June 2, 2007

Well, it sure is good to be back! I was moving last week, finally got my Internet up (I won’t go into details on how bloody long it took…) but regardless. A world without Internet is an odd one though, I can’t just Google a problem, I really had to use my head. I’ve only been playing old RPGs that I found on my system (Well, they aren’t ANCIENT but old nonetheless.) Arcanum, Fallout, Bauldr’s Gate, etc. It has been fun, but now I need to get back into my online games (Woop!)

To my surprise, two betas were ready for me upon my return, Fury and Ultima Online: Kingdom Reborn. I’m going to be playing Fury this weekend and will report my findings. As for UO, I always wanted to play this game as a child, but no card = no fun and I couldn’t find a pay to play card (Did they even have these?) Now, after all these years, UO is finally getting a paint job, and I welcome it. I never got to play the game of old; this should be a great time to start.

I am amazed it is already done though; it seems like only a few months ago they announced their plan to revamp it, and now it’s already in beta, time sure flies….



Our Compliments Classes

After playing LOTRO for the last few days, the only thing that REALLY bugs me is that the classes feel bland. Perhaps it’s the lack of magic that is keeping it down, but they all feel so generic. Warrior, ranger, mage, priest, etc. etc. They have a bit of sugar coating, but really, lore master is just a mage with some careful wordplay and ideas, nothing REALLY is different. The same goes for the Minstrel, change some words and effects, you got a different class that fits with lore.

I guess it isn’t that the classes are bad, just very by-the-book. Nothing too spectacular, I guess I was just hoping for the classes to stand out more. This makes it very hard to pick a class; usually I can pick the class that feels right for me in a few minutes. With LOTRO I just pick something and play, if I like it I like it, If I don’t, I don’t. This was probably the main reason I hesitated on picking up the game, I wasn’t sure what I would play. My most recent exploits do include a Hobbit Burglar and a Human Champion.

I didn’t mind the Hobbit, but stealth classes have never been my strong suit. If anything, it was the Hobbit starting area that drove me to insanity. It was fun at first, with many fun and interesting quests like hide and seek and delivering mail, but…. After awhile it got tedious, and I was begging for something to kill. I know there are quests that require me to kill stuff, but I would have needed the traits. I didn’t really want to do all the quests or move to another area because I didn’t really like the class, so that was the end of that.

Next up was Champion, my new favorite class. It’s basically a berserker, strong, fast and reckless I end up taking more damage from a monster, but I end them so fast it makes up the difference. I find dual wielding swords works best, as they get +hit, which is nice for a fast attacking character when every hit counts.

(NOTE: Our Complements is a generic food brand, I know we have it here in Ontario, I’m not sure about the rest of the world)

Lost in Translation

May 5, 2007

Lost in Translation

After some careful thought, I’m going to stop doing the “LOTRO Log.” Well, stop calling it that. I’m not doing day-to-day updates on every shit I take, I just feel like talking more about the general feel of things in the game. That’s all really.

*Back to our regular scheduled programming*

After finally warping out of the “Beginner Area” I set off on my valiant journey today. By beginner area I am of course referring to where the game dumps you after the opening instance tutorial. In this area you are pretty much cut-off from the rest of the game world. I’m not sure whether or not I like this system. It’s hard to form an opinion on something so trivial, but I know I have one, DEAP DOWN inside of me.

This is beside the point though; I am still enjoying my Guardian. He dispatches mobs with relative ease, probably faster than my Minstrel at this level (I imagine this wouldn’t change, even if both characters were at 50, I could be wrong though.) Anyways, just walking through the fields (Of snow : /) and enjoying the flurry of snowflakes flying across my screen is a rather impressive experience. Unlike ye-old “White balls” raining down from the sky, these are fully formed, realistic, snowflakes (What a world we live in. And yes, I did just write a paragraph about how awesome the show is in LOTRO keke.)

I did run across a “Riddle quest” I suppose you could call it. I had to go find some gears to open a door for some guy, or something silly like that. Anyways, upon finding the first chest (He told me where this one was) I received the gear, and a piece of paper, with a riddle on it. “Oh fuck,” I thought to myself, “I suck at riddles.” And it’s true, I do, I probably couldn’t riddle my way out of a paper bag (Actually, I usually just don’t give enough of a shit to figure these things out. When I AM in the mood, I am fairly good at “Teh puzzlin’.”

On the other hand, I think puzzles and riddles are great in online games. If they are especially hard, people will band together in a team effort to solve them (I call it the “Myst Effect.”) I guess Myst online is all about that, which is actually a pretty good idea in retrospect. Without combat of some kind, I would probably loose interest fairly fast, I guess that is just the way I roll. Back on topic though, if a game had a lot of “skill testing” (Not REALLY hard, they just require more than a passing glance to solve) quests, if would be fairly easy to find the “sheep” as I call them. The stupid people, that can’t do anyways for themselves and require a website like thottbot or allakhazam to figure it out. They aren’t all bad people, but the people who require these websites to “Find the inn” or some shit usually need to be weeded out.

Another thing I have been thinking about lately are games from overseas. Korea, Japan or really…. Asia as a whole seems to be much different from what I am used to, but all the actual MMOs from Asia are the same, Hrm. Well, before I continue let me tell you have this all came about. I was doing some research on freeservers lately (Servers hosted not by the company that developed the game that are available to be played for free, not a bad idea.) In the process of doing so I thought I would check up on the Lineage ][ freeserver I once played on, and I got to thinking “Lineage ][ really wasn’t for me, it had far too much grinding…. Like most Asian MMORPGs.” Golly, I suppose you learn something every day. I suppose in Asia, people are much easily entertained. I don’t think Americans (or Canadians in my case. Europeans for that matter) are too demanding. We just want a fun MMO, that is all. Hell, people still bitch in masses for SWG to be brought back, which is an old game that has since died (In my eyes at least.) But lets not start bashing SOE now, I need sleep :D.

Translating a game from an Asian market to an American market would be a daunting task. Considering the basic game play of these Asian games in considered boring and inferior by most here, mostly because the games lack depth. Not to mention the actual language translation, oh god. Only the larges of budget Asian games get good translations (You would think, considering most of these games like to boast millions of people already playing the game in Asia they would get better translations. Oh wait, I guess they are free games they couldn’t be making a mint, perhaps I’m just too demanding.)

Asia is just plain different. When I watch dubbed anime, compared to the subbed stuff with Japanese voices, it’s just plain terrible! Urg, it may not even be the fact that the voice actors suck, the lines just sound so much more normal in Japanese, the translated version sounds pretty stupid. With the subs they still speak Japanese you just know what they’re saying. Does it make it any less stupid? Probably not, but it sounds much more natural.

Now then, I need some god damn sleep : /.

Posing (Surig) 2

 “Feeding the Animals is a Bad Idea”


The following changes will be made in the patch on May 3, 2007:

Guardians can now play some musical instruments at level 5.
Fixed a bug with “Mischievous Glee” (Burglar) and “Sign of Power: Wizardry” (Lore-master) that was causing some enemies to assist the player in combat.
The sky-diving NPC in Bree has been grounded, and will stop dropping from the sky now.
In the “Shield Brothers” quest, players will no longer have to worry if the wight slave is killed by someone else. Using the barrow door again will cause the wight to re-appear so they can complete the quest.
Bosses in instances are no longer scared of the players! They are immune to fear and will not be sent running like little scared hobbitses!
Players can now destroy any and all of their Pre-order items if they so wish. This includes, but is not limited to, the Ring of Agility. Be warned, however, that once you’ve destroyed the item, that character can never get it back!
Removed uncommon & rare loot drops from Tarburz the Wood Troll.
Fixed a problem where some players were unable to enter any private instances.
The problem with Undying titles not being granted to players has been identified and fixed. We’re still looking into whether we can retroactively grant the titles to those who didn’t receive them because they were fellow’d up in an instance with another player who died. This may not be possible, but we’ll try!
Fixed pathing issues with the Rhavameldir encounter in Fornost and the Lagmas encounter in Urugarth.
The Auction UI will now properly enable Kinship Only options when an online player’s Kinship reaches the appropriate Lifespan Rank (6).
Fixed the following bugs on machines running Windows XP. A Windows Vista fix is still being investigated:
Players will no longer see their Overall Graphics Quality as “Custom” when they log in if they had originally set it to Low, Med, High, Very High, etc.
Fixed a bug which caused certain Graphics Options to reset to 0 every time the game was started.


So, I decided to pick up LOTRO seeing as I have been needing some MMO in my system, anyways, here are my feeling from the first day:

Shadows of Angmar

Day 1:

Well, it was a long day. Back with the groceries and damn, am I tired (It’s seven floors worth of stairs and elevators are for the weak. Get off my back.) I’ve done some research and I’m planning on rolling a Minstrel on the Gladden server (For a number of reasons, mistrals are apparently of shot supply on this server, and I feel like rolling one, so hey :] ) So it’s time to start, luckily I got the DVD copy of the game (Assuming they do make a CD version) because there is no damn way I would wait around to get that 8 or so disk install done (Takes 2 DVDs for this friggin’ game, sheesh.) Anyways, the installation was clean and the account setup was smooth as silk, probably the best I have ever seen. They had a host of payment options because, much like World of Warcraft, I assume they want people who wouldn’t generally be able to play an MMO (No credit card for instance) play it. Now I wait :[.

And then it was done! So, time to boot it up and then…. God damn…. Stupid updates…. More waiting, Yahoo! ^___^. Anyways, the updater notifies you when it’s done, so go play some flash games to kill a few seconds, but now it’s done!

Anyways, after configuring my firewall (>__>) and updating my GFX card drivers (I always thought they updated themselves, I dunno why, but I did.) Anyways, I had to make a character first off, with a choice of: Man, Elf, Hobbit and Dwarf. I went with Man, it was down to Elf or Man, but I can’t stand elves so Man it is! Yeah, Man has –8 to the mana stat (Or whatever they call it in LOTRO) but it isn’t a big deal for me, even though I am rolling a mana-dependant character.

Anyways, I started off in some form of jail, seems I had been captured! Well, boo. And, of course when I magically escaped from the prison (I was playing with the options so I didn’t see what happened then, I think there was some story behind how the door opens and shit, but meh.) Anyways, I had to go rescue sum Hobbits, perfect, that’s all my day needs! Damn Hobbits need to help themselves! Though, to progress the quest I didn’t have a choice so off I went. The combat is pretty much Warcraft, Everquest or Lineage not much innovation in the respect, I wasn’t expecting much though.

Anyways, after kicking some ass and taking some names I arrived at a gate with my Hobbit friends. The ranger/warrior/whatever guy I met at the beginning of the game was about to get his ass kicked by a Wring Wraith, get the popcorn : ]. Seriously though, the mood this scene set was amazing. With flashes of the Dark Lords Eye-thing on the screen and all the fire/swirling darkness it really set the mood for the game. It set aside my fears of the game being boring. I think turbine is aiming for a very “cinematic” game, and they have succeeded in my eyes.

After this bit of fun I was taken to town, the ranger/warrior guy was injured my the morgul(??) blade and sent me off on some walking quests, the actual fighting and delivery quests were from the other villagers, the side-quests if you will. The main quest line in this starting area was pretty much go to person, develop story and repeat, though I was interested enough in what was happening that it didn’t put me to sleep, a good sign.

Anyways, after I took the main quest line as far as I could I was sent into another instanced mission. This time the bandits that had been ravaging the countryside were attacking the town, and I had to step up in its defense (naturally.) Anywyas, more cool scenes, I won’t share any details, but it was fun and the boss fight was reasonably challenging for a single person, but I was fine.

So far, LOTRO seems like a great alternative to WoW in ever respect. The graphics are a nice change and the combat is sticking to a known formula. The epic feel they were aiming for, in my opinion, was achieved and I wish Turbine the best of luck.

Anyways, that is about all I have to say for now. What will make or break this game is how well Turbine handles the problems people have with the game. If I may use an example: People were bitching about farming being a moneysink, so it gets a review. Seems like good service to me ^__^. Anyways, as long as they don’t let theit heads get too far up their own asses and listed to the players, they’ll be fine!



May 1, 2007

GunZ (Note the capital ‘Z’): THE DUEL

  The Duel

What is it?

GunZ is a simple game, made by MAIET entertainment, which I assume is either a company from Asia, or the company that translated the game from its original language. Anyway, as you may have gathered GunZ was originally an Asian game (Probably Korean, I don’t particularly care.) And, well I believe their website ( says it best:

“Have you ever dreamt of becoming a cool character or hero, like you see in movies, animations, and games?

GunZ is an online game that enables you to realize such a dream! GunZ is not your ordinary gunz fighting game. It allows you to imitate a famous hero, create your own fashion style, and perform a number of different actions such as shooting or stabbing whilst running and jumping on the walls.

What makes GunZ ever better than other games is the fact that the game is available online to all users! In addition, GunZ is 100% FREE to play.”

It appears to be some kind of bastardized RPG/Adventure/FPS/F2P MMO. Sounds like fun :). Anyways, moving on……


How does it look? How do all 100% free Asian online games look? To be honest it looks fine, the graphics can be a tad jagged at times and beg for some anti aliasing. The characters start off rather bland in terms of looks, like many Asian games you need to invest a few hours of your life into it before you aren’t wearing an undershirt and pants. Once you do however, your character will begin to get their own look, and there are sometimes multiple pieces of gear with the same requirements and stats but look drastically different, which is a welcome thing in my eyes. Between gender, weapons and clothing, you should be able to stand out in the “crowd.”

Speaking of weapons, the game (as you would expect from a combat game) has a wealth of weapons that all handle differently. Using a dagger is a much different experience from wielding dual katana, both of which have their purposes. The gunz (hoho) in the game are fairly standard: Dual Uzi, Assault Rifle, Rocket Launcher and whatever you would expect in a normal FPS, though this isn’t an FPS, it actually takes place from a 3rd person perspective.

The character customization options are limited, but better than the average Korean crapfest. You pick a gender and face/hair/something I don’t remember. Anyway each changeable option offers 4 different options, not the greatest, but then you get to choose your weapon load out, which should let you stand out from the pack, it really isn’t much, but it is home… er… it’s good enough for me.

The level design is also pretty average. You got your factory level, your island level, your mansion/house/thing level, an arena level, a prison level…. Another prison level… Erm…. Anyway, it doesn’t really bother me, but some kind of battle on a goddamn ZEPPLIN or some shit (Actually no, I’m keeping that idea) would have been cool, and a nice change. The fact that all the levels are pretty static doesn’t help, if like, dinosaurs or something crazy like that rampaged through the island, that would have been awesome.


GunZ 1


GunZ 2

They Must Have Made This Game High

GunZ 3


 GunZ 4



I never write a lot about sound, because really, what can I say? The game’s actual weapon sounds are great, guns sound like guns, sword sound like swords (Or what I imagine they sound like.) If anything, the background music wasn’t all that great or memorable, but really not many games have music that has GRIPPED me and stayed in my head for years (Goddamn Mario….) it was forgettable, though I must give it the tip of the hat for having better-than-the-average-beargame music.


The game play is what this game gets right (And all it has going for it really.) It’s action packed and simple, just the way I like it. It uses a WASD (Thank god!) control system and works very well. Jumping at walls lets you flip off or run up them, you can run at them at an angle to walk along the wall, fun stuff. GunZ is all about action, thus the game has to be fast paced. You won’t live long unless you keep moving, and move you shall.

After you pick your character and enter the game, you need to either make or join a game. Making a game is relatively easy, and shouldn’t flex the old brain muscles. Or you could just join one. The game has many modes like death match, team death match, well… stuff that involves killing each other really. Don’t expect to think much while playing.

That’s about all I can tell you about game play, it is VERY simple. The interface is minimalistic and the shop isn’t really groundbreaking. Pick an item, see if you can use it and have enough money, then buy it and equip it.


I like this game, it isn’t as dull as most Korean MMOs and packed full of action and actually worth playing. I’d recommend it if you’re up for something new and exciting, but want a bit of mmo on the side. Have fun!

A Post Full of FUN!

February 25, 2007

Lots to talk about today:


Not word yet, expecting it to go out next week.

Granado Espada:  

Having problems getting it running, so I am yet to play it.

Dungeon Runners: 

Just got into the beta, yet to play it.


I made an entery for a  Gaming World event called ALEX. Its a short rpg featurning the works of 29 extremely talented individuals. Well, words from the event organizer himself:

ALEX : A Two Days Collaborative Game, ALEX, or A.L.E.X for short from now on, since the full title is a hell of a mouthful, is a lot of things. (download at the bottom)

It is the final part of a collaborative epic that at its’ conclusion will be at least 2 days in the making. It is GW’s magnum opus, our greatest achievement as game makers and is a farewell letter to the game making community. It is the product of the hard work of not just myself, but a team of 29 extremely talented individuals. It will also, I hope, be the first truly great RM2K3 game, the first ‘killer app’ for the engine. My hopes for the project are obscenely high, my ambitions huge. It is the culmination of all what we’ve been working for in 2 days. And with any luck, it’ll be a lot of fun!

Check it out: 

NOTE: In my entry I had a small math error, use 8648 insted of what it really is.


I’ve been enjoying my time back with WoW. Currently a level 22 BE mage on the Blood Furnace server.

Well, my old layout was causing me some problems, so I switched it up. New VG banner and everything!

Speaking of Vanguard, the latest 140ish mb patch dorpped last night, here are the notes:
Vanguard Build 01694 Patch Notes 1/19/2006

– NPCs that you have very low faction with (Kill on Sight) will no longer respond to hails, and will not act as merchants, trainers, or recipe trainers.
– Items on merchants will now display their true damage numbers.
– Balance: Fast weapons (daggers, hand wraps, etc) have had a significant damage increase.
– Balance: PC damage of time spells (DoTs) have had a significant boost in damage and cost.
– Balance: Direct damage spells have had their damage significantly increased across the board. This applies to all cast times.
– Balance: Challenge level 2 NPCs have had their damage growth rate slightly increased from level 10 upwards.
– Balance: NPC hit points have been adjust down for the different level blocks as part of combat speed tuning. All level ranges above 10 were affected by varying degrees.
– Staves – Many staff items have been updated to work now.
– NPC leashing has been modified to allow more flexibility to those fighting. When you are actively fighting an NPC it will have a much larger hard leash radius.

– Characters:

The races in Vanguard have new attribute bonuses!

Starting at level 10 characters start to gain racial attributes. The following table illustrates the attribute bonus attribute points that a character will receive. All characters receive one point in every attribute each level in addition to the bonus points.

Varanjar 1 2 0 0 1 0
Varanthari 2 1 0 0 1 0
Dwarf 0 3 0 0 1 0
Dark Elf 0 0 1 0 1 2
High Elf 0 0 0 0 3 1
Wood Elf 0 0 2 2 0 0
Gnome 0 1 0 0 0 3
Goblin 0 0 0 3 0 1
Half Elf 0 0 2 1 1 0
Lesser Giant 3 1 0 0 0 0
Halfling 0 0 3 0 1 0
Kojani 0 0 0 0 0 0
Mordebi 0 0 0 0 0 0
Qaliathari 0 0 0 0 0 0
Thestran 0 0 0 0 0 0
Kurashasa 0 2 0 0 0 2
Orc 2 2 0 0 0 0
Raki 0 0 1 2 0 1
Vulmane 1 0 1 0 2 0

In addition to the bonus points each race with the exception of the four human races (Kokani, Mordebi, Qaliathari and Thestran) earns 10 attribute customization points per level. The non-human races may spend up to 4 attribute points in each attribute per level. They do not all have to be spent at the same time. At level 11 a character could have spent 8 points total in any one attribute. The human races gain 14 attribute customization points per level and may spend 5 points in a single attribute per level.

There is no longer attribute gain associated with your class.

– Druid, Psionicists and Sorcerer damage over time spells (DoTs) have had their strength increased. The primary factor between class damage over time potential remains the number of Dots they have to stack and pets.
– Paladin, Warrior, Dread Knight, Ranger, Cleric, Sorcerer, Shaman – New particles and animations have been added.
– Bard – Cirel’s Counterpoint of Clarity is now available at level 50
– Bard – Energizing Embellishment is now available at level 18
– Bard – Cirel’s Soothing Substitution is now available at level 9
– Bard – Cirel’s Healing Harmony is now available at level 36
– Bard – Suann’s Entrancing Trill now lasts 9 seconds.
– Blood Mage – The Blood Mage has had the strength of his damage of time spells slightly increased.
– Blood Mage – Serak’s Mantle should now have the correct energy cost.
– Blood Mage – Recovering Burst should now be healing for the correct amount.
– Blood Mage – Added new ability line Reanimate at level 22
– Blood Mage – Summon Sanguine Shard now costs a little less health to cast
– Blood Mage – Mortal Calling now costs a little less health to cast
– Disciple – Chains should now require crits to happen.
– Dread Knight – Shadowy Veil now grants a run speed buff as well as invisibility
– Dread Knight – Moved weaknesses from Wrack to Malice.
– Dread Knight – Increased the flanking bonus from Malice.
– Disciple – Wisdom of the Grasshopper should work now, no matter what level you are.
– Disciple – Bonds now all have different icons
– Disciple – Adjusted the Resurrection spells. You should now get them at the correct levels and there is a difference between them.
– Monk – Aums should now teach you abilities as intended
– Monk – The North Wind chain should now actually trigger
– Monk – Storm Stride now has a 15 second refresh.
– Necromancer – While in undead form, most undead will ignore you as you are invisible to them. Undead that can see invisibility will see you and recognize that you do indeed have brains that they can eat. Brains, it’s what’s for dinner.
– Necromancer – Entomb is now called Soul Trap. It works exactly as it did, but no longer transforms its target into a spectral zombie.
– Paladin – Added the ability to exploit weaknesses to several of your abilities.
– Paladin – Increased the damage on both Hammer of Valus and Blade of Vol Anari since both are finishing attacks.
– Psionicist – Mirage now works correctly. Invis away!
– Psionicist – Psychic Schism will now deal damage as intended.
– Psionicist – New particles and animations have been added for many powers
– Ranger – Nature’s Guise has been moved to level 1
– Ranger – Lowered the cast time of Entangling Webs to 1 second, down from 2
– Ranger – Increased duration of Poison Shot
– Ranger – Cripple now lasts 15 seconds, up from 3 to 4 attacks.
– Ranger – Converted Barbshroud to the new damage system, you should notice damage and feedback changes
– Ranger – Lowered refresh time on Blade of Summer to 10 seconds, down from 30 seconds.
– Ranger – Lowered damage on Windsong
– Ranger – Added 60 second refresh to Windsong
– Ranger – Increased the chance consecutive hits will occur with Windsong
– Ranger – Added new ability line Fleetblade at level 22, it upgrades from there
– Ranger – Lowered the cost of Windsong to 10, down from 24
– Ranger – Grasp of Earth now has a solid duration with a % chance to break on hit.
– Ranger – Added new ability line Envenomed Blade at level 26
– Ranger – Added a flanking bonus to Blade of Summer.
– Ranger – Added Freeze. Please experiment with your abilities to find it.
– Ranger – Changed the icon for Cripple
– Ranger – Added Swelter. Please experiment with your abilities to find it.
– Ranger – Added Whisper of the Wind. Please experiment with your abilities to find it.
– Ranger – Removed refresh from Regress
– Shaman – Added the ability to exploit weaknesses to several of your abilities.
– Shaman – The Patron Spirit quest lines have been revamped for Tuurgin and Rakurr and are ready to go for all patrons. Any player who is having problems with their patron should reset their progress and start again. It even works now!
– Shaman – All Patron Spirit abilities including spiritwalk will now be stripped from your character when you complete the reset process.
– Warrior – Power Attack’s energy cost over time has increased.
– Warrior – All of your counter attacks are now free.
– Warrior – No versions of Brutal Strike can be used in Defensive form any longer.
– Warrior – Leap Attack now has proper costing
– Warrior – Fixed a naming conflict with Smash III and Smash IV. Previously Smash IV was named Smash III which conflicted with the name of Smash III which is Smash III. Smash III is still Smash III and the old Smash III that was actually Smash IV is no longer Smash III and has been renamed Smash IV. Now when you execute Smash III it will not try to launch Smash IV (because it used to be named Smash III).

– Added Ranged Accuracy, Damage, and Critical dusts to artificer work orders between 10 and 20 for new Bow/Crossbow
– Leth Nurae taskmasters pause longer while they’re walking around.
– A smelter has been added near the forge in Three Rivers.
– Issue with WOs giving wrong enhancements
– Removed utilities from tables that were not used by the trade
– Fixed description issue with some outfitter work orders
– Removed legacy toosl from work order reward tables
– Joining a crafting organization now gives you the proper title.
– Empty bag bug should be fixed now please post if you find anymore
– Inability to get work orders for some people we believe has been resolved please try a new character and see if you can reproduce the issue
– The Qalian Apprentice Outfitter recipe now takes stiff bundles.
– All basic and outpost recipe instructors have had their recipe listings cleaned up and polished with new recipes added to all.
– Added bow recipes to artificer instructors. Additional elemental choices can be obtained through quests.
– Reduced power of progress complications a bit
– Reduced hit points of complications a bit
– Should be able to fit all refined items in utility pouch
– Initiate Quest for Blacksmiths have the proper ingredient action in the recipe now.
– Crafting tutorial rewards have been updated.
– Lower level work order rewards have been increased in cash value.
– New Targonor and Bordinar’s Cleft taskmasters pause more often in their routes.
– Crafters above level 10 can rent horses for free from finishing taskmasters at cities and outposts to travel between them.
– Failing certain crafting faction quests now incurs a faction penalty.

Known Crafting Issues:
There is a known issue with Crafting Tutorial quests in all cities during the first time assembly phase. When you get to that part using a crafting table, the assembly recipe drop down is not populated. Logging out and back in will fix this issue. This affects all crafting spheres and should only happen to brand new crafters doing the tutorial.

– Wrap Up with the Heartsworn should now finish properly.
– Implemented quests in the following areas with cards as quest rewards. All require 40 skill and a variety of presence values: Martok, Tursh, Khal, and Ca’ial Brael
– The second half of “Undermine the Port Authority” in Khal should now be available with Rahebjah Sabet
– Renton Keep now has Civic Diplomacy levers. Enjoy.
– Renton Keep’s Civic levers have been adjusted to the proper Presence levels. Oh, and we gave them names, too.
– Bordinar’s Cleft Civic Lever – “Clergy Incite” is now working properly.
– Theindal, god of Beauty, found the cries of noobs who can’t do the horse quests to be ugly, so he has prevailed upon Kaerellun the Silver-Tongued to ease up on the difficulty. In other words, horse quests now have much easier decks to defeat.
– Tanvu human newbie line now has a wider selection of evaluations available to players.
– Tanvu half-elf line is ready for testing! Speak with Aran Riverbend in the house next to the House of Whispers.
– The Civic Diplomacy benefit “Lost Arcana” no longer spams casting and injury messages. It just quietly exists like the other cards you get through Civic.
– The tutorial has gotten another revamp, and should be complete-able by the vast majority of players. Please give it a shot and feedback to us.
– “Rallying the Students” in the Tursh newbie line can now be completed.
– Varanjar Newbie Line: Fixed quest that was open to everyone that shouldn’t be.
– Varanjar Newbie Line: End of the line reward now includes a prefix title!
– There are now more brokers available on all continents. And they will now buy both Crude and Significant information. Look for Plot Brokers in Bordinar’s Cleft, Khal, and Tanvu; Arcana Brokers in Ca’ial Brael, Mekalia, Hathor Zhi (and Leth Nurae of course); Blackmail Brokers in Halgarad, Hathor Zhi, and Martok; and Trends Brokers in Tawar Galan, Lomshir, Mekalia, and Rindol Field.
– Noble Gossip and Crafter Gossip now each grant a new Diplomacy card when they are activated in a city. These cards are “Grace and Courtesy” and “Crucible of Words.” Clever players will have to determine which card goes with which lever.
– A number of minor bug fixes with decks.
– There is now at least one Blackmail, Plots, Trends, and Arcana broker on each continent. They should all now take Crude Hearsay and Significant Hearsay.
– The first Civic Diplomacy Tutorial quest is now available in Tursh – speak with Stevvan Remniol in the center of the village. The only requirement for this tutorial is 40 Diplomacy skill. Most cities with a Diplomacy newbie experience will have this quest series soon!
– Icho Sho has awoken (again!) from his slumber and will agree to fight the Ulvari Dream Infiltrators in Harmonious Action.

– Players should no longer find hundreds of unattackable Vaelwyn Runners outside of Whitefawn Retreat.
– All of the Martok Islands have seen an itemization pass, excluding the Sacellum of Ghalnn.
– The following Thestran areas have seen an itemization pass: Vault of Heroes dungeon, all overland and dungeons within Veskal’s Exchange and some Kaon’s Rush overland NPCs
– Most Kojanese Weapons and Shields should be sporting new models now; as a result, the forums will now be sporting arguments as to whether size really does matter.
– Right-click abilities on Greatstaffs and Wands should all be fixed; Focus items, which do not have the dmg/dly that Wands do, are still in flux. Yes, it is confusing, which is why they are “in flux.”
– World Loot drop percentages have been slightly increased in the level 11-25 range.
– The following areas have seen an itemization pass: Leth Nurae, Dahknarg, Cave of the Urugog and Broken Fang Slave Camp
– Podlings and Toxitors in Caverns of Noztgha have had their difficulty adjusted.
– The missive quests that require you to kill a set number of NPCs, but were not allowing players to turn in, should now automatically complete the quest when you kill the last required NPC. If you are already on one of these quests, you will need to abandon and restart it.
– Hafeez al’Azzimat is looking for brave adventurers to enter the Haekemish Excavation mines and face the source of the caravan attackers. He is not looking for anyone but those who prove capable. Are you worthy enough? Note: The Haekemish Excavation mines is a full group dungeon for levels 10-15. Speak to Hafeez in Temple of Dailuk at the Beacon of Hafeez al’Azzimat.
– The following areas have received an itemization pass: Ra’Jin Stronghold, Magi Hold, Wailing Wind Asylum, Tomb of Lord Tsang and the overland content in those chunks.
– Additional delivery quests have been added throughout Qalia and Thestra.
– The Razing Beetle Carapace should now sell for a nice chunk of change.
– Adjusted the location at which you port into the ‘Utaalk’ portal (Ouellette of Ulvari Master Xaoxin) in Riftseeker’s Torrent. Please bug it if you are still ported into Maplelynn Wood.
– General: Fixed over 125 stuck NPCs in Leth Nurae, Dahknarg and Halgarad
– Dahknarg: Prove Your Strength – This quest will no longer complete automatically.
– Dahknarg: Proving Clan Devotion – You should now get credit for killing Gnakel
– Dahnkarg: Proving Clan Devotion – Corrected the Journal location of the Bloodhowler Prisoner (Gnakel)
– Dahknarg: Paint – Increased the number of Kalou plant spawns
– Halgarad: Fixed directions in quest: Defensive Stance: The Runt of the Litter” and the travel journal entry that wasn’t showing up
– Halgarad: The bug causing Hillshadow to never respawn after being killed has been fixed. He will now respawn fairly rapidly after being killed.
– Halgarad: King Rotham in the quest, “Trial of Courage” had been incorrectly flagged as a non-attackable Town NPC. This has been corrected and you can now kill him.
– Halgarad: King Rotham in the quest, “Trial of Courage” has been set to spawn for the individual/group that spawns him ONLY. This is to prevent griefing.
– Jharru Flats: A new level 12-15 mini-dungeon: Karrus Fahrel is open in Jharru Flats
– Karibasa Village: Nahina Sabbari of Karibasa Village should no longer appear on the top of the canopy.
– Khal: Nillia Janeth in Khal (Wayfarer’s Embassy) should no longer appear without forearms or feet. The surgery was a success!
– Leth Nurae: Fixed several broken travel journal entries and cleaned up some newer quests in the area.
– Leth Nurae: The quest, “Dance of Lights” is now fixed so that you actually get to keep the lantern when she says “Keep it”.
– Leth Nurae: Fixed drop of “Intact Bear Femur” on quest “Making Beautiful Music” – should only get 1 now.
– Leth Nurae: Fixed broken TJE for “Malatuar the Cannibal”
– Leth Nurae: Removed the Quest “Quickfinger” from Ranger Shyath since Quickfinger has no quests to give and he wants to complete Shyath’s quests
– Leth Nurae: Fixed broken TJE for “Into the Den”
– Leth Nurae: Fixed the appearance of the “Corrupted Elf Sorcerer”. He’s no longer a disembodied head with arms
– Leth Nurae: Seriously retooled the spawn times on numerous intro-level NPCs in Leth Nurae (needed to be drastically reduced). Getting through quests in the starting areas should be a lot smoother now
– Leth Nurae: Added TJE and brought quest directions/instructions up to standards for a number of quests in Leth Nurae
– Martok: All quests within Martok have been appropriately itemized.
– Martok: Leash range for denizens within the Gardens of Xia’Liu has been increased.
– Martok: Respawn time for denizens within the Gardens of Xia’Liu has been increased.
– Martok: Added Laxx Harbixk, a ranged weapon vendor to the main city of Martok.
– Martok: Zelka Harbixk at Grimsea Watch decided to hang up her weapon vendor hat and sell general goods once again
– Martok: Mailboxes have been added to Veenax Garrison, Gaxston Village, Gwarn’s Boundary, Khenvor, and Gulkar’s Encampment
– Tanvu: Fixed Quest: “The Sick Recruit” in Kojan. Now Elder Berry bushes should drop Elder Berries and not Infected Blood.
– Tanvu: The quest, “The Sick Recruit” has been re-tooled. In order to clarify what needs to be done, the quest has been split in to three parts. This means that if you are attempting to finish this quest, you will need to abandon it and re-take it after this patch. If you don’t abandon it and re-take it, it will appear to be broken when it is, in fact, working just fine.
– Temple of Dailuk: Overland population in Temple of Dailuk has been adjusted so it does not look like a warzone. Certain NPCs will now fight back if attacked by other NPCs.
– Temple of Dailuk: The missives board in Temple of Dailuk should now be working properly. You will find this missive board just out front of the tower at the Beacon of Hafeez al’Azzimat. Note: These tasks are for players level 8 to 16 for the Temple of Dailuk chunk, though players over level 16 may still receive the higher end tasks.
– Temple of Dailuk: A few more quests have been added to the low end tasks on the Temple of Dailuk missives board.
– Temple of Dailuk: Added sign posts to the crossroads in Temple of Dailuk chunk
– Ulvari: The final stage of the quest, “Weapons of Tsang: Unlocking the Power Within” has been fixed. Apparently players were unable to interact with the final object required to enable the last upgrade of their weapon. This has been corrected.

– The following areas have received a faction pass:
– Dargun’s Tomb
– Leth Nurae, all surrounding camps, all surrounding dungeons
– Veskals Exchange, all surrounding camps, all surrounding dungeons
– Fallen Lyceum, all surrounding outposts, all surrounding camps
– Vault of Heroes, outposts, all surrounding camps
– KoS to player race factions are still not turned on for these, but you can begin earning faction now. Please report any strange NPC behavior

– Light Armor rewards on the following quests have been tweaked
– Infiltrating the Rats
– Port Authority Documentation
– Soldier Rescue
– Ksaravi Kidnappers
– Goods of Raia
– Village Scouting
– Aukfruit Shamblers
– Aukfruit Lure

Bug Fixes:
– Players should now get quest credit for killing exhausted brilliant oasis wisps.
– Players should no longer have trouble figuring out which skeletons to kill in Trengal Keep.
– Deli Jahanpur should now have something to say.
– Players should now be able to find Rusten’s Locket and Soul’s Essences in the Rindol Storehouse.

– ‘C’ should now open/close the character sheet even if you changed to a different tab.
– Racial attributes are now visible as part of character creation.

– A profanity filter has been added. It defaults to ON. You can turn it off via the Settings window, Interface tab.
– Fix for incorrect class abbreviations coloring green in item examine popups. For example, BER will no longer light up for Psionicists.

~The Vanguard Team


Vanguard: HUGE POST!

January 20, 2007

Well, lots of stuff going on for me as of late, some nice stuff to show you all though:

Friday Patch:

The patch is going to be about 140 mb according to a dev . Currently the notes are on the down-low check back later I guess.

Vanguard Interface:

Looking to mod your Vanguard interface?

Vanguard Avaliable for Digital Download:

I, personally don’t feel like dropping a pre-order down at the local EB to get any game really, thus Sony provided me with a solution. (I hear D2D is a bit iffy and I expect Sony will be much better at providing a digital download, go with them)

Beta Will End on Jan. 23:

The Vanguard beta is set to end on Jan. 23, it plans to launch on Jan. 30. Pre-Orders will be given access to the game 3 days earlier, better hurry if you plan on pre-ordering!

Sony Online Entertainment and Sigil Games Online announced today that the Vanguard: Saga of Heroes open beta will close on January 23 at 11:59 p.m. PST. In anticipation of the January 30th launch of the fantasy-themed MMORPG, the servers will be shut down, and all beta character profiles will be transferred to a test server. The test server will open after launch with timing to be determined. For those who have pre-ordered Vanguard: Saga of Heroes, early access will be granted to the live servers before the official release date. More information regarding the early access will be released shortly.Players can now pre-order Vanguard: Saga of Heroes digitally and at retail. Additionally, gamers that pre-order retail versions will receive an exclusive endurance buff scroll that will allow their character to sprint for longer periods of time (one per account).For more information or to order Vanguard: Saga of Heroes, visit Vanguard: Saga of Heroes
The only limits are your own in Telon. The adventurous can choose from multiple paths of exploration within the three spheres of advancement: adventuring; crafting; and diplomacy. Players can delve into the mysteries of Telon, and embark upon quests to slay monstrous beasts locked deep inside rugged mountain ranges. Those with a quick mind can use diplomacy to convince kings to move armies and change the course of history. With player-crafted boats, flying mounts, and customizable player housing, “Vanguard” offers players a world of their own choosing.

For more information about Vanguard: Saga of Heroes please visit: and http://www.joinvanguard.comVanguard Beta Event:Tonight, testers were given access to the flying mounts, everyone got one and we were set loose to go cause trouble or something like that.

Beta Event: 

Today all testers were given the oppertunity to get a free flying mount to enjoy, it was an awesome experience, it’s still going on after todays patch, so it would be worthwhile to check.



Vanguard: PATCH!! Man….

January 18, 2007

Daily patch update:

Vanguard Build 01689 Patch Notes 1/17/2007


– Experience has been made approximately 20% easier across the board. The experience gained from 2 dot and 3 dot (challenge level 2 & 3) NPCs has been slightly increased relative to higher dot value (challenge level) NPCs.

– Attributes caps for all things that they effect have been raised from 11*Level to 18*Level. The majority of factors that they modify have been scaled up in effective by a factor relative to the increase in range from average value to the increased cap value. This change will allow players to be much more specialized in their gear selection and still reap full rewards. Many players were hitting the old caps early in their careers.

– There has been a general migration in all the adventuring gameplay logic too soft caps. There were a few soft caps before, there were a few hard caps and a few uncapped lose ends. These are now all soft caps and those related to attributes start at the new cap amount of 18*Level.

– Energy has had some significant enhancements. The vitality attribute now directly controls energy regeneration and is much more substantial than in the past. Your base regeneration from vitality (as displayed in the vitality tool tip) is your in combat energy regeneration. When in combat using an ability will halt regeneration vitality similar to endurance, however the delay before restarting is slightly longer. Out of combat energy regeneration is now also based on your vitality and is approximately 150% of in combat regeneration. For out of combat regeneration speed increases more option will be available in the near future.

– The new energy regeneration is still clamped to the old out of combat regeneration times as a maximum down time.

– Endurance regeneration is now only halted by use of a melee type attack.

– Energy regeneration is now only halted by use of a spell or tactical maneuver and only during cast time. While in global you still gain full energy regeneration, this makes instant spells VERY exciting.

– Endurance regeneration pacing has changed. You now earn a regeneration tick after wait slightly longer than 2 seconds. This time interval restart with each attack or when some regeneration occurs. This should resolve the issue with melee gameplay revolving around waiting for the endurance bar to fill all the way up.

– Energy regeneration delay has been shortened.

– Current work orders will no longer have their difficulty rating calculated off of your adventuring level.

– NPC spell and melee special attacks have been reduced in damage for NPCs that are greater than 2 dots (above challenge level 2).

– Gnome and Dark Elf Racial abilities are now active.

– Gnomes:

Chrysol Distillers will be available for purchase in Mekalia. New gnome characters will start with a Class D Distiller, Gnomes currently past level 10, up through 30+ will want to check out the Class C, B, A, also for purchase in Mekalia.

– Dark Elves:

Dark Elf racial pets will be available to dark elves who are level 8+. Your pet and its abilities will be based upon your level and arch-type.


– All Classes – Abilities that Mesmerize now have a delay before they will begin to heal their targets.

– Staff Users – Staff nukes have had their damage upgraded, please look into these and report any bugs you find.

– Pet Classes – Pet damage has been reworked significantly.

– Bard – Irion’s Tune of Safety now actually increases block, dodge and parry.

– Bard – Irion’s Tune of Safety is now a voice song.

– Bard – Irion’s Tune of Warding is now available at level 50

– Bard – Emboldening Embellishment now buffs Dexterity instead of constitution.

– Bard – Mellarian’s Anthem of War now mods damage by 10% instead of a straight amount.

– Bard – Mellarian’s Anthem of War is now a Voice song.

– Bard – The maximum number of Embellishments is now 3. Each embellishment will now be more powerful individually.

– Bard – The maximum number of Lyrics is now 3. Each lyric will now be more powerful individually.

– Bard – The maximum number of Coda is now 1. Each coda will now be more powerful individually.

– Bard – Ariezel’s Assonance of Pain is now a chorus.

– Bard – Increased the attack slow portion Tynen’s March of the Mire to 15%.

– Bard – Hazoc’s Rhythm of Rapidity is now called Hazoc’s Harmony of Haste and has been changed to an embellishment.

– Bard – Mellarian’s Harmony of War is now a voice song and its damage mod has been doubled.

– Blood Mage – Steal Mortality no longer has a chance to kill your opponent – or do any damage for that matter

– Blood Mage – Steal Mortality has been renamed to Grim Harvest

– Blood Mage – Grim Harvest is now given at level 14

– Blood Mage – Added new ability line Cleansing Symbiote at level 14

– Blood Mage – Added new ability line Controlling Symbiote at level 14

– Blood Mage – Added new ability line Plated Symbiote at level 18

– Blood Mage – Added new ability line Hollow Symbiote at level 22

– Blood Mage – Added new ability line Frenzied Symbiote at level 26

– Blood Mage – Added new ability line Renewing Symbiote at level 30

– Blood Mage – Added new ability line Quickening Symbiote at level 34

– Blood Mage – Added new ability line Vitalizing Symbiote at level 38

– Blood Mage – Added new ability line Conducive Symbiote at level 42

– Blood Mage – Removed old Symbiote ability lines

– Blood Mage – Transfusion of Serak no longer heals your opponent when cast.

– Cleric – Rout should now be doing proper damage.

– Disciple – Your revamp is live. Please train your new abilities

– Monk – The new Fighting Style quests are now in place. Additionally, there are lead-in quests to put you on the path at every location where monks can currently train skills.

– Ranger – Added snare to Nature’s Guise

– Rogue – stalking time requirements have been dramatically reduced. It now takes only 45 seconds to reach maximum stalking down from several minutes. This is one step to increase rogue DPS.

– Paladin – Blessing of Vothdar and Champion’s Might now stack

– Paladin – Your auras should now allow you to use your special abilities.

– Shaman – Flesh Rot and Hoarfrost will now stack properly.

– Shaman – Wings of Hayatet now increase the critical chance of fire spells

– Shaman – Ignite now adds a spell accuracy debuff

– Shaman – Damage for all spells has been increased

– Shaman – The damage shield portion of Burning Mantle should now be working

– Warrior – Fixed the agro mod on defensive form and made the results clear in the description.

– Warrior – Chains have been fixed and should not open all the time


– Hathor Zhi Taskmasters should have WOs for everyone now

– Tables for Smith and Artificer should have gear on them now

– Fixed issues that was allowing decon of mundane items

– The not enough room in inventory issue should be resolved

– Empty bag issue should hopefully be resolved

– The dyemaker in Lomshir now asks for the proper continental club.

– Thestran Amateur Quest blacksmith recipe for armor now takes sheets and has the proper ingredient action.

– Amateur Quest artificer recipes now all function properly.

– A number of quest recipes were not showing up under the proper Unique heading. This has been fixed.

– Added some more items to the rare tables for 5 item work orders

– Blacksmith Initiate quest recipe has been fixed.

– Tanvu outfitter recipe introduction from Mias now directs you to Oranku as intended.

– Dien Hatelt will now offer a trade change.

– Dien Hatelt of Halgarad will now direct 10+ outfitters to the amateur quest giver.

– Deconstruction of crafted items has been turned off as it was only there for beta purposes

– Thestran Amateur Artificer quest recipes have more accurate names.

– Apprentice Outfitter quest recipes have been fixed.

– Multiple finishing item options for apprentice tier quest recipes should now work.

– Multiple finishing item options for journeyman tier quest recipes should now work.

– Harvesting tools and clothes are now craftable.


– Wrap Up with the Heartsworn should now finish properly.

– Implemented quests in the following areas with cards as quest rewards. All require 40 skill and a variety of presence values: Martok, Tursh, Khal, and Ca’ial Brael.

– Glossaries and Instructional NPCs may now be found in all starting cities and cities currently supporting Civic Diplomacy. They carry the title “Voice of Kaerellun.”

– Preceptor Indradi now can be defeated by mere mortals.

– C’estari Erenai is now willing to talk to players.

– The invincible dream infiltrators are no longer invincible – Icho Sho can now defeat them!

– “Facts and Evidence” card can now be used properly.

– Bordinar’s Cleft has temporarily had its Civic Diplomacy lever thresholds turned down to 20. Please test Civic Diplomacy in that city to determine if multiple buffs are causing any problems. The levers will be turned back up in the next patch.

– Icons have been added to parley options showing you which Expressions (colors) are allowed for that conversation. Pre-planners rejoice! These icons are also used in the tutorial to show the relationship between the colors and Expression names.

– Diplomacy clothing is now beginning to filter into the world in the form of quests and brokers. First and second tier clothing (intended for players with 0-200 skill) are here… with tier 3 (intended for players 201-300) not far behind!

– Blackmail Broker is now in Halgarad. Look for the Lesser Giant with the attitude. He only takes Crude Hearsay Blackmail right now.

– Plots Broker is now in Bordinar’s Cleft. Look for Khagin Ironheart in Merchant’s Hold. He only takes Crude Hearsay Plots right now.

– Cost to turn in Crude Hearsay has been reduced to 10.

– Trends Broker is now in Rindol Field. Look for Jarry Summermead there. He only takes Crude Hearsay Trends right now.

– Diplomacy tutorial has been slightly altered for ease of play. Please feedback!


– Adjusted the difficulty level of certain NPCs inside The Riftseeker’s Torrent.

– The Redcap Beastmaster should now spawn randomly every 4-10 minutes.

– The Aeokor Betrayers are more reasonable to solo now.

– Travel Journal Locations have been fixed for quests Death to the Betrayers, Dark Weapons, Cleansing the Wretched, Undead Investigation, and Final Rest.

– Keep a sharp eye out as you travel through the Temple of Dailuk chunk. Rumors have it that Nerksawl the Cyclops has been seen passing through. Note: Nerksawl is a high end full group mob and is a rare spawn. If you see him, it is best to stay away. You have been warned.

– Quivers and Bolt Cases can no longer hold harvested items.

– Quest: Bandit Bait has been revamped slightly. Players will no longer need the Bandit Map and just have to follow the road from the Beacon south towards Ahgram. If you are already on this quest, you will need to abandon it and restart it.

– Quest: Okhnom’s Supplies: Clearing the Way – Killing Bloodhowler Brutes will now update the quest properly.

Bugs Fixed:

– Leddo Savobar will now talk to players.

– Mihdi Khadim only exists in one place now.

– Players should find the Paw of Galanash more easily in Cairnworth Hall.

– Players should find spectral nutmeg more easily.

– Adventuring equipment on vendors has been updated; all vendors should now be standardized now across all continents

– Focus items are in a state of flux at the moment; their overhaul will be complete asap.

– Crossbows should now only be able to fire bolts and Bows should now only be able to fire arrows; it’s a crazy world we live in.


– Offensive targets that are aggro, but can’t see you (due to stealth or invis) now display their names in light red instead of red on the offensive target window.

– Character sheet combat stats information and ability tool tips have been updated with the new caps and soft caps.

– Added time/gametime to connection meter tooltip.

– You may now drag a song from your song list to a hotbar, which will automatically create a /playsong macro for that song. The default icon will be the melody icon for the song.

– The Bard Song composition window will now show the base cost of the song, the rest reduction of the song, and the final cost of the song.

– Bard song components no longer show up in the normal abilities list and are instead accessibly by clicking the button for each component type in the song window.


– Customization racial limits have been updated. Existing characters will be brought within these new limits.

– Many improvements to NPCs walking backwards and also visually warping away in combat although the game still behaves as if they were in front of you. This particular type of warping should now be fixed.

– Noticable hitch reduction when first entering a new area. No longer as necessary to do a “hitch spin” before you can start moving.

~The Vanguard Team

Well wayways….

I’ve been sick latley and havn’t been able to update, trying to get some shit done though.