been raised individually as needed.
  • Non-tradeskill skills now have a catch-up mechanic.
    • Calculations will double if you are more than 10% away from your level’s current max skill.
    • This does not include certain non-combat skills, such as Forage, Feign Death, and Rogue-specific skills.
  • Timer on jammed locks during lock pick is reduced slightly.
  • Recipes for the highest tier of Blacksmithing and Tailoring augments has changed.

Baking Tradeskill Revamp​


  • A large number of new recipes have been added across all skill ranges, up to 275.
  • Several new Baking skill modifier items have been added across the world.
  • Obtaining Recipes:
    • Purchased from merchants.
    • Dropped books and recipe scraps.
    • NPC dialogue and quest rewards
      • Does an NPC sell food? Are they found in an establishment that serves food? Try talking to them! Note : If you find yourself unable to craft a food according to its written recipe, or if you stumble upon a Baking recipe that is not documented anywhere in writing, please report it with /bug so that it can be fixed.

New Alchemy Potions​


  • Added three HP buff potions (50/120/200 HP) in the Symbol buff line.
  • Added two Endurance Cost reduction potions (5% and 15%).

Item Changes​


Specific Weapon Changes​


  • Spear of Provocations : Proc rate increased to 5% ; hate from proc increased to 300 ; haste buffed to 34% .
  • Blade of Warped Designs : Magic damage reduced to 1 ; proc chance increased to 5.5% .
  • Frostwoe (Non-faction bound) Damage buffed to 19 ; proc rate to 5.6% .
  • Frostwoe (Faction bound) Damage buffed to 20 ; proc rate to 5.6% .
  • Ragebearer (both non-faction bound and faction bound): Proc rate buffed to 4.6% .
  • Claws of the Furious Storm (both non-faction bound and faction bound): Proc rate buffed to 5.1% .
  • Ethereal Two-Handed Hammer and Axe now use proper two-handed models.
  • Quiver of Learner Arrows is now NO DROP .

Fortification Enhancement​


  • Duration Increment renamed to Fortification Enhancement .
  • Each rank worn by the caster now increases rune strength by 2% per rank , in addition to existing spell duration bonus.
  • All runes are increased in power by the caster’s codex bonus.

Companion Enhancement​


  • Companion Strength and Companion Health have been combined into one focus called Companion Enhancement .
  • Companion Enhancement I gives the same bonus as both Companion Strength I and Companion Health I.
  • Existing companion strength items converted to companion enhancement.
  • Companion health items converted to various focus effects.

Augment Changes​


  • Objective:
    • We want most of the augments in your gear to be crafted tradeskill augments.
    • To prevent players from endlessly farming augments and filling every slot with dropped or quested augments
  • Changes:
    • Most non-tradeskilled augments converted to augment type 7 .
    • Added a type 7 augment slot on charms .
    • Main quest, Council of Innovation/Blackscale/Silvercrown, and deity augments remain unchanged.
    • Quested augments can be safely removed from charms and reused.
    • Future balance pass will diversify and appropriately adjust the power of these augments.
 
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BigDirty

Security Director of Crisis and Weather Management
<Gold Donor>
414
400

1. Racial Abilities (Alphabetized by Race)​


Barbarian:


  • Slam
  • -30% Duration to Fear targeting the player
  • -30% Duration to Stun targeting the player
  • -5% Cold and Magic Type Damage Received
  • -2.5% Decrease to negative faction hits.
  • +1% Critical melee chance
  • -10 Resist adjust to cold and magic spells.

Dark Elf:


  • Ultravision
  • 50 or +10% after 50 to Hide
  • -20% Duration to Mesmerization targeting the player
  • -20% Duration to Charm targeting the player
  • +2% Critical Spell and Melee at night
  • +1% Riposte Chance at night

Dwarf:


  • Infravision
  • 50 or +5% after 50 to Mining
  • -30% Duration to Fear targeting the player
  • -30% Duration to Stun targeting the player
  • +1% Critical Spell and Melee while Drunk
  • +2% Critical Spell and Melee Underground
  • +1% Melee Mitigation when Underground
  • +10% to all stats gained from drink
  • +10% Tracking skill while underground

Erudite:


  • +10% Skill Learning Rate (Does not affect tradeskills)
  • -30% Detrimental Mana Effects
  • +1% Spell Critical Chance (Beneficial and Detrimental)

Froglok:


  • Ultravision
  • Improved Swimming
  • +10% Skill Learning Rate
  • +2% to Heals landing on self
  • +5% Critical Spell and Melee underwater
  • +2% Critical Spell and Melee while raining
  • Improved Lung Capacity

Gnome:


  • Infravision
  • +2% Movement Speed when Indoors
  • +3% to Proc Rate
  • +1% Evocation
  • +1% Alteration
  • +1% Conjuration
  • Tinkering (50)

Half Elf:


  • Infravision
    • -10% Duration to Mesmerization targeting the player
  • -10% Duration to Charm targeting the player
  • +2.5% Skill Learning Rate
  • +2.5% Increase to all Positive Faction Hits
  • +0.5% Parry Chance during the day
  • +0.5% Riposte Chance at night
  • -2.5% Magic Type Damage Received
  • -5 Resist Adjust to all Cast Spells
  • +1% Movement Speed

Halfling:


  • Infravision
  • Consumes Food Faster
  • 50 or +10% after 50 to Sneak
  • 50 or +10% after 50 to Hide
  • 50 or +10% after 50 to Baking
  • +1% to Melee and Spell Dodge
  • +10% Death Save Spell Effect
  • +10% to all stats gained from food
  • +10% to Taunt chance
  • +3% Movement Speed

High Elf:


  • Infravision
  • -50% Duration to Mesmerization targeting the player
  • -50% Duration to Charm targeting the player
  • -10% to Spell Fizzle Rate
  • +2% Evocation Skill
  • +2% Conjuration
  • +2% Alteration
  • +1 Mana Regeneration

Human:


  • -5% Magic Type Damage Received
  • +10% Skill Learning Rate
  • +1% Haste
  • +5% Increase to all Positive Faction Hits
  • -10 Resist Adjust to all Cast Spells

Iksar:


  • Infravision
  • 50 or +10% after 50 to Forage
  • -10% Skill Learning Rate
  • -5% Fire Type Damage Received
  • Natural Armor
  • Improved Regeneration

Ogre:


  • Infravision
  • Slam
  • Consumes Food Faster
  • -25% Duration to Fear targeting the player
  • -25% Duration to Stun targeting the player
  • -15% Self Inflicted Damage
  • -5% Stamina Drain

Troll:


  • Infravision
  • Slam
  • -35% Duration to Fear targeting the player
  • -35% Duration to Stun targeting the player
  • +15% to all regeneration effects
  • -10% Skill Learning Rate
  • Faster Regeneration

Vah Shir:


  • Infravision
  • 50 or +10% after 50 to Safe Fall
  • 50 or +10% after 50 to Sneak
  • Consumes Food Faster
  • +2% Healing Ability at night
  • +2% Haste at night

Wood Elf:


  • Infravision
  • 50 or +10% after 50 to Forage
  • 50 or +10% after 50 to Hide
  • -20% Duration to Mesmerization targeting the player
  • -20% Duration to Charm targeting the player
  • Friendly To Animals
  • +8% Increased Movement Speed while in Forest
  • +2% Critical Spell and Melee while Outdoors
  • +1% Parry Chance during the Day



2. Stats​


Strength (STR)​


  • Effect: Affects weapon and special attack damage, and the amount of weight you can carry before penalties.
  • Hidden Strength (AA): STR over cap increases your damage.

Stamina (STA)​


  • Effect: Affects hit points based on level and class, and the length of the stamina bar (used for melee styles). HP per STA point depends on level and class.
  • Hidden Strength (AA): STA over cap increases your mitigation.

Agility (AGI)​


  • Effect: Affects avoidance (chance to dodge attacks), movement speed, and defensive skill-ups.
  • Hidden Strength (AA): AGI over cap increases your avoidance.

Dexterity (DEX)​


  • Effect: Affects melee hit chance. Does not affect proc chance, which is determined by weapon or buff (except Bard AA).
  • Hidden Strength (AA): DEX over cap increases your hit chance.

Wisdom (WIS)​


  • Effect: Primary spell-casting stat for Paladins, Rangers, Beastlords, Clerics, Shamans, and Druids. Affects mana and spell fizzle rate. Affects mana pool and skill gain for WIS-based casters.
  • Mana Gain:
    • Up to 200 WIS: 12 mana per point.
    • 201+ WIS: 6 mana per point.

Intelligence (INT)​


  • Effect: Primary spell-casting stat for Shadow Knights, Bards, Wizards, Enchanters, Necromancers, and Magicians. Affects mana and spell fizzle rate. Affects mana pool and skill gain for INT-based casters.
  • Mana Gain:
    • Up to 200 INT: 12 mana per point.
    • 201+ INT: 6 mana per point.

Charisma (CHA)​


  • Effect: Affects merchant prices, spell resistance, and certain skills like Intimidation.
  • Hidden Strength (AA): Higher CHA increases your chances of landing spells.

Additional Information​


  • Proc Chance: Determined by individual weapon, buff spell, of the Bard AA, Sonic Blades. DEX does not affect proc chance.



3. Hidden Strength (AA) Benefits​


  • STR over cap: Increases damage.
  • STA over cap: Increases mitigation.
  • DEX over cap: Increases chance to hit.
  • AGI over cap: Increases chance to avoid.
  • CHA over cap: Increases chance of landing spells.
  • Efficiency: Takes roughly 3 points over the cap to equal the effect of 1 point under the cap.



4. Specializations​


Blade/Strike Specialization


  • Effect: Improves skill and damage with 1 Hand Slash, 2 Hand Slash, 1 Hand Piercing, 2 Hand Piercing, and Hand to Hand.

Blunt/Agility Specialization


  • Effect: Improves skill and damage with 1 Hand Blunt and 2 Hand Blunt, as well as combat avoidance.

Sight/Warding Specialization


  • Effect: Improves skill and damage with Archery and Throwing, and increases spell resistance.

Energy/Defense Specialization


  • Effect: Enhances damage of spells, healing spells, traps, and mitigation.

Focus/Mind Specialization


  • Effect: Improves ability to bypass enemy resists and conserve mana.



5. Advanced Item​


Effects


  1. Stun Resist: Provides a percentage chance to resist stuns equal to the Stun Resist value. The maximum resist chance is 40%. Multiple items stack up to a cap of 40%.
  2. Mind Shield: Grants a percentage chance to resist charm, fear, or mez effects equal to the Mind Shield value. Multiple items stack up to a cap of 40%.
  3. Spell Ward: Reduces incoming spell damage by a percentage. Multiple items stack up to a cap of 10%.
  4. Critical Strike: Increases the percentage chance of landing a critical hit in combat. Multiple items stack up to a cap of 10%.
  5. Aggression: Modifies the amount of aggro generated by melee, spells, and other aggro-creating actions. The effect can increase or decrease aggression by up to 10% or -10%. Multiple items stack up to a minimum of -10% or a maximum of +10%.
  6. Damage Reduction: Reduces all incoming damage by a flat amount equal to the Damage Reduction value. Multiple items stack up to a maximum of 25 reduction.
  7. Flowing Thought: Grants increased mana regeneration at a rate of +1 per level of Flowing Thought. Out of combat, the cap is 40. In combat, it is 20 (before AAs).
  8. Recovery: Grants increased hit point regeneration at a rate of +1 per level of Recovery. Multiple items stack up to cap. The cap is 40.



6. Skill Mods​


  • Skill Mod Cap: Skills can be increased by skill mods by a max of 25; max skill is 275.



By understanding and optimizing these racial traits, specializations, and stats, you can maximize your character’s potential and enhance your gameplay experience in Dalaya.
 
  • 3Like
Reactions: 2 users

BigDirty

Security Director of Crisis and Weather Management
<Gold Donor>
414
400
So the correct race choice for a enchanter would be human right? Because of the resist mod?
 

...

Goonsquad Officer
6,197
14,537
human is what i'm going with. you could maybe argue that the +spell crit (erudite) may help with avatar of destruction, or gnome procc chance could help the top end. maybe high elf +mana regen for more spells over a fight....but i think the resist adjust on human will save your ass in a mezz fight. +1 haste could help with proccs. + faction hit - mag receive on human is all pretty dope for the long run.

Pre-re-release, i would have made the case for the melee crit because in the old server 'cascading bond' made YOU hit almost automatically and double attack, and coupled with OP proccs and wacked out ratio caster weapons...could lead to some impressive dps, but now cascading bond is 'doppelganger' which makes your pet attack with your weapon, bypassing your melee stats.
 

Mr_Bungle

Recusant
<Aristocrat╭ರ_•́>
1,730
7,796
Never played EQ before, but I hope to see you lads there tomorrow!



1727396133449.png
 
  • 1Worf
Reactions: 1 user

Needless

Toe Sucker
<Silver Donator>
9,422
3,455
Worlds slowest client download but this server sounds cool, teek is dog dick and i wanna play a beastlord so i'll give it a go
 

...

Goonsquad Officer
6,197
14,537
Level 25 from playing all day. Freaking guildies ran all night and are like 38
 

Kithani

Blackwing Lair Raider
1,265
1,602
Level 25 from playing all day. Freaking guildies ran all night and are like 38
Dude if there was ever a game that falls under “it’s a marathon, not a sprint” it’s fucking Shards of Dalaya
 

hats

Molten Core Raider
40
6
any sleeper classes able to solo real well while leveling?

is it more/less the same as regular eq? dru / nec / enc? or is there anything new and interesting?

gonna roll on the server in a week after im done with a family trip and plan to soloquest my way up
 

...

Goonsquad Officer
6,197
14,537
I was kind of impressed by beastlord/cleric. at medium and high end. they itemize well.
 

Hatorade

A nice asshole.
8,504
7,273
I might have to duo, rather not but groups have been lacking at level 12 or so. Chilling in unrest right now, will be on tonight.