[
{"title": "1998 07 07", "slug": "1998-07-07-1", "patch_date": "1998-07-07T21:18:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "07/7/98 4:18PM\r\n---------------\r\nThere is now a text file called \"revision.txt\", where you will find a more extensive list of changes that were made.  There has also been a large addition/update to the manual (Everquest_Manual.txt), check it out.", "body_markdown": "07/7/98 4:18PM\r\n---------------\r\nThere is now a text file called \"revision.txt\", where you will find a more extensive list of changes that were made.  There has also been a large addition/update to the manual (Everquest_Manual.txt), check it out.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 07 2", "slug": "1998-07-07-2", "patch_date": "1998-07-07T22:02:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "zones"], "body_plaintext": "7/7/98 5:02PM\r\n-------------\r\nNew keyboard shortcuts: (These work when the chatbar is NOT up, just like \"Z\" now)\r\n\r\n\"T\" = Target nearest entity (Player or NPC),\r\n\"N\" = Target nearest NPC,\r\n\"U\" = Use center of view, which is just like a double-left click at the center\r\n             of the 3dview.  Which has many uses, such as opening a door, starting a\r\n             transaction with a merchant or guildmaster, target and consider someone,\r\n             begin looting a corpse, and more...\r\n\"1\" - \"6\"                = Activate the six \"Hotboxes\" currently showing on your screen.\r\n\"+\" and \"-\" = Cycle up and down through the banks of \"Hotboxes\".\r\nCTRL + PGUP = Scroll the text window up one page.\r\nCTRL + PGDOWN = Scroll the text window down one page.\r\n\r\nBeware! You will now move slower when you have less than 1/3 of your total hitpoints\r\nleft.  This change does not affect any characters below level 4 in order to give\r\nnewbies a short grace period, but all characters over level 3 had best be wary.\r\n\r\nThere has been a fair amount of tweaking done, especially to the Monk class, so be\r\nmore careful than usual until you \"feel out\" the changes.\r\n\r\nThrowing weapons and bows should now be viable.  Arrows and thrown weapons will fall\r\nto the ground after they hit something/someone, and can be picked up.  Give them a try.\r\n\r\nA few bugs were fixed:\r\n  - Languages should now completely work, give them a try.\r\n  - Your corpses should still be where you left them, even after a crash now.\r\n  - The \"Who\" button was fixed, and should now show a list of who is in your zone.\r\n  - Many more small interfaces problems...", "body_markdown": "7/7/98 5:02PM\r\n-------------\r\nNew keyboard shortcuts: (These work when the chatbar is NOT up, just like \"Z\" now)\r\n\r\n\"T\" = Target nearest entity (Player or NPC),\r\n\"N\" = Target nearest NPC,\r\n\"U\" = Use center of view, which is just like a double-left click at the center\r\n             of the 3dview.  Which has many uses, such as opening a door, starting a\r\n             transaction with a merchant or guildmaster, target and consider someone,\r\n             begin looting a corpse, and more...\r\n\"1\" - \"6\"                = Activate the six \"Hotboxes\" currently showing on your screen.\r\n\"+\" and \"-\" = Cycle up and down through the banks of \"Hotboxes\".\r\nCTRL + PGUP = Scroll the text window up one page.\r\nCTRL + PGDOWN = Scroll the text window down one page.\r\n\r\nBeware! You will now move slower when you have less than 1/3 of your total hitpoints\r\nleft.  This change does not affect any characters below level 4 in order to give\r\nnewbies a short grace period, but all characters over level 3 had best be wary.\r\n\r\nThere has been a fair amount of tweaking done, especially to the Monk class, so be\r\nmore careful than usual until you \"feel out\" the changes.\r\n\r\nThrowing weapons and bows should now be viable.  Arrows and thrown weapons will fall\r\nto the ground after they hit something/someone, and can be picked up.  Give them a try.\r\n\r\nA few bugs were fixed:\r\n  - Languages should now completely work, give them a try.\r\n  - Your corpses should still be where you left them, even after a crash now.\r\n  - The \"Who\" button was fixed, and should now show a list of who is in your zone.\r\n  - Many more small interfaces problems...", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 13 1", "slug": "1998-07-13-1", "patch_date": "1998-07-13T22:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "07/13/98 5:00pm\r\n----------------\r\nBe careful! NPCs now use their skills properly if they have them, so you might just get\r\nkicked or bashed.  Only humanoid type NPCs (like Gnolls) use skills.\r\n\r\nChanges:\r\n  Bash no longer guarantees that something will be stunned, which means it is more\r\n            difficult to keep an NPC bashed, but the NPCs will also have a harder time keeping\r\n            YOU bashed.\r\n\r\n  The \"N\" key (Target nearest NPC) will no longer target NPC corpses, only living NPCs.\r\n\r\nTwo new commands were added:\r\n  /split - Split a specified amount of money amongst your group members.\r\n              Format: /split <plat> <gold> <silver> <copper>\r\n             Example: /split 0 0 0 15 would split 15 copper amongst your group members.\r\n              which means split 0 plat, 0 gold, 0 silver, 15 copper. /split 1 5\r\n               would split 1 platinum, 5 gold, so trailing zeros are  not necessary,\r\n              but the preceeding zeros ARE necessary.\r\n  /autosplit - Toggle automatic splitting of money looted with your group ON and OFF.\r\n\r\nA few bugs were fixed:\r\n   Arrows will no longer become \"supercharged\" in damage over time.\r\n  \"Shield of Brambles\" type spells will no longer damage the thing they are protecting.\r\n  Spells like \"Disease Cloud\" no longer have unlimited range.", "body_markdown": "07/13/98 5:00pm\r\n----------------\r\nBe careful! NPCs now use their skills properly if they have them, so you might just get\r\nkicked or bashed.  Only humanoid type NPCs (like Gnolls) use skills.\r\n\r\nChanges:\r\n  Bash no longer guarantees that something will be stunned, which means it is more\r\n            difficult to keep an NPC bashed, but the NPCs will also have a harder time keeping\r\n            YOU bashed.\r\n\r\n  The \"N\" key (Target nearest NPC) will no longer target NPC corpses, only living NPCs.\r\n\r\nTwo new commands were added:\r\n  /split - Split a specified amount of money amongst your group members.\r\n              Format: /split <plat> <gold> <silver> <copper>\r\n             Example: /split 0 0 0 15 would split 15 copper amongst your group members.\r\n              which means split 0 plat, 0 gold, 0 silver, 15 copper. /split 1 5\r\n               would split 1 platinum, 5 gold, so trailing zeros are  not necessary,\r\n              but the preceeding zeros ARE necessary.\r\n  /autosplit - Toggle automatic splitting of money looted with your group ON and OFF.\r\n\r\nA few bugs were fixed:\r\n   Arrows will no longer become \"supercharged\" in damage over time.\r\n  \"Shield of Brambles\" type spells will no longer damage the thing they are protecting.\r\n  Spells like \"Disease Cloud\" no longer have unlimited range.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 15", "slug": "1998-07-15-1", "patch_date": "1998-07-16T00:32:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "7/15/98 7:32pm\r\n--------------\r\nAdded Halas (the Barbarian hometown) to the patch server -- new barbarians will start there within the next few days.", "body_markdown": "7/15/98 7:32pm\r\n--------------\r\nAdded Halas (the Barbarian hometown) to the patch server -- new barbarians will start there within the next few days.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 16 1", "slug": "1998-07-16-1-1", "patch_date": "1998-07-16T23:16:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "7/16/98 6:16pm\r\n--------------\r\nBarbarians now start in Halas.  Neriak, Freeport, and Rivervale will be online soon.", "body_markdown": "7/16/98 6:16pm\r\n--------------\r\nBarbarians now start in Halas.  Neriak, Freeport, and Rivervale will be online soon.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 17 1", "slug": "1998-07-17-1", "patch_date": "1998-07-17T16:55:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "7/17/98 11:55am\r\n----------------\r\nThere will be a player wipe tonight.  IF and only if you talk to Generyk the GM before the wipe, you will be reimbursed your level on ONE character, and you will be given 7 gold per level.  No other GM will help you in this matter, and this is not something negotiable.  PWipes are an unfortunate aspect of beta testing -- we do them as infrequently as possible -- please hang tough and bear with it.", "body_markdown": "7/17/98 11:55am\r\n----------------\r\nThere will be a player wipe tonight.  IF and only if you talk to Generyk the GM before the wipe, you will be reimbursed your level on ONE character, and you will be given 7 gold per level.  No other GM will help you in this matter, and this is not something negotiable.  PWipes are an unfortunate aspect of beta testing -- we do them as infrequently as possible -- please hang tough and bear with it.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 17 2", "slug": "1998-07-17-2", "patch_date": "1998-07-17T23:17:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["spells", "items"], "body_plaintext": "7/17/98 6:17pm\r\n-------------\r\nThe player wipe is done.  IMPORTANT: When you create your new characters, either choose a fantasy sounding name or use the name generator -- if you are caught with a non-compliant name, you will be warned.  Lastly, one or more noticible changes we've made is that spell scrolls now cost more money, depending on their level.  Other more minor, albeit numerous, changes were made to weapon and spell damages.", "body_markdown": "7/17/98 6:17pm\r\n-------------\r\nThe player wipe is done.  IMPORTANT: When you create your new characters, either choose a fantasy sounding name or use the name generator -- if you are caught with a non-compliant name, you will be warned.  Lastly, one or more noticible changes we've made is that spell scrolls now cost more money, depending on their level.  Other more minor, albeit numerous, changes were made to weapon and spell damages.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 20 1", "slug": "1998-07-20-1", "patch_date": "1998-07-20T22:46:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "7/20/98 5:46pm\r\n--------------\r\nThat nasty and evil download was brought to you by the dark elves (ie. Neriak is up!).  Within the next day or two dark elves, ogres, and trolls will start in Neriak, while dwarves, gnomes, and halflings will start in Rivervale (until all home towns are online).  Also, considering an NPC is now more accurate and clear -- descriptions are better and the text is now color coded such that green means no exp. for the kill, blue means the NPC is lower lvl than you, black the same level, yellow higher, and red...stay away from red :)", "body_markdown": "7/20/98 5:46pm\r\n--------------\r\nThat nasty and evil download was brought to you by the dark elves (ie. Neriak is up!).  Within the next day or two dark elves, ogres, and trolls will start in Neriak, while dwarves, gnomes, and halflings will start in Rivervale (until all home towns are online).  Also, considering an NPC is now more accurate and clear -- descriptions are better and the text is now color coded such that green means no exp. for the kill, blue means the NPC is lower lvl than you, black the same level, yellow higher, and red...stay away from red :)", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 22 1", "slug": "1998-07-22-1", "patch_date": "1998-07-22T18:37:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "7/22/98 1:37pm\r\n--------------\r\nShould be more faces in the game, as well as some updated characters -- that's the big file you just received.  Also, Glide support is now in the game.  Glide is an API from 3dfx that works with their Voodoo cards -- note that EQ uses Glide 3.0, which currently only works on Voodoo 2s, but should soon work on Voodoo 1s.  800x600 support is in with the Voodoo 2s under Glide.  Make sure you have the most recent drivers from www.3dfx.com.", "body_markdown": "7/22/98 1:37pm\r\n--------------\r\nShould be more faces in the game, as well as some updated characters -- that's the big file you just received.  Also, Glide support is now in the game.  Glide is an API from 3dfx that works with their Voodoo cards -- note that EQ uses Glide 3.0, which currently only works on Voodoo 2s, but should soon work on Voodoo 1s.  800x600 support is in with the Voodoo 2s under Glide.  Make sure you have the most recent drivers from www.3dfx.com.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 07 30", "slug": "1998-07-30-1", "patch_date": "1998-07-30T22:30:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "spells"], "body_plaintext": "7/30/98 5:30pm\r\n---------------\r\nWe've hopefully fixed a nasty bug that was causing a spell casting to crash -- let us know if you are still getting any crash bugs.  Also, the newbie zones adjacent to the newer cities are being turned -- both more and a better range of NPCs should be appearing in them over the next week.  Also, slowly but surely, more and more NPCs will talk and even give quests -- a good way to begin a conversation is to target the NPC, and /say hello <npc's name>.", "body_markdown": "7/30/98 5:30pm\r\n---------------\r\nWe've hopefully fixed a nasty bug that was causing a spell casting to crash -- let us know if you are still getting any crash bugs.  Also, the newbie zones adjacent to the newer cities are being turned -- both more and a better range of NPCs should be appearing in them over the next week.  Also, slowly but surely, more and more NPCs will talk and even give quests -- a good way to begin a conversation is to target the NPC, and /say hello <npc's name>.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 03 1", "slug": "1998-08-03-1", "patch_date": "1998-08-03T22:34:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "8/3/98 5:34pm\r\n-------------\r\nThere is a bug we've discovered in the latest reference drivers for Voodoo 1 based cards in D3D mode.  If you are having severe video problems in-game, we reccomend you revert to either an earlier reference driver or use the card's manufacturer's driver (for example, the Diamond Monster drivers v.1.10 work fine).", "body_markdown": "8/3/98 5:34pm\r\n-------------\r\nThere is a bug we've discovered in the latest reference drivers for Voodoo 1 based cards in D3D mode.  If you are having severe video problems in-game, we reccomend you revert to either an earlier reference driver or use the card's manufacturer's driver (for example, the Diamond Monster drivers v.1.10 work fine).", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 03 2", "slug": "1998-08-03-2", "patch_date": "1998-08-04T02:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "8/3/98 9:00pm\r\n-------------\r\nEast Freeport is finally up -- the entire city of Freeport is online now.  Also, several of the crash bugs we've had should be fixed now -- let us know if you encounter any more and please attempt to make note of the circumstances and events immediately prior to the crash.  Lastly, an assist command has been added -- target a player, type /assist, and you should then target whoever he is currently fighting at that moment.", "body_markdown": "8/3/98 9:00pm\r\n-------------\r\nEast Freeport is finally up -- the entire city of Freeport is online now.  Also, several of the crash bugs we've had should be fixed now -- let us know if you encounter any more and please attempt to make note of the circumstances and events immediately prior to the crash.  Lastly, an assist command has been added -- target a player, type /assist, and you should then target whoever he is currently fighting at that moment.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 04 1", "slug": "1998-08-04-1", "patch_date": "1998-08-04T21:44:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "8/4/98 4:44pm\r\n------------\r\nNote the changes to the previous entry regarding the assist command.", "body_markdown": "8/4/98 4:44pm\r\n------------\r\nNote the changes to the previous entry regarding the assist command.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 04 2", "slug": "1998-08-04-2-2", "patch_date": "1998-08-04T22:55:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "8/4/98 5:55pm\r\n------------\r\nHopefully the Voodoo 1 D3D bug has a workaround -- please let us know if you experience any additional problems.  Also, you can start a character (human, half-elf, wood elf, high elf) in Freeport now (in addition to Qeynos) -- give it a try.", "body_markdown": "8/4/98 5:55pm\r\n------------\r\nHopefully the Voodoo 1 D3D bug has a workaround -- please let us know if you experience any additional problems.  Also, you can start a character (human, half-elf, wood elf, high elf) in Freeport now (in addition to Qeynos) -- give it a try.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 05 1", "slug": "1998-08-05-1-1", "patch_date": "1998-08-06T00:34:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "8/5/98 7:34pm\r\n-------------\r\nAdditional information is now provided when you consider (double-click on) an NPC that will\r\nundoubtedly prove useful in the game.", "body_markdown": "8/5/98 7:34pm\r\n-------------\r\nAdditional information is now provided when you consider (double-click on) an NPC that will\r\nundoubtedly prove useful in the game.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 06 1", "slug": "1998-08-06-1-1", "patch_date": "1998-08-07T01:17:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "8/6/98 8:17pm\r\n-------------\r\nWe've implemented a new anti-vulch, anti-twink experience system -- he who does the most\r\ndamage to an NPC gets the exp upon its death (or the group he's in).  Let us know how it\r\nworks.  Also, expect some larger downloads short term -- the world of Norrath expandeth.", "body_markdown": "8/6/98 8:17pm\r\n-------------\r\nWe've implemented a new anti-vulch, anti-twink experience system -- he who does the most\r\ndamage to an NPC gets the exp upon its death (or the group he's in).  Let us know how it\r\nworks.  Also, expect some larger downloads short term -- the world of Norrath expandeth.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 11", "slug": "1998-08-11-1", "patch_date": "1998-08-11T22:15:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["zones"], "body_plaintext": "8/11/98 5:15pm\r\n--------------\r\nSouth Ro and Oasis are online now -- please do not try to go further south than South Ro,\r\nin that that zone isn't up yet.  The world will continue to expand in that general direction\r\n(south of Freeport), and soon Trolls and Ogres will have their hometowns.", "body_markdown": "8/11/98 5:15pm\r\n--------------\r\nSouth Ro and Oasis are online now -- please do not try to go further south than South Ro,\r\nin that that zone isn't up yet.  The world will continue to expand in that general direction\r\n(south of Freeport), and soon Trolls and Ogres will have their hometowns.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 22", "slug": "1998-08-22-1", "patch_date": "1998-08-23T01:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes"], "body_plaintext": "8/22/98 8:00pm\r\n--------------\r\nGrobb, Oggok, Rathe Mountains, and Lake Rathetear are online now.  We will be starting\r\nTrolls and Ogres in their respective hometowns shortly, as well as relocating existing\r\nTrolls and Ogres there (ie. Neriak will no longer be your hometown).  Also, we've\r\nadded a new warrior skill called Taunt -- this skill, when successful, will re-focus\r\ntarget NPC to attack you (ie. he will switch from his current target to you).  This is\r\nuseful, for example, when an NPC targets a spellcaster or healer in your party, and\r\nyou'd like him instead to beat on you.", "body_markdown": "8/22/98 8:00pm\r\n--------------\r\nGrobb, Oggok, Rathe Mountains, and Lake Rathetear are online now.  We will be starting\r\nTrolls and Ogres in their respective hometowns shortly, as well as relocating existing\r\nTrolls and Ogres there (ie. Neriak will no longer be your hometown).  Also, we've\r\nadded a new warrior skill called Taunt -- this skill, when successful, will re-focus\r\ntarget NPC to attack you (ie. he will switch from his current target to you).  This is\r\nuseful, for example, when an NPC targets a spellcaster or healer in your party, and\r\nyou'd like him instead to beat on you.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 08 31", "slug": "1998-08-31-1", "patch_date": "1998-08-31T17:41:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "8/31/98 12:41pm\r\n---------------\r\nWe've added a new command, /feedback.  Please use /feedback to leave us feedback and comments\r\nand only use /bug for bugs.  They are written to two separate files now, which will make it\r\neasier for us to get the information to the appropriate people.  Thanks.", "body_markdown": "8/31/98 12:41pm\r\n---------------\r\nWe've added a new command, /feedback.  Please use /feedback to leave us feedback and comments\r\nand only use /bug for bugs.  They are written to two separate files now, which will make it\r\neasier for us to get the information to the appropriate people.  Thanks.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 01 1", "slug": "1998-09-01-1", "patch_date": "1998-09-01T22:03:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "zones"], "body_plaintext": "9/1/98 5:03pm (IMPORTANT - PLEASE READ)\r\n----------------------------------------\r\nWe are starting to build up the Game Master (GM) infrastructure for EverQuest.  If you require assistance in-game, use the /petition <msg> command -- all GMs online will receive your message\r\nand you will be helped as soon as possible -- using the /tell command to solicit help from a GM is no longer legal.  Note that there are serveral kinds of GMs you might encounter in-game, but\r\nthere are only two kinds responsible for helping testers -- GUIDES, and GM-Admin GMs.  Other GMs (coders, areas, etc.) are development team members and are not there to help you (sorry -- but\r\nthey need to finish the game).  GUIDES are external (non-Sony) GMs who are there to help you and answer questions, but their power is limited (meaning they will often refer you to a GM-Admin).\r\nOur plan is to have GM-Admins in-game most of the time, all week, but it may take some time for this coverage to become complete.\r\n\r\nSOME NEW POLICIES:\r\n-- NO reimbursals of lost items, money, or experience will be made (sorry, but this is a BETA).\r\n-- Using the /tell command to solicit help from a GM is no longer legal -- use the /petition command.\r\n-- Using 'safe' areas (ie. areas where NPCs can't or won't go, even though it makes sense they could) is illegal.  Fighting NPCs, or using those areas to rest and heal, is not allowed.  An example would\r\nbe areas near zone transition sections.  These problem areas are being fixed as quickly as possible, but in the meantime, testers caught abusing these areas won't be testers for long.", "body_markdown": "9/1/98 5:03pm (IMPORTANT - PLEASE READ)\r\n----------------------------------------\r\nWe are starting to build up the Game Master (GM) infrastructure for EverQuest.  If you require assistance in-game, use the /petition <msg> command -- all GMs online will receive your message\r\nand you will be helped as soon as possible -- using the /tell command to solicit help from a GM is no longer legal.  Note that there are serveral kinds of GMs you might encounter in-game, but\r\nthere are only two kinds responsible for helping testers -- GUIDES, and GM-Admin GMs.  Other GMs (coders, areas, etc.) are development team members and are not there to help you (sorry -- but\r\nthey need to finish the game).  GUIDES are external (non-Sony) GMs who are there to help you and answer questions, but their power is limited (meaning they will often refer you to a GM-Admin).\r\nOur plan is to have GM-Admins in-game most of the time, all week, but it may take some time for this coverage to become complete.\r\n\r\nSOME NEW POLICIES:\r\n-- NO reimbursals of lost items, money, or experience will be made (sorry, but this is a BETA).\r\n-- Using the /tell command to solicit help from a GM is no longer legal -- use the /petition command.\r\n-- Using 'safe' areas (ie. areas where NPCs can't or won't go, even though it makes sense they could) is illegal.  Fighting NPCs, or using those areas to rest and heal, is not allowed.  An example would\r\nbe areas near zone transition sections.  These problem areas are being fixed as quickly as possible, but in the meantime, testers caught abusing these areas won't be testers for long.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 04 1", "slug": "1998-09-04-1", "patch_date": "1998-09-04T23:35:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "9/4/98 6:35pm\r\n-------------\r\nThere will be a player wipe (pwipe) Tuesday morning at approximately 10am pacific.  This is in preperation for Phase 2 of the EverQuest beta test, which begins early next week.  \r\nYou may have ONE character's level re-imbursed, and you will be given some gold based upon that character's level.  \r\nTo register one of your characters, use the /feedback command, and begin the message with REGISTER.  Make sure you\r\nare logged on as the character you want to save (we are recording your name, race, class, and level).  Once the\r\npwipe is complete, we will post a message here explaining how to get re-imbursed.  Note that artificially 'buffed'\r\ncharacters are not eligible for restoration.  If possible, we reccomend using the /feedback command late Monday or so such that if you level over the weekend, it will be recorded.", "body_markdown": "9/4/98 6:35pm\r\n-------------\r\nThere will be a player wipe (pwipe) Tuesday morning at approximately 10am pacific.  This is in preperation for Phase 2 of the EverQuest beta test, which begins early next week.  \r\nYou may have ONE character's level re-imbursed, and you will be given some gold based upon that character's level.  \r\nTo register one of your characters, use the /feedback command, and begin the message with REGISTER.  Make sure you\r\nare logged on as the character you want to save (we are recording your name, race, class, and level).  Once the\r\npwipe is complete, we will post a message here explaining how to get re-imbursed.  Note that artificially 'buffed'\r\ncharacters are not eligible for restoration.  If possible, we reccomend using the /feedback command late Monday or so such that if you level over the weekend, it will be recorded.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 08 1", "slug": "1998-09-08-1", "patch_date": "1998-09-08T18:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["items"], "body_plaintext": "9/8/98 1:00pm\r\n-------------\r\nAs you may well know, the player wipe (pwipe) has been performed.  There will be no reimbursment of items, weapons,\r\nor armor.  Character level and gold will be reimbursed to those who registered via the \"/feedback\" command, as stated in the\r\nprevious announcement.  For those of you that did register your character, use the \"/petition\" command to notify a GM and you\r\nwill be reimbursed.", "body_markdown": "9/8/98 1:00pm\r\n-------------\r\nAs you may well know, the player wipe (pwipe) has been performed.  There will be no reimbursment of items, weapons,\r\nor armor.  Character level and gold will be reimbursed to those who registered via the \"/feedback\" command, as stated in the\r\nprevious announcement.  For those of you that did register your character, use the \"/petition\" command to notify a GM and you\r\nwill be reimbursed.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 15 1", "slug": "1998-09-15-1", "patch_date": "1998-09-15T06:26:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "9/15/98 1:26am\r\n--------------\r\nGood morning citizens of Norrath!  The world will be expanding over the next few days.  Beginning this afternoon, we will be adding two new zones per day, everyday.  \r\nIt would be wise for modem users to connect and patch at least once a day.  The majority of the zones which make up Faydwer will be added so elves, dwarves, and gnomes may begin in their\r\nrespective homelands.  Shortly after this batch of zones are up, we will begin moving characters to the new continent.  We apologize for the large amount of data that will be required to download,\r\nbut once complete the downloads will of course be kept to a minimum.", "body_markdown": "9/15/98 1:26am\r\n--------------\r\nGood morning citizens of Norrath!  The world will be expanding over the next few days.  Beginning this afternoon, we will be adding two new zones per day, everyday.  \r\nIt would be wise for modem users to connect and patch at least once a day.  The majority of the zones which make up Faydwer will be added so elves, dwarves, and gnomes may begin in their\r\nrespective homelands.  Shortly after this batch of zones are up, we will begin moving characters to the new continent.  We apologize for the large amount of data that will be required to download,\r\nbut once complete the downloads will of course be kept to a minimum.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 28 1", "slug": "1998-09-28-1", "patch_date": "1998-09-28T21:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "9/28/98 4:00pm\r\n--------------\r\nWe have recently added a bug discussion and entry forum, which can be found at \"www.sonyinteractive.com/eqbugs/\".  This forum can be accessed by using your EverQuest login ID and password.\r\nTeam members will frequent this board often to post responses and updates regarding posted bugs as well as asking for assistance with specific bug and balance issues.  Also, in-depth game\r\ninformation, such as the \"faction\" explanation which was posted this weekend, will be available through the site.", "body_markdown": "9/28/98 4:00pm\r\n--------------\r\nWe have recently added a bug discussion and entry forum, which can be found at \"www.sonyinteractive.com/eqbugs/\".  This forum can be accessed by using your EverQuest login ID and password.\r\nTeam members will frequent this board often to post responses and updates regarding posted bugs as well as asking for assistance with specific bug and balance issues.  Also, in-depth game\r\ninformation, such as the \"faction\" explanation which was posted this weekend, will be available through the site.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 09 30", "slug": "1998-09-30-1", "patch_date": "1998-09-30T22:17:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["spells"], "body_plaintext": "9/30/98 5:17pm\r\n--------------\r\nThe \"Bind Wounds\"/Bandage skill will now only work on people who have fifty hitpoints or less remaining.\r\nThe \"Meditate\" skill has been improved in regards to Mana regeneration times.", "body_markdown": "9/30/98 5:17pm\r\n--------------\r\nThe \"Bind Wounds\"/Bandage skill will now only work on people who have fifty hitpoints or less remaining.\r\nThe \"Meditate\" skill has been improved in regards to Mana regeneration times.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 10 01", "slug": "1998-10-01-1", "patch_date": "1998-10-01T19:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["zones"], "body_plaintext": "10/1/98 2:00pm\r\n--------------\r\nA new command has been added:\r\n/Random <#> <#>  - This will give you a random number from # to # (i.g. \"/Random 1 10\" would give you a random number from 1 to 10 inclusive). If you only specify one number (i.e. \"/Random 5\") it assumes 0 to the number you supplied.\r\nThe \"/Who\" command now has an additional option: \"corpse\" (i.e. \"/Who corpse\") allows you to see if any of your corpses are in your current zone.", "body_markdown": "10/1/98 2:00pm\r\n--------------\r\nA new command has been added:\r\n/Random <#> <#>  - This will give you a random number from # to # (i.g. \"/Random 1 10\" would give you a random number from 1 to 10 inclusive). If you only specify one number (i.e. \"/Random 5\") it assumes 0 to the number you supplied.\r\nThe \"/Who\" command now has an additional option: \"corpse\" (i.e. \"/Who corpse\") allows you to see if any of your corpses are in your current zone.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 10 06", "slug": "1998-10-06-1", "patch_date": "1998-10-06T19:21:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "zones"], "body_plaintext": "10/6/98 2:21pm\r\n--------------\r\nAnyone playing the game with a Diamond Viper V330 videocard should go to Diamond's webpage (www.diamondmm.com) and get the latest drivers.  Their newest drivers fix some crash bugs (like walking from one zone to another, and some random crashes) and should make EverQuest much more stable.\r\nWith perhaps a few exceptions, it is generally a good idea to update to the latest release drivers for any videocard, or any other piece of hardware for that matter.", "body_markdown": "10/6/98 2:21pm\r\n--------------\r\nAnyone playing the game with a Diamond Viper V330 videocard should go to Diamond's webpage (www.diamondmm.com) and get the latest drivers.  Their newest drivers fix some crash bugs (like walking from one zone to another, and some random crashes) and should make EverQuest much more stable.\r\nWith perhaps a few exceptions, it is generally a good idea to update to the latest release drivers for any videocard, or any other piece of hardware for that matter.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 10 17", "slug": "1998-10-17-1", "patch_date": "1998-10-18T00:23:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "10/17/98 7:23pm\r\n---------------\r\nBards should now be able to sing their songs and fight at the same time (Bards are the only ones though).", "body_markdown": "10/17/98 7:23pm\r\n---------------\r\nBards should now be able to sing their songs and fight at the same time (Bards are the only ones though).", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 11 04", "slug": "1998-11-04-1", "patch_date": "1998-11-04T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "The official site has been updated regarding the Phase 3 beta:\r\n\r\n    \"This week, Phase 3 begins with an additional 4,000 testers. Beta testers will surely read the news upon logging in. It contains important information about upcoming events.\"", "body_markdown": "The official site has been updated regarding the Phase 3 beta:\r\n\r\n    \"This week, Phase 3 begins with an additional 4,000 testers. Beta testers will surely read the news upon logging in. It contains important information about upcoming events.\"", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 01", "slug": "1998-12-01-1", "patch_date": "1998-12-01T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "The latest patch resolves an issue where characters would get stuck in Neriak (a place name). Additionally, the \"/consider\" command is once again functioning properly.", "body_markdown": "The latest patch resolves an issue where characters would get stuck in Neriak (a place name). Additionally, the \"/consider\" command is once again functioning properly.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 02", "slug": "1998-12-02-1", "patch_date": "1998-12-02T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "zones"], "body_plaintext": "The latest patch includes a new version of Greater Faydark. Frame rates and overall performance in that zone should see general improvements. We apologize for requiring you to download a fairly large file. Of course, we’ll aim to keep large patches to a minimum moving forward.\r\n\r\nThe current client only saves when you camp or zone. This is scheduled to be fixed in the next client update, which should be coming soon.", "body_markdown": "The latest patch includes a new version of Greater Faydark. Frame rates and overall performance in that zone should see general improvements. We apologize for requiring you to download a fairly large file. Of course, we’ll aim to keep large patches to a minimum moving forward.\r\n\r\nThe current client only saves when you camp or zone. This is scheduled to be fixed in the next client update, which should be coming soon.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 03", "slug": "1998-12-03-1", "patch_date": "1998-12-03T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "The final downloadable patch has been released. This includes South Qeynos. Additionally, the world server will be down from 3:00 AM to 5:00 AM PST on December 3rd.", "body_markdown": "The final downloadable patch has been released. This includes South Qeynos. Additionally, the world server will be down from 3:00 AM to 5:00 AM PST on December 3rd.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 10", "slug": "1998-12-10-1", "patch_date": "1998-12-10T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "\"Changes in the latest patch: Load times have been shortened, memory usage issues have been addressed to improve performance, bugs with Charm/Fear spells have been fixed, and initial items (Newbie Items) will now remain on a character’s corpse even if they die while poisoned. Additionally, we’ve combined the EverQuest manual, troubleshooting guide, and known bug list into a single document, \"EverQuest_Manual.txt.\" This manual will be updated as needed, so please refer to it if you encounter hardware issues.\"", "body_markdown": "\"Changes in the latest patch: Load times have been shortened, memory usage issues have been addressed to improve performance, bugs with Charm/Fear spells have been fixed, and initial items (Newbie Items) will now remain on a character’s corpse even if they die while poisoned. Additionally, we’ve combined the EverQuest manual, troubleshooting guide, and known bug list into a single document, \"EverQuest_Manual.txt.\" This manual will be updated as needed, so please refer to it if you encounter hardware issues.\"", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 11", "slug": "1998-12-11-1", "patch_date": "1998-12-11T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "Several key changes:\r\n\r\nShift-PageUp and Shift-PageDown will now only scroll the text in the chat box up or down when the chat bar (where you type) is active/visible (e.g., in typing mode).\r\n\r\nThe following key changes apply only in third-person camera view:\r\n    To look up or down using PageUp and PageDown, you must hold the \"Camera Control\" key (default is Shift).\r\n    PageUp and PageDown alone (without Shift) allow you to ascend or dive when underwater.", "body_markdown": "Several key changes:\r\n\r\n* Shift-PageUp and Shift-PageDown will now only scroll the text in the chat box up or down when the chat bar (where you type) is active/visible (e.g., in typing mode).\r\n* The following key changes apply only in third-person camera view:\r\n    * To look up or down using PageUp and PageDown, you must hold the \"Camera Control\" key (default is Shift).\r\n    * PageUp and PageDown alone (without Shift) allow you to ascend or dive when underwater.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 31", "slug": "1998-12-31-1", "patch_date": "1998-12-13T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "As a test, the range effect magic damage has been reduced by half. This is done to measure the effectiveness and potential advantages, depending on the surgeon's class. Please understand that this is just a test and that this change is not a final decision at all.", "body_markdown": "As a test, the range effect magic damage has been reduced by half. This is done to measure the effectiveness and potential advantages, depending on the surgeon's class. Please understand that this is just a test and that this change is not a final decision at all.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1998 12 16", "slug": "1998-12-16-1", "patch_date": "1998-12-16T05:00:00+00:00", "patch_year": 1998, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "items"], "body_plaintext": "Phase 3 Patch:\r\n\r\n* For characters below level 25, the loss of experience points upon death has been significantly reduced. However, from level 25 onward, the amount lost remains unchanged.\r\n* The skill progression for Dodge, Parry, Riposte (counterattack), and Block has been adjusted. The claim that 1H/2H Slashing (one-handed/two-handed slashing weapons) wouldn’t improve for Warriors and Paladins was a fabrication—they will grow normally.\r\n* The functions of all number keys are now displayed. The NUM LOCK key (by default) can be used to lock the keypad’s functionality.\r\n\r\n\"PK Changes\"\r\n\r\n* PK (Player Killer) level restrictions have been divided into four tiers. A level 20 PK cannot attack a level 15 PK (and vice versa), but a level 20 PK can attack a level 16 PK.\r\n* Restrictions have also been added to PK looting: only non-container items can be taken. This means you can’t loot everything from an opponent’s inventory, nor can you take containers or their entire contents.\r\n* PKs can now group with non-PKs and share experience points, but they cannot cast spells on each other, including beneficial support magic.\r\n\r\nThe use of \"Rain\"-type spells underground is currently considered a bug and will remain as-is until further notice. For details on magic-related bugs, refer to \"EverQuest_Manual,\" Section 3 \"Known Bugs.\"", "body_markdown": "### Phase 3 Patch:\r\n\r\n* For characters below level 25, the loss of experience points upon death has been significantly reduced. However, from level 25 onward, the amount lost remains unchanged.\r\n* The skill progression for Dodge, Parry, Riposte (counterattack), and Block has been adjusted. The claim that 1H/2H Slashing (one-handed/two-handed slashing weapons) wouldn’t improve for Warriors and Paladins was a fabrication—they will grow normally.\r\n* The functions of all number keys are now displayed. The NUM LOCK key (by default) can be used to lock the keypad’s functionality.\r\n\r\n#### \"PK Changes\"\r\n\r\n* PK (Player Killer) level restrictions have been divided into four tiers. A level 20 PK cannot attack a level 15 PK (and vice versa), but a level 20 PK can attack a level 16 PK.\r\n* Restrictions have also been added to PK looting: only non-container items can be taken. This means you can’t loot everything from an opponent’s inventory, nor can you take containers or their entire contents.\r\n* PKs can now group with non-PKs and share experience points, but they cannot cast spells on each other, including beneficial support magic.\r\n\r\nThe use of \"Rain\"-type spells underground is currently considered a bug and will remain as-is until further notice. For details on magic-related bugs, refer to \"EverQuest_Manual,\" Section 3 \"Known Bugs.\"", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 05 1", "slug": "1999-01-05-1", "patch_date": "1999-01-05T17:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "1/05/99 12:30pm\r\n ----------------\r\n The follow changes and bug fixes have been made with the new patch;\r\n \r\n - Increased chance to be stunned when being pursued.\r\n - Modification to the effectivness of area effect spells.\r\n - Inctreased chance to be hit while sitting.\r\n - NPC speed has been increased in dungeons.\r\n - Character collisions with ceilings have been modified to reduce the chance of getting stuck.\r\n - Bug fixes related to character file corruption have been made.\r\n - The \"stacking of spells\" bug has been fixed.\r\n - Bard songs should not replace other effects.\r\n - NPC AI reactions to spell damage have been changed.\r\n - Spells which were intended to be outdoor only should now be so.\r\n - Corrected the bug which allowed spellcasting and other actions while stunned.", "body_markdown": "1/05/99 12:30pm\r\n ----------------\r\n The follow changes and bug fixes have been made with the new patch;\r\n \r\n - Increased chance to be stunned when being pursued.\r\n - Modification to the effectivness of area effect spells.\r\n - Inctreased chance to be hit while sitting.\r\n - NPC speed has been increased in dungeons.\r\n - Character collisions with ceilings have been modified to reduce the chance of getting stuck.\r\n - Bug fixes related to character file corruption have been made.\r\n - The \"stacking of spells\" bug has been fixed.\r\n - Bard songs should not replace other effects.\r\n - NPC AI reactions to spell damage have been changed.\r\n - Spells which were intended to be outdoor only should now be so.\r\n - Corrected the bug which allowed spellcasting and other actions while stunned.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 05 2", "slug": "1999-01-05-2", "patch_date": "1999-01-06T01:45:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/05/99 8:45pm\r\n ----------------\r\n Sounnd effects will not be in the game until phase 4, unless you perform an optional download.  The location and availability of these files will be announced shortly.  \r\n Guild functionality has been implemented and tested.  The process of forming and maintaining will be announced shortly.\r\n \r\n After patching, if you cannot successfully log into the game, disable your sound device and try again.  Please e-mail your system configuration, especially sound device to \"sclover@sonyinteractive.com\".", "body_markdown": "1/05/99 8:45pm\r\n ----------------\r\n Sounnd effects will not be in the game until phase 4, unless you perform an optional download.  The location and availability of these files will be announced shortly.  \r\n Guild functionality has been implemented and tested.  The process of forming and maintaining will be announced shortly.\r\n \r\n After patching, if you cannot successfully log into the game, disable your sound device and try again.  Please e-mail your system configuration, especially sound device to \"sclover@sonyinteractive.com\".", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 08 1", "slug": "1999-01-08-1", "patch_date": "1999-01-09T00:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "1/8/99 7:30pm\r\n --------------\r\n This patch includes:\r\n -Various keyboard and button fixes.\r\n -Bard songs should auto-loop again.\r\n -Creature footspeed in dungeons has been corrected so that they are only faster when actively attacking or pursuing.\r\n -Some problems with PCs under AI control, ie charm, have been addressed.\r\n -Being stunned in midspell should NOT disable your buttons and spell gems, but should interrupt your casting.\r\n -Casting related skills should increase with use again. However, you will be temporary unable to train in these skills with your Guildmaster.\r\n -Lost attacks in melee has been addressed.\r\n -Another \"spell-stacking\" bug has been addressed.\r\n -Spell timing has been reworked.\r\n -The extra \"invisible\" mana has been corrected. Hope you enjoyed it!\r\n \r\n IMPORTANT:\r\n We have identified a problem that may be the root of the character corruption that has been occurring. We have found many characters with duplicate names. In order to correct this we have had to programmatically rename these characters.  We realize that a name means a lot, but we had to do this to correct the problem. You may petition to have these new names changed, but you will not be able to obtain the former name of these characters.\r\n \r\n GUILD FORMATION:\r\n In order to form a guild the following process must be followed:\r\n 1. The leader of the guild must email  Eqguilds@sonyinteractive.com. The header of the email must contain the NAME of the guild. In this email the leader will include a short Charter that includes the guild's role in Norrath. In addition, the leader needs to list at least 9 other characters that have agreed to form this guild.\r\n 2. The leader and 9 other players need to email Eqguilds@sonyinteractive.com with the NAME of the guild as the header. The body of this email must include the name of the character that will be joining the guild and the ACCOUNT on which that character exists.\r\n 3. Once the 10 prospective members (including the leader) have completed the above steps, the charter and name of the guild will be reviewed by 989. If both are approved, the leader of the guild will be notified of approval via email and told to approach a GM for formation of the guild. If 989 has any reservations about either the name or the charter, the guild leader will receive an email listing these concerns and be offered an opportunity to modify the charter or name as required.", "body_markdown": "### 1/8/99 7:30pm\r\n --------------\r\n#### This patch includes:\r\n\r\n* Various keyboard and button fixes.\r\n* Bard songs should auto-loop again.\r\n* Creature footspeed in dungeons has been corrected so that they are only faster when actively attacking or pursuing.\r\n* Some problems with PCs under AI control, ie charm, have been addressed.\r\n* Being stunned in midspell should NOT disable your buttons and spell gems, but should interrupt your casting.\r\n* Casting related skills should increase with use again. However, you will be temporary unable to train in these skills with your Guildmaster.\r\n* Lost attacks in melee has been addressed.\r\n* Another \"spell-stacking\" bug has been addressed.\r\n* Spell timing has been reworked.\r\n* The extra \"invisible\" mana has been corrected. Hope you enjoyed it!\r\n \r\n##### IMPORTANT:\r\n We have identified a problem that may be the root of the character corruption that has been occurring. We have found many characters with duplicate names. In order to correct this we have had to programmatically rename these characters.  We realize that a name means a lot, but we had to do this to correct the problem. You may petition to have these new names changed, but you will not be able to obtain the former name of these characters.\r\n \r\n##### GUILD FORMATION:\r\n In order to form a guild the following process must be followed:\r\n\r\n1. The leader of the guild must email  Eqguilds@sonyinteractive.com. The header of the email must contain the NAME of the guild. In this email the leader will include a short Charter that includes the guild's role in Norrath. In addition, the leader needs to list at least 9 other characters that have agreed to form this guild.\r\n2. The leader and 9 other players need to email Eqguilds@sonyinteractive.com with the NAME of the guild as the header. The body of this email must include the name of the character that will be joining the guild and the ACCOUNT on which that character exists.\r\n3. Once the 10 prospective members (including the leader) have completed the above steps, the charter and name of the guild will be reviewed by 989. If both are approved, the leader of the guild will be notified of approval via email and told to approach a GM for formation of the guild. If 989 has any reservations about either the name or the charter, the guild leader will receive an email listing these concerns and be offered an opportunity to modify the charter or name as required.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 09 1", "slug": "1999-01-09-1", "patch_date": "1999-01-09T20:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "1/9/99 3:30pm\r\n --------------\r\n This patch includes:\r\n -Guild notes can be given to Guildmasters again\r\n -Spamming of you \"You cannot attack when stunned\" messages should be eliminated.\r\n -Bard casting related skills, ie singing, should advance.\r\n -Standing corpses should be eliminated.\r\n -Lay Hands and Harm Touch should work. This may not occur until your character has been in-game for a full game day.\r\n \r\n Spells:\r\n -When you first memorize spells you must wait until the recast time on a spell has elapsed before you can use the spell. The slot will remain gray until this time has elapsed.\r\n -The problem with spells never recovering should be corrected in this patch.\r\n -Some spells do have long recast times and will be unavailable for use for up to 15 minutes, ie Divine Aura", "body_markdown": "1/9/99 3:30pm\r\n --------------\r\n \r\n#### This patch includes:\r\n\r\n* Guild notes can be given to Guildmasters again\r\n* Spamming of you \"You cannot attack when stunned\" messages should be eliminated.\r\n* Bard casting related skills, ie singing, should advance.\r\n* Standing corpses should be eliminated.\r\n* Lay Hands and Harm Touch should work. This may not occur until your character has been in-game for a full game day.\r\n \r\n##### Spells:\r\n* When you first memorize spells you must wait until the recast time on a spell has elapsed before you can use the spell. The slot will remain gray until this time has elapsed.\r\n* The problem with spells never recovering should be corrected in this patch.\r\n* Some spells do have long recast times and will be unavailable for use for up to 15 minutes, ie Divine Aura", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 11 1", "slug": "1999-01-11-1", "patch_date": "1999-01-11T21:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "spells"], "body_plaintext": "1/11/99 4:30pm\r\n ----------------\r\n \r\n This patch includes:\r\n -Lay Hands and Harm Touch have been fixed.\r\n -Spell and song related skills should advance and save properly.\r\n \r\n Sound Effects:\r\n This version includes the part of the new sound engine dealing with sound effects. In order to hear these sounds you will need to manually ftp approximately 25megs worth of sound files via anonymous ftp from flint.sonyinteractive.com/pub/everquest. In this directory, there are seven files. Download them all and place them into the directory on your hard drive from which you run EQ.\r\n It is NOT required that you have these files in order to play EQ, but without them you will continue to have no sound.", "body_markdown": "1/11/99 4:30pm\r\n ----------------\r\n \r\n This patch includes:\r\n\r\n - Lay Hands and Harm Touch have been fixed.\r\n - Spell and song related skills should advance and save properly.\r\n \r\n##### Sound Effects:\r\nThis version includes the part of the new sound engine dealing with sound effects. In order to hear these sounds you will need to manually ftp approximately 25megs worth of sound files via anonymous ftp from flint.sonyinteractive.com/pub/everquest. In this directory, there are seven files. Download them all and place them into the directory on your hard drive from which you run EQ.\r\n\r\nIt is NOT required that you have these files in order to play EQ, but without them you will continue to have no sound.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 11 2", "slug": "1999-01-11-2", "patch_date": "1999-01-12T01:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/11/99 8pm\r\n The new sound engine is having problems initializing certain sound devices. If you are crashing upon attempting to enter the game, please email your dbg.txt from your EQ directory to sclover@sonyinteractive.com.  Then disable you card and attempt to enter again.", "body_markdown": "1/11/99 8pm\r\n---\r\nThe new sound engine is having problems initializing certain sound devices. If you are crashing upon attempting to enter the game, please email your dbg.txt from your EQ directory to sclover@sonyinteractive.com.  Then disable you card and attempt to enter again.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 12 1", "slug": "1999-01-12-1", "patch_date": "1999-01-13T00:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "1/12/99 7pm\r\n -------------\r\n Sound:\r\n This patch includes sound effects for spells, and ambient sounds for South Qeynos.\r\n PLEASE READ: All users must upgrade to Microsofts Directx6. These drivers are available from www.download.com. Search for directx and download and install the correct version. (Win95 and Win98 versions are not compatible) This should correct most sound related crash problems.", "body_markdown": "1/12/99 7pm\r\n -------------\r\n Sound:\r\n This patch includes sound effects for spells, and ambient sounds for South Qeynos.\r\n PLEASE READ: All users must upgrade to Microsofts Directx6. These drivers are available from www.download.com. Search for directx and download and install the correct version. (Win95 and Win98 versions are not compatible) This should correct most sound related crash problems.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 14 1", "slug": "1999-01-14-1", "patch_date": "1999-01-14T17:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["spells"], "body_plaintext": "1/14/99 12:30pm\r\n -----------------\r\n Additional tweaks to the spell system.\r\n The spell Eye of Zomm should now work.\r\n Items that were intended to randomly generate a spell effect, ie the Screaming Mace and Yaulp, should now work as originally intended.\r\n More fixes in the sound system.\r\n It is recommended that all users delete aweman32.dll from the directory from which they run EverQuest", "body_markdown": "1/14/99 12:30pm\r\n -----------------\r\n * Additional tweaks to the spell system.\r\n * The spell Eye of Zomm should now work.\r\n * Items that were intended to randomly generate a spell effect, ie the Screaming Mace and Yaulp, should now work as originally intended.\r\n * More fixes in the sound system.\r\n * It is recommended that all users delete aweman32.dll from the directory from which they run EverQuest", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 14 2", "slug": "1999-01-14-2", "patch_date": "1999-01-14T21:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/14/99 4pm\r\n -------------\r\n ATTENTION: Do not delete any other awe*.dll's besides the one that resides in your EverQuest directory.", "body_markdown": "1/14/99 4pm\r\n -------------\r\n ATTENTION: Do not delete any other awe*.dll's besides the one that resides in your EverQuest directory.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 14 3", "slug": "1999-01-14-3", "patch_date": "1999-01-14T22:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/14/99 5:30pm\r\n ----------------\r\n All sound code has been disabled. It will return soon.", "body_markdown": "1/14/99 5:30pm\r\n ----------------\r\n All sound code has been disabled. It will return soon.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 18 1", "slug": "1999-01-18-1", "patch_date": "1999-01-18T22:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "server"], "body_plaintext": "1/18/99 5pm\r\n -------------\r\n Phase 3.5 will begin tomorrow. Phase 3.5 will require a download of an entire set of new EverQuest files. This Phase is optional, a Phase 3.0 server will be in operation for some time after Phase 3.5 begins. The Phase 3.0 server will not be updated once the 3.5 server is in operation. Instructions on how to obtain the Phase 3.5 files will be posted once 3.5 is ready to go.\r\n \r\n Fixes:\r\n Problems with NPC saving throws have been addressed.\r\n Weather effects crashing entire zones have been fixed.\r\n The spell: Reclaim Energy has been fixed.\r\n Odd effects from enspelled items have been fixed.\r\n The resolution of death by drowning has been fixed.\r\n Bard songs that are group oriented should be working  correctly again.\r\n Autosplit and split have returned. Autosplit will cause all monetary treasure you acquire to be split evenly amongst all of your party members. Autosplit can be turned on in your options menu. Split will cause a specified amount of money to be split amongst your party. The syntax for split is /split <plat> <gold> <silver> <copper>. For example to split 10 gold, 3 silver and 5 copper you would type /split 0 10 3 5.\r\n \r\n Sound:\r\n ALL USERS MUST DELETE ALL .PFS FILES IN THERE EVERQUEST DIRECTORY.  A new set of .pfs files is available via anonymous ftp at flint.sonyinteractive.com/pub/everquest.   You MUST have either no .pfs files in your EQ directory or have these updated ones in order to have sound function correctly.", "body_markdown": "1/18/99 5pm\r\n -------------\r\n Phase 3.5 will begin tomorrow. Phase 3.5 will require a download of an entire set of new EverQuest files. This Phase is optional, a Phase 3.0 server will be in operation for some time after Phase 3.5 begins. The Phase 3.0 server will not be updated once the 3.5 server is in operation. Instructions on how to obtain the Phase 3.5 files will be posted once 3.5 is ready to go.\r\n \r\n Fixes:\r\n Problems with NPC saving throws have been addressed.\r\n Weather effects crashing entire zones have been fixed.\r\n The spell: Reclaim Energy has been fixed.\r\n Odd effects from enspelled items have been fixed.\r\n The resolution of death by drowning has been fixed.\r\n Bard songs that are group oriented should be working  correctly again.\r\n Autosplit and split have returned. Autosplit will cause all monetary treasure you acquire to be split evenly amongst all of your party members. Autosplit can be turned on in your options menu. Split will cause a specified amount of money to be split amongst your party. The syntax for split is /split <plat> <gold> <silver> <copper>. For example to split 10 gold, 3 silver and 5 copper you would type /split 0 10 3 5.\r\n \r\n Sound:\r\n ALL USERS MUST DELETE ALL .PFS FILES IN THERE EVERQUEST DIRECTORY.  A new set of .pfs files is available via anonymous ftp at flint.sonyinteractive.com/pub/everquest.   You MUST have either no .pfs files in your EQ directory or have these updated ones in order to have sound function correctly.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 18 2", "slug": "1999-01-18-2", "patch_date": "1999-01-19T00:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/18/99 7:30pm\r\n -----------------\r\n Bind affinity can ONLY be cast on people that are in the same group as the caster.", "body_markdown": "1/18/99 7:30pm\r\n -----------------\r\n Bind affinity can ONLY be cast on people that are in the same group as the caster.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 20 1", "slug": "1999-01-20-1", "patch_date": "1999-01-20T19:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "1/20/99 2:30am\r\n ----------------\r\n Guilds:\r\n   Guilds who have met the 10 member limit and whose charters have been approved will begin to be contacted for initial set up on 1/20/99.  The following guilds have been approved: Vale Patrol, Underground Warlords, The Risen, The Crimson Rose, Tal-Kor, Mystical Order of the Brotherhood, Asu-Tru, The Covetous Crew, and Clan Delaf.  This list will be updated as more guilds are approved. If your guild is not listed above, please DO NOT petition with questions. \r\n   If your Guild is listed above, the leader of the guild should petition for a RedEye GM to assist you in setting up the guild.\r\n   Guild Commands:\r\n   /guildinvite <name> <rank> - Invite a person to join the guild, if this person is to be an officer, include the argument <O> (as in oscar) for the rank. Usable by Guild Leader and Officers, but only the Guild Leader can make officers.  You would also use this function to promote a member to an officer.\r\n   /guildremove <name> - Remove a member from the guild. Only the Guild Leader may remove Officers\r\n   /guilddelete - Disband your entire guild. Only the Guild Leader may use this command.\r\n   /guildstatus <name> - Will return information on whether the named person is a member, an Officer, or the Guild Leader.\r\n   /guildleader <name> - Transfer guild leadership to <name>\r\n   /guildsay - Sends a message to all guild members\r\n   /guildwar <name> <duration> - Initiates a guild war against the guild of Guild Leader which appears in the <name> field. <Duration> sets the duration in real days of the guild war. This defaults to one real day if left blank. The opposing Guild Leader must send the same command with the <name> of the other Guild Leader to fully initiate the conflict.\r\n   /guildpeace <name> - Ends a guild war before the duration has expired. <name> is the name of the opposing Guild Leader. Both sides must send this command to end the war prematurely.\r\n \r\n Sounds:\r\n   Those of you continuing to have problems with sound, should verify that the .pfs files are good. The total size of all 7 files should be approximately 17.5 megs. If they are not, or if they are and you continue to have trouble, we recommend that you obtain a fresh copy of the files from our anonymous ftp site at flint.sonyinteractive.com/pub/everquest. We can not vouch for files obtained from mirror sites.\r\n \r\n Phase 3.5:\r\n   In order to begin participation in Phase 3.5 you will need to download an entirely new set of EverQuest files. Please note, a 3.0 server will remain in operation until Phase 4.0. However, the 3.0 server will receive no further updates to its code. Character data will initially be mirrored on the 3.5 and 3.0 servers, but it will begin to diverge as you test on either server. \r\n   In this patch you should have received patch35.exe. You may now do one of the following:\r\n a. Place the patch35.exe in a clean directory and run it from there. This will allow you to have both a 3.0 version and a 3.5 version from which to test. Version 3.5 and 3.0 ARE NOT COMPATIBLE. \r\n b. Delete all files except patch35.exe from your current EQ directory. Run patch35.exe.  WARNING: You will not be able to test on the 3.0 server, and you will not be able to resume testing until you have downloaded all of the 3.5 files.\r\n   Connections to the patch server are limited in both number and bandwidth, so it may take several days before you are able to access the files for Phase3.5. Your patience in this matter is appreciated. In addition, Phase 3.5 will be \"patch-heavy\" as we finalize files, so you should expect large patches on the 3.5 server.\r\n   THE 3.5 DOWNLOAD WILL BE APPROXIMATELY 300 MEGS", "body_markdown": "1/20/99 2:30am\r\n ----------------\r\n Guilds:\r\n   Guilds who have met the 10 member limit and whose charters have been approved will begin to be contacted for initial set up on 1/20/99.  The following guilds have been approved: Vale Patrol, Underground Warlords, The Risen, The Crimson Rose, Tal-Kor, Mystical Order of the Brotherhood, Asu-Tru, The Covetous Crew, and Clan Delaf.  This list will be updated as more guilds are approved. If your guild is not listed above, please DO NOT petition with questions. \r\n   If your Guild is listed above, the leader of the guild should petition for a RedEye GM to assist you in setting up the guild.\r\n   Guild Commands:\r\n   /guildinvite <name> <rank> - Invite a person to join the guild, if this person is to be an officer, include the argument <O> (as in oscar) for the rank. Usable by Guild Leader and Officers, but only the Guild Leader can make officers.  You would also use this function to promote a member to an officer.\r\n   /guildremove <name> - Remove a member from the guild. Only the Guild Leader may remove Officers\r\n   /guilddelete - Disband your entire guild. Only the Guild Leader may use this command.\r\n   /guildstatus <name> - Will return information on whether the named person is a member, an Officer, or the Guild Leader.\r\n   /guildleader <name> - Transfer guild leadership to <name>\r\n   /guildsay - Sends a message to all guild members\r\n   /guildwar <name> <duration> - Initiates a guild war against the guild of Guild Leader which appears in the <name> field. <Duration> sets the duration in real days of the guild war. This defaults to one real day if left blank. The opposing Guild Leader must send the same command with the <name> of the other Guild Leader to fully initiate the conflict.\r\n   /guildpeace <name> - Ends a guild war before the duration has expired. <name> is the name of the opposing Guild Leader. Both sides must send this command to end the war prematurely.\r\n \r\n Sounds:\r\n   Those of you continuing to have problems with sound, should verify that the .pfs files are good. The total size of all 7 files should be approximately 17.5 megs. If they are not, or if they are and you continue to have trouble, we recommend that you obtain a fresh copy of the files from our anonymous ftp site at flint.sonyinteractive.com/pub/everquest. We can not vouch for files obtained from mirror sites.\r\n \r\n Phase 3.5:\r\n   In order to begin participation in Phase 3.5 you will need to download an entirely new set of EverQuest files. Please note, a 3.0 server will remain in operation until Phase 4.0. However, the 3.0 server will receive no further updates to its code. Character data will initially be mirrored on the 3.5 and 3.0 servers, but it will begin to diverge as you test on either server. \r\n   In this patch you should have received patch35.exe. You may now do one of the following:\r\n a. Place the patch35.exe in a clean directory and run it from there. This will allow you to have both a 3.0 version and a 3.5 version from which to test. Version 3.5 and 3.0 ARE NOT COMPATIBLE. \r\n b. Delete all files except patch35.exe from your current EQ directory. Run patch35.exe.  WARNING: You will not be able to test on the 3.0 server, and you will not be able to resume testing until you have downloaded all of the 3.5 files.\r\n   Connections to the patch server are limited in both number and bandwidth, so it may take several days before you are able to access the files for Phase3.5. Your patience in this matter is appreciated. In addition, Phase 3.5 will be \"patch-heavy\" as we finalize files, so you should expect large patches on the 3.5 server.\r\n   THE 3.5 DOWNLOAD WILL BE APPROXIMATELY 300 MEGS", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 28 1", "slug": "1999-01-28-1", "patch_date": "1999-01-28T18:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "zones"], "body_plaintext": "1/28/99 1:00 pm\r\n-----------------\r\nThis patch fixes a zone crash bug and probably other random crash bugs. If you crash on the desktop after patching (without returning to chat), please send \"dbg.txt\" in the everquest directory to sclover@redeyeinteractive.com by email.", "body_markdown": "1/28/99 1:00 pm\r\n-----------------\r\nThis patch fixes a zone crash bug and probably other random crash bugs. If you crash on the desktop after patching (without returning to chat), please send \"dbg.txt\" in the everquest directory to sclover@redeyeinteractive.com by email.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 01 28 2", "slug": "1999-01-28-2", "patch_date": "1999-01-28T22:45:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "1/28/99 5:45 pm\r\n ----------------\r\nCharacters that have become “stuck” in an unstable state can now enter the game. If you have a character that you can't play recently, please try again.", "body_markdown": "1/28/99 5:45 pm\r\n ----------------\r\nCharacters that have become “stuck” in an unstable state can now enter the game. If you have a character that you can't play recently, please try again.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 01 1", "slug": "1999-02-01-1", "patch_date": "1999-02-01T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "A character has reached what is considered the maximum level, 50. Their name is Asmonius. A comment from Brad’s character, Aradune, regarding this:\r\n\r\n    I’d like to sincerely congratulate Asmonius for being the first in EQ to reach level 50. Once we further balance and adjust things, reaching level 50 will likely take longer than the time it took him, but even so, his perseverance is worthy of praise.", "body_markdown": "A character has reached what is considered the maximum level, 50. Their name is Asmonius. A comment from Brad’s character, Aradune, regarding this:\r\n\r\n    I’d like to sincerely congratulate Asmonius for being the first in EQ to reach level 50. Once we further balance and adjust things, reaching level 50 will likely take longer than the time it took him, but even so, his perseverance is worthy of praise.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 01 2", "slug": "1999-02-01-2", "patch_date": "1999-02-01T22:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "2/1/99 5:30 pm\r\n------------ \r\n* Items that cannot be traded can be routed from the corpse only to the character to which the corpse belongs.\r\n* Change the keyboard layout. See the everquest_manual.txt / .doc file in the EQ directory.\r\n* Pets may taunt the attacking enemy to protect their Lord.", "body_markdown": "2/1/99 5:30 pm\r\n------------ \r\n* Items that cannot be traded can be routed from the corpse only to the character to which the corpse belongs.\r\n* Change the keyboard layout. See the everquest_manual.txt / .doc file in the EQ directory.\r\n* Pets may taunt the attacking enemy to protect their Lord.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 03 1", "slug": "1999-02-03-1", "patch_date": "1999-02-04T01:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "2/3/99 8:00pm\r\n\r\nPhase 4 Player Wipe (Reset)\r\n\r\n    Prior to Phase 4, a player wipe will occur. This wipe is scheduled for late night on February 7, Central Time.\r\n    As compensation, all players can register one character to retrieve later. This original character can be from either the 3.0 or 3.5 server—it doesn’t matter. However, it’s one character per account, not per server.\r\n    To register a character, use the /feedback command with the character you want to keep. In the feedback form, enter the word \"RESTORE\" along with a “code word” of your choice. This “code word” can be anything, but it’s essential for retrieving your character after the wipe. It allows retrieval even if your account name changes. Please don’t include any other information in this /feedback; all character details are automatically recorded.\r\n    When it’s time to retrieve, a GM will ask for the account name from the time of registration and the chosen code word. The character can only be restored to one server of your choice.\r\n    The maximum level for that character is 35. Characters above that will be reduced to level 35. Money will be returned in an amount appropriate to the level.\r\n\r\nServer Downtime:\r\n\r\n    To prepare for Phase 4, EQ servers will be down from late night on February 7 until the start of Phase 4 on February 10.", "body_markdown": "2/3/99 8:00pm\r\n---\r\nPhase 4 Player Wipe (Reset)\r\n\r\n* Prior to Phase 4, a player wipe will occur. This wipe is scheduled for late night on February 7, Central Time.\r\n* As compensation, all players can register one character to retrieve later. This original character can be from either the 3.0 or 3.5 server—it doesn’t matter. However, it’s one character per account, not per server.\r\n* To register a character, use the /feedback command with the character you want to keep. In the feedback form, enter the word \"RESTORE\" along with a “code word” of your choice. This “code word” can be anything, but it’s essential for retrieving your character after the wipe. It allows retrieval even if your account name changes. Please don’t include any other information in this /feedback; all character details are automatically recorded.\r\n* When it’s time to retrieve, a GM will ask for the account name from the time of registration and the chosen code word. The character can only be restored to one server of your choice.\r\n* The maximum level for that character is 35. Characters above that will be reduced to level 35. Money will be returned in an amount appropriate to the level.\r\n\r\nServer Downtime:\r\n\r\n* To prepare for Phase 4, EQ servers will be down from late night on February 7 until the start of Phase 4 on February 10.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 04 1", "slug": "1999-02-04-1-1", "patch_date": "1999-02-04T17:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "2/4/99 12:30pm\r\n\r\nTo facilitate testing in high-level zones, the character migration process to Phase 4 has been revised.\r\n\r\n    All characters from the 3.5 server will automatically be migrated to the Phase 4 Test server. No registration is required.\r\n    Players who wish to migrate all characters from the 3.0 server to the Phase 4 Test server must register via /feedback. While the character is online, simply type the word RESTORE into the feedback form. This will migrate all characters from the 3.0 server to the Phase 4 Test server.\r\n    To use those characters in Phase 4, you must use the same account name as in Phase 3.0/3.5.\r\n    All other Phase 4 servers will start from a blank slate. For the initial period of Phase 4, character transfers between servers will not be possible.", "body_markdown": "2/4/99 12:30pm\r\n---\r\n\r\nTo facilitate testing in high-level zones, the character migration process to Phase 4 has been revised.\r\n\r\n* All characters from the 3.5 server will automatically be migrated to the Phase 4 Test server. No registration is required.\r\n* Players who wish to migrate all characters from the 3.0 server to the Phase 4 Test server must register via /feedback. While the character is online, simply type the word RESTORE into the feedback form. This will migrate all characters from the 3.0 server to the Phase 4 Test server.\r\n* To use those characters in Phase 4, you must use the same account name as in Phase 3.0/3.5.\r\n* All other Phase 4 servers will start from a blank slate. For the initial period of Phase 4, character transfers between servers will not be possible.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 05 1", "slug": "1999-02-05-1", "patch_date": "1999-02-05T19:13:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "2/5/99 2:13pm\r\n\r\nLadders have been fixed. You should no longer encounter issues when climbing up or down them. Don’t forget to adjust your footing up or down each time you use a ladder.\r\n\r\nNew features have been added to ladders:\r\n\r\n    When you touch or bump into a ladder, you can left-click it to face it directly. This ensures you won’t slide left or right while climbing up or down.\r\n    When standing near the top of a ladder, left-clicking it will allow you to cling to it. This should reduce the risk of falling, especially from ladders in high places.", "body_markdown": "2/5/99 2:13pm\r\n\r\nLadders have been fixed. You should no longer encounter issues when climbing up or down them. Don’t forget to adjust your footing up or down each time you use a ladder.\r\n\r\nNew features have been added to ladders:\r\n\r\n* When you touch or bump into a ladder, you can left-click it to face it directly. This ensures you won’t slide left or right while climbing up or down.\r\n* When standing near the top of a ladder, left-clicking it will allow you to cling to it. This should reduce the risk of falling, especially from ladders in high places.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 02 10 1", "slug": "1999-02-10-1", "patch_date": "1999-02-10T15:41:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "99/2/10 10:41am\r\n\r\nWelcome to the EverQuest Phase 4 beta test! Thank you for joining us in the final stage of the EverQuest beta. Please don’t forget this is still a beta. Bugs and issues will arise. Within a few days, 25,000 people will enter the game, and problems will undoubtedly occur. We intend to resolve them as quickly as possible, but we ask for your patience and cooperation, especially during this period. Expectations are high, and while we don’t think we’ll disappoint you, please remember this is still a test, and we’re all here to help it move forward. Welcome to our world—we’ll see you in-game :)\r\n\r\n-Brad McQuaid, EverQuest Producer\r\n\r\nNote\r\n\r\nPhase 3.0 and 3.5 testers who want to restore their accounts need to use the Test Server. If you want to connect to the EverQuest Test Server, you must launch \"testEverQuest.exe\" instead of \"EverQuest.exe.\"", "body_markdown": "99/2/10 10:41am\r\n\r\nWelcome to the EverQuest Phase 4 beta test! Thank you for joining us in the final stage of the EverQuest beta. Please don’t forget this is still a beta. Bugs and issues will arise. Within a few days, 25,000 people will enter the game, and problems will undoubtedly occur. We intend to resolve them as quickly as possible, but we ask for your patience and cooperation, especially during this period. Expectations are high, and while we don’t think we’ll disappoint you, please remember this is still a test, and we’re all here to help it move forward. Welcome to our world—we’ll see you in-game :)\r\n\r\n-Brad McQuaid, EverQuest Producer\r\n\r\nNote\r\n\r\nPhase 3.0 and 3.5 testers who want to restore their accounts need to use the Test Server. If you want to connect to the EverQuest Test Server, you must launch \"testEverQuest.exe\" instead of \"EverQuest.exe.\"", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 03 16", "slug": "1999-03-16-1", "patch_date": "1999-03-16T22:51:44+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "March 16, 1999\r\n-------------------\r\nWelcome to EverQuest! Please contact customer service (888-GAMES-02 or \"Technical Support\" in the chat) if you have any problems creating an account or logging into the game.", "body_markdown": "Welcome to EverQuest! Please contact customer service (888-GAMES-02 or \"Technical Support\" in the chat) if you have any problems creating an account or logging into the game.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 06 1", "slug": "1999-04-06-1", "patch_date": "1999-04-06T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "spells", "ui", "server"], "body_plaintext": "------------------------------\r\nApril 6, 1999\r\n------------------------------\r\n\r\nWe will be opening up a new section on the EverQuest website solely dedicated to the Test Server. Once the Test Server section is available, changes and bug fixes made to the Test Server will be documented, so that you may help us test the changes.\r\nAs for server updates, from this day forward, we will be updating the regular EverQuest servers every Tuesday morning at 3:00am Pacific Standard Time.\r\n\r\nWe will be performing a patch and server update at 3:00am Pacific Standard Time on Tuesday, April 6th. The patch contains the following additions and fixes;\r\n\r\n1. Crashing while giving newbie items to NPCs.\r\n2. Going link-dead would cause the character to regenerate extremely quickly.\r\n3. Various sound related crashes were fixed.\r\n4. Created items disappearing from characters after zoning.\r\n5. Characters able to use skills, which are not allowed for their specific class.\r\n6. A limit to the successful hit and spell messages has been implemented that should reduce the number of unneeded messages sent to the players.\r\n7. After slaying a creature, the player will receive a proper faction hit.\r\n8. Occasionally, after being disconnected, users would crash upon re-logging into the server.\r\n9. The DLS sound system is now enabled.\r\n10. A new text command, \"/reply \" has been implemented. This will allow players to reply to the last character that sent a private tell message.\r\n11. Many adjustments to the faction system were made.\r\n12. Multiple quest-related bugs were fixed.\r\n13. A slew of quests were added.\r\n14. A number of new music tracks were added to various zones.\r\n15. Occasionally, sound settings would reset to default, while graphically, the slider bars appeared to be correct.\r\n16. Various safe zones were eliminated to prevent exploitation.\r\n17. Some equipped weapons and items would draw into the user interface overlays, which would result in the client crashing.\r\n18. It was possible to strafe at normal speed while rooted or sneaking.\r\n19. All hybrid classes now receive meditate at level 12.\r\n20. Experience over level 30 will now be reflected properly on the user's experience bar.\r\n- The EverQuest Team", "body_markdown": "We will be opening up a new section on the EverQuest website solely dedicated to the Test Server. Once the Test Server section is available, changes and bug fixes made to the Test Server will be documented, so that you may help us test the changes.\r\nAs for server updates, from this day forward, we will be updating the regular EverQuest servers every Tuesday morning at 3:00am Pacific Standard Time.\r\n\r\nWe will be performing a patch and server update at 3:00am Pacific Standard Time on Tuesday, April 6th. The patch contains the following additions and fixes;\r\n\r\n1. Crashing while giving newbie items to NPCs.\r\n2. Going link-dead would cause the character to regenerate extremely quickly.\r\n3. Various sound related crashes were fixed.\r\n4. Created items disappearing from characters after zoning.\r\n5. Characters able to use skills, which are not allowed for their specific class.\r\n6. A limit to the successful hit and spell messages has been implemented that should reduce the number of unneeded messages sent to the players.\r\n7. After slaying a creature, the player will receive a proper faction hit.\r\n8. Occasionally, after being disconnected, users would crash upon re-logging into the server.\r\n9. The DLS sound system is now enabled.\r\n10. A new text command, \"/reply \" has been implemented. This will allow players to reply to the last character that sent a private tell message.\r\n11. Many adjustments to the faction system were made.\r\n12. Multiple quest-related bugs were fixed.\r\n13. A slew of quests were added.\r\n14. A number of new music tracks were added to various zones.\r\n15. Occasionally, sound settings would reset to default, while graphically, the slider bars appeared to be correct.\r\n16. Various safe zones were eliminated to prevent exploitation.\r\n17. Some equipped weapons and items would draw into the user interface overlays, which would result in the client crashing.\r\n18. It was possible to strafe at normal speed while rooted or sneaking.\r\n19. All hybrid classes now receive meditate at level 12.\r\n20. Experience over level 30 will now be reflected properly on the user's experience bar.\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 06 2", "slug": "1999-04-06-2", "patch_date": "1999-04-06T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "items", "server"], "body_plaintext": "------------------------------\r\nApril 6, 1999\r\n------------------------------\r\nNews Bit from John Smedley:\r\n\r\nMusic works on all sound cards. If you still aren't getting music, \r\ndouble check to make sure that music is turned on in-game. In addition, \r\nyou may not have correct drivers, and/or you may not have it set \r\nproperly. In any case, either call our tech support or go to the tech \r\nsupport area in chat. Please be advised that music DOES have a \r\nperformance impact on the game, although it is a small one.\r\n\r\nFrame Rate Speedup - Our resident graphics genius sped up the game a \r\nfair amount. Those of you in areas like Greater Faydark should see some \r\nreal improvements.\r\n\r\nCorpse Bug - We've been tracking a nasty little bug that would make \r\ncorpses disappear. I'm sure many of you know firsthand about this one. \r\nWe finally nailed it and it should be safe to die again ;)\r\n\r\nThere's a whole bunch of other stuff that has been fixed as well and is \r\nlisted in the patch message.\r\n\r\nJust as an FYI we did find a server-side bug that's been fixed and we \r\nwill probably have to down the servers one at a time to update since \r\nthis bug is one that really needs to be fixed.\r\n\r\nOne final Item: Yes, glide on banshee's is coming back. It should be in \r\nlater this week.\r\n\r\n- John Smedley, President and CEO: Verant Interactive, Inc.", "body_markdown": "### News Bit from John Smedley:\r\n\r\nMusic works on all sound cards. If you still aren't getting music, \r\ndouble check to make sure that music is turned on in-game. In addition, \r\nyou may not have correct drivers, and/or you may not have it set \r\nproperly. In any case, either call our tech support or go to the tech \r\nsupport area in chat. Please be advised that music DOES have a \r\nperformance impact on the game, although it is a small one.\r\n\r\nFrame Rate Speedup - Our resident graphics genius sped up the game a \r\nfair amount. Those of you in areas like Greater Faydark should see some \r\nreal improvements.\r\n\r\nCorpse Bug - We've been tracking a nasty little bug that would make \r\ncorpses disappear. I'm sure many of you know firsthand about this one. \r\nWe finally nailed it and it should be safe to die again ;)\r\n\r\nThere's a whole bunch of other stuff that has been fixed as well and is \r\nlisted in the patch message.\r\n\r\nJust as an FYI we did find a server-side bug that's been fixed and we \r\nwill probably have to down the servers one at a time to update since \r\nthis bug is one that really needs to be fixed.\r\n\r\nOne final Item: Yes, glide on banshee's is coming back. It should be in \r\nlater this week.\r\n\r\n<div>- John Smedley, President and CEO: Verant Interactive, Inc.</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 12", "slug": "1999-04-12-1", "patch_date": "1999-04-13T00:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nApril 12th, 7:00pm\r\n------------------------------\r\n\r\nWe will be updating the servers at 3:00am Pacific Standard Time on Tuesday, April 13th. A patch is required.\r\nThe following changes were made:\r\n\r\n1) The proper model will appear while selecting a previously created character in the Character Selection screen.\r\n2) Players will be properly notified when entering a PK(Player Kill) region.\r\n3) Users should no longer fall through the world.\r\n4) The Sun and Moon are now visually back.\r\n5) Glide 3 has been enabled for use with Banshee boards (please note that the 3dfx Glide drivers required can be found at www.everquest.com).\r\n6) Character corpses should no longer abruptly disappear or decay extremely quickly.\r\n7) Player's corpses should now appear at the feet of the NPC that dealt the deathblow.\r\n8) Various crash bugs.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 12th, 7:00pm\r\n\r\nWe will be updating the servers at 3:00am Pacific Standard Time on Tuesday, April 13th. A patch is required.\r\nThe following changes were made:\r\n\r\n1. The proper model will appear while selecting a previously created character in the Character Selection screen.\r\n2. Players will be properly notified when entering a PK(Player Kill) region.\r\n3. Users should no longer fall through the world.\r\n4. The Sun and Moon are now visually back.\r\n5. Glide 3 has been enabled for use with Banshee boards (please note that the 3dfx Glide drivers required can be found at www.everquest.com).\r\n6. Character corpses should no longer abruptly disappear or decay extremely quickly.\r\n7. Player's corpses should now appear at the feet of the NPC that dealt the deathblow.\r\n8. Various crash bugs.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 14", "slug": "1999-04-14-1", "patch_date": "1999-04-14T17:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "spells", "zones", "server"], "body_plaintext": "------------------------------\r\nApril 14th, Noon\r\n------------------------------\r\n1) Two server side zone related crashes have been resolved.\r\n\r\n2) A bug with the charm spell which caused players to be killed.\r\n3) A small number of players were having their characters become corrupt -- additional safeguards have been implemented to prevent against this occurring, however, we feel that the changes made eliminated the problem.\r\n4) A few minor NPC combat related exploits have been rectified.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 14th, Noon\r\n\r\n1. Two server side zone related crashes have been resolved.\r\n2. A bug with the charm spell which caused players to be killed.\r\n3. A small number of players were having their characters become corrupt -- additional safeguards have been implemented to prevent against this occurring, however, we feel that the changes made eliminated the problem.\r\n4. A few minor NPC combat related exploits have been rectified.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 15", "slug": "1999-04-15-1", "patch_date": "1999-04-15T22:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "zones", "server"], "body_plaintext": "------------------------------\r\nApril 15th, 5:00pm\r\n------------------------------\r\nThe server update last night went flawlessly, and has appeared to resolve a zone crash problem which was occurring. Our next server update is scheduled to take place on Tuesday, April 20th at midnight Pacific Daylight Time. An updated list of changes and bug fixes will be posted on the EverQuest news section on the login server.\r\n\r\nUUnet has informed us that they will be performing an upgrade to their San Diego router at 3:00am on April 20th.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 15th, 5:00pm\r\n\r\nThe server update last night went flawlessly, and has appeared to resolve a zone crash problem which was occurring. Our next server update is scheduled to take place on Tuesday, April 20th at midnight Pacific Daylight Time. An updated list of changes and bug fixes will be posted on the EverQuest news section on the login server.\r\n\r\nUUnet has informed us that they will be performing an upgrade to their San Diego router at 3:00am on April 20th.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 27", "slug": "1999-04-27-1", "patch_date": "1999-04-28T00:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "------------------------------\r\nApril 27, 1999\r\n------------------------------\r\nHello All,\r\n\r\nI waited until it was 7:30pm pst tonight to write this update. I wanted to make sure things were stable before I wrote this. Lately every time I give an update something bad happened right after I sent it.\r\n\r\nHere's a summary of what was done in the last 2 days\r\n\r\n1) We did a major hardware upgrade to our primary router here in San \r\nDiego.\r\n2) We worked with CERFnet to do a router upgrade to their facility here \r\nin San Diego.\r\n3) We moved Karana over to CERFnet\r\n4) We brought up Rodcet Nife\r\n\r\nI think you will find now that the packet loss should be basically \r\ngone... at least on our end. We were definetely causing some of the \r\nloss before (only when we hit major numbers) but now things are very, \r\nvery clean running and that is with 23,582 people on just as I write \r\nthis (a new record).\r\n\r\nDoes this mean that EVERYONE'S Packet Loss is gone? Absolutely not. \r\nBUT, I did some surveys in most of the worlds and about 750f the people \r\ntold me their Packet Loss was great. If you are having problems now, do \r\na traceroute to chat.everquest.com and send it to the email address \r\ntraceroute@verant.com and we will take a look. We take our customers \r\nconnections very seriously, and if a whole lot of people on one network \r\nare having a problem we will do our best to look into it. It doesn't \r\nmean we can always get the reaction we want (some networks are just \r\nplain bad) but many times we can help find a legitimate problem and \r\nhelp correct it.\r\n\r\nSome of you may also not realize what the network statistics we have in game actually are for:\r\n\r\nThe left hand number is your ping to the server in milliseconds.\r\n\r\nThe left-middle number (percentage) is your packet loss to the server.\r\nThe right-middle number (percentage) is your packet loss from the server.\r\nThe right hand number is the data rate. THIS IS NOT THE PING. - I love hearing about the \"terrible\" pings in game of 3000.\r\nIt is my strong belief (forgive me for this rant) that EVERY online game should have this type of meter so that you are getting real feedback about the network status.\r\n\r\nJohn Smedley\r\n\r\nThanks!", "body_markdown": "### April 27, 1999\r\n\r\nHello All,\r\n\r\nI waited until it was 7:30pm pst tonight to write this update. I wanted to make sure things were stable before I wrote this. Lately every time I give an update something bad happened right after I sent it.\r\n\r\nHere's a summary of what was done in the last 2 days\r\n\r\n1. We did a major hardware upgrade to our primary router here in San \r\nDiego.\r\n2. We worked with CERFnet to do a router upgrade to their facility here \r\nin San Diego.\r\n3. We moved Karana over to CERFnet\r\n4. We brought up Rodcet Nife\r\n\r\nI think you will find now that the packet loss should be basically \r\ngone... at least on our end. We were definetely causing some of the \r\nloss before (only when we hit major numbers) but now things are very, \r\nvery clean running and that is with 23,582 people on just as I write \r\nthis (a new record).\r\n\r\nDoes this mean that EVERYONE'S Packet Loss is gone? Absolutely not. \r\nBUT, I did some surveys in most of the worlds and about 750f the people \r\ntold me their Packet Loss was great. If you are having problems now, do \r\na traceroute to chat.everquest.com and send it to the email address \r\ntraceroute@verant.com and we will take a look. We take our customers \r\nconnections very seriously, and if a whole lot of people on one network \r\nare having a problem we will do our best to look into it. It doesn't \r\nmean we can always get the reaction we want (some networks are just \r\nplain bad) but many times we can help find a legitimate problem and \r\nhelp correct it.\r\n\r\nSome of you may also not realize what the network statistics we have in game actually are for:\r\n\r\nThe left hand number is your ping to the server in milliseconds.\r\n\r\nThe left-middle number (percentage) is your packet loss to the server.\r\nThe right-middle number (percentage) is your packet loss from the server.\r\nThe right hand number is the data rate. THIS IS NOT THE PING. - I love hearing about the \"terrible\" pings in game of 3000.\r\nIt is my strong belief (forgive me for this rant) that EVERY online game should have this type of meter so that you are getting real feedback about the network status.\r\n\r\nJohn Smedley\r\n\r\nThanks!", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 28", "slug": "1999-04-28-1", "patch_date": "1999-04-28T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "items", "server"], "body_plaintext": "------------------------------\r\nApril 28th, 1999\r\n------------------------------\r\n\r\nCitizens of Norrath,\r\n\r\nWe are pleased to announce that the hardware upgrade that was performed on our router this morning has appeared to resolve the severe packet loss problems that many players were encountering over the past week. We have been, and will continue to monitor the load on the new hardware to assure that the packet-loss problems will no longer occur on our end. During the router upgrade we transported the Karana server farm to the AT&T CerfNet facility to further reduce the load on our router. Also, the new \"Rodcet Nife\" server was just brought up to accommodate the additional users that have joined over the past few weeks.\r\n\r\nAfter thoroughly testing changes made only for Rallos Zek (PK server), we have activated the new code for the PK server ONLY. The changes include the following;\r\n\r\n1) Pets will no longer kill themselves if their master has invisibility cast on them.\r\n2) Pets will no longer attack other players while they are in guard mode if their master goes link-dead.\r\n3) Pets will now attack opposing combatants while their master is dueling.\r\n4) NPCs will no longer respond to invisible PCs.\r\n\r\nOther fixes and changes include:\r\n\r\n1) The corpse class tag will not be listed as \"Unknown\".\r\n2) Players will be given text messages for items that they cannot obtain while looting a corpse, instead of the item disappearing.\r\n3) A number of quests and combat related exploits were fixed.\r\n4) Characters are no longer able to use the disarm command while using feign death.\r\n\r\nAt Midnight, on Wednesday the 28th, the servers will be brought down for an update.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 28th, 1999\r\n\r\nCitizens of Norrath,\r\n\r\nWe are pleased to announce that the hardware upgrade that was performed on our router this morning has appeared to resolve the severe packet loss problems that many players were encountering over the past week. We have been, and will continue to monitor the load on the new hardware to assure that the packet-loss problems will no longer occur on our end. During the router upgrade we transported the Karana server farm to the AT&T CerfNet facility to further reduce the load on our router. Also, the new \"Rodcet Nife\" server was just brought up to accommodate the additional users that have joined over the past few weeks.\r\n\r\nAfter thoroughly testing changes made only for Rallos Zek (PK server), we have activated the new code for the PK server ONLY. The changes include the following;\r\n\r\n1. Pets will no longer kill themselves if their master has invisibility cast on them.\r\n2. Pets will no longer attack other players while they are in guard mode if their master goes link-dead.\r\n3. Pets will now attack opposing combatants while their master is dueling.\r\n4. NPCs will no longer respond to invisible PCs.\r\n\r\nOther fixes and changes include:\r\n\r\n1. The corpse class tag will not be listed as \"Unknown\".\r\n2. Players will be given text messages for items that they cannot obtain while looting a corpse, instead of the item disappearing.\r\n3. A number of quests and combat related exploits were fixed.\r\n4. Characters are no longer able to use the disarm command while using feign death.\r\n\r\nAt Midnight, on Wednesday the 28th, the servers will be brought down for an update.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 04 29", "slug": "1999-04-29-1", "patch_date": "1999-04-29T21:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nApril 29th, 4:00pm\r\n------------------------------\r\nAs posted yesterday, we will be bringing down all of the servers at midnight tonight PDT, for a server-side update. Our estimated downtime is should be less than two hours. The fixes/changes are listed below.\r\n\r\n1) Traveling by boat should be much more stable.\r\n2) A few various zone crashes.\r\n3) The corpse class tag will not be listed as \"Unknown\".\r\n4) Players will be given text messages for items that they cannot obtain while looting a corpse, instead of the item disappearing.\r\n5) A number of quests and combat related exploits were fixed.\r\n6) Characters are no longer able to use the disarm command while using feign death.\r\n\r\nWe will also be putting up a new client patch on Monday at Midnight as well. A list of the client-side changes will be posted on Monday morning.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 29th, 4:00pm\r\n\r\nAs posted yesterday, we will be bringing down all of the servers at midnight tonight PDT, for a server-side update. Our estimated downtime is should be less than two hours. The fixes/changes are listed below.\r\n\r\n1. Traveling by boat should be much more stable.\r\n2. A few various zone crashes.\r\n3. The corpse class tag will not be listed as \"Unknown\".\r\n4. Players will be given text messages for items that they cannot obtain while looting a corpse, instead of the item disappearing.\r\n5. A number of quests and combat related exploits were fixed.\r\n6. Characters are no longer able to use the disarm command while using feign death.\r\n\r\nWe will also be putting up a new client patch on Monday at Midnight as well. A list of the client-side changes will be posted on Monday morning.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 05 03", "slug": "1999-05-03-1", "patch_date": "1999-05-03T22:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "items"], "body_plaintext": "------------------------------\r\nMay 3rd, 5:00pm\r\n------------------------------\r\n\r\nWe will be patching a new version of the EverQuest client executable tonight at Midnight PDT. One of the significant additions is the option to utilize auto mip-mapping in Glide mode. Mip-mapping may be activated in the Display menu, located within the Options directory. In addition, we have made numerous bug fixes and game play adjustments, of which are listed below.\r\n\r\n1) If you have participated in a fight against an NPC, you will take a faction hit.\r\n2) Players may no longer disarm an NPC that has a magical weapon armed.\r\n3) Safe-fall is now working as intended, however, damage from falling is required to advance in the skill.\r\n4) Players should not see other characters \"popping\" around while riding the boats.\r\n5) Trades will properly cancel out when the characters involved walk away.\r\n6) The Friend's List is now functioning as intended.\r\n7) A few crash bugs related to failed font calls have been resolved.\r\n8) Creature and Player corpses should no longer draw into the overlays.\r\n9) Vampiric Embrace has been modified from it's original design to improve game play.\r\n10) A number of quest were implemented.\r\n\r\nIncluded in tonight's update is a major enhancement to the populations of both Solusek's Eye and Mistmoore.\r\n\r\nTomorrow night, a revised version of the EverQuest Manual will be patched. The revision will include a new section which outlines the spells and skills that have been modified from their original design to enhance game play.\r\n\r\n- The EverQuest Team", "body_markdown": "### May 3rd, 5:00pm\r\n\r\nWe will be patching a new version of the EverQuest client executable tonight at Midnight PDT. One of the significant additions is the option to utilize auto mip-mapping in Glide mode. Mip-mapping may be activated in the Display menu, located within the Options directory. In addition, we have made numerous bug fixes and game play adjustments, of which are listed below.\r\n\r\n1. If you have participated in a fight against an NPC, you will take a faction hit.\r\n2. Players may no longer disarm an NPC that has a magical weapon armed.\r\n3. Safe-fall is now working as intended, however, damage from falling is required to advance in the skill.\r\n4. Players should not see other characters \"popping\" around while riding the boats.\r\n5. Trades will properly cancel out when the characters involved walk away.\r\n6. The Friend's List is now functioning as intended.\r\n7. A few crash bugs related to failed font calls have been resolved.\r\n8. Creature and Player corpses should no longer draw into the overlays.\r\n9. Vampiric Embrace has been modified from it's original design to improve game play.\r\n10. A number of quest were implemented.\r\n\r\nIncluded in tonight's update is a major enhancement to the populations of both Solusek's Eye and Mistmoore.\r\n\r\nTomorrow night, a revised version of the EverQuest Manual will be patched. The revision will include a new section which outlines the spells and skills that have been modified from their original design to enhance game play.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 05 04", "slug": "1999-05-04-1", "patch_date": "1999-05-05T01:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nMay 4th, 8:30pm\r\n------------------------------\r\n\r\nThe login difficulties that you may have been encountering over the past 1.5 hours have been resolved. We were able to pinpoint and fix\r\na major bug which has been plaguing the login procedure for quite some time. Now that this problem has been addressed, the login\r\nprocess should be carried out much more swiftly. We apologize for the inaccessibility of the EverQuest servers for this short time,\r\nhowever, this fix should insure future stability.\r\n\r\nWe have included a revised version of the EverQuest Manual in this patch which includes an amendment to various skills, spells and other game play releated features. The section briefly outlines the modification, introduction, and removal of various features found in EverQuest. This information may also be found at www.everquest.com in the \"In Development\" section located in \"Features\". Both of these will be updated on a regular basis.\r\n\r\n- The EverQuest Team", "body_markdown": "### May 4th, 8:30pm\r\n\r\nThe login difficulties that you may have been encountering over the past 1.5 hours have been resolved. We were able to pinpoint and fix\r\na major bug which has been plaguing the login procedure for quite some time. Now that this problem has been addressed, the login\r\nprocess should be carried out much more swiftly. We apologize for the inaccessibility of the EverQuest servers for this short time,\r\nhowever, this fix should insure future stability.\r\n\r\nWe have included a revised version of the EverQuest Manual in this patch which includes an amendment to various skills, spells and other game play releated features. The section briefly outlines the modification, introduction, and removal of various features found in EverQuest. This information may also be found at www.everquest.com in the \"In Development\" section located in \"Features\". Both of these will be updated on a regular basis.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 05 19", "slug": "1999-05-19-1", "patch_date": "1999-05-19T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items"], "body_plaintext": "------------------------------\r\nMay 19th, 1999\r\n------------------------------\r\n\r\nWe will be updating the servers tonight at Midnight PDT, which will require a minor client side update. A few of the notable changes are listed below.\r\n\r\n2) While taking part in a guild war, if killed, members of the opposing guild may only loot one item off the corpse.\r\n3) A crash bug related to removing guild members was fixed.\r\n4) A number of new items and quests have been implemented.\r\n\r\nThe follow changes have been made to spells:\r\n\r\nThe Effect of Vampiric Embrace (necromancer and shadowknight) effect has been increased.\r\n\r\nSpell names changed:\r\n\r\nSummon Blade to Summon Fang\r\nSummon Spear to Spear of Warding\r\nSummon Mystic Dagger to Dagger of Symbols\r\n\r\nYou can no longer be charmed or feared while invulnerable (divine aura)\r\n\r\nHammer of Requital (Cleric & Paladin) now summons a Hammer of Requital\r\n\r\nHigh level creatures get a better save vs. Memory Blur (Enchanter) and Atone (Cleric) spells\r\n\r\nMagician pets will no longer run away from combat.\r\n\r\nCrission's Pixie Strike (Bard Song) works better now.\r\n\r\nSelo's Accelerando and Spirit of Wolf will no longer leave ghost icons of each other.\r\n\r\n- The EverQuest Team", "body_markdown": "### May 19th, 1999\r\n\r\nWe will be updating the servers tonight at Midnight PDT, which will require a minor client side update. A few of the notable changes are listed below.\r\n\r\n2. While taking part in a guild war, if killed, members of the opposing guild may only loot one item off the corpse.\r\n3. A crash bug related to removing guild members was fixed.\r\n4. A number of new items and quests have been implemented.\r\n\r\nThe follow changes have been made to spells:\r\n\r\n* The Effect of Vampiric Embrace (necromancer and shadowknight) effect has been increased.\r\n\r\n* Spell names changed:\r\n\r\n     * Summon Blade to Summon Fang\r\n     * Summon Spear to Spear of Warding\r\n     * Summon Mystic Dagger to Dagger of Symbols\r\n\r\n*You can no longer be charmed or feared while invulnerable (divine aura)\r\n\r\n* Hammer of Requital (Cleric & Paladin) now summons a Hammer of Requital\r\n\r\n* High level creatures get a better save vs. Memory Blur (Enchanter) and Atone (Cleric) spells\r\n\r\n* Magician pets will no longer run away from combat.\r\n\r\n* Crission's Pixie Strike (Bard Song) works better now.\r\n\r\n* Selo's Accelerando and Spirit of Wolf will no longer leave ghost icons of each other.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 05 25", "slug": "1999-05-25-1", "patch_date": "1999-05-25T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "content", "class_changes", "spells", "items", "ui"], "body_plaintext": "------------------------------\r\nMay 25th, 1999\r\n------------------------------\r\n\r\nThe servers will be coming down as scheduled tonight at Midnight PDT. The following changes/bug fixes have been made.\r\n\r\n- Players will no longer crash when an extremely long group message is received.\r\n- Added the ability to pull one item \"charge\" from a stack by holding down the \"Control\" key when left-clicking on the stack.\r\n- After casting a spell at an NPC, if the target were lost before the spell made contact, the caster would crash.\r\n- The \"/ignore\" command will now ignore emotes also.\r\n- The chat command \"/e\" will trigger \"/emote\" instead of exiting to the character selection screen.\r\n- We have added new sound tracks to the Planes, Crushbone, Guk, Mistmoore, Steamfont, and the Estate of Unrest.\r\n- We have reduced the amount of experience lost when dying by 50%.\r\n- A number of new quests have been added to various zones.\r\n- Magician pets (elemental) will now cast minor spells (to make up for their lack of kick)\r\n- New Magician spells on vendors and some Magician spells have moved to different vendors\r\n- New Magician weapons for Summon Fang & Spear of Warding & Dagger of Symbols\r\n- New enchanter whirl spell (check the vendors)\r\n- Whirl now works on MOBS better than it did on the last patch.\r\n- The saving throw against Memory Blur and Atone was reduced (harder to save against) from the last patch.\r\n- AC added to the Rune Series (Enchanter)\r\n- Alliance series works better (Enchanter)\r\n- Enchanter Attack Speed spells now have longer durations (Quickness, Alacrity, etc.)\r\n- Tashan (the entire Enchanter series) is now quicker to cast, costs less mana, and is harder to save against.\r\n- New bard songs have been added to the vendors\r\n- Paladins lose the spell Bravery, and gain the spell Valor\r\n- ShadowKnights and Necromancers gain the Word of Spirit spell (replacing Word of Shadow for the ShadowKnight)\r\n- ShadowKnights lose Haunting Corpse and gain Summon Dead\r\n- Necromancers and ShadowKnights get a new spell - Shadow Vortex.\r\n- ShadowKnights lose Intensify Death (replaced by Shadow Vortex)\r\n- Rangers lose Shield of Barbs and gain Shield of Brambles\r\n- Shorter stun effects will no longer remove longer stun effects (Bash won't get rid of whirl, for example)\r\n- Spell components are now stackable\r\n\r\n- The EverQuest Team", "body_markdown": "### May 25th, 1999\r\n\r\nThe servers will be coming down as scheduled tonight at Midnight PDT. The following changes/bug fixes have been made.\r\n\r\n- Players will no longer crash when an extremely long group message is received.\r\n- Added the ability to pull one item \"charge\" from a stack by holding down the \"Control\" key when left-clicking on the stack.\r\n- After casting a spell at an NPC, if the target were lost before the spell made contact, the caster would crash.\r\n- The \"/ignore\" command will now ignore emotes also.\r\n- The chat command \"/e\" will trigger \"/emote\" instead of exiting to the character selection screen.\r\n- We have added new sound tracks to the Planes, Crushbone, Guk, Mistmoore, Steamfont, and the Estate of Unrest.\r\n- We have reduced the amount of experience lost when dying by 50%.\r\n- A number of new quests have been added to various zones.\r\n- Magician pets (elemental) will now cast minor spells (to make up for their lack of kick)\r\n- New Magician spells on vendors and some Magician spells have moved to different vendors\r\n- New Magician weapons for Summon Fang & Spear of Warding & Dagger of Symbols\r\n- New enchanter whirl spell (check the vendors)\r\n- Whirl now works on MOBS better than it did on the last patch.\r\n- The saving throw against Memory Blur and Atone was reduced (harder to save against) from the last patch.\r\n- AC added to the Rune Series (Enchanter)\r\n- Alliance series works better (Enchanter)\r\n- Enchanter Attack Speed spells now have longer durations (Quickness, Alacrity, etc.)\r\n- Tashan (the entire Enchanter series) is now quicker to cast, costs less mana, and is harder to save against.\r\n- New bard songs have been added to the vendors\r\n- Paladins lose the spell Bravery, and gain the spell Valor\r\n- ShadowKnights and Necromancers gain the Word of Spirit spell (replacing Word of Shadow for the ShadowKnight)\r\n- ShadowKnights lose Haunting Corpse and gain Summon Dead\r\n- Necromancers and ShadowKnights get a new spell - Shadow Vortex.\r\n- ShadowKnights lose Intensify Death (replaced by Shadow Vortex)\r\n- Rangers lose Shield of Barbs and gain Shield of Brambles\r\n- Shorter stun effects will no longer remove longer stun effects (Bash won't get rid of whirl, for example)\r\n- Spell components are now stackable\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 06 08", "slug": "1999-06-08-1", "patch_date": "1999-06-08T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "server"], "body_plaintext": "------------------------------\r\nJune 8th, 1999\r\n------------------------------\r\n\r\nThe EverQuest servers will be coming down tonight at Midnight PDT for a client and server-side update. Listed below are the newly implemented features and bug fixes which will be updated.\r\n\r\n\r\nGeneral Changes\r\n\r\n- Scrolls are no longer lore items - this means that you can have more than one.\r\n- Research components were made more accessible on higher level mobs\r\n- Several items will now appear as \"Pending Lore\" and will become \"Lore\" in a subsequent update. The servers will only allow ONE 'Lore' item in a character's inventory (that includes the bank) - please make note of any items you own that are 'Pending Lore' - it is YOUR responsibility to have those items sold or traded by the time (approximately one week) we change them to 'Lore.' We will not be responsible for items lost when this change is made.\r\n\r\nZone Enhancements\r\n\r\n- Additional treasure has been added to Permafrost Keep, and some of the items already there have been enhanced - now is the time to plan that Permafrost excursion!\r\n- The bandits of West Karana are increasing their presence! You'll find more bandit camps there, as well as bandits traveling between those camps and elsewhere.\r\n- The spawn rates in many outdoor areas has been increased - this should make it easier to find things to kill.\r\n\r\nBug fixes and newly implemented features\r\n\r\n- Charmed and Feared characters can no longer use skills.\r\n- The appropriate text message is given while attempting to attack while charmed.\r\n- 'Procing' (items that cast spells) weapons no longer break Bard's singing.\r\n- Players vision will now return to normal if killed while drunk.\r\n- Tree Form spells will change the caster into a human male in a zone without trees.\r\n- Red and Blue armor will now appear the proper color for AMD users.\r\n- While accessing the /bug screen, the in-game chat bar will no longer remain active.\r\n- If the inventory window is up and the spell book is open, the user will not remove items from their inventory when clicking on the spell book.\r\n- A number of quests were fixed as well as implemented.\r\n- A Bad language filter has been implemented. Typing \"/filter\" will toggle it on and off.\r\n- Pets that have been commanded to sit will no longer to appear to stand up while they are supposed to be seated.\r\n- While in the full screen view, users may now toggle the translucent overlay backgrounds on and off by pressing the \"~\" key.\r\n- Players may now loot corpses in shallow water or lava by typing \"/loot\" while the corpse is targeted.\r\n- We have implemented an Auto-follow command. To auto-follow another player, target the character, then type \"/follow\". You must be grouped with the character in order to successfully carry out the command.\r\n- A Role Playing switched has been added so that players may identify other characters who wish to make known they are Role Playing. To activate the Role Playing switch, target your character and type \"/roleplay\", if the character is +PvP, the name tag above their head will appear as a darker shade of Red, whereas a non-PvP players name will appear purple.\r\n- If the user drops a backpack containing spells on the ground, the spells will no longer disappear.\r\n- Medicine Bags, when dropped on the ground, will no longer vanish.\r\n- The proper text is given when a trade window is canceled between players.\r\n- Arrows will now be drawn from the quiver is the ammo slot is empty.\r\n\r\nSpell Changes\r\n\r\n- The Bard spell \"Denon's Desperate Dirge\" will now require the use of Mana.\r\n- No spell or effect that accelerates the process of mana regeneration will work on a Bard.\r\n- '/pet report health' will now have your pet message you with a health report.\r\n- Lightning Blast (Druid) has been modified to its intended form of finishing the Invoke Lightning series.\r\n- When you fizzle, you will lose a less mana then before. The fizzle rate has NOT changed.\r\n- There is now a CAP on the amount of mana lost from any single fizzle.\r\n- Spell Scrolls are no longer lore items. This means you can hold more than one.\r\n- Tuyen's Songs now have range.\r\n- Eye of Zomm will no longer work in conjunction with pets - you can now have one or the other. Sorry.\r\n- Wave of Enfeeblement (now Vampiric Curse) and Circle of Death (both Necromancer) will not work for the next week or so while we make a fix on them.\r\n\r\nTrade Skill Changes\r\n\r\nJewel Craft - All of the jewelry has had increased magical properties (pre-existing jewelry items remain unchanged).\r\nFletching - When fletching arrows, they will be produced in sets of 5, instead of 1.\r\nBaking, Blacksmithing, Brewing, and Pottery have been changed to either return items on failure and be able to produce multiple items and quantities on success.\r\nExample:\r\nBaking muffins, success means the player will receive three muffins and retaining the muffin tin, however, when unsuccessful, the player will still get the muffin tin back and lose all other components. Another example would be if a player wishes to sharpen a rusty short sword. If the player succeeds, they will receive a tarnished short sword, however, failure will result in retaining the rusty weapon but losing the sharpening stone.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "### June 8th, 1999\r\n\r\nThe EverQuest servers will be coming down tonight at Midnight PDT for a client and server-side update. Listed below are the newly implemented features and bug fixes which will be updated.\r\n\r\n\r\nGeneral Changes\r\n\r\n- Scrolls are no longer lore items - this means that you can have more than one.\r\n- Research components were made more accessible on higher level mobs\r\n- Several items will now appear as \"Pending Lore\" and will become \"Lore\" in a subsequent update. The servers will only allow ONE 'Lore' item in a character's inventory (that includes the bank) - please make note of any items you own that are 'Pending Lore' - it is YOUR responsibility to have those items sold or traded by the time (approximately one week) we change them to 'Lore.' We will not be responsible for items lost when this change is made.\r\n\r\nZone Enhancements\r\n\r\n- Additional treasure has been added to Permafrost Keep, and some of the items already there have been enhanced - now is the time to plan that Permafrost excursion!\r\n- The bandits of West Karana are increasing their presence! You'll find more bandit camps there, as well as bandits traveling between those camps and elsewhere.\r\n- The spawn rates in many outdoor areas has been increased - this should make it easier to find things to kill.\r\n\r\nBug fixes and newly implemented features\r\n\r\n- Charmed and Feared characters can no longer use skills.\r\n- The appropriate text message is given while attempting to attack while charmed.\r\n- 'Procing' (items that cast spells) weapons no longer break Bard's singing.\r\n- Players vision will now return to normal if killed while drunk.\r\n- Tree Form spells will change the caster into a human male in a zone without trees.\r\n- Red and Blue armor will now appear the proper color for AMD users.\r\n- While accessing the /bug screen, the in-game chat bar will no longer remain active.\r\n- If the inventory window is up and the spell book is open, the user will not remove items from their inventory when clicking on the spell book.\r\n- A number of quests were fixed as well as implemented.\r\n- A Bad language filter has been implemented. Typing \"/filter\" will toggle it on and off.\r\n- Pets that have been commanded to sit will no longer to appear to stand up while they are supposed to be seated.\r\n- While in the full screen view, users may now toggle the translucent overlay backgrounds on and off by pressing the \"~\" key.\r\n- Players may now loot corpses in shallow water or lava by typing \"/loot\" while the corpse is targeted.\r\n- We have implemented an Auto-follow command. To auto-follow another player, target the character, then type \"/follow\". You must be grouped with the character in order to successfully carry out the command.\r\n- A Role Playing switched has been added so that players may identify other characters who wish to make known they are Role Playing. To activate the Role Playing switch, target your character and type \"/roleplay\", if the character is +PvP, the name tag above their head will appear as a darker shade of Red, whereas a non-PvP players name will appear purple.\r\n- If the user drops a backpack containing spells on the ground, the spells will no longer disappear.\r\n- Medicine Bags, when dropped on the ground, will no longer vanish.\r\n- The proper text is given when a trade window is canceled between players.\r\n- Arrows will now be drawn from the quiver is the ammo slot is empty.\r\n\r\nSpell Changes\r\n\r\n- The Bard spell \"Denon's Desperate Dirge\" will now require the use of Mana.\r\n- No spell or effect that accelerates the process of mana regeneration will work on a Bard.\r\n- '/pet report health' will now have your pet message you with a health report.\r\n- Lightning Blast (Druid) has been modified to its intended form of finishing the Invoke Lightning series.\r\n- When you fizzle, you will lose a less mana then before. The fizzle rate has NOT changed.\r\n- There is now a CAP on the amount of mana lost from any single fizzle.\r\n- Spell Scrolls are no longer lore items. This means you can hold more than one.\r\n- Tuyen's Songs now have range.\r\n- Eye of Zomm will no longer work in conjunction with pets - you can now have one or the other. Sorry.\r\n- Wave of Enfeeblement (now Vampiric Curse) and Circle of Death (both Necromancer) will not work for the next week or so while we make a fix on them.\r\n\r\nTrade Skill Changes\r\n\r\nJewel Craft - All of the jewelry has had increased magical properties (pre-existing jewelry items remain unchanged).\r\nFletching - When fletching arrows, they will be produced in sets of 5, instead of 1.\r\nBaking, Blacksmithing, Brewing, and Pottery have been changed to either return items on failure and be able to produce multiple items and quantities on success.\r\nExample:\r\nBaking muffins, success means the player will receive three muffins and retaining the muffin tin, however, when unsuccessful, the player will still get the muffin tin back and lose all other components. Another example would be if a player wishes to sharpen a rusty short sword. If the player succeeds, they will receive a tarnished short sword, however, failure will result in retaining the rusty weapon but losing the sharpening stone.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 06 13", "slug": "1999-06-13-1", "patch_date": "1999-06-13T20:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "Server Update 6/13/99 3:30 pm\r\n\r\nThe EverQuest server PDT will be down for client-side updates from Tuesday 14th (15th mistake) Tuesday 7:00 am (15th 23: 00 ~). This patch fixes Specializations in Guild Trainers. It will appear in the chat window if you click on the specialization skill. Down time is about 1 hour.\r\n\r\n-EverQuest Team", "body_markdown": "### Server Update 6/13/99 3:30 pm\r\n\r\nThe EverQuest server PDT will be down for client-side updates from Tuesday 14th (15th mistake) Tuesday 7:00 am (15th 23: 00 ~). This patch fixes Specializations in Guild Trainers. It will appear in the chat window if you click on the specialization skill. Down time is about 1 hour.\r\n\r\n<div>-EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 06 25", "slug": "1999-06-25-1", "patch_date": "1999-06-25T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "------------------------------\r\nJune 25th, 1999\r\n------------------------------\r\n\r\nTo support the additional number of new users, a new server was brought on-line at approximately 9pm on Wednesday the 23rd. The \"Quellious\" server is named after the god of tranquillity.\r\n\r\n- The EverQuest Team", "body_markdown": "### June 25th, 1999\r\n\r\nTo support the additional number of new users, a new server was brought on-line at approximately 9pm on Wednesday the 23rd. The \"Quellious\" server is named after the god of tranquillity.\r\n\r\n- The EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 06 27", "slug": "1999-06-27-1", "patch_date": "1999-06-27T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nJune 27th, 1999\r\n------------------------------\r\n\r\nDue to the situation which occurred on the CerfNet servers on Tuesday and Thursday night, we have had to place most of our resources towards rectifying the problem on the live servers. However, we were able to make a few various changes to the Test server, some of which will be propagated to the live servers on Monday. The features and bug fixes are listed below.\r\n- Currently, when a character dies, they return with 25% of their Mana and Health, in addition, they have a massive hit to their stats. - This will NOT remain true, and we will be removing it next week.\r\n\r\n- Nagafen's Lair and Permafrost have been revamped with new treasure, items, etc. In addition, changes have been made to NPC spawning to the them.\r\n\r\n- A number of fixes were made to Research.\r\n\r\nThe following fixes have been made to spells.\r\n\r\nVampiric Curse / Bond of Death (formerly Circle of Death) now work with their new effects\r\n\r\nFufil's Curtailing Chant (BARD) now works on monsters\r\n\r\nMagician pet attack spells have been slightly increased.\r\n\r\nIncapacitate now works for Enchanters (lvl 44 spell)\r\n\r\nWizard \"Casting Times\" for damage spells have been slightly reduced\r\n\r\nNecromancer poison spells have had their damage doubled and their duration cut in half. They will do EXACTLY the same amount of damage, but in half the pervious amount of time.\r\n\r\nNecromancer and Shaman disease spells have had their duration reduced. Their damage has been upped to compensate.\r\n\r\nHungry Earth (Necromancer) is now researchable - check your book\r\n\r\nResearch for Thunderclap (Wizard) is now correct - check your book\r\n\r\nResearch for Fire Spiral of Al'Kabor (Wizard) is now correct - check your book\r\n\r\nThe Magician Burnout series has been made a bit better.\r\n\r\nThe reagent for Burnout III has been removed (Magician) Tuyen's Songs (Bard) have had their damage increased.\r\n\r\nNew Bard Songs have been added to vendors.\r\n\r\nNew Wizard Spell \"Bonds of Force\" on Wizard vendors.\r\n\r\nMana Sieve (Enchanter) has been changed. It is now an instant spell (instead of a DOT) and costs less mana (with less effect).\r\n\r\nIf all of the changes prove effective, we will be updating the live servers with this data on Tuesday morning of the 29th.\r\n\r\n- The EverQuest Team", "body_markdown": "### June 27th, 1999\r\n\r\nDue to the situation which occurred on the CerfNet servers on Tuesday and Thursday night, we have had to place most of our resources towards rectifying the problem on the live servers. However, we were able to make a few various changes to the Test server, some of which will be propagated to the live servers on Monday. The features and bug fixes are listed below.\r\n- Currently, when a character dies, they return with 25% of their Mana and Health, in addition, they have a massive hit to their stats. - This will NOT remain true, and we will be removing it next week.\r\n\r\n- Nagafen's Lair and Permafrost have been revamped with new treasure, items, etc. In addition, changes have been made to NPC spawning to the them.\r\n\r\n- A number of fixes were made to Research.\r\n\r\nThe following fixes have been made to spells.\r\n\r\nVampiric Curse / Bond of Death (formerly Circle of Death) now work with their new effects\r\n\r\nFufil's Curtailing Chant (BARD) now works on monsters\r\n\r\nMagician pet attack spells have been slightly increased.\r\n\r\nIncapacitate now works for Enchanters (lvl 44 spell)\r\n\r\nWizard \"Casting Times\" for damage spells have been slightly reduced\r\n\r\nNecromancer poison spells have had their damage doubled and their duration cut in half. They will do EXACTLY the same amount of damage, but in half the pervious amount of time.\r\n\r\nNecromancer and Shaman disease spells have had their duration reduced. Their damage has been upped to compensate.\r\n\r\nHungry Earth (Necromancer) is now researchable - check your book\r\n\r\nResearch for Thunderclap (Wizard) is now correct - check your book\r\n\r\nResearch for Fire Spiral of Al'Kabor (Wizard) is now correct - check your book\r\n\r\nThe Magician Burnout series has been made a bit better.\r\n\r\nThe reagent for Burnout III has been removed (Magician) Tuyen's Songs (Bard) have had their damage increased.\r\n\r\nNew Bard Songs have been added to vendors.\r\n\r\nNew Wizard Spell \"Bonds of Force\" on Wizard vendors.\r\n\r\nMana Sieve (Enchanter) has been changed. It is now an instant spell (instead of a DOT) and costs less mana (with less effect).\r\n\r\nIf all of the changes prove effective, we will be updating the live servers with this data on Tuesday morning of the 29th.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 07 13", "slug": "1999-07-13-1", "patch_date": "1999-07-13T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "spells", "zones", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nJuly 13th, 1999\r\n------------------------------\r\n\r\nThe Test Server will be down between the hours of 6pm and 6am PDT for internal testing purposes. This schedule for the Test Server will only occur for approximately 1 week, after that the Test Server will remain on-line 24 hours a day.\r\n\r\nUUnet will be performing maintenance at 3:00 AM, on July the 13th, which will result in players losing connection to the servers. Since this maintenance will be taking place, we have moved our regularly scheduled update time from 7:00am to 3:00am for tomorrow only. UUnet has given us an approximate downtime of 3 hours. A list of game play enhancements is listed below.\r\n\r\nRoot spells will now overwrite spells with both positive and negative movement components in a more consistent pattern.\r\n\r\nBanish Undead and Banish Summoned (LVL 49 CLERIC, NECROMANCER, MAGICIAN, DRUID, etc.) have been changed from All or Nothing saving throws to a regular saving throws. This will make them easier to use against high level creatures.\r\n\r\nMagician summoning spells that produce multiple items have been changed to summon more items as the Magician's level increases.\r\n\r\nAll Poison and Disease DOT spells have received tuning.\r\n\r\nDruid DOT's (stinging swarm series) has been adjusted to do more damage over a shorter period of time.\r\n\r\nImmolate (DRUID) now does more damage, but has a shorter duration.\r\n\r\nMesmerization (ENCHANTER) has been changed to a straight AOE radius spell - it will no longer hang in the area. The AOE radius has been increased, as has the range.\r\n\r\nIce (LVL 49 DRUID) has been changed from an AOE spell to a single target DD spell.\r\n\r\nRage (SHAMAN) has been upgraded to a LVL 49 spell - Fury remains level 34.\r\n\r\nInvisibility spells (Invisibility, Gather Shadows, Camouflage, etc.) will now blink before they wears off.\r\n\r\nHitting F1 twice, or /pet target will now target your pet.The Duration on Pack Regeneration (DRUID) has been increased.\r\n\r\nShield of Lava (MAGICIAN) has had its mana cost reduced.\r\n\r\nThe Research entries for Intensify Death and Hungry Earth (NECROMANCER) have been updated.\r\n\r\nNew high level Necromancer spells have been added to vendors.\r\n\r\nA new Wizard spell Chill Sight has been added to the Wizard vendors.\r\n\r\nThe Magician's Summon Heatstone and Summon Coldstone spells will now work as long as the Stone is held or worn (the spell effect will never wear off).\r\n\r\nThe Insight spell (ENCHANTER) now adds Wisdom, not Intelligence. Brilliance still adds Intelligence.\r\n\r\nThe Tashan series (ENCHANTER) has had the recasting time reduced.\r\n\r\nResearch for higher level spells has been made a bit easier.\r\n\r\nSpells that Add HP now work better on pets.\r\n\r\nThe Necromancer's replacement spell for Charm (Screaming Terror) is on the vendors. Play with this spell - it is different from any other spell of this type that you have ever seen.\r\n\r\nShrink (SHAMAN) has been put in to the game. It is a Level 19 spell, and available in all Shaman starting cities. This spell will only be castable in dungeons. It will not leave an icon on your screen - Shrink will last until you zone.\r\n\r\nHigh level Bard song (LVL 40+) will be slightly easier to sing (less missed notes).\r\n\r\n- The EverQuest Team", "body_markdown": "### July 13th, 1999\r\n\r\nThe Test Server will be down between the hours of 6pm and 6am PDT for internal testing purposes. This schedule for the Test Server will only occur for approximately 1 week, after that the Test Server will remain on-line 24 hours a day.\r\n\r\nUUnet will be performing maintenance at 3:00 AM, on July the 13th, which will result in players losing connection to the servers. Since this maintenance will be taking place, we have moved our regularly scheduled update time from 7:00am to 3:00am for tomorrow only. UUnet has given us an approximate downtime of 3 hours. A list of game play enhancements is listed below.\r\n\r\nRoot spells will now overwrite spells with both positive and negative movement components in a more consistent pattern.\r\n\r\nBanish Undead and Banish Summoned (LVL 49 CLERIC, NECROMANCER, MAGICIAN, DRUID, etc.) have been changed from All or Nothing saving throws to a regular saving throws. This will make them easier to use against high level creatures.\r\n\r\nMagician summoning spells that produce multiple items have been changed to summon more items as the Magician's level increases.\r\n\r\nAll Poison and Disease DOT spells have received tuning.\r\n\r\nDruid DOT's (stinging swarm series) has been adjusted to do more damage over a shorter period of time.\r\n\r\nImmolate (DRUID) now does more damage, but has a shorter duration.\r\n\r\nMesmerization (ENCHANTER) has been changed to a straight AOE radius spell - it will no longer hang in the area. The AOE radius has been increased, as has the range.\r\n\r\nIce (LVL 49 DRUID) has been changed from an AOE spell to a single target DD spell.\r\n\r\nRage (SHAMAN) has been upgraded to a LVL 49 spell - Fury remains level 34.\r\n\r\nInvisibility spells (Invisibility, Gather Shadows, Camouflage, etc.) will now blink before they wears off.\r\n\r\nHitting F1 twice, or /pet target will now target your pet.The Duration on Pack Regeneration (DRUID) has been increased.\r\n\r\nShield of Lava (MAGICIAN) has had its mana cost reduced.\r\n\r\nThe Research entries for Intensify Death and Hungry Earth (NECROMANCER) have been updated.\r\n\r\nNew high level Necromancer spells have been added to vendors.\r\n\r\nA new Wizard spell Chill Sight has been added to the Wizard vendors.\r\n\r\nThe Magician's Summon Heatstone and Summon Coldstone spells will now work as long as the Stone is held or worn (the spell effect will never wear off).\r\n\r\nThe Insight spell (ENCHANTER) now adds Wisdom, not Intelligence. Brilliance still adds Intelligence.\r\n\r\nThe Tashan series (ENCHANTER) has had the recasting time reduced.\r\n\r\nResearch for higher level spells has been made a bit easier.\r\n\r\nSpells that Add HP now work better on pets.\r\n\r\nThe Necromancer's replacement spell for Charm (Screaming Terror) is on the vendors. Play with this spell - it is different from any other spell of this type that you have ever seen.\r\n\r\nShrink (SHAMAN) has been put in to the game. It is a Level 19 spell, and available in all Shaman starting cities. This spell will only be castable in dungeons. It will not leave an icon on your screen - Shrink will last until you zone.\r\n\r\nHigh level Bard song (LVL 40+) will be slightly easier to sing (less missed notes).\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 07 22", "slug": "1999-07-22-1", "patch_date": "1999-07-22T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "------------------------------\r\nJuly 22nd, 1999\r\n------------------------------\r\n\r\nWe have just activated the Guild submission forms in the EverQuest login server. For more information regarding the new guild submission process, please go to \"Guilds\" located in the \"Players Guide\" section of the official EverQuest web page (www.everquest.com).\r\n\r\nIn addition to activating the new guild submission form, we have brought up a new server, Brell Serilis.\r\n\r\n- The EverQuest Team", "body_markdown": "### July 22nd, 1999\r\n\r\nWe have just activated the Guild submission forms in the EverQuest login server. For more information regarding the new guild submission process, please go to \"Guilds\" located in the \"Players Guide\" section of the official EverQuest web page (www.everquest.com).\r\n\r\nIn addition to activating the new guild submission form, we have brought up a new server, Brell Serilis.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 07 27", "slug": "1999-07-27-1", "patch_date": "1999-07-27T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "server"], "body_plaintext": "------------------------------\r\nJuly 27, 1999\r\n------------------------------\r\nThe EverQuest servers will be coming down at 7:00 AM Pacific, tomorrow morning for an update. The estimated downtime is approximately 2 hours. This update will require a minor client-side download. The following enhancements and new features will be activated once the update is complete.\r\n\r\n*General Announcements*\r\n\r\nWe are currently in the process of finishing up final internal testing for Tallon Zek, the new PvP-Teams server. We expect that it should be coming on-line this week. Once the date nears, a better estimate on the time of launch and further information regarding the Tallon Zek server will be made available.\r\n\r\nThe Fear Plane is now on-line. However, before adventuring to the Fear Plane, we advise you to heed the following advice:\r\n\r\nTraveling the planes is not like visiting a dungeon. People die in dungeons.\r\n\r\nPeople die hard on the planes.\r\n\r\nDying on a plane means that you might die in a place where your body may be extremely hard to recover, or in an area that you have no idea how to get back to. Big, nasty monsters will jump you at inopportune times, spells may work differently and once valid tactics might go right out the window.\r\n\r\nThe planes are dangerous places to adventure, and massive player slaughter will happen on a regular basis.\r\n\r\nWe are not saying this to goad you in to going - this is an honest disclaimer. So don't say we didn't warn you.\r\n\r\n*Trade Skill Enhancements*\r\n\r\n- Baking Chocolate and Fish Head Soup now work as designed.\r\n\r\n- Pottery has been enhanced by new items that can be made through the trade skill that will help the player-driven economy. Additionally, some of the profits of other pottery made items have been adjusted to facilitate this change.\r\n\r\n- Make and apply poison is now working in the game. To apply poison a Rogue must sit and click a piercing weapon on a poison to apply it. When the Rogue attacks there is a chance the creature will become poisoned. The poison will need to be reapplied if the player changes zones.\r\n\r\n*New Features*\r\n\r\n- The ability to report player whom are harassing has been implemented. This is done by typing \"/report\" - the previous 10 lines of text will be saved to the server for Customer Support representatives to review. This command may only be performed once while on-line, you must then log out and back in to use it again.\r\n\r\n- The \"r\" key will now initiate a reply to the last player whom sent the user a tell.\r\n\r\n- The /surname command has been added, which allows a player of 20th level or greater to issue his or her character a last name.\r\n\r\n- When a player consumes alcohol, a message will be given to players within the area.\r\n\r\n*Game Play Enhancements*\r\n\r\n- If a character is knocked unconscious, and has no stamina, the player will still regain consciousness.\r\n\r\n- Players are no longer able to cast Shadowstep next to a zone point and teleport to an area past the teleport region, which is inaccessible to other characters.\r\n\r\n- If a player is too far from a corpse while attempting to perform the /loot command, a message will now be given.\r\n\r\n- If the user was under the effect of either Treeform or Minor Illusion, then had Spirit of Wolf cast on them,\r\nthe player would be able to move in their altered state - This is no longer possible.\r\n\r\n- If the Eye of Zomm makes contact with a zone-point, the spell will immediately wear off.\r\n\r\n- Players may now target Drakes much easier.\r\n\r\n- Several \"Safe Zones\" have been Fixed.\r\n\r\n- A number of quests have been both enhanced and added.\r\n\r\n- Helmet colors are now displayed properly on Barbarians.\r\n\r\n- If a character is blinded, the chat box will no longer flash.\r\n\r\n- If a shuriken or throwing knife is equipped, then unequipped, the weapon will no longer remain on the character model.\r\n\r\n- Monk trainers will now train Instill Doubt.\r\n\r\n*Spell Additions and Enhancements*\r\n\r\n- The Eye of Zomm now allows the caster to travel up and down.\r\n\r\n- When player dispels minor illusion, the character's weapons will no longer disappear from the character model.\r\n\r\n- Some 44th and 49th Damage spells have had slight modifications made to them:\r\n\r\n- Gasping Embrace (Enchanter) has been re-tuned in the style of other DoT spells to make it more party friendly.\r\n\r\n- Retribution (Cleric) has had a typo fixed, and does about ten percent less damage now.\r\n\r\n- Ice (Druid) has had its damage lowered by a few points to match the damage done by Starfire.\r\n\r\n- Rend (Wizard) is now available on certain Wizard vendors (lvl 49 spell)\r\n\r\n- Shock of Swords (Magician) now does more damage.\r\n\r\n- Succor's (DRUID) casting cost has been raised to match the casting cost of the Circle, Evacuate and Portal spells.\r\n\r\n- Wizard Portal and Evac spells have had their AoE radius range upped to match Druid Circle spells.\r\n\r\n- Necromancer research components that did not previously stack should now stack.\r\n\r\n- The Bug that allowed Screaming Terror to work Outdoors has been fixed.\r\n\r\n- Vampiric Curse (NECROMANCER) damage has been upped.\r\n\r\n- Share Wolf Form (DRUID) has had its Area Effect Radius reduced. This means that party members who want to be turned into wolves should stand near the caster, while those that do not should stand further away.\r\n\r\n- Hitting F1 twice, or /pet target will now target your pet.\r\n\r\n- The Duration on Pack Regeneration (DRUID) has been increased.\r\n\r\n- Shrink (SHAMAN) has been put in to the game. It is a Level 19 spell, and available in all Shaman starting cities. This spell will only be castable in dungeons. It will not leave an icon on your screen - Shrink will last until you zone.\r\n\r\n- A Quest for Ice Comet has been added.\r\n\r\n- A Quest to help casters with research has been added. Good aligned races should check North Karana, while those with a more malign disposition should check South Ro.\r\n\r\n- The EverQuest Team", "body_markdown": "### July 27, 1999\r\n\r\nThe EverQuest servers will be coming down at 7:00 AM Pacific, tomorrow morning for an update. The estimated downtime is approximately 2 hours. This update will require a minor client-side download. The following enhancements and new features will be activated once the update is complete.\r\n\r\n*General Announcements*\r\n\r\nWe are currently in the process of finishing up final internal testing for Tallon Zek, the new PvP-Teams server. We expect that it should be coming on-line this week. Once the date nears, a better estimate on the time of launch and further information regarding the Tallon Zek server will be made available.\r\n\r\nThe Fear Plane is now on-line. However, before adventuring to the Fear Plane, we advise you to heed the following advice:\r\n\r\nTraveling the planes is not like visiting a dungeon. People die in dungeons.\r\n\r\nPeople die hard on the planes.\r\n\r\nDying on a plane means that you might die in a place where your body may be extremely hard to recover, or in an area that you have no idea how to get back to. Big, nasty monsters will jump you at inopportune times, spells may work differently and once valid tactics might go right out the window.\r\n\r\nThe planes are dangerous places to adventure, and massive player slaughter will happen on a regular basis.\r\n\r\nWe are not saying this to goad you in to going - this is an honest disclaimer. So don't say we didn't warn you.\r\n\r\n*Trade Skill Enhancements*\r\n\r\n- Baking Chocolate and Fish Head Soup now work as designed.\r\n\r\n- Pottery has been enhanced by new items that can be made through the trade skill that will help the player-driven economy. Additionally, some of the profits of other pottery made items have been adjusted to facilitate this change.\r\n\r\n- Make and apply poison is now working in the game. To apply poison a Rogue must sit and click a piercing weapon on a poison to apply it. When the Rogue attacks there is a chance the creature will become poisoned. The poison will need to be reapplied if the player changes zones.\r\n\r\n*New Features*\r\n\r\n- The ability to report player whom are harassing has been implemented. This is done by typing \"/report\" - the previous 10 lines of text will be saved to the server for Customer Support representatives to review. This command may only be performed once while on-line, you must then log out and back in to use it again.\r\n\r\n- The \"r\" key will now initiate a reply to the last player whom sent the user a tell.\r\n\r\n- The /surname command has been added, which allows a player of 20th level or greater to issue his or her character a last name.\r\n\r\n- When a player consumes alcohol, a message will be given to players within the area.\r\n\r\n*Game Play Enhancements*\r\n\r\n- If a character is knocked unconscious, and has no stamina, the player will still regain consciousness.\r\n\r\n- Players are no longer able to cast Shadowstep next to a zone point and teleport to an area past the teleport region, which is inaccessible to other characters.\r\n\r\n- If a player is too far from a corpse while attempting to perform the /loot command, a message will now be given.\r\n\r\n- If the user was under the effect of either Treeform or Minor Illusion, then had Spirit of Wolf cast on them,\r\nthe player would be able to move in their altered state - This is no longer possible.\r\n\r\n- If the Eye of Zomm makes contact with a zone-point, the spell will immediately wear off.\r\n\r\n- Players may now target Drakes much easier.\r\n\r\n- Several \"Safe Zones\" have been Fixed.\r\n\r\n- A number of quests have been both enhanced and added.\r\n\r\n- Helmet colors are now displayed properly on Barbarians.\r\n\r\n- If a character is blinded, the chat box will no longer flash.\r\n\r\n- If a shuriken or throwing knife is equipped, then unequipped, the weapon will no longer remain on the character model.\r\n\r\n- Monk trainers will now train Instill Doubt.\r\n\r\n*Spell Additions and Enhancements*\r\n\r\n- The Eye of Zomm now allows the caster to travel up and down.\r\n\r\n- When player dispels minor illusion, the character's weapons will no longer disappear from the character model.\r\n\r\n- Some 44th and 49th Damage spells have had slight modifications made to them:\r\n\r\n- Gasping Embrace (Enchanter) has been re-tuned in the style of other DoT spells to make it more party friendly.\r\n\r\n- Retribution (Cleric) has had a typo fixed, and does about ten percent less damage now.\r\n\r\n- Ice (Druid) has had its damage lowered by a few points to match the damage done by Starfire.\r\n\r\n- Rend (Wizard) is now available on certain Wizard vendors (lvl 49 spell)\r\n\r\n- Shock of Swords (Magician) now does more damage.\r\n\r\n- Succor's (DRUID) casting cost has been raised to match the casting cost of the Circle, Evacuate and Portal spells.\r\n\r\n- Wizard Portal and Evac spells have had their AoE radius range upped to match Druid Circle spells.\r\n\r\n- Necromancer research components that did not previously stack should now stack.\r\n\r\n- The Bug that allowed Screaming Terror to work Outdoors has been fixed.\r\n\r\n- Vampiric Curse (NECROMANCER) damage has been upped.\r\n\r\n- Share Wolf Form (DRUID) has had its Area Effect Radius reduced. This means that party members who want to be turned into wolves should stand near the caster, while those that do not should stand further away.\r\n\r\n- Hitting F1 twice, or /pet target will now target your pet.\r\n\r\n- The Duration on Pack Regeneration (DRUID) has been increased.\r\n\r\n- Shrink (SHAMAN) has been put in to the game. It is a Level 19 spell, and available in all Shaman starting cities. This spell will only be castable in dungeons. It will not leave an icon on your screen - Shrink will last until you zone.\r\n\r\n- A Quest for Ice Comet has been added.\r\n\r\n- A Quest to help casters with research has been added. Good aligned races should check North Karana, while those with a more malign disposition should check South Ro.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 07 31", "slug": "1999-07-31-1", "patch_date": "1999-07-31T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["pvp", "server"], "body_plaintext": "------------------------------\r\nJuly 31, 1999\r\n------------------------------\r\n\r\n* Tallon Zek Update - Please Read *\r\n\r\nWell, folks, we totally underestimated the number of people wanting to check out the PvP-Teams server and the demand is far too great for one server. Unfortunately, we were forced to bring Tallon Zek down soon after its launch because we had more than 5,000 people online at once. While the servers were still running, there was lag and the areas were simply too crowded - you players deserve a better environment than that. As a result, Tallon Zek will remain down until we can get an additional server (which will take at MINIMUM one week). I apologize for the inconvenience, and I'm sure many of you are frustrated by this. In the end, though, it's better to wait for more resources than to leave Tallon Zek up.\r\n\r\nBrad McQuaid\r\nProducer, EverQuest\r\nVice President, Verant Interactive\r\n\r\nThe Customer Service department will be staffed lightly on Sunday, August the 1st.\r\n\r\n- The EverQuest Team", "body_markdown": "### July 31, 1999\r\n\r\n*Tallon Zek Update - Please Read*\r\n\r\nWell, folks, we totally underestimated the number of people wanting to check out the PvP-Teams server and the demand is far too great for one server. Unfortunately, we were forced to bring Tallon Zek down soon after its launch because we had more than 5,000 people online at once. While the servers were still running, there was lag and the areas were simply too crowded - you players deserve a better environment than that. As a result, Tallon Zek will remain down until we can get an additional server (which will take at MINIMUM one week). I apologize for the inconvenience, and I'm sure many of you are frustrated by this. In the end, though, it's better to wait for more resources than to leave Tallon Zek up.\r\n\r\nBrad McQuaid\r\nProducer, EverQuest\r\nVice President, Verant Interactive\r\n\r\nThe Customer Service department will be staffed lightly on Sunday, August the 1st.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 08 31", "slug": "1999-08-31-1", "patch_date": "1999-08-31T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "items", "pvp", "server"], "body_plaintext": "------------------------------\r\nAugust 31, 1999\r\n------------------------------\r\n\r\nWe apologize for the short notice for this Server Update, but it was neccessary to correct some problems that had arisen.\r\n\r\nThis server side patch contains the following:\r\n\r\n1. Rangers now get Critical Hits with Bows.\r\n2. Rogues now get Critical Hits with Thrown Weapons.\r\n3. Parry and Dodge Skill Caps for Rangers have been raised.\r\n4. The DoT bug realted to not getting experience or a corpse has been fixed.\r\n5. New PvP rules: You can no longer loot any weapons that the victim had equipped in his primary, secondary, or ranged weapon slots.\r\n\r\nPlease note: This patch DOES NOT contain any changes to Necromancer's Pets, OR the Kiting/DoT changes.", "body_markdown": "### August 31, 1999\r\n\r\nWe apologize for the short notice for this Server Update, but it was neccessary to correct some problems that had arisen.\r\n\r\nThis server side patch contains the following:\r\n\r\n1. Rangers now get Critical Hits with Bows.\r\n2. Rogues now get Critical Hits with Thrown Weapons.\r\n3. Parry and Dodge Skill Caps for Rangers have been raised.\r\n4. The DoT bug realted to not getting experience or a corpse has been fixed.\r\n5. New PvP rules: You can no longer loot any weapons that the victim had equipped in his primary, secondary, or ranged weapon slots.\r\n\r\nPlease note: This patch DOES NOT contain any changes to Necromancer's Pets, OR the Kiting/DoT changes.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 09 13", "slug": "1999-09-13-1", "patch_date": "1999-09-13T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp"], "body_plaintext": "------------------------------\r\nSeptember 13, 1999\r\n------------------------------\r\n\r\nBug Fixes:\r\n- Players levitating should be easier for other PCs to see.\r\n- When charmed/feared and killed players should not be returned to the \r\ncharacter selection screen.\r\n- Lore items in containers that are dropped should not be destroyed.\r\n- Charged items, such as the Staff of the Observers, should correctly \r\nreport the number of charges remaining after zoning.\r\n- Corpses should remain lootable even if a player goes linkdead while \r\nlooting\r\n- A player under the effect of charm or fear can no longer open their \r\nspellbook or sit in order to escape the effects of these spells.\r\n- A player using online help should no longer be locked into the help \r\nscreen if another party initiates a trade.\r\n- Non-melee items equipped in weapon slots should no longer mutate if \r\nthe pc is charmed.\r\n- Extremely large NPCs, ie Vox, should not suicide when stuck.\r\n\r\nNew emotes:\r\n- Here is a list of new emotes that have been added to the game: agree, \r\namaze, apologize, applaud, plead, bite, bleed, blink, blush, boggle, \r\nbonk, bored, brb, burp, bye, cackle, calm, clap, comfort, congratulate, \r\ncough, cringe, curious, dance, drool, duck, eye, gasp, giggle, glare, \r\ngrin, groan, grovel, happy, hungry, introduce, jk (just kidding), \r\nkneel, lost, massage, moan, mourn, peer, point, ponder, puzzle, raise, \r\nready, roar, salute, shiver, shrug, sigh, smirk, snarl, snicker, stare, \r\ntap, tease, thank, thirsty, veto, welcome, whine, whistle, yawn.\r\n\r\nPVP Changes:\r\n- In order to make PVP combat between spellcasters and melee types more \r\nviable some changes to PVP spell effects have been made. All damage \r\nspells cast in PVP combat will do less damage to the PC than the same \r\nspell would do to an NPC. When a PC is under the effect of a root-type \r\nspell there is a 20% chance that they will break free when a direct \r\ndamage spell is cast upon them.\r\n\r\nSpell Changes:\r\n- Levitate: All players may now cancel this effect.\r\n- Paralyzing Earth now Wizard and Necromancer useable.\r\n- The Mana cost on some Magician damage shields has been slightly \r\nreduced.\r\n- Alter Plane: Hate and Alter Plane: Sky have been changed into higher \r\nlevel spells.\r\n- Succor: Ro (Druid) is now a level 39 spell (previously a typo as a \r\nlevel 49 spell.\r\n- Curse of the Simple Mind (Enchanter) now lowers both Int AND Wis.\r\n- Selo`s Consonant Chain (Bard) should now work better.\r\n- Shadow Vortex (Necro) is more effective.\r\n- Screaming Terror is now an all or nothing save. This should stop the \r\n'train' problems that it was causing.\r\n- Gravity Flux will now research correctly for Wizards.\r\n- Lich and Bond of Death are now researchable for Necromancers check \r\nyour tomes.\r\n- The different types of Words of Collection and Words of Acquisition \r\nare now more easily identifiable.\r\n- Dead Man Walking (Necromancer) has been renamed Dead Man Floating.\r\n- Ignite Bones (Necromancer) has had the movement component removed.  \r\nThis means that it will no longer break root and snare spells, and that \r\nit will now stack with the darkness line.\r\n- Syvelian`s Anti-Magic Aria (Bard) has been fixed.\r\n- A bug in some of the AoE code has been fixed.  AoE spells will now \r\neffect more monsters.\r\n- Some Magician Summoned items are now lore items.  Items that have \r\nturned lore have had other small benefits added to them.\r\n- Dance of the Fireflies (Druid) has been changed from Divination to \r\nConjuration.\r\n- Rangers have gained the spell Dance of the Fireflies (level 15)\r\n- High Level Enchanter Illusion spells have had the remainder of their \r\neffects implemented.\r\n- Magi research components have been added to more monsters throughout \r\nthe world.\r\n- There is a new pet command: /pet taunt and /pet notaunt. Pets default \r\nto /pet taunt\r\n- The Rods for the Ice Comet quests will now pop much more often.\r\n- Envenomed Breath (Shaman) has had its damage raised slightly.\r\n- Scourge (Necromancer and Shaman) has had its damage raised slightly.\r\n- Enchantment of Light and Enchantment of Brilliance (Enchanter) have \r\nbeen replaced by new enchantment spells.  These spells have been added \r\nto a hidden vendor somewhere in the game.\r\n- New quests for Necromancers to research their pets have been added.\r\n\r\nPets:\r\n- High level pets (44th and 49th lvl spells) do less damage\r\n- Pets will now navigate some outdoor and dungeon areas better\r\n\r\nDoT Changes:\r\n- If the monster is in melee with you, there is no change to how a DoT \r\nspell works.\r\n- If the monster is running away from you (fear, wounded, etc.), there \r\nis no change to how a DoT spell works.\r\n- If the monster is moving when the damage from the DoT is applied \r\n(happens every few seconds), it will take 66% of the damage that it \r\nwould have taken.\r\n- DoT spells have all had their duration slightly increased.  If the \r\nmonster moves for 18 seconds during a fight, it will take as much \r\ndamage from the DoT as it would before the patch.  If the monster moves \r\nfor less then 18 seconds during a fight, your DoT will do more damage \r\nthen it would have done before the patch.  If the monster moves more \r\nthen 18 seconds during the fight, it will take less damage then it \r\nwould have before the patch.", "body_markdown": "### September 13, 1999\r\n\r\nBug Fixes:\r\n\r\n- Players levitating should be easier for other PCs to see.\r\n- When charmed/feared and killed players should not be returned to the \r\ncharacter selection screen.\r\n- Lore items in containers that are dropped should not be destroyed.\r\n- Charged items, such as the Staff of the Observers, should correctly \r\nreport the number of charges remaining after zoning.\r\n- Corpses should remain lootable even if a player goes linkdead while \r\nlooting\r\n- A player under the effect of charm or fear can no longer open their \r\nspellbook or sit in order to escape the effects of these spells.\r\n- A player using online help should no longer be locked into the help \r\nscreen if another party initiates a trade.\r\n- Non-melee items equipped in weapon slots should no longer mutate if \r\nthe pc is charmed.\r\n- Extremely large NPCs, ie Vox, should not suicide when stuck.\r\n\r\nNew emotes:\r\n\r\n- Here is a list of new emotes that have been added to the game: agree, \r\namaze, apologize, applaud, plead, bite, bleed, blink, blush, boggle, \r\nbonk, bored, brb, burp, bye, cackle, calm, clap, comfort, congratulate, \r\ncough, cringe, curious, dance, drool, duck, eye, gasp, giggle, glare, \r\ngrin, groan, grovel, happy, hungry, introduce, jk (just kidding), \r\nkneel, lost, massage, moan, mourn, peer, point, ponder, puzzle, raise, \r\nready, roar, salute, shiver, shrug, sigh, smirk, snarl, snicker, stare, \r\ntap, tease, thank, thirsty, veto, welcome, whine, whistle, yawn.\r\n\r\nPVP Changes:\r\n\r\n- In order to make PVP combat between spellcasters and melee types more \r\nviable some changes to PVP spell effects have been made. All damage \r\nspells cast in PVP combat will do less damage to the PC than the same \r\nspell would do to an NPC. When a PC is under the effect of a root-type \r\nspell there is a 20% chance that they will break free when a direct \r\ndamage spell is cast upon them.\r\n\r\nSpell Changes:\r\n\r\n- Levitate: All players may now cancel this effect.\r\n- Paralyzing Earth now Wizard and Necromancer useable.\r\n- The Mana cost on some Magician damage shields has been slightly \r\nreduced.\r\n- Alter Plane: Hate and Alter Plane: Sky have been changed into higher \r\nlevel spells.\r\n- Succor: Ro (Druid) is now a level 39 spell (previously a typo as a \r\nlevel 49 spell.\r\n- Curse of the Simple Mind (Enchanter) now lowers both Int AND Wis.\r\n- Selo`s Consonant Chain (Bard) should now work better.\r\n- Shadow Vortex (Necro) is more effective.\r\n- Screaming Terror is now an all or nothing save. This should stop the \r\n'train' problems that it was causing.\r\n- Gravity Flux will now research correctly for Wizards.\r\n- Lich and Bond of Death are now researchable for Necromancers check \r\nyour tomes.\r\n- The different types of Words of Collection and Words of Acquisition \r\nare now more easily identifiable.\r\n- Dead Man Walking (Necromancer) has been renamed Dead Man Floating.\r\n- Ignite Bones (Necromancer) has had the movement component removed.  \r\nThis means that it will no longer break root and snare spells, and that \r\nit will now stack with the darkness line.\r\n- Syvelian`s Anti-Magic Aria (Bard) has been fixed.\r\n- A bug in some of the AoE code has been fixed.  AoE spells will now \r\neffect more monsters.\r\n- Some Magician Summoned items are now lore items.  Items that have \r\nturned lore have had other small benefits added to them.\r\n- Dance of the Fireflies (Druid) has been changed from Divination to \r\nConjuration.\r\n- Rangers have gained the spell Dance of the Fireflies (level 15)\r\n- High Level Enchanter Illusion spells have had the remainder of their \r\neffects implemented.\r\n- Magi research components have been added to more monsters throughout \r\nthe world.\r\n- There is a new pet command: /pet taunt and /pet notaunt. Pets default \r\nto /pet taunt\r\n- The Rods for the Ice Comet quests will now pop much more often.\r\n- Envenomed Breath (Shaman) has had its damage raised slightly.\r\n- Scourge (Necromancer and Shaman) has had its damage raised slightly.\r\n- Enchantment of Light and Enchantment of Brilliance (Enchanter) have \r\nbeen replaced by new enchantment spells.  These spells have been added \r\nto a hidden vendor somewhere in the game.\r\n- New quests for Necromancers to research their pets have been added.\r\n\r\nPets:\r\n\r\n- High level pets (44th and 49th lvl spells) do less damage\r\n- Pets will now navigate some outdoor and dungeon areas better\r\n\r\nDoT Changes:\r\n\r\n- If the monster is in melee with you, there is no change to how a DoT \r\nspell works.\r\n- If the monster is running away from you (fear, wounded, etc.), there \r\nis no change to how a DoT spell works.\r\n- If the monster is moving when the damage from the DoT is applied \r\n(happens every few seconds), it will take 66% of the damage that it \r\nwould have taken.\r\n- DoT spells have all had their duration slightly increased.  If the \r\nmonster moves for 18 seconds during a fight, it will take as much \r\ndamage from the DoT as it would before the patch.  If the monster moves \r\nfor less then 18 seconds during a fight, your DoT will do more damage \r\nthen it would have done before the patch.  If the monster moves more \r\nthen 18 seconds during the fight, it will take less damage then it \r\nwould have before the patch.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 09 22", "slug": "1999-09-22-1", "patch_date": "1999-09-22T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "spells", "tradeskills"], "body_plaintext": "------------------------------\r\nSeptember 22, 1999\r\n------------------------------\r\n\r\nMagic:\r\n- Illusion: Werewolf (enchanter) now stacks with other attack speed \r\nspells.\r\n- Casting times on the higher level Ward series (Cleric, Magician, \r\nNecromancer & Druid) have been slightly lowered.\r\n- The Lich (Necromancer) spell will now provide more mana.\r\n- Surge of Enfeeblement (Necromancer) should now work consistently.\r\n- Enchanter Wolf Illusion is now Outdoors only.\r\n- Paralyzing Earth can now be scribed by Necromancers.\r\n- Thicken and Crystallize Mana now produce their proper potions.\r\n- All research quest combinations should now work.\r\n- Eyes of the Cat now provides infravision as the description states.\r\n\r\nGeneral:\r\n- Summoned food and water will now disappear when the user logs out.\r\n- If the player is under the effect of Minor Illusion, and exits the \r\ngame, upon reentry to the game, the Minor Illusion icon will remain.\r\n- Summoned items will no longer remain indefinitely when placed within \r\na bag in the bank.", "body_markdown": "### September 22, 1999\r\n\r\nMagic:\r\n\r\n- Illusion: Werewolf (enchanter) now stacks with other attack speed \r\nspells.\r\n- Casting times on the higher level Ward series (Cleric, Magician, \r\nNecromancer & Druid) have been slightly lowered.\r\n- The Lich (Necromancer) spell will now provide more mana.\r\n- Surge of Enfeeblement (Necromancer) should now work consistently.\r\n- Enchanter Wolf Illusion is now Outdoors only.\r\n- Paralyzing Earth can now be scribed by Necromancers.\r\n- Thicken and Crystallize Mana now produce their proper potions.\r\n- All research quest combinations should now work.\r\n- Eyes of the Cat now provides infravision as the description states.\r\n\r\nGeneral:\r\n\r\n- Summoned food and water will now disappear when the user logs out.\r\n- If the player is under the effect of Minor Illusion, and exits the \r\ngame, upon reentry to the game, the Minor Illusion icon will remain.\r\n- Summoned items will no longer remain indefinitely when placed within \r\na bag in the bank.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 09 24", "slug": "1999-09-24-1", "patch_date": "1999-09-24T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["spells", "pvp"], "body_plaintext": "------------------------------\r\nSeptember 24, 1999\r\n------------------------------\r\n\r\nThe following changes have been implemented with the latest patch, most importantly, changes to corpse resurrection. It should be noted that all corpses generated previous to this patch may not be resurrected, however, all corpses generated from this point forward may be resurrected with the changes listed below applying.\r\n\r\n- Corpses that are older than 2 hours cannot be resurrected.\r\n- Corpses that are produced from a duel cannot be resurrected after 10 minutes.\r\n\r\nGeneral Enhancements\r\n\r\n- A Yes/No request window is now brought up when ever turning in the PK note to the Priest of Discord.\r\n- It is now possible to manually reorganize icons within the spell book.\r\n- Pet damage inflicted during PvP combat has been slightly reduced.\r\n- It is now possible to place items marked as \"No Drop\" in the bank.\r\n\r\n- The EverQuest Team", "body_markdown": "### September 24, 1999\r\n\r\nThe following changes have been implemented with the latest patch, most importantly, changes to corpse resurrection. It should be noted that all corpses generated previous to this patch may not be resurrected, however, all corpses generated from this point forward may be resurrected with the changes listed below applying.\r\n\r\n- Corpses that are older than 2 hours cannot be resurrected.\r\n- Corpses that are produced from a duel cannot be resurrected after 10 minutes.\r\n\r\nGeneral Enhancements\r\n\r\n- A Yes/No request window is now brought up when ever turning in the PK note to the Priest of Discord.\r\n- It is now possible to manually reorganize icons within the spell book.\r\n- Pet damage inflicted during PvP combat has been slightly reduced.\r\n- It is now possible to place items marked as \"No Drop\" in the bank.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 09 26", "slug": "1999-09-26-1", "patch_date": "1999-09-26T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["server"], "body_plaintext": "------------------------------\r\nSeptember 26, 1999\r\n------------------------------\r\n\r\nThe EverQuest servers will be coming down on Tuesday, September the 28th at 7:00am Pacific. We are estimating that the update process will take approximately 4 hours. A list of changes will be patched the morning of the update.\r\n\r\nDue to a change with corpse resurrection, it should be noted that once this update is complete, all corpses generated previous to this patch may not be resurrected, however, all corpses generated from that point forward may be resurrected. The enhancements to resurrection are listed on the Test Server patch, and are currently implemented on the Test Server.\r\n\r\n- The EverQuest Team", "body_markdown": "### September 26, 1999\r\n\r\nThe EverQuest servers will be coming down on Tuesday, September the 28th at 7:00am Pacific. We are estimating that the update process will take approximately 4 hours. A list of changes will be patched the morning of the update.\r\n\r\nDue to a change with corpse resurrection, it should be noted that once this update is complete, all corpses generated previous to this patch may not be resurrected, however, all corpses generated from that point forward may be resurrected. The enhancements to resurrection are listed on the Test Server patch, and are currently implemented on the Test Server.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 09 28", "slug": "1999-09-28-1", "patch_date": "1999-09-28T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["spells", "pvp"], "body_plaintext": "------------------------------\r\nSeptember 28, 1999\r\n------------------------------\r\n\r\nThe following changes have been implemented with the latest patch, most \r\nimportantly, changes to corpse resurrection.  It should be noted that \r\nall corpses generated previous to this patch may not be resurrected, \r\nhowever, all corpses generated from this point forward may be \r\nresurrected with the changes listed below applying.\r\n\r\n- Corpses that are older than 2 hours cannot be resurrected.\r\n- Corpses that are produced from a duel cannot be resurrected after 10 \r\nminutes.\r\n\r\nGeneral Enhancements\r\n- A Yes/No request window is now brought up when ever turning in the PK \r\nnote to the Priest of Discord.\r\n- It is now possible to manually reorganize icons within the spell \r\nbook.  This may be performed by right-clicking on the currently placed \r\nicon (the icon will then be highlighted), then right-clicking on the \r\ndesired slot you wish to move it.\r\n- Pet damage inflicted during PvP combat has been slightly reduced.\r\n- It is now possible to place items marked as \"No Drop\" in the bank.\r\n- NPC corpses will only remain for 8 minutes, even while looting.\r\n- If a party member goes link-dead, the remaining members will be \r\nnotified.\r\n- Pets with less than 20 hit points cannot receive hit point buffs.\r\n- When viewing an invisible PC with See Invisible, the name will be \r\nshown in parentheses over the character.\r\n- All beneficial speed spells may be canceled left-clicking on the \r\nspell icon.\r\n- We have also made revisions to the /text command section of the \r\nEverQuest manual.\r\n\r\nFennin Ro Specific Enhancements\r\n- Experience and looting rights is now awarded based on group aggregate \r\ndamage (i.e. If a group's combined damage if greater than an individual \r\nplayer, the group members will be given the exp. and looting rights).  \r\nWe will be gathering the results of this data throughout the day, and \r\nif need be, incorporate this change on other \"live\" servers.", "body_markdown": "### September 28, 1999\r\n\r\nThe following changes have been implemented with the latest patch, most \r\nimportantly, changes to corpse resurrection.  It should be noted that \r\nall corpses generated previous to this patch may not be resurrected, \r\nhowever, all corpses generated from this point forward may be \r\nresurrected with the changes listed below applying.\r\n\r\n- Corpses that are older than 2 hours cannot be resurrected.\r\n- Corpses that are produced from a duel cannot be resurrected after 10 \r\nminutes.\r\n\r\nGeneral Enhancements\r\n\r\n- A Yes/No request window is now brought up when ever turning in the PK \r\nnote to the Priest of Discord.\r\n- It is now possible to manually reorganize icons within the spell \r\nbook.  This may be performed by right-clicking on the currently placed \r\nicon (the icon will then be highlighted), then right-clicking on the \r\ndesired slot you wish to move it.\r\n- Pet damage inflicted during PvP combat has been slightly reduced.\r\n- It is now possible to place items marked as \"No Drop\" in the bank.\r\n- NPC corpses will only remain for 8 minutes, even while looting.\r\n- If a party member goes link-dead, the remaining members will be \r\nnotified.\r\n- Pets with less than 20 hit points cannot receive hit point buffs.\r\n- When viewing an invisible PC with See Invisible, the name will be \r\nshown in parentheses over the character.\r\n- All beneficial speed spells may be canceled left-clicking on the \r\nspell icon.\r\n- We have also made revisions to the /text command section of the \r\nEverQuest manual.\r\n\r\nFennin Ro Specific Enhancements\r\n\r\n- Experience and looting rights is now awarded based on group aggregate \r\ndamage (i.e. If a group's combined damage if greater than an individual \r\nplayer, the group members will be given the exp. and looting rights).  \r\nWe will be gathering the results of this data throughout the day, and \r\nif need be, incorporate this change on other \"live\" servers.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 10 13", "slug": "1999-10-13-1", "patch_date": "1999-10-13T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["content", "spells", "items", "zones", "tradeskills"], "body_plaintext": "------------------------------\r\nOctober 13, 1999\r\n------------------------------\r\n\r\nOptional Patch\r\n\r\n- A new zone, The Temple of Solusek Ro, is now available via the \r\noptional patch.\r\n\r\nGeneral Enhancements\r\n- Experience and looting rights are now awarded for group aggregate \r\ndamage.  This is now true for ALL servers.  We still consider this \r\nchange in 'TEST' and will conduct a poll as to whether it positively \r\naddresses the kill stealing situation in approximately 2 weeks.\r\n- As mentioned on Saturday, Rubicite armor will no longer spawn.  The \r\nnew class specific quests to obtain the new armor are now in for each \r\nclass that could wear Rubicite.\r\n- Journeyman's Boots will no longer spawn where they did but rather are \r\nthe products of a quest.\r\n- To address trade fraud (players removing items/money immediately \r\nprior to trading to deceive the other player), items/money may only be \r\nremoved by clicking on the \"Cancel\" button.\r\n- When receiving a text message from either an NPC or PC speaking in a \r\nlanguage other than \"Common Tongue\", if the user's language skill is \r\nhigh enough, the language being spoken will be noted preceding the \r\ntext.\r\n- The fishing pole will now appear in the player's hand whenever the \r\nfishing skill is used.\r\n- A number of quests were both added and enhanced throughout the zones.\r\n\r\nTrade Skills\r\n- A number of new items have been added to Blacksmithing.\r\n\r\nSpell Enhancements\r\n- Some of the Items that Magicians summon with their spells have been \r\nmade better or had their effects increased.\r\n- Fufil's Curtailing Chant, Tuyen's Chant of Flame and Tuyen's Chant of \r\nFrost have all had their effects slightly increased.\r\n- The Burnout Series has had the negative HP component reduced \r\n(improvement) and the stat buff increased (improvement).  Because of \r\nthis, the spells are no longer permanent. They now have a 15 minute \r\nduration.  Burnout III has also had its casting cost reduced.\r\n- Illusion: Werewolf attack speed component now works as intended.\r\n- Insipid Weakness will research as intended.", "body_markdown": "### October 13, 1999\r\n\r\nOptional Patch\r\n\r\n- A new zone, The Temple of Solusek Ro, is now available via the \r\noptional patch.\r\n\r\nGeneral Enhancements\r\n\r\n- Experience and looting rights are now awarded for group aggregate \r\ndamage.  This is now true for ALL servers.  We still consider this \r\nchange in 'TEST' and will conduct a poll as to whether it positively \r\naddresses the kill stealing situation in approximately 2 weeks.\r\n- As mentioned on Saturday, Rubicite armor will no longer spawn.  The \r\nnew class specific quests to obtain the new armor are now in for each \r\nclass that could wear Rubicite.\r\n- Journeyman's Boots will no longer spawn where they did but rather are \r\nthe products of a quest.\r\n- To address trade fraud (players removing items/money immediately \r\nprior to trading to deceive the other player), items/money may only be \r\nremoved by clicking on the \"Cancel\" button.\r\n- When receiving a text message from either an NPC or PC speaking in a \r\nlanguage other than \"Common Tongue\", if the user's language skill is \r\nhigh enough, the language being spoken will be noted preceding the \r\ntext.\r\n- The fishing pole will now appear in the player's hand whenever the \r\nfishing skill is used.\r\n- A number of quests were both added and enhanced throughout the zones.\r\n\r\nTrade Skills\r\n\r\n- A number of new items have been added to Blacksmithing.\r\n\r\nSpell Enhancements\r\n\r\n- Some of the Items that Magicians summon with their spells have been \r\nmade better or had their effects increased.\r\n- Fufil's Curtailing Chant, Tuyen's Chant of Flame and Tuyen's Chant of \r\nFrost have all had their effects slightly increased.\r\n- The Burnout Series has had the negative HP component reduced \r\n(improvement) and the stat buff increased (improvement).  Because of \r\nthis, the spells are no longer permanent. They now have a 15 minute \r\nduration.  Burnout III has also had its casting cost reduced.\r\n- Illusion: Werewolf attack speed component now works as intended.\r\n- Insipid Weakness will research as intended.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 10 14", "slug": "1999-10-14-1", "patch_date": "1999-10-14T15:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["pvp", "server"], "body_plaintext": "------------------------------\r\nOctober 14th, 10:00am\r\n------------------------------\r\nWe will be bringing up a new server at approximately 11:00 am pacific, this morning. The server known as \"The Nameless\" will have a standard server configuration (i.e. not a pvp/pvp-team server).\r\n\r\n- The EverQuest Team", "body_markdown": "### October 14th, 10:00am\r\n\r\nWe will be bringing up a new server at approximately 11:00 am pacific, this morning. The server known as \"The Nameless\" will have a standard server configuration (i.e. not a pvp/pvp-team server).\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 10 28", "slug": "1999-10-28-1", "patch_date": "1999-10-28T12:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nOctober 28th, 7:00am\r\n------------------------------\r\n\r\n*General Enhancements*\r\n\r\nUser Adjustable Clipping-plane\r\n\r\nWe have recently implemented a user adjustable clipping-plane. This will allow players with higher-end hardware to move out the distance at which the 3D world geometry is drawn into view, as well as the ability for players with lower-end hardware to pull this distance in, to further improve frame-rate. To utilize this new feature, you may do so by adjusting the clipping-plane slider bar located in the \"Options\"-\"Display\" directory, in-game. Sliding the bar left will reduce the distance at which the geometry is drawn in to view, whereas sliding the bar to the right will expand this distance. The following rules apply as to which zones the adjustable clipping-plane may be used in:\r\n\r\n- The clipping-plane can be pushed back in outdoor zones only.\r\n- Zones designed with heavy fog (e.g. tox, innothule, etc), the clipping-plane can only be adjusted slightly.\r\n\r\n- If the \"Misses\" chat filter is set to \"off\", Dodge, Parry, and Reposte messages will be filtered accordingly.\r\n\r\nAdditional chat filters have been added to filter out any unwanted text.\r\n\r\n*Zone Enhancements*\r\n\r\nKedge Keep has been enhanced with both new items and creatures. Please keep in mind, Kedge Keep was tested thoroughly in-house only, therefore, some additional tuning enhancements may need to be made now that it is available on the live servers.\r\n\r\n*Class Enhancements*\r\n\r\nWarrior - % increase on critical hits\r\nRogue - +8 poison resistance\r\nPaladin - +8 disease resistance\r\nRanger - +4 Fire +4 Cold resistance\r\nShadowKnight - +4 Poison +4 Disease resistance\r\nMonk - +8 Fire resistance\r\n\r\nShadowknights may now use the following spells:\r\n\r\n- LifeTap may now be cast at level 9.\r\n- LifeSpike may now be cast at level 15.\r\n- LifeDraw may now be cast at level 30.\r\n\r\nThe LifeTap, LifeSpike, and LifeDraw spell scrolls may be purchased from any ShadowKnight spell vendor.\r\n\r\nTo make room for these new spells, the following spells are no longer available for ShadowKnights:\r\n\r\n- Reclaim Energy\r\n- Mend Bones\r\n- Voice Graft\r\n\r\n*Spell Enhancements*\r\n\r\n- Level 35+ casters will now automatically meditate while sitting.\r\n\r\n- Invoke Fear (Necromancer, Enchanter, SK, and Cleric) has both had it's casting time and mana cost reduced.\r\n- Charm spells now message the message when they break (Enchanter, Bard, Necromancer, Druid)\r\n- Magician pets now have new spells.\r\n- Ensnare (Druid) has had it's casting time reduced.\r\n- High level Necromancer and Magician pets now look different.\r\n- Illusions (Enchanter) have had their duration increased.\r\n- Tishan and Markar's Clash spells (Wizard) have had their casting times reduced.\r\n- Some in-game Bardic instruments have had their stats increased to appropriate levels. Items effected are the Minotaur horn, Small Brass Trumpet, and the Drum. Some non-magic instruments have been made magic. These are the Mistmoore Battle Drums, the Lute of the Gypsy Princess and Kelin's Practice Lute.\r\n- Bards with magic gloves and magic instruments may now punch creatures that require magic to damage.\r\n\r\n*New Emote Animations*\r\n\r\nThe following emotes now have unique animations:\r\n\r\n/bored /yawn /agree /amaze\r\n/boggle /gasp /apologize /plead\r\n/grovel /applaud /clap /bleed\r\n/hungry /blush /cackle /chuckle\r\n/giggle /snicker /cough /burp\r\n/cringe /duck /curious /puzzled\r\n/stare /dance /veto /disbelief\r\n/snarl /glare /peer /whistles\r\n/drool /kneel /point /shrug\r\n/ponder /raise /ready /salute\r\n/shiver /tap /thanks /bow\r\n\r\n*Item Enhancements*\r\n\r\n- A number of existing high-level weapons models have been replaced with new, much more visually appealing versions.\r\n\r\n*Trade Skill Enhancements*\r\n\r\nEnhancements have been made to the Tinkering trade skill to facilitate underwater breathing.\r\n\r\n- The EverQuest Team", "body_markdown": "### October 28th, 7:00am\r\n\r\n*General Enhancements*\r\n\r\nUser Adjustable Clipping-plane\r\n\r\nWe have recently implemented a user adjustable clipping-plane. This will allow players with higher-end hardware to move out the distance at which the 3D world geometry is drawn into view, as well as the ability for players with lower-end hardware to pull this distance in, to further improve frame-rate. To utilize this new feature, you may do so by adjusting the clipping-plane slider bar located in the \"Options\"-\"Display\" directory, in-game. Sliding the bar left will reduce the distance at which the geometry is drawn in to view, whereas sliding the bar to the right will expand this distance. The following rules apply as to which zones the adjustable clipping-plane may be used in:\r\n\r\n- The clipping-plane can be pushed back in outdoor zones only.\r\n- Zones designed with heavy fog (e.g. tox, innothule, etc), the clipping-plane can only be adjusted slightly.\r\n\r\n- If the \"Misses\" chat filter is set to \"off\", Dodge, Parry, and Reposte messages will be filtered accordingly.\r\n\r\nAdditional chat filters have been added to filter out any unwanted text.\r\n\r\n*Zone Enhancements*\r\n\r\nKedge Keep has been enhanced with both new items and creatures. Please keep in mind, Kedge Keep was tested thoroughly in-house only, therefore, some additional tuning enhancements may need to be made now that it is available on the live servers.\r\n\r\n*Class Enhancements*\r\n\r\nWarrior - % increase on critical hits\r\nRogue - +8 poison resistance\r\nPaladin - +8 disease resistance\r\nRanger - +4 Fire +4 Cold resistance\r\nShadowKnight - +4 Poison +4 Disease resistance\r\nMonk - +8 Fire resistance\r\n\r\nShadowknights may now use the following spells:\r\n\r\n- LifeTap may now be cast at level 9.\r\n- LifeSpike may now be cast at level 15.\r\n- LifeDraw may now be cast at level 30.\r\n\r\nThe LifeTap, LifeSpike, and LifeDraw spell scrolls may be purchased from any ShadowKnight spell vendor.\r\n\r\nTo make room for these new spells, the following spells are no longer available for ShadowKnights:\r\n\r\n- Reclaim Energy\r\n- Mend Bones\r\n- Voice Graft\r\n\r\n*Spell Enhancements*\r\n\r\n- Level 35+ casters will now automatically meditate while sitting.\r\n\r\n- Invoke Fear (Necromancer, Enchanter, SK, and Cleric) has both had it's casting time and mana cost reduced.\r\n- Charm spells now message the message when they break (Enchanter, Bard, Necromancer, Druid)\r\n- Magician pets now have new spells.\r\n- Ensnare (Druid) has had it's casting time reduced.\r\n- High level Necromancer and Magician pets now look different.\r\n- Illusions (Enchanter) have had their duration increased.\r\n- Tishan and Markar's Clash spells (Wizard) have had their casting times reduced.\r\n- Some in-game Bardic instruments have had their stats increased to appropriate levels. Items effected are the Minotaur horn, Small Brass Trumpet, and the Drum. Some non-magic instruments have been made magic. These are the Mistmoore Battle Drums, the Lute of the Gypsy Princess and Kelin's Practice Lute.\r\n- Bards with magic gloves and magic instruments may now punch creatures that require magic to damage.\r\n\r\n*New Emote Animations*\r\n\r\nThe following emotes now have unique animations:\r\n\r\n/bored /yawn /agree /amaze\r\n/boggle /gasp /apologize /plead\r\n/grovel /applaud /clap /bleed\r\n/hungry /blush /cackle /chuckle\r\n/giggle /snicker /cough /burp\r\n/cringe /duck /curious /puzzled\r\n/stare /dance /veto /disbelief\r\n/snarl /glare /peer /whistles\r\n/drool /kneel /point /shrug\r\n/ponder /raise /ready /salute\r\n/shiver /tap /thanks /bow\r\n\r\n*Item Enhancements*\r\n\r\n- A number of existing high-level weapons models have been replaced with new, much more visually appealing versions.\r\n\r\n*Trade Skill Enhancements*\r\n\r\nEnhancements have been made to the Tinkering trade skill to facilitate underwater breathing.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 10 29", "slug": "1999-10-29-1", "patch_date": "1999-10-29T20:30:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "------------------------------\r\nOctober 29th, 3:30pm\r\n------------------------------\r\nToday several people were banned for using \"Hack\" programs and attempting to cheat in EverQuest. This sort of activity will not be tolerated in EverQuest. We won't have mercy on people who try and cheat. There will be no exceptions. When you are caught, you will be banned on the first offense.\r\n\r\n- The EverQuest Team", "body_markdown": "### October 29th, 3:30pm\r\n\r\nToday several people were banned for using \"Hack\" programs and attempting to cheat in EverQuest. This sort of activity will not be tolerated in EverQuest. We won't have mercy on people who try and cheat. There will be no exceptions. When you are caught, you will be banned on the first offense.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 11 01", "slug": "1999-11-01-1", "patch_date": "1999-11-01T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": [], "body_plaintext": "------------------------------\r\nNovember 1, 1999\r\n------------------------------\r\n\r\n[Kunark News Release]\r\n\r\nEVERQUEST POSITIONED TO AGAIN CONQUER ONLINE WORLD WITH EVERQUEST: THE \r\nRUINS OF KUNARK EXPANSION PACK \r\n- Expansion Pack Features All-New Continent, More Than 20 New Adventure \r\nZones and an Enhanced 3D Engine -\r\nFOSTER CITY, Calif., November 1, 1999 -\r\n\r\n989 Studios, a Sony Computer Entertainment Group Company, announced \r\ntoday that its highly anticipated EverQuest®: The Ruins of Kunark \r\nexpansion pack, which is an add-on to the most successful online role \r\nplaying game ever released - EverQuest -will be available in March \r\n2000. The expansion pack will provide the more than 225,000 current \r\nEverQuest gamers with an all-new continent, more than 20 new adventure \r\nzones, numerous characters, an additional playable race and an enhanced \r\n3D engine.\r\n\r\n\"EverQuest has a wildly devoted fan base who are constantly craving new \r\nchallenges and experiences in the massive world of EverQuest,\" said \r\nJeffrey Fox, vice president, marketing, 989 Studios. \"EverQuest: The \r\nRuins of Kunark continues the legacy of EverQuest and takes it many \r\nsteps further with a more detailed world that offers 40 percent more \r\ngameplay and breathtaking graphics.\" \r\n\r\nEverQuest: The Ruins of Kunark takes players on a mystical quest to the \r\ncontinent of Kunark, home of the Iksar race. On the continent, players \r\nface all-new challenges and rewards in their quest for dominance and \r\nsurvival. EverQuest fans can get more information and an early look at \r\nEverQuest: The Ruins of Kunark by visiting the exclusive expansion pack \r\nweb site at www.everquest.com/kunark.\r\n\r\nExisting EverQuest players will be able to purchase the expansion pack \r\ndirectly online; pricing information is currently under discussion. New \r\nplayers will be able to purchase a retail version, which will include \r\nall aspects of the original EverQuest, along with the increased \r\nfeatures included in the expansion pack EverQuest: The Ruins of Kunark. \r\n\r\n989 Studios - EverQuest: The Ruins of Kunark\r\n\r\nEverQuest: The Ruins of Kunark Key Features\r\n\r\nNew continent \"Kunark,\" located south of Faydwer\r\nMore than 20 new adventure zones featuring both beginner and advanced \r\nzones including: lakes, jungles, crypts, caves, dungeons, ancient \r\ntowers and underground castles\r\nNew playable race, the Iksar (Lizardman) \r\nA new cast of visually stunning non-player characters; grey dragons, \r\nreptilian monsters, giant scorpions, man-eating plants and more\r\nMore object animations featured throughout Kunark that include \r\nearthquakes and other violent natural phenomena \r\nA highly detailed world with three times the amount of polygons and \r\nlarger textures than the EverQuest world \r\nAll-new ships that will sail from both Antonica and Faydwer to Kunark\r\nNewly created art by famous fantasy artist Keith Parkinson\r\nIncreased level difficulty range allows players to advance further in \r\nthe game. \r\n\r\nThe most successful online role-playing game ever released, EverQuest \r\nfeatures a multitude of adventures and quests with an interactive \r\nstoryline that evolves according to a player's individual decisions. \r\nPlayers can choose to begin the game in any of the three continents, \r\nwith more than 90 adventure zones and 13 cities. Each of these \r\ncontinents feature: diverse species, economic systems, alliances and \r\npolitics. Throughout this adventure, players form groups, strategic \r\nalliances and gather magical artifacts in their perilous and exciting \r\nquest to conquer the world of Norrath. \r\n\r\nThe Station@sony.com is the official provider of EverQuest, with \r\nsoftware updates and news about the game, message boards and other \r\ncommunity features, as well as an easy-to-use billing system for \r\nEverQuest's monthly subscription fee of $9.89. \r\n\r\nVerant Interactive is an independent development studio that develops \r\ncutting-edge online games. Based in San Diego, California, Verant \r\nInteractive has a staff of over 70 employees who consist of the \r\ndevelopment teams responsible for the online games Tanarus and \r\nEverQuest. \r\n\r\n989 Studios, a Sony Computer Entertainment Group Company, is a wholly-\r\nowned division of Sony Computer Entertainment America Inc. and is the \r\nthird-largest PlayStation® software publisher in North America. \r\nHeadquartered in Foster City, California, with additional development \r\nstudios in San Diego and Santa Monica, 989 Studios develops software \r\nfor the PlayStation game console and online markets. 989 Studios is a \r\nrecognized leader in the entertainment software industry, with top \r\nfranchise titles such as NFL GameDay, Twisted Metal®, Jet Moto®, Cool \r\nBoarders® and EverQuest.", "body_markdown": "### November 1, 1999\r\n\r\n[Kunark News Release]\r\n\r\nEVERQUEST POSITIONED TO AGAIN CONQUER ONLINE WORLD WITH EVERQUEST: THE \r\nRUINS OF KUNARK EXPANSION PACK \r\n- Expansion Pack Features All-New Continent, More Than 20 New Adventure \r\nZones and an Enhanced 3D Engine -\r\nFOSTER CITY, Calif., November 1, 1999 -\r\n\r\n989 Studios, a Sony Computer Entertainment Group Company, announced \r\ntoday that its highly anticipated EverQuest®: The Ruins of Kunark \r\nexpansion pack, which is an add-on to the most successful online role \r\nplaying game ever released - EverQuest -will be available in March \r\n2000. The expansion pack will provide the more than 225,000 current \r\nEverQuest gamers with an all-new continent, more than 20 new adventure \r\nzones, numerous characters, an additional playable race and an enhanced \r\n3D engine.\r\n\r\n\"EverQuest has a wildly devoted fan base who are constantly craving new \r\nchallenges and experiences in the massive world of EverQuest,\" said \r\nJeffrey Fox, vice president, marketing, 989 Studios. \"EverQuest: The \r\nRuins of Kunark continues the legacy of EverQuest and takes it many \r\nsteps further with a more detailed world that offers 40 percent more \r\ngameplay and breathtaking graphics.\" \r\n\r\nEverQuest: The Ruins of Kunark takes players on a mystical quest to the \r\ncontinent of Kunark, home of the Iksar race. On the continent, players \r\nface all-new challenges and rewards in their quest for dominance and \r\nsurvival. EverQuest fans can get more information and an early look at \r\nEverQuest: The Ruins of Kunark by visiting the exclusive expansion pack \r\nweb site at www.everquest.com/kunark.\r\n\r\nExisting EverQuest players will be able to purchase the expansion pack \r\ndirectly online; pricing information is currently under discussion. New \r\nplayers will be able to purchase a retail version, which will include \r\nall aspects of the original EverQuest, along with the increased \r\nfeatures included in the expansion pack EverQuest: The Ruins of Kunark. \r\n\r\n989 Studios - EverQuest: The Ruins of Kunark\r\n\r\nEverQuest: The Ruins of Kunark Key Features\r\n\r\nNew continent \"Kunark,\" located south of Faydwer\r\nMore than 20 new adventure zones featuring both beginner and advanced \r\nzones including: lakes, jungles, crypts, caves, dungeons, ancient \r\ntowers and underground castles\r\nNew playable race, the Iksar (Lizardman) \r\nA new cast of visually stunning non-player characters; grey dragons, \r\nreptilian monsters, giant scorpions, man-eating plants and more\r\nMore object animations featured throughout Kunark that include \r\nearthquakes and other violent natural phenomena \r\nA highly detailed world with three times the amount of polygons and \r\nlarger textures than the EverQuest world \r\nAll-new ships that will sail from both Antonica and Faydwer to Kunark\r\nNewly created art by famous fantasy artist Keith Parkinson\r\nIncreased level difficulty range allows players to advance further in \r\nthe game. \r\n\r\nThe most successful online role-playing game ever released, EverQuest \r\nfeatures a multitude of adventures and quests with an interactive \r\nstoryline that evolves according to a player's individual decisions. \r\nPlayers can choose to begin the game in any of the three continents, \r\nwith more than 90 adventure zones and 13 cities. Each of these \r\ncontinents feature: diverse species, economic systems, alliances and \r\npolitics. Throughout this adventure, players form groups, strategic \r\nalliances and gather magical artifacts in their perilous and exciting \r\nquest to conquer the world of Norrath. \r\n\r\nThe Station@sony.com is the official provider of EverQuest, with \r\nsoftware updates and news about the game, message boards and other \r\ncommunity features, as well as an easy-to-use billing system for \r\nEverQuest's monthly subscription fee of $9.89. \r\n\r\nVerant Interactive is an independent development studio that develops \r\ncutting-edge online games. Based in San Diego, California, Verant \r\nInteractive has a staff of over 70 employees who consist of the \r\ndevelopment teams responsible for the online games Tanarus and \r\nEverQuest. \r\n\r\n989 Studios, a Sony Computer Entertainment Group Company, is a wholly-\r\nowned division of Sony Computer Entertainment America Inc. and is the \r\nthird-largest PlayStation® software publisher in North America. \r\nHeadquartered in Foster City, California, with additional development \r\nstudios in San Diego and Santa Monica, 989 Studios develops software \r\nfor the PlayStation game console and online markets. 989 Studios is a \r\nrecognized leader in the entertainment software industry, with top \r\nfranchise titles such as NFL GameDay, Twisted Metal®, Jet Moto®, Cool \r\nBoarders® and EverQuest.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 11 03", "slug": "1999-11-03-1", "patch_date": "1999-11-03T12:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "items", "zones"], "body_plaintext": "------------------------------\r\nNovember 3rd, 7:00am\r\n------------------------------\r\n\r\nListed below are the enhancements introduced in this patch.\r\n\r\n*Item Enhancements*\r\n\r\nThe entire set of the Armor or Ro (Paladin class specific armor) and Darkforge (ShadowKnight class armor) has received an increase in AC.\r\n\r\n*Class Enhancements*\r\n\r\nRogue Specific\r\n\r\n- The minimum backstab damage is now same as their level.\r\n- Rogue poison now procs on first chance after it is applied - it is no longer random.\r\n\r\n*Zone Enhancements*\r\n\r\nFollowing the Halloween event which took place on Sunday night, the Plane of Hate was officially opened with new unique armor, weapons, and items.\r\n\r\nIn addition, the EverQuest patch program has been altered such that there is no longer a seperate \"Optional Patch\" request window. The Optional patch may now be selected via a button on the standard patch window.\r\n\r\n- The EverQuest Team", "body_markdown": "### November 3rd, 7:00am\r\n\r\nListed below are the enhancements introduced in this patch.\r\n\r\n*Item Enhancements*\r\n\r\nThe entire set of the Armor or Ro (Paladin class specific armor) and Darkforge (ShadowKnight class armor) has received an increase in AC.\r\n\r\n*Class Enhancements*\r\n\r\nRogue Specific\r\n\r\n- The minimum backstab damage is now same as their level.\r\n- Rogue poison now procs on first chance after it is applied - it is no longer random.\r\n\r\n*Zone Enhancements*\r\n\r\nFollowing the Halloween event which took place on Sunday night, the Plane of Hate was officially opened with new unique armor, weapons, and items.\r\n\r\nIn addition, the EverQuest patch program has been altered such that there is no longer a seperate \"Optional Patch\" request window. The Optional patch may now be selected via a button on the standard patch window.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 12 01", "slug": "1999-12-01-1", "patch_date": "1999-12-01T12:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "zones"], "body_plaintext": "------------------------------\r\nDecember 1, 1999  7:00am\r\n------------------------------\r\n\r\nThe following changes and enhancements have been introduced with the \r\nlatest patch: \r\n\r\n*Monk Enhancements*\r\n-The Feign Death changes which were mentioned on November 16th are now \r\nlive.\r\n\r\n*Spell Enhancements*\r\n-Tishan (Enchanter) and Malise (Magician/Shaman) spells now stack.\r\n-The Pet bug (where if you have a pet, certain monsters can attack its \r\nowner anywhere in the zone) has been fixed.\r\n-Alenia`s Disenchanting Melody (Bard) should now work.\r\n-Screaming Terror (Necromancer) has changed. It is no longer a \"Run \r\nAway\" Fear spell - instead the targeted creature will cower in terror \r\nuntil it takes damage (similar to the Enchanter's Mesmerize spell). \r\n-The Environment limit (Dungeons only) has been removed.\r\n-Pact of Shadow (Necromancer) now has a 12 second recast time\r\n-Summon Waterstone (Magician) has been added to the game.\r\n\r\n- The EverQuest Team", "body_markdown": "### December 1, 1999  7:00am\r\n\r\nThe following changes and enhancements have been introduced with the \r\nlatest patch: \r\n\r\n*Monk Enhancements*\r\n-The Feign Death changes which were mentioned on November 16th are now \r\nlive.\r\n\r\n*Spell Enhancements*\r\n-Tishan (Enchanter) and Malise (Magician/Shaman) spells now stack.\r\n-The Pet bug (where if you have a pet, certain monsters can attack its \r\nowner anywhere in the zone) has been fixed.\r\n-Alenia`s Disenchanting Melody (Bard) should now work.\r\n-Screaming Terror (Necromancer) has changed. It is no longer a \"Run \r\nAway\" Fear spell - instead the targeted creature will cower in terror \r\nuntil it takes damage (similar to the Enchanter's Mesmerize spell). \r\n-The Environment limit (Dungeons only) has been removed.\r\n-Pact of Shadow (Necromancer) now has a 12 second recast time\r\n-Summon Waterstone (Magician) has been added to the game.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 12 08", "slug": "1999-12-08-1", "patch_date": "1999-12-08T12:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "items", "zones"], "body_plaintext": "------------------------------\r\nDecember 8, 1999  7:00am\r\n------------------------------\r\n\r\nThe following general enhancements have been introduced with this \r\npatch.\r\n\r\n- /Pet No Taunt and /pet taunt now works\r\n- Bard Levitation is now working as intended.\r\n- A number of spears are now available to the Shaman class.\r\n- Dazzle and Entrance (enchanter) have had their casting times reduced.\r\n- A number of NPC guards have received an increase in stats.\r\n- Screaming Terror is now functioning as intended.\r\n\r\n*Zone Specific Enhancements*\r\n\r\nAs previously mentioned, Paw becoming a mid-level dungeon is imminent. \r\nSo heed our earlier warning!\r\n\r\nBoth Fear and Hate planes have been enhanced, in terms of how often \r\nloot is dropped by NPCs.\r\n\r\n*Race Enhancements*\r\n\r\nBarbarians, Ogres and Trolls may now slam magic mobs when equipped with \r\nmagic shoulders.\r\n\r\n- The EverQuest Team", "body_markdown": "### December 8, 1999  7:00am\r\n\r\nThe following general enhancements have been introduced with this \r\npatch.\r\n\r\n- /Pet No Taunt and /pet taunt now works\r\n- Bard Levitation is now working as intended.\r\n- A number of spears are now available to the Shaman class.\r\n- Dazzle and Entrance (enchanter) have had their casting times reduced.\r\n- A number of NPC guards have received an increase in stats.\r\n- Screaming Terror is now functioning as intended.\r\n\r\n*Zone Specific Enhancements*\r\n\r\nAs previously mentioned, Paw becoming a mid-level dungeon is imminent. \r\nSo heed our earlier warning!\r\n\r\nBoth Fear and Hate planes have been enhanced, in terms of how often \r\nloot is dropped by NPCs.\r\n\r\n*Race Enhancements*\r\n\r\nBarbarians, Ogres and Trolls may now slam magic mobs when equipped with \r\nmagic shoulders.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 12 14", "slug": "1999-12-14-1", "patch_date": "1999-12-14T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "------------------------------\r\nDecember 14, 1999\r\n------------------------------\r\n\r\n- A revision was made to a bug with Dragons, which was introduced with \r\nthe patch last week.\r\n- The new Necromancer spell, Summon Corpse, is now live and functioning \r\nas intended.", "body_markdown": "### December 14, 1999\r\n\r\n- A revision was made to a bug with Dragons, which was introduced with \r\nthe patch last week.\r\n- The new Necromancer spell, Summon Corpse, is now live and functioning \r\nas intended.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "1999 12 21", "slug": "1999-12-21-1", "patch_date": "1999-12-21T05:00:00+00:00", "patch_year": 1999, "patch_type": "patch", "expansion": "classic", "tags": ["spells", "pvp", "server"], "body_plaintext": "------------------------------\r\nDecember 21, 1999\r\n------------------------------\r\n\r\nAfter a week of thorough testing, the Summon Corpse spell is now \r\nfunctioning properly (we promise!), and available on all servers.\r\n\r\n- In addition, it is now possible to cast Cancel Magic on non-grouped \r\nplayers on the PvP and PvP-teams servers.\r\n- All changes were made on the server-side, therefore no patch is \r\nrequired.\r\n\r\nFrom everyone on the EverQuest team, and Verant Interactive, we would \r\nlike to wish all of you safe and happy holidays.", "body_markdown": "### December 21, 1999\r\n\r\nAfter a week of thorough testing, the Summon Corpse spell is now \r\nfunctioning properly (we promise!), and available on all servers.\r\n\r\n- In addition, it is now possible to cast Cancel Magic on non-grouped \r\nplayers on the PvP and PvP-teams servers.\r\n- All changes were made on the server-side, therefore no patch is \r\nrequired.\r\n\r\nFrom everyone on the EverQuest team, and Verant Interactive, we would \r\nlike to wish all of you safe and happy holidays.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 01 20", "slug": "2000-01-20-1", "patch_date": "2000-01-20T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp"], "body_plaintext": "--------------------\r\nJanuary 20th, 7:00am\r\n--------------------\r\n*Announcements*\r\n\r\nThe Plane of Sky is now open!!! As a reminder to our customers, the\r\nalternate planes of reality do not necessarily follow the same\r\nphysical or ethereal rules as Norrath proper. Enjoy!\r\n\r\nToday is patch day! The EverQuest servers have been patched with the\r\nfollowing changes:\r\n\r\n*General Changes / Fixes*\r\n\r\n- Some changes have been made to the exit of Nagafen's Lair into the\r\nLavastorm Mountains. This will hopefully reduce if not solve the bug\r\nthat causes people to fall into lava when exiting Nagafen's Lair.\r\nPlease let us know how this goes.\r\n\r\n- Due to feedback received from the customers concerning the density\r\nof fog during rainstorms, visibility has been increased.\r\n\r\n- All drops of steel weapons have been replaced with higher quality\r\nfine-steel weapons of the same type. This change was made to reduce\r\nthe amount of new currency coming into the world at the mid-to-upper\r\nlevels. The fine-steel weapons are in all cases superior to the steel\r\nweapons that were dropping, they just sell to vendors for less money.\r\n\r\n- Casting times have been implemented on several activatable items.\r\nThis was done to correct issues that could arise from people\r\nchain-casting these items.\r\n\r\n- The safe-point (the point which you return if you fall below the\r\nworld) in Kithicor has been moved near the entrance to Rivervale, a\r\nsafer part of the zone.\r\n\r\n- Corrected a bug that caused AC to be improperly displayed for higher\r\nlevel characters. Your AC should now reflect all of your items.\r\n\r\nAdditional Bug Fixes:\r\n\r\n- Corrected a bug in the client that could cause a crash if you were\r\nspammed with emotes by someone on your /ignore list.\r\n- Corrected a bug that allowed ships to move faster when disarmed\r\n- Corrected a bug that caused the Aqualung to lose its charges if\r\ndropped on the ground.\r\n- Fire Giants in Nagafen's Lair should now recover properly when stuck\r\nin lava. Consider yourself warned.\r\n- The Instill Doubt skill has been disabled on the PvP servers.\r\n\r\n*Spell Changes*\r\n\r\n- Shadow Vortex is now a \"drain\" spell.\r\n- Siphon Strength will now stack with strength buffs and debuffs\r\n- Panic the Dead cast and recast delays have been reduced. In\r\naddition, the spell is less resistable.\r\n- Angstlich's Appalling Screech had its radius increased slightly.\r\n- All Wizard AoE damage and stun spells have had their radius slightly\r\nincreased\r\n- Yonder will now interact better with levitate.\r\n- Form of the Great Wolf had its speed component increased.\r\n- Terrorize Animal had its casting time reduced and is less\r\nresistable.\r\n- New magician's spells have been added. Check your spell vendors.\r\n- Reoccurring Amnesia has been made more effective.\r\n- NPCs will now treat the \"Cancel Magic\" series of spells as hostile.\r\nPreviously, NPCs did not mind if players dispelled all of their buffs\r\nbefore attacking. Now they will. - The Fear and Charm series of spells\r\nnow properly notify the caster when they break. No, seriously, we're\r\ncertain this time.\r\n- Harmtouch now does more damage beginning at level 41.\r\n\r\n*Levitation Changed*\r\n\r\nDue to the implementation of casting times on activatable items, the\r\ncode that disallowed refreshing of the Levitation spell while it was\r\nactive is no longer necessary and has been backed out. The Levitate\r\nspell may now be refreshed while the spell is in use.\r\n\r\n*Quests and Items*\r\n\r\n- The Armor of Ro should be more obtainable. We will continue to\r\nevaluate and adjust the rarity of other class-specific armor\r\ncomponents to make the pieces obtainable in a reasonable amount of\r\ntime.\r\n\r\n- We have changed the reward of a newbie quest in the Qeynos area from\r\na level 49 scroll to a level 1 scroll. The issuance of a level 49\r\nscroll was a typo in the quest data, allowing new characters to amass\r\nan abnormally large amount of currency.\r\n\r\n- The stats on the reward for the Rogue Redemption quest have been\r\nincreased to make it better than the favorite dropped-weapon for the\r\nlevel range.\r\n\r\n- Ravenscale boots will now drop as frequently as other Ravenscale\r\nitems.\r\n\r\n- The Mask of Deception may now be equipped by the appropriate races.\r\n\r\n*Fletching Update*\r\n\r\nAll arrows created with the new Silver-Tipped Arrowhead (formerly the\r\nBladed Arrowhead) are now magical in nature, and may be used versus\r\nmagical creatures. All existing items in your possession will\r\nautomatically morph into the new magical items. Additionally, each\r\nsuccessful attempt to create magical arrows will yield 10 arrows\r\ninstead of the previous 5. As such, the vendor buy-back value has been\r\ndecreased accordingly.\r\n\r\n*Paw*\r\n\r\nThe difficulty of Paw has been decreased. We found that many of the\r\ngnolls in the new Paw had too many hitpoints, making the dungeon more\r\ndifficult than it should have been for the desired level target.\r\nPlease let us know how this change affects the viability of the\r\ndungeon.\r\n\r\n*The Plane of Fear*\r\n\r\nThe item-drop percentages in the Plane of Fear have been increased.\r\nThis change was supposed to have occurred in the last patch, however\r\nthe data was not exported. It has been tested and equipment drops are\r\nnow occurring at a much higher rate.\r\n\r\n*The Plane of Hate*\r\n\r\nThe item-drop percentages on roaming and fast-spawning NPCs in the\r\nPlane of Hate have been decreased. Previously, these NPCs used the\r\nsame drop-percentages as the slow-spawning NPCs, causing overall drop\r\npercentages to be extremely high.\r\n\r\nAlso, the inhabitants of the Plane of Hate no longer fall for\r\nillusions, and tend to \"Hate\" everyone.\r\n\r\n*Monk Enhancement*\r\n\r\nA monk's speed in hand-to-hand combat will now improve with level,\r\nbeginning in the high 20s. This will result in higher level monks\r\ndoing substantially more damage in a given time-frame.\r\n\r\nThough this change does increase the power of the average monk, it\r\nshould be stressed that the monk is now even more in need of true tank\r\nclasses who have the ability to taunt upset creatures off them. We\r\nwant to stress that the \"taunt factor\" of a monks fist has NOT been\r\nincreased, though it may appear so due to your increased damage.\r\n\r\n*Paladin/Shadowknight Enhancement*\r\n\r\nPaladins and Shadowknights now have a higher hitpoints and higher\r\nskill caps on Bash and Taunt.\r\n\r\nThe additional hitpoints will be noticeable for Paladins and SKs over\r\nlevel 25. This was done because the Paladins, SKs, and Rangers had the\r\nsame HP base, which upon further consideration is not compatible with\r\nour vision of those classes' roles. This change will basically put\r\nPaladin and SK HPs midway (in terms of Hit Points) between rangers and\r\nwarriors of the same race.\r\n\r\nThe taunt skill was increased because SKs, and in particular, Paladins\r\nhad difficulty taunting opponents off of Rangers, Monks, Rogues, and\r\nWarriors due to their lower damage output. Though the Paladin and SK\r\nwill never equal the warrior in their ability to taunt, this change in\r\naddition to some of the taunting spells should help them become more\r\neffective tanks.\r\n\r\nBash was increased because Paladins typically aren't switching to\r\ntwo-handed weapons, choosing instead to continue using the bash skill.\r\nMost warriors, being ogres, trolls, or barbarians for the most part,\r\ndo not worry about bash and instead opt for slam, which uses the same\r\nskill. Paladins are typically the only characters who use a shield\r\nthroughout their lives.\r\n\r\n*Rogue Enhancement*\r\n\r\nWhenever a rogue is invisible, whether by spell, potion, or skill,\r\nthey are now also invisible to undead.\r\n\r\nThis change was made to add a definite class-advantage to the rogue,\r\nallowing them to do something that no other class could do. It is the\r\nfirst step in a multi-step process to improve the rogue class.\r\n\r\n*Wizard Enhancement*\r\n\r\nLevel 35 or above wizards will find that their spells (Magic, Cold, or\r\nFire) much less likely to be resisted. This effect stacks with the\r\nStaff of Temperate Flux and enchanter, shaman, and magician resistance\r\ndebuffs.\r\n\r\nThis change was made to increase the effectiveness of wizards at about\r\nthe level that all spell-casting classes start seeing their resistance\r\nrates go up. Wizards specialize in direct magical damage. It makes\r\nsense that they should be better at causing that damage than the other\r\nclasses.\r\n\r\n*Bard Enhancement*\r\n\r\nBards will now receive the Meditate skill at 10th level. This skill\r\nwill be granted automatically the first time a bard zones after\r\nreaching 10th level, and cannot be trained further. It will have the\r\neffect of decreasing the amount of time that it takes a Bard to\r\nmemorize their songs. Previously, it would take 50th level bards\r\nupwards of 2 minutes to memorize a song. Now it is much faster.\r\n\r\n*Druid Enhancement*\r\n\r\nThe skill cap on a Druid's tracking skill has been increased. This\r\nchange was implemented based upon general public opinion that the\r\nformer cap was far too low for the skill to be even marginally viable.\r\n\r\n\r\n*Feign Death and Pets*\r\n\r\nAfter a serious discussion regarding the Necromancer's Feign Death\r\ntactic, as well as reviewing public opinion on the matter, we have\r\nimplemented a change. As we would like everyone to understand why we\r\nfeel this change was necessary, here is a summary of the issue:\r\n\r\nProblem: Feign death allows you to become an invalid target in all\r\ncircumstances, providing offensive tactics that are abusive. For this\r\nability to remain balanced, the pet should follow the same rules as\r\ninvisibility. Offensive tactics used by other classes involve the\r\ncreature getting a saving throw verses the effect. Since creatures do\r\nNOT get a direct save verses feign death (as you cast it on yourself),\r\nand since you can retry the combat once you have feigned death, there\r\nis very little risk to necromancer himself. As this tactic involves\r\ncharming an NPC and turning it against another NPC, which could be\r\npart of the same spawn, it allows for Necromancers to solo MUCH bigger\r\nrooms than any other class could. This situation is well beyond what\r\nwould preserve game balance for any other class (soloing the\r\nBloodthirsty Ghoul room and Ghoul Lord room, for example).\r\n\r\nExample: While there are many examples of how the Necromancer Feign\r\nDeath tactic is abusive, one of the most egregious occurs in the Ghoul\r\nLord room of Lower Guk. The room consists of 2 Bok Ghoul Guards and\r\nthe Ghoul Lord himself. Using the current system, a level 50 Necro can\r\neasily solo the room at virtually no risk to himself. The Necro can\r\nget into the room quite easily with Invis To Undead. To clear the room\r\nhe uses Screaming Terror on one Bok and Charms the other. When the\r\nGhoul Lord rushes him, he feigns. The Lord then turns on the charmed\r\nBok and kills it, taking considerable damage during the fight. The\r\nNecromancer waits until the Ghoul Lord returns to its spawn point.\r\nWhen the necromancer gets back up, he is in no danger of being\r\nattacked due to the way Feign Death works now. He then charms the 2nd\r\nBok and Feigns again. The fight goes on and the 2nd Bok is killed.\r\nWhen the Necromancer gets back up he has a VERY wounded Ghoul Lord AND\r\nnearly full mana. The Lord is now an easy kill, and the Necro collects\r\nhis special items.\r\n\r\nSolution: Ideally, Feign Death should work like Invisibility, where\r\nsummoned pets suicide and the charmed ones break Charm. We do not\r\nwant, however, to adversely affect lower level Necromancers to such a\r\nlarge degree. What we do recognize is the need to prevent higher level\r\nNecro's from exploiting key spawn points. Hence, when you Feign Death,\r\nany charmed NPC will immediately break Charm. However, summoned NPCs\r\n(pets) will NOT be affected. While this still allows the use of the\r\nFeign Death tactic with your summoned pet, it does not imbalance the\r\ngame and many dungeon spawns to the degree that charming an NPC does.\r\n\r\n*Manastone Changed*\r\n\r\nThe players have raised many concerns about the power of the\r\nManastone, which no longer drops. They cite that people without a\r\nManastone are not as welcome in expeditions to the outer planes and\r\nother areas as people with them. Since dropping additional Manastones\r\nvia quest or removing them from the existing populace is not\r\ndesirable, we've decided to make it so that the Manastone will no\r\nlonger function in the alternate planes. Furthermore, it will not\r\nfunction in any of the zones included with the Kunark Expansion.\r\n\r\nWe apologize to those adversely affected by this change. Our general\r\ngoal is to avoid making changes to items in peoples' possession,\r\nhowever we felt this change was, all things considered, warranted and\r\nfor the benefit of the game as a whole.\r\n\r\n- The EverQuest Team", "body_markdown": "--------------------\r\nJanuary 20th, 7:00am\r\n--------------------\r\n*Announcements*\r\n\r\nThe Plane of Sky is now open!!! As a reminder to our customers, the\r\nalternate planes of reality do not necessarily follow the same\r\nphysical or ethereal rules as Norrath proper. Enjoy!\r\n\r\nToday is patch day! The EverQuest servers have been patched with the\r\nfollowing changes:\r\n\r\n*General Changes / Fixes*\r\n\r\n- Some changes have been made to the exit of Nagafen's Lair into the\r\nLavastorm Mountains. This will hopefully reduce if not solve the bug\r\nthat causes people to fall into lava when exiting Nagafen's Lair.\r\nPlease let us know how this goes.\r\n\r\n- Due to feedback received from the customers concerning the density\r\nof fog during rainstorms, visibility has been increased.\r\n\r\n- All drops of steel weapons have been replaced with higher quality\r\nfine-steel weapons of the same type. This change was made to reduce\r\nthe amount of new currency coming into the world at the mid-to-upper\r\nlevels. The fine-steel weapons are in all cases superior to the steel\r\nweapons that were dropping, they just sell to vendors for less money.\r\n\r\n- Casting times have been implemented on several activatable items.\r\nThis was done to correct issues that could arise from people\r\nchain-casting these items.\r\n\r\n- The safe-point (the point which you return if you fall below the\r\nworld) in Kithicor has been moved near the entrance to Rivervale, a\r\nsafer part of the zone.\r\n\r\n- Corrected a bug that caused AC to be improperly displayed for higher\r\nlevel characters. Your AC should now reflect all of your items.\r\n\r\nAdditional Bug Fixes:\r\n\r\n- Corrected a bug in the client that could cause a crash if you were\r\nspammed with emotes by someone on your /ignore list.\r\n- Corrected a bug that allowed ships to move faster when disarmed\r\n- Corrected a bug that caused the Aqualung to lose its charges if\r\ndropped on the ground.\r\n- Fire Giants in Nagafen's Lair should now recover properly when stuck\r\nin lava. Consider yourself warned.\r\n- The Instill Doubt skill has been disabled on the PvP servers.\r\n\r\n*Spell Changes*\r\n\r\n- Shadow Vortex is now a \"drain\" spell.\r\n- Siphon Strength will now stack with strength buffs and debuffs\r\n- Panic the Dead cast and recast delays have been reduced. In\r\naddition, the spell is less resistable.\r\n- Angstlich's Appalling Screech had its radius increased slightly.\r\n- All Wizard AoE damage and stun spells have had their radius slightly\r\nincreased\r\n- Yonder will now interact better with levitate.\r\n- Form of the Great Wolf had its speed component increased.\r\n- Terrorize Animal had its casting time reduced and is less\r\nresistable.\r\n- New magician's spells have been added. Check your spell vendors.\r\n- Reoccurring Amnesia has been made more effective.\r\n- NPCs will now treat the \"Cancel Magic\" series of spells as hostile.\r\nPreviously, NPCs did not mind if players dispelled all of their buffs\r\nbefore attacking. Now they will. - The Fear and Charm series of spells\r\nnow properly notify the caster when they break. No, seriously, we're\r\ncertain this time.\r\n- Harmtouch now does more damage beginning at level 41.\r\n\r\n*Levitation Changed*\r\n\r\nDue to the implementation of casting times on activatable items, the\r\ncode that disallowed refreshing of the Levitation spell while it was\r\nactive is no longer necessary and has been backed out. The Levitate\r\nspell may now be refreshed while the spell is in use.\r\n\r\n*Quests and Items*\r\n\r\n- The Armor of Ro should be more obtainable. We will continue to\r\nevaluate and adjust the rarity of other class-specific armor\r\ncomponents to make the pieces obtainable in a reasonable amount of\r\ntime.\r\n\r\n- We have changed the reward of a newbie quest in the Qeynos area from\r\na level 49 scroll to a level 1 scroll. The issuance of a level 49\r\nscroll was a typo in the quest data, allowing new characters to amass\r\nan abnormally large amount of currency.\r\n\r\n- The stats on the reward for the Rogue Redemption quest have been\r\nincreased to make it better than the favorite dropped-weapon for the\r\nlevel range.\r\n\r\n- Ravenscale boots will now drop as frequently as other Ravenscale\r\nitems.\r\n\r\n- The Mask of Deception may now be equipped by the appropriate races.\r\n\r\n*Fletching Update*\r\n\r\nAll arrows created with the new Silver-Tipped Arrowhead (formerly the\r\nBladed Arrowhead) are now magical in nature, and may be used versus\r\nmagical creatures. All existing items in your possession will\r\nautomatically morph into the new magical items. Additionally, each\r\nsuccessful attempt to create magical arrows will yield 10 arrows\r\ninstead of the previous 5. As such, the vendor buy-back value has been\r\ndecreased accordingly.\r\n\r\n*Paw*\r\n\r\nThe difficulty of Paw has been decreased. We found that many of the\r\ngnolls in the new Paw had too many hitpoints, making the dungeon more\r\ndifficult than it should have been for the desired level target.\r\nPlease let us know how this change affects the viability of the\r\ndungeon.\r\n\r\n*The Plane of Fear*\r\n\r\nThe item-drop percentages in the Plane of Fear have been increased.\r\nThis change was supposed to have occurred in the last patch, however\r\nthe data was not exported. It has been tested and equipment drops are\r\nnow occurring at a much higher rate.\r\n\r\n*The Plane of Hate*\r\n\r\nThe item-drop percentages on roaming and fast-spawning NPCs in the\r\nPlane of Hate have been decreased. Previously, these NPCs used the\r\nsame drop-percentages as the slow-spawning NPCs, causing overall drop\r\npercentages to be extremely high.\r\n\r\nAlso, the inhabitants of the Plane of Hate no longer fall for\r\nillusions, and tend to \"Hate\" everyone.\r\n\r\n*Monk Enhancement*\r\n\r\nA monk's speed in hand-to-hand combat will now improve with level,\r\nbeginning in the high 20s. This will result in higher level monks\r\ndoing substantially more damage in a given time-frame.\r\n\r\nThough this change does increase the power of the average monk, it\r\nshould be stressed that the monk is now even more in need of true tank\r\nclasses who have the ability to taunt upset creatures off them. We\r\nwant to stress that the \"taunt factor\" of a monks fist has NOT been\r\nincreased, though it may appear so due to your increased damage.\r\n\r\n*Paladin/Shadowknight Enhancement*\r\n\r\nPaladins and Shadowknights now have a higher hitpoints and higher\r\nskill caps on Bash and Taunt.\r\n\r\nThe additional hitpoints will be noticeable for Paladins and SKs over\r\nlevel 25. This was done because the Paladins, SKs, and Rangers had the\r\nsame HP base, which upon further consideration is not compatible with\r\nour vision of those classes' roles. This change will basically put\r\nPaladin and SK HPs midway (in terms of Hit Points) between rangers and\r\nwarriors of the same race.\r\n\r\nThe taunt skill was increased because SKs, and in particular, Paladins\r\nhad difficulty taunting opponents off of Rangers, Monks, Rogues, and\r\nWarriors due to their lower damage output. Though the Paladin and SK\r\nwill never equal the warrior in their ability to taunt, this change in\r\naddition to some of the taunting spells should help them become more\r\neffective tanks.\r\n\r\nBash was increased because Paladins typically aren't switching to\r\ntwo-handed weapons, choosing instead to continue using the bash skill.\r\nMost warriors, being ogres, trolls, or barbarians for the most part,\r\ndo not worry about bash and instead opt for slam, which uses the same\r\nskill. Paladins are typically the only characters who use a shield\r\nthroughout their lives.\r\n\r\n*Rogue Enhancement*\r\n\r\nWhenever a rogue is invisible, whether by spell, potion, or skill,\r\nthey are now also invisible to undead.\r\n\r\nThis change was made to add a definite class-advantage to the rogue,\r\nallowing them to do something that no other class could do. It is the\r\nfirst step in a multi-step process to improve the rogue class.\r\n\r\n*Wizard Enhancement*\r\n\r\nLevel 35 or above wizards will find that their spells (Magic, Cold, or\r\nFire) much less likely to be resisted. This effect stacks with the\r\nStaff of Temperate Flux and enchanter, shaman, and magician resistance\r\ndebuffs.\r\n\r\nThis change was made to increase the effectiveness of wizards at about\r\nthe level that all spell-casting classes start seeing their resistance\r\nrates go up. Wizards specialize in direct magical damage. It makes\r\nsense that they should be better at causing that damage than the other\r\nclasses.\r\n\r\n*Bard Enhancement*\r\n\r\nBards will now receive the Meditate skill at 10th level. This skill\r\nwill be granted automatically the first time a bard zones after\r\nreaching 10th level, and cannot be trained further. It will have the\r\neffect of decreasing the amount of time that it takes a Bard to\r\nmemorize their songs. Previously, it would take 50th level bards\r\nupwards of 2 minutes to memorize a song. Now it is much faster.\r\n\r\n*Druid Enhancement*\r\n\r\nThe skill cap on a Druid's tracking skill has been increased. This\r\nchange was implemented based upon general public opinion that the\r\nformer cap was far too low for the skill to be even marginally viable.\r\n\r\n\r\n*Feign Death and Pets*\r\n\r\nAfter a serious discussion regarding the Necromancer's Feign Death\r\ntactic, as well as reviewing public opinion on the matter, we have\r\nimplemented a change. As we would like everyone to understand why we\r\nfeel this change was necessary, here is a summary of the issue:\r\n\r\nProblem: Feign death allows you to become an invalid target in all\r\ncircumstances, providing offensive tactics that are abusive. For this\r\nability to remain balanced, the pet should follow the same rules as\r\ninvisibility. Offensive tactics used by other classes involve the\r\ncreature getting a saving throw verses the effect. Since creatures do\r\nNOT get a direct save verses feign death (as you cast it on yourself),\r\nand since you can retry the combat once you have feigned death, there\r\nis very little risk to necromancer himself. As this tactic involves\r\ncharming an NPC and turning it against another NPC, which could be\r\npart of the same spawn, it allows for Necromancers to solo MUCH bigger\r\nrooms than any other class could. This situation is well beyond what\r\nwould preserve game balance for any other class (soloing the\r\nBloodthirsty Ghoul room and Ghoul Lord room, for example).\r\n\r\nExample: While there are many examples of how the Necromancer Feign\r\nDeath tactic is abusive, one of the most egregious occurs in the Ghoul\r\nLord room of Lower Guk. The room consists of 2 Bok Ghoul Guards and\r\nthe Ghoul Lord himself. Using the current system, a level 50 Necro can\r\neasily solo the room at virtually no risk to himself. The Necro can\r\nget into the room quite easily with Invis To Undead. To clear the room\r\nhe uses Screaming Terror on one Bok and Charms the other. When the\r\nGhoul Lord rushes him, he feigns. The Lord then turns on the charmed\r\nBok and kills it, taking considerable damage during the fight. The\r\nNecromancer waits until the Ghoul Lord returns to its spawn point.\r\nWhen the necromancer gets back up, he is in no danger of being\r\nattacked due to the way Feign Death works now. He then charms the 2nd\r\nBok and Feigns again. The fight goes on and the 2nd Bok is killed.\r\nWhen the Necromancer gets back up he has a VERY wounded Ghoul Lord AND\r\nnearly full mana. The Lord is now an easy kill, and the Necro collects\r\nhis special items.\r\n\r\nSolution: Ideally, Feign Death should work like Invisibility, where\r\nsummoned pets suicide and the charmed ones break Charm. We do not\r\nwant, however, to adversely affect lower level Necromancers to such a\r\nlarge degree. What we do recognize is the need to prevent higher level\r\nNecro's from exploiting key spawn points. Hence, when you Feign Death,\r\nany charmed NPC will immediately break Charm. However, summoned NPCs\r\n(pets) will NOT be affected. While this still allows the use of the\r\nFeign Death tactic with your summoned pet, it does not imbalance the\r\ngame and many dungeon spawns to the degree that charming an NPC does.\r\n\r\n*Manastone Changed*\r\n\r\nThe players have raised many concerns about the power of the\r\nManastone, which no longer drops. They cite that people without a\r\nManastone are not as welcome in expeditions to the outer planes and\r\nother areas as people with them. Since dropping additional Manastones\r\nvia quest or removing them from the existing populace is not\r\ndesirable, we've decided to make it so that the Manastone will no\r\nlonger function in the alternate planes. Furthermore, it will not\r\nfunction in any of the zones included with the Kunark Expansion.\r\n\r\nWe apologize to those adversely affected by this change. Our general\r\ngoal is to avoid making changes to items in peoples' possession,\r\nhowever we felt this change was, all things considered, warranted and\r\nfor the benefit of the game as a whole.\r\n\r\n<div>- The EverQuest Team </div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 01 28", "slug": "2000-01-28-1", "patch_date": "2000-01-29T00:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "content", "class_changes", "spells", "items", "server"], "body_plaintext": "--------------------\r\nJanuary 28th, 7:00pm Emergency Patch\r\n--------------------\r\n\r\nThe servers are currently being brought down individually for an emergency update.\r\nThis update is being done to correct a bug in the server code that led to the instability\r\nthat the servers have experienced over the past week. We apologize for the inconvenience.\r\n\r\nIncluded with this patch are several changes that were not supposed to occur until the \r\nregular patch next week. These changes are inseparable from the changes required to fix \r\nthe network problems, and as such are being implemented a little earlier than we would like. \r\nThere will be additional changes in the next patch that we wanted to include with the current \r\nchanges, however to reduce overall downtime and customer inconvenience, they are being postponed \r\nuntil next week.\r\n\r\n*Changes in Current Patch*\r\n\r\n*Warriors*\r\n\r\nWarriors now have a chance to strike a \"Crippling Blow\" when berserk. \"Crippling Blow\" is much the \r\nsame as a \"Critical Hit\" with increased damage and an integral stun.\r\n\r\n*Magicians and Necromancers*\r\n\r\nWe discovered a bug whereby all NPCs will not utilize their \"Dual Wield\" skill unless they have a weapon \r\nequipped in their off-hand. This bug would not allow magician and necromancer pets to use their \"Dual Wield\" \r\nskill unless handed two weapons by their masters. Since magician pets could not wield weapons at all, they \r\nnever used their \"dual wield\" skill.\r\n\r\nCorrecting this bug would cause all NPCs above the mid-20s to suddenly begin using their \"dual wield\" skill to\r\nattack players with their off-hand. This would cause a drastic shift to game balance, as most non-pet NPCs are\r\ngenerally considered balanced.\r\n\r\nMagicians may now equip their pets with weapons. This will allow their pets to utilize their \"dual wield\" skill, \r\nthus increasing the number of attacks that the pet can make per round.\r\n\r\nSince magician pets can now wield weapons, an ability previously reserved for necromancers, high level necromancer \r\nsummons (44 or above) will now randomly cast spell effects upon the creatures they fight.\r\n\r\nAn additional change has been made to make it easier for necromancers and magicians to equip their pets. Previously, \r\nnecromancers had to equip their pets with two *different* weapons in order enable them to \"dual wield\". This change \r\nallows magicians and necromancers alike to hand their pet two *identical* weapons, thus making it easier for them to \r\nget their pet to \"dual wield\".\r\n\r\nThese changes drew our attention to the disparity that exists between melee characters and caster pets. Both of these \r\npets, after the initial round of changes, could wield certain weapons that would significantly increase their attack \r\nspeed. We acknowledge that necromancers always had this ability, and apologize for our delay in addressing it, but \r\nweapons will no longer increase the attack speed (lower the attack delay) of a pet.\r\n\r\nIn the near future, several new spells are planned for necromancers of level 12 and above, including a new type of \r\nnecromancer-only spell that is very group-friendly. We were planning to include these new spells with the changes in \r\npet/weapon interaction, but those additions require downtime best restricted to the planned update schedule. We expect \r\nto implement the new spell effects in the next patch, tentatively scheduled for next week.\r\n\r\n- The EverQuest Team", "body_markdown": "### January 28th, 7:00pm Emergency Patch\r\n\r\nThe servers are currently being brought down individually for an emergency update.\r\nThis update is being done to correct a bug in the server code that led to the instability\r\nthat the servers have experienced over the past week. We apologize for the inconvenience.\r\n\r\nIncluded with this patch are several changes that were not supposed to occur until the \r\nregular patch next week. These changes are inseparable from the changes required to fix \r\nthe network problems, and as such are being implemented a little earlier than we would like. \r\nThere will be additional changes in the next patch that we wanted to include with the current \r\nchanges, however to reduce overall downtime and customer inconvenience, they are being postponed \r\nuntil next week.\r\n\r\n*Changes in Current Patch*\r\n\r\n*Warriors*\r\n\r\nWarriors now have a chance to strike a \"Crippling Blow\" when berserk. \"Crippling Blow\" is much the \r\nsame as a \"Critical Hit\" with increased damage and an integral stun.\r\n\r\n*Magicians and Necromancers*\r\n\r\nWe discovered a bug whereby all NPCs will not utilize their \"Dual Wield\" skill unless they have a weapon \r\nequipped in their off-hand. This bug would not allow magician and necromancer pets to use their \"Dual Wield\" \r\nskill unless handed two weapons by their masters. Since magician pets could not wield weapons at all, they \r\nnever used their \"dual wield\" skill.\r\n\r\nCorrecting this bug would cause all NPCs above the mid-20s to suddenly begin using their \"dual wield\" skill to\r\nattack players with their off-hand. This would cause a drastic shift to game balance, as most non-pet NPCs are\r\ngenerally considered balanced.\r\n\r\nMagicians may now equip their pets with weapons. This will allow their pets to utilize their \"dual wield\" skill, \r\nthus increasing the number of attacks that the pet can make per round.\r\n\r\nSince magician pets can now wield weapons, an ability previously reserved for necromancers, high level necromancer \r\nsummons (44 or above) will now randomly cast spell effects upon the creatures they fight.\r\n\r\nAn additional change has been made to make it easier for necromancers and magicians to equip their pets. Previously, \r\nnecromancers had to equip their pets with two *different* weapons in order enable them to \"dual wield\". This change \r\nallows magicians and necromancers alike to hand their pet two *identical* weapons, thus making it easier for them to \r\nget their pet to \"dual wield\".\r\n\r\nThese changes drew our attention to the disparity that exists between melee characters and caster pets. Both of these \r\npets, after the initial round of changes, could wield certain weapons that would significantly increase their attack \r\nspeed. We acknowledge that necromancers always had this ability, and apologize for our delay in addressing it, but \r\nweapons will no longer increase the attack speed (lower the attack delay) of a pet.\r\n\r\nIn the near future, several new spells are planned for necromancers of level 12 and above, including a new type of \r\nnecromancer-only spell that is very group-friendly. We were planning to include these new spells with the changes in \r\npet/weapon interaction, but those additions require downtime best restricted to the planned update schedule. We expect \r\nto implement the new spell effects in the next patch, tentatively scheduled for next week.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 02 03", "slug": "2000-02-03-1", "patch_date": "2000-02-03T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["class_changes", "spells", "zones", "pvp"], "body_plaintext": "------------------------------\r\nFebruary 3, 2000  8:00 am\r\n------------------------------\r\n\r\nThe following changes have been implemented on the live servers:\r\n\r\n*Spells*\r\n\r\n- Lay On Hands: Enhanced to heal more hitpoints per level.\r\n- Enveloping Roots: Casting time reduced to match Immobilize\r\n- Skin Like Nature: Small Damage Shield added. This will stack with \r\nother shields.\r\n- Insidious Fever: Casting time reduced.\r\n- Insidious Malady: Casting time Reduced.\r\n- Burnout series: Negative HP component removed to bring it in line \r\nwith the Necromancer's Intensify/Augment death series.\r\n\r\n*Songs*\r\n\r\n- Syvelian's Anti-magic Aura: Potency increased.\r\n- Shauri's Sonorous Clouding: Now also grants See Invisible. Party \r\nmembers can now see each other while under the effect of this song.\r\n\r\nAdditionally, the following songs have been given a slightly larger \r\nradius:\r\n\r\n- Selo's Accelerando\r\n- Agilmente's Aria of Eagles\r\n- Shauri's Sonorous Clouding\r\n- Tarew's Aquatic Ayre\r\n\r\n*PvP-Teams Change*\r\n\r\nCustomers on the PvP-Teams servers have been plagued by a tactic known \r\nas \"Bind Rushing\". Casters would bind themselves in a hostile area or \r\ndungeon, and attack everyone of an opposing race in the area. Sooner or \r\nlater the caster would die. They would then respawn, memorize a few \r\nspells, then jump back in to attack their wounded opponents.\r\n\r\nAs a first step in combating this practice and improving life for those \r\non the PvP-Servers, casters will now respawn with zero mana after being \r\nkilled by another player in a duel or open combat.\r\n\r\nThis code is new for those on Tallon and Vallon Zek. It has been in \r\nplace for some time on Rallos Zek and works very well there.\r\n\r\n*The Plane of Sky*\r\n\r\nAll spells that grant levitation will no longer function in the Plane \r\nof Sky. This affects spells cast by Wizards, Enchanters, Shamans, \r\nDruids, Necromancers, and Bards. The Plane of Sky is designed to be \r\ncompleted in certain fashion, and the existence of these spells allowed \r\nthe islands to be completed out-of-order.\r\n\r\nA teleporter will be placed on the first island in the next patch to \r\nallow people access to the room below.\r\n\r\n- The EverQuest Team", "body_markdown": "### February 3, 2000  8:00 am\r\n\r\nThe following changes have been implemented on the live servers:\r\n\r\n*Spells*\r\n\r\n- Lay On Hands: Enhanced to heal more hitpoints per level.\r\n- Enveloping Roots: Casting time reduced to match Immobilize\r\n- Skin Like Nature: Small Damage Shield added. This will stack with \r\nother shields.\r\n- Insidious Fever: Casting time reduced.\r\n- Insidious Malady: Casting time Reduced.\r\n- Burnout series: Negative HP component removed to bring it in line \r\nwith the Necromancer's Intensify/Augment death series.\r\n\r\n*Songs*\r\n\r\n- Syvelian's Anti-magic Aura: Potency increased.\r\n- Shauri's Sonorous Clouding: Now also grants See Invisible. Party \r\nmembers can now see each other while under the effect of this song.\r\n\r\nAdditionally, the following songs have been given a slightly larger \r\nradius:\r\n\r\n- Selo's Accelerando\r\n- Agilmente's Aria of Eagles\r\n- Shauri's Sonorous Clouding\r\n- Tarew's Aquatic Ayre\r\n\r\n*PvP-Teams Change*\r\n\r\nCustomers on the PvP-Teams servers have been plagued by a tactic known \r\nas \"Bind Rushing\". Casters would bind themselves in a hostile area or \r\ndungeon, and attack everyone of an opposing race in the area. Sooner or \r\nlater the caster would die. They would then respawn, memorize a few \r\nspells, then jump back in to attack their wounded opponents.\r\n\r\nAs a first step in combating this practice and improving life for those \r\non the PvP-Servers, casters will now respawn with zero mana after being \r\nkilled by another player in a duel or open combat.\r\n\r\nThis code is new for those on Tallon and Vallon Zek. It has been in \r\nplace for some time on Rallos Zek and works very well there.\r\n\r\n*The Plane of Sky*\r\n\r\nAll spells that grant levitation will no longer function in the Plane \r\nof Sky. This affects spells cast by Wizards, Enchanters, Shamans, \r\nDruids, Necromancers, and Bards. The Plane of Sky is designed to be \r\ncompleted in certain fashion, and the existence of these spells allowed \r\nthe islands to be completed out-of-order.\r\n\r\nA teleporter will be placed on the first island in the next patch to \r\nallow people access to the room below.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 02 17", "slug": "2000-02-17-1", "patch_date": "2000-02-17T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "server"], "body_plaintext": "------------------------------\r\nFebruary 17, 2000  7:00 am\r\n------------------------------\r\n\r\n***Announcements***\r\n\r\nThe City of Paineel, home to the infamous Heretics of Erudin, is now \r\navailable via the Optional Patch. In addition, Erudites may now also be \r\nShadowknights in addition to the other classes available to them. All \r\nErudite Necromancers, Shadowknights, and Clerics who worship the God of \r\nFear, Cazic-Thule, now start in the City of Paineel. As such, if you \r\nwish to create a character of this type from this point forward, you \r\n*must* download the Paineel zone-files via the Optional Patch.\r\n\r\nPlease note that if you downloaded the Paineel zone files recently, you \r\nmust run the Optional Patch again to insure you have the correct \r\nversion of the files.\r\n\r\nIn related news, all of the entrances to the Qeynos Catacombs have been \r\nfixed.\r\n\r\nEnjoy!\r\n\r\nThe following changes have been implemented on the live servers:\r\n\r\n*Spell Changes*\r\n\r\n- The recast delay for many of the Shaman buff-spells have been \r\nreduced.\r\n- \"Reoccurring Amnesia\" has had its casting time reduced.\r\n- \"Yaulp\" and \"Augmentation\" should now stack.\r\n- \"Solidarity of Vision\" has had its duration increased.\r\n- The Druid spell, \"Skin Like Nature\", has been returned to its former \r\nstatus due to popular opinion. As such, the damage-shield component has \r\nbeen removed and the regeneration component has been re-applied.\r\n- \"Sense Magic\" has been replaced in all cases by the \"True North\" \r\nspell. If you have already inscribed the \"Sense Magic\" spell, the spell \r\nicon will now automatically reflect \"True North\".\r\n- A bug that existed with several damage-shield spells, causing their \r\ndamage to be subtracted rather than added when stacked, has been \r\ncorrected. The spells will now stack properly.\r\n- The \"Feign Death\" spell, when cast by a Necromancer, will now have a \r\nfixed duration. The Necromancer will receive several warnings prior to \r\nthe spell wearing off. This change was necessary because some \r\nNecromancers found a way to gain experience through their pet while \r\nbeing AFK for an extended duration, such as being in bed for the night. \r\nNote: This does not affect Shadowknights or Monks.\r\n- New Necromancer spells are now in game. Check your spell vendors.\r\n- Alchemy has been revamped. Check with your local Shaman.\r\n- DOT (Damage Over Time) spells will no longer hinder camping.\r\n\r\n*General Changes/Fixes*\r\n\r\n- The dungeon of Paw has again received a minor update to slightly \r\nreduce the difficulty of the zone.\r\n\r\n- All known issues with the SBLive soundcard have been corrected.\r\n\r\n- From this point forward, deleting a character will cause all corpses \r\nbelonging to that character to likewise be deleted. This change was \r\nmade primarily to stop a no-drop transfer bug. It also has the added \r\neffect of cleaning up corpses for characters that people no longer \r\nintend to play.\r\n\r\n- Crippling Blows will now display the correct damage in the \"You have \r\nscored a Crippling Blow (###)\" line.\r\n\r\n*Corpse Looting Exploit*\r\n\r\nRecently, an exploit was discovered that allowed certain unsavory \r\nindividuals to loot the corpses of other players without their consent. \r\nThe precise symptom of this is that the owner would find their corpse \r\nstripped of everything except for no-drop items, and items in a bag \r\nwith no-drop items. This exploit was fixed in this patch.\r\n\r\nIf you were affected by this exploit recently, you are entitled to a \r\nreimbursement of your lost items assuming that we still have a record \r\nof what you had. Please contact a GM in-game to arrange for an \r\ninvestigation.\r\n\r\nDuring the course of the investigation, people who have exploited this \r\nbug will be subject to disciplinary action by our GM staff up to and \r\nincluding item wipes, suspension, and/or banishment.\r\n\r\n*Rogue Enhancements*\r\n\r\nRogues received several enhancements as part of this patch:\r\n\r\n- The chance to score a critical hit with a throwing weapon has been \r\nincreased significantly.\r\n\r\n- When throwing a weapon from behind the NPC in question, a rogue now \r\nhas a chance to score a \"Deadly Strike\", for enhanced damage above and \r\nbeyond that of a critical hit.\r\n\r\n- A new rogue-specific ability has been added to the \"Hide\" skill. It \r\nis called \"Evade\". This skill has the effect of lowering the amount \r\nthat the targeted NPC hates the rogue, and has the potential of making \r\nthe engaged NPC switch to another target (preferably a tank) within the \r\nrogue's group. It is essentially a \"reverse taunt\". This ability helps \r\nmitigate the negative effects of the rogue's exceedingly high damage-\r\noutput potential. It also will in-turn help the rogue do even more \r\ndamage as the NPC is much more likely to expose its back. It is engaged \r\nby targeting the NPC you wish to \"Evade\" and pressing the \"Hide\" \r\nbutton. As a note, you must not be in combat mode in order to use this \r\nability.\r\n\r\n*Mistwalker*\r\n\r\nThe Mistwalker will once again cast its spell as often as it used to \r\nprior to the last patch. However, the resulting pet will now \r\nautomatically \"dissipate\" after one combat round. The change that \r\nreduced the \"proc\" percentage on the weapon was made due to an \r\nunintended interaction between the pet and the target when several \r\nusers of this weapon were attacking the same target. Since the new pet \r\nnow automatically dissipates after one round, the reduced \"proc\" \r\npercentage was no longer necessary.\r\n\r\n*Class-Specific Armor Quests*\r\n\r\nClass-Specific armor quests, especially those belonging to Clerics, \r\nPaladins, and Shadowknights, have been reduced in terms of how long it \r\nwill take the average person to acquire the armor. These classes, and \r\nothers that found particular pieces of their armor exceedingly \r\ndifficult to obtain should find it much easier now.\r\n\r\nIn addition, a bug that hindered completion of the Bracer of Ro quest \r\nfor some races has been corrected.\r\n\r\n*Tallon Zek*\r\n\r\nLoot rules for PvP deaths on the PvP-Teams server, Tallon Zek, have \r\nbeen changed from \"Coin + 1 item\" to \"Coin Only\". This change was made \r\nto study the impact of loot-rules upon server population in reference \r\nto the loot/efficiency disparity between caster and melee characters. \r\nThis change is a test, and may or may not be retained or rolled out \r\nacross the other PvP servers, pending the results of the server \r\npopulation study over the next few weeks.\r\n\r\n*Plane Changes*\r\n\r\nSeveral changes have been implemented in the Planes as part of this \r\npatch:\r\n\r\n- Characters will now lose all enchantments upon entering the Plane of \r\nSky.\r\n\r\n- Due to the fact that the levitate-series no longer works within the \r\nPlane of Sky, a teleporter has been placed to allow entrance into the \r\nquest room.\r\n\r\n- A teleporter has been placed within the Plane of Hate in order to \r\ngive non-casters a way out of the zone besides death, potion, or group \r\nteleport.\r\n\r\n*Loot Messages*\r\n\r\nMessages indicating what has been looted from a corpse will now be \r\nbroadcast to everyone within the looters group. This change was made \r\ndue to public request and to encourage trust within the group. We may, \r\nin the future, employ filters to allow people to choose whether or not \r\nthey wish to receive loot messages.\r\n\r\n*Fiery Avenger*\r\n\r\nThe greatly anticipated defining blade of the Paladin, the \"Fiery \r\nAvenger\", is again available within game via a quest. The *first* \r\ndevout Paladin to wield this blade and be validated by a GM in-game \r\nwill be publicly congratulated within a patch message and on the \r\nOfficial EverQuest web-site at www.everquest.com.\r\n\r\n- The EverQuest Team", "body_markdown": "### February 17, 2000  7:00 am\r\n\r\n***Announcements***\r\n\r\nThe City of Paineel, home to the infamous Heretics of Erudin, is now \r\navailable via the Optional Patch. In addition, Erudites may now also be \r\nShadowknights in addition to the other classes available to them. All \r\nErudite Necromancers, Shadowknights, and Clerics who worship the God of \r\nFear, Cazic-Thule, now start in the City of Paineel. As such, if you \r\nwish to create a character of this type from this point forward, you \r\n*must* download the Paineel zone-files via the Optional Patch.\r\n\r\nPlease note that if you downloaded the Paineel zone files recently, you \r\nmust run the Optional Patch again to insure you have the correct \r\nversion of the files.\r\n\r\nIn related news, all of the entrances to the Qeynos Catacombs have been \r\nfixed.\r\n\r\nEnjoy!\r\n\r\nThe following changes have been implemented on the live servers:\r\n\r\n*Spell Changes*\r\n\r\n- The recast delay for many of the Shaman buff-spells have been \r\nreduced.\r\n- \"Reoccurring Amnesia\" has had its casting time reduced.\r\n- \"Yaulp\" and \"Augmentation\" should now stack.\r\n- \"Solidarity of Vision\" has had its duration increased.\r\n- The Druid spell, \"Skin Like Nature\", has been returned to its former \r\nstatus due to popular opinion. As such, the damage-shield component has \r\nbeen removed and the regeneration component has been re-applied.\r\n- \"Sense Magic\" has been replaced in all cases by the \"True North\" \r\nspell. If you have already inscribed the \"Sense Magic\" spell, the spell \r\nicon will now automatically reflect \"True North\".\r\n- A bug that existed with several damage-shield spells, causing their \r\ndamage to be subtracted rather than added when stacked, has been \r\ncorrected. The spells will now stack properly.\r\n- The \"Feign Death\" spell, when cast by a Necromancer, will now have a \r\nfixed duration. The Necromancer will receive several warnings prior to \r\nthe spell wearing off. This change was necessary because some \r\nNecromancers found a way to gain experience through their pet while \r\nbeing AFK for an extended duration, such as being in bed for the night. \r\nNote: This does not affect Shadowknights or Monks.\r\n- New Necromancer spells are now in game. Check your spell vendors.\r\n- Alchemy has been revamped. Check with your local Shaman.\r\n- DOT (Damage Over Time) spells will no longer hinder camping.\r\n\r\n*General Changes/Fixes*\r\n\r\n- The dungeon of Paw has again received a minor update to slightly \r\nreduce the difficulty of the zone.\r\n\r\n- All known issues with the SBLive soundcard have been corrected.\r\n\r\n- From this point forward, deleting a character will cause all corpses \r\nbelonging to that character to likewise be deleted. This change was \r\nmade primarily to stop a no-drop transfer bug. It also has the added \r\neffect of cleaning up corpses for characters that people no longer \r\nintend to play.\r\n\r\n- Crippling Blows will now display the correct damage in the \"You have \r\nscored a Crippling Blow (###)\" line.\r\n\r\n*Corpse Looting Exploit*\r\n\r\nRecently, an exploit was discovered that allowed certain unsavory \r\nindividuals to loot the corpses of other players without their consent. \r\nThe precise symptom of this is that the owner would find their corpse \r\nstripped of everything except for no-drop items, and items in a bag \r\nwith no-drop items. This exploit was fixed in this patch.\r\n\r\nIf you were affected by this exploit recently, you are entitled to a \r\nreimbursement of your lost items assuming that we still have a record \r\nof what you had. Please contact a GM in-game to arrange for an \r\ninvestigation.\r\n\r\nDuring the course of the investigation, people who have exploited this \r\nbug will be subject to disciplinary action by our GM staff up to and \r\nincluding item wipes, suspension, and/or banishment.\r\n\r\n*Rogue Enhancements*\r\n\r\nRogues received several enhancements as part of this patch:\r\n\r\n- The chance to score a critical hit with a throwing weapon has been \r\nincreased significantly.\r\n\r\n- When throwing a weapon from behind the NPC in question, a rogue now \r\nhas a chance to score a \"Deadly Strike\", for enhanced damage above and \r\nbeyond that of a critical hit.\r\n\r\n- A new rogue-specific ability has been added to the \"Hide\" skill. It \r\nis called \"Evade\". This skill has the effect of lowering the amount \r\nthat the targeted NPC hates the rogue, and has the potential of making \r\nthe engaged NPC switch to another target (preferably a tank) within the \r\nrogue's group. It is essentially a \"reverse taunt\". This ability helps \r\nmitigate the negative effects of the rogue's exceedingly high damage-\r\noutput potential. It also will in-turn help the rogue do even more \r\ndamage as the NPC is much more likely to expose its back. It is engaged \r\nby targeting the NPC you wish to \"Evade\" and pressing the \"Hide\" \r\nbutton. As a note, you must not be in combat mode in order to use this \r\nability.\r\n\r\n*Mistwalker*\r\n\r\nThe Mistwalker will once again cast its spell as often as it used to \r\nprior to the last patch. However, the resulting pet will now \r\nautomatically \"dissipate\" after one combat round. The change that \r\nreduced the \"proc\" percentage on the weapon was made due to an \r\nunintended interaction between the pet and the target when several \r\nusers of this weapon were attacking the same target. Since the new pet \r\nnow automatically dissipates after one round, the reduced \"proc\" \r\npercentage was no longer necessary.\r\n\r\n*Class-Specific Armor Quests*\r\n\r\nClass-Specific armor quests, especially those belonging to Clerics, \r\nPaladins, and Shadowknights, have been reduced in terms of how long it \r\nwill take the average person to acquire the armor. These classes, and \r\nothers that found particular pieces of their armor exceedingly \r\ndifficult to obtain should find it much easier now.\r\n\r\nIn addition, a bug that hindered completion of the Bracer of Ro quest \r\nfor some races has been corrected.\r\n\r\n*Tallon Zek*\r\n\r\nLoot rules for PvP deaths on the PvP-Teams server, Tallon Zek, have \r\nbeen changed from \"Coin + 1 item\" to \"Coin Only\". This change was made \r\nto study the impact of loot-rules upon server population in reference \r\nto the loot/efficiency disparity between caster and melee characters. \r\nThis change is a test, and may or may not be retained or rolled out \r\nacross the other PvP servers, pending the results of the server \r\npopulation study over the next few weeks.\r\n\r\n*Plane Changes*\r\n\r\nSeveral changes have been implemented in the Planes as part of this \r\npatch:\r\n\r\n- Characters will now lose all enchantments upon entering the Plane of \r\nSky.\r\n\r\n- Due to the fact that the levitate-series no longer works within the \r\nPlane of Sky, a teleporter has been placed to allow entrance into the \r\nquest room.\r\n\r\n- A teleporter has been placed within the Plane of Hate in order to \r\ngive non-casters a way out of the zone besides death, potion, or group \r\nteleport.\r\n\r\n*Loot Messages*\r\n\r\nMessages indicating what has been looted from a corpse will now be \r\nbroadcast to everyone within the looters group. This change was made \r\ndue to public request and to encourage trust within the group. We may, \r\nin the future, employ filters to allow people to choose whether or not \r\nthey wish to receive loot messages.\r\n\r\n*Fiery Avenger*\r\n\r\nThe greatly anticipated defining blade of the Paladin, the \"Fiery \r\nAvenger\", is again available within game via a quest. The *first* \r\ndevout Paladin to wield this blade and be validated by a GM in-game \r\nwill be publicly congratulated within a patch message and on the \r\nOfficial EverQuest web-site at www.everquest.com.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 02 23", "slug": "2000-02-23-1", "patch_date": "2000-02-23T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["spells", "server"], "body_plaintext": "------------------------------\r\nFebruary 23, 2000\r\n------------------------------\r\n\r\nToday's patch was primarily comprised of server-side changes in \r\npreparation for the release of EverQuest: The Ruins of Kunark. Only one \r\ngameplay-affecting issue was updated as a result of this patch: \r\n\r\n- Being killed by another player in a duel will now cause you to re-\r\nspawn with zero mana. \r\n\r\nThis change was implemented to counter a strategy used by casters where \r\nthey would duel to reduce downtime between fights, thus allowing groups \r\nto engage creatures that they normally would not be able to. \r\n\r\n- The EverQuest Team", "body_markdown": "### February 23, 2000\r\n\r\nToday's patch was primarily comprised of server-side changes in \r\npreparation for the release of EverQuest: The Ruins of Kunark. Only one \r\ngameplay-affecting issue was updated as a result of this patch: \r\n\r\n- Being killed by another player in a duel will now cause you to re-\r\nspawn with zero mana. \r\n\r\nThis change was implemented to counter a strategy used by casters where \r\nthey would duel to reduce downtime between fights, thus allowing groups \r\nto engage creatures that they normally would not be able to. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 03 29", "slug": "2000-03-29-1", "patch_date": "2000-03-29T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "pvp", "server"], "body_plaintext": "------------------------------\r\nMarch 29, 2000\r\n------------------------------\r\n\r\nThis morning's update consisted primarily of server-side changes to \r\nimprove performance of the game engine in general. No items, spawns, \r\nspells (with the exceptions below), etc., were changed as a result of \r\nthis patch.\r\n\r\nArea Effect \"Fear\" spells will no longer work in PvP. This affects a \r\nbard song, as well as the Cleric \"Wave of Fear\" spell. \r\n\r\nCorrected a bug with some of the Resurrection spells that caused them \r\nto return too little experience.\r\n\r\nWe plan on publishing data and item changes next week if all goes well \r\non the Test server. We apologize to those who are inconvenienced by \r\nhaving to wait for the expected changes.\r\n\r\n- The EverQuest Team", "body_markdown": "### March 29, 2000\r\n\r\nThis morning's update consisted primarily of server-side changes to \r\nimprove performance of the game engine in general. No items, spawns, \r\nspells (with the exceptions below), etc., were changed as a result of \r\nthis patch.\r\n\r\nArea Effect \"Fear\" spells will no longer work in PvP. This affects a \r\nbard song, as well as the Cleric \"Wave of Fear\" spell. \r\n\r\nCorrected a bug with some of the Resurrection spells that caused them \r\nto return too little experience.\r\n\r\nWe plan on publishing data and item changes next week if all goes well \r\non the Test server. We apologize to those who are inconvenienced by \r\nhaving to wait for the expected changes.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 10", "slug": "2000-04-10-1", "patch_date": "2000-04-10T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nApril 10, 2000\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\nThe following is a list of changes that were implemented on the Live \r\nEverQuest servers today:\r\n\r\n*Spells*\r\n- You will now receive a message when attempting to mesmerize a \r\ncreature that is immune to that type of spell.\r\n- You can now right-click-and-hold on bard songs to determine what \r\ninstrument skill is used by the spell.\r\n- Dyn's Dizzying Draught has had its casting time lowered \r\nsignificantly.\r\n- Corrected a bug in the Druid root + damage spells (Enveloping roots \r\nseries) that caused the spell's damage to have a chance of breaking the \r\nspell. They work much better now.\r\n- The Magicians Phantom Armor series now grants HP regeneration.\r\n- The Druid spell, dance of the fireflies, has been changed from \r\n\"Outdoor only\" to \"Night only\". It may now be cast in dungeons.\r\n- Corrected a typographical error that allowed high level magicians to \r\ninscribe the Malosi spell. It was not intended for magicians under \r\nlevel 50.\r\n\r\n*General Changes/Fixes*\r\n- Items have gained the ability to be restricted by Deity. If a deity \r\nrestriction is placed upon an item, it will show when you right-click-\r\nand-hold on the item.\r\n- The AC on the mid-level cleric quest armor has been increased.\r\n- The Terror Mask will now cast \"Fear\" instead of \"Call of Bones\" as \r\npreviously announced. The \"Call of Bones\" effect was placed on this \r\nitem by mistake.\r\n- The Mempo of Likato now grants AC.\r\n- The Quest for the Short Sword of Morin has been fixed.\r\n- Some spawn-time problems in Mistmoore have been repaired.\r\n- Five spawn-time problems were identified in regards to the Armor of \r\nRo (Paladin) quests. They have been fixed and Paladins should have a \r\nmuch easier time of obtaining their armor.\r\n- Pets should now attack Willowisps on command.\r\n- Many spell-gems and icons have been changed to reflect the \r\nappropriate action of the spell. Be sure to reacquaint yourself with \r\nyour spell line-up.\r\n- Fixed a bug that caused targetable bard songs to ignore the \r\ninstrument in use.\r\n\r\n*Kerra Ridge*\r\nKerra Ridge has been completely revamped. The target level-range for \r\nthe zone has been slightly increased. In addition, many new quests have \r\nbeen added to the zone. The faction for Kerrans has been changed so \r\nthat those who killed them indiscriminately before today's update can \r\ntake part. Be warned that the Kerrans still do not like everyone.\r\n\r\n*Paw*\r\nPaw has received another minor difficulty adjustment. In addition, item \r\ndrop percentages have been increased.\r\n\r\n*The Plane of Hate*\r\nThe Plane of Hate has received an item-drop/spawn-time revamp. Take \r\ncare in your exploration of this zone as many things have changed.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 10, 2000\r\n\r\n***Patch Day***\r\n\r\nThe following is a list of changes that were implemented on the Live \r\nEverQuest servers today:\r\n\r\n*Spells*\r\n\r\n- You will now receive a message when attempting to mesmerize a \r\ncreature that is immune to that type of spell.\r\n- You can now right-click-and-hold on bard songs to determine what \r\ninstrument skill is used by the spell.\r\n- Dyn's Dizzying Draught has had its casting time lowered \r\nsignificantly.\r\n- Corrected a bug in the Druid root + damage spells (Enveloping roots \r\nseries) that caused the spell's damage to have a chance of breaking the \r\nspell. They work much better now.\r\n- The Magicians Phantom Armor series now grants HP regeneration.\r\n- The Druid spell, dance of the fireflies, has been changed from \r\n\"Outdoor only\" to \"Night only\". It may now be cast in dungeons.\r\n- Corrected a typographical error that allowed high level magicians to \r\ninscribe the Malosi spell. It was not intended for magicians under \r\nlevel 50.\r\n\r\n*General Changes/Fixes*\r\n\r\n- Items have gained the ability to be restricted by Deity. If a deity \r\nrestriction is placed upon an item, it will show when you right-click-\r\nand-hold on the item.\r\n- The AC on the mid-level cleric quest armor has been increased.\r\n- The Terror Mask will now cast \"Fear\" instead of \"Call of Bones\" as \r\npreviously announced. The \"Call of Bones\" effect was placed on this \r\nitem by mistake.\r\n- The Mempo of Likato now grants AC.\r\n- The Quest for the Short Sword of Morin has been fixed.\r\n- Some spawn-time problems in Mistmoore have been repaired.\r\n- Five spawn-time problems were identified in regards to the Armor of \r\nRo (Paladin) quests. They have been fixed and Paladins should have a \r\nmuch easier time of obtaining their armor.\r\n- Pets should now attack Willowisps on command.\r\n- Many spell-gems and icons have been changed to reflect the \r\nappropriate action of the spell. Be sure to reacquaint yourself with \r\nyour spell line-up.\r\n- Fixed a bug that caused targetable bard songs to ignore the \r\ninstrument in use.\r\n\r\n*Kerra Ridge*\r\n\r\nKerra Ridge has been completely revamped. The target level-range for \r\nthe zone has been slightly increased. In addition, many new quests have \r\nbeen added to the zone. The faction for Kerrans has been changed so \r\nthat those who killed them indiscriminately before today's update can \r\ntake part. Be warned that the Kerrans still do not like everyone.\r\n\r\n*Paw*\r\n\r\nPaw has received another minor difficulty adjustment. In addition, item \r\ndrop percentages have been increased.\r\n\r\n*The Plane of Hate*\r\n\r\nThe Plane of Hate has received an item-drop/spawn-time revamp. Take \r\ncare in your exploration of this zone as many things have changed.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 17", "slug": "2000-04-17-1", "patch_date": "2000-04-17T21:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "------------------------------\r\nApril 17, 2000  4:00 pm\r\n------------------------------\r\n\r\nEverQuest: The Ruins of Kunark (upgrade) should now be arriving on \r\ndoorsteps around the world. Please note that attempting to create an \r\nIksar character will not work until the expansion zones are officially \r\nopened within the next week.\r\n\r\nWe ask that if you attempt to create an Iksar character out of \r\ncuriosity that you do not proceed past the \"History\" page (the page \r\nthat speaks of your lifestyle) in the character creation process. Once \r\nat this page, please use the \"Back\" button to get back to the character \r\ncreation screen. Pressing \"Next\" on this screen will cause the name you \r\nhave selected to go into the \"used name\" list, making it unavailable \r\nfor future use.\r\n\r\nWe appreciate your cooperation.\r\n\r\n- The EverQuest Team\r\n\r\n*Today's Patch*\r\n\r\nToday's patch consisted of preparations for the launch of Kunark, as \r\nwell as some new art. The following spell changes were also included:\r\n\r\n- Corrected a bug with a new bard song that allowed them to charm \r\nanything, such as deities and dragons.\r\n- Added a lesser included wisdom effect with \"Brilliance\" as well as a \r\nlesser included intelligence effect with \"Insight\". These spells will \r\nno longer stack.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 17, 2000  4:00 pm\r\n\r\nEverQuest: The Ruins of Kunark (upgrade) should now be arriving on \r\ndoorsteps around the world. Please note that attempting to create an \r\nIksar character will not work until the expansion zones are officially \r\nopened within the next week.\r\n\r\nWe ask that if you attempt to create an Iksar character out of \r\ncuriosity that you do not proceed past the \"History\" page (the page \r\nthat speaks of your lifestyle) in the character creation process. Once \r\nat this page, please use the \"Back\" button to get back to the character \r\ncreation screen. Pressing \"Next\" on this screen will cause the name you \r\nhave selected to go into the \"used name\" list, making it unavailable \r\nfor future use.\r\n\r\nWe appreciate your cooperation.\r\n\r\n- The EverQuest Team\r\n\r\n*Today's Patch*\r\n\r\nToday's patch consisted of preparations for the launch of Kunark, as \r\nwell as some new art. The following spell changes were also included:\r\n\r\n- Corrected a bug with a new bard song that allowed them to charm \r\nanything, such as deities and dragons.\r\n- Added a lesser included wisdom effect with \"Brilliance\" as well as a \r\nlesser included intelligence effect with \"Insight\". These spells will \r\nno longer stack.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 19", "slug": "2000-04-19-1", "patch_date": "2000-04-19T21:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["items"], "body_plaintext": "------------------------------\r\nApril 19, 2000  4:00 pm\r\n------------------------------\r\n\r\nAs part of the emergency update completed last night, a change was \r\nimplemented that increases the amount of damage done by someone \r\nwielding a 2 handed weapon. \r\n\r\nThis change was made due to a statistical imbalance in the way that \r\ndamage is calculated at the mid-to-upper levels. A person wielding a \r\none-handed weapon of a given ratio was able to do more damage than when \r\nwielding a two-handed weapon of the same ratio. \r\n\r\nWe would like to stress that no change has been made to the amount of \r\ndamage done by people wielding one-handed weapons. The net result of \r\nthis change is that people choosing to wield two-handed weapons will \r\nnow do more damage than they did before. \r\n\r\n-The EverQuest Team", "body_markdown": "### April 19, 2000  4:00 pm\r\n\r\nAs part of the emergency update completed last night, a change was \r\nimplemented that increases the amount of damage done by someone \r\nwielding a 2 handed weapon. \r\n\r\nThis change was made due to a statistical imbalance in the way that \r\ndamage is calculated at the mid-to-upper levels. A person wielding a \r\none-handed weapon of a given ratio was able to do more damage than when \r\nwielding a two-handed weapon of the same ratio. \r\n\r\nWe would like to stress that no change has been made to the amount of \r\ndamage done by people wielding one-handed weapons. The net result of \r\nthis change is that people choosing to wield two-handed weapons will \r\nnow do more damage than they did before. \r\n\r\n<div>-The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 21", "slug": "2000-04-21-1", "patch_date": "2000-04-21T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "classic", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nApril 21, 2000  7:00 am\r\n------------------------------\r\n\r\nGreetings everyone! \r\n\r\nThis morning's update is one of the final updates necessary for the \r\nEverQuest: The Ruins of Kunark launch scheduled to take place on \r\nMonday. \r\n\r\nAs part of this update, a new EverQuest Patch Program was sent to your \r\nsystem. For those who have installed the Ruins of Kunark, this update \r\nhas added a button labeled \"K-Patch\" to the patch program control \r\npanel. Within these patch messages, Ruins of Kunark players may be \r\nasked from time to time to press the \"K-Patch\" button following the \r\ndownload of the regular patch. This will allow them to download Kunark-\r\nrelated updates when they are required. \r\n\r\nIf you have not installed EverQuest: The Ruins of Kunark, you will not \r\nsee a \"K-Patch\" button. \r\n\r\nIn addition to the Kunark-related changes made today, a bug that \r\nlowered the maximum damage of two-handed weapons that was introduced \r\nearlier this week in the Emergency Update was also corrected. Finally, \r\nthe art update yesterday implemented a solution that we've been \r\npromising: Male barbarians can now see their shields.\r\n\r\nWe continue to appreciate everyone's patience while we get the servers \r\nready for Kunark. \r\n\r\nThank you.\r\n\r\n- The EverQuest Team", "body_markdown": "### April 21, 2000  7:00 am\r\n\r\nGreetings everyone! \r\n\r\nThis morning's update is one of the final updates necessary for the \r\nEverQuest: The Ruins of Kunark launch scheduled to take place on \r\nMonday. \r\n\r\nAs part of this update, a new EverQuest Patch Program was sent to your \r\nsystem. For those who have installed the Ruins of Kunark, this update \r\nhas added a button labeled \"K-Patch\" to the patch program control \r\npanel. Within these patch messages, Ruins of Kunark players may be \r\nasked from time to time to press the \"K-Patch\" button following the \r\ndownload of the regular patch. This will allow them to download Kunark-\r\nrelated updates when they are required. \r\n\r\nIf you have not installed EverQuest: The Ruins of Kunark, you will not \r\nsee a \"K-Patch\" button. \r\n\r\nIn addition to the Kunark-related changes made today, a bug that \r\nlowered the maximum damage of two-handed weapons that was introduced \r\nearlier this week in the Emergency Update was also corrected. Finally, \r\nthe art update yesterday implemented a solution that we've been \r\npromising: Male barbarians can now see their shields.\r\n\r\nWe continue to appreciate everyone's patience while we get the servers \r\nready for Kunark. \r\n\r\nThank you.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 24", "slug": "2000-04-24-1", "patch_date": "2000-04-24T20:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": [], "body_plaintext": "------------------------------\r\nApril 24, 2000  3:00 pm\r\n------------------------------\r\n\r\nHello All,\r\n\r\nDue to the unfortunate problems we have had with our order processing \r\nsystem, it doesn't look like every person that ordered Kunark will \r\nreceive it in a timely fashion. We sincerely apologize for this \r\nunanticipated problem. We expect that roughly 90% of the people who \r\nordered will be receiving their orders by today.\r\n\r\nBecause of the problems we have had we will be refunding anyone who \r\nordered Ruins of Kunark on or before Wednesday April 19th and does not \r\nreceive their orders by today for their shipping costs, as well as \r\ncrediting their accounts for one month of gameplay. This applies to \r\nInternational orders as well.\r\n\r\nWe'll be taking care of these refunds via email at \r\nkunarkrefund@verant.com, and it will be necessary for anyone that wants \r\nto take advantage of this refund to send us your Station Name, billing \r\nname and address on the account and the date you placed the order. \r\nPlease also include \"Kunark Refund\" in the subject line.\r\n\r\nWe are very sorry for the problems that have come up.\r\n\r\nThe EverQuest Team", "body_markdown": "### April 24, 2000  3:00 pm\r\n\r\nHello All,\r\n\r\nDue to the unfortunate problems we have had with our order processing \r\nsystem, it doesn't look like every person that ordered Kunark will \r\nreceive it in a timely fashion. We sincerely apologize for this \r\nunanticipated problem. We expect that roughly 90% of the people who \r\nordered will be receiving their orders by today.\r\n\r\nBecause of the problems we have had we will be refunding anyone who \r\nordered Ruins of Kunark on or before Wednesday April 19th and does not \r\nreceive their orders by today for their shipping costs, as well as \r\ncrediting their accounts for one month of gameplay. This applies to \r\nInternational orders as well.\r\n\r\nWe'll be taking care of these refunds via email at \r\nkunarkrefund@verant.com, and it will be necessary for anyone that wants \r\nto take advantage of this refund to send us your Station Name, billing \r\nname and address on the account and the date you placed the order. \r\nPlease also include \"Kunark Refund\" in the subject line.\r\n\r\nWe are very sorry for the problems that have come up.\r\n\r\nThe EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 27", "slug": "2000-04-27-1", "patch_date": "2000-04-27T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": [], "body_plaintext": "------------------------------\r\nApril 27, 2000\r\n------------------------------\r\n\r\nHello all,\r\n\r\nI wasn't able to get this in the patch message this evening, but I'd \r\nhope you'd help spread it around. I'm also having new /MOTD's put on \r\nthe servers to be sure that people get the word.\r\n\r\n/movelog registered accounts from Veeshan and Bristlebane will be \r\nmoving to Saryrn, Xegony and Bertox to The Seventh Hammer.\r\n\r\nI'd like to remind everything that corpses will not follow the account, \r\nso everyone will want to make sure that there corpses are looted, or \r\nthey will be lost. I'd also like to note that more people requested the \r\nmove than we will be able to accommodate, and we appreciate everyone's \r\nunderstanding in this matter.\r\n\r\n-Gordon", "body_markdown": "### April 27, 2000\r\n\r\nHello all,\r\n\r\nI wasn't able to get this in the patch message this evening, but I'd \r\nhope you'd help spread it around. I'm also having new /MOTD's put on \r\nthe servers to be sure that people get the word.\r\n\r\n/movelog registered accounts from Veeshan and Bristlebane will be \r\nmoving to Saryrn, Xegony and Bertox to The Seventh Hammer.\r\n\r\nI'd like to remind everything that corpses will not follow the account, \r\nso everyone will want to make sure that there corpses are looted, or \r\nthey will be lost. I'd also like to note that more people requested the \r\nmove than we will be able to accommodate, and we appreciate everyone's \r\nunderstanding in this matter.\r\n\r\n<div>-Gordon</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 04 28", "slug": "2000-04-28-1", "patch_date": "2000-04-28T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "zones", "server"], "body_plaintext": "------------------------------\r\nApril 28, 2000\r\n------------------------------\r\n\r\n*Spells*\r\n- \"Scale of Wolf\" is now group-only. You must be grouped with the target in order to cast this spell upon them. This change was made due to the fact that Scale of Wolf  overwrites Spirit of Wolf , which may be more desirable in some situations.\r\n- The \"Cannibalize II\" spell has been enhanced.\r\n- Corrected a bug with \"Song of the Sirens\" that caused an unintended level-cap to affect the spell. Bards should now be able to charm everything that they once could with this spell.\r\n\r\n*Binding in Timorous Deep*\r\nDue to a feature within the zone, players can no longer bind within Timorous Deep. This functionality was intended in the zone prior to launch, as binding presents a possible balance issue. Players who are already bound in this zone will retain their binding location until they bind someplace else.\r\n\r\n*Iksar Quests*\r\nA few items associated with the Iksar newbie warrior quests have been repaired. The EverQuest team would like to extend thanks to those who reported the problems.\r\n\r\n*Iksar Factions*\r\nAs announced in the patch server message yesterday, this morning we corrected a bug in Iksar faction that allowed them to travel outside Kunark without fear of being attacked by most things. In the event that any young Iksar find themselves in a bind/death loop, please /quit, log in another character, and /petition for assistance.\r\n\r\n*Server Splits*\r\nThe recently announced server splits will be completed roughly two hours after the other servers come up from this patch. Movelog registered accounts from Veeshan and Bristlebane will be moved to Saryrn, and Xegony and Bertox to The Seventh Hammer. As requests to move were very strong, we were not able to move everyone who requested. We appreciate everyone's understanding.", "body_markdown": "### April 28, 2000\r\n\r\n*Spells*\r\n\r\n- \"Scale of Wolf\" is now group-only. You must be grouped with the target in order to cast this spell upon them. This change was made due to the fact that Scale of Wolf  overwrites Spirit of Wolf , which may be more desirable in some situations.\r\n- The \"Cannibalize II\" spell has been enhanced.\r\n- Corrected a bug with \"Song of the Sirens\" that caused an unintended level-cap to affect the spell. Bards should now be able to charm everything that they once could with this spell.\r\n\r\n*Binding in Timorous Deep*\r\n\r\nDue to a feature within the zone, players can no longer bind within Timorous Deep. This functionality was intended in the zone prior to launch, as binding presents a possible balance issue. Players who are already bound in this zone will retain their binding location until they bind someplace else.\r\n\r\n*Iksar Quests*\r\n\r\nA few items associated with the Iksar newbie warrior quests have been repaired. The EverQuest team would like to extend thanks to those who reported the problems.\r\n\r\n*Iksar Factions*\r\n\r\nAs announced in the patch server message yesterday, this morning we corrected a bug in Iksar faction that allowed them to travel outside Kunark without fear of being attacked by most things. In the event that any young Iksar find themselves in a bind/death loop, please /quit, log in another character, and /petition for assistance.\r\n\r\n*Server Splits*\r\n\r\nThe recently announced server splits will be completed roughly two hours after the other servers come up from this patch. Movelog registered accounts from Veeshan and Bristlebane will be moved to Saryrn, and Xegony and Bertox to The Seventh Hammer. As requests to move were very strong, we were not able to move everyone who requested. We appreciate everyone's understanding.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 05 16", "slug": "2000-05-16-1", "patch_date": "2000-05-16T15:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "spells", "items"], "body_plaintext": "------------------------------\r\nMay 16, 2000  10:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\n*General Changes*\r\n\r\n- Sounds have been updated for NPCs in Kunark. Your Iksar should no \r\nlonger sound like humans.\r\n- Dark Elven worshipers of Solusek Ro and Bristlebane will no longer be \r\nnatively KOS to the outpost in the Overthere. Take care that if you \r\nhave taken actions allowing you to be judged sufficiently by your \r\ndeeds, you may still find yourself KOS.\r\n- Increased the number of frightfingers in the Plane of Fear. \r\nPreviously only 3 frightfingers would pop per respawn. \r\n- Several problems with the guards that were buffed up last week have \r\nbeen addressed. Some guards that should not have been buffed have been \r\nfixed. In addition, due to the level of the new guards, they all gained \r\nthe ability to innately see-invisible. The level of those guards has \r\nbeen reduced so that they no longer automatically get this ability, \r\nmaking it a bit easier to sneak by them.\r\n- Many quests have been updated and/or fixed, both in terms of ease of \r\ncompletion and reward.\r\n\r\n*Item Updates*\r\n\r\n- Corrected a typo that had the Canyoneer's Pike marked as NO RENT, \r\ncausing it to disappear on logout.\r\n- Corrected the model for the Axe of the Iron Back. It was showing as a \r\n2H sword when equipped.\r\n- The Halcyon Broadsword was mistakenly marked as an artifact. This has \r\nbeen corrected.\r\n- Corrected item icons for various pieces of Burynai Hide Armor. It was \r\ndisplaying improperly in the inventory slots.\r\n- The Skull Mask of Innervation has been changed so that it must be \r\nworn to activate its effect.\r\n- Corrected a problem with the Scourgetail Whip whereby the damage and \r\ndelay figures were transposed yielding a 30 damage, 5 delay weapon. \r\n- The \"Illusion: Iksar\" spell scroll is now droppable/tradeable.\r\n- The Goblin Eye Poker now looks like a dagger instead of a small sack.\r\n- The Cone of Mystics, which incidentally also looked like a small \r\nsack, now looks as intended.\r\n- Corrected a typo that had the Goblin Skull Crusher's effect set to \r\nthe \"Lull\" spell, which is not appropriate for a melee weapon. The \r\n\"Lull\" effect has been replaced with an appropriate effect.\r\n- The Pouch of Mistletoe Powder will now impart its effect on the \r\ntargeted character.\r\n- Mosquito Wings are available in game once again.\r\n- Many items had incorrect usage restrictions, and have been repaired.\r\n\r\nAs always, we strive to avoid making negative changes to items that \r\nalready exist in game. However, there are cases where a particularly \r\nunbalancing error has been made, such as with the Scourgetail Whip \r\nmentioned above, where the item in question must be fixed in interest \r\nof maintaining game balance. \r\n\r\nWe will continue to repair problems, add content, and enhance gameplay \r\nin both Kunark and EQ proper. We appreciate everyone's support.\r\n\r\nThank you,\r\n\r\nThe EverQuest Team", "body_markdown": "### May 16, 2000  10:00 am\r\n\r\n***Patch Day***\r\n\r\n*General Changes*\r\n\r\n- Sounds have been updated for NPCs in Kunark. Your Iksar should no \r\nlonger sound like humans.\r\n- Dark Elven worshipers of Solusek Ro and Bristlebane will no longer be \r\nnatively KOS to the outpost in the Overthere. Take care that if you \r\nhave taken actions allowing you to be judged sufficiently by your \r\ndeeds, you may still find yourself KOS.\r\n- Increased the number of frightfingers in the Plane of Fear. \r\nPreviously only 3 frightfingers would pop per respawn. \r\n- Several problems with the guards that were buffed up last week have \r\nbeen addressed. Some guards that should not have been buffed have been \r\nfixed. In addition, due to the level of the new guards, they all gained \r\nthe ability to innately see-invisible. The level of those guards has \r\nbeen reduced so that they no longer automatically get this ability, \r\nmaking it a bit easier to sneak by them.\r\n- Many quests have been updated and/or fixed, both in terms of ease of \r\ncompletion and reward.\r\n\r\n*Item Updates*\r\n\r\n- Corrected a typo that had the Canyoneer's Pike marked as NO RENT, \r\ncausing it to disappear on logout.\r\n- Corrected the model for the Axe of the Iron Back. It was showing as a \r\n2H sword when equipped.\r\n- The Halcyon Broadsword was mistakenly marked as an artifact. This has \r\nbeen corrected.\r\n- Corrected item icons for various pieces of Burynai Hide Armor. It was \r\ndisplaying improperly in the inventory slots.\r\n- The Skull Mask of Innervation has been changed so that it must be \r\nworn to activate its effect.\r\n- Corrected a problem with the Scourgetail Whip whereby the damage and \r\ndelay figures were transposed yielding a 30 damage, 5 delay weapon. \r\n- The \"Illusion: Iksar\" spell scroll is now droppable/tradeable.\r\n- The Goblin Eye Poker now looks like a dagger instead of a small sack.\r\n- The Cone of Mystics, which incidentally also looked like a small \r\nsack, now looks as intended.\r\n- Corrected a typo that had the Goblin Skull Crusher's effect set to \r\nthe \"Lull\" spell, which is not appropriate for a melee weapon. The \r\n\"Lull\" effect has been replaced with an appropriate effect.\r\n- The Pouch of Mistletoe Powder will now impart its effect on the \r\ntargeted character.\r\n- Mosquito Wings are available in game once again.\r\n- Many items had incorrect usage restrictions, and have been repaired.\r\n\r\nAs always, we strive to avoid making negative changes to items that \r\nalready exist in game. However, there are cases where a particularly \r\nunbalancing error has been made, such as with the Scourgetail Whip \r\nmentioned above, where the item in question must be fixed in interest \r\nof maintaining game balance. \r\n\r\nWe will continue to repair problems, add content, and enhance gameplay \r\nin both Kunark and EQ proper. We appreciate everyone's support.\r\n\r\nThank you,\r\n\r\nThe EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 05 25", "slug": "2000-05-25-1", "patch_date": "2000-05-25T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills"], "body_plaintext": "------------------------------\r\nMay 25, 2000  8:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nGreetings all! The following changes have been implemented on the Live \r\nservers:\r\n\r\n*Spells/Songs*\r\n\r\n- Voltaic Draught, a high level wizard direct damage spell was \r\nimproperly saving versus resistance to cold. It now appropriately saves \r\nversus magic.\r\n- The higher level bard song by Brusco was improperly healing the \r\ntarget instead of damaging it. This has been corrected.\r\n\r\n*Items*\r\n\r\nThe Shadowknight class-specific quest armor, Darkforge armor, has had \r\nits weight decreased substantially.\r\n\r\nThe Runed Fighter's Staff, previously useable by Monks and Warriors, \r\nhas been restricted to Monks only. The statistics on this staff are \r\nmuch more powerful than normally allowed for warriors. This change is \r\nretroactive and will be reflected on items currently in inventory. \r\nThough we strive to avoid negatively adjusting items after they have \r\nbeen earned, this item presented a balance issue, making the change \r\nnecessary. We apologize to warriors that currently own this weapon.\r\n\r\nA data error with the Symphonic Saber, causing it to report \"Item out \r\nof charges\", has been corrected. Due to the dynamics of this particular \r\nissue, current owners will need to contact a GM to trade this item out \r\nfor a new, properly working version of the item.\r\n\r\nThe Burning Rapier (rogue weapon) has been enhanced. In addition to an \r\nincrease in statistics, it received a stronger spell effect. The \r\nlightsource effect on the weapon has been removed due to an aesthetic \r\nrogue desire to be \"sneaky\" :)\r\n\r\nThe effect on the Hangman's Noose will now work properly.\r\n\r\n*General Changes*\r\n\r\n- Some NPCs in Dalnir were casting spells much too powerful for their \r\nlevel. They have been adjusted.\r\n- Pathing information has been updated in Highkeep. NPCs and pets \r\nshould have a much easier time of navigating the zone.\r\n- Some Quest-NPCs were not spawning properly in Rathe Mountains. These \r\nissues have been corrected.\r\n- A handful of problems reported with research practice via the \r\nConcordance of Research have been corrected. All practice-rune recipes \r\nshould now work correctly.\r\n- Gorilla's in Burning Wood now have a new texture set that properly \r\nreflects their undead status.\r\n- Fishing should now work properly in Kunark zones.\r\n- /yell now reports the proper direction to people hearing the yell.\r\n- Corrected a bug that gave some races the impression that they were \r\nallowed to start their character in Cabalis. They were never actually \r\nallowed to create the character there, however the indication that they \r\ncould has been fixed.\r\n- Corrected sound issues that were causing some crashes to the desktop \r\nin certain cases.\r\n\r\nWe are in the process of patching music files (*.XMI) for zones in \r\nwhich music does not currently work. There are 55 small files (around \r\n2K each) that will be patched over the next couple of days to enable \r\nmusic in all of the affected zones. \r\n\r\nThe zone of Timorous Deep has been tuned and itemized. Certain aspects \r\nof the changes have made certain areas of the zone more dangerous, but \r\nthe reward should be well worth the risk. Feel free to visit this zone \r\nand search out its treasures at your leisure. Note: These changes went \r\nin on Monday.\r\n\r\nUpon investigation, we discovered a deficiency with the amount of \r\nexperience being rewarded in many Kunark zones (mostly dungeons). The \r\naffected zones have been updated, and adventurers should notice the \r\ngreater experience reward in return for the increased risk and \r\nchallenge associated with these zones.\r\n\r\n- The EverQuest Team", "body_markdown": "### May 25, 2000  8:00 am\r\n\r\n*Patch Day*\r\n\r\nGreetings all! The following changes have been implemented on the Live \r\nservers:\r\n\r\n*Spells/Songs*\r\n\r\n- Voltaic Draught, a high level wizard direct damage spell was \r\nimproperly saving versus resistance to cold. It now appropriately saves \r\nversus magic.\r\n- The higher level bard song by Brusco was improperly healing the \r\ntarget instead of damaging it. This has been corrected.\r\n\r\n*Items*\r\n\r\nThe Shadowknight class-specific quest armor, Darkforge armor, has had \r\nits weight decreased substantially.\r\n\r\nThe Runed Fighter's Staff, previously useable by Monks and Warriors, \r\nhas been restricted to Monks only. The statistics on this staff are \r\nmuch more powerful than normally allowed for warriors. This change is \r\nretroactive and will be reflected on items currently in inventory. \r\nThough we strive to avoid negatively adjusting items after they have \r\nbeen earned, this item presented a balance issue, making the change \r\nnecessary. We apologize to warriors that currently own this weapon.\r\n\r\nA data error with the Symphonic Saber, causing it to report \"Item out \r\nof charges\", has been corrected. Due to the dynamics of this particular \r\nissue, current owners will need to contact a GM to trade this item out \r\nfor a new, properly working version of the item.\r\n\r\nThe Burning Rapier (rogue weapon) has been enhanced. In addition to an \r\nincrease in statistics, it received a stronger spell effect. The \r\nlightsource effect on the weapon has been removed due to an aesthetic \r\nrogue desire to be \"sneaky\" :)\r\n\r\nThe effect on the Hangman's Noose will now work properly.\r\n\r\n*General Changes*\r\n\r\n- Some NPCs in Dalnir were casting spells much too powerful for their \r\nlevel. They have been adjusted.\r\n- Pathing information has been updated in Highkeep. NPCs and pets \r\nshould have a much easier time of navigating the zone.\r\n- Some Quest-NPCs were not spawning properly in Rathe Mountains. These \r\nissues have been corrected.\r\n- A handful of problems reported with research practice via the \r\nConcordance of Research have been corrected. All practice-rune recipes \r\nshould now work correctly.\r\n- Gorilla's in Burning Wood now have a new texture set that properly \r\nreflects their undead status.\r\n- Fishing should now work properly in Kunark zones.\r\n- /yell now reports the proper direction to people hearing the yell.\r\n- Corrected a bug that gave some races the impression that they were \r\nallowed to start their character in Cabalis. They were never actually \r\nallowed to create the character there, however the indication that they \r\ncould has been fixed.\r\n- Corrected sound issues that were causing some crashes to the desktop \r\nin certain cases.\r\n\r\nWe are in the process of patching music files (*.XMI) for zones in \r\nwhich music does not currently work. There are 55 small files (around \r\n2K each) that will be patched over the next couple of days to enable \r\nmusic in all of the affected zones. \r\n\r\nThe zone of Timorous Deep has been tuned and itemized. Certain aspects \r\nof the changes have made certain areas of the zone more dangerous, but \r\nthe reward should be well worth the risk. Feel free to visit this zone \r\nand search out its treasures at your leisure. Note: These changes went \r\nin on Monday.\r\n\r\nUpon investigation, we discovered a deficiency with the amount of \r\nexperience being rewarded in many Kunark zones (mostly dungeons). The \r\naffected zones have been updated, and adventurers should notice the \r\ngreater experience reward in return for the increased risk and \r\nchallenge associated with these zones.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 06 06", "slug": "2000-06-06-1", "patch_date": "2000-06-06T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "pvp", "server"], "body_plaintext": "------------------------------\r\nJune 6, 2000  8:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nGreetings! The live servers have been updated to reflect the newest \r\ndata on the Test Server:\r\n\r\n*General*\r\n\r\n- Some new spells are available for the hybrid classes. Check your \r\nKunark spell vendors.\r\n- Found and corrected a problem causing people to fall to their deaths \r\nupon zoning. The majority of these issues should no longer occur.\r\n- Corrected outstanding issues with several quests, including the Brain \r\nBite, Shackle of Rock, and the Barnal Flamehands quest.\r\n- Increased treasure in many Kunark zones including The Emerald Jungle, \r\nSebilis, and the Frontier Mountains.\r\n- Upon review we've increased the drop-rate of level 51+ spells in \r\nKunark. They should be more plentiful now. \r\n- Updated pathing information in many zones, making it easier for pets \r\nand other NPCs to get around the zones.\r\n\r\n*Items*\r\n\r\n- A problem with the spell effect for the Luminary Two-Handed Sword. \r\nCurrent owners of this weapon will need to contact a GM to trade their \r\nsword out for a working one.\r\n- The Gunthak Harpoon is now rentable. It will remain in your \r\npossession when you leave the game.\r\n- A couple pieces of Blood Ember armor have been reduced in weight.\r\n- Reduced the weight on several Monk weapons found in Kunark.\r\n\r\n*PvP Teams Servers (VZ/TZ) and Illusions*\r\n\r\nDue to an outstanding bug that allowed a player to permanently \r\nmesmerize or stun opposing team members when coupled with an illusion, \r\nillusions will now automatically cancel when the person wearing the \r\nillusion casts an offensive spell upon any player-character. Players \r\nshould keep this in mind before attacking with spells in an area where \r\ntheir faction standing is less than desirable. \r\n\r\nIllusions are defined as any spell that makes a character look \r\ndifferent than they actually are. This includes all racial illusions, \r\nas well as other illusions such as Treeform, Wolfform, and the Call of \r\nBones series. \r\n\r\n*Risk and Reward*\r\n\r\nThe concept of risk and reward is very important to the game of \r\nEverQuest. Ideally, situations that provide a greater reward should \r\nalso provide substantial risk. Over the past several weeks, we've been \r\nidentifying areas in game where risk and reward are at a disparity, and \r\nmaking necessary adjustments. \r\n\r\nIn most cases, those adjustments are in favor of increasing the reward \r\nfor a specific action. For example, we recently increased the \r\nexperience awarded in many Kunark zones to offset the sometimes-\r\nconsiderable risk associated with adventuring there. We also do this \r\nquite frequently by increasing the reward associated with a quest by \r\nenhancing the item, as we did last week with the Burning Rapier quest. \r\n\r\nHowever, in some cases there are instances where reward is far in \r\nexcess of the risk involved, and we will be correcting these issues \r\nlike those above as we come across them. For example, there are many \r\ncases where a solitary and stationary outdoor creature has a \"fast \r\nspawn\", yielding the reward of fast experience-gain without the \r\ncommensurate risk. \r\n\r\nThough it is not our policy to announce changes to individual NPCs, we \r\ndid want to let you know that you will see risk/reward disparities \r\ncorrected over the next several weeks.\r\n\r\n*PvP Teams (VZ/TZ) Character Transfers*\r\n\r\nAs many people playing upon the PvP-Teams servers are aware, Vallon Zek \r\nand Tallon Zek have different rules regarding looting rights from PvP \r\ncombat. Vallon Zek allows the victor to loot all coin plus one item \r\nfrom the fallen, whereas Tallon Zek allows only coin-loot with no right to loot items.\r\n\r\nDue to the fact that the looting rules were changed on Tallon Zek post-\r\nproduction, we've decided to allow characters on both servers a one-\r\ntime character-move. Registration for the move will open at 6:00pm PDT \r\non Friday, June 9th, 2000, on both servers, and will be open through \r\n12:00pm PDT on Monday, June 12th, 2000. You can register for the move \r\nby executing the \"/movelog yes\" command during the registration window. \r\nThere is no limit to the number of people that we will allow to move \r\nbetween Tallon and Vallon Zek, so there is no reason to rush to enter \r\nthe command.\r\n\r\nPlease remember that once you register for the move, your decision can \r\nnot be rescinded. The actual character-move will take place sometime \r\nnext week, at a time to be announced later. Please keep in mind that \r\ncorpses are not moved in a character-move, so we'd recommend against \r\nleaving unclaimed corpses around after Monday of next week if you've \r\nasked to be moved. \r\n\r\nQuestions about the move process will be addressed in the Gameplay \r\nMessage Forum available via www.everquest.com.\r\n\r\n\r\n- The EverQuest Team\r\n\r\nUpdates Not Included in This Patch Message:\r\n\r\n* Banshee Aura has had its duration increased.\r\n* Scale of Wolf and Spirit of Scale will no longer be canceled by being \r\nthe target of a melee attack. Ranged attacks and spells will still \r\ncancel the spell.\r\n* Shaman can now cast Charm Animal\r\n* Some enchanter and shaman spells have had their casting times/mana \r\ncosts altered.\r\n* Augment, Glamour of Kintaz, Rapture, and Clarity II have had their \r\nmana cost lowered.\r\n* Root spells that cause damage (Druid roots, Hungry Earth) now work \r\nproperly.", "body_markdown": "#### June 6, 2000  8:00 am\r\n\r\n*Patch Day*\r\n\r\nGreetings! The live servers have been updated to reflect the newest \r\ndata on the Test Server:\r\n\r\n*General*\r\n\r\n- Some new spells are available for the hybrid classes. Check your \r\nKunark spell vendors.\r\n- Found and corrected a problem causing people to fall to their deaths \r\nupon zoning. The majority of these issues should no longer occur.\r\n- Corrected outstanding issues with several quests, including the Brain \r\nBite, Shackle of Rock, and the Barnal Flamehands quest.\r\n- Increased treasure in many Kunark zones including The Emerald Jungle, \r\nSebilis, and the Frontier Mountains.\r\n- Upon review we've increased the drop-rate of level 51+ spells in \r\nKunark. They should be more plentiful now. \r\n- Updated pathing information in many zones, making it easier for pets \r\nand other NPCs to get around the zones.\r\n\r\n*Items*\r\n\r\n- A problem with the spell effect for the Luminary Two-Handed Sword. \r\nCurrent owners of this weapon will need to contact a GM to trade their \r\nsword out for a working one.\r\n- The Gunthak Harpoon is now rentable. It will remain in your \r\npossession when you leave the game.\r\n- A couple pieces of Blood Ember armor have been reduced in weight.\r\n- Reduced the weight on several Monk weapons found in Kunark.\r\n\r\n*PvP Teams Servers (VZ/TZ) and Illusions*\r\n\r\nDue to an outstanding bug that allowed a player to permanently \r\nmesmerize or stun opposing team members when coupled with an illusion, \r\nillusions will now automatically cancel when the person wearing the \r\nillusion casts an offensive spell upon any player-character. Players \r\nshould keep this in mind before attacking with spells in an area where \r\ntheir faction standing is less than desirable. \r\n\r\nIllusions are defined as any spell that makes a character look \r\ndifferent than they actually are. This includes all racial illusions, \r\nas well as other illusions such as Treeform, Wolfform, and the Call of \r\nBones series. \r\n\r\n*Risk and Reward*\r\n\r\nThe concept of risk and reward is very important to the game of \r\nEverQuest. Ideally, situations that provide a greater reward should \r\nalso provide substantial risk. Over the past several weeks, we've been \r\nidentifying areas in game where risk and reward are at a disparity, and \r\nmaking necessary adjustments. \r\n\r\nIn most cases, those adjustments are in favor of increasing the reward \r\nfor a specific action. For example, we recently increased the \r\nexperience awarded in many Kunark zones to offset the sometimes-\r\nconsiderable risk associated with adventuring there. We also do this \r\nquite frequently by increasing the reward associated with a quest by \r\nenhancing the item, as we did last week with the Burning Rapier quest. \r\n\r\nHowever, in some cases there are instances where reward is far in \r\nexcess of the risk involved, and we will be correcting these issues \r\nlike those above as we come across them. For example, there are many \r\ncases where a solitary and stationary outdoor creature has a \"fast \r\nspawn\", yielding the reward of fast experience-gain without the \r\ncommensurate risk. \r\n\r\nThough it is not our policy to announce changes to individual NPCs, we \r\ndid want to let you know that you will see risk/reward disparities \r\ncorrected over the next several weeks.\r\n\r\n*PvP Teams (VZ/TZ) Character Transfers*\r\n\r\nAs many people playing upon the PvP-Teams servers are aware, Vallon Zek \r\nand Tallon Zek have different rules regarding looting rights from PvP \r\ncombat. Vallon Zek allows the victor to loot all coin plus one item \r\nfrom the fallen, whereas Tallon Zek allows only coin-loot with no right to loot items.\r\n\r\nDue to the fact that the looting rules were changed on Tallon Zek post-\r\nproduction, we've decided to allow characters on both servers a one-\r\ntime character-move. Registration for the move will open at 6:00pm PDT \r\non Friday, June 9th, 2000, on both servers, and will be open through \r\n12:00pm PDT on Monday, June 12th, 2000. You can register for the move \r\nby executing the \"/movelog yes\" command during the registration window. \r\nThere is no limit to the number of people that we will allow to move \r\nbetween Tallon and Vallon Zek, so there is no reason to rush to enter \r\nthe command.\r\n\r\nPlease remember that once you register for the move, your decision can \r\nnot be rescinded. The actual character-move will take place sometime \r\nnext week, at a time to be announced later. Please keep in mind that \r\ncorpses are not moved in a character-move, so we'd recommend against \r\nleaving unclaimed corpses around after Monday of next week if you've \r\nasked to be moved. \r\n\r\nQuestions about the move process will be addressed in the Gameplay \r\nMessage Forum available via www.everquest.com.\r\n\r\n\r\n- The EverQuest Team\r\n\r\nUpdates Not Included in This Patch Message:\r\n\r\n* Banshee Aura has had its duration increased.\r\n* Scale of Wolf and Spirit of Scale will no longer be canceled by being \r\nthe target of a melee attack. Ranged attacks and spells will still \r\ncancel the spell.\r\n* Shaman can now cast Charm Animal\r\n* Some enchanter and shaman spells have had their casting times/mana \r\ncosts altered.\r\n* Augment, Glamour of Kintaz, Rapture, and Clarity II have had their \r\nmana cost lowered.\r\n* Root spells that cause damage (Druid roots, Hungry Earth) now work \r\nproperly.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 06 15", "slug": "2000-06-15-1", "patch_date": "2000-06-15T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "spells", "items", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nJune 15, 2000  8:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nHello everyone,\r\n\r\nOver the past few weeks, a portion of the EQ team has been working on\r\nThe Hole, in preparation of its release in the near future. Even so, a\r\nnumber of changes and additions were made in today's patch. Most of the\r\nchanges are in regards to quests:\r\n\r\n- The \"Fleshy Orb\" quest has been completed\r\n- We've received word that \"Fabian\" has been spotted somewhere on\r\nNorrath.\r\n- Froglok Foragers and Hunters should been seen more regularly.\r\n- Lord Grimrot should be seen more frequently.\r\n- Skill in tailoring is no longer required to craft The Robe of the \r\nLost Circle.\r\n\r\nA few items have also been changed this week:\r\n\r\n- The Robe of the Lost Circle has been enhanced.\r\n- The Staff of Temperate Flux and the Rod of Insidious Glamour now have\r\na short casting time associated with their activatable effect (See\r\nBelow).\r\n- The Gunthak Harpoon is again NORENT, meaning that it will disappear\r\nwhen you log off (See Below.)\r\n\r\n\r\n*Casting Times on Staff and Rod*\r\n\r\nWe received word a few weeks ago that some people were using these \r\nitems to \"spam\" other players with their spell-effect messages, causing \r\nthem to disconnect. Though /ignore will allow you to filter out text\r\nmessages caused by people on your /ignore list, it will not allow you \r\nto filter out spell-effect messages for spells cast upon you.\r\n\r\nThe short casting time should prevent the problems associated with the\r\ntargetable and activatable effect on these weapons, however you will\r\nhave to stand still to use them now.\r\n\r\n*Gunthak Harpoon*\r\n\r\nIn the last item patch, we made the mistake of making this weapon\r\n\"rentable\", meaning that it does not disappear upon logoff. Basically,\r\none of our game designers heard that the weapon was NORENT, concluded\r\nthat it must be a bug, and took the initiative to fix it.\r\nUnfortunately, the stats on this weapon, despite its disadvantages of\r\nweight and its non-magical composition, make it much too powerful for\r\nits location and difficulty in obtaining it.\r\n\r\nFor these reasons, the weapon is once again NORENT, and will disappear\r\nthe next time that you log out. This is a retroactive change and will\r\naffect weapons already in possession. We do apologize to those who\r\nacquired it within the last week expecting that it would be a permanent\r\nweapon.\r\n\r\n*Chat / Login Process*\r\n\r\nThe Chat and Login server components are now completely separate,\r\nmeaning that players will no longer have difficulty logging in due to \r\nan excess of people in the chat server.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### June 15, 2000  8:00 am\r\n\r\n*Patch Day*\r\n\r\nHello everyone,\r\n\r\nOver the past few weeks, a portion of the EQ team has been working on\r\nThe Hole, in preparation of its release in the near future. Even so, a\r\nnumber of changes and additions were made in today's patch. Most of the\r\nchanges are in regards to quests:\r\n\r\n- The \"Fleshy Orb\" quest has been completed\r\n- We've received word that \"Fabian\" has been spotted somewhere on\r\nNorrath.\r\n- Froglok Foragers and Hunters should been seen more regularly.\r\n- Lord Grimrot should be seen more frequently.\r\n- Skill in tailoring is no longer required to craft The Robe of the \r\nLost Circle.\r\n\r\nA few items have also been changed this week:\r\n\r\n- The Robe of the Lost Circle has been enhanced.\r\n- The Staff of Temperate Flux and the Rod of Insidious Glamour now have\r\na short casting time associated with their activatable effect (See\r\nBelow).\r\n- The Gunthak Harpoon is again NORENT, meaning that it will disappear\r\nwhen you log off (See Below.)\r\n\r\n\r\n*Casting Times on Staff and Rod*\r\n\r\nWe received word a few weeks ago that some people were using these \r\nitems to \"spam\" other players with their spell-effect messages, causing \r\nthem to disconnect. Though /ignore will allow you to filter out text\r\nmessages caused by people on your /ignore list, it will not allow you \r\nto filter out spell-effect messages for spells cast upon you.\r\n\r\nThe short casting time should prevent the problems associated with the\r\ntargetable and activatable effect on these weapons, however you will\r\nhave to stand still to use them now.\r\n\r\n*Gunthak Harpoon*\r\n\r\nIn the last item patch, we made the mistake of making this weapon\r\n\"rentable\", meaning that it does not disappear upon logoff. Basically,\r\none of our game designers heard that the weapon was NORENT, concluded\r\nthat it must be a bug, and took the initiative to fix it.\r\nUnfortunately, the stats on this weapon, despite its disadvantages of\r\nweight and its non-magical composition, make it much too powerful for\r\nits location and difficulty in obtaining it.\r\n\r\nFor these reasons, the weapon is once again NORENT, and will disappear\r\nthe next time that you log out. This is a retroactive change and will\r\naffect weapons already in possession. We do apologize to those who\r\nacquired it within the last week expecting that it would be a permanent\r\nweapon.\r\n\r\n*Chat / Login Process*\r\n\r\nThe Chat and Login server components are now completely separate,\r\nmeaning that players will no longer have difficulty logging in due to \r\nan excess of people in the chat server.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 06 22", "slug": "2000-06-22-1", "patch_date": "2000-06-22T14:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["items", "zones", "pvp", "ui"], "body_plaintext": "------------------------------\r\nJune 22, 2000  9:00 am\r\n------------------------------\r\n\r\n***Today's Updates***\r\n\r\n*The Hole*\r\n\r\nWe are pleased to announce the opening of The Hole, a high-level \r\ndungeon on the continent of Odus. The Hole is a complementary addition \r\nto EverQuest, available to all subscribers regardless of their Kunark \r\nstatus. The files necessary to enter The Hole are available via the \r\n\"Optional Patch\" button at the bottom of the patch program interface. \r\nThe files are quite large (about 9MB total), so if the download is \r\ngoing slowly, you may want to postpone downloading the files until \r\nlater.\r\n\r\nAs mentioned above, The Hole is a high-level dungeon, designed to \r\nsupport characters starting at about level 40. It should be regarded as \r\nextremely dangerous. As a note, jumping in The Hole from Paineel is NO \r\nLONGER A SHORTCUT TO TOXXULIA FOREST. The GMs will not recover corpses \r\nfor people who fall, or jump, or attempt to levitate into The Hole. \r\n\r\n*Vallon Zek is now Coin-Only*\r\n\r\nAs we announced earlier this week, due to the number of people \r\nspecifying interest in \"coin-only\" loot on Vallon Zek, versus those \r\nwishing to retain item- loot, we have implemented \"coin-only\" looting \r\nrules for PvP combat on Vallon Zek.\r\n\r\n*Resurrection*\r\n\r\nPreviously, players had to be resurrected within two hours after death \r\nin order to receive any experience back as part of the resurrection. \r\nDue to the increased size and difficulty associated with Kunark zones, \r\nwe've raised this limit from two hours to three. This should assist \r\nplayers and make it easier for them to obtain an experience-returning \r\nresurrection within the time limit.\r\n\r\n*Warping*\r\n\r\nWe put in some code that should help decrease the \"ghosting\" (NPCs \r\nappearing to be some place they aren't) being reported in some of the \r\nlarger Kunark zones. Please let us know how this goes.\r\n\r\n*Locked Doors*\r\n\r\nWe noticed few weeks ago that it is common practice to use NPCs to open \r\nlocked doors rather than by using the services of someone that is able \r\nto pick locks. In order to protect and increase the value of the \r\nabilities of the lock-picking classes, NPCs have gained the ability to \r\nwalk through locked doors without opening them. \r\n\r\n*Vox and Nagafen*\r\n\r\nOver the past couple of weeks, we've received more and more reports of \r\nthese dragons being bested by smaller and smaller groups of higher-\r\nlevel (high 50s) adventurers. As we've always felt that Dragons should \r\nbe special encounters that require a large number of people, we were \r\nleft with some choices.\r\n\r\nOne choice available to us was to increase the power of the dragons to \r\na level where the level 60 folks would find them challenging. This \r\nwould have the disadvantage of forever placing them out-of-reach for \r\nthose who did not buy Kunark, and place them further out-of-reach for \r\nthose who did, but are just now approaching the levels where they could \r\ngo on Dragon raids. Another possible solution was to make the dragons \r\nflee (depop) when engaged by a more powerful group of people. This \r\nwould have the undesired effect of allowing some people to deny others \r\nthe experience of fighting a dragon.\r\n\r\nInstead of raising the bar as mentioned above, we've instead decided \r\nthat dragons, or at least these two dragons, should have the magical \r\nability to pick their own fights. Players of level 53 or above will now \r\nencounter some difficulty when attempting to assist in combat with \r\nthese dragons. This should help 40s and low 50-level characters with \r\ntheir chances to encounter a dragon without worry of getting forced out \r\nby much higher level players. In addition, it also has the added effect \r\nof creating a natural progression from the younger dragons of Antonica \r\nto the elder and more formidable dragons of Kunark.\r\n\r\n\r\n-The EverQuest Team", "body_markdown": "#### June 22, 2000  9:00 am\r\n\r\n***Today's Updates***\r\n\r\n*The Hole*\r\n\r\nWe are pleased to announce the opening of The Hole, a high-level \r\ndungeon on the continent of Odus. The Hole is a complementary addition \r\nto EverQuest, available to all subscribers regardless of their Kunark \r\nstatus. The files necessary to enter The Hole are available via the \r\n\"Optional Patch\" button at the bottom of the patch program interface. \r\nThe files are quite large (about 9MB total), so if the download is \r\ngoing slowly, you may want to postpone downloading the files until \r\nlater.\r\n\r\nAs mentioned above, The Hole is a high-level dungeon, designed to \r\nsupport characters starting at about level 40. It should be regarded as \r\nextremely dangerous. As a note, jumping in The Hole from Paineel is NO \r\nLONGER A SHORTCUT TO TOXXULIA FOREST. The GMs will not recover corpses \r\nfor people who fall, or jump, or attempt to levitate into The Hole. \r\n\r\n*Vallon Zek is now Coin-Only*\r\n\r\nAs we announced earlier this week, due to the number of people \r\nspecifying interest in \"coin-only\" loot on Vallon Zek, versus those \r\nwishing to retain item- loot, we have implemented \"coin-only\" looting \r\nrules for PvP combat on Vallon Zek.\r\n\r\n*Resurrection*\r\n\r\nPreviously, players had to be resurrected within two hours after death \r\nin order to receive any experience back as part of the resurrection. \r\nDue to the increased size and difficulty associated with Kunark zones, \r\nwe've raised this limit from two hours to three. This should assist \r\nplayers and make it easier for them to obtain an experience-returning \r\nresurrection within the time limit.\r\n\r\n*Warping*\r\n\r\nWe put in some code that should help decrease the \"ghosting\" (NPCs \r\nappearing to be some place they aren't) being reported in some of the \r\nlarger Kunark zones. Please let us know how this goes.\r\n\r\n*Locked Doors*\r\n\r\nWe noticed few weeks ago that it is common practice to use NPCs to open \r\nlocked doors rather than by using the services of someone that is able \r\nto pick locks. In order to protect and increase the value of the \r\nabilities of the lock-picking classes, NPCs have gained the ability to \r\nwalk through locked doors without opening them. \r\n\r\n*Vox and Nagafen*\r\n\r\nOver the past couple of weeks, we've received more and more reports of \r\nthese dragons being bested by smaller and smaller groups of higher-\r\nlevel (high 50s) adventurers. As we've always felt that Dragons should \r\nbe special encounters that require a large number of people, we were \r\nleft with some choices.\r\n\r\nOne choice available to us was to increase the power of the dragons to \r\na level where the level 60 folks would find them challenging. This \r\nwould have the disadvantage of forever placing them out-of-reach for \r\nthose who did not buy Kunark, and place them further out-of-reach for \r\nthose who did, but are just now approaching the levels where they could \r\ngo on Dragon raids. Another possible solution was to make the dragons \r\nflee (depop) when engaged by a more powerful group of people. This \r\nwould have the undesired effect of allowing some people to deny others \r\nthe experience of fighting a dragon.\r\n\r\nInstead of raising the bar as mentioned above, we've instead decided \r\nthat dragons, or at least these two dragons, should have the magical \r\nability to pick their own fights. Players of level 53 or above will now \r\nencounter some difficulty when attempting to assist in combat with \r\nthese dragons. This should help 40s and low 50-level characters with \r\ntheir chances to encounter a dragon without worry of getting forced out \r\nby much higher level players. In addition, it also has the added effect \r\nof creating a natural progression from the younger dragons of Antonica \r\nto the elder and more formidable dragons of Kunark.\r\n\r\n\r\n<div>-The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 06 29", "slug": "2000-06-29-1", "patch_date": "2000-06-29T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "tradeskills"], "body_plaintext": "------------------------------\r\nJune 29, 2000  7:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\nThough today's patch is primarily comprised of fixes to various bugs \r\nthat have been reported by the players, we're also pleased to announce \r\na few enhancements:\r\n\r\n- Ranger spell \"Jolt\" now has a lesser casting time.\r\n- Many new recipes for the \"Make Poison\" skill are now in game. \r\nFeatures include: Several new poison books, stackable components, new \r\nsuspensions, some purchasable components, and players now have the \r\nability to purchase vials. Please check your vendors.\r\n- Increased spell-drop percentages in three difficult Kunark zones \r\nwhere drops were less than should be expected.\r\n- Corrected an error in the drop rate for a couple cleric spells making \r\nthem unavailable. \r\n\r\n*Quest Fixes*\r\n\r\n- Fixed the \"Minotaur Horns\" Quest\r\n- Fixed a misspelling in the guild-note for Erudite clerics worshipping \r\nCazic-Thule.\r\n- Fixed a misspelled keyword in the Trueshot Longbow Quest.\r\n- The guild note for gnome clerics now states the appropriate gender \r\nfor the guildmaster.\r\n- Fixed the \"illegible cantrip\" Quest.\r\n- Fixed the \"Hunt for Meat\" Quest.\r\n- Removed Jinkus Felligan's doppelganger from Halas.\r\n- Fixed the \"Travis Twostring\" quest.\r\n- Fixed the \"Algthin Dasmore\" quest.\r\n- Fixed the \"Gather Components\" quest.\r\n- Fixed the \"Lion Meat\" quest.\r\n- The Fleshy Orb quest and \"Fabian\" should really be fixed now. These \r\nwere not correct after the last patch due to a data export issue.\r\n\r\n*Item Fixes*\r\n\r\n- Fixed spelling of \"Basilisk Egg\"\r\n- The Brass Ring is now worn on the finger, instead of the waist.\r\n- Fixed the \"Broken Minotaur Lord's Horn\"\r\n- Fixed race/class restrictions listed for the \"Bullsmasher\". Item \r\nlisted some inappropriate classes.\r\n- Fixed race/class restrictions listed for \"Patchwork Armor\". Items \r\nlisted some inappropriate classes.\r\n- Fixed the model for the \"Cast Iron Rapier\".\r\n- Fixed Race/class restrictions for the \"Crushbone Belt\". Item listed \r\nsome inappropriate classes.\r\n- Fixed the mundane \"Electrum Peridot Bracelet\" so that it would equip \r\nin the proper slot.\r\n- The \"Bloody Mantle\" may now be equipped.\r\n- Fixed the effect on the \"Canyoneer Pike\". Current owners of this item \r\nwill need to trade it out with a GM in game.\r\n- Fixed the \"Howling Harpoon\". Item was previously casting its spell \r\nupon the wielder, rather than the target. The fix will be automatically \r\napplied to existing items.\r\n- Fixed the icon for the Degenerated Guk Weed.\r\n- Fixed the icon for the Enshrouded Veil.\r\n- The Splitpaw Hide Tunic will now look like \"Leather\" when equipped.\r\n- \"The Crusade of 1312AG\" and \"The Forbidden Tome\" will now remain with \r\nthe character after logout.\r\n- Fixed race/class restrictions listed for the \"Mortificator Staff\". \r\nItem listed an inappropriate class.\r\n- Fixed the icon for the Spectral Bow. In addition, removed \"BRD\" from \r\nthe class listing since Bards do not have the Archery Skill.\r\n- Removed excess classes listed on the \"Silk Lined Steel Helm\".\r\n- Fixed the effect on the \"Theurgist Mace\". Current owners of this item \r\nwill need to trade it out with a GM in game.\r\n\r\n*Miscellaneous*\r\n\r\n- Fixed bug that caused NPCs to say \"cant open politethnks.txt\"\r\n- Fixed bug that caused NPCs to say \"Can not open file NERDRGATT.txt\"\r\n- Fixed \"cannot open file guards.txt\" bug with Butcherblock dwarves\r\n- Fixed \"Cannot open item2monster.txt\" problem with goblin whelps in \r\nButcherblock.\r\n- Lizardman Mystics no longer think that the Feerrott belongs to the \r\nSabretooth Gnolls.\r\n- Fixed a ghost in Field of Bone who was inappropriately labeled as \r\nliving, causing \"undead only\" spells to fail.\r\n- Improved pathing in Sebilis.\r\n- Improved pathing in West Freeport.\r\n- Fixed the color of several spell-gems.\r\n- Fixed recipe for a \"Block of Clay\" in the Basic Pottery book.\r\n- Stone Skeletons in Lake Rathe can now be affected by \"undead only\" \r\nspells.\r\n- Fixed several merchants who did not have wares to sell.\r\n- Fixed several dozen spelling and grammar errors in NPC text and the \r\nspell database.\r\n- \"Folded Sheet Metal\" may now be crafted via blacksmithing.\r\n- The \"Unfired Urn\", \"Onyx Encrusted Urn\", and \"Small Bowl\" may now be \r\ncrafted via Pottery.\r\n\r\n- The EverQuest Team", "body_markdown": "### June 29, 2000  7:00 am\r\n\r\n***Patch Day***\r\n\r\nThough today's patch is primarily comprised of fixes to various bugs \r\nthat have been reported by the players, we're also pleased to announce \r\na few enhancements:\r\n\r\n- Ranger spell \"Jolt\" now has a lesser casting time.\r\n- Many new recipes for the \"Make Poison\" skill are now in game. \r\nFeatures include: Several new poison books, stackable components, new \r\nsuspensions, some purchasable components, and players now have the \r\nability to purchase vials. Please check your vendors.\r\n- Increased spell-drop percentages in three difficult Kunark zones \r\nwhere drops were less than should be expected.\r\n- Corrected an error in the drop rate for a couple cleric spells making \r\nthem unavailable. \r\n\r\n*Quest Fixes*\r\n\r\n- Fixed the \"Minotaur Horns\" Quest\r\n- Fixed a misspelling in the guild-note for Erudite clerics worshipping \r\nCazic-Thule.\r\n- Fixed a misspelled keyword in the Trueshot Longbow Quest.\r\n- The guild note for gnome clerics now states the appropriate gender \r\nfor the guildmaster.\r\n- Fixed the \"illegible cantrip\" Quest.\r\n- Fixed the \"Hunt for Meat\" Quest.\r\n- Removed Jinkus Felligan's doppelganger from Halas.\r\n- Fixed the \"Travis Twostring\" quest.\r\n- Fixed the \"Algthin Dasmore\" quest.\r\n- Fixed the \"Gather Components\" quest.\r\n- Fixed the \"Lion Meat\" quest.\r\n- The Fleshy Orb quest and \"Fabian\" should really be fixed now. These \r\nwere not correct after the last patch due to a data export issue.\r\n\r\n*Item Fixes*\r\n\r\n- Fixed spelling of \"Basilisk Egg\"\r\n- The Brass Ring is now worn on the finger, instead of the waist.\r\n- Fixed the \"Broken Minotaur Lord's Horn\"\r\n- Fixed race/class restrictions listed for the \"Bullsmasher\". Item \r\nlisted some inappropriate classes.\r\n- Fixed race/class restrictions listed for \"Patchwork Armor\". Items \r\nlisted some inappropriate classes.\r\n- Fixed the model for the \"Cast Iron Rapier\".\r\n- Fixed Race/class restrictions for the \"Crushbone Belt\". Item listed \r\nsome inappropriate classes.\r\n- Fixed the mundane \"Electrum Peridot Bracelet\" so that it would equip \r\nin the proper slot.\r\n- The \"Bloody Mantle\" may now be equipped.\r\n- Fixed the effect on the \"Canyoneer Pike\". Current owners of this item \r\nwill need to trade it out with a GM in game.\r\n- Fixed the \"Howling Harpoon\". Item was previously casting its spell \r\nupon the wielder, rather than the target. The fix will be automatically \r\napplied to existing items.\r\n- Fixed the icon for the Degenerated Guk Weed.\r\n- Fixed the icon for the Enshrouded Veil.\r\n- The Splitpaw Hide Tunic will now look like \"Leather\" when equipped.\r\n- \"The Crusade of 1312AG\" and \"The Forbidden Tome\" will now remain with \r\nthe character after logout.\r\n- Fixed race/class restrictions listed for the \"Mortificator Staff\". \r\nItem listed an inappropriate class.\r\n- Fixed the icon for the Spectral Bow. In addition, removed \"BRD\" from \r\nthe class listing since Bards do not have the Archery Skill.\r\n- Removed excess classes listed on the \"Silk Lined Steel Helm\".\r\n- Fixed the effect on the \"Theurgist Mace\". Current owners of this item \r\nwill need to trade it out with a GM in game.\r\n\r\n*Miscellaneous*\r\n\r\n- Fixed bug that caused NPCs to say \"cant open politethnks.txt\"\r\n- Fixed bug that caused NPCs to say \"Can not open file NERDRGATT.txt\"\r\n- Fixed \"cannot open file guards.txt\" bug with Butcherblock dwarves\r\n- Fixed \"Cannot open item2monster.txt\" problem with goblin whelps in \r\nButcherblock.\r\n- Lizardman Mystics no longer think that the Feerrott belongs to the \r\nSabretooth Gnolls.\r\n- Fixed a ghost in Field of Bone who was inappropriately labeled as \r\nliving, causing \"undead only\" spells to fail.\r\n- Improved pathing in Sebilis.\r\n- Improved pathing in West Freeport.\r\n- Fixed the color of several spell-gems.\r\n- Fixed recipe for a \"Block of Clay\" in the Basic Pottery book.\r\n- Stone Skeletons in Lake Rathe can now be affected by \"undead only\" \r\nspells.\r\n- Fixed several merchants who did not have wares to sell.\r\n- Fixed several dozen spelling and grammar errors in NPC text and the \r\nspell database.\r\n- \"Folded Sheet Metal\" may now be crafted via blacksmithing.\r\n- The \"Unfired Urn\", \"Onyx Encrusted Urn\", and \"Small Bowl\" may now be \r\ncrafted via Pottery.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 07 12", "slug": "2000-07-12-1", "patch_date": "2000-07-12T22:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["server"], "body_plaintext": "------------------------------\r\nJuly 12, 2000  5:00 pm\r\n------------------------------\r\n\r\n*Karana Secondary Split*\r\n\r\nHello all,\r\n\r\nIn light of our plans to further balance prime-time population on the \r\nservers, we're going to allow another group of players from Karana to \r\nsplit off to Terris-Thule. \r\n\r\nThis Friday we will again open /movelog registration on Karana sometime \r\naround 7pm PDT (GMT-8). The GMs will broadcast when registration is \r\nopen, and we will continue taking /movelog requests for 24 hours. \r\nPlayers wishing to have their characters moved to the new split server \r\nwill need to run the command \"/movelog yes\" after registration is \r\nopened. As we have identified a minor problem with the hundreds of \r\nsimultaneous uses of the /movelog command, it is recommended that you \r\nwait a few minutes after registration is opened using it.\r\n\r\nNotes:\r\n\r\n- /movelog only needs to be run from ONE character, and will count for \r\nall characters on that server on that account. \r\n- Players who have requested a move should make sure all of their \r\ncorpses are looted by the time the server is brought down the following \r\nTuesday morning. Corpses will not be duplicated in the new world, and \r\nanything left on a corpse left behind by anyone who moves will be lost.\r\n- We may or may not be able to move everyone who requests this action, \r\nbased upon the number of total requests that we receive. \r\n- The GM/Guide staff will not be able to tell you whether or not you \r\nhave been selected until after the move is actually completed.\r\n- Karana and Terris-Thule will be down for several additional hours on \r\nTuesday, the day of the next patch. Updates will be given at that time.", "body_markdown": "#### July 12, 2000  5:00 pm\r\n\r\n*Karana Secondary Split*\r\n\r\nHello all,\r\n\r\nIn light of our plans to further balance prime-time population on the \r\nservers, we're going to allow another group of players from Karana to \r\nsplit off to Terris-Thule. \r\n\r\nThis Friday we will again open /movelog registration on Karana sometime \r\naround 7pm PDT (GMT-8). The GMs will broadcast when registration is \r\nopen, and we will continue taking /movelog requests for 24 hours. \r\nPlayers wishing to have their characters moved to the new split server \r\nwill need to run the command \"/movelog yes\" after registration is \r\nopened. As we have identified a minor problem with the hundreds of \r\nsimultaneous uses of the /movelog command, it is recommended that you \r\nwait a few minutes after registration is opened using it.\r\n\r\nNotes:\r\n\r\n- /movelog only needs to be run from ONE character, and will count for \r\nall characters on that server on that account. \r\n- Players who have requested a move should make sure all of their \r\ncorpses are looted by the time the server is brought down the following \r\nTuesday morning. Corpses will not be duplicated in the new world, and \r\nanything left on a corpse left behind by anyone who moves will be lost.\r\n- We may or may not be able to move everyone who requests this action, \r\nbased upon the number of total requests that we receive. \r\n- The GM/Guide staff will not be able to tell you whether or not you \r\nhave been selected until after the move is actually completed.\r\n- Karana and Terris-Thule will be down for several additional hours on \r\nTuesday, the day of the next patch. Updates will be given at that time.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 07 19", "slug": "2000-07-19-1", "patch_date": "2000-07-19T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nJuly 19, 2000  7:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\n*Miscellaneous Changes/Fixes*\r\n\r\n- The \"Safe Points\" have been moved in Field of Bone and Lake of Ill \r\nOmen to someplace \"safer\".\r\n- You can no longer cast invisibility on any pet. \r\n- Foul language issued through /emote will now be handled by the \r\nprofanity filter.\r\n- Corrected a bug that allowed linkdead players to walk through locked \r\ndoors.\r\n- Rangers above level 50 will now do double damage with Archery against \r\nnon-moving, non-rooted targets. These restrictions allowed us to \r\nenhance archery without creating a new kiting problem.\r\n- Corrected a bug that had rangers doing less melee damage than was \r\nintended except when fighting an NPC who was also a ranger.\r\n- Pets, both PC and NPC, will no longer cast \"Gate\".\r\n- A large rat says, \"Hit by non-melee for XXX damage\", is history. The \r\nnew message given probably isn't the source of never-ending humor that \r\nthe old one was.\r\n- Updated pathing information in Innothule Swamp.\r\n- Corrected many, many, MANY spelling and grammar errors in the world. \r\n- Fixed a large number of spell gems and spellbook icons. Take care to \r\ntake a look at your spell lineup to familiarize yourself with the new \r\ngems/icons.\r\n\r\n*Poison*\r\n\r\n- Implemented the high level Rogue poisons (level 51+).\r\n- Increased Rogue \"Make Poison\" skill cap.\r\n- Substantially reduced chance to fail \"Apply Poison\".\r\n- Rogues will now automatically sit when right-clicking on a poison.\r\n- Failure to make a poison will now return the vial.\r\n\r\n*General Crafts*\r\n\r\n- The Ant's Potion may now be used anywhere.\r\n- The small and large reinforced wristband may now be crafted.\r\n- The small and medium studded shoulderpads, cloak, and belt may now be \r\ncrafted.\r\n- The medium reinforced mask may now be crafted.\r\n- Sealed Poison Vials can now be crafted.\r\n- The Thermal Cloak may now be tinkered.\r\n- The \"This item is trivial...\" message in craft skills has been \r\nreplaced with \"You can no longer advance in skill from making this \r\nitem\". \r\n\r\n*Items*\r\n\r\n- The Elven Paladin Newbie Tunic may now be worn by Half Elf paladins.\r\n- The Murky Vial will now properly affect the target instead of the \r\nplayer.\r\n- Increased stats on many Plane of Sky items.\r\n- There was evidently more than one \"Fine Steel Dagger\" running around \r\nin the world. Some of them have been renamed \"Serpant's Tooth\".\r\n- The effect on the Staff of Undead Legions has been changed to \r\nsomething a bit more useful.\r\n- The Deepwater Helm now has a significant casting time. The function \r\nof its spell allowed a mana-free heal even though it was intended to be \r\na buff.\r\n\r\n\r\n*/consent*\r\n\r\nSome people were spamming others with /consent, causing them to \r\ndisconnect. As a result, /consent can now only be done once every two \r\nseconds. Should you be harassed via this tool, please use /report. \r\nAlso, please take care to avoid accidentally /consenting someone, as it \r\nwill be two seconds before you can undo it.\r\n\r\n*Cazic-Thule and the Feerrott*\r\n\r\nThere has been a significant change to the factions in the Feerrott and \r\nCazic-Thule. Take care not to get killed by NPCs that previously left \r\nyou alone. The significant upside to this change is that the \"Cazic \r\nGate/Portal\" can be made much safer in nature for those who work on \r\ntheir faction.\r\n\r\n*Regen Effects*\r\n\r\nThis week we corrected a bug that caused regen-type spells (e.g. \r\nRegeneration, Chloroplast, Regrowth, etc.) to overwrite DOT spells. As \r\na result of this fix, players can no longer accept a regeneration spell \r\nwhile under the effect of a DOT. However, if the regen spell is already \r\nin place, the DOT will stack, but not replace the regen spell. This \r\nwill allow users of beneficial DOTs, such as Call of Bones, to continue \r\nusing their DOT while under the affect of regen.\r\n\r\n*Keyed Dungeons*\r\n\r\nThe key for Charasis (Howling Stones) is now NODROP per the patch \r\nmessage from a couple of weeks ago. Furthermore, when your character \r\ndies, keys for Charasis, Sebilis, and Veeshan's Peak, will no longer \r\nremain with your corpse, but will instead return with your character to \r\nits bind point. We made this change to reduce the difficulty and \r\ncorpse-loss potential of these zones, and eliminate the need to do the \r\nkey quests multiple times.\r\n\r\n*Barbed Scale Whip*\r\n\r\nIn the last item patch, this item was changed from its original stats \r\nto something inferior, as the game designer was not aware that it was \r\nalready in-game. It has been changed back to its original stats.\r\n\r\n*Hiding Corpses*\r\n\r\nA new command has been implemented in the EverQuest client. This \r\ncommand (/hidecorpses) allows players to suppress the display of player \r\nand NPC corpses on the screen. This can be very useful once you've \r\nentered a zone with a large number of corpes, causing framerate to \r\ndecay. It will be particularly useful in the planes. The command \r\nsupports the following arguments:\r\n\r\n- ALL: Hides all corpses except yours.\r\n- ALLBUTGROUP: Hides all corpses except yours and those of people in \r\nyour group.\r\n- NONE: No longer hides corpses.\r\n\r\nFor community reasons, this option must be set after entering each \r\nzone, and will not affect corpses made after you enter the zone. You \r\ncan reset it while in the zone in order to suppress display of corpses \r\nmade since you originally set it. \r\n\r\n*Resurrection*\r\n\r\nThe resurrection confirmation box will now report the name of the \r\nperson casting the spell as well as what spell they are casting. \r\nFurthermore, experience will not be \"removed\" from your corpse until \r\nyou accept the resurrection by choosing YES. Previously, any \r\nresurrection spell, if declined, would cause the experience to be \r\nunrecoverable.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### July 19, 2000  7:00 am\r\n\r\n***Patch Day***\r\n\r\n*Miscellaneous Changes/Fixes*\r\n\r\n- The \"Safe Points\" have been moved in Field of Bone and Lake of Ill \r\nOmen to someplace \"safer\".\r\n- You can no longer cast invisibility on any pet. \r\n- Foul language issued through /emote will now be handled by the \r\nprofanity filter.\r\n- Corrected a bug that allowed linkdead players to walk through locked \r\ndoors.\r\n- Rangers above level 50 will now do double damage with Archery against \r\nnon-moving, non-rooted targets. These restrictions allowed us to \r\nenhance archery without creating a new kiting problem.\r\n- Corrected a bug that had rangers doing less melee damage than was \r\nintended except when fighting an NPC who was also a ranger.\r\n- Pets, both PC and NPC, will no longer cast \"Gate\".\r\n- A large rat says, \"Hit by non-melee for XXX damage\", is history. The \r\nnew message given probably isn't the source of never-ending humor that \r\nthe old one was.\r\n- Updated pathing information in Innothule Swamp.\r\n- Corrected many, many, MANY spelling and grammar errors in the world. \r\n- Fixed a large number of spell gems and spellbook icons. Take care to \r\ntake a look at your spell lineup to familiarize yourself with the new \r\ngems/icons.\r\n\r\n*Poison*\r\n\r\n- Implemented the high level Rogue poisons (level 51+).\r\n- Increased Rogue \"Make Poison\" skill cap.\r\n- Substantially reduced chance to fail \"Apply Poison\".\r\n- Rogues will now automatically sit when right-clicking on a poison.\r\n- Failure to make a poison will now return the vial.\r\n\r\n*General Crafts*\r\n\r\n- The Ant's Potion may now be used anywhere.\r\n- The small and large reinforced wristband may now be crafted.\r\n- The small and medium studded shoulderpads, cloak, and belt may now be \r\ncrafted.\r\n- The medium reinforced mask may now be crafted.\r\n- Sealed Poison Vials can now be crafted.\r\n- The Thermal Cloak may now be tinkered.\r\n- The \"This item is trivial...\" message in craft skills has been \r\nreplaced with \"You can no longer advance in skill from making this \r\nitem\". \r\n\r\n*Items*\r\n\r\n- The Elven Paladin Newbie Tunic may now be worn by Half Elf paladins.\r\n- The Murky Vial will now properly affect the target instead of the \r\nplayer.\r\n- Increased stats on many Plane of Sky items.\r\n- There was evidently more than one \"Fine Steel Dagger\" running around \r\nin the world. Some of them have been renamed \"Serpant's Tooth\".\r\n- The effect on the Staff of Undead Legions has been changed to \r\nsomething a bit more useful.\r\n- The Deepwater Helm now has a significant casting time. The function \r\nof its spell allowed a mana-free heal even though it was intended to be \r\na buff.\r\n\r\n\r\n*/consent*\r\n\r\nSome people were spamming others with /consent, causing them to \r\ndisconnect. As a result, /consent can now only be done once every two \r\nseconds. Should you be harassed via this tool, please use /report. \r\nAlso, please take care to avoid accidentally /consenting someone, as it \r\nwill be two seconds before you can undo it.\r\n\r\n*Cazic-Thule and the Feerrott*\r\n\r\nThere has been a significant change to the factions in the Feerrott and \r\nCazic-Thule. Take care not to get killed by NPCs that previously left \r\nyou alone. The significant upside to this change is that the \"Cazic \r\nGate/Portal\" can be made much safer in nature for those who work on \r\ntheir faction.\r\n\r\n*Regen Effects*\r\n\r\nThis week we corrected a bug that caused regen-type spells (e.g. \r\nRegeneration, Chloroplast, Regrowth, etc.) to overwrite DOT spells. As \r\na result of this fix, players can no longer accept a regeneration spell \r\nwhile under the effect of a DOT. However, if the regen spell is already \r\nin place, the DOT will stack, but not replace the regen spell. This \r\nwill allow users of beneficial DOTs, such as Call of Bones, to continue \r\nusing their DOT while under the affect of regen.\r\n\r\n*Keyed Dungeons*\r\n\r\nThe key for Charasis (Howling Stones) is now NODROP per the patch \r\nmessage from a couple of weeks ago. Furthermore, when your character \r\ndies, keys for Charasis, Sebilis, and Veeshan's Peak, will no longer \r\nremain with your corpse, but will instead return with your character to \r\nits bind point. We made this change to reduce the difficulty and \r\ncorpse-loss potential of these zones, and eliminate the need to do the \r\nkey quests multiple times.\r\n\r\n*Barbed Scale Whip*\r\n\r\nIn the last item patch, this item was changed from its original stats \r\nto something inferior, as the game designer was not aware that it was \r\nalready in-game. It has been changed back to its original stats.\r\n\r\n*Hiding Corpses*\r\n\r\nA new command has been implemented in the EverQuest client. This \r\ncommand (/hidecorpses) allows players to suppress the display of player \r\nand NPC corpses on the screen. This can be very useful once you've \r\nentered a zone with a large number of corpes, causing framerate to \r\ndecay. It will be particularly useful in the planes. The command \r\nsupports the following arguments:\r\n\r\n- ALL: Hides all corpses except yours.\r\n- ALLBUTGROUP: Hides all corpses except yours and those of people in \r\nyour group.\r\n- NONE: No longer hides corpses.\r\n\r\nFor community reasons, this option must be set after entering each \r\nzone, and will not affect corpses made after you enter the zone. You \r\ncan reset it while in the zone in order to suppress display of corpses \r\nmade since you originally set it. \r\n\r\n*Resurrection*\r\n\r\nThe resurrection confirmation box will now report the name of the \r\nperson casting the spell as well as what spell they are casting. \r\nFurthermore, experience will not be \"removed\" from your corpse until \r\nyou accept the resurrection by choosing YES. Previously, any \r\nresurrection spell, if declined, would cause the experience to be \r\nunrecoverable.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 07 20", "slug": "2000-07-20-1", "patch_date": "2000-07-20T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["spells", "items"], "body_plaintext": "------------------------------\r\nJuly 20, 2000\r\n------------------------------\r\n Emergency Patch\r\n\r\nDue to the problems encountered in yesterday's patch, some additional data has been moved to the live servers today. As part of this patch, three new changes are included:\r\n\r\n    /Consent no longer gives other players permission to loot your corpse. Instead, it only gives them the ability to drag your corpse using the /corpse command. This change is due to player request stemming from number of customer service issues raised by some players who were using /consent as a way to steal the belongings of other players. The change will eliminate those concerns and make the game more enjoyable for all of those involved.\r\n    Yesterday's patch changed the way spell-damage messages are reported to the caster. The new text was dark blue, making it hard to distinguish from the background when in HUD mode. The text color has been changed to \"yellow\" due to player request.\r\n    Duel messages will no longer be broadcast to the world unless the winner of the duel is over 10th level. This should greatly reduce the number of duels with inappropriate names that have been occurring in the game. \r\n\r\nWe would like to apologize to everyone for the problems stemming from yesterday's patch, and let you know that we have taken steps to greatly reduce the possibility that something of that nature could happen in the future.", "body_markdown": "#### July 20, 2000\r\n \r\n Emergency Patch\r\n\r\nDue to the problems encountered in yesterday's patch, some additional data has been moved to the live servers today. As part of this patch, three new changes are included:\r\n\r\n* /Consent no longer gives other players permission to loot your corpse. Instead, it only gives them the ability to drag your corpse using the /corpse command. This change is due to player request stemming from number of customer service issues raised by some players who were using /consent as a way to steal the belongings of other players. The change will eliminate those concerns and make the game more enjoyable for all of those involved.</span>\r\n\r\n* Yesterday's patch changed the way spell-damage messages are reported to the caster. The new text was dark blue, making it hard to distinguish from the background when in HUD mode. The text color has been changed to \"yellow\" due to player request.</p>\r\n\r\n* Duel messages will no longer be broadcast to the world unless the winner of the duel is over 10th level. This should greatly reduce the number of duels with inappropriate names that have been occurring in the game. \r\n\r\nWe would like to apologize to everyone for the problems stemming from yesterday's patch, and let you know that we have taken steps to greatly reduce the possibility that something of that nature could happen in the future.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 07 26", "slug": "2000-07-26-1", "patch_date": "2000-07-26T17:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": [], "body_plaintext": "------------------------------\r\nJuly 26, 2000  12:00 pm\r\n------------------------------\r\n\r\n*Chat and Login*\r\n\r\nToday's patch contains some new features for the EverQuest chat and \r\nlogin servers. In addition, it enables support for some international \r\nkeyboard layouts. \r\n\r\n- Tab again switches between fields in login and registration.\r\n- #time will display a time/date stamp.\r\n- #reply will send a private message to the last person to message you.\r\n- Tab will cycle through the last few people to send you a private \r\nmessage.\r\n- Rooms may now be closed by staff members. These rooms are in gray, \r\nand no one will be able to enter them until a staff member opens them. \r\nAttempting to enter a closed room will display a message.\r\n- EverQuest, including Chat and Login, now supports some international \r\nkeyboard layouts. Information can be found at \r\nhttp://everquest.station.sony.com/s_keyboard.html. \r\n\r\n- The EverQuest Team", "body_markdown": "#### July 26, 2000  12:00 pm\r\n\r\n*Chat and Login*\r\n\r\nToday's patch contains some new features for the EverQuest chat and \r\nlogin servers. In addition, it enables support for some international \r\nkeyboard layouts. \r\n\r\n- Tab again switches between fields in login and registration.\r\n- #time will display a time/date stamp.\r\n- #reply will send a private message to the last person to message you.\r\n- Tab will cycle through the last few people to send you a private \r\nmessage.\r\n- Rooms may now be closed by staff members. These rooms are in gray, \r\nand no one will be able to enter them until a staff member opens them. \r\nAttempting to enter a closed room will display a message.\r\n- EverQuest, including Chat and Login, now supports some international \r\nkeyboard layouts. Information can be found at \r\nhttp://everquest.station.sony.com/s_keyboard.html. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 01", "slug": "2000-08-01-1", "patch_date": "2000-08-01T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["items"], "body_plaintext": "------------------------------\r\nAugust 1, 2000\r\n------------------------------\r\n\r\nGreetings everyone! \r\n\r\nToday's patch contains some changes that we are sure everyone will \r\nenjoy:\r\n\r\n- Canned emotes (e.g. /point) now work on NPCs. In addition, the range \r\nfor canned emotes has been increased.\r\n- /who all \"guildname\" should now work for players who have /roleplay \r\nturned on.\r\n- Preferences for the mouselook will be saved in your options file. \r\nThose who turn mouselook off each time when starting EQ will only have \r\nto do it once more.\r\n- The \"Chat Filter\" tab in \"Options\" now has an option to filter \r\nmessages caused by damage shields hitting others.\r\n\r\n*Fast Drop*\r\n\r\nOur most exciting change today is an option that allows players to \r\navoid accidentally dropping items on the ground. The new client allows \r\nplayers to set \"Item Dropping\" preferences on the \"General\" options \r\ntab. The three options that can be set are:\r\n\r\n- FAST DROP: Items are dropped without confirmation.\r\n- CONFIRM: A confirmation box will be displayed whenever you try to \r\ndrop an item.\r\n- NEVER: You are not allowed to drop items on the ground. \r\n\r\nAlternatively, you can also set these options using the /fastdrop \r\ncommand. The arguments are:\r\n\r\n- ON: Same as option \"Fast Drop\" on the General Tab.\r\n- OFF: Same as option \"Confirm\" on the General Tab.\r\n- NEVER: Same as above.\r\n\r\nPlease note that whatever your setting, coin will always be dropped \r\nwithout confirmation. Additionally, the FastDrop option only applies to \r\nitems being dropped upon the ground. Handing items to NPCs will still \r\nwork regardless of your FastDrop setting.\r\n\r\nIt is highly recommended that you use option \"CONFIRM\", as GMs will not \r\nreimburse any items that are accidentally dropped.\r\n\r\n- The EverQuest Team", "body_markdown": "#### August 1, 2000\r\n\r\nGreetings everyone! \r\n\r\nToday's patch contains some changes that we are sure everyone will \r\nenjoy:\r\n\r\n- Canned emotes (e.g. /point) now work on NPCs. In addition, the range \r\nfor canned emotes has been increased.\r\n- /who all \"guildname\" should now work for players who have /roleplay \r\nturned on.\r\n- Preferences for the mouselook will be saved in your options file. \r\nThose who turn mouselook off each time when starting EQ will only have \r\nto do it once more.\r\n- The \"Chat Filter\" tab in \"Options\" now has an option to filter \r\nmessages caused by damage shields hitting others.\r\n\r\n*Fast Drop*\r\n\r\nOur most exciting change today is an option that allows players to \r\navoid accidentally dropping items on the ground. The new client allows \r\nplayers to set \"Item Dropping\" preferences on the \"General\" options \r\ntab. The three options that can be set are:\r\n\r\n- FAST DROP: Items are dropped without confirmation.\r\n- CONFIRM: A confirmation box will be displayed whenever you try to \r\ndrop an item.\r\n- NEVER: You are not allowed to drop items on the ground. \r\n\r\nAlternatively, you can also set these options using the /fastdrop \r\ncommand. The arguments are:\r\n\r\n- ON: Same as option \"Fast Drop\" on the General Tab.\r\n- OFF: Same as option \"Confirm\" on the General Tab.\r\n- NEVER: Same as above.\r\n\r\nPlease note that whatever your setting, coin will always be dropped \r\nwithout confirmation. Additionally, the FastDrop option only applies to \r\nitems being dropped upon the ground. Handing items to NPCs will still \r\nwork regardless of your FastDrop setting.\r\n\r\nIt is highly recommended that you use option \"CONFIRM\", as GMs will not \r\nreimburse any items that are accidentally dropped.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 09 1", "slug": "2000-08-09-1-1", "patch_date": "2000-08-09T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": [], "body_plaintext": "------------------------------\r\nAugust 9, 2000\r\n------------------------------\r\n\r\n***Character Purge***\r\n\r\nTime has come to do some cleanup on character data across the servers. \r\nOn August 23rd (Pacific), we will be doing a system-wide cleanup of \r\nlevel 1 characters. All level 1 characters that have not been played \r\nwithin 30 days from the date of the purge will be deleted. As GMs will \r\nnot be able to restore any characters that are deleted, please be \r\ncertain to log in any level 1 characters that you wish to keep prior to \r\nthe purge.\r\n\r\n- The EverQuest Team", "body_markdown": "#### August 9, 2000\r\n\r\n***Character Purge***\r\n\r\nTime has come to do some cleanup on character data across the servers. \r\nOn August 23rd (Pacific), we will be doing a system-wide cleanup of \r\nlevel 1 characters. All level 1 characters that have not been played \r\nwithin 30 days from the date of the purge will be deleted. As GMs will \r\nnot be able to restore any characters that are deleted, please be \r\ncertain to log in any level 1 characters that you wish to keep prior to \r\nthe purge.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 09 2", "slug": "2000-08-09-2-1", "patch_date": "2000-08-09T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "spells", "items", "ui"], "body_plaintext": "------------------\r\nAugust 9th, 7:00am \r\n------------------\r\n\r\n*Guide Application*\r\n\r\nThe Guide Application is now back up at http://guideapp.everquest.com. \r\nIf you are over 18 years of age, have a good customer-oriented \r\nattitude, enjoy helping your fellow player, and are interested in \r\njoining the Guide Program, we will be pleased to review your \r\napplication.\r\n\r\n*Kunark Users*\r\n\r\nA new file, emeraldjungle_chr.s3d, is included as part of today's \r\npatch. This patch adds additional displayable NPCs to the Emerald \r\nJungle. Please run the \"Kunark Patch\" by pressing the \"Kunark Patch\" \r\nbutton on the bottom of the patch program UI prior to entering \r\nEverQuest.\r\n\r\n*Patch Day*\r\n\r\nGreetings everyone! Today's patch contains some exciting new changes. \r\n\r\n*General Enhancements*\r\n\r\n- Text messages that wrap will be indented on subsequent lines. This \r\nmeans that if a person or NPC says something that is more than one line \r\nlong, all subsequent lines will be indented a few spaces. This should \r\nmake it a lot easier to pick out separate messages.\r\n- The spells \"United Resolve\" and \"Heroic Bond\" had their levels \r\ntransposed accidentally. Rather than putting them back as intended, \r\nUnited Resolve has been changed to Heroic Bond, which means you might \r\nhave two copies of that spell in your spellbook. Feel free to move one \r\nto the back. Clerics get a new group spell at 58 to compensate.\r\n- The Wurmslayer is now a one-handed slashing weapon.\r\n- The /help command will now list all /-commands available to you.\r\n- Rangers, Paladins, and SKs now have mana equivalent to that of a pure \r\ncaster with the same stats. This will give those hybrids a good deal \r\nmore mana, regardless of their stats. \r\n- NORENT items, items that disappear when you log out, will now show a \r\n\"NORENT\" tag when inspecting the item.\r\n- Most summoned items now have the word \"summoned\" in their name.\r\n\r\n*Changes/Fixes*\r\n\r\n- Small Studded Tunic recipe now works\r\n- Scaler recipe now works\r\n- High Elves can now use the Moss Covered Twig and Branch\r\n- Iksar can now wear the Crescent headband.\r\n- The Shintl Lowbrew quest will now work\r\n- The Rusty Rapier now looks like a rapier.\r\n- Elven Wine can now be brewed\r\n- Some pelt-dropping animals were always dropping ruined pelts, rather \r\nthan pelts of quality. This has been repaired.\r\n- The Guild-invite toggle in display options will now work.\r\n- The faction problems with the Charasis Key Quest have been resolved.\r\n- Many pathing errors have been repaired.\r\n- Repaired a bug that caused some anomalies after being charmed or \r\nfeared.\r\n- Repaired a bug that kept the Unswerving Hammer of Faith and Flaming \r\nSword of Xuzl from disappearing.\r\n\r\n*Dragons?*\r\n\r\nRumor has it that some new dragons have been spotted in Kunark. It \r\nshould be noted however that the dragons can be engaged from much \r\nfurther away than is intended. Rather than hold off implementing these \r\ndragons for another week, we've decided to implement them now and fix \r\nthe problem in the next patch. Enjoy :)\r\n\r\n*New Command For Tracking*\r\n\r\nNew option for those with tracking: /trackplayers. The command will \r\nwork for all players with the tracking skill. The command has two \r\nsettings:\r\n\r\n- ON: Default setting, same as it is now. Players will show up in the \r\ntracking window. \r\n- OFF: Players will not show up in the tracking window.\r\n\r\n*Client Customizations*\r\n\r\nUpon starting EverQuest, a new file (EQCLIENT.INI) will be created in \r\nyour EverQuest directory. This file contains customizable settings for:\r\n\r\n- Colors for text messages in the in-game chat window \r\n- Default screen viewing mode \r\n- Default travel speed (run or walk)\r\n\r\nThe documentation will be included in the online manual in your \r\nEverQuest directory once the design is finalized over the next several \r\nweeks, but the working document is posted below. We felt that people \r\nwould rather have access to the customizations right away while we're \r\nin the process of building them. \r\n\r\nModifying this file is optional.\r\n\r\n*EQCLIENT.INI documentation*\r\n\r\nThe [TextColors] section contains entries for various text colors in \r\nthe client. All colors are to be set with Red, Green, and Blue values, \r\nin decimal. Valid settings for each color range between 0 and 255. \r\n\"Black\" (0 red, 0 green, and 0 blue) will be white in overlay mode, and \r\nblack in normal mode.\r\n\r\nHere is a list of user colors to use as a guide when editing the file: \r\n\r\n1 - Say \r\n2 - Tell \r\n3 - Group \r\n4 - Guild \r\n5 - OOC \r\n6 - Auction \r\n7 - Shout \r\n8 - Emote \r\n9 - Spells (meming, scribing, casting, etc.) \r\n10 - You hit other \r\n11 - Other hits you \r\n12 - You miss other \r\n13 - Other misses you \r\n14 - Some broadcasts (duels) \r\n15 - Skills (ups, non-combat use, etc.) \r\n18 - Default text and stuff you type \r\n20 - Merchant Offer Price \r\n21 - Merchant Buy/Sell \r\n22 - Your death message \r\n23 - Others death message \r\n24 - Other damage other \r\n25 - Other miss other \r\n26 - /who command\r\n\r\nThe [Defaults] section contains some default setting for the client. \r\nHere is a list of valid settings: \r\n\r\nRunMode - TRUE for run, FALSE for walk. \r\nScreenMode - NORMAL for the default window view, FULL for the full view \r\nwith overlays\r\n\r\n- The EverQuest Team", "body_markdown": "------------------\r\nAugust 9th, 7:00am \r\n------------------\r\n\r\n*Guide Application*\r\n\r\nThe Guide Application is now back up at http://guideapp.everquest.com. \r\nIf you are over 18 years of age, have a good customer-oriented \r\nattitude, enjoy helping your fellow player, and are interested in \r\njoining the Guide Program, we will be pleased to review your \r\napplication.\r\n\r\n*Kunark Users*\r\n\r\nA new file, emeraldjungle_chr.s3d, is included as part of today's \r\npatch. This patch adds additional displayable NPCs to the Emerald \r\nJungle. Please run the \"Kunark Patch\" by pressing the \"Kunark Patch\" \r\nbutton on the bottom of the patch program UI prior to entering \r\nEverQuest.\r\n\r\n*Patch Day*\r\n\r\nGreetings everyone! Today's patch contains some exciting new changes. \r\n\r\n*General Enhancements*\r\n\r\n- Text messages that wrap will be indented on subsequent lines. This \r\nmeans that if a person or NPC says something that is more than one line \r\nlong, all subsequent lines will be indented a few spaces. This should \r\nmake it a lot easier to pick out separate messages.\r\n- The spells \"United Resolve\" and \"Heroic Bond\" had their levels \r\ntransposed accidentally. Rather than putting them back as intended, \r\nUnited Resolve has been changed to Heroic Bond, which means you might \r\nhave two copies of that spell in your spellbook. Feel free to move one \r\nto the back. Clerics get a new group spell at 58 to compensate.\r\n- The Wurmslayer is now a one-handed slashing weapon.\r\n- The /help command will now list all /-commands available to you.\r\n- Rangers, Paladins, and SKs now have mana equivalent to that of a pure \r\ncaster with the same stats. This will give those hybrids a good deal \r\nmore mana, regardless of their stats. \r\n- NORENT items, items that disappear when you log out, will now show a \r\n\"NORENT\" tag when inspecting the item.\r\n- Most summoned items now have the word \"summoned\" in their name.\r\n\r\n*Changes/Fixes*\r\n\r\n- Small Studded Tunic recipe now works\r\n- Scaler recipe now works\r\n- High Elves can now use the Moss Covered Twig and Branch\r\n- Iksar can now wear the Crescent headband.\r\n- The Shintl Lowbrew quest will now work\r\n- The Rusty Rapier now looks like a rapier.\r\n- Elven Wine can now be brewed\r\n- Some pelt-dropping animals were always dropping ruined pelts, rather \r\nthan pelts of quality. This has been repaired.\r\n- The Guild-invite toggle in display options will now work.\r\n- The faction problems with the Charasis Key Quest have been resolved.\r\n- Many pathing errors have been repaired.\r\n- Repaired a bug that caused some anomalies after being charmed or \r\nfeared.\r\n- Repaired a bug that kept the Unswerving Hammer of Faith and Flaming \r\nSword of Xuzl from disappearing.\r\n\r\n*Dragons?*\r\n\r\nRumor has it that some new dragons have been spotted in Kunark. It \r\nshould be noted however that the dragons can be engaged from much \r\nfurther away than is intended. Rather than hold off implementing these \r\ndragons for another week, we've decided to implement them now and fix \r\nthe problem in the next patch. Enjoy :)\r\n\r\n*New Command For Tracking*\r\n\r\nNew option for those with tracking: /trackplayers. The command will \r\nwork for all players with the tracking skill. The command has two \r\nsettings:\r\n\r\n- ON: Default setting, same as it is now. Players will show up in the \r\ntracking window. \r\n- OFF: Players will not show up in the tracking window.\r\n\r\n*Client Customizations*\r\n\r\nUpon starting EverQuest, a new file (EQCLIENT.INI) will be created in \r\nyour EverQuest directory. This file contains customizable settings for:\r\n\r\n- Colors for text messages in the in-game chat window \r\n- Default screen viewing mode \r\n- Default travel speed (run or walk)\r\n\r\nThe documentation will be included in the online manual in your \r\nEverQuest directory once the design is finalized over the next several \r\nweeks, but the working document is posted below. We felt that people \r\nwould rather have access to the customizations right away while we're \r\nin the process of building them. \r\n\r\nModifying this file is optional.\r\n\r\n*EQCLIENT.INI documentation*\r\n\r\nThe [TextColors] section contains entries for various text colors in \r\nthe client. All colors are to be set with Red, Green, and Blue values, \r\nin decimal. Valid settings for each color range between 0 and 255. \r\n\"Black\" (0 red, 0 green, and 0 blue) will be white in overlay mode, and \r\nblack in normal mode.\r\n\r\nHere is a list of user colors to use as a guide when editing the file: \r\n\r\n<pre>\r\n1 - Say \r\n2 - Tell \r\n3 - Group \r\n4 - Guild \r\n5 - OOC \r\n6 - Auction \r\n7 - Shout \r\n8 - Emote \r\n9 - Spells (meming, scribing, casting, etc.) \r\n10 - You hit other \r\n11 - Other hits you \r\n12 - You miss other \r\n13 - Other misses you \r\n14 - Some broadcasts (duels) \r\n15 - Skills (ups, non-combat use, etc.) \r\n18 - Default text and stuff you type \r\n20 - Merchant Offer Price \r\n21 - Merchant Buy/Sell \r\n22 - Your death message \r\n23 - Others death message \r\n24 - Other damage other \r\n25 - Other miss other \r\n26 - /who command\r\n</pre>\r\n\r\nThe [Defaults] section contains some default setting for the client. \r\nHere is a list of valid settings: \r\n\r\nRunMode - TRUE for run, FALSE for walk. \r\nScreenMode - NORMAL for the default window view, FULL for the full view \r\nwith overlays\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 16", "slug": "2000-08-16-1", "patch_date": "2000-08-16T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["server"], "body_plaintext": "------------------------------\r\nAugust 16, 2000  7:00 am\r\n------------------------------\r\n\r\n*File Patched*\r\n\r\nThis patch contains eqmain.dll, which is used by the EverQuest \r\nlogin/chat frontend. The following changes have been implemented:\r\n\r\n- #help now accepts arguments. #help #command will return help for the \r\nrequested command.\r\n- Errors issued within the chat/login server frontend now display an \r\n\"Error Number\". Please have this error number ready when requesting \r\ntechnical assistance.\r\n\r\n- The EverQuest Team", "body_markdown": "#### August 16, 2000  7:00 am\r\n\r\n*File Patched*\r\n\r\nThis patch contains eqmain.dll, which is used by the EverQuest \r\nlogin/chat frontend. The following changes have been implemented:\r\n\r\n- #help now accepts arguments. #help #command will return help for the \r\nrequested command.\r\n- Errors issued within the chat/login server frontend now display an \r\n\"Error Number\". Please have this error number ready when requesting \r\ntechnical assistance.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 23", "slug": "2000-08-23-1", "patch_date": "2000-08-23T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "spells", "items"], "body_plaintext": "------------------------------\r\nAugust 23, 2000  7:00 am\r\n------------------------------\r\n\r\n- Corrected a bug that caused items that ran out of charges to \r\n\"disappear\" when the last charge was used. The item never really \r\ndisappeared, and would reappear after re-logging. It no longer appears \r\nto disappear.\r\n\r\n*Updated EQCLIENT.INI Documentation*\r\n\r\nIf the file does not exist it will be generated by eqgame.exe with \r\ndefault values. If an entry in the file is missing it will be added by \r\neqgame.exe with default values.\r\n\r\nThe [TextColors] section contains entries for various text colors in \r\nthe client. All colors are to be set with Red, Green, and Blue values, \r\nin decimal. Valid settings for each color range between 0 and 255. \r\n\"Black\" (0 red, 0 green, and 0 blue) will be white in overlay mode, and \r\nblack in normal mode. \r\n\r\nHere is a list of user colors to use as a guide when editing the file:\r\n\r\n1 - Say\r\n2 - Tell\r\n3 - Group\r\n4 - Guild\r\n5 - OOC\r\n6 - Auction\r\n7 - Shout\r\n8 - Emote\r\n9 - Spells (meming, scribing, casting, etc.)\r\n10 - You hit other\r\n11 - Other hits you\r\n12 - You miss other\r\n13 - Other misses you\r\n14 - Some broadcasts (duels)\r\n15 - Skills (ups, non-combat use, etc.)\r\n16 - Disciplines or special abilities\r\n17 - Unused at this time\r\n18 - Default text and stuff you type\r\n19 - Unused at this time\r\n20 - Merchant Offer Price\r\n21 - Merchant Buy/Sell\r\n22 - Your death message\r\n23 - Others death message\r\n24 - Other damage other\r\n25 - Other miss other\r\n26 - /who command\r\n27 - yell for help\r\n28 - Hit for non-melee\r\n29 - Spell worn off\r\n30 - Money splits\r\n31 - Loot message\r\n32 - Dice Roll (/random)\r\n33 - Others spells\r\n34 - Spell Failures (resists, fizzles, missing component, bad target, etc.)\r\n\r\nThe [Defaults] section contains some default setting for the client. \r\nHere is a list of valid settings:\r\n\r\nRunMode - TRUE for run, FALSE for walk.\r\nScreenMode - NORMAL for the dafault window view, FULL for the full view \r\nwith overlays\r\nLog - TRUE for logging on, FALSE for logging off\r\n\r\n- The EverQuest Team", "body_markdown": "#### August 23, 2000  7:00 am\r\n\r\n- Corrected a bug that caused items that ran out of charges to \r\n\"disappear\" when the last charge was used. The item never really \r\ndisappeared, and would reappear after re-logging. It no longer appears \r\nto disappear.\r\n\r\n*Updated EQCLIENT.INI Documentation*\r\n\r\nIf the file does not exist it will be generated by eqgame.exe with \r\ndefault values. If an entry in the file is missing it will be added by \r\neqgame.exe with default values.\r\n\r\nThe [TextColors] section contains entries for various text colors in \r\nthe client. All colors are to be set with Red, Green, and Blue values, \r\nin decimal. Valid settings for each color range between 0 and 255. \r\n\"Black\" (0 red, 0 green, and 0 blue) will be white in overlay mode, and \r\nblack in normal mode. \r\n\r\nHere is a list of user colors to use as a guide when editing the file:\r\n\r\n<pre>\r\n1 - Say\r\n2 - Tell\r\n3 - Group\r\n4 - Guild\r\n5 - OOC\r\n6 - Auction\r\n7 - Shout\r\n8 - Emote\r\n9 - Spells (meming, scribing, casting, etc.)\r\n10 - You hit other\r\n11 - Other hits you\r\n12 - You miss other\r\n13 - Other misses you\r\n14 - Some broadcasts (duels)\r\n15 - Skills (ups, non-combat use, etc.)\r\n16 - Disciplines or special abilities\r\n17 - Unused at this time\r\n18 - Default text and stuff you type\r\n19 - Unused at this time\r\n20 - Merchant Offer Price\r\n21 - Merchant Buy/Sell\r\n22 - Your death message\r\n23 - Others death message\r\n24 - Other damage other\r\n25 - Other miss other\r\n26 - /who command\r\n27 - yell for help\r\n28 - Hit for non-melee\r\n29 - Spell worn off\r\n30 - Money splits\r\n31 - Loot message\r\n32 - Dice Roll (/random)\r\n33 - Others spells\r\n34 - Spell Failures (resists, fizzles, missing component, bad target, etc.)\r\n</pre>\r\nThe [Defaults] section contains some default setting for the client. \r\n\r\nHere is a list of valid settings:\r\n<pre>\r\nRunMode - TRUE for run, FALSE for walk.\r\nScreenMode - NORMAL for the dafault window view, FULL for the full view \r\nwith overlays\r\nLog - TRUE for logging on, FALSE for logging off\r\n</pre>\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 08 30", "slug": "2000-08-30-1", "patch_date": "2000-08-30T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "zones", "ui", "server"], "body_plaintext": "------------------------------\r\nAugust 30, 2000  8:00 am\r\n------------------------------\r\n\r\n*Today's Patch*\r\n\r\nToday we modified the EverQuest client to implement the following \r\nchanges:\r\n\r\n- Corrected a bug that would cause players to crash if they entered the \r\ngame, exited to the server selection screen, and tried to reenter the \r\ngame.\r\n- Corrected a bug that caused delays when switching between UI modes \r\ndue to the text wrapping change implemented last week.\r\n- The /book command (/book #) now accepts pages 1 through 50, and will \r\nswitch to the proper page.\r\n- Opening your spellbook will automatically cause you to begin \r\nmeditating providing that you have the skill.\r\n- Removed the /meditate command since it is no longer necessary.\r\n- You can now activate a hotkey while the spellbook is open by pressing \r\nthe corresponding number-key.\r\n- The \"/target [name]\" command can be used to target other players by \r\nname. Please note that this ability is subject to the range to the \r\ntarget.\r\n- EverQuest will now write the original default colors when creating \r\nthe EQCLIENT.INI file, rather than the new colors that were put in a \r\nfew weeks ago.\r\n- The @-character can be used in emotes to indicate a target. For \r\ninstance, if you target \"a gnoll\" and type \"/emote laughs cruelly at \r\n@\", the output will be, \"Playername laughs cruelly at a gnoll\".\r\n- People with the /LFG (Looking for Group) flag set will now have their \r\nover-head name prefixed with an asterisk. Remember that you can search \r\nfor people looking for a group by using the \"/who\" and \"/who all\" \r\ncommands. Typing \"/who all ranger 40 50 lfg\" will return a list of all \r\nrangers between 40 and 50 that are looking for a group.\r\n- The \"Sense\" series (Undead, Animal, and Summoned) will no longer \r\npoint you towards people's pets.\r\n\r\n*Note on Voice Recognition*\r\n\r\nLast week we implemented voice recognition technology in EverQuest. To \r\nuse this new feature, please refer to the EQROKManualSupplement.doc \r\nfile in your EverQuest directory. Please note that you must already \r\nhave a voice recognition engine that is compliant with the Microsoft \r\nSpeech API (SAPI), version 4.0. The voice recognition technology was \r\ntested with Dragon NaturallySpeaking(r) v4.0. Check with the developer \r\nof your software to find out if it is SAPI 4.0 compliant.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### August 30, 2000  8:00 am\r\n\r\n*Today's Patch*\r\n\r\nToday we modified the EverQuest client to implement the following \r\nchanges:\r\n\r\n- Corrected a bug that would cause players to crash if they entered the \r\ngame, exited to the server selection screen, and tried to reenter the \r\ngame.\r\n- Corrected a bug that caused delays when switching between UI modes \r\ndue to the text wrapping change implemented last week.\r\n- The /book command (/book #) now accepts pages 1 through 50, and will \r\nswitch to the proper page.\r\n- Opening your spellbook will automatically cause you to begin \r\nmeditating providing that you have the skill.\r\n- Removed the /meditate command since it is no longer necessary.\r\n- You can now activate a hotkey while the spellbook is open by pressing \r\nthe corresponding number-key.\r\n- The \"/target [name]\" command can be used to target other players by \r\nname. Please note that this ability is subject to the range to the \r\ntarget.\r\n- EverQuest will now write the original default colors when creating \r\nthe EQCLIENT.INI file, rather than the new colors that were put in a \r\nfew weeks ago.\r\n- The @-character can be used in emotes to indicate a target. For \r\ninstance, if you target \"a gnoll\" and type \"/emote laughs cruelly at \r\n@\", the output will be, \"Playername laughs cruelly at a gnoll\".\r\n- People with the /LFG (Looking for Group) flag set will now have their \r\nover-head name prefixed with an asterisk. Remember that you can search \r\nfor people looking for a group by using the \"/who\" and \"/who all\" \r\ncommands. Typing \"/who all ranger 40 50 lfg\" will return a list of all \r\nrangers between 40 and 50 that are looking for a group.\r\n- The \"Sense\" series (Undead, Animal, and Summoned) will no longer \r\npoint you towards people's pets.\r\n\r\n*Note on Voice Recognition*\r\n\r\nLast week we implemented voice recognition technology in EverQuest. To \r\nuse this new feature, please refer to the EQROKManualSupplement.doc \r\nfile in your EverQuest directory. Please note that you must already \r\nhave a voice recognition engine that is compliant with the Microsoft \r\nSpeech API (SAPI), version 4.0. The voice recognition technology was \r\ntested with Dragon NaturallySpeaking(r) v4.0. Check with the developer \r\nof your software to find out if it is SAPI 4.0 compliant.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 09 12", "slug": "2000-09-12-1", "patch_date": "2000-09-12T20:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["server"], "body_plaintext": "------------------------------\r\nSeptember 12, 2000  3:00 pm\r\n------------------------------\r\n\r\n*Guild Maintenance*\r\n\r\nWe are in the process of preparing to do maintenance on the guild \r\ndatabase. To that end, guild creation and activation will be on hold \r\nfor the next three weeks. After that time, we may be running a process \r\nto remove inactive or under-subscribed guilds from the system. We would \r\nask and recommend that those in guilds with under 10 separate members \r\n(on separate accounts) consider merging and deleting the under-\r\nsubscribed guild. \r\n\r\nIn addition, it's apparently become common practice for people wishing \r\nto register a guild to enter the chat server and advertise there for \r\nhelp creating the guild. This will no longer be permitted. People \r\nwishing to submit a guild must organize prior to entering the chat \r\nserver. Advertising for assistance within the chat server could result \r\nin a short-term (24 hour) suspension for the account.\r\n\r\n- The EverQuest Team", "body_markdown": "#### September 12, 2000  3:00 pm\r\n\r\n*Guild Maintenance*\r\n\r\nWe are in the process of preparing to do maintenance on the guild \r\ndatabase. To that end, guild creation and activation will be on hold \r\nfor the next three weeks. After that time, we may be running a process \r\nto remove inactive or under-subscribed guilds from the system. We would \r\nask and recommend that those in guilds with under 10 separate members \r\n(on separate accounts) consider merging and deleting the under-\r\nsubscribed guild. \r\n\r\nIn addition, it's apparently become common practice for people wishing \r\nto register a guild to enter the chat server and advertise there for \r\nhelp creating the guild. This will no longer be permitted. People \r\nwishing to submit a guild must organize prior to entering the chat \r\nserver. Advertising for assistance within the chat server could result \r\nin a short-term (24 hour) suspension for the account.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 09 19", "slug": "2000-09-19-1", "patch_date": "2000-09-19T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nSeptember 19, 2000  7:00 am\r\n------------------------------\r\n\r\n*Level 1 Character Purge*\r\n\r\nThe Level 1 character purge announced several weeks ago will take place \r\non Wednesday, September 27, 2000, at 7:00am PST (GMT-7). Any level 1 \r\ncharacters that haven't been played within the previous 30 days will be \r\ndeleted. If you wish to keep any level 1 characters that you may have, \r\nplease log in and play them between now and 9/27. \r\n\r\n***Patch Day***\r\n\r\nAs a testament to our on-going goal to constantly provide more content \r\nfor EverQuest players, today's patch primarily consists of *many* \r\ncontent-additions to the game. \r\n\r\n*New Epic Quests*\r\n\r\nWe are pleased to announce that we have implemented new \"Fiery Avenger\" \r\nstyle quests for every class in the game (including paladins). The \r\nultimate reward for each quest boasts a custom model with unique \r\nparticle effects. We think that you will be pleased.\r\n\r\nGood luck to everyone on your quest.\r\n\r\n*Class Issues*\r\n\r\nRangers:\r\n\r\nLast week we completed in-depth testing of melee and defensive skills \r\nfor all melee-centric classes. In the course of these tests we \r\ndetermined that the ranger class was not performing to its intended \r\nlevel, and have made the following changes:\r\n\r\n- The \"Jolt\" spell has had its casting time reduced.\r\n- The Skillcap on Dodge and Parry has been increased.\r\n\r\nMonks:\r\n\r\nHigh-level monks can now carry increased weight without penalty. The \r\nadditional allowance is granted at levels 55 and 60.\r\n\r\nCleric:\r\n\r\nCelestial Elixir was failing due to multi-tick cure components that are \r\nincompatible with that configuration. We have therefore removed the \r\ncure components and increased the healing provided by this spell.\r\n\r\nAfter a great deal of consideration, we have concluded that the Mark of \r\nKarn spell is imbalanced and requires correction. This spell's current \r\nfunction makes melee classes without dual-wield far less desirable \r\nmembers of the group. As such, the spell has had its duration \r\ndecreased, its recast-time increased, and its \"heal per hit\" value \r\ndecreased. \r\n\r\n\r\n*Fungal Regrowth*\r\n\r\n\"Fungal Regrowth\" is now a self-only spell. It was being used as an \r\noffensive spell by virtue of its \"snare\" effect upon the target. \r\nFurthermore, we ruled out making it \"group only\" as with other spells \r\nthat have this issue, due to a class-balance concern. The spell was \r\nreducing the group's desire for classes capable of casting regenerative \r\nmagic.\r\n\r\n*Attack Speed Buffs*\r\n\r\nIn this patch we corrected a bug that would cause any \"Haste\" item \r\ncombined with any \"Haste\" spell to automatically yield maximum haste, \r\nregardless of the level of \"Haste\" granted by each individual \r\ncomponent. This fix increases the usefulness of better \"Haste\" \r\nequipment and spells. The downside to this is that those who usually \r\nhave both items and spells active will see a reduced attack-speed \r\nunless outfitted with the best equipment and spells.\r\n\r\n*High-Level Dungeon Balancing*\r\n\r\nVeehshan's Peak and Sebilis have received loot adjustments in order to \r\naddress disparities in risk and reward. For the most part, the quality \r\nof the \"common\" loot in Veeshan's Peak is at least as good as the \r\n\"rares\" from Sebilis.\r\n\r\n*Low-Delay Weapons and Damage Bonus Changes*\r\n\r\nIn accordance with our announcement several weeks ago, two low-delay \r\nweapons can now only be equipped in the off-hand. Included in this \r\nchange are the Mosscovered Twig and the Barbed Scale Whip. The delay on \r\nthese weapons and the associated damage bonus to weapons in the primary \r\nhand made these weapons much too powerful for their availability and \r\nthe risk associated with their acquisition.\r\n\r\nIn addition, two-handed weapons have had their damage-bonus modified. \r\nThe damage-bonus for low-delay two-handed weapons (27 or below) created \r\na problem similar to the weapons above and has been reduced. The \r\ndamage-bonus has not changed for normal-delay (28-39) two-handed \r\nweapons. The damage bonus for high-delay two-handed weapons (40+) has \r\nbeen increased.\r\n\r\n\r\n*Server Selection Screen*\r\n\r\nIt has come to our attention that new players often think that the \r\nhigh-population servers are better, based upon the logic that if \r\neveryone else is there, it must be a good server. However, in \r\nMassively-Multiplayer games, less populated servers are often \r\nconsidered superior for gameplay. Therefore we have marked servers that \r\nwould benefit from new characters as preferred servers, listing them in \r\n\"green\" in the server selection window. The preferred servers have \r\npopulations such that an influx of new people would benefit the server \r\nrather than cause overpopulation.\r\n\r\n\r\n*Custom Emotes and AFK*\r\n\r\nAnimations with custom emotes have been implemented. Current canned \r\nemotes such as /point allow a target other than the current target to \r\nbe specified. That will continue to work. So if you type \"/point \r\nBaobob\", the usual text will come up. However, you can add custom text \r\nto the emote, but you must specify the target as \"say\" as the target. \r\nFor instance: \r\n\r\n/point say points at a gnoll, indicating that he is ready to kill it. \r\n\r\n...your character will execute the /point animation, and the text \r\noutput will be: \"CharacterName points at a gnoll, indicating that he is \r\nready to kill it.\" \r\n\r\nFinally, you can now set a custom message for when you are /AFK. Type \r\n\"/AFK \" (without the brackets) to set your custom AFK message. For \r\ninstance, if you type \"/afk Grabbing a snack\", you will reply with \r\n\"Grabbing a snack\" when someone sends you a /tell.\r\n\r\n*Skill Gain*\r\n\r\nThe skill-gain rate of many skills is now further modified by character \r\nstats. This will allow those with natural affinities towards certain \r\nskills to improve at a greater rate.\r\n\r\n*Trade Skills Enhanced*\r\n\r\nMany of the trade skills in game have received massive enhancements, \r\nincluding dozens of new craftable items, new fishing and foraging \r\nitems, and other things to be discovered once in game. \r\n\r\nIn addition, trade-skill specialization has been implemented. Players \r\nwill be able to exceed 200 points of skill in ONE of the generally \r\navailable tradeskills. This includes: \r\n\r\n- Baking\r\n- Blacksmithing\r\n- Brewing\r\n- Jewelcraft\r\n- Tailoring\r\n- Fletching\r\n- Pottery \r\n\r\nOnce above 200 points in one of these skills, no other skill will be \r\nable to exceed 200. Specialization restrictions do not include class or \r\nrace-specific trade skills such as Alchemy, Make Poison, and Tinkering. \r\nPlayers with race or class-specific trade skills will be able to exceed \r\n200 points of skill in that skill, PLUS any generally available trade \r\nskill. \r\n\r\nThe enhancement of trade skills is an on-going project. Further \r\nenhancements will be made in the coming weeks.\r\n\r\n- The EverQuest Team", "body_markdown": "#### September 19, 2000  7:00 am\r\n\r\n*Level 1 Character Purge*\r\n\r\nThe Level 1 character purge announced several weeks ago will take place \r\non Wednesday, September 27, 2000, at 7:00am PST (GMT-7). Any level 1 \r\ncharacters that haven't been played within the previous 30 days will be \r\ndeleted. If you wish to keep any level 1 characters that you may have, \r\nplease log in and play them between now and 9/27. \r\n\r\n***Patch Day***\r\n\r\nAs a testament to our on-going goal to constantly provide more content \r\nfor EverQuest players, today's patch primarily consists of *many* \r\ncontent-additions to the game. \r\n\r\n*New Epic Quests*\r\n\r\nWe are pleased to announce that we have implemented new \"Fiery Avenger\" \r\nstyle quests for every class in the game (including paladins). The \r\nultimate reward for each quest boasts a custom model with unique \r\nparticle effects. We think that you will be pleased.\r\n\r\nGood luck to everyone on your quest.\r\n\r\n*Class Issues*\r\n\r\nRangers:\r\n\r\nLast week we completed in-depth testing of melee and defensive skills \r\nfor all melee-centric classes. In the course of these tests we \r\ndetermined that the ranger class was not performing to its intended \r\nlevel, and have made the following changes:\r\n\r\n- The \"Jolt\" spell has had its casting time reduced.\r\n- The Skillcap on Dodge and Parry has been increased.\r\n\r\nMonks:\r\n\r\nHigh-level monks can now carry increased weight without penalty. The \r\nadditional allowance is granted at levels 55 and 60.\r\n\r\nCleric:\r\n\r\nCelestial Elixir was failing due to multi-tick cure components that are \r\nincompatible with that configuration. We have therefore removed the \r\ncure components and increased the healing provided by this spell.\r\n\r\nAfter a great deal of consideration, we have concluded that the Mark of \r\nKarn spell is imbalanced and requires correction. This spell's current \r\nfunction makes melee classes without dual-wield far less desirable \r\nmembers of the group. As such, the spell has had its duration \r\ndecreased, its recast-time increased, and its \"heal per hit\" value \r\ndecreased. \r\n\r\n\r\n*Fungal Regrowth*\r\n\r\n\"Fungal Regrowth\" is now a self-only spell. It was being used as an \r\noffensive spell by virtue of its \"snare\" effect upon the target. \r\nFurthermore, we ruled out making it \"group only\" as with other spells \r\nthat have this issue, due to a class-balance concern. The spell was \r\nreducing the group's desire for classes capable of casting regenerative \r\nmagic.\r\n\r\n*Attack Speed Buffs*\r\n\r\nIn this patch we corrected a bug that would cause any \"Haste\" item \r\ncombined with any \"Haste\" spell to automatically yield maximum haste, \r\nregardless of the level of \"Haste\" granted by each individual \r\ncomponent. This fix increases the usefulness of better \"Haste\" \r\nequipment and spells. The downside to this is that those who usually \r\nhave both items and spells active will see a reduced attack-speed \r\nunless outfitted with the best equipment and spells.\r\n\r\n*High-Level Dungeon Balancing*\r\n\r\nVeehshan's Peak and Sebilis have received loot adjustments in order to \r\naddress disparities in risk and reward. For the most part, the quality \r\nof the \"common\" loot in Veeshan's Peak is at least as good as the \r\n\"rares\" from Sebilis.\r\n\r\n*Low-Delay Weapons and Damage Bonus Changes*\r\n\r\nIn accordance with our announcement several weeks ago, two low-delay \r\nweapons can now only be equipped in the off-hand. Included in this \r\nchange are the Mosscovered Twig and the Barbed Scale Whip. The delay on \r\nthese weapons and the associated damage bonus to weapons in the primary \r\nhand made these weapons much too powerful for their availability and \r\nthe risk associated with their acquisition.\r\n\r\nIn addition, two-handed weapons have had their damage-bonus modified. \r\nThe damage-bonus for low-delay two-handed weapons (27 or below) created \r\na problem similar to the weapons above and has been reduced. The \r\ndamage-bonus has not changed for normal-delay (28-39) two-handed \r\nweapons. The damage bonus for high-delay two-handed weapons (40+) has \r\nbeen increased.\r\n\r\n\r\n*Server Selection Screen*\r\n\r\nIt has come to our attention that new players often think that the \r\nhigh-population servers are better, based upon the logic that if \r\neveryone else is there, it must be a good server. However, in \r\nMassively-Multiplayer games, less populated servers are often \r\nconsidered superior for gameplay. Therefore we have marked servers that \r\nwould benefit from new characters as preferred servers, listing them in \r\n\"green\" in the server selection window. The preferred servers have \r\npopulations such that an influx of new people would benefit the server \r\nrather than cause overpopulation.\r\n\r\n\r\n*Custom Emotes and AFK*\r\n\r\nAnimations with custom emotes have been implemented. Current canned \r\nemotes such as /point allow a target other than the current target to \r\nbe specified. That will continue to work. So if you type \"/point \r\nBaobob\", the usual text will come up. However, you can add custom text \r\nto the emote, but you must specify the target as \"say\" as the target. \r\nFor instance: \r\n\r\n/point say points at a gnoll, indicating that he is ready to kill it. \r\n\r\n...your character will execute the /point animation, and the text \r\noutput will be: \"CharacterName points at a gnoll, indicating that he is \r\nready to kill it.\" \r\n\r\nFinally, you can now set a custom message for when you are /AFK. Type \r\n\"/AFK \" (without the brackets) to set your custom AFK message. For \r\ninstance, if you type \"/afk Grabbing a snack\", you will reply with \r\n\"Grabbing a snack\" when someone sends you a /tell.\r\n\r\n*Skill Gain*\r\n\r\nThe skill-gain rate of many skills is now further modified by character \r\nstats. This will allow those with natural affinities towards certain \r\nskills to improve at a greater rate.\r\n\r\n*Trade Skills Enhanced*\r\n\r\nMany of the trade skills in game have received massive enhancements, \r\nincluding dozens of new craftable items, new fishing and foraging \r\nitems, and other things to be discovered once in game. \r\n\r\nIn addition, trade-skill specialization has been implemented. Players \r\nwill be able to exceed 200 points of skill in ONE of the generally \r\navailable tradeskills. This includes: \r\n\r\n- Baking\r\n- Blacksmithing\r\n- Brewing\r\n- Jewelcraft\r\n- Tailoring\r\n- Fletching\r\n- Pottery \r\n\r\nOnce above 200 points in one of these skills, no other skill will be \r\nable to exceed 200. Specialization restrictions do not include class or \r\nrace-specific trade skills such as Alchemy, Make Poison, and Tinkering. \r\nPlayers with race or class-specific trade skills will be able to exceed \r\n200 points of skill in that skill, PLUS any generally available trade \r\nskill. \r\n\r\nThe enhancement of trade skills is an on-going project. Further \r\nenhancements will be made in the coming weeks.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 09 28", "slug": "2000-09-28-1", "patch_date": "2000-09-28T12:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "spells", "items", "tradeskills", "ui", "server"], "body_plaintext": "------------------------------\r\nSeptember 28, 2000  7:00 am\r\n------------------------------\r\n\r\n***Patch Day*** \r\n\r\nThe following changes have been implemented on the production servers \r\nas part of today's patch: \r\n\r\n*General Changes* \r\n\r\n- NPC corpses level 55 or over will now last 30 minutes before \r\ndecaying. This should help those on large multi-group encounters who \r\nneed some prep-time before looting items.\r\n- The item \"Woe\" has been repaired. If you receive the \"Item out of \r\ncharges\" message when your \"Woe\" attempts to fire its spell, please \r\ncontact a GM to trade out the item.\r\n- The spell \"Mark of Karn\" has been changed. The recast-time has been \r\nreduced significantly and the Hitpoint-return is now scaled inversely \r\nbased upon the delay of the weapon. In addition, a hitpoint return will \r\nonly take place when the target is hit with a primary melee weapon, or \r\nthe primary hand if you are unarmed.\r\n- Some more tradeskill component vendors have been placed within the \r\nworld to make certain tradeskills easier to use in your home town.\r\n- \"AFK\" and \"LD\" status will now be reported above player's heads. \r\n\r\n*Fleeing NPCs* \r\n\r\nLast week's patch caused NPCs to flee more than before due to a bug \r\nthat was fixed. After evaluating the situation, we decided to reduce \r\nthe chance to flee, but not to the extent that it was reduced before. \r\nNPCs were previously much more \"brave\" than they should have been. \r\n\r\nAs part of the same change, charmed NPCs also began fleeing when low on \r\nhealth. We've determined that this is not a good situation for the \r\nplayers. As such, we have stopped charmed creatures from fleeing per \r\nplayer request. \r\n\r\n*Level 1 Character Purge* \r\n\r\nThe Level 1 character purge has been completed. All level 1 characters \r\nthat have not been played within the past 30 days have been deleted. \r\n\r\n*New Server Active* \r\n\r\nTholuxe Paells, a new server open to new characters only, is now active \r\nand ready for play. Enjoy! As a reminder, /movelog registration will \r\ntake place on Mithaniel Marr and Tunare Friday evening from 6PM to \r\nMidnight (PDT: GMT-7). \r\nRegistered characters will be moved to a second new server, Drinal, \r\nearly next week. \r\n\r\n***User Interface Changes*** \r\n\r\nMany UI enhancements were made in today's patch: \r\n\r\n*Moving and Resizing Windows* \r\n\r\nThe data windows in the full screen \"HUD\" mode may now be moved by \r\nclicking in the upper left-hand corner, moving them to where you want, \r\nthen clicking again. The \"spell effect\" and \"chat\" windows can be \r\nresized by clicking on the lower right-hand corner, dragging to the \r\nappropriate size, and then clicking again. Coordinates for window \r\nlocations in each resolution are stored in the EQCLIENT.INI file. \r\n\r\n*Bugs with Several Commands Fixed* \r\n\r\nWe fixed a problem with /book, /sit, and /doability that allowed them \r\nto be executed at inappropriate times, such as while charmed or feared. \r\nThey should now only function when the native button would have \r\nfunctioned if pressed. \r\n\r\n*Miscellaneous Additions* \r\n\r\nAdded the following /-commands: \r\n\r\n- /camp: Causes your character to camp out. You must be sitting to use \r\n/camp.\r\n- /disband: Will disband you from your current group, or turn down an \r\ninvitation to join another group.\r\n- /invite: Will invite the target into a group, or accept an invitation \r\nif one is pending.\r\n- /attack: Will toggle the state of \"Auto-attack\". You may also add a \r\nparameter of \"on\" or \"off\" to explicitly set the state. \r\n\r\nIn addition: \r\n\r\n- CTRL-1 through CTRL-8 will cast the spell in the specified spell-\r\nslot.\r\n- \":\" (colon: Short for /emote) and \"'\" (apostrophe: Short for /say) \r\nwill now bring up the chat line in the same fashion as the /-key and \r\nENTER.\r\n- The \"R\" key (by default) takes you into reply-mode as always, \r\nbringing up a reply to the last person sending you a /tell. However, \r\nyou can now TAB and SHIFT-TAB to cycle through the last 10 people that \r\nhave sent you /tells. \r\n\r\n*Pauses in Socials* \r\n\r\nYou may now enter pauses in social batches with the /pause command. \r\n/pause takes an argument from 1 to 600, with the value being equal to \r\nthe number of tenths of seconds (i.e. /pause 100 will yield a 10 second \r\npause). \r\n\r\nFor example, a social consisting of: \r\n/sit off /cast 1 /pause 100 /sit on \r\n\r\n...would cause you to stand up, cast the spell in slot 1, wait 10 \r\nseconds after you've STARTED casting the spell, and sit down. \r\n\r\nFurthermore, you can also use the /pause command on the same line as \r\nanother social by separating the commands with a comma. Even though the \r\npause command is specified first, it is executed AFTER the command on \r\nthe same line. \r\n\r\nFor example: \r\n/sit off /pause 100,/cast 1 /sit on \r\n\r\n...would have the same effect as the example above. It is important to \r\nnote that the comma can only be used to separate a /pause command from \r\nanother, and MUST be specified first on the line. \r\n\r\n*Emote Codes* \r\n\r\nThe @ symbol has been replaced with a series of %-codes that expand \r\ninto various pieces of information, and now works in ALL chat channels \r\n(emote, say, shout, ooc, auction, group, guild). \r\n\r\nThe new %-codes are: \r\n%T - Returns the current target.\r\n%S - Returns the subjective gender-specific pronoun for the target (He, She, It).\r\n%O - Returns the objective gender-specific pronoun for the target (Him, Her, It).\r\n%P - Returns the posessive gender-specific pronoun for the target (His, Her, Its).\r\n%R - Returns the race of the target (only works on Player characters).\r\n\r\nFor example, if you have a target of \"a gnoll\", the following emote: \r\n/point say points at %T indicating that he is ready to kill %O. \r\n\r\n...Your character will execute the \"point\" animation with a text output \r\nof \"CharacterName points at a gnoll indicating that he is ready to kill \r\nit.\" \r\n\r\n- The EverQuest Team", "body_markdown": "#### September 28, 2000  7:00 am\r\n\r\n***Patch Day*** \r\n\r\nThe following changes have been implemented on the production servers \r\nas part of today's patch: \r\n\r\n*General Changes* \r\n\r\n- NPC corpses level 55 or over will now last 30 minutes before \r\ndecaying. This should help those on large multi-group encounters who \r\nneed some prep-time before looting items.\r\n- The item \"Woe\" has been repaired. If you receive the \"Item out of \r\ncharges\" message when your \"Woe\" attempts to fire its spell, please \r\ncontact a GM to trade out the item.\r\n- The spell \"Mark of Karn\" has been changed. The recast-time has been \r\nreduced significantly and the Hitpoint-return is now scaled inversely \r\nbased upon the delay of the weapon. In addition, a hitpoint return will \r\nonly take place when the target is hit with a primary melee weapon, or \r\nthe primary hand if you are unarmed.\r\n- Some more tradeskill component vendors have been placed within the \r\nworld to make certain tradeskills easier to use in your home town.\r\n- \"AFK\" and \"LD\" status will now be reported above player's heads. \r\n\r\n*Fleeing NPCs* \r\n\r\nLast week's patch caused NPCs to flee more than before due to a bug \r\nthat was fixed. After evaluating the situation, we decided to reduce \r\nthe chance to flee, but not to the extent that it was reduced before. \r\nNPCs were previously much more \"brave\" than they should have been. \r\n\r\nAs part of the same change, charmed NPCs also began fleeing when low on \r\nhealth. We've determined that this is not a good situation for the \r\nplayers. As such, we have stopped charmed creatures from fleeing per \r\nplayer request. \r\n\r\n*Level 1 Character Purge* \r\n\r\nThe Level 1 character purge has been completed. All level 1 characters \r\nthat have not been played within the past 30 days have been deleted. \r\n\r\n*New Server Active* \r\n\r\nTholuxe Paells, a new server open to new characters only, is now active \r\nand ready for play. Enjoy! As a reminder, /movelog registration will \r\ntake place on Mithaniel Marr and Tunare Friday evening from 6PM to \r\nMidnight (PDT: GMT-7). \r\nRegistered characters will be moved to a second new server, Drinal, \r\nearly next week. \r\n\r\n***User Interface Changes*** \r\n\r\nMany UI enhancements were made in today's patch: \r\n\r\n*Moving and Resizing Windows* \r\n\r\nThe data windows in the full screen \"HUD\" mode may now be moved by \r\nclicking in the upper left-hand corner, moving them to where you want, \r\nthen clicking again. The \"spell effect\" and \"chat\" windows can be \r\nresized by clicking on the lower right-hand corner, dragging to the \r\nappropriate size, and then clicking again. Coordinates for window \r\nlocations in each resolution are stored in the EQCLIENT.INI file. \r\n\r\n*Bugs with Several Commands Fixed* \r\n\r\nWe fixed a problem with /book, /sit, and /doability that allowed them \r\nto be executed at inappropriate times, such as while charmed or feared. \r\nThey should now only function when the native button would have \r\nfunctioned if pressed. \r\n\r\n*Miscellaneous Additions* \r\n\r\nAdded the following /-commands: \r\n\r\n- /camp: Causes your character to camp out. You must be sitting to use \r\n/camp.\r\n- /disband: Will disband you from your current group, or turn down an \r\ninvitation to join another group.\r\n- /invite: Will invite the target into a group, or accept an invitation \r\nif one is pending.\r\n- /attack: Will toggle the state of \"Auto-attack\". You may also add a \r\nparameter of \"on\" or \"off\" to explicitly set the state. \r\n\r\nIn addition: \r\n\r\n- CTRL-1 through CTRL-8 will cast the spell in the specified spell-\r\nslot.\r\n- \":\" (colon: Short for /emote) and \"'\" (apostrophe: Short for /say) \r\nwill now bring up the chat line in the same fashion as the /-key and \r\nENTER.\r\n- The \"R\" key (by default) takes you into reply-mode as always, \r\nbringing up a reply to the last person sending you a /tell. However, \r\nyou can now TAB and SHIFT-TAB to cycle through the last 10 people that \r\nhave sent you /tells. \r\n\r\n*Pauses in Socials* \r\n\r\nYou may now enter pauses in social batches with the /pause command. \r\n/pause takes an argument from 1 to 600, with the value being equal to \r\nthe number of tenths of seconds (i.e. /pause 100 will yield a 10 second \r\npause). \r\n\r\nFor example, a social consisting of: \r\n/sit off /cast 1 /pause 100 /sit on \r\n\r\n...would cause you to stand up, cast the spell in slot 1, wait 10 \r\nseconds after you've STARTED casting the spell, and sit down. \r\n\r\nFurthermore, you can also use the /pause command on the same line as \r\nanother social by separating the commands with a comma. Even though the \r\npause command is specified first, it is executed AFTER the command on \r\nthe same line. \r\n\r\nFor example: \r\n/sit off /pause 100,/cast 1 /sit on \r\n\r\n...would have the same effect as the example above. It is important to \r\nnote that the comma can only be used to separate a /pause command from \r\nanother, and MUST be specified first on the line. \r\n\r\n*Emote Codes* \r\n\r\nThe @ symbol has been replaced with a series of %-codes that expand \r\ninto various pieces of information, and now works in ALL chat channels \r\n(emote, say, shout, ooc, auction, group, guild). \r\n\r\nThe new %-codes are: \r\n%T - Returns the current target.\r\n%S - Returns the subjective gender-specific pronoun for the target (He, She, It).\r\n%O - Returns the objective gender-specific pronoun for the target (Him, Her, It).\r\n%P - Returns the posessive gender-specific pronoun for the target (His, Her, Its).\r\n%R - Returns the race of the target (only works on Player characters).\r\n\r\nFor example, if you have a target of \"a gnoll\", the following emote: \r\n/point say points at %T indicating that he is ready to kill %O. \r\n\r\n...Your character will execute the \"point\" animation with a text output \r\nof \"CharacterName points at a gnoll indicating that he is ready to kill \r\nit.\" \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 10 03", "slug": "2000-10-03-1", "patch_date": "2000-10-03T21:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["items", "server"], "body_plaintext": "------------------------------\r\nOctober 3, 2000  4:00 pm\r\n------------------------------\r\n\r\n*Today's Patch*\r\n\r\nToday's patch consisted mostly of server-side changes, additions, and \r\nfixes regarding NPCs and quests. The only item of public note is that \r\nthe Ragebringer can no longer be equipped in the ranged slot. A data \r\nentry error caused it to be initially allowed it to be equipped in that \r\nslot.\r\n\r\n- The EverQuest Team", "body_markdown": "#### October 3, 2000  4:00 pm\r\n\r\n*Today's Patch*\r\n\r\nToday's patch consisted mostly of server-side changes, additions, and \r\nfixes regarding NPCs and quests. The only item of public note is that \r\nthe Ragebringer can no longer be equipped in the ranged slot. A data \r\nentry error caused it to be initially allowed it to be equipped in that \r\nslot.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 10 13", "slug": "2000-10-13-1", "patch_date": "2000-10-14T00:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["class_changes", "ui"], "body_plaintext": "------------------------------\r\nOctober 13, 2000  7:00 pm\r\n------------------------------\r\n\r\n*Important System Configuration Announcement*. As many of you know, \r\nover the past couple of months we've made numerous enhancements to the \r\nEverQuest client. In addition to things such as new /-commands and \r\nother changes of that nature, we've enhanced the UI itself to allow \r\nmoveable and resizable windows, among other things. At the same time \r\nwe've been working on a brand new sound engine, and have been further \r\nconcentrating on optimizing and expanding the capabilities of the \r\nEverQuest client.\r\n\r\nFor most applications, the feature set of a version of DirectX is \r\nlimited to the lowest common denominator between the version that the \r\nsoftware is compiled under, and the version running on the client. This \r\nmeans that though you may be running DirectX 7.0a already, and are \r\nreceiving advantages associated with the more advanced code, the \r\nfeature-set of DirectX used when in EverQuest is limited to version \r\n5.2.\r\n\r\nThis limits the type and breadth of enhancements that can be made to \r\nthe client. Given that we feel that EverQuest players would enjoy \r\ncontinuing to see new enhancements for the client, we will soon begin \r\ncompiling the client under DirectX 7.0a, and implementing the feature-\r\nset available within that version. When we do this, everyone will need \r\nDirectX 7.0a (or higher) to play EverQuest. \r\n\r\nHere are some of the possible benefits from DirectX 7.0a:\r\n\r\n- Better performance (Graphics and Sound)\r\n\r\n- Gamma Correction working in D3D \r\n- Proper Mip-Mapping in D3D \r\n- Fixes fogging on some cards. (Some cards have no fogging at all and \r\nlook pretty bad) \r\n- Allows us to use newer interfaces to support such features as full-\r\nscreen anti-aliasing, and alternate Z-buffering methods, which tend to \r\nlook better.\r\n\r\nChanging to DX7 does have a potential downside. Those using older or \r\ndiscontinued video or sound cards that do not have DX7 compatible \r\ndrivers may need to upgrade to continue playing. However, we feel that \r\nthe benefits that will come from upgrading to this newer version of \r\nDirectX outweigh the potential problems.\r\n\r\nWe plan to begin requiring DirectX7.0a when the EverQuest client is \r\nnext patched, in two or three weeks. We wanted to be sure to give \r\neveryone enough time to check their version of DirectX and install the \r\nnewest version. You can run DXDIAG.EXE in your Windows\\System directory \r\nto check your DirectX version and get the newest version of DirectX \r\nfrom here if it is needed.\r\n\r\nPlease keep an eye on the patch message for further information \r\nregarding the planned implementation of DX7.\r\n\r\n*Epic Quests*\r\n\r\nDue to some difficulties regarding the Epic Quests implemented two \r\npatches ago, the epic quests for the Monk, Wizard, and Druid will not \r\nbe completable until the next patch. While we would like to have \r\nimplemented updates right away for these issues, we are mid-way in our \r\nconversion to support the DirectX changes that have been announced. \r\n\r\nWe appreciate your patience.\r\n\r\n- The EverQuest Team", "body_markdown": "#### October 13, 2000  7:00 pm\r\n\r\n*Important System Configuration Announcement*. As many of you know, \r\nover the past couple of months we've made numerous enhancements to the \r\nEverQuest client. In addition to things such as new /-commands and \r\nother changes of that nature, we've enhanced the UI itself to allow \r\nmoveable and resizable windows, among other things. At the same time \r\nwe've been working on a brand new sound engine, and have been further \r\nconcentrating on optimizing and expanding the capabilities of the \r\nEverQuest client.\r\n\r\nFor most applications, the feature set of a version of DirectX is \r\nlimited to the lowest common denominator between the version that the \r\nsoftware is compiled under, and the version running on the client. This \r\nmeans that though you may be running DirectX 7.0a already, and are \r\nreceiving advantages associated with the more advanced code, the \r\nfeature-set of DirectX used when in EverQuest is limited to version \r\n5.2.\r\n\r\nThis limits the type and breadth of enhancements that can be made to \r\nthe client. Given that we feel that EverQuest players would enjoy \r\ncontinuing to see new enhancements for the client, we will soon begin \r\ncompiling the client under DirectX 7.0a, and implementing the feature-\r\nset available within that version. When we do this, everyone will need \r\nDirectX 7.0a (or higher) to play EverQuest. \r\n\r\nHere are some of the possible benefits from DirectX 7.0a:\r\n\r\n- Better performance (Graphics and Sound)\r\n\r\n- Gamma Correction working in D3D \r\n- Proper Mip-Mapping in D3D \r\n- Fixes fogging on some cards. (Some cards have no fogging at all and \r\nlook pretty bad) \r\n- Allows us to use newer interfaces to support such features as full-\r\nscreen anti-aliasing, and alternate Z-buffering methods, which tend to \r\nlook better.\r\n\r\nChanging to DX7 does have a potential downside. Those using older or \r\ndiscontinued video or sound cards that do not have DX7 compatible \r\ndrivers may need to upgrade to continue playing. However, we feel that \r\nthe benefits that will come from upgrading to this newer version of \r\nDirectX outweigh the potential problems.\r\n\r\nWe plan to begin requiring DirectX7.0a when the EverQuest client is \r\nnext patched, in two or three weeks. We wanted to be sure to give \r\neveryone enough time to check their version of DirectX and install the \r\nnewest version. You can run DXDIAG.EXE in your Windows\\System directory \r\nto check your DirectX version and get the newest version of DirectX \r\nfrom here if it is needed.\r\n\r\nPlease keep an eye on the patch message for further information \r\nregarding the planned implementation of DX7.\r\n\r\n*Epic Quests*\r\n\r\nDue to some difficulties regarding the Epic Quests implemented two \r\npatches ago, the epic quests for the Monk, Wizard, and Druid will not \r\nbe completable until the next patch. While we would like to have \r\nimplemented updates right away for these issues, we are mid-way in our \r\nconversion to support the DirectX changes that have been announced. \r\n\r\nWe appreciate your patience.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 11 15", "slug": "2000-11-15-1", "patch_date": "2000-11-15T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "server"], "body_plaintext": "------------------------------\r\nNovember 15, 2000  3:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\nToday's patch includes the announced code-updates to use technology \r\nincluded with DirectX 7. You MUST have DirectX 7 or higher installed in \r\norder to play EverQuest. Please refer to \r\nhttp://everquest.station.sony.com/f_requirements.shtml prior to \r\ncontacting technical support for procedures prior to contacting \r\ntechnical support.\r\n\r\nToday's patch also includes the new \"Sound Engine\" that we've been \r\nspeaking about for some time. The new sound engine supports additional \r\nEAX features and should address the concerns of SBLive users that have \r\nbeen posted in the past.\r\n\r\n*Movelog for Povar and Tarew Marr*\r\n\r\nThe /movelog window will be opened for Povar and Tarew Marr on Saturday \r\n11/18 and Sunday 11/19 from 6PM PST (GMT-8) to Midnight. All players \r\nwishing to have all of their characters moved (on a per-account basis) \r\nfrom those servers to the new split-server should execute \"/movelog \r\nyes\" during the windows.\r\n\r\nThe physical character move will take place next week on Tuesday or \r\nWednesday. Please check the scheduled downtime page of \r\nwww.everquest.com for a firm time when it is decided. Remember that \r\ncorpses will not follow you to the new server, so anyone deciding to \r\nmove will want to be sure that all corpses are looted prior to the time \r\nof the actual move. \r\n\r\nAs this patch features new /movelog logic to eliminate problems with \r\npeople being left behind, players should not count on customer-service \r\nintervention after the physical move if they were unable to execute the \r\ncommand during the window. You will need to be present and execute the \r\ncommand in order to move.\r\n\r\n*Spell Changes*\r\n\r\n-- Pixie Strike: Made it less resistible by reducing the secondary \r\nresist.\r\n-- Song of Twilight: Increased duration. Made less resistible by \r\nremoving the secondary resist. Allowed it to be cast at any time of \r\nday.\r\n-- Fixed the effect on the Necromancer Epic Quest Item. The effect was \r\nchecking resist on each tick instead of running full course.\r\n-- Increased the duration of the effect on the Enchanter Epic Quest \r\nItem.\r\n-- Fixed the \"Modulating Rod\" so that it can be used by the appropriate \r\nraces.\r\n-- Fixed the Lost Staff of the Scorned\r\n-- Maniacal Strength will now correctly overwrite the level 49 strength \r\nspell.\r\n-- The Death Pact and Divine Intervention spells will now stack \r\nappropriately with other spells that have similar effects.\r\n\r\n-- Modified the \"Jonathan's\" line of songs to remove the \"skin\" effect \r\nin order to allow bards to use them more effectively in combat. In \r\naddition, we made them \"Self Only\" spells rather than \"Single Target\" \r\nspells in order to allow bards to remain in combat while singing them.\r\n\r\n*General Fixes/Changes*\r\n\r\n-- Fixed a bug that caused an NPC on \"Sister's Isle\" to attack people \r\nwho were fighting pirates.\r\n-- Removed Paladins as an authorized class for piercing weapons in game \r\nsince they do not have the piercing skill.\r\n-- The \"Belt of the River\" quest should now work correctly.\r\n-- Fixed all known problems with the class-specific epic quests.\r\n-- Implemented some new race-specific quests for Iksar.\r\n-- Positively modified most Epic Quest Items. Please check your items \r\nto see your changes. Note: Not all changes will be evident by looking \r\nat the item.\r\n-- Fixed the NPC bosses in the Plane of Sky that were not dropping the \r\ncorrect loot.\r\n-- Your bread tin will now be returned when baking bread.\r\n-- Fixed the Wellford Fargin keyword problem in Firiona Vie.\r\n-- Made the \"Gravebinder\" a magic weapon.\r\n\r\n-- Repaired the Forager Bag. It was causing people to lose weight when \r\nplacing items in the bag. It is supposed to have a weight reduction \r\ncomponent, but was not supposed to cause weight loss.\r\n\r\n-- Taunt: Increased effectiveness above level 50. Previously, creatures \r\nabove level 50 could not be taunted by means of the taunt skill. Now, \r\nmost creatures below the character's level can now be successfully \r\ntaunted. As a note, the chance to taunt a creature above 50th level is \r\nsmaller than that of a creature below 50th.\r\n\r\n\r\n*Client Enhancements*\r\n\r\n-- You now have 10 pages of 10 hotboxes each when in full screen mode.\r\n-- You can now customize 10 pages of 12 socials each, increasing the \r\ntotal number of available socials by 108.\r\n-- Fixed a bug with the keyboard.txt file causing some keys to \r\ntranslate incorrectly.\r\n-- Fixed a bug that caused some window positions to save improperly at \r\nhigher resolutions.\r\n-- All key mappings are now stored in the EQCLIENT.INI file.\r\n\r\n-- Fixed all known problems with the clipping plane slider. Users \r\nshould now see differences for the entire range of adjustment in zones \r\nthat support an adjustable clipping plane.\r\n\r\n-- Players on PvP servers will no longer show \"[LD]\" over their heads \r\nwhen linkdead. In addition, these same players will no longer show as \r\n\"LinkDead\" in the /who list.\r\n\r\n-- Players can now set custom text colors while in game. /usercolor: \r\nUsage \"/usercolor UserColorNumber R G B\" where \"UserColorNumber is the \r\nnumber of the color as indicated in the EQCLIENT.INI file, and R, G, \r\nand B are red, green and blue respectively. All changes will be \r\nautomatically saved to your EQCLIENT.INI file.\r\n\r\n-- OPT files in your EverQuest directory now have a number after the \r\ncharacter name indicating the server number. As such, you will now be \r\nable to have characters of the same name on two separate servers with \r\ndifferent custom options.\r\n\r\n-- The eqlog.txt file now has a name that includes the server number \r\nand character name. For instance, if your character is named \"Bobb\", \r\nand you are on Server 1, your log text file name would be \r\neqlog_01_Bobb.txt.\r\n\r\n-- Added two new entries to the \"Defaults\" section of the EQCLIENT.INI \r\nfile: AttackOnAssist=TRUE|FALSE - Sets whether or not your autoattack \r\nturns on automatically when assisting. Defaults to \"TRUE\". \r\nShowInspectMessage=TRUE|FALSE - Sets whether or not you see the \r\n\"Soandso is inspecting you\" message. Defaults to \"TRUE\".\r\n\r\n-- Custom key mappings have been greatly enhanced. You can now set two \r\nkeys, a primary and an alternate, for each function in game. In \r\naddition, things that were previously not customizable can now be set \r\nto a key of your preference. Left-click on the key identifier to set \r\nthe primary key, right-click to set the secondary.\r\n\r\n-- Added the /note command. /note will append the following text to a \r\nfile called \"notes.txt\" in your EverQuest directory. For instance, \r\ntyping \"/note This is a note\" will put \"This is a note\" on the next \r\nline in the notes.txt file.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 15, 2000  3:00 am\r\n\r\n***Patch Day***\r\n\r\nToday's patch includes the announced code-updates to use technology \r\nincluded with DirectX 7. You MUST have DirectX 7 or higher installed in \r\norder to play EverQuest. Please refer to \r\nhttp://everquest.station.sony.com/f_requirements.shtml prior to \r\ncontacting technical support for procedures prior to contacting \r\ntechnical support.\r\n\r\nToday's patch also includes the new \"Sound Engine\" that we've been \r\nspeaking about for some time. The new sound engine supports additional \r\nEAX features and should address the concerns of SBLive users that have \r\nbeen posted in the past.\r\n\r\n*Movelog for Povar and Tarew Marr*\r\n\r\nThe /movelog window will be opened for Povar and Tarew Marr on Saturday \r\n11/18 and Sunday 11/19 from 6PM PST (GMT-8) to Midnight. All players \r\nwishing to have all of their characters moved (on a per-account basis) \r\nfrom those servers to the new split-server should execute \"/movelog \r\nyes\" during the windows.\r\n\r\nThe physical character move will take place next week on Tuesday or \r\nWednesday. Please check the scheduled downtime page of \r\nwww.everquest.com for a firm time when it is decided. Remember that \r\ncorpses will not follow you to the new server, so anyone deciding to \r\nmove will want to be sure that all corpses are looted prior to the time \r\nof the actual move. \r\n\r\nAs this patch features new /movelog logic to eliminate problems with \r\npeople being left behind, players should not count on customer-service \r\nintervention after the physical move if they were unable to execute the \r\ncommand during the window. You will need to be present and execute the \r\ncommand in order to move.\r\n\r\n*Spell Changes*\r\n\r\n-- Pixie Strike: Made it less resistible by reducing the secondary \r\nresist.\r\n-- Song of Twilight: Increased duration. Made less resistible by \r\nremoving the secondary resist. Allowed it to be cast at any time of \r\nday.\r\n-- Fixed the effect on the Necromancer Epic Quest Item. The effect was \r\nchecking resist on each tick instead of running full course.\r\n-- Increased the duration of the effect on the Enchanter Epic Quest \r\nItem.\r\n-- Fixed the \"Modulating Rod\" so that it can be used by the appropriate \r\nraces.\r\n-- Fixed the Lost Staff of the Scorned\r\n-- Maniacal Strength will now correctly overwrite the level 49 strength \r\nspell.\r\n-- The Death Pact and Divine Intervention spells will now stack \r\nappropriately with other spells that have similar effects.\r\n\r\n-- Modified the \"Jonathan's\" line of songs to remove the \"skin\" effect \r\nin order to allow bards to use them more effectively in combat. In \r\naddition, we made them \"Self Only\" spells rather than \"Single Target\" \r\nspells in order to allow bards to remain in combat while singing them.\r\n\r\n*General Fixes/Changes*\r\n\r\n-- Fixed a bug that caused an NPC on \"Sister's Isle\" to attack people \r\nwho were fighting pirates.\r\n-- Removed Paladins as an authorized class for piercing weapons in game \r\nsince they do not have the piercing skill.\r\n-- The \"Belt of the River\" quest should now work correctly.\r\n-- Fixed all known problems with the class-specific epic quests.\r\n-- Implemented some new race-specific quests for Iksar.\r\n-- Positively modified most Epic Quest Items. Please check your items \r\nto see your changes. Note: Not all changes will be evident by looking \r\nat the item.\r\n-- Fixed the NPC bosses in the Plane of Sky that were not dropping the \r\ncorrect loot.\r\n-- Your bread tin will now be returned when baking bread.\r\n-- Fixed the Wellford Fargin keyword problem in Firiona Vie.\r\n-- Made the \"Gravebinder\" a magic weapon.\r\n\r\n-- Repaired the Forager Bag. It was causing people to lose weight when \r\nplacing items in the bag. It is supposed to have a weight reduction \r\ncomponent, but was not supposed to cause weight loss.\r\n\r\n-- Taunt: Increased effectiveness above level 50. Previously, creatures \r\nabove level 50 could not be taunted by means of the taunt skill. Now, \r\nmost creatures below the character's level can now be successfully \r\ntaunted. As a note, the chance to taunt a creature above 50th level is \r\nsmaller than that of a creature below 50th.\r\n\r\n\r\n*Client Enhancements*\r\n\r\n-- You now have 10 pages of 10 hotboxes each when in full screen mode.\r\n-- You can now customize 10 pages of 12 socials each, increasing the \r\ntotal number of available socials by 108.\r\n-- Fixed a bug with the keyboard.txt file causing some keys to \r\ntranslate incorrectly.\r\n-- Fixed a bug that caused some window positions to save improperly at \r\nhigher resolutions.\r\n-- All key mappings are now stored in the EQCLIENT.INI file.\r\n\r\n-- Fixed all known problems with the clipping plane slider. Users \r\nshould now see differences for the entire range of adjustment in zones \r\nthat support an adjustable clipping plane.\r\n\r\n-- Players on PvP servers will no longer show \"[LD]\" over their heads \r\nwhen linkdead. In addition, these same players will no longer show as \r\n\"LinkDead\" in the /who list.\r\n\r\n-- Players can now set custom text colors while in game. /usercolor: \r\nUsage \"/usercolor UserColorNumber R G B\" where \"UserColorNumber is the \r\nnumber of the color as indicated in the EQCLIENT.INI file, and R, G, \r\nand B are red, green and blue respectively. All changes will be \r\nautomatically saved to your EQCLIENT.INI file.\r\n\r\n-- OPT files in your EverQuest directory now have a number after the \r\ncharacter name indicating the server number. As such, you will now be \r\nable to have characters of the same name on two separate servers with \r\ndifferent custom options.\r\n\r\n-- The eqlog.txt file now has a name that includes the server number \r\nand character name. For instance, if your character is named \"Bobb\", \r\nand you are on Server 1, your log text file name would be \r\neqlog_01_Bobb.txt.\r\n\r\n-- Added two new entries to the \"Defaults\" section of the EQCLIENT.INI \r\nfile: AttackOnAssist=TRUE|FALSE - Sets whether or not your autoattack \r\nturns on automatically when assisting. Defaults to \"TRUE\". \r\nShowInspectMessage=TRUE|FALSE - Sets whether or not you see the \r\n\"Soandso is inspecting you\" message. Defaults to \"TRUE\".\r\n\r\n-- Custom key mappings have been greatly enhanced. You can now set two \r\nkeys, a primary and an alternate, for each function in game. In \r\naddition, things that were previously not customizable can now be set \r\nto a key of your preference. Left-click on the key identifier to set \r\nthe primary key, right-click to set the secondary.\r\n\r\n-- Added the /note command. /note will append the following text to a \r\nfile called \"notes.txt\" in your EverQuest directory. For instance, \r\ntyping \"/note This is a note\" will put \"This is a note\" on the next \r\nline in the notes.txt file.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 11 16", "slug": "2000-11-16-1", "patch_date": "2000-11-16T13:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "------------------------------\r\nNovember 16, 2000  8:00 am\r\n------------------------------\r\n\r\n*Follow-up Patch*\r\n\r\nToday's follow-up patch addresses the following issues from yesterday's \r\npatch:\r\n\r\n- The spell Torpor received an unintentional reduction in effectiveness\r\n- Illumination in game was not as bright as it should have been.\r\n- Pet using classes unintentionally gained the ability to summon \r\nmultiple pets.\r\n- Bard songs were reacting poorly with invisibility/hide/sneak.\r\n- Hitpoints were being reported incorrectly to clients.\r\n- Changing resolutions would cause some to crash.\r\n\r\nIn addition, the following changes were left out of yesterday's patch \r\nmessage:\r\n\r\n- Fixed a bug that would cause some to not be able to cast after being \r\nfeared.\r\n- Data for group members and targets will be updated more frequently. \r\nThis change should reduce complaints of warping and slow hitpoint and \r\nother updates.\r\n- Bards received increases in the skill cap for their instrument \r\nskills.\r\n- Changed the default combo for casting spells from CTRL-1:8 to ALT-\r\n1:8, as CTRL was interfering with players ability to strafe.\r\n\r\nThank you for your continued patience.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 16, 2000  8:00 am\r\n\r\n*Follow-up Patch*\r\n\r\nToday's follow-up patch addresses the following issues from yesterday's \r\npatch:\r\n\r\n- The spell Torpor received an unintentional reduction in effectiveness\r\n- Illumination in game was not as bright as it should have been.\r\n- Pet using classes unintentionally gained the ability to summon \r\nmultiple pets.\r\n- Bard songs were reacting poorly with invisibility/hide/sneak.\r\n- Hitpoints were being reported incorrectly to clients.\r\n- Changing resolutions would cause some to crash.\r\n\r\nIn addition, the following changes were left out of yesterday's patch \r\nmessage:\r\n\r\n- Fixed a bug that would cause some to not be able to cast after being \r\nfeared.\r\n- Data for group members and targets will be updated more frequently. \r\nThis change should reduce complaints of warping and slow hitpoint and \r\nother updates.\r\n- Bards received increases in the skill cap for their instrument \r\nskills.\r\n- Changed the default combo for casting spells from CTRL-1:8 to ALT-\r\n1:8, as CTRL was interfering with players ability to strafe.\r\n\r\nThank you for your continued patience.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 11 21", "slug": "2000-11-21-1", "patch_date": "2000-11-21T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "spells", "items", "server"], "body_plaintext": "------------------------------\r\nNovember 21, 2000  3:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nToday's patch addresses a few problems noted by customers since last \r\nweek's big patch. The following changes were made:\r\n\r\n- Fixed some problems with sound volume being set above the maximum or \r\nbelow the minimum.\r\n- Fixed a problem that caused sound volume to be reset regardless of \r\nthe slider setting upon zoning or entering game.\r\n- Fixed a bug that would cause some sounds to be unduly amplified \r\nwhenever the volume slider was moved.\r\n- Fixed a bug causing pink fringes to show on whiskers in association \r\nwith mipmapping.\r\n- Fixed a bug with /usercolor causing settings to be saved in the wrong \r\nslot.\r\n- Fixed weapon scaling problems with off-hand weapons and those carried \r\nby dwarves. \r\n- Fixed a bug that caused the client to display an amount of experience \r\nin slight disagreement with the server.\r\n- Fixed the Paladin Epic Quest reward, which was procing a spell that \r\nwould do around one million points of damage if left to its own \r\ndevices.\r\n- Fixed a faction problem that made some quests designed to be doable \r\nby anyone, regardless of race or class, undoable. \r\n\r\nIn other news, the Tarew/Povar split server, Xev, will be up following \r\nthe patch today. Xev is named for Xev Bristlebane, the god of fortune. \r\nWe would have named the new server under its full name if not for an \r\nattempt to avoid confusion between the existing \"Bristlebane\" server \r\n(named for Fizzlethorpe Bristlebane) and Xev.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 21, 2000  3:00 am\r\n\r\n*Patch Day*\r\n\r\nToday's patch addresses a few problems noted by customers since last \r\nweek's big patch. The following changes were made:\r\n\r\n- Fixed some problems with sound volume being set above the maximum or \r\nbelow the minimum.\r\n- Fixed a problem that caused sound volume to be reset regardless of \r\nthe slider setting upon zoning or entering game.\r\n- Fixed a bug that would cause some sounds to be unduly amplified \r\nwhenever the volume slider was moved.\r\n- Fixed a bug causing pink fringes to show on whiskers in association \r\nwith mipmapping.\r\n- Fixed a bug with /usercolor causing settings to be saved in the wrong \r\nslot.\r\n- Fixed weapon scaling problems with off-hand weapons and those carried \r\nby dwarves. \r\n- Fixed a bug that caused the client to display an amount of experience \r\nin slight disagreement with the server.\r\n- Fixed the Paladin Epic Quest reward, which was procing a spell that \r\nwould do around one million points of damage if left to its own \r\ndevices.\r\n- Fixed a faction problem that made some quests designed to be doable \r\nby anyone, regardless of race or class, undoable. \r\n\r\nIn other news, the Tarew/Povar split server, Xev, will be up following \r\nthe patch today. Xev is named for Xev Bristlebane, the god of fortune. \r\nWe would have named the new server under its full name if not for an \r\nattempt to avoid confusion between the existing \"Bristlebane\" server \r\n(named for Fizzlethorpe Bristlebane) and Xev.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 11 29", "slug": "2000-11-29-1", "patch_date": "2000-11-29T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix", "class_changes", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nNovember 29, 2000  3:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nToday's patch includes updates to the client to address some problems \r\nreported by people in regards to the DX7 update, as well as other \r\ngameplay issues:\r\n\r\n- Corrected an older bug that would cause people to stop gaining or \r\nlosing faction with associates when the primary faction was at its \r\nmaximum or minimum. Players will now be able to further modify \r\nassociate factions in the appropriate direction.\r\n\r\n- Random-effects on weapons carried by pets will now behave as if the \r\npet is a player character rather than an NPC. The change last patch \r\nreduced them to a rate below player characters. As part of this patch, \r\ntarget-specific random effects will only work if the target is the \r\nintended type. For instance, a weapon that processes \"Dismiss Summoned\" \r\nwill only \"go off\" on a summoned NPC instead of everything. \r\n\r\n- Added some code that should address if not eliminate a problem \r\nreported by people whereas the client would \"freeze\" for a second or \r\ntwo every few minutes. For those who do not have IRQ sharing and/or \r\ndriver problems, this should address the issue.\r\n\r\n- Made final positive modifications to several Epic Quest rewards. \r\nIncluded in these changes: the SK weapon will now allow you to bash \r\nwhile carrying it. \r\n\r\n- Fixed a problem that gave people problems when exiting the game and \r\nattempting to get back in.\r\n\r\n- Added some code to address reports from people who find exiting from \r\nthe character-select screen back to the server-select screen rather \r\nslow when mip-mapping is enabled. Most of this problem is due to \r\nroutines in DX required to release resources consumed by mip-mapping \r\nand may not be addressable until the next version of DirectX is \r\nadopted.\r\n\r\n- Changed customizable key mappings so that the ESC key will clear the \r\n\"NOKEY\" setting instead of the \"Backspace\". This means that you can now \r\nassign \"Backspace\" to a function in game.\r\n\r\n- Corrected a sound problem that would cause certain sounds to be \r\nplayed \"rapid-fire\" under some circumstances. There is still a \r\npotential for this to happen with some other sounds that will be \r\naddressed in a patch in the near future.\r\n\r\n- Corrected a problem in Kedge Keep that made the top encounter more \r\ndifficult than intended after the server had been up for a while.\r\n\r\n- Higher level Magician, Necromancer, and Shadowknight pets now have \r\nthe ability to dual-wield without being handed weapons. The calculation \r\nused to determine whether or not this ability exists takes several \r\nthings into account, but for the most part 39th level and above summons \r\n(higher for the Shadowknight) will have this ability. It is possible \r\nthat you could get a \"good\" 34th level pet that will, or a \"bad\" 39th \r\nlevel pet that will not have this ability. \r\n\r\n- Bards of the land, hark unto me: The notes have been scribed on \r\ntattered parchment, two score and nine, for you they are meant. Abandon \r\nyour mates, though they may fume, and follow the call of the seafarer's \r\ntune.\r\n\r\n- The Monk's hand-to-hand skill cap has been raised to a level equal to \r\ntheir one-handed blunt skill.\r\n\r\nRemember! Only a few days left until the launch of EverQuest: The Scars \r\nof Velious. Reserve your copy at your local retailer today!\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 29, 2000  3:00 am\r\n\r\n*Patch Day*\r\n\r\nToday's patch includes updates to the client to address some problems \r\nreported by people in regards to the DX7 update, as well as other \r\ngameplay issues:\r\n\r\n- Corrected an older bug that would cause people to stop gaining or \r\nlosing faction with associates when the primary faction was at its \r\nmaximum or minimum. Players will now be able to further modify \r\nassociate factions in the appropriate direction.\r\n\r\n- Random-effects on weapons carried by pets will now behave as if the \r\npet is a player character rather than an NPC. The change last patch \r\nreduced them to a rate below player characters. As part of this patch, \r\ntarget-specific random effects will only work if the target is the \r\nintended type. For instance, a weapon that processes \"Dismiss Summoned\" \r\nwill only \"go off\" on a summoned NPC instead of everything. \r\n\r\n- Added some code that should address if not eliminate a problem \r\nreported by people whereas the client would \"freeze\" for a second or \r\ntwo every few minutes. For those who do not have IRQ sharing and/or \r\ndriver problems, this should address the issue.\r\n\r\n- Made final positive modifications to several Epic Quest rewards. \r\nIncluded in these changes: the SK weapon will now allow you to bash \r\nwhile carrying it. \r\n\r\n- Fixed a problem that gave people problems when exiting the game and \r\nattempting to get back in.\r\n\r\n- Added some code to address reports from people who find exiting from \r\nthe character-select screen back to the server-select screen rather \r\nslow when mip-mapping is enabled. Most of this problem is due to \r\nroutines in DX required to release resources consumed by mip-mapping \r\nand may not be addressable until the next version of DirectX is \r\nadopted.\r\n\r\n- Changed customizable key mappings so that the ESC key will clear the \r\n\"NOKEY\" setting instead of the \"Backspace\". This means that you can now \r\nassign \"Backspace\" to a function in game.\r\n\r\n- Corrected a sound problem that would cause certain sounds to be \r\nplayed \"rapid-fire\" under some circumstances. There is still a \r\npotential for this to happen with some other sounds that will be \r\naddressed in a patch in the near future.\r\n\r\n- Corrected a problem in Kedge Keep that made the top encounter more \r\ndifficult than intended after the server had been up for a while.\r\n\r\n- Higher level Magician, Necromancer, and Shadowknight pets now have \r\nthe ability to dual-wield without being handed weapons. The calculation \r\nused to determine whether or not this ability exists takes several \r\nthings into account, but for the most part 39th level and above summons \r\n(higher for the Shadowknight) will have this ability. It is possible \r\nthat you could get a \"good\" 34th level pet that will, or a \"bad\" 39th \r\nlevel pet that will not have this ability. \r\n\r\n- Bards of the land, hark unto me: The notes have been scribed on \r\ntattered parchment, two score and nine, for you they are meant. Abandon \r\nyour mates, though they may fume, and follow the call of the seafarer's \r\ntune.\r\n\r\n- The Monk's hand-to-hand skill cap has been raised to a level equal to \r\ntheir one-handed blunt skill.\r\n\r\nRemember! Only a few days left until the launch of EverQuest: The Scars \r\nof Velious. Reserve your copy at your local retailer today!\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 01", "slug": "2000-12-01-1", "patch_date": "2000-12-02T00:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "kunark", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nDecember 1, 2000  7:00 pm\r\n------------------------------\r\n\r\n*SBLive Soundcards and Hardware Acceleration*\r\n\r\nDue to some past problems with SBLive cards, users of those cards who \r\ncalled into tech support were asked to turn \"Hardware Acceleration\" \r\ndown one notch in DXDIAG. The last patch corrected those problems and \r\nmost users should again increase hardware acceleration to maximum. \r\n\r\nTo do this:\r\n\r\n1. Click \"Start\"\r\n2. Click \"Run\"\r\n3. Type \"DXDIAG.EXE\" and press enter.\r\n4. Click on the \"Sound\" tab.\r\n5. Increase the \"Hardware Acceleration\" slider to maximum.\r\n\r\nDoing this should correct issues such as not hearing certain sounds or \r\nsound volume disparities. \r\n\r\nThe only users who may not want to do this are Windows 2000 users. \r\nCreative Labs is currently working on new drivers for Win2K, so you may \r\nwish to wait until these drivers are completed prior to increasing \r\nhardware acceleration.\r\n\r\nFinally, all SBLive users should get LiveWare 3.0 from \r\nhttp://www.soundblaster.com/liveware/ After installing LiveWare, you \r\nwill then want to REINSTALL the latest drivers for your sound card. The \r\norder of installation is important.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 1, 2000  7:00 pm\r\n\r\n*SBLive Soundcards and Hardware Acceleration*\r\n\r\nDue to some past problems with SBLive cards, users of those cards who \r\ncalled into tech support were asked to turn \"Hardware Acceleration\" \r\ndown one notch in DXDIAG. The last patch corrected those problems and \r\nmost users should again increase hardware acceleration to maximum. \r\n\r\nTo do this:\r\n\r\n1. Click \"Start\"\r\n2. Click \"Run\"\r\n3. Type \"DXDIAG.EXE\" and press enter.\r\n4. Click on the \"Sound\" tab.\r\n5. Increase the \"Hardware Acceleration\" slider to maximum.\r\n\r\nDoing this should correct issues such as not hearing certain sounds or \r\nsound volume disparities. \r\n\r\nThe only users who may not want to do this are Windows 2000 users. \r\nCreative Labs is currently working on new drivers for Win2K, so you may \r\nwish to wait until these drivers are completed prior to increasing \r\nhardware acceleration.\r\n\r\nFinally, all SBLive users should get LiveWare 3.0 from \r\nhttp://www.soundblaster.com/liveware/ After installing LiveWare, you \r\nwill then want to REINSTALL the latest drivers for your sound card. The \r\norder of installation is important.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 06", "slug": "2000-12-06-1", "patch_date": "2000-12-06T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "items", "ui"], "body_plaintext": "------------------------------\r\nDecember 6, 2000  3:00 am\r\n------------------------------\r\n\r\n*Velious Patch*\r\n\r\nToday's patch requires that Velious subscribers press the \"Velious \r\nPatch\" button on the patch program UI.\r\n\r\n*Emergency Patch* \r\n\r\nWe appreciate everyone's patience while we address a few issues as tens \r\nof thousands of new players check out Velious. This emergency patch \r\naddresses several issues:\r\n\r\n- The transparent inventory screen will no longer come up in 640x480 \r\nresolution. It was not supposed to come up as the available screen \r\nspace is not large enough to house the new screen. \r\n\r\n- \"Disabled\" windows in full screen mode will no longer interfere with \r\nmouse clicks.\r\n\r\n- Addressed some item drop bugs in Skyshrine that had the highest-level \r\nloot dropping off of yard fodder. This has been addressed with a \r\nretroactive item change. We apologize for the inconvenience.\r\n\r\n- Several disciplines (Resistant, Trueshot, Unholyaura, and Holyforge) \r\nhave been upgraded. Please read the updated EQManual_Supplement.doc (or \r\n.txt) in your EverQuest Directory.\r\n\r\n- \"Dragon Circles\" have been fully implemented. In short, you will not \r\nbe able to receive a teleport to a dragon circle unless you've been to \r\nthe circle before and carry a soulbound souvenir that spawns at the \r\ncircle. Please read the updated EQManual_Supplement. \r\n\r\n- Innate class-based resistances implemented a year or so ago did not \r\ntake into account levels 50 through 60 with exception to those provided \r\nto the warrior. As such, each class that has class-based resistance \r\nbonuses (with exception to the warrior) will get an additional bonus as \r\nthey level from 50 to 60.\r\n\r\n- The problem of blank faction messages being reported to the players \r\nhas been corrected. \r\n\r\n- Screenshots are again enabled.\r\n\r\nOverall the Velious launch is going very well. We are happy to see that \r\nthe problems found so far are minor and that we can address them \r\nquickly.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 6, 2000  3:00 am\r\n\r\n*Velious Patch*\r\n\r\nToday's patch requires that Velious subscribers press the \"Velious \r\nPatch\" button on the patch program UI.\r\n\r\n*Emergency Patch* \r\n\r\nWe appreciate everyone's patience while we address a few issues as tens \r\nof thousands of new players check out Velious. This emergency patch \r\naddresses several issues:\r\n\r\n- The transparent inventory screen will no longer come up in 640x480 \r\nresolution. It was not supposed to come up as the available screen \r\nspace is not large enough to house the new screen. \r\n\r\n- \"Disabled\" windows in full screen mode will no longer interfere with \r\nmouse clicks.\r\n\r\n- Addressed some item drop bugs in Skyshrine that had the highest-level \r\nloot dropping off of yard fodder. This has been addressed with a \r\nretroactive item change. We apologize for the inconvenience.\r\n\r\n- Several disciplines (Resistant, Trueshot, Unholyaura, and Holyforge) \r\nhave been upgraded. Please read the updated EQManual_Supplement.doc (or \r\n.txt) in your EverQuest Directory.\r\n\r\n- \"Dragon Circles\" have been fully implemented. In short, you will not \r\nbe able to receive a teleport to a dragon circle unless you've been to \r\nthe circle before and carry a soulbound souvenir that spawns at the \r\ncircle. Please read the updated EQManual_Supplement. \r\n\r\n- Innate class-based resistances implemented a year or so ago did not \r\ntake into account levels 50 through 60 with exception to those provided \r\nto the warrior. As such, each class that has class-based resistance \r\nbonuses (with exception to the warrior) will get an additional bonus as \r\nthey level from 50 to 60.\r\n\r\n- The problem of blank faction messages being reported to the players \r\nhas been corrected. \r\n\r\n- Screenshots are again enabled.\r\n\r\nOverall the Velious launch is going very well. We are happy to see that \r\nthe problems found so far are minor and that we can address them \r\nquickly.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 07", "slug": "2000-12-07-1", "patch_date": "2000-12-07T09:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "items", "zones", "ui", "server"], "body_plaintext": "------------------------------\r\nDecember 7, 2000  4:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nToday's patch addresses a few issues brought up by players over the \r\nlast several days:\r\n\r\n- Fixed an issue with /split that would cause people to go linkdead in \r\nthe event that they used the command in quick succession.\r\n- Fixed a bug where you could not edit socials or skills (via the \r\nhotbutton window right click) in fullview mode if you had hidden your \r\n\"MainMenu\" window.\r\n- Fixed a bug where you would not see hotbuttons in \"normal\" mode if \r\nyou had hidden that window in fullview mode.\r\n- Fixed it so you can't use hotbuttons when looting, trading, banking, \r\nor using a merchant in fullview mode (which is how it is in normal \r\nmode, but with the inventory working in fullview mode now it wasn't \r\nblocked properly for that).\r\n- Fixed the message for the /dynamiclights command to report properly.\r\n- Fixed a problem where INI setting were not being read properly if you \r\nhad camped or went LD to server select then reentered the game. This \r\nwas causing various UI problems with window positions and colors being \r\nwrong.\r\n- Fixed a problem with Sirens Grotto - Some people entering the zone \r\nwere getting stuck.\r\n- Fixed a problem with passage from Skyshrine to Cobalt Scar. Travel in \r\nthat direction was supposed to require a key.\r\n- We believe we fixed a problem where NPCs sometimes would hit a pet-\r\nowner no matter how far away the owner was from the pet and the NPC. \r\n- Corrected loot drops in Thurgadin.\r\n\r\nWe again appreciate patience while we stabilize following Velious \r\nlaunch.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 7, 2000  4:00 am\r\n\r\n*Patch Day*\r\n\r\nToday's patch addresses a few issues brought up by players over the \r\nlast several days:\r\n\r\n- Fixed an issue with /split that would cause people to go linkdead in \r\nthe event that they used the command in quick succession.\r\n- Fixed a bug where you could not edit socials or skills (via the \r\nhotbutton window right click) in fullview mode if you had hidden your \r\n\"MainMenu\" window.\r\n- Fixed a bug where you would not see hotbuttons in \"normal\" mode if \r\nyou had hidden that window in fullview mode.\r\n- Fixed it so you can't use hotbuttons when looting, trading, banking, \r\nor using a merchant in fullview mode (which is how it is in normal \r\nmode, but with the inventory working in fullview mode now it wasn't \r\nblocked properly for that).\r\n- Fixed the message for the /dynamiclights command to report properly.\r\n- Fixed a problem where INI setting were not being read properly if you \r\nhad camped or went LD to server select then reentered the game. This \r\nwas causing various UI problems with window positions and colors being \r\nwrong.\r\n- Fixed a problem with Sirens Grotto - Some people entering the zone \r\nwere getting stuck.\r\n- Fixed a problem with passage from Skyshrine to Cobalt Scar. Travel in \r\nthat direction was supposed to require a key.\r\n- We believe we fixed a problem where NPCs sometimes would hit a pet-\r\nowner no matter how far away the owner was from the pet and the NPC. \r\n- Corrected loot drops in Thurgadin.\r\n\r\nWe again appreciate patience while we stabilize following Velious \r\nlaunch.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 08", "slug": "2000-12-08-1", "patch_date": "2000-12-08T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "items", "ui"], "body_plaintext": "------------------------------\r\nDecember 8, 2000  3:00 am\r\n------------------------------\r\n\r\n*Velious Subscribers*\r\n\r\nPlease run the \"Velious Patch\" off of the patch program.\r\n\r\n*New Patch*\r\n\r\nWe appreciate everyone's continued patience over the past couple of \r\ndays, and are happy to see that the problems that have been experienced \r\nare relatively minor compared to those of the past. Tonight's patch is \r\nexpected to be the last one we'll have to do for a while, so we hope to \r\nhave you enjoying Velious over the weekend non-stop.\r\n\r\nToday's patch corrects the following issues:\r\n\r\n- The user interface problems that occurred as of last night have been \r\naddressed, such as window positioning and transparency. Also addressed \r\nwere problems with targeting, enabling and disabling windows, and \r\nswitching to and from resolutions above 1280x1024.\r\n- Corrected a problem that would cause some Voodoo card users to lock \r\nup when killing giants.\r\n- Added messages for some new skills that some NPCs have (e.g. Rampage, \r\nand Flurry). \r\n- Fixed items and item drops in a number of zones.\r\n\r\nEnjoy your weekend!\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 8, 2000  3:00 am\r\n\r\n*Velious Subscribers*\r\n\r\nPlease run the \"Velious Patch\" off of the patch program.\r\n\r\n*New Patch*\r\n\r\nWe appreciate everyone's continued patience over the past couple of \r\ndays, and are happy to see that the problems that have been experienced \r\nare relatively minor compared to those of the past. Tonight's patch is \r\nexpected to be the last one we'll have to do for a while, so we hope to \r\nhave you enjoying Velious over the weekend non-stop.\r\n\r\nToday's patch corrects the following issues:\r\n\r\n- The user interface problems that occurred as of last night have been \r\naddressed, such as window positioning and transparency. Also addressed \r\nwere problems with targeting, enabling and disabling windows, and \r\nswitching to and from resolutions above 1280x1024.\r\n- Corrected a problem that would cause some Voodoo card users to lock \r\nup when killing giants.\r\n- Added messages for some new skills that some NPCs have (e.g. Rampage, \r\nand Flurry). \r\n- Fixed items and item drops in a number of zones.\r\n\r\nEnjoy your weekend!\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 12", "slug": "2000-12-12-1", "patch_date": "2000-12-12T19:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nDecember 12, 2000  2:00 pm\r\n------------------------------\r\n\r\n*New Velious Subscribers*\r\n\r\nPlease don't forget to run the \"Velious Patch\" off of the patch \r\nprogram.\r\n\r\n*New Server*\r\n\r\nWe have a new server that will be coming up next week before the \r\nholidays. It will be a split server for Solusek Ro, Karana, and Cazic-\r\nThule. Solusek Ro (which had about 200 people moved off about 9 months \r\nago) and Karana (whose last split about 6 months ago did not go very \r\nwell) will be split again with Cazic-Thule. \r\n\r\nThough the population of Solusek Ro and Karana at peak usage times is \r\nnot excessive, those two servers actually peak about 6 hours before the \r\nother servers due to a large overseas population. This is why they are \r\nbeing split as opposed to other servers.\r\n\r\n/movelog registration for the three servers being moved will open this \r\nSaturday at 10am (GMT-8). It will remain open through 12 AM Monday, a \r\ntotal of 38 hours. We apologize for the short notice but to delay the \r\nmove any longer would mean putting it off until well after the \r\nHolidays. \r\n\r\nBy typing \"/movelog yes\" within the registration window, you indicate \r\nthat you would like all characters on the existing account moved to the \r\nnew server. The moves themselves will take place on Tuesday of next \r\nweek.\r\n\r\nWe also have a new non-split server planned for the very near future as \r\nwell. It will most likely not go up until after the Holidays. If that \r\nchanges, we'll be sure to let everyone know.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 12, 2000  2:00 pm\r\n\r\n*New Velious Subscribers*\r\n\r\nPlease don't forget to run the \"Velious Patch\" off of the patch \r\nprogram.\r\n\r\n*New Server*\r\n\r\nWe have a new server that will be coming up next week before the \r\nholidays. It will be a split server for Solusek Ro, Karana, and Cazic-\r\nThule. Solusek Ro (which had about 200 people moved off about 9 months \r\nago) and Karana (whose last split about 6 months ago did not go very \r\nwell) will be split again with Cazic-Thule. \r\n\r\nThough the population of Solusek Ro and Karana at peak usage times is \r\nnot excessive, those two servers actually peak about 6 hours before the \r\nother servers due to a large overseas population. This is why they are \r\nbeing split as opposed to other servers.\r\n\r\n/movelog registration for the three servers being moved will open this \r\nSaturday at 10am (GMT-8). It will remain open through 12 AM Monday, a \r\ntotal of 38 hours. We apologize for the short notice but to delay the \r\nmove any longer would mean putting it off until well after the \r\nHolidays. \r\n\r\nBy typing \"/movelog yes\" within the registration window, you indicate \r\nthat you would like all characters on the existing account moved to the \r\nnew server. The moves themselves will take place on Tuesday of next \r\nweek.\r\n\r\nWe also have a new non-split server planned for the very near future as \r\nwell. It will most likely not go up until after the Holidays. If that \r\nchanges, we'll be sure to let everyone know.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 16", "slug": "2000-12-16-1", "patch_date": "2000-12-16T05:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nDecember 16, 2000  12:00 am\r\n------------------------------\r\n\r\n*Movelog Reminder*\r\n\r\nWe want to remind players on Solusek Ro, Karana, and Cazic-Thule that \r\nregistration for move to the new split-server will open 10am PST (GMT-\r\n8) today and will remain open until 12:00am Monday. \r\n\r\nTo register all of your characters on those servers for the move, you \r\nmust type \"/movelog yes\" while in-game. Again, you only have to type \r\nthe command while logged in to *one* character. It counts for all \r\ncharacters on that account and server.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 16, 2000  12:00 am\r\n\r\n*Movelog Reminder*\r\n\r\nWe want to remind players on Solusek Ro, Karana, and Cazic-Thule that \r\nregistration for move to the new split-server will open 10am PST (GMT-\r\n8) today and will remain open until 12:00am Monday. \r\n\r\nTo register all of your characters on those servers for the move, you \r\nmust type \"/movelog yes\" while in-game. Again, you only have to type \r\nthe command while logged in to *one* character. It counts for all \r\ncharacters on that account and server.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2000 12 19", "slug": "2000-12-19-1", "patch_date": "2000-12-19T08:00:00+00:00", "patch_year": 2000, "patch_type": "patch", "expansion": "velious", "tags": ["class_changes", "spells", "zones", "server"], "body_plaintext": "------------------------------\r\nDecember 19, 2000  3:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nToday's patch primarily consists of tuning of Velious zones as well as \r\ncontent and other additions. In addition, the following changes have \r\nbeen implemented on the Live servers:\r\n\r\n- High-end items that have a activatable (right-click) healing effect \r\nhave in several cases had their casting times increased. \r\n- Factions for some of the higher end encounters in Velious have \r\nreceived some adjustments. Basically, \"bad acts\" receive more weight \r\nthan \"good acts\". For instance, if \"A\" hates \"B\" and \"B\" hates \"A\", \r\nkilling \"A\" will hurt your faction with \"A\" more than it will help your \r\nfaction with \"B\".\r\n- The stamina reduction with \"Resurrection Effects\" has been replaced \r\nby a slight attack-speed debuff.\r\n- The Ranger's Trueshot discipline now works correctly. It was \r\npreviously only working versus other player characters.\r\n- The Shadow Knight's \"Unholy Aura\" discipline has received an \r\nenhancement. When in use, harmtouch resistances will be checked versus \r\ndisease instead of magic. In addition, harmtouch will resist in the \r\nsame fashion as lifetap spells, meaning that unless the creature is \r\nimmune to disease, you should get full damage most of the time.\r\n- The spell attached to the \"Fiery Defender\" can now be partially \r\nresisted instead of being \"all or nothing\". The net result is that the \r\naverage damage will be higher.\r\n- The Paladin \"Holy Forge\" discipline will now give paladins triple the \r\nnormal chance of scoring a critical hit. Each critical hit has a \r\npercent chance to be scored as a critical blow.\r\n- Added parameters to the /camp command (the command that will cause \r\nyou to camp out if you are already sitting). \"/camp server\" will take \r\nyou back to the server selection screen. \"/camp desktop\" will take you \r\nout to the desktop following a successful camp. Despite popular \r\nrequest, \"/camp spawn\" will not be implemented.\r\n- Walruses now indeed sound like they should.\r\n- Added the /chatfontsize [0 to 5] (default is 1) command. This command \r\nwill allow players to adjust the size of the font in the chat window.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 19, 2000  3:00 am\r\n\r\n*Patch Day*\r\n\r\nToday's patch primarily consists of tuning of Velious zones as well as \r\ncontent and other additions. In addition, the following changes have \r\nbeen implemented on the Live servers:\r\n\r\n- High-end items that have a activatable (right-click) healing effect \r\nhave in several cases had their casting times increased. \r\n- Factions for some of the higher end encounters in Velious have \r\nreceived some adjustments. Basically, \"bad acts\" receive more weight \r\nthan \"good acts\". For instance, if \"A\" hates \"B\" and \"B\" hates \"A\", \r\nkilling \"A\" will hurt your faction with \"A\" more than it will help your \r\nfaction with \"B\".\r\n- The stamina reduction with \"Resurrection Effects\" has been replaced \r\nby a slight attack-speed debuff.\r\n- The Ranger's Trueshot discipline now works correctly. It was \r\npreviously only working versus other player characters.\r\n- The Shadow Knight's \"Unholy Aura\" discipline has received an \r\nenhancement. When in use, harmtouch resistances will be checked versus \r\ndisease instead of magic. In addition, harmtouch will resist in the \r\nsame fashion as lifetap spells, meaning that unless the creature is \r\nimmune to disease, you should get full damage most of the time.\r\n- The spell attached to the \"Fiery Defender\" can now be partially \r\nresisted instead of being \"all or nothing\". The net result is that the \r\naverage damage will be higher.\r\n- The Paladin \"Holy Forge\" discipline will now give paladins triple the \r\nnormal chance of scoring a critical hit. Each critical hit has a \r\npercent chance to be scored as a critical blow.\r\n- Added parameters to the /camp command (the command that will cause \r\nyou to camp out if you are already sitting). \"/camp server\" will take \r\nyou back to the server selection screen. \"/camp desktop\" will take you \r\nout to the desktop following a successful camp. Despite popular \r\nrequest, \"/camp spawn\" will not be implemented.\r\n- Walruses now indeed sound like they should.\r\n- Added the /chatfontsize [0 to 5] (default is 1) command. This command \r\nwill allow players to adjust the size of the font in the chat window.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 01 09", "slug": "2001-01-09-1", "patch_date": "2001-01-09T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nJanuary 9, 2001  3:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\nWe're happy to present today's patch, which focuses primarily on \r\naddressing issues that have been brought forth by EverQuest players. We \r\nappreciate the opportunity to spend some time focusing on specific \r\nissues important to you. Today's patch includes the following:\r\n\r\n*Disciplines*\r\n\r\n- The \"Resistant\" Discipline now lasts 5 minutes instead of the \r\nprevious 1.\r\n- The \"Holy Forge\" Discipline now lasts 5 minutes instead of the \r\nprevious 2.\r\n- The \"Weaponshield\" Discipline now lasts 20 seconds instead of the \r\nprevious 15.\r\n- The \"Leechcurse\" Discipline now lasts 20 seconds instead of the \r\nprevious 15.\r\n- The \"Deftdance\" Discipline now lasts 15 seconds instead of the \r\nprevious 10.\r\n- The \"Puretone\" Discipline now lasts 4 minutes instead of the previous \r\n2.\r\n- The \"Sanctification\" discipline now lasts 15 seconds instead of the \r\nprevious 10.\r\n- The \"Unholy Aura\" Discipline now gives a 50% bonus to Harmtouch \r\n(compared with the previous 25%) and causes it to save versus disease, \r\nwhich should result in even fewer resists in most high-level \r\nencounters.\r\n\r\n*Spells*\r\n\r\n- \"Lay on Hands\" has been improved starting at 40th level.\r\n- The \"Summon Corpse\" spell is now available to Shadowknights.\r\n- Corrected a bug that was causing damage while using the \"Trueshot\" \r\nDiscipline to be the same regardless of the quality of your bow.\r\n- The spells \"Focus of Spirit\" and \"Visions of Grandeur\" now stack.\r\n- \"Harmtouch\" is now resisted as if it were a \"Lifetap\" spell, meaning \r\nthat it is all-or-nothing, and nearly unresistable with exception to \r\nencounters that are immune to magic or out of the acceptable level \r\nrange. In addition, maximum damage for Harmtouch has been increased \r\nstarting at 40th level.\r\n- We fixed a bug that caused \"Lure\" type spells (Wizards) to be \r\nresisted more than they should have been in certain types of \r\nencounters.\r\n- Melee attack timers will no longer be reset when a SK, Paladin, or \r\nRanger cast a spell. Previously these classes had to wait a full attack \r\ndelay after casting before they would attack via melee again. \r\n\r\n*Miscellaneous*\r\n\r\n- You may now adjust the clipping plane in the Hole. Previously, the \r\nclipping plane was fixed. Many people requested the ability to bring \r\nthe clipping plane closer to allow them to improve their client's \r\nperformance.\r\n- Fixed several problems with trade-skill components that were not \r\ndropping. Also added some new recipes.\r\n- Fixed the Iksar \"Shackle of Steel\" quest. \r\n- The additional options for /camp (/camp server, /camp desktop) have \r\nbeen implemented. /camp server will take you to the server-selection \r\nscreen. /camp desktop will cause EverQuest to terminate and take you to \r\nthe desktop.\r\n\r\n*Root and Snare*\r\n\r\nRoot-type spells and \"snare\" type spells now use a separate spell \r\neffect. \r\n\r\nPreviously, \"Root\" spells would overwrite any snare effect upon the \r\ntarget. When the root would wear off, the target began moving at full \r\nspeed. With this change, when root wears off, snare will still be in \r\neffect. This has a few added effects on the other end. \r\n\r\nFor instance, root will no longer cancel SoW or Journeyman's Boots \r\neffects. It also allowed us to correct a long-standing bug that was \r\nallowing bards to cancel root on themselves by playing Selo's \r\nAccelerando if Selo's was in effect at the time that the bard was \r\nrooted. As mentioned in a previous patch where the first part of this \r\nbug was fixed, this was not the intended effect.\r\n\r\n*Looting NODROP Items*\r\n\r\nA new command is now available to EverQuest players. \r\n\r\nIn order to prevent the accidental looting of NODROP items, the \r\n/lootnodrop command has been added to the client. The command supports \r\nthree options: ALWAYS (Default) - You will be presented with a yes/no \r\nconfirmation box when attempting to loot any NODROP item. SOMETIMES - \r\nYou will be presented with a yes/no confirmation box when attempting to \r\nloot any NODROP items that your race and/or class cannot use. NEVER - \r\nNODROP items will be looted without confirmation. \r\n\r\nIt is highly recommended that you DO NOT CHANGE this from the default \r\noption, as the GM staff cannot assist in cases of accidental looting.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### January 9, 2001  3:00 am\r\n\r\n***Patch Day***\r\n\r\nWe're happy to present today's patch, which focuses primarily on \r\naddressing issues that have been brought forth by EverQuest players. We \r\nappreciate the opportunity to spend some time focusing on specific \r\nissues important to you. Today's patch includes the following:\r\n\r\n*Disciplines*\r\n\r\n- The \"Resistant\" Discipline now lasts 5 minutes instead of the \r\nprevious 1.\r\n- The \"Holy Forge\" Discipline now lasts 5 minutes instead of the \r\nprevious 2.\r\n- The \"Weaponshield\" Discipline now lasts 20 seconds instead of the \r\nprevious 15.\r\n- The \"Leechcurse\" Discipline now lasts 20 seconds instead of the \r\nprevious 15.\r\n- The \"Deftdance\" Discipline now lasts 15 seconds instead of the \r\nprevious 10.\r\n- The \"Puretone\" Discipline now lasts 4 minutes instead of the previous \r\n2.\r\n- The \"Sanctification\" discipline now lasts 15 seconds instead of the \r\nprevious 10.\r\n- The \"Unholy Aura\" Discipline now gives a 50% bonus to Harmtouch \r\n(compared with the previous 25%) and causes it to save versus disease, \r\nwhich should result in even fewer resists in most high-level \r\nencounters.\r\n\r\n*Spells*\r\n\r\n- \"Lay on Hands\" has been improved starting at 40th level.\r\n- The \"Summon Corpse\" spell is now available to Shadowknights.\r\n- Corrected a bug that was causing damage while using the \"Trueshot\" \r\nDiscipline to be the same regardless of the quality of your bow.\r\n- The spells \"Focus of Spirit\" and \"Visions of Grandeur\" now stack.\r\n- \"Harmtouch\" is now resisted as if it were a \"Lifetap\" spell, meaning \r\nthat it is all-or-nothing, and nearly unresistable with exception to \r\nencounters that are immune to magic or out of the acceptable level \r\nrange. In addition, maximum damage for Harmtouch has been increased \r\nstarting at 40th level.\r\n- We fixed a bug that caused \"Lure\" type spells (Wizards) to be \r\nresisted more than they should have been in certain types of \r\nencounters.\r\n- Melee attack timers will no longer be reset when a SK, Paladin, or \r\nRanger cast a spell. Previously these classes had to wait a full attack \r\ndelay after casting before they would attack via melee again. \r\n\r\n*Miscellaneous*\r\n\r\n- You may now adjust the clipping plane in the Hole. Previously, the \r\nclipping plane was fixed. Many people requested the ability to bring \r\nthe clipping plane closer to allow them to improve their client's \r\nperformance.\r\n- Fixed several problems with trade-skill components that were not \r\ndropping. Also added some new recipes.\r\n- Fixed the Iksar \"Shackle of Steel\" quest. \r\n- The additional options for /camp (/camp server, /camp desktop) have \r\nbeen implemented. /camp server will take you to the server-selection \r\nscreen. /camp desktop will cause EverQuest to terminate and take you to \r\nthe desktop.\r\n\r\n*Root and Snare*\r\n\r\nRoot-type spells and \"snare\" type spells now use a separate spell \r\neffect. \r\n\r\nPreviously, \"Root\" spells would overwrite any snare effect upon the \r\ntarget. When the root would wear off, the target began moving at full \r\nspeed. With this change, when root wears off, snare will still be in \r\neffect. This has a few added effects on the other end. \r\n\r\nFor instance, root will no longer cancel SoW or Journeyman's Boots \r\neffects. It also allowed us to correct a long-standing bug that was \r\nallowing bards to cancel root on themselves by playing Selo's \r\nAccelerando if Selo's was in effect at the time that the bard was \r\nrooted. As mentioned in a previous patch where the first part of this \r\nbug was fixed, this was not the intended effect.\r\n\r\n*Looting NODROP Items*\r\n\r\nA new command is now available to EverQuest players. \r\n\r\nIn order to prevent the accidental looting of NODROP items, the \r\n/lootnodrop command has been added to the client. The command supports \r\nthree options: ALWAYS (Default) - You will be presented with a yes/no \r\nconfirmation box when attempting to loot any NODROP item. SOMETIMES - \r\nYou will be presented with a yes/no confirmation box when attempting to \r\nloot any NODROP items that your race and/or class cannot use. NEVER - \r\nNODROP items will be looted without confirmation. \r\n\r\nIt is highly recommended that you DO NOT CHANGE this from the default \r\noption, as the GM staff cannot assist in cases of accidental looting.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 01 17", "slug": "2001-01-17-1", "patch_date": "2001-01-17T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nJanuary 17, 2001  3:00 am\r\n------------------------------\r\n\r\n*Baltimore Fan Faire - Last Chance*\r\n\r\nMonday is the registration deadline for the Baltimore Fan Faire! We are \r\nalmost sold out so hurry and visit \r\nhttp://everquest.station.sony.com/fanfaire/fanfaire.html before you \r\nmiss your chance to attend this event!\r\n\r\n*Patch Day*\r\n\r\nThe primary focus of today's patch is to implement changes noted in the \r\nnew Producer's Letter which can be found at \r\nhttp://everquest.station.sony.com/news/letter.shtml\r\n\r\nIt is HIGHLY RECOMMENDED that you read the Producer's Letter before \r\nplaying EverQuest. It contains some unprecedented and exciting \r\nenhancements to gameplay.\r\n\r\nIn addition to these changes, the following changes have been \r\nimplemented:\r\n\r\n*Bug Fixes*\r\n\r\n- Fixed a bug that caused \"root\" and \"snare\" type spells to function \r\nincorrectly when stacked. They should now stack properly.\r\n- Fixed a bug that negated the \"instrument modifier\" for bards using \r\nSelo's, causing them to run slower than they otherwise would. \r\n- Fixed a bug that allowed two or more spells that grant levitation to \r\nstack. Levitation spells should not stack.\r\n- The \"Track Corpse\" spell now works.\r\n- Tracked down and eliminated several bugs that were causing a very \r\nsmall percentage of people to crash when zoning or upon entering the \r\ngame.\r\n- Fixed a problem with some Ulthork armor that caused it to disappear \r\non death if the wearer was of extremely low level.\r\n- Tserrina's Whip has been fixed. If you received one prior to today's \r\npatch, you will need to trade out your whip with a GM in order to get \r\none that works correctly.\r\n- Last week's patch attempted to fix Celestial Elixir, Celestial \r\nHealing, and Torpor, so that they would stack another similar spell, \r\nunintentionally causing it to stop stacking with standard regeneration \r\nspells. This has been fixed. The downside to this fix is that these \r\nspells will now overwrite the \"Call of Bones\" series. As the three \r\nformer spells are cast to save a character's life, this solution \r\nappears to be the most beneficial for all of those involved. \r\n- The stronger /lootnodrop options will no longer prompt you for \r\nconfirmation when looting your own corpse. It is highly suggested that \r\neveryone reset their option to the strongest security available: \r\n/lootnodrop ALWAYS (always ask for confirmation).\r\n- Added some code to address an issue reported by a few players, that \r\nbeing that an NPC named \"Ragefire\" would die and not leave a corpse. \r\nThough we were unable to reproduce this problem in testing, the code we \r\nadded should function as a catch-all for this problem. Please be sure \r\nto let us know how this goes.\r\n\r\n\r\n*Changes/Enhancements*\r\n\r\n- While not mentioned in the Producer's Letter, the Zone Experience \r\nModifier has also been increased in Guk (guktop), by roughly 12%.\r\n- \"Lay on Hands\" has been enhanced again to heal more hitpoints.\r\n- Overlooked in the last patch message, new spells were made available \r\nto Rangers and Paladins in the upper levels. \r\n- \"Voice of the Berserker\", a beneficial spell, no longer drains mana \r\nover the duration of the spell.\r\n- The maximum duration of \"Strength of Nature\" has been increased.\r\n- A new spell for magicians is now available in game.\r\n- The \"Shield of the Eighth\" spell will now last a number of minutes \r\nequal to your level.\r\n- You can now use the arrow and enter keys to select characters in the \r\ncharacter select screen. In addition, the last character you chose will \r\nbe automatically hilighted when entering that screen. This value is \r\nstored in the EQCLIENT.INI file as \"LastCharSel=0-7\"\r\n- The ranger's \"Trueshot\" discipline has had its damage increased after \r\nanalyzing data from its fix last week. Prior to the last patch, all \r\nbows, while under the discipline, were hitting as if they were 45dmg \r\nbows regardless of the delay. Last week's patch fixed it so that damage \r\nwas based on the damage of the bow. This weeks patch increases damage \r\nbonuses in relation to delay (longer delays yield better damage \r\nbonuses). \r\n- You can now reverse the left and right channels on your speakers \r\nusing the /reversesound command. This should be very useful for those \r\nwho have had to place their speakers backwards due to cable lengths.\r\n- Made some improvements to Paw, Mistmoore, and The Hole, to address \r\nsome concerns brought forth by the players. Both zones had some \r\nproblems that would cause them to be exceedingly difficult in some \r\ncases.\r\n\r\n- The EverQuest Team", "body_markdown": "#### January 17, 2001  3:00 am\r\n\r\n*Baltimore Fan Faire - Last Chance*\r\n\r\nMonday is the registration deadline for the Baltimore Fan Faire! We are \r\nalmost sold out so hurry and visit \r\nhttp://everquest.station.sony.com/fanfaire/fanfaire.html before you \r\nmiss your chance to attend this event!\r\n\r\n*Patch Day*\r\n\r\nThe primary focus of today's patch is to implement changes noted in the \r\nnew Producer's Letter which can be found at \r\nhttp://everquest.station.sony.com/news/letter.shtml\r\n\r\nIt is HIGHLY RECOMMENDED that you read the Producer's Letter before \r\nplaying EverQuest. It contains some unprecedented and exciting \r\nenhancements to gameplay.\r\n\r\nIn addition to these changes, the following changes have been \r\nimplemented:\r\n\r\n*Bug Fixes*\r\n\r\n- Fixed a bug that caused \"root\" and \"snare\" type spells to function \r\nincorrectly when stacked. They should now stack properly.\r\n- Fixed a bug that negated the \"instrument modifier\" for bards using \r\nSelo's, causing them to run slower than they otherwise would. \r\n- Fixed a bug that allowed two or more spells that grant levitation to \r\nstack. Levitation spells should not stack.\r\n- The \"Track Corpse\" spell now works.\r\n- Tracked down and eliminated several bugs that were causing a very \r\nsmall percentage of people to crash when zoning or upon entering the \r\ngame.\r\n- Fixed a problem with some Ulthork armor that caused it to disappear \r\non death if the wearer was of extremely low level.\r\n- Tserrina's Whip has been fixed. If you received one prior to today's \r\npatch, you will need to trade out your whip with a GM in order to get \r\none that works correctly.\r\n- Last week's patch attempted to fix Celestial Elixir, Celestial \r\nHealing, and Torpor, so that they would stack another similar spell, \r\nunintentionally causing it to stop stacking with standard regeneration \r\nspells. This has been fixed. The downside to this fix is that these \r\nspells will now overwrite the \"Call of Bones\" series. As the three \r\nformer spells are cast to save a character's life, this solution \r\nappears to be the most beneficial for all of those involved. \r\n- The stronger /lootnodrop options will no longer prompt you for \r\nconfirmation when looting your own corpse. It is highly suggested that \r\neveryone reset their option to the strongest security available: \r\n/lootnodrop ALWAYS (always ask for confirmation).\r\n- Added some code to address an issue reported by a few players, that \r\nbeing that an NPC named \"Ragefire\" would die and not leave a corpse. \r\nThough we were unable to reproduce this problem in testing, the code we \r\nadded should function as a catch-all for this problem. Please be sure \r\nto let us know how this goes.\r\n\r\n\r\n*Changes/Enhancements*\r\n\r\n- While not mentioned in the Producer's Letter, the Zone Experience \r\nModifier has also been increased in Guk (guktop), by roughly 12%.\r\n- \"Lay on Hands\" has been enhanced again to heal more hitpoints.\r\n- Overlooked in the last patch message, new spells were made available \r\nto Rangers and Paladins in the upper levels. \r\n- \"Voice of the Berserker\", a beneficial spell, no longer drains mana \r\nover the duration of the spell.\r\n- The maximum duration of \"Strength of Nature\" has been increased.\r\n- A new spell for magicians is now available in game.\r\n- The \"Shield of the Eighth\" spell will now last a number of minutes \r\nequal to your level.\r\n- You can now use the arrow and enter keys to select characters in the \r\ncharacter select screen. In addition, the last character you chose will \r\nbe automatically hilighted when entering that screen. This value is \r\nstored in the EQCLIENT.INI file as \"LastCharSel=0-7\"\r\n- The ranger's \"Trueshot\" discipline has had its damage increased after \r\nanalyzing data from its fix last week. Prior to the last patch, all \r\nbows, while under the discipline, were hitting as if they were 45dmg \r\nbows regardless of the delay. Last week's patch fixed it so that damage \r\nwas based on the damage of the bow. This weeks patch increases damage \r\nbonuses in relation to delay (longer delays yield better damage \r\nbonuses). \r\n- You can now reverse the left and right channels on your speakers \r\nusing the /reversesound command. This should be very useful for those \r\nwho have had to place their speakers backwards due to cable lengths.\r\n- Made some improvements to Paw, Mistmoore, and The Hole, to address \r\nsome concerns brought forth by the players. Both zones had some \r\nproblems that would cause them to be exceedingly difficult in some \r\ncases.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 01 24", "slug": "2001-01-24-1", "patch_date": "2001-01-24T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["class_changes", "server"], "body_plaintext": "------------------------------\r\nJanuary 24, 2001 \r\n------------------------------\r\n\r\n*QA Openings* \r\n\r\nOur Quality Assurance department is looking for some AVID EQ gamers to \r\njoin us as testers at the San Diego branch. If you would like more \r\ninformation please visit www.verant.com or mail your resume to \r\nresume@station.sony.com with \"QA Openings\" as the Subject. \r\n\r\nApplicants should include their time playing EverQuest, and their \r\nnumber of characters and their respective classes and levels as part of \r\ntheir resume. \r\n\r\n*Small Patch* \r\n\r\nThe EverQuest Team is currently hard at work evaluating, planning, and \r\ndocumenting our project plans for the current year. As such, we did not \r\nplan game updates during this period, forecasted to last a few weeks. \r\n\r\nHowever, given today's server maintenance being performed by our \r\nOperations Team, we were able to include a few small updates. These \r\ninclude some minor polishing on the Plane of Mischief, as well as the \r\nplacement of the wizard's Velious teleport spells on merchants. \r\n\r\nVery soon, we'll be back to our continual plans to enhance the game \r\nworld. We'll be sure to let you know what we have planned as we can. \r\n\r\n- The EverQuest Team", "body_markdown": "#### January 24, 2001 \r\n\r\n*QA Openings* \r\n\r\nOur Quality Assurance department is looking for some AVID EQ gamers to \r\njoin us as testers at the San Diego branch. If you would like more \r\ninformation please visit www.verant.com or mail your resume to \r\nresume@station.sony.com with \"QA Openings\" as the Subject. \r\n\r\nApplicants should include their time playing EverQuest, and their \r\nnumber of characters and their respective classes and levels as part of \r\ntheir resume. \r\n\r\n*Small Patch* \r\n\r\nThe EverQuest Team is currently hard at work evaluating, planning, and \r\ndocumenting our project plans for the current year. As such, we did not \r\nplan game updates during this period, forecasted to last a few weeks. \r\n\r\nHowever, given today's server maintenance being performed by our \r\nOperations Team, we were able to include a few small updates. These \r\ninclude some minor polishing on the Plane of Mischief, as well as the \r\nplacement of the wizard's Velious teleport spells on merchants. \r\n\r\nVery soon, we'll be back to our continual plans to enhance the game \r\nworld. We'll be sure to let you know what we have planned as we can. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 01 31", "slug": "2001-01-31-1", "patch_date": "2001-01-31T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nJanuary 31, 2001  3:00 am\r\n------------------------------\r\n\r\n*File Download*\r\n\r\nThe file just downloaded contains some new art for use in game in the \r\nfuture. \r\n\r\n- The EverQuest Team", "body_markdown": "#### January 31, 2001  3:00 am\r\n\r\n*File Download*\r\n\r\nThe file just downloaded contains some new art for use in game in the \r\nfuture. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 02 21", "slug": "2001-02-21-1", "patch_date": "2001-02-21T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "pvp"], "body_plaintext": "------------------------------\r\nFebruary 21, 2001  3:00 am\r\n------------------------------\r\n\r\n*Patch Day*\r\n\r\nToday's patch contains a wide variety of enhancements and changes. Due \r\nto the number of changes being made, this list is primarily a summary. \r\nExtended descriptions of the changes and the reasoning behind them can \r\nbe solicited on the EverQuest Message Boards.\r\n\r\n*Spell and Skill Changes*\r\n\r\nDruids, Shaman, and Clerics:\r\n--- Superior Healing moved to level 51 for shamans and druids. \r\n--- Casting difficulty of Superior Heal reduced (less fizzles)\r\n--- New level 55 Druid and shaman spell, Chloroblast, similar to remedy \r\nfor clerics.\r\n--- New Druid spell at level 60, upgrade to superior healing, Natures \r\nTouch.\r\n--- Created a new spell effect for Celestial Healing, Celestial Elixir, \r\nand Torpor. This will allow them to stack with all other spells, save \r\nspells of the same type (Heal over time). Prior to this, all heal-over-\r\ntime spells followed the same rules as regeneration spells.\r\n--- Reduced the casting difficulty of Remedy.\r\n--- Lowered recast time on Wake of Karana\r\n\r\nPaladins:\r\n--- Added Endure Magic spell at level 30\r\n--- Added Resist Magic at 55\r\n--- Moved Guard spell from 49 to 39\r\n--- Moved Armor of Faith from 53 to 49\r\n--- Added New level 53 paladin spell: Divine Glory\r\n--- Added New level 59 spell: Celestial Cleansing \r\n--- Defense skill cap made exactly same as warriors\r\n--- Added Yaulp 4 at 60 and enhanced.\r\n\r\nShadowknights:\r\n--- Removed artificially inflated mana cost for pre level 50 lifetap \r\nspells. Please note that post-50 lifetap spells never had an inflated \r\nmana cost.\r\n--- Moved Spirit Tap to level 55\r\n--- Moved Drain Spirit to level 57\r\n--- Added Drain Soul at level 60\r\n--- Grim Aura added at level 22 and enhanced\r\n--- Moved Shieldskin to level 34\r\n--- Pet buff added at 29\r\n--- Added Diamondskin spell at 59\r\n--- Defense skill cap made exactly same as warriors\r\n--- Due to the recent improvements to \"Harmtouch\", it is doing much \r\nmore damage than it would before and unbalances PvP. As such it will \r\nnow do less damage in PvP (68% of PvE, down from 80%). In addition, \r\nShadowknights on the PvP servers were routinely killing themselves via \r\nnon-XP losing means and attacking other players with Harmtouch \r\nimmediately upon respawn. In order to address this situation, Harmtouch \r\nis no longer automatically \"recharged\" by death on the PvP Servers.\r\n--- The \"Lifeleech\" discipline now increases hit probability in \r\naddition to its other effects.\r\n\r\n\r\nRangers:\r\n--- Added Endure Cold at 22\r\n--- Added Skin Like Nature at 59\r\n--- Added FireFist at 22\r\n--- Moved Bramblecoat from 49 to 39\r\n--- Added Spikecoat at 49\r\n--- Added resist cold at 55\r\n--- Added Panic Animal at 22\r\n--- Moved Jolt to 51\r\n--- Moved Spirt of Wolf from 39 to 30\r\n--- Added Cinder Jolt (fire-based Jolt spell) at 55.\r\n--- Offense and weapons skill made identical to warriors\r\n--- Added See Invisible at 39\r\n\r\nBards:\r\n--- Added new level 20 Bard Song: Cassindra`s Chant of Clarity\r\n--- Bards defensive skill made exactly the same as a warriors\r\n--- Changed it so that the bard spell Denon's Desperate Dirge to \r\nincrease damge by 10pts per level over 45. Also made it so the spell \r\ndoes 20% more damage using the Puretone discipline.\r\n\r\nMagicians:\r\n--- Added new level 59 spell: Valiant Companion\r\n--- Added new level 39 spell: Summon Companion\r\n--- Rain spells no longer count pets against total number of entities \r\nthey can damage (all rain spells)\r\n--- Added level 29 spell for Mages: Expedience\r\n\r\nEnchanters: \r\n--- Lowered recast time on Visions of Grandeur\r\n\r\n*Bug Fixes*\r\n\r\n--- Aggressive and Defensive disciplines have been fixed. Before they \r\nwould only affect damage taken and not affect damage dealt out. Now \r\nthey affect both as designed.\r\n--- Fixed the bug with going to the spellbook when the inventory window \r\nwas up in fullview mode. It should work now. Also, fixed a minor bug \r\nwhere if you were in normal mode and tried to go to the spellbook from \r\ninventory via /book or the keymapped key it would not go, and it would \r\nmake the done button not work properly for the inventory mode.\r\n--- Fixed NPC melee ranges to be the same as for player characters. In \r\nother words, if you can hit the NPC, he can hit you. This bug was a \r\nproblem with one dragon that could be hit, but could not hit back.\r\n--- Fixed a bug that made it impossible to \"Call of the Hero\" someone \r\nout of water or lava.\r\n--- Fixed the proc on the Chilled Scythe. Owners of this item will need \r\nto swap it out with a GM.\r\n--- The Kromzek Surveyor Scope now fits in the \"Ranged\" slot rather \r\nthan the \"Ammo\" slot as before.\r\n--- Fixed a bug that caused the two single-target bard snare songs to \r\nbreak too soon in some cases.\r\n--- Fixed a bug whereby NPCs would consider the race of a player prior \r\nto the loading of the faction table upon zoning or logging in. This \r\nwould cause people to be attacked by things that normally like them. \r\n--- Players should now be properly removed from the group regardless of \r\nhow they exit the game.\r\n\r\n*Misc Changes*\r\n\r\n--- Added text labels to the fullview inventory window \"body\" slots \r\n(Available only to Velious Subscribers)\r\n--- Added the ability to toggle those labels on and off. Use \r\n/invwinlabels [on/off] (or no arguments to toggle). This is saved in \r\nthe eqclient.ini file in the [Defaults] section with the key \r\nInvWinLabels=[TRUE/FALSE]\r\n--- Increased the pre-50 bind-wounds cap for rogues and warriors.\r\n--- Pickpocket now works to a max of 5 levels below you, or level \r\n45...whichever is greater... You can pickpocket NPC up to level 55 if \r\nyou are level 60. \r\n--- The mouse pointer will now move at a multiple of its normal speed \r\nwhen you adjust the MousePointerSpeedMod setting in the eqclient.ini \r\nfile. You can set that multiple on-the-fly with the /mousespeed \r\ncommand.\r\n--- The \"AutoHelp\" feature that can be set under the options menu has \r\nbeen enhanced. Spell casters in particular might want to turn it on and \r\ntry depressing the ALT key. It's perfect for refreshing your memory in \r\nregards to your spell lineup.\r\n--- If you are interrupted while trying to cast a spell that uses a \r\ncomponent, you will no longer use that component. Jewelers should be \r\nvery pleased with this change.\r\n--- Reduced the casting difficulty (fizzle rate) of all spells over \r\nlevel 56. Spells have always previously been set up so that it's \r\nusually more efficient to use a spell from a previous circle than the \r\ncurrent one. The formula did not take into account the fact that \r\neveryone stops at 60.\r\n--- Changed it so that players will now lose experience when they die \r\nin the Arena in Kael Drakkel. It seems that people were fighting giants \r\nin that arena in order to avoid the death penalty.\r\n--- Naked PC corpses that have experience and are above level 30 will \r\nnow last 3 hours instead of 3 minutes.\r\n--- Avatar and Focus of Spirit should now stack\r\n--- Raised the pre and post 50 bind wounds cap for paladins, clerics, \r\ndruids, and shaman.\r\n\r\n*Item Changes*\r\n\r\n--- The effect on the \"Frost Giant Beard\" can now be used at 35th level \r\nrather than level 50.\r\n--- The Wurmslayer will now fit in a bag. \r\n--- Iksar can now use the Ashenbone Shield\r\n--- Chandged Crystallized Shadow leggings to rentable\r\n--- Changed Gorilla Hide Leggings to show up as leather, was cloth \r\nbefore\r\n--- Changed Envy from a piercing weapon to a shield so players could \r\nBash with it. Envy is a parrying dagger.\r\n--- The Shralok Pack is now LORE. It was set to pending-lore some time \r\nago.\r\n--- The Guardian and Sentry Armor bracers are no longer LORE.\r\n--- Donal's Breastplate can now only be used on any individual target \r\nonce every 7.5 minutes. This addresses some of the balance issues that \r\nbecame apparent given the existence of a mana-free complete heal.\r\n\r\n*Trades and Crafts*\r\n\r\n--- Fixed the Gator Roll baking recipe.\r\n--- Repaired the notetext instructions for creating a Mixing Bowl with \r\npottery. \r\n--- Repaired Holgresh Fur Cap and Holgresh Fur Moccasins tailoring \r\nrecipes.\r\n--- Made it so that the file is returned in addition to the hammer when \r\na character fails to forge any of the various chain jointings.\r\n--- Repaired Recipe for Enchanted Tier`Dal Adamantite Bracelet\r\n--- Made it so that the Dwarven Smithy Hammer is returned on a failure \r\nto forge Brellium Chain Jointing.\r\n--- Repaired Field Plate Boots smithing recipe\r\n--- Changed the name of the smithed Enchanted Cabilis Scale armor to \r\nImbued Cabilis Scale armor for naming convention reasons.\r\n--- Repaired the recipe for converting 3 Enchanted Large Adamantite \r\nBricks into 1 Enchanted Block of Adamantite in the Tier`Dal Forge, it \r\nwas previously only possible in the Oggok Forge.\r\n--- Made it so that the Bread Tin is returned upon a failure to bake \r\nbread.\r\n--- Mithril and Velium Bonings will be stackable.\r\n--- Mithril Studs will be stackable.\r\n\r\n*NPC AI - Hate*\r\n\r\nWe've made a number of changes to NPC AI, specifically to the section \r\ndealing with target-selection, or what's commonly referred to as \r\n\"Hate\". It is not so much that NPCs react differently to hate now than \r\nbefore, but that we've changed the way that hate is awarded. \r\n\r\n--- We reduced the amount of hate that can be caused by a proc. Due to \r\nthe high proc rates at upper levels, the amount of hate generated from \r\nprocs, and the spells that were selected for those procs, made keeping \r\nthe attention of the creature much too easy a task for the tank. \r\nSimply, it nearly eliminated the challenge of keeping a foes attention \r\nat levels above 50.\r\n\r\n--- We've capped the amount of hate that can be awarded to most \r\ncasters, specifically for debuff-type spells like the Malo and Tash \r\nseries. The hate calculation for these spells takes into account the \r\nnumber of hitpoints of the NPC and did not \"play nice\" with the \r\nincreased HP limit of Velious. It explains why Enchanters, for \r\ninstance, would complain that casting a Tash spell would lead to near-\r\ninstant death.\r\n\r\n--- We've redressed the amount of hate generated by heal spells. \r\nPreviously, and *partly* due to a bug, the high level heal spells such \r\nas superior heal or complete heal would generate no more hate than \r\ngreater heal. In fact, so little hate was generated by these spells \r\nthat it made controlling NPC aggression trivial. Heal spells will now \r\ngenerate an amount of hate more in line with the number of hitpoints \r\nactually healed. Due to our desire to leave the lower level game more \r\nor less untouched, two separate caps have been placed for targets level \r\n50 or below, and 51 or above. Heal spells will generate significantly \r\nless hate for targets below level 51 than those at or above that level.\r\n\r\n--- We've also re-evaluated ways that players have to reduce their own \r\nhate. While spells in place to allow this are OK, the Evade skill \r\n(possessed by rogues) let them out of their damage too easily. A rogue \r\nthat successfully evaded would immediately drop to a level of hate \r\nlower than someone who was in the awareness range, but hadn't done \r\nanything to really upset the creature such as damage it or heal its \r\nfoe. This problem was exacerbated by the increase of the size of the \r\nhate list implemented with Velious. \r\n\r\n*Tracking*\r\n\r\nTracking now works in full view for all classes that can use it, and \r\nsports a nifty scroll bar that allows players to see everything on the \r\nlist. In addition, the /trackplayer setting is now saved to the \r\neqclient.ini file.\r\n\r\nThe following options have been put in for Rangers only:\r\n\r\n--- /tracksort \r\n--- /trackfilter \r\n\r\n*/tracksort options beginning with R are reverse order\r\n\r\n*Hybrid Casting*\r\n\r\nHybrids that cast spells in combat were taking double penalties at \r\nhigher levels. The casting times of their spells went up, and the \r\namount of melee damage they do per second went up. This results is \r\nhaving to take longer to cast spells, and losing more damage/second for \r\neach second taken in casting. To help offset this, Rangers, Paladins \r\nand Shadowknights casting non-beneficial spells that have casting times \r\ngreater than or equal to 3 seconds, now get a 3 % reduction in casting \r\ntime for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. \r\nAgain, this applies only to non-beneficial spells. \r\n\r\n- The EverQuest Team", "body_markdown": "#### February 21, 2001  3:00 am\r\n\r\n*Patch Day*\r\n\r\nToday's patch contains a wide variety of enhancements and changes. Due \r\nto the number of changes being made, this list is primarily a summary. \r\nExtended descriptions of the changes and the reasoning behind them can \r\nbe solicited on the EverQuest Message Boards.\r\n\r\n*Spell and Skill Changes*\r\n\r\nDruids, Shaman, and Clerics:\r\n- Superior Healing moved to level 51 for shamans and druids. \r\n- Casting difficulty of Superior Heal reduced (less fizzles)\r\n- New level 55 Druid and shaman spell, Chloroblast, similar to remedy \r\nfor clerics.\r\n- New Druid spell at level 60, upgrade to superior healing, Natures \r\nTouch.\r\n- Created a new spell effect for Celestial Healing, Celestial Elixir, \r\nand Torpor. This will allow them to stack with all other spells, save \r\nspells of the same type (Heal over time). Prior to this, all heal-over-\r\ntime spells followed the same rules as regeneration spells.\r\n- Reduced the casting difficulty of Remedy.\r\n- Lowered recast time on Wake of Karana\r\n\r\nPaladins:\r\n- Added Endure Magic spell at level 30\r\n- Added Resist Magic at 55\r\n- Moved Guard spell from 49 to 39\r\n- Moved Armor of Faith from 53 to 49\r\n- Added New level 53 paladin spell: Divine Glory\r\n- Added New level 59 spell: Celestial Cleansing \r\n- Defense skill cap made exactly same as warriors\r\n- Added Yaulp 4 at 60 and enhanced.\r\n\r\nShadowknights:\r\n\r\n- Removed artificially inflated mana cost for pre level 50 lifetap \r\nspells. Please note that post-50 lifetap spells never had an inflated \r\nmana cost.\r\n- Moved Spirit Tap to level 55\r\n- Moved Drain Spirit to level 57\r\n- Added Drain Soul at level 60\r\n- Grim Aura added at level 22 and enhanced\r\n- Moved Shieldskin to level 34\r\n- Pet buff added at 29\r\n- Added Diamondskin spell at 59\r\n- Defense skill cap made exactly same as warriors\r\n- Due to the recent improvements to \"Harmtouch\", it is doing much \r\nmore damage than it would before and unbalances PvP. As such it will \r\nnow do less damage in PvP (68% of PvE, down from 80%). In addition, \r\nShadowknights on the PvP servers were routinely killing themselves via \r\nnon-XP losing means and attacking other players with Harmtouch \r\nimmediately upon respawn. In order to address this situation, Harmtouch \r\nis no longer automatically \"recharged\" by death on the PvP Servers.\r\n- The \"Lifeleech\" discipline now increases hit probability in \r\naddition to its other effects.\r\n\r\n\r\nRangers:\r\n\r\n- Added Endure Cold at 22\r\n- Added Skin Like Nature at 59\r\n- Added FireFist at 22\r\n- Moved Bramblecoat from 49 to 39\r\n- Added Spikecoat at 49\r\n- Added resist cold at 55\r\n- Added Panic Animal at 22\r\n- Moved Jolt to 51\r\n- Moved Spirt of Wolf from 39 to 30\r\n- Added Cinder Jolt (fire-based Jolt spell) at 55.\r\n- Offense and weapons skill made identical to warriors\r\n- Added See Invisible at 39\r\n\r\nBards:\r\n\r\n- Added new level 20 Bard Song: Cassindra`s Chant of Clarity\r\n- Bards defensive skill made exactly the same as a warriors\r\n- Changed it so that the bard spell Denon's Desperate Dirge to \r\nincrease damge by 10pts per level over 45. Also made it so the spell \r\ndoes 20% more damage using the Puretone discipline.\r\n\r\nMagicians:\r\n\r\n- Added new level 59 spell: Valiant Companion\r\n- Added new level 39 spell: Summon Companion\r\n- Rain spells no longer count pets against total number of entities \r\nthey can damage (all rain spells)\r\n- Added level 29 spell for Mages: Expedience\r\n\r\nEnchanters: \r\n\r\n- Lowered recast time on Visions of Grandeur\r\n\r\n*Bug Fixes*\r\n\r\n- Aggressive and Defensive disciplines have been fixed. Before they \r\nwould only affect damage taken and not affect damage dealt out. Now \r\nthey affect both as designed.\r\n- Fixed the bug with going to the spellbook when the inventory window \r\nwas up in fullview mode. It should work now. Also, fixed a minor bug \r\nwhere if you were in normal mode and tried to go to the spellbook from \r\ninventory via /book or the keymapped key it would not go, and it would \r\nmake the done button not work properly for the inventory mode.\r\n- Fixed NPC melee ranges to be the same as for player characters. In \r\nother words, if you can hit the NPC, he can hit you. This bug was a \r\nproblem with one dragon that could be hit, but could not hit back.\r\n- Fixed a bug that made it impossible to \"Call of the Hero\" someone \r\nout of water or lava.\r\n- Fixed the proc on the Chilled Scythe. Owners of this item will need \r\nto swap it out with a GM.\r\n- The Kromzek Surveyor Scope now fits in the \"Ranged\" slot rather \r\nthan the \"Ammo\" slot as before.\r\n- Fixed a bug that caused the two single-target bard snare songs to \r\nbreak too soon in some cases.\r\n- Fixed a bug whereby NPCs would consider the race of a player prior \r\nto the loading of the faction table upon zoning or logging in. This \r\nwould cause people to be attacked by things that normally like them. \r\n- Players should now be properly removed from the group regardless of \r\nhow they exit the game.\r\n\r\n*Misc Changes*\r\n\r\n- Added text labels to the fullview inventory window \"body\" slots \r\n(Available only to Velious Subscribers)\r\n- Added the ability to toggle those labels on and off. Use \r\n/invwinlabels [on/off] (or no arguments to toggle). This is saved in \r\nthe eqclient.ini file in the [Defaults] section with the key \r\nInvWinLabels=[TRUE/FALSE]\r\n- Increased the pre-50 bind-wounds cap for rogues and warriors.\r\n- Pickpocket now works to a max of 5 levels below you, or level \r\n45...whichever is greater... You can pickpocket NPC up to level 55 if \r\nyou are level 60. \r\n- The mouse pointer will now move at a multiple of its normal speed \r\nwhen you adjust the MousePointerSpeedMod setting in the eqclient.ini \r\nfile. You can set that multiple on-the-fly with the /mousespeed \r\ncommand.\r\n- The \"AutoHelp\" feature that can be set under the options menu has \r\nbeen enhanced. Spell casters in particular might want to turn it on and \r\ntry depressing the ALT key. It's perfect for refreshing your memory in \r\nregards to your spell lineup.\r\n- If you are interrupted while trying to cast a spell that uses a \r\ncomponent, you will no longer use that component. Jewelers should be \r\nvery pleased with this change.\r\n- Reduced the casting difficulty (fizzle rate) of all spells over \r\nlevel 56. Spells have always previously been set up so that it's \r\nusually more efficient to use a spell from a previous circle than the \r\ncurrent one. The formula did not take into account the fact that \r\neveryone stops at 60.\r\n- Changed it so that players will now lose experience when they die \r\nin the Arena in Kael Drakkel. It seems that people were fighting giants \r\nin that arena in order to avoid the death penalty.\r\n- Naked PC corpses that have experience and are above level 30 will \r\nnow last 3 hours instead of 3 minutes.\r\n- Avatar and Focus of Spirit should now stack\r\n- Raised the pre and post 50 bind wounds cap for paladins, clerics, \r\ndruids, and shaman.\r\n\r\n*Item Changes*\r\n\r\n- The effect on the \"Frost Giant Beard\" can now be used at 35th level \r\nrather than level 50.\r\n- The Wurmslayer will now fit in a bag. \r\n- Iksar can now use the Ashenbone Shield\r\n- Chandged Crystallized Shadow leggings to rentable\r\n- Changed Gorilla Hide Leggings to show up as leather, was cloth \r\nbefore\r\n- Changed Envy from a piercing weapon to a shield so players could \r\nBash with it. Envy is a parrying dagger.\r\n- The Shralok Pack is now LORE. It was set to pending-lore some time \r\nago.\r\n- The Guardian and Sentry Armor bracers are no longer LORE.\r\n- Donal's Breastplate can now only be used on any individual target \r\nonce every 7.5 minutes. This addresses some of the balance issues that \r\nbecame apparent given the existence of a mana-free complete heal.\r\n\r\n*Trades and Crafts*\r\n\r\n- Fixed the Gator Roll baking recipe.\r\n- Repaired the notetext instructions for creating a Mixing Bowl with \r\npottery. \r\n- Repaired Holgresh Fur Cap and Holgresh Fur Moccasins tailoring \r\nrecipes.\r\n- Made it so that the file is returned in addition to the hammer when \r\na character fails to forge any of the various chain jointings.\r\n- Repaired Recipe for Enchanted Tier`Dal Adamantite Bracelet\r\n- Made it so that the Dwarven Smithy Hammer is returned on a failure \r\nto forge Brellium Chain Jointing.\r\n- Repaired Field Plate Boots smithing recipe\r\n- Changed the name of the smithed Enchanted Cabilis Scale armor to \r\nImbued Cabilis Scale armor for naming convention reasons.\r\n- Repaired the recipe for converting 3 Enchanted Large Adamantite \r\nBricks into 1 Enchanted Block of Adamantite in the Tier`Dal Forge, it \r\nwas previously only possible in the Oggok Forge.\r\n- Made it so that the Bread Tin is returned upon a failure to bake \r\nbread.\r\n- Mithril and Velium Bonings will be stackable.\r\n- Mithril Studs will be stackable.\r\n\r\n*NPC AI - Hate*\r\n\r\nWe've made a number of changes to NPC AI, specifically to the section \r\ndealing with target-selection, or what's commonly referred to as \r\n\"Hate\". It is not so much that NPCs react differently to hate now than \r\nbefore, but that we've changed the way that hate is awarded. \r\n\r\n- We reduced the amount of hate that can be caused by a proc. Due to \r\nthe high proc rates at upper levels, the amount of hate generated from \r\nprocs, and the spells that were selected for those procs, made keeping \r\nthe attention of the creature much too easy a task for the tank. \r\nSimply, it nearly eliminated the challenge of keeping a foes attention \r\nat levels above 50.\r\n\r\n- We've capped the amount of hate that can be awarded to most \r\ncasters, specifically for debuff-type spells like the Malo and Tash \r\nseries. The hate calculation for these spells takes into account the \r\nnumber of hitpoints of the NPC and did not \"play nice\" with the \r\nincreased HP limit of Velious. It explains why Enchanters, for \r\ninstance, would complain that casting a Tash spell would lead to near-\r\ninstant death.\r\n\r\n- We've redressed the amount of hate generated by heal spells. \r\nPreviously, and *partly* due to a bug, the high level heal spells such \r\nas superior heal or complete heal would generate no more hate than \r\ngreater heal. In fact, so little hate was generated by these spells \r\nthat it made controlling NPC aggression trivial. Heal spells will now \r\ngenerate an amount of hate more in line with the number of hitpoints \r\nactually healed. Due to our desire to leave the lower level game more \r\nor less untouched, two separate caps have been placed for targets level \r\n50 or below, and 51 or above. Heal spells will generate significantly \r\nless hate for targets below level 51 than those at or above that level.\r\n\r\n- We've also re-evaluated ways that players have to reduce their own \r\nhate. While spells in place to allow this are OK, the Evade skill \r\n(possessed by rogues) let them out of their damage too easily. A rogue \r\nthat successfully evaded would immediately drop to a level of hate \r\nlower than someone who was in the awareness range, but hadn't done \r\nanything to really upset the creature such as damage it or heal its \r\nfoe. This problem was exacerbated by the increase of the size of the \r\nhate list implemented with Velious. \r\n\r\n*Tracking*\r\n\r\nTracking now works in full view for all classes that can use it, and \r\nsports a nifty scroll bar that allows players to see everything on the \r\nlist. In addition, the /trackplayer setting is now saved to the \r\neqclient.ini file.\r\n\r\nThe following options have been put in for Rangers only:\r\n\r\n- /tracksort \r\n- /trackfilter \r\n\r\n*/tracksort options beginning with R are reverse order*\r\n\r\n*Hybrid Casting*\r\n\r\nHybrids that cast spells in combat were taking double penalties at \r\nhigher levels. The casting times of their spells went up, and the \r\namount of melee damage they do per second went up. This results is \r\nhaving to take longer to cast spells, and losing more damage/second for \r\neach second taken in casting. To help offset this, Rangers, Paladins \r\nand Shadowknights casting non-beneficial spells that have casting times \r\ngreater than or equal to 3 seconds, now get a 3 % reduction in casting \r\ntime for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. \r\nAgain, this applies only to non-beneficial spells. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 03 06", "slug": "2001-03-06-1", "patch_date": "2001-03-06T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "zones"], "body_plaintext": "------------------------------\r\nMarch 6, 2001  3:00 am\r\n------------------------------\r\n\r\n***Patch Day***\r\n\r\n*General Changes*\r\n\r\n-- Doubled the chance gain skill points in skills that are above 200. \r\n-- Fixed a bug that disallowed casting of the Donal's Breatplate on \r\nothers once casted upon yourself.\r\n-- The spell scrolls for Grim Aura should now all reflect usability by \r\nSKs\r\n-- Fixed a bug that would allow melee players to open a spellbook via \r\n/book or alt+b.\r\n-- Merchants will now recognize Iksar as a valid race.\r\n-- New bind locations have been added to three zones in the world - One \r\non Antonica and two others on Kunark. NPCs at these locations can fill \r\nyou in on the details. Good hunting.\r\n-- The casting time for four cleric brestplates sporting the \"Celestial \r\nHealing\" effect has been increased to one minute. We understand that \r\nthis severely limits the use of that effect and we are currently \r\ndiscussing alternate effects to place on those items in the next patch. \r\nWe did, however, need to address the 300pt per tick regen that could be \r\nplaced and kept on the group tank. When we've decided on the new \r\naffect, it will be applied to those items retroactively. \r\n-- Numeric skill values will be shown on character skill display for \r\nskill values over 100. Values under 100 still show the qualitative \r\nidentifiers.\r\n-- Players have expressed concern about accidentally inspecting other \r\nplayers. You can now turn on or off your ability to inspect other \r\nplayers by typing /inspect. \r\n-- Those of you with z-axis mouse wheels on your mice may use them over \r\nthe chat window.\r\n-- Fixed \"Breath of the Sea\". It was mistakenly set to be unresistable.\r\n-- Same-zone evac-type spells will now cause you to reload the current \r\nzone. This is a necessary step to ensure that you are removed from all \r\nhatelists and clean up your pet.\r\n-- \"Voice Graft\" will no longer show the spawn number (Jobaber00) of \r\nyour pet.\r\n-- You will now receive a message when you are being bandaged.\r\n-- The tracking skill cap for Druids has been raised to 125. It was the \r\nintent for druids to be better at tracking than they were, however \r\nbefore the scroll bar, smaller skill numbers were often considered \r\nbetter. With the tracking improvements from the last patch, this \r\nincrease was appropriate.\r\n-- Increased the number of hitpoints healed by Celestial Cleansing.\r\n\r\n*NPC AI Adjustments*\r\n\r\n-- Level 60 players with the taunt skill will now have a chance to \r\ntaunt creatures that are level 60 to 65. Previously, players could only \r\ntaunt creatures below their level.\r\n-- NPCs that are mesmerized or stunned will now only add a very small \r\namount of hate when they see you cast beneficial spells on their \r\nenemies. Prior to this, they would add full hate when they saw you do \r\nthis. This is why NPCs would always jump the cleric after breaking Mez.\r\n-- Fixed a bug that would cause NPCs to add too much \"temporary hate\" \r\nwhen a player would sit down in front of them.\r\n-- The maximum amount of \"hate\" that an NPC can add when witnessing a \r\nheal to targets above level 50 has been decreased substantially.\r\n-- Hate from heals is also now calculated at a lesser number than the \r\nnumber of hitpoints healed. Previously, healing one hitpoint would \r\ncause one point of hate. Now, healing 3 hitpoints will cause 2 points \r\nof hate.\r\n\r\n*Velious Music*\r\n\r\nVelious subscribers should run the Velious Patch to pick up new mood \r\nmusic for some Velious Zones. Let us know what you think of the new \r\ncompositions. \r\n\r\n*EQGems*\r\n\r\nA new \"mini-game\" has been added to the EverQuest client. EQGems is our \r\nfirst effort aimed towards allowing people to engage in different \r\nactivities while playing EverQuest. Based upon the success of EQGems, \r\nwe may explore opportunities for other mini-games in the future, even \r\nsome that are multiplayer in and of themselves. Type /gems to play.\r\n\r\n- The EverQuest Team", "body_markdown": "#### March 6, 2001  3:00 am\r\n\r\n***Patch Day***\r\n\r\n*General Changes*\r\n\r\n- Doubled the chance gain skill points in skills that are above 200. \r\n- Fixed a bug that disallowed casting of the Donal's Breatplate on \r\nothers once casted upon yourself.\r\n- The spell scrolls for Grim Aura should now all reflect usability by \r\nSKs\r\n- Fixed a bug that would allow melee players to open a spellbook via \r\n/book or alt+b.\r\n- Merchants will now recognize Iksar as a valid race.\r\n- New bind locations have been added to three zones in the world - One \r\non Antonica and two others on Kunark. NPCs at these locations can fill \r\nyou in on the details. Good hunting.\r\n- The casting time for four cleric brestplates sporting the \"Celestial \r\nHealing\" effect has been increased to one minute. We understand that \r\nthis severely limits the use of that effect and we are currently \r\ndiscussing alternate effects to place on those items in the next patch. \r\nWe did, however, need to address the 300pt per tick regen that could be \r\nplaced and kept on the group tank. When we've decided on the new \r\naffect, it will be applied to those items retroactively. \r\n- Numeric skill values will be shown on character skill display for \r\nskill values over 100. Values under 100 still show the qualitative \r\nidentifiers.\r\n- Players have expressed concern about accidentally inspecting other \r\nplayers. You can now turn on or off your ability to inspect other \r\nplayers by typing /inspect. \r\n- Those of you with z-axis mouse wheels on your mice may use them over \r\nthe chat window.\r\n- Fixed \"Breath of the Sea\". It was mistakenly set to be unresistable.\r\n- Same-zone evac-type spells will now cause you to reload the current \r\nzone. This is a necessary step to ensure that you are removed from all \r\nhatelists and clean up your pet.\r\n- \"Voice Graft\" will no longer show the spawn number (Jobaber00) of \r\nyour pet.\r\n- You will now receive a message when you are being bandaged.\r\n- The tracking skill cap for Druids has been raised to 125. It was the \r\nintent for druids to be better at tracking than they were, however \r\nbefore the scroll bar, smaller skill numbers were often considered \r\nbetter. With the tracking improvements from the last patch, this \r\nincrease was appropriate.\r\n- Increased the number of hitpoints healed by Celestial Cleansing.\r\n\r\n*NPC AI Adjustments*\r\n\r\n- Level 60 players with the taunt skill will now have a chance to \r\ntaunt creatures that are level 60 to 65. Previously, players could only \r\ntaunt creatures below their level.\r\n- NPCs that are mesmerized or stunned will now only add a very small \r\namount of hate when they see you cast beneficial spells on their \r\nenemies. Prior to this, they would add full hate when they saw you do \r\nthis. This is why NPCs would always jump the cleric after breaking Mez.\r\n- Fixed a bug that would cause NPCs to add too much \"temporary hate\" \r\nwhen a player would sit down in front of them.\r\n- The maximum amount of \"hate\" that an NPC can add when witnessing a \r\nheal to targets above level 50 has been decreased substantially.\r\n- Hate from heals is also now calculated at a lesser number than the \r\nnumber of hitpoints healed. Previously, healing one hitpoint would \r\ncause one point of hate. Now, healing 3 hitpoints will cause 2 points \r\nof hate.\r\n\r\n*Velious Music*\r\n\r\nVelious subscribers should run the Velious Patch to pick up new mood \r\nmusic for some Velious Zones. Let us know what you think of the new \r\ncompositions. \r\n\r\n*EQGems*\r\n\r\nA new \"mini-game\" has been added to the EverQuest client. EQGems is our \r\nfirst effort aimed towards allowing people to engage in different \r\nactivities while playing EverQuest. Based upon the success of EQGems, \r\nwe may explore opportunities for other mini-games in the future, even \r\nsome that are multiplayer in and of themselves. Type /gems to play.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 03 09", "slug": "2001-03-09-1", "patch_date": "2001-03-09T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["items", "server"], "body_plaintext": "------------------------------\r\nMarch 9, 2001  12:00 am\r\n------------------------------\r\n\r\n*E'ci and The Rathe Movelog*\r\n\r\nWe will be opening a new server and moving characters from the E'ci and \r\nThe Rathe servers to this new server upon the request of the customer. \r\nIf you choose to move your characters to the new server, please be \r\naware that all of your characters on the old server will be moved to \r\nthe new server.\r\n\r\nTo request to have your characters moved to the new server, all you \r\nneed to do is type \"/movelog yes\" into the chat window while playing a \r\ncharacter on that server during the time that the move log is open.\r\n\r\nWe will be opening the move log for these two servers on Friday, March \r\n16th, 2001 at 6:00 pm. PST (which is Saturday morning at 2:00 am GMT). \r\nWe will be closing the move log on Sunday, March 18th, 2001 at 11:59 pm \r\nPST (7:59 am on Monday the 19th GMT). The new, yet unnamed, server \r\nshould be opened some time during the week of March 19th. We'll \r\nannounce the exact date as soon as we can.\r\n\r\nThere are a few things to keep in mind when choosing to move your \r\ncharacters to the new server. The most important thing to keep in mind \r\nis that character corpses will not be moved with the characters. So it \r\nis important to make certain that you have looted all of the corpses \r\nthat you want to loot before the characters are moved.\r\n\r\nAlso, characters names are unique on the new server. Because characters \r\nwill be moving from two separate servers onto the new one, there may be \r\ncases where two characters with the same name are created on the new \r\nserver. Because character names must be unique, one of the two \r\ncharacters will be chosen at random and have an 'x' added to the end of \r\ntheir name. If you find that one of your characters has had an 'x' \r\ntacked onto their name after the move and you would rather have a new \r\nname, please contact your GM by using the /petition function. The GM \r\nwill help you to change the name of your character.\r\n\r\nGuild structures do not follow the characters to the new server. We \r\nwill be unable to reestablish guilds until at least a week has passed \r\nafter the split. On any day after the new server has been up for eight \r\ndays, the guild leader can /petition for a GM to help them reestablish \r\nthe guild. Please do not petition for this before seven days have \r\npassed, we will not be able to set up your guild before then.\r\n\r\nWe will not be moving characters back to the old server, so make \r\ncertain that you want to move your characters before you type \"/movelog \r\nyes\". And we will not be moving characters for those that fail to \r\nexecute the movelog command during the stated window of opportunity. \r\n\r\n- The EverQuest Team", "body_markdown": "#### March 9, 2001  12:00 am\r\n\r\n*E'ci and The Rathe Movelog*\r\n\r\nWe will be opening a new server and moving characters from the E'ci and \r\nThe Rathe servers to this new server upon the request of the customer. \r\nIf you choose to move your characters to the new server, please be \r\naware that all of your characters on the old server will be moved to \r\nthe new server.\r\n\r\nTo request to have your characters moved to the new server, all you \r\nneed to do is type \"/movelog yes\" into the chat window while playing a \r\ncharacter on that server during the time that the move log is open.\r\n\r\nWe will be opening the move log for these two servers on Friday, March \r\n16th, 2001 at 6:00 pm. PST (which is Saturday morning at 2:00 am GMT). \r\nWe will be closing the move log on Sunday, March 18th, 2001 at 11:59 pm \r\nPST (7:59 am on Monday the 19th GMT). The new, yet unnamed, server \r\nshould be opened some time during the week of March 19th. We'll \r\nannounce the exact date as soon as we can.\r\n\r\nThere are a few things to keep in mind when choosing to move your \r\ncharacters to the new server. The most important thing to keep in mind \r\nis that character corpses will not be moved with the characters. So it \r\nis important to make certain that you have looted all of the corpses \r\nthat you want to loot before the characters are moved.\r\n\r\nAlso, characters names are unique on the new server. Because characters \r\nwill be moving from two separate servers onto the new one, there may be \r\ncases where two characters with the same name are created on the new \r\nserver. Because character names must be unique, one of the two \r\ncharacters will be chosen at random and have an 'x' added to the end of \r\ntheir name. If you find that one of your characters has had an 'x' \r\ntacked onto their name after the move and you would rather have a new \r\nname, please contact your GM by using the /petition function. The GM \r\nwill help you to change the name of your character.\r\n\r\nGuild structures do not follow the characters to the new server. We \r\nwill be unable to reestablish guilds until at least a week has passed \r\nafter the split. On any day after the new server has been up for eight \r\ndays, the guild leader can /petition for a GM to help them reestablish \r\nthe guild. Please do not petition for this before seven days have \r\npassed, we will not be able to set up your guild before then.\r\n\r\nWe will not be moving characters back to the old server, so make \r\ncertain that you want to move your characters before you type \"/movelog \r\nyes\". And we will not be moving characters for those that fail to \r\nexecute the movelog command during the stated window of opportunity. \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 03 14", "slug": "2001-03-14-1", "patch_date": "2001-03-14T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nMarch 14, 2001  3:00 am\r\n------------------------------\r\n\r\n***EverQuest Turns Two***\r\n\r\nTwo years ago this Friday, EverQuest was launched, forever changing the \r\ncourse of online gaming. Today EverQuest boasts nearly 360,000 active \r\nsubscribers, and a two-year retention rate of 65%. Peak usage tops \r\n89,000 simultaneous users with average peak usage at roughly 87,000. \r\nThe EverQuest community continues to grow daily. \r\n\r\nWe've put up a page on the EverQuest website to help celebrate \r\nEverQuest's achievement and to thank our loyal fans. Over the next \r\ncouple of days we will be posting interesting content from EverQuest's \r\nhumble beginnings, as well as a few surprises. Check it out! \r\nhttp://everquest.station.sony.com/2ndanniversary/index.jsp\r\n\r\n*Ever Changing, Evolving, Expanding*\r\n\r\nThe Warrens:\r\n\r\nAs part of our two-year celebration, we're pleased to announce the \r\nrelease of \"The Warrens\", a free expansion zone located on Odus. \"The \r\nWarrens\" is a low-to-mid level dungeon and the home of the Kobolds on \r\nOdus. You can patch the Warrens by running the \"Optional Patch\". \r\n\r\nIn addition to filling-out the continent of Odus, \"the Warrens\" will \r\nalso serve as a platform to try out some of the new ideas brought forth \r\nby members of the team and the public aimed at addressing some common \r\ngameplay issues. We would like to see what options might be open to and \r\nenjoyed by the players in the future.\r\n\r\nThe first issue addressed in the Warrens is the problem of higher level \r\ncharacters competing with lower level characters for loot on lower \r\nlevel creatures. To address this issue, in the Warrens, a group that \r\n\"outclasses\" a particular foe will not receive any loot that is MAGIC, \r\nLORE, or NODROP. All other loot will drop. \"Outclassing\" a foe is \r\ndefined as having a group makeup such that no one in your group \r\nreceives experience from the kill. This can happen if, for instance, \r\nthe foe is \"green\" to all group members, or if the group makeup is of \r\nsuch a wide level range that the system determines the fight was \r\nunbalanced using regular experience rules.\r\n\r\nAny time that an NPC would have dropped special loot and does not due \r\nto it being outclassed, a message indicating that the combat was \r\n\"trivial\" will be displayed to the group. \r\n\r\nAs time goes on, we will be implementing new gameplay subsets and \r\nadjustements in the Warrens. Please be sure to let us know what you \r\nthink!\r\n\r\nThe Planes:\r\n\r\nThe Planes of Fear and Hate have been updated as part of our two-year \r\ncelebration. Adventurers in the Plane of Fear will notice that some \r\nhigh-level foes are now available. Rewards for former \"boss npcs\" have \r\nbeen moved down to underlings that are roughly as powerful as the old \r\nbosses were.\r\n\r\nThe Plane of Hate has also received a large update, but this one also \r\nincludes the opening of a previously undiscovered part of the zone, now \r\nfull high-level expansion-oriented content. Much as with Fear, rewards \r\nfrom bosses have been moved. \r\n\r\nEpic Quests:\r\n\r\nAs part of the Plane updates, we've made several adjustments to Epic \r\nquests for a number of classes. Previously, questers of many classes \r\nwere put in direct competition with regular non-questing adventurers \r\nfor a few coveted spawns. In these cases, a new step has been added to \r\nseparate the \"Epic Encounter\" NPCs from the \"Epic Quest\" NPCs. \r\n\r\nFor those who are mid-quest, all quest requirements have remained the \r\nsame. In other words, if you turn the same items into the same NPC, the \r\nsame reward applies. What has changed is that some components may be in \r\na different location from where you expect them. It is recommended that \r\nyou check with the last NPC in line or other adventurers to find where \r\nyou need to go next.\r\n\r\n***Patch Day***\r\n\r\nAlong with the big announcements above, today was a patch day as well:\r\n\r\n- Fixed a bug that allowed exploitation of the period of time between \r\ncharacter control being established and loading of character faction \r\ntables.\r\n- Fixed the Dagger of Frost. Its special item flags were improperly \r\nremoved in the last patch.\r\n- The spell, Mark of Karn, has been enhanced to heal more per hit.\r\n- The effect on the Celestial Elixir Breastplates has been changed to \r\nthe enhanced Mark of Karn. The casting time on these items has also \r\nbeen changed to 9 seconds.\r\n- NPCs in Thurgadin will no longer stop traveling when you /hail them.\r\n- Fixed a problem present in Nagafen's Lair and the Plane of Hate that \r\ncaused framerate to drop over time.\r\n- Shift-clicking on a stack of items will cause you to pick up the \r\nwhole stack. This is in addition to CTRL-clicking on a stack, which \r\nwill cause you to pick up one. These both also work for coins now as \r\nwell as items.\r\n- In addition to the above, holding down the shift key while clicking \r\nthe \"Sell\" button in the vendor screen will cause you to sell the \r\nentire stack of items if a stack is selected. For example, you can sell \r\n20 peridots by selecting the stack, and shift-clicking \"Sell\". I'd \r\nrecommend though that you give them to your neighborhood cleric first \r\nthough :) The ability to buy stacks is on the list for implementation \r\nin the near future.\r\n- There are a ton of new recipies for trade skill users out there. \r\nCheck your books. \r\n- There are a bunch of new quests as well.\r\n- It appears that we fixed a bug with the Mend skill that caused it to \r\nbe unavailable for a few seconds after it was supposed to be ready for \r\nuse. Let us know if there are any further problems.\r\n- Foraging items will now yield a message giving you some idea of what you've foraged.\r\n\r\nPlease remember that the /movelog for the Rathe and E'ci is scheduled \r\nfor this weekend. Please read the message below for details on the \r\n/movelog.\r\n\r\n*A Message From Customer Service*\r\n\r\nWe regularly receive requests from customers that want their characters \r\nmoved from one server to another, or from one account to another. \r\nUnfortunately, due to the EverQuest EULA, the number of requests that \r\nwe receive, the desire to maintain stable server communities and \r\neconomies, and other problems associated with character moves, we can \r\nnot move characters across servers or accounts. \r\n\r\nIt is important for the integrity of the server that items from a \r\nserver remain on that server. We also feel that it is important that \r\ncharacters that have built up a reputation, good or bad, have to live \r\nwith the consequences of their decisions, and are not allowed to \r\nretreat from that reputation by changing servers.\r\n\r\nThe only exception to this rule is when we open a Movelog for moving a \r\nlarge number of characters to new servers. At no other time will we \r\nmove a character in such a fashion.\r\n\r\n- The EverQuest Team", "body_markdown": "#### March 14, 2001  3:00 am\r\n\r\n***EverQuest Turns Two***\r\n\r\nTwo years ago this Friday, EverQuest was launched, forever changing the \r\ncourse of online gaming. Today EverQuest boasts nearly 360,000 active \r\nsubscribers, and a two-year retention rate of 65%. Peak usage tops \r\n89,000 simultaneous users with average peak usage at roughly 87,000. \r\nThe EverQuest community continues to grow daily. \r\n\r\nWe've put up a page on the EverQuest website to help celebrate \r\nEverQuest's achievement and to thank our loyal fans. Over the next \r\ncouple of days we will be posting interesting content from EverQuest's \r\nhumble beginnings, as well as a few surprises. Check it out! \r\nhttp://everquest.station.sony.com/2ndanniversary/index.jsp\r\n\r\n*Ever Changing, Evolving, Expanding*\r\n\r\nThe Warrens:\r\n\r\nAs part of our two-year celebration, we're pleased to announce the \r\nrelease of \"The Warrens\", a free expansion zone located on Odus. \"The \r\nWarrens\" is a low-to-mid level dungeon and the home of the Kobolds on \r\nOdus. You can patch the Warrens by running the \"Optional Patch\". \r\n\r\nIn addition to filling-out the continent of Odus, \"the Warrens\" will \r\nalso serve as a platform to try out some of the new ideas brought forth \r\nby members of the team and the public aimed at addressing some common \r\ngameplay issues. We would like to see what options might be open to and \r\nenjoyed by the players in the future.\r\n\r\nThe first issue addressed in the Warrens is the problem of higher level \r\ncharacters competing with lower level characters for loot on lower \r\nlevel creatures. To address this issue, in the Warrens, a group that \r\n\"outclasses\" a particular foe will not receive any loot that is MAGIC, \r\nLORE, or NODROP. All other loot will drop. \"Outclassing\" a foe is \r\ndefined as having a group makeup such that no one in your group \r\nreceives experience from the kill. This can happen if, for instance, \r\nthe foe is \"green\" to all group members, or if the group makeup is of \r\nsuch a wide level range that the system determines the fight was \r\nunbalanced using regular experience rules.\r\n\r\nAny time that an NPC would have dropped special loot and does not due \r\nto it being outclassed, a message indicating that the combat was \r\n\"trivial\" will be displayed to the group. \r\n\r\nAs time goes on, we will be implementing new gameplay subsets and \r\nadjustements in the Warrens. Please be sure to let us know what you \r\nthink!\r\n\r\nThe Planes:\r\n\r\nThe Planes of Fear and Hate have been updated as part of our two-year \r\ncelebration. Adventurers in the Plane of Fear will notice that some \r\nhigh-level foes are now available. Rewards for former \"boss npcs\" have \r\nbeen moved down to underlings that are roughly as powerful as the old \r\nbosses were.\r\n\r\nThe Plane of Hate has also received a large update, but this one also \r\nincludes the opening of a previously undiscovered part of the zone, now \r\nfull high-level expansion-oriented content. Much as with Fear, rewards \r\nfrom bosses have been moved. \r\n\r\nEpic Quests:\r\n\r\nAs part of the Plane updates, we've made several adjustments to Epic \r\nquests for a number of classes. Previously, questers of many classes \r\nwere put in direct competition with regular non-questing adventurers \r\nfor a few coveted spawns. In these cases, a new step has been added to \r\nseparate the \"Epic Encounter\" NPCs from the \"Epic Quest\" NPCs. \r\n\r\nFor those who are mid-quest, all quest requirements have remained the \r\nsame. In other words, if you turn the same items into the same NPC, the \r\nsame reward applies. What has changed is that some components may be in \r\na different location from where you expect them. It is recommended that \r\nyou check with the last NPC in line or other adventurers to find where \r\nyou need to go next.\r\n\r\n***Patch Day***\r\n\r\nAlong with the big announcements above, today was a patch day as well:\r\n\r\n- Fixed a bug that allowed exploitation of the period of time between \r\ncharacter control being established and loading of character faction \r\ntables.\r\n- Fixed the Dagger of Frost. Its special item flags were improperly \r\nremoved in the last patch.\r\n- The spell, Mark of Karn, has been enhanced to heal more per hit.\r\n- The effect on the Celestial Elixir Breastplates has been changed to \r\nthe enhanced Mark of Karn. The casting time on these items has also \r\nbeen changed to 9 seconds.\r\n- NPCs in Thurgadin will no longer stop traveling when you /hail them.\r\n- Fixed a problem present in Nagafen's Lair and the Plane of Hate that \r\ncaused framerate to drop over time.\r\n- Shift-clicking on a stack of items will cause you to pick up the \r\nwhole stack. This is in addition to CTRL-clicking on a stack, which \r\nwill cause you to pick up one. These both also work for coins now as \r\nwell as items.\r\n- In addition to the above, holding down the shift key while clicking \r\nthe \"Sell\" button in the vendor screen will cause you to sell the \r\nentire stack of items if a stack is selected. For example, you can sell \r\n20 peridots by selecting the stack, and shift-clicking \"Sell\". I'd \r\nrecommend though that you give them to your neighborhood cleric first \r\nthough :) The ability to buy stacks is on the list for implementation \r\nin the near future.\r\n- There are a ton of new recipies for trade skill users out there. \r\nCheck your books. \r\n- There are a bunch of new quests as well.\r\n- It appears that we fixed a bug with the Mend skill that caused it to \r\nbe unavailable for a few seconds after it was supposed to be ready for \r\nuse. Let us know if there are any further problems.\r\n- Foraging items will now yield a message giving you some idea of what you've foraged.\r\n\r\nPlease remember that the /movelog for the Rathe and E'ci is scheduled \r\nfor this weekend. Please read the message below for details on the \r\n/movelog.\r\n\r\n*A Message From Customer Service*\r\n\r\nWe regularly receive requests from customers that want their characters \r\nmoved from one server to another, or from one account to another. \r\nUnfortunately, due to the EverQuest EULA, the number of requests that \r\nwe receive, the desire to maintain stable server communities and \r\neconomies, and other problems associated with character moves, we can \r\nnot move characters across servers or accounts. \r\n\r\nIt is important for the integrity of the server that items from a \r\nserver remain on that server. We also feel that it is important that \r\ncharacters that have built up a reputation, good or bad, have to live \r\nwith the consequences of their decisions, and are not allowed to \r\nretreat from that reputation by changing servers.\r\n\r\nThe only exception to this rule is when we open a Movelog for moving a \r\nlarge number of characters to new servers. At no other time will we \r\nmove a character in such a fashion.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 03 27", "slug": "2001-03-27-1", "patch_date": "2001-03-27T07:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nMarch 27, 2001  2:00 am\r\n------------------------------\r\n\r\n***Fan Faire Reminder***\r\n\r\nRegistration for the San Diego Fan Faire closes on Wednesday, March \r\n28th, and we are running out of spaces. Once all the spaces are taken, \r\nwe will not be accepting any further registrations (or walk-ins). So if \r\nyou plan to attend sign up before someone else gets your spot. Head \r\nover to www.everquest.com to register.\r\n\r\n*** Patch Day ***\r\n\r\n*Spell Changes and Additions*\r\n\r\n- A new teleportation spell has been added to the game for both Druids \r\nand Wizards. These are self-only gate spells to the Dreadlands. These \r\nspells should be available on the more exclusive spell vendors in \r\nNorrath.\r\n\r\n- Increased the drop rate on some Kunark spells to coincide with the \r\nnarrowing of the creatures carrying those spells as the game evolves.\r\n\r\n- Wizards now have access to a new type of spell that only works on \r\ncertain types of target. Generically called 'bane' spells, a few are \r\nnow available in the game. May your quest for such spells be \r\nsuccessful.\r\n\r\n*Item Changes*\r\n\r\n- Changed the effects on the Singing Steel Boots and Greaves. After a \r\nfair amount of concern from players, we have removed the summon food \r\nand water effects from these items. They have been replaced with \r\nmodified versions of Aria of the Eagles (boots) and Appalling Screech \r\n(greaves).\r\n\r\n- The Incandescent Bracer can now be worn on the wrist rather than the \r\nwaist.\r\n\r\n- The Incarnadine Breastplate must now be worn to activate.\r\n\r\n- Changed spell effects on Pauldrons of the Fearsome and Fearsome \r\nShield to right click and worn to activate.\r\n\r\n*Bug Fixes*\r\n\r\n- Fixed a bug that was causing some players to zone into the Warrens at \r\nthe wrong location.\r\n\r\n- Corrected an error with the Bixie Sword Blade, changing its delay \r\nfrom 6 to 16.\r\n\r\n- Fixed a bug where Iskar Monks were unable to Feign Death after \r\nForaging.\r\n\r\n- Kodiaks in the Great Divide are now seen as animals.\r\n\r\n- Toxdil, the wandering rogue poison vendor, will now sell to \r\ncharacters even when he is away from his home.\r\n\r\n*Enhancements*\r\n\r\n- Fixed a problem that occurred when players mistyped /guild. Typing \r\n/guildd in the chat window is the shortcut for typing /guilddelete. \r\n/guildd now has a confirmation box so that such an error should no \r\nlonger lead to the accidental deletion of a guild. \r\n\r\n- Added /showspelleffects. Using this toggle ('on' or 'off') a player \r\ncan turn on or off the display of particle effects for spells. This \r\nwill only affect spells, not world effects like waterfalls or weapon \r\nparticle effects. This should allow you to turn off many of the effects \r\nthat hamper rendering performance, inducing effects of spells, while \r\nstill being able to see some of the awesome effects, like those on \r\ncertain paladin weapons...\r\n\r\n- Added server-side filtering for chat and combat messages. This will \r\nallow you to turn off guild chat, shouts, auctions, oocs, 'my misses', \r\n'others misses', 'others hits', 'attacker misses me', PC spells (all \r\noptions), NPC spells and Bard songs (all options) at the server instead \r\nof at the client. This can reduce that amount of data sent to you over \r\nyour connection, and can help those with slower connections with better \r\nperformance and connectivity.\r\n\r\n- Ships will now be announcing their arrival in most zones. They will \r\nalso be announcing their progress to any zone they travel through. Any \r\nof those zones that they are not currently making announcements in will \r\nbe added in the next patch or two.\r\n\r\n- Shift - Left and Shift - Right will now repeat in the chat window. \r\nThis means that when editing what you've typed, you can just hold down \r\nthe Shift and Left Arrow keys and the cursor will move left until it \r\nreaches the beginning of the line or until you release the keys.\r\n\r\n- The spell slot number will now show up in front of the spell name \r\nwhen you press Alt to cast a spell using the Alt-Spell Number method.\r\n\r\n- View perspective in wolf form has been fixed. First-person view will \r\nnow be on level with the wolf, rather than a few feet above it. At the \r\nsame time, perceiving other players in wolf form will appear to be \r\nstanding on the ground instead of floating a few feet above it.\r\n\r\n- Trade skill success and failure messages will be sent to the \r\ncraftsperson's group instead of just the craftsperson, as long as the \r\ncraftsperson is using the proper ingredients. Failure of the craftsman \r\nto use the proper ingredients will result in no failure message being \r\nsent.\r\n\r\n- In order to prevent a few trade scams, money can no longer be removed \r\nfrom a trade window. You will have to cancel the trade and start over \r\nto adjust the amount of money involved in the trade.\r\n\r\n- We're now sending hitpoint updates to the casters of direct damage \r\nspells no matter how far away they are when the spell lands. This will \r\nallow those casters that try to stand as far back as possible to get \r\nupdates even when their range indicates that the messages should be \r\nsurpressed.\r\n\r\n*Quest*\r\n\r\nSeveral new quests have been added as well, so don't be afraid to talk \r\nto the folks of Norrath, they might have new information for you.\r\n\r\n- The EverQuest Team", "body_markdown": "#### March 27, 2001  2:00 am\r\n\r\n***Fan Faire Reminder***\r\n\r\nRegistration for the San Diego Fan Faire closes on Wednesday, March \r\n28th, and we are running out of spaces. Once all the spaces are taken, \r\nwe will not be accepting any further registrations (or walk-ins). So if \r\nyou plan to attend sign up before someone else gets your spot. Head \r\nover to www.everquest.com to register.\r\n\r\n*** Patch Day ***\r\n\r\n*Spell Changes and Additions*\r\n\r\n- A new teleportation spell has been added to the game for both Druids \r\nand Wizards. These are self-only gate spells to the Dreadlands. These \r\nspells should be available on the more exclusive spell vendors in \r\nNorrath.\r\n\r\n- Increased the drop rate on some Kunark spells to coincide with the \r\nnarrowing of the creatures carrying those spells as the game evolves.\r\n\r\n- Wizards now have access to a new type of spell that only works on \r\ncertain types of target. Generically called 'bane' spells, a few are \r\nnow available in the game. May your quest for such spells be \r\nsuccessful.\r\n\r\n*Item Changes*\r\n\r\n- Changed the effects on the Singing Steel Boots and Greaves. After a \r\nfair amount of concern from players, we have removed the summon food \r\nand water effects from these items. They have been replaced with \r\nmodified versions of Aria of the Eagles (boots) and Appalling Screech \r\n(greaves).\r\n\r\n- The Incandescent Bracer can now be worn on the wrist rather than the \r\nwaist.\r\n\r\n- The Incarnadine Breastplate must now be worn to activate.\r\n\r\n- Changed spell effects on Pauldrons of the Fearsome and Fearsome \r\nShield to right click and worn to activate.\r\n\r\n*Bug Fixes*\r\n\r\n- Fixed a bug that was causing some players to zone into the Warrens at \r\nthe wrong location.\r\n\r\n- Corrected an error with the Bixie Sword Blade, changing its delay \r\nfrom 6 to 16.\r\n\r\n- Fixed a bug where Iskar Monks were unable to Feign Death after \r\nForaging.\r\n\r\n- Kodiaks in the Great Divide are now seen as animals.\r\n\r\n- Toxdil, the wandering rogue poison vendor, will now sell to \r\ncharacters even when he is away from his home.\r\n\r\n*Enhancements*\r\n\r\n- Fixed a problem that occurred when players mistyped /guild. Typing \r\n/guildd in the chat window is the shortcut for typing /guilddelete. \r\n/guildd now has a confirmation box so that such an error should no \r\nlonger lead to the accidental deletion of a guild. \r\n\r\n- Added /showspelleffects. Using this toggle ('on' or 'off') a player \r\ncan turn on or off the display of particle effects for spells. This \r\nwill only affect spells, not world effects like waterfalls or weapon \r\nparticle effects. This should allow you to turn off many of the effects \r\nthat hamper rendering performance, inducing effects of spells, while \r\nstill being able to see some of the awesome effects, like those on \r\ncertain paladin weapons...\r\n\r\n- Added server-side filtering for chat and combat messages. This will \r\nallow you to turn off guild chat, shouts, auctions, oocs, 'my misses', \r\n'others misses', 'others hits', 'attacker misses me', PC spells (all \r\noptions), NPC spells and Bard songs (all options) at the server instead \r\nof at the client. This can reduce that amount of data sent to you over \r\nyour connection, and can help those with slower connections with better \r\nperformance and connectivity.\r\n\r\n- Ships will now be announcing their arrival in most zones. They will \r\nalso be announcing their progress to any zone they travel through. Any \r\nof those zones that they are not currently making announcements in will \r\nbe added in the next patch or two.\r\n\r\n- Shift - Left and Shift - Right will now repeat in the chat window. \r\nThis means that when editing what you've typed, you can just hold down \r\nthe Shift and Left Arrow keys and the cursor will move left until it \r\nreaches the beginning of the line or until you release the keys.\r\n\r\n- The spell slot number will now show up in front of the spell name \r\nwhen you press Alt to cast a spell using the Alt-Spell Number method.\r\n\r\n- View perspective in wolf form has been fixed. First-person view will \r\nnow be on level with the wolf, rather than a few feet above it. At the \r\nsame time, perceiving other players in wolf form will appear to be \r\nstanding on the ground instead of floating a few feet above it.\r\n\r\n- Trade skill success and failure messages will be sent to the \r\ncraftsperson's group instead of just the craftsperson, as long as the \r\ncraftsperson is using the proper ingredients. Failure of the craftsman \r\nto use the proper ingredients will result in no failure message being \r\nsent.\r\n\r\n- In order to prevent a few trade scams, money can no longer be removed \r\nfrom a trade window. You will have to cancel the trade and start over \r\nto adjust the amount of money involved in the trade.\r\n\r\n- We're now sending hitpoint updates to the casters of direct damage \r\nspells no matter how far away they are when the spell lands. This will \r\nallow those casters that try to stand as far back as possible to get \r\nupdates even when their range indicates that the messages should be \r\nsurpressed.\r\n\r\n*Quest*\r\n\r\nSeveral new quests have been added as well, so don't be afraid to talk \r\nto the folks of Norrath, they might have new information for you.\r\n\r\n- The EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 04 04 1", "slug": "2001-04-04-1", "patch_date": "2001-04-04T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "spells", "items", "server"], "body_plaintext": "------------------------------\r\nApril 4, 2001  3:00 am\r\n------------------------------\r\n\r\n** New and Changed Features **\r\n\r\n- Guild Message of the Day. Guild Officers and Leaders will be able to \r\ntype /guildmotd to set up a Guild Message of the Day (GMotD). From then \r\non any time a member of that guild logs in they will see the message \r\nwith the name of the message sender added at the front, so you will \r\nknow who sent the message. Any guild member will also be able to read \r\nthe GMotD by typing just /guildmotd and the message will be displayed \r\nagain. The GMotD will be erased if the server comes down, however. You \r\nwill have to reset the GMotD when the server comes back up.\r\n\r\n- /assist changed and improved. It should be much more reliable now. It \r\nalso will target whatever the assisted person has targeted. The \r\nassisted person does not need to have auto-attack on for /assist to \r\nwork.\r\n\r\n- Fixed a problem with /corpse that kept it from working on corpses \r\nthat were too far above or below you.\r\n\r\n** Skill Change **\r\n\r\n- Foraging changed so that if you are getting the hungry and thirsty \r\nmessages, your next successful forage will always be drink or food. We \r\nhave also decreased the chance of foraging fishing grubs a bit and \r\nincreased the chance that you will forage water.\r\n\r\n** Spell Changes **\r\n\r\n- Acumen now overwrites See Invisible.\r\n\r\n- Translocate now has the proper spell gem.\r\n\r\n** Bug Fix **\r\n\r\n- Fixed many crash problems for Windows 2000 users. This fix will most \r\nlikely also aid some folks that are not using Windows 2000 that are \r\nhaving problems.\r\n\r\n** Item Changes **\r\n\r\n- Velious racial plate helm quests have been added that will allow you \r\nto 'trade in' your existing helms for ones with textures. We have \r\ndecided to allow the players (or their characters) to chose whether \r\nthey wish to have the new helmet textures or to continue to use helmets \r\nthat show no graphics.\r\n\r\n- Five and ten charge versions of Potions of the Bone Field have been \r\nadded.\r\n\r\n- Kilva's Skin of Flame potion has been changed. It no longer has the \r\nsame effect as the Kilva's Blistering Flesh potion.\r\n\r\n- Removed the tinting from Dark Forge and Resonant armors. Tinting was \r\nnever really intended to be on those pieces and, frankly, they look \r\nbetter without it.\r\n\r\n** Miscellaneous Items **\r\n\r\n- Reduced the 'bottleneck' for getting Howling Stone keys by increasing \r\nthe availability of one of the quest items.\r\n\r\n- Erudite guards will now be much less friendly to Kobolds.\r\n\r\n- Vendors are once again selling the Coldain Tanner's Kit.\r\n\r\n** 'Combine' container changes **\r\n\r\nWe've made a change to 'combine' containers. In order to prevent people \r\nfrom accidentally destroying items, all containers with a 'combine' \r\nbutton will not combine any items that do not form a complete recipe. \r\nThis will be a huge boon to craftspeople all across Norrath. But this \r\nremoves the only drawback to using trade containers as backpacks. Their \r\nreduced weight and often greater carrying capacity made them more \r\ndesirable as bags, with the compensating risk that you might just lose \r\nsomething if you made a mistake.\r\n\r\nWe will be increasing the weight of portable 'combine' containers \r\nsomewhat. Where some of these containers weighed under 1 pound, they \r\nwill now weigh as much as 4 pounds for the largest sewing kit.\r\n\r\nAlong with this we are making a change to tailor made backpacks. In \r\ncase you didn't know, most tailor made packs have a built in weight \r\nreduction of 5%. We are raising that to 10%. We will also be displaying \r\nthe weight reduction of all containers with the information shown on a \r\nright click.\r\n\r\n- The EverQuest Team", "body_markdown": "#### April 4, 2001  3:00 am\r\n\r\n** New and Changed Features **\r\n\r\n- Guild Message of the Day. Guild Officers and Leaders will be able to \r\ntype /guildmotd to set up a Guild Message of the Day (GMotD). From then \r\non any time a member of that guild logs in they will see the message \r\nwith the name of the message sender added at the front, so you will \r\nknow who sent the message. Any guild member will also be able to read \r\nthe GMotD by typing just /guildmotd and the message will be displayed \r\nagain. The GMotD will be erased if the server comes down, however. You \r\nwill have to reset the GMotD when the server comes back up.\r\n\r\n- /assist changed and improved. It should be much more reliable now. It \r\nalso will target whatever the assisted person has targeted. The \r\nassisted person does not need to have auto-attack on for /assist to \r\nwork.\r\n\r\n- Fixed a problem with /corpse that kept it from working on corpses \r\nthat were too far above or below you.\r\n\r\n** Skill Change **\r\n\r\n- Foraging changed so that if you are getting the hungry and thirsty \r\nmessages, your next successful forage will always be drink or food. We \r\nhave also decreased the chance of foraging fishing grubs a bit and \r\nincreased the chance that you will forage water.\r\n\r\n** Spell Changes **\r\n\r\n- Acumen now overwrites See Invisible.\r\n\r\n- Translocate now has the proper spell gem.\r\n\r\n** Bug Fix **\r\n\r\n- Fixed many crash problems for Windows 2000 users. This fix will most \r\nlikely also aid some folks that are not using Windows 2000 that are \r\nhaving problems.\r\n\r\n** Item Changes **\r\n\r\n- Velious racial plate helm quests have been added that will allow you \r\nto 'trade in' your existing helms for ones with textures. We have \r\ndecided to allow the players (or their characters) to chose whether \r\nthey wish to have the new helmet textures or to continue to use helmets \r\nthat show no graphics.\r\n\r\n- Five and ten charge versions of Potions of the Bone Field have been \r\nadded.\r\n\r\n- Kilva's Skin of Flame potion has been changed. It no longer has the \r\nsame effect as the Kilva's Blistering Flesh potion.\r\n\r\n- Removed the tinting from Dark Forge and Resonant armors. Tinting was \r\nnever really intended to be on those pieces and, frankly, they look \r\nbetter without it.\r\n\r\n** Miscellaneous Items **\r\n\r\n- Reduced the 'bottleneck' for getting Howling Stone keys by increasing \r\nthe availability of one of the quest items.\r\n\r\n- Erudite guards will now be much less friendly to Kobolds.\r\n\r\n- Vendors are once again selling the Coldain Tanner's Kit.\r\n\r\n** 'Combine' container changes **\r\n\r\nWe've made a change to 'combine' containers. In order to prevent people \r\nfrom accidentally destroying items, all containers with a 'combine' \r\nbutton will not combine any items that do not form a complete recipe. \r\nThis will be a huge boon to craftspeople all across Norrath. But this \r\nremoves the only drawback to using trade containers as backpacks. Their \r\nreduced weight and often greater carrying capacity made them more \r\ndesirable as bags, with the compensating risk that you might just lose \r\nsomething if you made a mistake.\r\n\r\nWe will be increasing the weight of portable 'combine' containers \r\nsomewhat. Where some of these containers weighed under 1 pound, they \r\nwill now weigh as much as 4 pounds for the largest sewing kit.\r\n\r\nAlong with this we are making a change to tailor made backpacks. In \r\ncase you didn't know, most tailor made packs have a built in weight \r\nreduction of 5%. We are raising that to 10%. We will also be displaying \r\nthe weight reduction of all containers with the information shown on a \r\nright click.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 04 04 2", "slug": "2001-04-04-2-2", "patch_date": "2001-04-04T16:30:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nApril 4, 2001  11:30 am\r\n------------------------------\r\n\r\n** EverQuest Classic Edition ** \r\n\r\nThere is a new package for EverQuest. It's a small box with a small \r\nprice. Here's a bit from the press release for details:\r\n\r\n---\r\n\r\nSAN DIEGO, CA - April 3, 2001 - Sony Online Entertainment announced \r\ntoday that its classic edition of EverQuest(tm) is now available for \r\nthe SRP of $9.99, a price point that will attract new users to a \r\ncontinuously growing community. EverQuest, the most successful \r\nmassively multiplayer online role-playing game ever, will be available \r\nin both a jewel case and mini box versions at retail stores nationwide. \r\n\"Newbies\" will enjoy all the amazing aspects of the original EverQuest \r\nfrom creating their own specialized characters to embarking on perilous \r\nand excitement filled journeys across three continents.\r\n\r\n---\r\n\r\n- The EverQuest Team", "body_markdown": "#### April 4, 2001  11:30 am\r\n\r\n** EverQuest Classic Edition ** \r\n\r\nThere is a new package for EverQuest. It's a small box with a small \r\nprice. Here's a bit from the press release for details:\r\n\r\n---\r\n\r\nSAN DIEGO, CA - April 3, 2001 - Sony Online Entertainment announced \r\ntoday that its classic edition of EverQuest(tm) is now available for \r\nthe SRP of $9.99, a price point that will attract new users to a \r\ncontinuously growing community. EverQuest, the most successful \r\nmassively multiplayer online role-playing game ever, will be available \r\nin both a jewel case and mini box versions at retail stores nationwide. \r\n\"Newbies\" will enjoy all the amazing aspects of the original EverQuest \r\nfrom creating their own specialized characters to embarking on perilous \r\nand excitement filled journeys across three continents.\r\n\r\n---\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 04 17", "slug": "2001-04-17-1", "patch_date": "2001-04-17T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nApril 17, 2001  3:00 am\r\n------------------------------\r\n\r\n** Food Changes **\r\n\r\n- Food items now have a 'duration'. This means that some food items \r\nwill not sustain a character as long as others, and some items will \r\nsustain your character longer than they did before.\r\n\r\n** Bug Fixes **\r\n\r\n- We THINK we've fixed the problem with the Dusty Werebat. This fellow \r\nhas been steadfastly refusing to appear where and when we ask him to. \r\nWe've worked out a deal with his agent, and we think he'll be back to \r\nwork with this patch.\r\n\r\n- Corrected an anomaly with hit point bars that occurred when a \r\ncharacter was healed or damaged by spells. This could be seen, for \r\nexample, when a character was healed and the hit point bar would go up \r\nand then quickly go back down a bit right afterwards. There was no \r\nerror in the assignment of healing or damage previously, just in the \r\nway it was being displayed.\r\n\r\n- Fixed the visual bracer bug where other people would see a different \r\nbracer graphic than you would. Now everyone (including the wearer) will \r\nalways see the same bracer texture. If you have two bracers that have a \r\ndifferent look (one is leather and one is steel, for example), make \r\nsure that the one you want to show up graphically is on your right \r\nwrist inventory slot, because this is the one that the game will choose \r\nto show for you (unless you take off the left one and put it back on, \r\nwhich will show the left one, but that is only temporary, and it will \r\ngo back to showing the right one after you zone or reenter the game).\r\n\r\n- Fixed zoning problem in Nurga to Droga that caused characters to be \r\nfacing the wrong way when they zoned, often causing confusion that lead \r\nto accidentally zoning back the way they had come. You should be facing \r\nthe right way when you make that zone transition now.\r\n\r\n** Zone and Quest Changes **\r\n\r\n- The marauding Tar Goos will no longer be assisted by the Geonids. \r\nThis should make at least one quest more available.\r\n\r\n- Grobb should now have a couple of ovens. Hopefully this will allow \r\nTroll bakers to keep their fellows full of carbs and ready to fight.\r\n\r\n- Fixed a bug that occurred when selling stacks of items. Previously, \r\nif you had 4 bat wings and sold them one by one to the merchant, the \r\nmerchant would have 4 bat wings for you to buy, but if you sold all \r\nfour at once to the merchant he would only have one for you to buy. Now \r\nhe will have 4 in either case.\r\n\r\n- We have increased the spawn rate of Venril Sathir and his skeletal \r\nremains. Please note that only Rangers and Druids will be able to \r\ntrigger the spawn for the skeletal remains, and those remains will only \r\nbe dropping items for those epic quests. Hopefully these changes will \r\ndramatically reduce the competition and resentment over this spawn.\r\n\r\n- We have reduced resistances to some spell types on some NPCs in Sky \r\nShrine and the Tower of Frozen Shadow. This is the beginning of our \r\noverview of the resistances of NPCs in Velious.\r\n\r\n** Improved and New Features **\r\n\r\n- When you /consent someone it will give them the ability to drag all \r\nof your corpses.\r\n\r\n- You can now buy stacks of combinable items (such as rations, water, \r\netc...) from merchants. It works the same way as sell in that you can \r\nhold down shift to buy a full stack and control to buy just one item.\r\n\r\n- Added the ability to change the color of all windows at one time with \r\n/wincolor (all windows that can be changed, that is). You can now use \r\n/wincolor ALL 0 0 100 2, for example, instead of having to set each \r\nwindow separately.\r\n\r\n- Right-clicking items while looting will 'auto-equip' them. This will \r\nwork just as if you had picked the items up and dropped them onto the \r\n'auto-equip' area of your character profile. So if there is already a \r\npiece of equipment on your character in the spot where the looted item \r\nwould normally go, it will drop into your inventory, if you have room \r\nfor it.\r\n\r\n- The tab key will no longer toggle between you and your last target \r\nwhen the chat bar is up. When the chat bar is open the tab key will \r\ntake you through the list of your most recent /tell names or /reply \r\nnames. When the chat bar is closed the tab key will switch you between \r\nyourself and your last target.\r\n\r\n- /assist has an added parameter. /assist on and /assist off will \r\ndetermine whether or not your character auto-attacks when you use \r\n/assist. So if you type /assist off, from that time forward using \r\n/assist will NOT engage your character's auto-attack. This change will \r\nbe persistent, so it will remain as you left it when you log out. \r\n/assist also now has a range of 200 feet.\r\n\r\n- The destroy confirmation requestor now shows the name of the item you \r\nare trying to destroy, or it just says money if you are destroying \r\ncoins. This should greatly reduce the chance of accidentally deleting \r\nthe wrong item. PLEASE read the text in the destroy confirmation box to \r\nbe certain that you are destroying the right item before choosing to \r\ndestroy it.\r\n\r\n- Hailing Player Character will now say 'Hail Playername', rather than \r\njust 'hail'.\r\n\r\n- Added /charinfo command. Currently this command only reports the zone \r\nwhere the current character is bound. We may add further information as \r\nthings progress.\r\n\r\n- You will now see how much damage your character has taken when he is \r\nhit by a spell that causes instant damage (DOT damage is not reported).\r\n\r\n** Item Changes **\r\n\r\n- We've made a change to the Red Scabbard that should relieve most of \r\nthe problems warriors were having with their epic weapon occasionally \r\ndisappearing during conversion between the two-handed weapon and the \r\ntwo one-handed weapons. What will happen now is rather simple. The very \r\nnext time you use the container to combine the weapons (or break them \r\napart), the old scabbard will disappear and a new one will replace it.\r\n\r\nTHE NEW SCABBARD AND THE SWORDS WILL APPEAR ON YOUR CURSOR, rather than \r\nin your inventory. So once you have combined them, make sure to place \r\nthem in your inventory. And don't panic, the items didn't disappear. :) \r\nBut also MAKE CERTAIN THAT YOU HAVE ROOM IN YOUR INVENTORY FOR ALL \r\nTHREE ITEMS (the two swords and the scabbard, which is a container and \r\nneeds to be able to fit into your main inventory). If you end up with a \r\nNo-Drop container on your cursor with no place to put it in your \r\ninventory, you will have a problem...\r\n\r\nAlso, right now the new scabbard is a little bugged. Right now you \r\nwon't be able to open the new scabbard until you camp out once after it \r\nis created. We're working on fixing that bug. We decided to make this \r\nchange even with this small bug to help relieve everyone of the \r\nproblems with the old scabbard.\r\n\r\nThis new scabbard will have a special ability. It will be able to \r\nrecreate the epic weapons if you have lost them. Simply place a Sword \r\nof Runes (summoned by a Magician) into the scabbard and hit the combine \r\nbutton. The scabbard will convert the temporary power of the Sword of \r\nRunes into the permanent epic sword.\r\n\r\nCustomer Service WILL NOT be replacing the old scabbards with the new \r\nones. That will be done by the game itself once you have completed the \r\nquest and combined the swords for the first time.\r\n\r\n- Changed the size of the Weighted Axe from Tiny to Large (after all, \r\nit's a big two-handed axe...). If you have one in a bag now, be aware \r\nthat it probably won't fit back into that bag again once you take it \r\nout.\r\n\r\n- No Rent Items will no longer be immediately deleted from your \r\ncharacter inventory upon disconnection with the server. If you are \r\ndisconnected from the servers, or even if you log out, your No Rent \r\nitems (such as summoned food and water) will remain on your character \r\nas long as you log back to that character within 30 minutes. After \r\nthirty minutes those No Rent items will be deleted. There may be some \r\nextreme cases beyond our control (such as hardware failures) where No \r\nRent items will not be on your character even if you log back in within \r\nthe 30 minute timeframe. No reimbursement will be given for No Rent \r\nitems lost in this manner.\r\n\r\n- Grand Master Wrist Wraps have been fixed and should now create the \r\n\"Pouch of Quellios\" as intended. If you have one of these items and it \r\nstill does not work, please contact a GM using /petition and ask them \r\nto switch yours for a new one.\r\n\r\n- Snow Storm Mask should now function properly.\r\n\r\n- The Ring of the Frozen Flame should now be working properly.\r\n\r\n- The slow effect on the Willsapper proc has been reduced.\r\n\r\n- The weight of Skewers has been increase to a weight of 3.\r\n\r\n- Velious Monk armor appearances have been changed. If you're wearing \r\nthese items, you probably already noticed this, but we thought we'd \r\nannounce it anyway. New textures will be showing on the Plane of Growth \r\ndropped armors and on the questable armors. Because the Velious \r\ntextures can be a strain on some systems, the textures for these new \r\narmors will not be loaded by default by the game. If you want to see \r\nthe new textures you will have to edit your EQClient.ini and change the \r\nline LoadArmor23=FALSE (the default) to LoadArmor23=TRUE.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Bards that worship Sol Ro will now be able to wear the Imbued jewelry \r\nmade for their god. For those that not only sing around the campfire, \r\nbut sing about the campfire!\r\n\r\n- 'World' Trade Containers (those that are stationary) have been fixed. \r\nPreviously when a character tried to combine items in a world container \r\nthat did not match a recipe, the items would seem to disappear. But if \r\nthe character closed and reopened the container, the items were still \r\nin it. Those items should no longer seem to disappear.\r\n\r\n- The speed of Selo's Song of Travel, the effect of the Singing Steel \r\nChestplate has been increased a little.\r\n\r\n** Spell Changes **\r\n\r\n- Removed Gem component from the following spells. They will now only \r\nrequire the metal components. These are the Enchant spells for making \r\ncultural armor.\r\n\r\nEnchant Velium\r\nEnchant Mithril\r\nEnchant Adamantite\r\nEnchant Steel\r\nEnchant Brellium\r\n\r\n- Changed the spell component for the following Magician spells from \r\nLapis Lazuli to Malachite. They now use the same reagent as every other \r\nMagician pet spell.\r\n\r\nMinor Summoning: Earth \r\nMinor Summoning: Water \r\nMinor Summoning: Fire\r\nMinor Summoning: Air\r\nElemental: Earth\r\nElemental: Water\r\nElemental: Fire\r\nElemental: Air\r\n\r\n- Added Casting Text to the Following spells (the messages in brackets \r\nwill now appear upon a successful use of the spell):\r\n\r\nPanic Animal (soandso flees in a state of total panic!)\r\nTerrorize Animal (soandso runs away in terror!)\r\nRepulse Animal (soandso is utterly repulsed!)\r\nAcumen (soandso's eyes tingle)\r\n\r\n- Cannibalize IV now exists. This spell is now available in Velious.\r\n\r\n- Cannibalize II and III have had their effects improved. They now \r\nreturn more mana to the caster than they did before.\r\n\r\n** Class Specific Changes **\r\n\r\n- Monk weight allowance has been increased. Every 15 levels monks will \r\nget an extra 1 stone weight allowance. The post 50 weight allowance has \r\nalso been increased by 2 stone.\r\n\r\nLevel 15, Limit 15\r\nLevel 30, Limit 16\r\nLevel 45, Limit 17\r\nLevel 51, Limit 18\r\nLevel 55, Limit 20\r\nLevel 60, Limit 24\r\n\r\n- Disarmed traps will remain disarmed for a somewhat longer time than \r\nbefore to allow larger groups to get past the traps before they go off.", "body_markdown": "#### April 17, 2001  3:00 am\r\n\r\n** Food Changes **\r\n\r\n- Food items now have a 'duration'. This means that some food items \r\nwill not sustain a character as long as others, and some items will \r\nsustain your character longer than they did before.\r\n\r\n** Bug Fixes **\r\n\r\n- We THINK we've fixed the problem with the Dusty Werebat. This fellow \r\nhas been steadfastly refusing to appear where and when we ask him to. \r\nWe've worked out a deal with his agent, and we think he'll be back to \r\nwork with this patch.\r\n\r\n- Corrected an anomaly with hit point bars that occurred when a \r\ncharacter was healed or damaged by spells. This could be seen, for \r\nexample, when a character was healed and the hit point bar would go up \r\nand then quickly go back down a bit right afterwards. There was no \r\nerror in the assignment of healing or damage previously, just in the \r\nway it was being displayed.\r\n\r\n- Fixed the visual bracer bug where other people would see a different \r\nbracer graphic than you would. Now everyone (including the wearer) will \r\nalways see the same bracer texture. If you have two bracers that have a \r\ndifferent look (one is leather and one is steel, for example), make \r\nsure that the one you want to show up graphically is on your right \r\nwrist inventory slot, because this is the one that the game will choose \r\nto show for you (unless you take off the left one and put it back on, \r\nwhich will show the left one, but that is only temporary, and it will \r\ngo back to showing the right one after you zone or reenter the game).\r\n\r\n- Fixed zoning problem in Nurga to Droga that caused characters to be \r\nfacing the wrong way when they zoned, often causing confusion that lead \r\nto accidentally zoning back the way they had come. You should be facing \r\nthe right way when you make that zone transition now.\r\n\r\n** Zone and Quest Changes **\r\n\r\n- The marauding Tar Goos will no longer be assisted by the Geonids. \r\nThis should make at least one quest more available.\r\n\r\n- Grobb should now have a couple of ovens. Hopefully this will allow \r\nTroll bakers to keep their fellows full of carbs and ready to fight.\r\n\r\n- Fixed a bug that occurred when selling stacks of items. Previously, \r\nif you had 4 bat wings and sold them one by one to the merchant, the \r\nmerchant would have 4 bat wings for you to buy, but if you sold all \r\nfour at once to the merchant he would only have one for you to buy. Now \r\nhe will have 4 in either case.\r\n\r\n- We have increased the spawn rate of Venril Sathir and his skeletal \r\nremains. Please note that only Rangers and Druids will be able to \r\ntrigger the spawn for the skeletal remains, and those remains will only \r\nbe dropping items for those epic quests. Hopefully these changes will \r\ndramatically reduce the competition and resentment over this spawn.\r\n\r\n- We have reduced resistances to some spell types on some NPCs in Sky \r\nShrine and the Tower of Frozen Shadow. This is the beginning of our \r\noverview of the resistances of NPCs in Velious.\r\n\r\n** Improved and New Features **\r\n\r\n- When you /consent someone it will give them the ability to drag all \r\nof your corpses.\r\n\r\n- You can now buy stacks of combinable items (such as rations, water, \r\netc...) from merchants. It works the same way as sell in that you can \r\nhold down shift to buy a full stack and control to buy just one item.\r\n\r\n- Added the ability to change the color of all windows at one time with \r\n/wincolor (all windows that can be changed, that is). You can now use \r\n/wincolor ALL 0 0 100 2, for example, instead of having to set each \r\nwindow separately.\r\n\r\n- Right-clicking items while looting will 'auto-equip' them. This will \r\nwork just as if you had picked the items up and dropped them onto the \r\n'auto-equip' area of your character profile. So if there is already a \r\npiece of equipment on your character in the spot where the looted item \r\nwould normally go, it will drop into your inventory, if you have room \r\nfor it.\r\n\r\n- The tab key will no longer toggle between you and your last target \r\nwhen the chat bar is up. When the chat bar is open the tab key will \r\ntake you through the list of your most recent /tell names or /reply \r\nnames. When the chat bar is closed the tab key will switch you between \r\nyourself and your last target.\r\n\r\n- /assist has an added parameter. /assist on and /assist off will \r\ndetermine whether or not your character auto-attacks when you use \r\n/assist. So if you type /assist off, from that time forward using \r\n/assist will NOT engage your character's auto-attack. This change will \r\nbe persistent, so it will remain as you left it when you log out. \r\n/assist also now has a range of 200 feet.\r\n\r\n- The destroy confirmation requestor now shows the name of the item you \r\nare trying to destroy, or it just says money if you are destroying \r\ncoins. This should greatly reduce the chance of accidentally deleting \r\nthe wrong item. PLEASE read the text in the destroy confirmation box to \r\nbe certain that you are destroying the right item before choosing to \r\ndestroy it.\r\n\r\n- Hailing Player Character will now say 'Hail Playername', rather than \r\njust 'hail'.\r\n\r\n- Added /charinfo command. Currently this command only reports the zone \r\nwhere the current character is bound. We may add further information as \r\nthings progress.\r\n\r\n- You will now see how much damage your character has taken when he is \r\nhit by a spell that causes instant damage (DOT damage is not reported).\r\n\r\n** Item Changes **\r\n\r\n- We've made a change to the Red Scabbard that should relieve most of \r\nthe problems warriors were having with their epic weapon occasionally \r\ndisappearing during conversion between the two-handed weapon and the \r\ntwo one-handed weapons. What will happen now is rather simple. The very \r\nnext time you use the container to combine the weapons (or break them \r\napart), the old scabbard will disappear and a new one will replace it.\r\n\r\nTHE NEW SCABBARD AND THE SWORDS WILL APPEAR ON YOUR CURSOR, rather than \r\nin your inventory. So once you have combined them, make sure to place \r\nthem in your inventory. And don't panic, the items didn't disappear. :) \r\nBut also MAKE CERTAIN THAT YOU HAVE ROOM IN YOUR INVENTORY FOR ALL \r\nTHREE ITEMS (the two swords and the scabbard, which is a container and \r\nneeds to be able to fit into your main inventory). If you end up with a \r\nNo-Drop container on your cursor with no place to put it in your \r\ninventory, you will have a problem...\r\n\r\nAlso, right now the new scabbard is a little bugged. Right now you \r\nwon't be able to open the new scabbard until you camp out once after it \r\nis created. We're working on fixing that bug. We decided to make this \r\nchange even with this small bug to help relieve everyone of the \r\nproblems with the old scabbard.\r\n\r\nThis new scabbard will have a special ability. It will be able to \r\nrecreate the epic weapons if you have lost them. Simply place a Sword \r\nof Runes (summoned by a Magician) into the scabbard and hit the combine \r\nbutton. The scabbard will convert the temporary power of the Sword of \r\nRunes into the permanent epic sword.\r\n\r\nCustomer Service WILL NOT be replacing the old scabbards with the new \r\nones. That will be done by the game itself once you have completed the \r\nquest and combined the swords for the first time.\r\n\r\n- Changed the size of the Weighted Axe from Tiny to Large (after all, \r\nit's a big two-handed axe...). If you have one in a bag now, be aware \r\nthat it probably won't fit back into that bag again once you take it \r\nout.\r\n\r\n- No Rent Items will no longer be immediately deleted from your \r\ncharacter inventory upon disconnection with the server. If you are \r\ndisconnected from the servers, or even if you log out, your No Rent \r\nitems (such as summoned food and water) will remain on your character \r\nas long as you log back to that character within 30 minutes. After \r\nthirty minutes those No Rent items will be deleted. There may be some \r\nextreme cases beyond our control (such as hardware failures) where No \r\nRent items will not be on your character even if you log back in within \r\nthe 30 minute timeframe. No reimbursement will be given for No Rent \r\nitems lost in this manner.\r\n\r\n- Grand Master Wrist Wraps have been fixed and should now create the \r\n\"Pouch of Quellios\" as intended. If you have one of these items and it \r\nstill does not work, please contact a GM using /petition and ask them \r\nto switch yours for a new one.\r\n\r\n- Snow Storm Mask should now function properly.\r\n\r\n- The Ring of the Frozen Flame should now be working properly.\r\n\r\n- The slow effect on the Willsapper proc has been reduced.\r\n\r\n- The weight of Skewers has been increase to a weight of 3.\r\n\r\n- Velious Monk armor appearances have been changed. If you're wearing \r\nthese items, you probably already noticed this, but we thought we'd \r\nannounce it anyway. New textures will be showing on the Plane of Growth \r\ndropped armors and on the questable armors. Because the Velious \r\ntextures can be a strain on some systems, the textures for these new \r\narmors will not be loaded by default by the game. If you want to see \r\nthe new textures you will have to edit your EQClient.ini and change the \r\nline LoadArmor23=FALSE (the default) to LoadArmor23=TRUE.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Bards that worship Sol Ro will now be able to wear the Imbued jewelry \r\nmade for their god. For those that not only sing around the campfire, \r\nbut sing about the campfire!\r\n\r\n- 'World' Trade Containers (those that are stationary) have been fixed. \r\nPreviously when a character tried to combine items in a world container \r\nthat did not match a recipe, the items would seem to disappear. But if \r\nthe character closed and reopened the container, the items were still \r\nin it. Those items should no longer seem to disappear.\r\n\r\n- The speed of Selo's Song of Travel, the effect of the Singing Steel \r\nChestplate has been increased a little.\r\n\r\n** Spell Changes **\r\n\r\n- Removed Gem component from the following spells. They will now only \r\nrequire the metal components. These are the Enchant spells for making \r\ncultural armor.\r\n\r\nEnchant Velium\r\nEnchant Mithril\r\nEnchant Adamantite\r\nEnchant Steel\r\nEnchant Brellium\r\n\r\n- Changed the spell component for the following Magician spells from \r\nLapis Lazuli to Malachite. They now use the same reagent as every other \r\nMagician pet spell.\r\n\r\nMinor Summoning: Earth \r\nMinor Summoning: Water \r\nMinor Summoning: Fire\r\nMinor Summoning: Air\r\nElemental: Earth\r\nElemental: Water\r\nElemental: Fire\r\nElemental: Air\r\n\r\n- Added Casting Text to the Following spells (the messages in brackets \r\nwill now appear upon a successful use of the spell):\r\n\r\nPanic Animal (soandso flees in a state of total panic!)\r\nTerrorize Animal (soandso runs away in terror!)\r\nRepulse Animal (soandso is utterly repulsed!)\r\nAcumen (soandso's eyes tingle)\r\n\r\n- Cannibalize IV now exists. This spell is now available in Velious.\r\n\r\n- Cannibalize II and III have had their effects improved. They now \r\nreturn more mana to the caster than they did before.\r\n\r\n** Class Specific Changes **\r\n\r\n- Monk weight allowance has been increased. Every 15 levels monks will \r\nget an extra 1 stone weight allowance. The post 50 weight allowance has \r\nalso been increased by 2 stone.\r\n\r\nLevel 15, Limit 15\r\nLevel 30, Limit 16\r\nLevel 45, Limit 17\r\nLevel 51, Limit 18\r\nLevel 55, Limit 20\r\nLevel 60, Limit 24\r\n\r\n- Disarmed traps will remain disarmed for a somewhat longer time than \r\nbefore to allow larger groups to get past the traps before they go off.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 04 18", "slug": "2001-04-18-1", "patch_date": "2001-04-18T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nApril 18, 2001  Luclin Announced - Press Release\r\n------------------------------\r\n\r\nSONY ONLINE ENTERTAINMENT EXPANDS EVERQUEST(r) UNIVERSE WITH \r\n\"EVERQUEST(r): SHADOWS OF LUCLIN(tm)\"\r\n\r\n- Massive Additions in Store for SOE's Premier Role-Playing Game--\r\n\r\nSAN DIEGO, CA - April 18, 2001 - Sony Online Entertainment announced \r\ntoday its new expansion pack, \"EverQuest: Shadows of Luclin\" for the \r\nInternet's most popular role-playing game, \"EverQuest(r).\" The new \r\nexpansion pack will introduce EverQuest fans to an enchanting moonscape \r\npacked with new adventure zones, new items, creatures and spells, a new \r\nplayable character class and more. Supported by a complete graphic \r\noverhaul, \"Shadows of Luclin\" will allow EverQuest players to witness \r\ntheir world in unprecedented splendor.\r\n\r\n\"'Shadows of Luclin' will give EQ fans a beautiful uncharted territory \r\nto explore,\" states Jeff Butler, Producer, Sony Online Entertainment. \r\n\"Whether you're a devoted long-term fan looking for new challenges or \r\njust discovering online gaming for the first time, 'Shadows of Luclin' \r\nis filled with enough captivating adventures to support all levels of \r\nEverQuest players.\"\r\n\r\n\"The Shadows of Luclin\" takes voyagers to a satellite hovering \r\nominously above the world of Norrath. An area of great mystery, magic, \r\nand perplexity, Luclin is divided into a land of light, ruled by \r\nDiscord, and a land of shadow, ruled by Order. Each side of this \r\namazing world will present many new secrets, treasures and unique \r\nmonsters.\r\n\r\n\"Shadows of Luclin\" key features:\r\n\r\n* New adventure zones, including a new starting city\r\n* All new, highly detailed player-character models\r\n* Massively enhanced 3D graphics engine\r\n* An all-new player character race\r\n* Challenging new quests, items to trade and sell, NPCs and more\r\n\r\n\"EverQuest: The Shadows of Luclin\" is due to ship in Q4 2001. For more \r\ninformation visit the official Shadows of Luclin Website at \r\nhttp://www.everquest.com/luclin.\r\n\r\nContinuing to grow with top-selling expansions \"The Ruins of Kunark\r\n(tm)\" and \"The Scars of Velious(tm),\" \"EverQuest\" proves to be the \r\nlargest fantasy world ever created online. During peak periods, more \r\nthan 88,000 adventurers and dragon slayers have explored the world of \r\nNorrath simultaneously. The active global EverQuest subscriber base is \r\ncomprised of players from various countries throughout the \"real\" \r\nworld, including the U.S., England, Canada, Japan, Taiwan, Korea, Saudi \r\nArabia, France, Italy and Australia.", "body_markdown": "------------------------------\r\nApril 18, 2001  Luclin Announced - Press Release\r\n------------------------------\r\n\r\nSONY ONLINE ENTERTAINMENT EXPANDS EVERQUEST(r) UNIVERSE WITH \r\n\"EVERQUEST(r): SHADOWS OF LUCLIN(tm)\"\r\n\r\n- Massive Additions in Store for SOE's Premier Role-Playing Game--\r\n\r\nSAN DIEGO, CA - April 18, 2001 - Sony Online Entertainment announced \r\ntoday its new expansion pack, \"EverQuest: Shadows of Luclin\" for the \r\nInternet's most popular role-playing game, \"EverQuest(r).\" The new \r\nexpansion pack will introduce EverQuest fans to an enchanting moonscape \r\npacked with new adventure zones, new items, creatures and spells, a new \r\nplayable character class and more. Supported by a complete graphic \r\noverhaul, \"Shadows of Luclin\" will allow EverQuest players to witness \r\ntheir world in unprecedented splendor.\r\n\r\n\"'Shadows of Luclin' will give EQ fans a beautiful uncharted territory \r\nto explore,\" states Jeff Butler, Producer, Sony Online Entertainment. \r\n\"Whether you're a devoted long-term fan looking for new challenges or \r\njust discovering online gaming for the first time, 'Shadows of Luclin' \r\nis filled with enough captivating adventures to support all levels of \r\nEverQuest players.\"\r\n\r\n\"The Shadows of Luclin\" takes voyagers to a satellite hovering \r\nominously above the world of Norrath. An area of great mystery, magic, \r\nand perplexity, Luclin is divided into a land of light, ruled by \r\nDiscord, and a land of shadow, ruled by Order. Each side of this \r\namazing world will present many new secrets, treasures and unique \r\nmonsters.\r\n\r\n\"Shadows of Luclin\" key features:\r\n\r\n* New adventure zones, including a new starting city\r\n* All new, highly detailed player-character models\r\n* Massively enhanced 3D graphics engine\r\n* An all-new player character race\r\n* Challenging new quests, items to trade and sell, NPCs and more\r\n\r\n\"EverQuest: The Shadows of Luclin\" is due to ship in Q4 2001. For more \r\ninformation visit the official Shadows of Luclin Website at \r\nhttp://www.everquest.com/luclin.\r\n\r\nContinuing to grow with top-selling expansions \"The Ruins of Kunark\r\n(tm)\" and \"The Scars of Velious(tm),\" \"EverQuest\" proves to be the \r\nlargest fantasy world ever created online. During peak periods, more \r\nthan 88,000 adventurers and dragon slayers have explored the world of \r\nNorrath simultaneously. The active global EverQuest subscriber base is \r\ncomprised of players from various countries throughout the \"real\" \r\nworld, including the U.S., England, Canada, Japan, Taiwan, Korea, Saudi \r\nArabia, France, Italy and Australia.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 08 1", "slug": "2001-05-08-1", "patch_date": "2001-05-08T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "pvp"], "body_plaintext": "------------------------------\r\nMay 8, 2001  3:00 am\r\n------------------------------\r\n\r\n** PvP changes **\r\n\r\nWe have made the first of our upcoming changes to the PvP aspects of \r\nEverQuest:\r\n\r\n- Consider: /Consider will only have three results when used to \r\nconsider a Player Character. The character will show as 'green' if he \r\nis below the range that allows you to attack him. The character will \r\nshow as 'white/black' if he is within your ability to attack. And the \r\ncharacter will show as 'red' if he is above your range. This will only \r\ntake effect on PvP servers.\r\n\r\n- Sanctuary Levels: Characters below level six will not be able to \r\nengage in PvP combat, unless they take part in a Guild War, duel or use \r\nthe Arena. This will, obviously, only take place on PvP servers.\r\n\r\n- De-Leveling: Characters that lose levels will only retain the combat \r\nskills of a character two levels higher. This means that if a character \r\nof level 10 somehow loses 5 levels, that character will only have \r\nskills that would be available to a 7th level character. This change \r\nwill apply to all servers (it has to, code-wise). So the two level \r\nbuffer is there to make certain that people that lose levels during \r\nnormal gameplay will be minimally affected (hopefully not affected at \r\nall), while those that purposefully lose levels with the intent of \r\ncausing other players grief will find themselves at no great advantage.\r\n\r\nThese are the first of the things that we plan to. We are taking a \r\ncareful, step-by-step approach to changes whenever we can, and we have \r\nother changes planned for upcoming patches.\r\n\r\n** Quest Changes **\r\n\r\n- We've made a change to the Velious armor quests. The folks in Kael \r\nand in Skyshrine that give out rewards for these quests are now being \r\nstricter about who they will reward quest items to. You will have to be \r\nconsidered an 'ally' (see Features section below) by these NPCs in \r\norder to be able to complete these quests. If you are doing quests for \r\nthe Coldain, however, they are somewhat less picky, and they only \r\nrequire that they consider you 'kindly' to reward you for your labors.\r\n\r\n- The Black Silk Cape will now drop more frequently.\r\n\r\n** Bug Fixes **\r\n\r\n- Attacking with a two-handed piercing weapon will now 'gray-out' the \r\nattack button as it should.\r\n\r\n- Text that once read: \"You cannot remove this affect.\" now reads \"You \r\ncannot remove this effect.\" Changed by popular demand... :)\r\n\r\n- Food Emotes: Forcing your character to eat by right clicking food \r\nwill now properly display the appropriate emote to those in the area.\r\n\r\n- Fixed a problem that often made it difficult to loot really large \r\nNPCs.\r\n\r\n\r\n** Item Changes **\r\n\r\n- The Shield of Tsunami can now be equipped in the secondary slot.\r\n\r\n- Quivers now reduce the delay time on bows, the better the quiver the \r\nfaster your bow. We will not be listing the speed increase a quiver \r\nwill give your bow, but you can tell the good quivers by their ability \r\nto reduce the weight of your arrows (better-made or magical quivers \r\nhave this property).\r\n\r\n- The Ivory Handled Falchion should now 'proc' without telling you that \r\nit is out of charges. You may need to contact your GM to replace the \r\nitem with a new version if it is still acting strangely.\r\n\r\n- The Opal Bracelet is now a wrist item, not a finger item. Be aware, \r\nonce you remove it from your finger, it will not go back onto that \r\nfinger, it will only fit on your wrists, as it should.\r\n\r\n- The Large Dragonbone Shard will no longer appear to be a Staff of the \r\nGathering.\r\n\r\n- The Ring of Levitation will now poof when all the charges are used \r\nup, and should display the correct number of charges.\r\n\r\n- The Priceless Velium Reinforced Bow now has a range of 200 instead of \r\na range of 0.\r\n\r\n- The Refined Mithril Blade should now be equipable in both primary and \r\nsecondary slots.\r\n\r\n- The Unicorn Horn should now have a graphic.\r\n\r\n- The Hammer of Flattening has been changed from tiny to large. This \r\nmight cause you a little reorganization in your inventory.\r\n\r\n- Runebranded Stone Buckler is now labeled as a shield and can be used \r\nto bash.\r\n\r\n- The Ring of Pureblood is now a finger item, not a waist item.\r\n\r\n** Spell Changes and Additions **\r\n\r\n- Translocation spells: Five new Wizard 'push' spells have been added \r\n(Translocate: Fay, Tox, North, Combine and Group). Translocate spells \r\nsend the group to the location, while the Wizard remains behind. \r\nTranslocate Group sends everyone in the group (except the Wizard) to \r\ntheir own bind points. Translocate Group can be found on NPCs in \r\nVelious (and they won't give them up easily). The others are available \r\non an exclusive vendor. All Translocate spells (even the original \r\nTranslocate) have confirmation boxes that must be accepted before the \r\ntarget will be sent. And Wizards can no longer Translocate themselves.\r\n\r\n- Some lower 39th and 44th level Velious spells have had their drop \r\nrates increased.\r\n\r\n- GM Resurrection has had it's name changed from ResurrectionGM to \r\nCustomer Service Resurrection so that players will be able to better \r\ntell when they are getting a resurrection from the GM staff. GM \r\nresurrection will no longer have Res effects, and will leave the newly \r\nRessed with full Hit Points and Mana.\r\n\r\n- Divine Aura and spells of that type (Divine Aura - cleric, Divine \r\nBarrier - cleric, Kazumi's Note of Preservation - bard, Harmshield - \r\nnecromancer, Quivering Veil of Xarn - necromancer) will now prevent the \r\ncaster from being stunned when hit for their duration.\r\n\r\n- The Eye of Zomm series of spells will no longer work in Kedge Keep. \r\nThis change was made to prevent an exploit.\r\n\r\n** Feature Additions and Changes **\r\n\r\n- Looting text has been changed. You will now see a -- before and after \r\nany loot messages. This has been changed primarily to help prevent any \r\nfake looting messages from being thought of as real.\r\n\r\n- When you loot an item, you will receive a text message telling you \r\nwhat you have just looted.\r\n\r\n- Expanded Friends List: The Friends List will now hold 30 character \r\nnames. And each character has its own friends list. You can find and \r\nedit this list with a text editor, if you need to, outside the game. \r\nYou can locate the text files in your EverQuest directory. The files \r\nwill look like this: _<#>.ini. The default Friends List for existing \r\nand new characters will be your old Friends List.\r\n\r\n- The destroy or drop item confirmation box will now close if you \r\naccidentally pick up another item while they are open. This should \r\nprevent accidentally deleting or dropping the wrong item.\r\n\r\n- When selling to a merchant, you can no longer sell items that are \r\ninside a container by having the container selected and clicking the \r\nsell button. The merchant will tell you that you need to empty the \r\ncontainer before the merchant will buy it. This should prevent folks \r\nfrom accidentally selling items that they did not know were in those \r\ncontainers.\r\n\r\n- You can now move items around inside containers that are in the bank.\r\n\r\n- There is a new /consider message: \"regards you as an ally\". This is \r\nthe highest level of friendliness that an NPC will register using the \r\n/consider command. The faction required to reach this rating is \r\nsignificantly higher than 'warmly'.\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 8, 2001  3:00 am\r\n\r\n** PvP changes **\r\n\r\nWe have made the first of our upcoming changes to the PvP aspects of \r\nEverQuest:\r\n\r\n- Consider: /Consider will only have three results when used to \r\nconsider a Player Character. The character will show as 'green' if he \r\nis below the range that allows you to attack him. The character will \r\nshow as 'white/black' if he is within your ability to attack. And the \r\ncharacter will show as 'red' if he is above your range. This will only \r\ntake effect on PvP servers.\r\n\r\n- Sanctuary Levels: Characters below level six will not be able to \r\nengage in PvP combat, unless they take part in a Guild War, duel or use \r\nthe Arena. This will, obviously, only take place on PvP servers.\r\n\r\n- De-Leveling: Characters that lose levels will only retain the combat \r\nskills of a character two levels higher. This means that if a character \r\nof level 10 somehow loses 5 levels, that character will only have \r\nskills that would be available to a 7th level character. This change \r\nwill apply to all servers (it has to, code-wise). So the two level \r\nbuffer is there to make certain that people that lose levels during \r\nnormal gameplay will be minimally affected (hopefully not affected at \r\nall), while those that purposefully lose levels with the intent of \r\ncausing other players grief will find themselves at no great advantage.\r\n\r\nThese are the first of the things that we plan to. We are taking a \r\ncareful, step-by-step approach to changes whenever we can, and we have \r\nother changes planned for upcoming patches.\r\n\r\n** Quest Changes **\r\n\r\n- We've made a change to the Velious armor quests. The folks in Kael \r\nand in Skyshrine that give out rewards for these quests are now being \r\nstricter about who they will reward quest items to. You will have to be \r\nconsidered an 'ally' (see Features section below) by these NPCs in \r\norder to be able to complete these quests. If you are doing quests for \r\nthe Coldain, however, they are somewhat less picky, and they only \r\nrequire that they consider you 'kindly' to reward you for your labors.\r\n\r\n- The Black Silk Cape will now drop more frequently.\r\n\r\n** Bug Fixes **\r\n\r\n- Attacking with a two-handed piercing weapon will now 'gray-out' the \r\nattack button as it should.\r\n\r\n- Text that once read: \"You cannot remove this affect.\" now reads \"You \r\ncannot remove this effect.\" Changed by popular demand... :)\r\n\r\n- Food Emotes: Forcing your character to eat by right clicking food \r\nwill now properly display the appropriate emote to those in the area.\r\n\r\n- Fixed a problem that often made it difficult to loot really large \r\nNPCs.\r\n\r\n\r\n** Item Changes **\r\n\r\n- The Shield of Tsunami can now be equipped in the secondary slot.\r\n\r\n- Quivers now reduce the delay time on bows, the better the quiver the \r\nfaster your bow. We will not be listing the speed increase a quiver \r\nwill give your bow, but you can tell the good quivers by their ability \r\nto reduce the weight of your arrows (better-made or magical quivers \r\nhave this property).\r\n\r\n- The Ivory Handled Falchion should now 'proc' without telling you that \r\nit is out of charges. You may need to contact your GM to replace the \r\nitem with a new version if it is still acting strangely.\r\n\r\n- The Opal Bracelet is now a wrist item, not a finger item. Be aware, \r\nonce you remove it from your finger, it will not go back onto that \r\nfinger, it will only fit on your wrists, as it should.\r\n\r\n- The Large Dragonbone Shard will no longer appear to be a Staff of the \r\nGathering.\r\n\r\n- The Ring of Levitation will now poof when all the charges are used \r\nup, and should display the correct number of charges.\r\n\r\n- The Priceless Velium Reinforced Bow now has a range of 200 instead of \r\na range of 0.\r\n\r\n- The Refined Mithril Blade should now be equipable in both primary and \r\nsecondary slots.\r\n\r\n- The Unicorn Horn should now have a graphic.\r\n\r\n- The Hammer of Flattening has been changed from tiny to large. This \r\nmight cause you a little reorganization in your inventory.\r\n\r\n- Runebranded Stone Buckler is now labeled as a shield and can be used \r\nto bash.\r\n\r\n- The Ring of Pureblood is now a finger item, not a waist item.\r\n\r\n** Spell Changes and Additions **\r\n\r\n- Translocation spells: Five new Wizard 'push' spells have been added \r\n(Translocate: Fay, Tox, North, Combine and Group). Translocate spells \r\nsend the group to the location, while the Wizard remains behind. \r\nTranslocate Group sends everyone in the group (except the Wizard) to \r\ntheir own bind points. Translocate Group can be found on NPCs in \r\nVelious (and they won't give them up easily). The others are available \r\non an exclusive vendor. All Translocate spells (even the original \r\nTranslocate) have confirmation boxes that must be accepted before the \r\ntarget will be sent. And Wizards can no longer Translocate themselves.\r\n\r\n- Some lower 39th and 44th level Velious spells have had their drop \r\nrates increased.\r\n\r\n- GM Resurrection has had it's name changed from ResurrectionGM to \r\nCustomer Service Resurrection so that players will be able to better \r\ntell when they are getting a resurrection from the GM staff. GM \r\nresurrection will no longer have Res effects, and will leave the newly \r\nRessed with full Hit Points and Mana.\r\n\r\n- Divine Aura and spells of that type (Divine Aura - cleric, Divine \r\nBarrier - cleric, Kazumi's Note of Preservation - bard, Harmshield - \r\nnecromancer, Quivering Veil of Xarn - necromancer) will now prevent the \r\ncaster from being stunned when hit for their duration.\r\n\r\n- The Eye of Zomm series of spells will no longer work in Kedge Keep. \r\nThis change was made to prevent an exploit.\r\n\r\n** Feature Additions and Changes **\r\n\r\n- Looting text has been changed. You will now see a -- before and after \r\nany loot messages. This has been changed primarily to help prevent any \r\nfake looting messages from being thought of as real.\r\n\r\n- When you loot an item, you will receive a text message telling you \r\nwhat you have just looted.\r\n\r\n- Expanded Friends List: The Friends List will now hold 30 character \r\nnames. And each character has its own friends list. You can find and \r\nedit this list with a text editor, if you need to, outside the game. \r\nYou can locate the text files in your EverQuest directory. The files \r\nwill look like this: _<#>.ini. The default Friends List for existing \r\nand new characters will be your old Friends List.\r\n\r\n- The destroy or drop item confirmation box will now close if you \r\naccidentally pick up another item while they are open. This should \r\nprevent accidentally deleting or dropping the wrong item.\r\n\r\n- When selling to a merchant, you can no longer sell items that are \r\ninside a container by having the container selected and clicking the \r\nsell button. The merchant will tell you that you need to empty the \r\ncontainer before the merchant will buy it. This should prevent folks \r\nfrom accidentally selling items that they did not know were in those \r\ncontainers.\r\n\r\n- You can now move items around inside containers that are in the bank.\r\n\r\n- There is a new /consider message: \"regards you as an ally\". This is \r\nthe highest level of friendliness that an NPC will register using the \r\n/consider command. The faction required to reach this rating is \r\nsignificantly higher than 'warmly'.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 08 2", "slug": "2001-05-08-2-2", "patch_date": "2001-05-08T21:30:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nMay 8, 2001  4:30 pm\r\n------------------------------\r\n\r\n** Fan Faire **\r\n\r\nThe Fan Faire in Minneapolis is half way sold out. There are just over \r\ntwo more weeks left to register so don't delay! For each of these \r\nevents, we get countless e-mails asking if there is any space available \r\nafter we have sold out... and then it is too late! So don't wait until \r\nregistration is closed! Register now and be sure your spot is reserved!\r\n\r\n** Guild Wipe for Guilds without enough members **\r\n\r\nOn May 15th we will be performing another servers-wide guild wipe for \r\nany guild with less than ten members. Remember, it is always a \r\nrequirement to have ten members in your guild. These ten members must \r\nall be characters from separate accounts (only one member from each \r\naccount will be counted for the ten member total). So if your guild \r\ndoes not have ten members on Tuesday, May 15th, it will be deleted.\r\n\r\nWe're sorry for being so harsh about this rule, but there is a distinct \r\nlimit to the number of guilds that we can support, and the rules for \r\nmaintenance of a guild are clear.\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 8, 2001  4:30 pm\r\n\r\n** Fan Faire **\r\n\r\nThe Fan Faire in Minneapolis is half way sold out. There are just over \r\ntwo more weeks left to register so don't delay! For each of these \r\nevents, we get countless e-mails asking if there is any space available \r\nafter we have sold out... and then it is too late! So don't wait until \r\nregistration is closed! Register now and be sure your spot is reserved!\r\n\r\n** Guild Wipe for Guilds without enough members **\r\n\r\nOn May 15th we will be performing another servers-wide guild wipe for \r\nany guild with less than ten members. Remember, it is always a \r\nrequirement to have ten members in your guild. These ten members must \r\nall be characters from separate accounts (only one member from each \r\naccount will be counted for the ten member total). So if your guild \r\ndoes not have ten members on Tuesday, May 15th, it will be deleted.\r\n\r\nWe're sorry for being so harsh about this rule, but there is a distinct \r\nlimit to the number of guilds that we can support, and the rules for \r\nmaintenance of a guild are clear.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 14", "slug": "2001-05-14-1", "patch_date": "2001-05-14T23:30:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nMay 14, 2001  6:30 pm\r\n------------------------------\r\n\r\n** Important announcement about the next patch **\r\n\r\nOur next patch is planned for May 30th, probably some time in the wee \r\nmorning hours here on the West Coast.\r\n\r\nThe important part of the message is not that, though. It's this:\r\n\r\nDue to some of the things we are going to be doing, there is a small \r\nchance that some corpses might disappear during the patch. GMs will \r\nhave the ability to verify any corpses that are lost. That means that \r\nthey can help you get them back if you do indeed lose one. It also \r\nmeans that I should remind everyone that attempting to scam a GM about \r\na lost corpse could mean banning.\r\n\r\n** IT IS IMPORTANT THAT YOU PETITION TO HAVE A MISSING CORPSE **\r\n** PROBLEM ADDRESSED WITHIN 5 DAYS OF THE PATCH! **\r\n\r\nWe will not be recovering corpses that might be lost after that time. \r\nIn fact, it would be best for you to petition immediately if you have a \r\nproblem. Don't wait. If you are worried about a corpse that you were \r\nunable to deal with before the patch, then please log in an check on it \r\nright away after the patch.\r\n\r\nSo please make certain that you have as many of your corpses cleaned up \r\nas possible before the next patch. We're not expecting a lot of corpses \r\nto disappear, but the fewer lying around, the less chance of them \r\ndisappearing.\r\n\r\nThanks.\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 14, 2001  6:30 pm\r\n\r\n** Important announcement about the next patch **\r\n\r\nOur next patch is planned for May 30th, probably some time in the wee \r\nmorning hours here on the West Coast.\r\n\r\nThe important part of the message is not that, though. It's this:\r\n\r\nDue to some of the things we are going to be doing, there is a small \r\nchance that some corpses might disappear during the patch. GMs will \r\nhave the ability to verify any corpses that are lost. That means that \r\nthey can help you get them back if you do indeed lose one. It also \r\nmeans that I should remind everyone that attempting to scam a GM about \r\na lost corpse could mean banning.\r\n\r\n** IT IS IMPORTANT THAT YOU PETITION TO HAVE A MISSING CORPSE **\r\n** PROBLEM ADDRESSED WITHIN 5 DAYS OF THE PATCH! **\r\n\r\nWe will not be recovering corpses that might be lost after that time. \r\nIn fact, it would be best for you to petition immediately if you have a \r\nproblem. Don't wait. If you are worried about a corpse that you were \r\nunable to deal with before the patch, then please log in an check on it \r\nright away after the patch.\r\n\r\nSo please make certain that you have as many of your corpses cleaned up \r\nas possible before the next patch. We're not expecting a lot of corpses \r\nto disappear, but the fewer lying around, the less chance of them \r\ndisappearing.\r\n\r\nThanks.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 22", "slug": "2001-05-22-1", "patch_date": "2001-05-22T23:30:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nMay 22, 2001  6:30 pm\r\n------------------------------\r\n\r\n** Updated EQManual_Supplement **\r\n\r\nThe EQManual_Supplement.doc and EQManual_Suppliment.txt have been \r\nupdated. The majority of the updates occurred in the description of the \r\nEQclient.ini file and the descriptions of the in-game \"slash\" commands. \r\nThis document also includes things like a listing of the emotes \r\navailable, instructions for changing windows and text colors, and other \r\nadditions to the original manual, and is a good first source for \r\nEverQuest information and help.\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 22, 2001  6:30 pm\r\n\r\n** Updated EQManual_Supplement **\r\n\r\nThe EQManual_Supplement.doc and EQManual_Suppliment.txt have been \r\nupdated. The majority of the updates occurred in the description of the \r\nEQclient.ini file and the descriptions of the in-game \"slash\" commands. \r\nThis document also includes things like a listing of the emotes \r\navailable, instructions for changing windows and text colors, and other \r\nadditions to the original manual, and is a good first source for \r\nEverQuest information and help.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 30", "slug": "2001-05-30-1", "patch_date": "2001-05-30T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "ui", "server"], "body_plaintext": "------------------------------\r\nMay 30, 2001 \r\n------------------------------\r\n\r\n*** Important Reminder ***\r\n\r\nDue to some of the things we are going to be doing, there is a small \r\nchance that some corpses might disappear during the patch. GMs will \r\nhave the ability to verify any corpses that are lost. That means that \r\nthey can help you get them back if you do indeed lose one. It is also \r\nimportant to understand that attempting to scam a GM about a lost \r\ncorpse could mean banning from EverQuest.\r\n\r\n** IT IS IMPORTANT THAT YOU PETITION TO HAVE A MISSING CORPSE PROBLEM \r\nADDRESSED WITHIN 5 DAYS OF THE PATCH! **\r\n\r\nWe will not be recovering corpses that might be lost after that time. \r\nIn fact, it would be best for you to petition immediately if you have a \r\nproblem. Don't wait. If you are worried about a corpse that you were \r\nunable to deal with before the patch, then please log in and check on \r\nit right away after the patch.\r\n\r\nSo please make certain that you have as many of your corpses cleaned up \r\nas possible before the next patch. We're not expecting a lot of corpses \r\nto disappear, but the fewer lying around, the less chance of them \r\ndisappearing.\r\n\r\nThanks.\r\n\r\n- The EverQuest Team\r\n\r\n*** Patch Message ***\r\n\r\n** Zone Changes **\r\n\r\n- Runnyeye has been changed. Something is up in Goblin land...\r\n\r\n\r\n** Spell and Song Changes and Bug Fixes **\r\n\r\n- We've been fixing holes in the spell stacking code. For the most part \r\nthe changes fix bugs that allowed tricks to get spells to stack that \r\nwere never intended to stack.\r\n\r\n- Increased duration on Bard Charm songs to 18 seconds from 12 seconds.\r\n\r\n- Fixed the Spell Scroll for Imbue Amber so that Erudite Clerics of \r\nCazic Thule can scribe it.\r\n\r\n- The casting messages for Necromancer pet summoning spells have been \r\nchanged to be more appropriate.\r\n\r\n** Features and Interface Changes **\r\n\r\n- The variable %t will now work with /assist. So you can use /assist %t \r\nif you wish. Though it should have exactly the same effect as /assist \r\nwithout the %t.\r\n\r\n- %r returns \"corpse\" for corpses and \"NPC\" for targeted NPCs.\r\n\r\n- Sense traps failure message text color has been changed to user color \r\n15 (same as other skill messages). The success message was already set \r\nto user color 15.\r\n\r\n- Ignore Lists now work the same way that the Friends List does. It has \r\nbeen expanded to 30 names per character per server. The new ignore list \r\nis stored in the same ini file as the friends list _<#>.ini). The first \r\ntime a character is created or loaded after the patch their new ignore \r\nlist will be a copy of the old ignore list, but will from then on be \r\nunique to the character.\r\n\r\n- The Alt key now works in several new situations. It will now show \r\nitem names when in the trade window. Because the trade items of the \r\nlocal player and the trading partner are so close together, the item \r\nnames of the trading partner will always show up unless the player \r\npositions their mouse pointer over the local player part of the trade \r\nwindow, which will cause the game to only show the local player's trade \r\nitem names.\r\n\r\n- The Alt key will show item names for items in your bank.\r\n\r\n- The Alt key will also pop up names for merchant items and corpse \r\nitems when you hold it down in merchant mode or loot mode.\r\n\r\n- The Alt key will even pop up names for items in open containers when \r\nheld down and the mouse cursor is over the open container window (they \r\ndon't show up otherwise).\r\n\r\n- The client will now automatically reject a /duel request from any \r\nplayer that is on your /ignore list. Some players were using this to \r\nannoy players that had ignored them.\r\n\r\n- You also will no longer see /consent messages from people that are on \r\nyour /ignore list (this was also something people were doing to annoy \r\npeople that had ignored them).\r\n\r\n- /who GUILD (and the GUILD must be in caps) will now show you the \r\nmembers of your guild in your zone. You can also specify a guild name, \r\nsuch as /who \"Irontoe Brigade\".\r\n\r\n- /safelock command added. /safelock will lock the EverQuest interface \r\n(mostly just mouse clicks, keyboard commands/movement, and most slash \r\ncommands) with the password that you supply to the command. You must \r\nuse this command a second time, supplying the same password, to unlock \r\nthe interface. Passwords are NOT case-sensitive. So to lock your \r\ninterface, you would type /safelock password. You would do the same to \r\nunlock it. REMEMBER: If you forget what password you typed, you will \r\nneed to reboot your machine.\r\n\r\n** Item Changes **\r\n\r\n- All the shields in the game that have the Ribcage graphic should now \r\nalso have the ribcage icon when they are in your inventory.\r\n\r\n- Tinkered Watchman helm should show up now.\r\n\r\n- Ring of Pureblood is now equipable only on your fingers instead of \r\nyour waist.\r\n\r\n- Grand Master's Leg Wraps and Fists of the Grand Master are now No-\r\nDrop. They were intended to be No-Drop when they were created. \r\n\r\n- Peacekeeper Staff and the Bug Collection box are no longer equipable. \r\nThere are problems that can arise when containers can be equipped, so \r\nwe had to disable that for these items.\r\n\r\n- Sewing Kits: No existing sewing kits are being changed with this \r\npatch. But from now on, kits sold on vendors will be somewhat \r\ndifferent. Large Sewing Kits will have 8 slots. Deluxe Sewing Kits will \r\nhave 10 slots and weight slightly more than the Large Sewing Kit.\r\n\r\n- Changed the color of the Kael SK quest armor from a very pretty blue-\r\ngreen to a more appropriate reddish-gray.\r\n\r\n** Other Stuff **\r\n\r\n- Changed the spelling of Troubador to Troubadour for the 55th level \r\nbard title. :)\r\n\r\n- King Tormax's spawn rate has been adjusted to be more in line with \r\nthat of his counterparts in Velious. This is not the sort of thing that \r\nwe will usually announce, as spawn times and things of that nature are \r\npart of the dynamic content of EverQuest. We're announcing this, \r\nhowever, to help avoid some confusion.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 30, 2001 \r\n\r\n*** Important Reminder ***\r\n\r\nDue to some of the things we are going to be doing, there is a small \r\nchance that some corpses might disappear during the patch. GMs will \r\nhave the ability to verify any corpses that are lost. That means that \r\nthey can help you get them back if you do indeed lose one. It is also \r\nimportant to understand that attempting to scam a GM about a lost \r\ncorpse could mean banning from EverQuest.\r\n\r\n** IT IS IMPORTANT THAT YOU PETITION TO HAVE A MISSING CORPSE PROBLEM \r\nADDRESSED WITHIN 5 DAYS OF THE PATCH! **\r\n\r\nWe will not be recovering corpses that might be lost after that time. \r\nIn fact, it would be best for you to petition immediately if you have a \r\nproblem. Don't wait. If you are worried about a corpse that you were \r\nunable to deal with before the patch, then please log in and check on \r\nit right away after the patch.\r\n\r\nSo please make certain that you have as many of your corpses cleaned up \r\nas possible before the next patch. We're not expecting a lot of corpses \r\nto disappear, but the fewer lying around, the less chance of them \r\ndisappearing.\r\n\r\nThanks.\r\n\r\n- The EverQuest Team\r\n\r\n*** Patch Message ***\r\n\r\n** Zone Changes **\r\n\r\n- Runnyeye has been changed. Something is up in Goblin land...\r\n\r\n\r\n** Spell and Song Changes and Bug Fixes **\r\n\r\n- We've been fixing holes in the spell stacking code. For the most part \r\nthe changes fix bugs that allowed tricks to get spells to stack that \r\nwere never intended to stack.\r\n\r\n- Increased duration on Bard Charm songs to 18 seconds from 12 seconds.\r\n\r\n- Fixed the Spell Scroll for Imbue Amber so that Erudite Clerics of \r\nCazic Thule can scribe it.\r\n\r\n- The casting messages for Necromancer pet summoning spells have been \r\nchanged to be more appropriate.\r\n\r\n** Features and Interface Changes **\r\n\r\n- The variable %t will now work with /assist. So you can use /assist %t \r\nif you wish. Though it should have exactly the same effect as /assist \r\nwithout the %t.\r\n\r\n- %r returns \"corpse\" for corpses and \"NPC\" for targeted NPCs.\r\n\r\n- Sense traps failure message text color has been changed to user color \r\n15 (same as other skill messages). The success message was already set \r\nto user color 15.\r\n\r\n- Ignore Lists now work the same way that the Friends List does. It has \r\nbeen expanded to 30 names per character per server. The new ignore list \r\nis stored in the same ini file as the friends list _<#>.ini). The first \r\ntime a character is created or loaded after the patch their new ignore \r\nlist will be a copy of the old ignore list, but will from then on be \r\nunique to the character.\r\n\r\n- The Alt key now works in several new situations. It will now show \r\nitem names when in the trade window. Because the trade items of the \r\nlocal player and the trading partner are so close together, the item \r\nnames of the trading partner will always show up unless the player \r\npositions their mouse pointer over the local player part of the trade \r\nwindow, which will cause the game to only show the local player's trade \r\nitem names.\r\n\r\n- The Alt key will show item names for items in your bank.\r\n\r\n- The Alt key will also pop up names for merchant items and corpse \r\nitems when you hold it down in merchant mode or loot mode.\r\n\r\n- The Alt key will even pop up names for items in open containers when \r\nheld down and the mouse cursor is over the open container window (they \r\ndon't show up otherwise).\r\n\r\n- The client will now automatically reject a /duel request from any \r\nplayer that is on your /ignore list. Some players were using this to \r\nannoy players that had ignored them.\r\n\r\n- You also will no longer see /consent messages from people that are on \r\nyour /ignore list (this was also something people were doing to annoy \r\npeople that had ignored them).\r\n\r\n- /who GUILD (and the GUILD must be in caps) will now show you the \r\nmembers of your guild in your zone. You can also specify a guild name, \r\nsuch as /who \"Irontoe Brigade\".\r\n\r\n- /safelock command added. /safelock will lock the EverQuest interface \r\n(mostly just mouse clicks, keyboard commands/movement, and most slash \r\ncommands) with the password that you supply to the command. You must \r\nuse this command a second time, supplying the same password, to unlock \r\nthe interface. Passwords are NOT case-sensitive. So to lock your \r\ninterface, you would type /safelock password. You would do the same to \r\nunlock it. REMEMBER: If you forget what password you typed, you will \r\nneed to reboot your machine.\r\n\r\n** Item Changes **\r\n\r\n- All the shields in the game that have the Ribcage graphic should now \r\nalso have the ribcage icon when they are in your inventory.\r\n\r\n- Tinkered Watchman helm should show up now.\r\n\r\n- Ring of Pureblood is now equipable only on your fingers instead of \r\nyour waist.\r\n\r\n- Grand Master's Leg Wraps and Fists of the Grand Master are now No-\r\nDrop. They were intended to be No-Drop when they were created. \r\n\r\n- Peacekeeper Staff and the Bug Collection box are no longer equipable. \r\nThere are problems that can arise when containers can be equipped, so \r\nwe had to disable that for these items.\r\n\r\n- Sewing Kits: No existing sewing kits are being changed with this \r\npatch. But from now on, kits sold on vendors will be somewhat \r\ndifferent. Large Sewing Kits will have 8 slots. Deluxe Sewing Kits will \r\nhave 10 slots and weight slightly more than the Large Sewing Kit.\r\n\r\n- Changed the color of the Kael SK quest armor from a very pretty blue-\r\ngreen to a more appropriate reddish-gray.\r\n\r\n** Other Stuff **\r\n\r\n- Changed the spelling of Troubador to Troubadour for the 55th level \r\nbard title. :)\r\n\r\n- King Tormax's spawn rate has been adjusted to be more in line with \r\nthat of his counterparts in Velious. This is not the sort of thing that \r\nwe will usually announce, as spawn times and things of that nature are \r\npart of the dynamic content of EverQuest. We're announcing this, \r\nhowever, to help avoid some confusion.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 05 31", "slug": "2001-05-31-1", "patch_date": "2001-05-31T07:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["spells", "pvp"], "body_plaintext": "------------------------------\r\nMay 31, 2001  2:00 am\r\n------------------------------\r\n\r\n*** Patch Addendum ***\r\n\r\nThis evening we put in another patch to correct some issues that arose \r\nwith the patch yesterday. The changes implemented include some that \r\nweren't announced previously:\r\n\r\n- Resist-debuffs will do 1.5 times their normal value for PvP \r\nencounters. In other words, if the spell did -60MR in PvP before, it \r\ndoes -90MR in PvP now. PvE (combat versus NPCs) remains unaffected.\r\n- Faction-loss for PvP kills on Vallon and Tallon now only occur \r\nagainst factions within the hometown of the person killed. In other \r\nwords, if you kill an Erudite in Erudin, you will only lose faction \r\nwith the factions in Erudin, not the factions in Paineel.\r\n- Turning in the Tomb of Order and Discord will have no effect on \r\nVallon and Tallon.\r\n- On all PvP servers, only the person who gets the killing-blow in PvP \r\ncombat will have looting rights. We would prefer to implement some sort \r\nof \"majority damage\" logic however this should solve most of the issues \r\nassociated with uninvolved players \"ninja-looting\" the loser in PvP \r\nencounters.\r\n\r\n- The EverQuest Team", "body_markdown": "#### May 31, 2001  2:00 am\r\n\r\n*** Patch Addendum ***\r\n\r\nThis evening we put in another patch to correct some issues that arose \r\nwith the patch yesterday. The changes implemented include some that \r\nweren't announced previously:\r\n\r\n- Resist-debuffs will do 1.5 times their normal value for PvP \r\nencounters. In other words, if the spell did -60MR in PvP before, it \r\ndoes -90MR in PvP now. PvE (combat versus NPCs) remains unaffected.\r\n- Faction-loss for PvP kills on Vallon and Tallon now only occur \r\nagainst factions within the hometown of the person killed. In other \r\nwords, if you kill an Erudite in Erudin, you will only lose faction \r\nwith the factions in Erudin, not the factions in Paineel.\r\n- Turning in the Tomb of Order and Discord will have no effect on \r\nVallon and Tallon.\r\n- On all PvP servers, only the person who gets the killing-blow in PvP \r\ncombat will have looting rights. We would prefer to implement some sort \r\nof \"majority damage\" logic however this should solve most of the issues \r\nassociated with uninvolved players \"ninja-looting\" the loser in PvP \r\nencounters.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 06 04", "slug": "2001-06-04-1", "patch_date": "2001-06-04T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nJune 4, 2001  3:00 am\r\n------------------------------\r\n\r\nToday's patch consisted only of server-side data, and does not contain \r\nanything that would normally be announced.\r\n\r\n- The EverQuest Team", "body_markdown": "#### June 4, 2001  3:00 am\r\n\r\nToday's patch consisted only of server-side data, and does not contain \r\nanything that would normally be announced.\r\n\r\n- The EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 06 27", "slug": "2001-06-27-1", "patch_date": "2001-06-27T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "server"], "body_plaintext": "------------------------------\r\nJune 27, 2001  3:00 am\r\n------------------------------\r\n\r\n** Gameplay Changes **\r\n\r\n- Aggro Changes: We've made an adjustment to the way that NPCs choose \r\ntheir targets. It's a rather simple change, one that makes a lot of \r\nsense. But we want you to be aware of it so that it won't surprise you \r\ntoo much, and so that you won't think that it is a bug. NPCs are now \r\nmuch more aware of the vulnerability (or, more precisely, the \r\ninvulnerability) of their targets. NPCs will now be very unlikely to \r\nwaste their time attacking a target that they can't harm.\r\n\r\n- Spell and Item Interruption: Ducking will now interrupt a spell \r\ninstantly. You will no longer be able to sit while using items or \r\ncasting spells. This will not affect bard songs, which will still work \r\nas they always have, but will affect all items, even those with song-\r\nlike effects.\r\n\r\n** Spell Changes **\r\n\r\n- Skin Like Nature and Natureskin should stack with more spells now \r\n(though not with each other).\r\n\r\n- Aegolism can now be clicked off.\r\n\r\n- Imbue Ivory has had its casting level lowered to 29.\r\n\r\n- Shard of the Core will be tradable now.\r\n\r\n- Shroud of Hate and Visions of Grandeur should stack properly now.\r\n\r\n- Several new Translocation spells have been added.\r\n\r\n- Call of the Hero will no longer remove the target from NPCs' \r\nhatelists if the target is not summoned far enough.\r\n\r\n- Egress will now work indoors.\r\n\r\n- Wind of the North, Wind of the South, Markar's Relocation and \r\nTishan's Relocation have had their additional restrictions removed, and \r\ncan now be cast from any zone where other similar spells can be cast.\r\n\r\n- Summon Companion can now be used by Necromancers, Shamans, \r\nEnchanters, Shadowknights in addition to Magicians.\r\n\r\n- Deadeye should now stack with Dead Man Floating, but should not stack \r\nwith Acumen.\r\n\r\n- Plainsight will now stack with Dead Man Floating, but not with \r\nAcumen.\r\n\r\n- The Great Divide portal spells are now 39th level instead of 44th \r\nlevel.\r\n\r\n- Spirit of the Oak will no longer be overwritten by any beneficial \r\nspells.\r\n\r\n- Paralyzing Poison spells should no longer be broken by direct damage \r\nspells.\r\n\r\n- Hsagra's Wrath and Porlos' Fury now have a 5 second recast delay.\r\n\r\n** Item Changes **\r\n\r\n- The effect on the 10th ring should have fewer stacking conflicts with \r\nhaste buffs. \r\n\r\n- The effect of the Monk epic, Celestial Tranquility, will stack with \r\nthe higher end haste spells. Keep in mind - the highest haste will \r\nalways win out. This means that the spells will stack, the haste \r\ncomponents will not.\r\n\r\n- Speed of the Shissar has had its duration increased from 20 minutes \r\nto 30 minutes. This effect should no longer conflict with Call of \r\nEarth.\r\n\r\n- Bone Ring of Condemnation will no longer be usable in the secondary \r\nslot, it will only be wearable on the finger.\r\n\r\n- Druid Skyshrine Quest armor has had a color change so that it will \r\nlook more unique.\r\n\r\n- Circlet of Shadow will no longer drop in-game. The Circlet of \r\nShadows, can now be found in its place. This item differs from the \r\noriginal only in that it has a five-second casting time. Existing \r\nCirclets of Shadow will retain the same functionality as before, though \r\nwe may change existing Circlets at some future date.\r\n\r\n** Quest Changes **\r\n\r\n- King Tormax is now a little more particular about who he gives quests \r\nto.\r\n\r\n- The Iksar Shaman 6th Skull/cudgel quest should be working now. \r\n\r\n- Rumor has it that there is a new source for green dragon scales in \r\nNorrath.\r\n\r\n** PvP Changes **\r\n\r\n- If you go link dead on a PvP server and are killed you can still be \r\nlooted.\r\n\r\n- When a player becomes invisible (or hides successfully) every other \r\nplayer that had them targeted will lose their target. This is true for \r\nall servers, but has the greatest implications on PvP servers. The use \r\nof spells that allow you to see through invisibility will prevent you \r\nfrom losing your target if that target hides or goes invisible.\r\n\r\n- Faction hits on Rallos Zek: Killing a person in one of his or her \r\nhome cities will cause a faction hit with residents of that city.\r\n\r\n** Miscellaneous **\r\n\r\n- We've addressed a lot of spelling and grammatical errors over the \r\npast few weeks. For example we have corrected all misspellings of \r\n\"deity\" in messages to the player, changed Cantana to Cantata and \r\nothers.\r\n\r\n- The 'Fab Four' in Dagnor's Cauldron will no longer assist Undertow \r\nSkeletons.\r\n\r\n- Instill Doubt/Intimidation can no longer be used while sitting, and \r\nsitting after starting it will cancel it.\r\n\r\n- Mastery of language skills now occurs at 100, not at 101. This was a \r\nproblem for masters of a language, since language skills could not go \r\nover 100.\r\n\r\n- The messages for eating and drinking now say \"Chomp... Chomp,\" or \r\n\"Glug... Glug...\" so that they can't be copied with emotes.\r\n\r\n- Helms on Barbarians, Trolls, and Ogres should no longer block the \r\nfirst person view when in combat. \r\n\r\n- Sirens Grotto has been changed a bit. It should be a more interesting \r\nzone now.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their home town.\r\n\r\n- The EverQuest Team", "body_markdown": "#### June 27, 2001  3:00 am\r\n\r\n** Gameplay Changes **\r\n\r\n- Aggro Changes: We've made an adjustment to the way that NPCs choose \r\ntheir targets. It's a rather simple change, one that makes a lot of \r\nsense. But we want you to be aware of it so that it won't surprise you \r\ntoo much, and so that you won't think that it is a bug. NPCs are now \r\nmuch more aware of the vulnerability (or, more precisely, the \r\ninvulnerability) of their targets. NPCs will now be very unlikely to \r\nwaste their time attacking a target that they can't harm.\r\n\r\n- Spell and Item Interruption: Ducking will now interrupt a spell \r\ninstantly. You will no longer be able to sit while using items or \r\ncasting spells. This will not affect bard songs, which will still work \r\nas they always have, but will affect all items, even those with song-\r\nlike effects.\r\n\r\n** Spell Changes **\r\n\r\n- Skin Like Nature and Natureskin should stack with more spells now \r\n(though not with each other).\r\n\r\n- Aegolism can now be clicked off.\r\n\r\n- Imbue Ivory has had its casting level lowered to 29.\r\n\r\n- Shard of the Core will be tradable now.\r\n\r\n- Shroud of Hate and Visions of Grandeur should stack properly now.\r\n\r\n- Several new Translocation spells have been added.\r\n\r\n- Call of the Hero will no longer remove the target from NPCs' \r\nhatelists if the target is not summoned far enough.\r\n\r\n- Egress will now work indoors.\r\n\r\n- Wind of the North, Wind of the South, Markar's Relocation and \r\nTishan's Relocation have had their additional restrictions removed, and \r\ncan now be cast from any zone where other similar spells can be cast.\r\n\r\n- Summon Companion can now be used by Necromancers, Shamans, \r\nEnchanters, Shadowknights in addition to Magicians.\r\n\r\n- Deadeye should now stack with Dead Man Floating, but should not stack \r\nwith Acumen.\r\n\r\n- Plainsight will now stack with Dead Man Floating, but not with \r\nAcumen.\r\n\r\n- The Great Divide portal spells are now 39th level instead of 44th \r\nlevel.\r\n\r\n- Spirit of the Oak will no longer be overwritten by any beneficial \r\nspells.\r\n\r\n- Paralyzing Poison spells should no longer be broken by direct damage \r\nspells.\r\n\r\n- Hsagra's Wrath and Porlos' Fury now have a 5 second recast delay.\r\n\r\n** Item Changes **\r\n\r\n- The effect on the 10th ring should have fewer stacking conflicts with \r\nhaste buffs. \r\n\r\n- The effect of the Monk epic, Celestial Tranquility, will stack with \r\nthe higher end haste spells. Keep in mind - the highest haste will \r\nalways win out. This means that the spells will stack, the haste \r\ncomponents will not.\r\n\r\n- Speed of the Shissar has had its duration increased from 20 minutes \r\nto 30 minutes. This effect should no longer conflict with Call of \r\nEarth.\r\n\r\n- Bone Ring of Condemnation will no longer be usable in the secondary \r\nslot, it will only be wearable on the finger.\r\n\r\n- Druid Skyshrine Quest armor has had a color change so that it will \r\nlook more unique.\r\n\r\n- Circlet of Shadow will no longer drop in-game. The Circlet of \r\nShadows, can now be found in its place. This item differs from the \r\noriginal only in that it has a five-second casting time. Existing \r\nCirclets of Shadow will retain the same functionality as before, though \r\nwe may change existing Circlets at some future date.\r\n\r\n** Quest Changes **\r\n\r\n- King Tormax is now a little more particular about who he gives quests \r\nto.\r\n\r\n- The Iksar Shaman 6th Skull/cudgel quest should be working now. \r\n\r\n- Rumor has it that there is a new source for green dragon scales in \r\nNorrath.\r\n\r\n** PvP Changes **\r\n\r\n- If you go link dead on a PvP server and are killed you can still be \r\nlooted.\r\n\r\n- When a player becomes invisible (or hides successfully) every other \r\nplayer that had them targeted will lose their target. This is true for \r\nall servers, but has the greatest implications on PvP servers. The use \r\nof spells that allow you to see through invisibility will prevent you \r\nfrom losing your target if that target hides or goes invisible.\r\n\r\n- Faction hits on Rallos Zek: Killing a person in one of his or her \r\nhome cities will cause a faction hit with residents of that city.\r\n\r\n** Miscellaneous **\r\n\r\n- We've addressed a lot of spelling and grammatical errors over the \r\npast few weeks. For example we have corrected all misspellings of \r\n\"deity\" in messages to the player, changed Cantana to Cantata and \r\nothers.\r\n\r\n- The 'Fab Four' in Dagnor's Cauldron will no longer assist Undertow \r\nSkeletons.\r\n\r\n- Instill Doubt/Intimidation can no longer be used while sitting, and \r\nsitting after starting it will cancel it.\r\n\r\n- Mastery of language skills now occurs at 100, not at 101. This was a \r\nproblem for masters of a language, since language skills could not go \r\nover 100.\r\n\r\n- The messages for eating and drinking now say \"Chomp... Chomp,\" or \r\n\"Glug... Glug...\" so that they can't be copied with emotes.\r\n\r\n- Helms on Barbarians, Trolls, and Ogres should no longer block the \r\nfirst person view when in combat. \r\n\r\n- Sirens Grotto has been changed a bit. It should be a more interesting \r\nzone now.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their home town.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 07 10", "slug": "2001-07-10-1", "patch_date": "2001-07-10T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nJuly 10, 2001  3:00 am\r\n------------------------------\r\n\r\n** Bug Fixes **\r\n\r\n- The \"NPC unerringly sticks on pet\" AI bug implemented in the last \r\npatch has been fixed. This resolves a bug that occurred a short while \r\nago that would cause pets to be the focus for most attacks by NPCs.\r\n\r\n- Fixed the animation problem where an animation played on the upper \r\nbody would get stuck. This could be seen by starting to cast a spell \r\nand then walking forward while it was playing the casting animation.\r\n\r\n- Fixed a bug that wouldn't allow a player to target an invisible PC or \r\nNPC with the F7 or F8 keys even if they had See Invisible up.\r\n\r\n- Stacking issues with 'change form' type spells have been corrected. \r\nLich and Clarity will no longer stack, nor will Spirit of Wolf and Wolf \r\nForm.\r\n\r\n- The bug with screenshots that some people experienced when using 32-\r\nbit color mode should be fixed.\r\n\r\n** Item and Vendor Adjustments **\r\n\r\n- Changed the forged Antonian Javelins to be stackable.\r\n\r\n- Gnome Skin Sleeves are now droppable and rentable.\r\n\r\n- Spiderling and Spider Silks are now stackable\r\n\r\n- Spider Legs are now stackable.\r\n\r\n- Tarnished weapons worth slightly more to the vendors than the rusty \r\nones.\r\n\r\n- Reduced the weight of the monk only Black Pantherskin armor.\r\n\r\n- All Sheets of metal and Folded Sheets of metal are now stackable.\r\n\r\n- Rangers will now be able to wear Girdle of Reflection\r\n\r\n- There is now a vendor in Felwithe that sells the Enchant Ores series \r\nof enchanter spells.\r\n\r\n** Zone and Quest Changes **\r\n\r\n- The Crazed Ghouls should be less of a problem in Unrest.\r\n\r\n- The Monk red headband quest should now be available again.\r\n\r\n- We've added a few more Yew Leaf spawns.\r\n\r\n- Reevaluated the values of the various fish fillets. All fish vendors \r\nshould return to normal, but they won't be paying as well for certain \r\nfishy items. This resolves a problem that was created with the \r\nincreased value of player made food items all over Norrath. Some of \r\nfood items were made too valuable, and merchants were complaining to \r\ntheir union leaders...\r\n\r\n- The EverQuest Team", "body_markdown": "#### July 10, 2001  3:00 am\r\n\r\n\r\n** Bug Fixes **\r\n\r\n- The \"NPC unerringly sticks on pet\" AI bug implemented in the last \r\npatch has been fixed. This resolves a bug that occurred a short while \r\nago that would cause pets to be the focus for most attacks by NPCs.\r\n\r\n- Fixed the animation problem where an animation played on the upper \r\nbody would get stuck. This could be seen by starting to cast a spell \r\nand then walking forward while it was playing the casting animation.\r\n\r\n- Fixed a bug that wouldn't allow a player to target an invisible PC or \r\nNPC with the F7 or F8 keys even if they had See Invisible up.\r\n\r\n- Stacking issues with 'change form' type spells have been corrected. \r\nLich and Clarity will no longer stack, nor will Spirit of Wolf and Wolf \r\nForm.\r\n\r\n- The bug with screenshots that some people experienced when using 32-\r\nbit color mode should be fixed.\r\n\r\n** Item and Vendor Adjustments **\r\n\r\n- Changed the forged Antonian Javelins to be stackable.\r\n\r\n- Gnome Skin Sleeves are now droppable and rentable.\r\n\r\n- Spiderling and Spider Silks are now stackable\r\n\r\n- Spider Legs are now stackable.\r\n\r\n- Tarnished weapons worth slightly more to the vendors than the rusty \r\nones.\r\n\r\n- Reduced the weight of the monk only Black Pantherskin armor.\r\n\r\n- All Sheets of metal and Folded Sheets of metal are now stackable.\r\n\r\n- Rangers will now be able to wear Girdle of Reflection\r\n\r\n- There is now a vendor in Felwithe that sells the Enchant Ores series \r\nof enchanter spells.\r\n\r\n** Zone and Quest Changes **\r\n\r\n- The Crazed Ghouls should be less of a problem in Unrest.\r\n\r\n- The Monk red headband quest should now be available again.\r\n\r\n- We've added a few more Yew Leaf spawns.\r\n\r\n- Reevaluated the values of the various fish fillets. All fish vendors \r\nshould return to normal, but they won't be paying as well for certain \r\nfishy items. This resolves a problem that was created with the \r\nincreased value of player made food items all over Norrath. Some of \r\nfood items were made too valuable, and merchants were complaining to \r\ntheir union leaders...\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 07 24", "slug": "2001-07-24-1", "patch_date": "2001-07-24T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["class_changes", "spells", "items", "tradeskills", "pvp"], "body_plaintext": "------------------------------\r\nJuly 24, 2001  3:00 am\r\n------------------------------\r\n\r\n** Item Changes **\r\n\r\n- Silver Chitin Hand Wraps' haste effect has been repaired.\r\n- The Smite scroll no longer lists Enchanters as a class that can use \r\nit.\r\n- The Augment Death scroll no longer lists Shadowknights as a class \r\nthat can use it.\r\n- Many pelts have been made stackable. Those that are not stackable now \r\nare quest items that will not be made stackable.\r\n\r\n** Spell Changes **\r\n\r\n- Focus of Spirit will now stack with Voice of the Berserker.\r\n- Barrier of Force will now stack with Protection of the Glades.\r\n- Manaskin and Protection of the Glades will now stack.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Repaired some class/deity combinations on two of the deity specific \r\npottery Idols.\r\n\r\n** Changes to Sullon Zek **\r\n\r\n- There are no faction hits for killing half-elves in any city.\r\n- If an Erudite of Paineel is killed in Paineel the killer takes a \r\nfaction hit (existing rule).\r\n- If an Erudite of Erudin is killed in Erudin the killer takes a \r\nfaction hit (new rule).\r\n- Bards can't cast harmful spells on boats.\r\n- If a character kills a higher level character, the higher level \r\ncharacter will always lose experience. This is in addition to the fact \r\nthat any player killed within the + or - 5 level range will lose \r\nexperience.\r\n- Goods and Neutrals will now be able to turn in Greater Insignias for \r\na Magician only summon corpse potion usable only at levels over 45th.\r\n- Characters under level 6 will no longer be immune to PvP in many \r\nadventure zones. Players will be notified when they enter such zones.\r\n\r\n** Misc. Changes **\r\n\r\n- /target playername will now work on invisible targets as long as the \r\ncharacter doing the targeting has the ability to see invisible.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n- The EverQuest Team", "body_markdown": "#### July 24, 2001  3:00 am\r\n\r\n** Item Changes **\r\n\r\n- Silver Chitin Hand Wraps' haste effect has been repaired.\r\n- The Smite scroll no longer lists Enchanters as a class that can use \r\nit.\r\n- The Augment Death scroll no longer lists Shadowknights as a class \r\nthat can use it.\r\n- Many pelts have been made stackable. Those that are not stackable now \r\nare quest items that will not be made stackable.\r\n\r\n** Spell Changes **\r\n\r\n- Focus of Spirit will now stack with Voice of the Berserker.\r\n- Barrier of Force will now stack with Protection of the Glades.\r\n- Manaskin and Protection of the Glades will now stack.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Repaired some class/deity combinations on two of the deity specific \r\npottery Idols.\r\n\r\n** Changes to Sullon Zek **\r\n\r\n- There are no faction hits for killing half-elves in any city.\r\n- If an Erudite of Paineel is killed in Paineel the killer takes a \r\nfaction hit (existing rule).\r\n- If an Erudite of Erudin is killed in Erudin the killer takes a \r\nfaction hit (new rule).\r\n- Bards can't cast harmful spells on boats.\r\n- If a character kills a higher level character, the higher level \r\ncharacter will always lose experience. This is in addition to the fact \r\nthat any player killed within the + or - 5 level range will lose \r\nexperience.\r\n- Goods and Neutrals will now be able to turn in Greater Insignias for \r\na Magician only summon corpse potion usable only at levels over 45th.\r\n- Characters under level 6 will no longer be immune to PvP in many \r\nadventure zones. Players will be notified when they enter such zones.\r\n\r\n** Misc. Changes **\r\n\r\n- /target playername will now work on invisible targets as long as the \r\ncharacter doing the targeting has the ability to see invisible.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 08 15", "slug": "2001-08-15-1", "patch_date": "2001-08-15T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nAugust 15, 2001  3:00 am\r\n------------------------------\r\n\r\n** Spell Changes **\r\n\r\n- Celestial Tranquility and Call of Earth will now stack\r\n- Some stacking issues with Torpor have been corrected.\r\n- Celestial Cleansing will fizzle less now\r\n- Cannibalize should fizzle slightly less often now\r\n\r\n\r\n** Zone Changes **\r\n\r\n- Updated some pathing in Runnyeye, Paineel, Siren's Grotto and Kedge.\r\n- The Drowned Citizens are back, for sure this time.\r\n- Fixed a bug that was not allowing some NPCs in Kael to see invisible \r\ncreatures as they should.\r\n- Restored \"charmability\" of most NPCs (merchants will remain \r\nuncharmable) in Kael due to fix of combat AI bug listed bellow under  \r\nMiscellaneous Changes.\r\n\r\n\r\n** Item Changes **\r\n\r\n- The Giant Tree Flayer is now Large instead of Tiny.\r\n- Staff of Temperate Flux has been changed to main hand only.\r\n- Ring of Frost Spiders can now be worn.\r\n- Robe of the Seacaller should now be equipable.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Imbued Field Plate Boots should be working properly now.\r\n\r\n** Sullon Zek Changes **\r\n\r\n- Changed the way resists are calculated when a Player Character casts \r\na spell on another Player Character on Sullon Zek. Resist modifiers \r\nbased on level will now be more smoothly distributed and will allow \r\nlower level characters a slightly better chance to land spells on \r\nhigher level characters. At the same time giving lower level characters \r\na slightly better chance to resist spells cast on them by higher level \r\ncharacters.\r\n- Characters below 6th level cannot be pick pocketed in any zone.\r\n- Guards have a better chance of aggro'ing a rogue that fails at \r\npicking pockets near guards.\r\n\r\n** Miscellaneous Changes **\r\n\r\n- Fixed a recently introduced combat AI bug that caused NPCs to focus \r\nunduly on attacking pets rather than PCs\r\n- Added a few crowns to the list of items that can be traded in for new \r\ncrowns with new textures. The same NPCs that were interested in trading \r\nout your helms will now trade your crowns. Please keep in mind that \r\nthey will not be trading them back to you. Once you get the new look \r\nit's yours to keep, even if it clashes with your favorite eye shadow.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n- The EverQuest Team", "body_markdown": "------------------------------\r\nAugust 15, 2001  3:00 am\r\n------------------------------\r\n\r\n** Spell Changes **\r\n\r\n- Celestial Tranquility and Call of Earth will now stack\r\n- Some stacking issues with Torpor have been corrected.\r\n- Celestial Cleansing will fizzle less now\r\n- Cannibalize should fizzle slightly less often now\r\n\r\n\r\n** Zone Changes **\r\n\r\n- Updated some pathing in Runnyeye, Paineel, Siren's Grotto and Kedge.\r\n- The Drowned Citizens are back, for sure this time.\r\n- Fixed a bug that was not allowing some NPCs in Kael to see invisible \r\ncreatures as they should.\r\n- Restored \"charmability\" of most NPCs (merchants will remain \r\nuncharmable) in Kael due to fix of combat AI bug listed bellow under  \r\nMiscellaneous Changes.\r\n\r\n\r\n** Item Changes **\r\n\r\n- The Giant Tree Flayer is now Large instead of Tiny.\r\n- Staff of Temperate Flux has been changed to main hand only.\r\n- Ring of Frost Spiders can now be worn.\r\n- Robe of the Seacaller should now be equipable.\r\n\r\n** Trade Skill Changes **\r\n\r\n- Imbued Field Plate Boots should be working properly now.\r\n\r\n** Sullon Zek Changes **\r\n\r\n- Changed the way resists are calculated when a Player Character casts \r\na spell on another Player Character on Sullon Zek. Resist modifiers \r\nbased on level will now be more smoothly distributed and will allow \r\nlower level characters a slightly better chance to land spells on \r\nhigher level characters. At the same time giving lower level characters \r\na slightly better chance to resist spells cast on them by higher level \r\ncharacters.\r\n- Characters below 6th level cannot be pick pocketed in any zone.\r\n- Guards have a better chance of aggro'ing a rogue that fails at \r\npicking pockets near guards.\r\n\r\n** Miscellaneous Changes **\r\n\r\n- Fixed a recently introduced combat AI bug that caused NPCs to focus \r\nunduly on attacking pets rather than PCs\r\n- Added a few crowns to the list of items that can be traded in for new \r\ncrowns with new textures. The same NPCs that were interested in trading \r\nout your helms will now trade your crowns. Please keep in mind that \r\nthey will not be trading them back to you. Once you get the new look \r\nit's yours to keep, even if it clashes with your favorite eye shadow.\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n- The EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 08 22", "slug": "2001-08-22-1", "patch_date": "2001-08-22T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "spells", "items"], "body_plaintext": "------------------------------\r\nAugust 22, 2001  3:00 am\r\n------------------------------\r\n\r\n** Crashing Bug Fixes **\r\n\r\n- Fixed the problem that was causing zones to crash in some instances.\r\n\r\n- Corrected a bug that would cause some people to hang up while waiting \r\nfor a sound event between the splash and character-select screens.\r\n\r\n** Item Change **\r\n\r\n- The Green Flower should be working again.\r\n\r\n** Spell Change **\r\n\r\n- Fixed a stacking bug that allowed multiple Levitation buffs to stack.\r\n\r\n** Sullon Zek Changes **\r\n\r\n- The Resist code changes we made with the last patch should be working \r\nproperly now. Here is the text about that change:\r\n\r\n\"Changed the way resists are calculated when a Player Character casts a \r\nspell on another Player Character on Sullon Zek. Resist modifiers based \r\non level will now be more smoothly distributed and will allow lower \r\nlevel characters a slightly better chance to land spells on higher \r\nlevel characters. At the same time giving lower level characters a \r\nslightly better chance to resist spells cast on them by higher level \r\ncharacters.\"\r\n\r\n- Cancel Magic spells should now work across teams.\r\n\r\n- Characters should no longer disappear when Mesmerized or stunned.", "body_markdown": "#### August 22, 2001  3:00 am\r\n\r\n** Crashing Bug Fixes **\r\n\r\n- Fixed the problem that was causing zones to crash in some instances.\r\n\r\n- Corrected a bug that would cause some people to hang up while waiting \r\nfor a sound event between the splash and character-select screens.\r\n\r\n** Item Change **\r\n\r\n- The Green Flower should be working again.\r\n\r\n** Spell Change **\r\n\r\n- Fixed a stacking bug that allowed multiple Levitation buffs to stack.\r\n\r\n** Sullon Zek Changes **\r\n\r\n- The Resist code changes we made with the last patch should be working \r\nproperly now. Here is the text about that change:\r\n\r\n\"Changed the way resists are calculated when a Player Character casts a \r\nspell on another Player Character on Sullon Zek. Resist modifiers based \r\non level will now be more smoothly distributed and will allow lower \r\nlevel characters a slightly better chance to land spells on higher \r\nlevel characters. At the same time giving lower level characters a \r\nslightly better chance to resist spells cast on them by higher level \r\ncharacters.\"\r\n\r\n- Cancel Magic spells should now work across teams.\r\n\r\n- Characters should no longer disappear when Mesmerized or stunned.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 08 29", "slug": "2001-08-29-1", "patch_date": "2001-08-29T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["zones"], "body_plaintext": "------------------------------\r\nAugust 29, 2001\r\n------------------------------\r\n\r\nLocated on the small continent of Odus, the Stonebrunt Mountains are \r\nrich with vegetation and distinctive hills that give way to the \r\ntowering Mount Klaw; the largest mountain in Odus and home to the \r\nKerran village of Kejeka. The zone of Stonebrunt is designed to be a \r\nmid-level, outdoor zone similar in scope and scale to the Lake of Ill \r\nOmen on Kunark, which has proven to be a very popular zone in \r\nEverQuest.", "body_markdown": "#### August 29, 2001\r\n\r\nLocated on the small continent of Odus, the Stonebrunt Mountains are \r\nrich with vegetation and distinctive hills that give way to the \r\ntowering Mount Klaw; the largest mountain in Odus and home to the \r\nKerran village of Kejeka. The zone of Stonebrunt is designed to be a \r\nmid-level, outdoor zone similar in scope and scale to the Lake of Ill \r\nOmen on Kunark, which has proven to be a very popular zone in \r\nEverQuest.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 09 11 2", "slug": "2001-09-11-1", "patch_date": "2001-09-11T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nSeptember 11, 2001  Terrorist Attack Response\r\n------------------------------\r\n\r\n\"The staff of Sony Online Entertainment wish to extend their \r\ncondolences and prayers to the victims, and the families of the \r\nvictims, lost in todays horrific events. We share in your grief during \r\nthese difficult times.\"\r\n\r\nThe quote from our front page expresses how we all feel here in the \r\noffice. I only want to extend my personal sympathies to all the \r\nfamilies that this has touched.\r\n\r\nWe have received many letters, and I want to thank you all for sending \r\nthem in. It's obvious that we will all be different people from here \r\nforward. If I don't dwell on this in my responses here it is only \r\nbecause I know that none of us will forget what has happened, and that \r\nyou come here for entertainment not reminders of tragedy.\r\n\r\nAlan", "body_markdown": "#### September 11, 2001  Terrorist Attack Response\r\n\r\n\"The staff of Sony Online Entertainment wish to extend their \r\ncondolences and prayers to the victims, and the families of the \r\nvictims, lost in todays horrific events. We share in your grief during \r\nthese difficult times.\"\r\n\r\nThe quote from our front page expresses how we all feel here in the \r\noffice. I only want to extend my personal sympathies to all the \r\nfamilies that this has touched.\r\n\r\nWe have received many letters, and I want to thank you all for sending \r\nthem in. It's obvious that we will all be different people from here \r\nforward. If I don't dwell on this in my responses here it is only \r\nbecause I know that none of us will forget what has happened, and that \r\nyou come here for entertainment not reminders of tragedy.\r\n\r\nAlan", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 09 11 1", "slug": "2001-09-11-1-1", "patch_date": "2001-09-11T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "server"], "body_plaintext": "------------------------------\r\nSeptember 11, 2001  3:00 am\r\n------------------------------\r\n\r\n** Spell Changes **\r\n\r\n- Changed all enchanter mesmerization spells so that they overwrite \r\nScreaming Terror\r\n\r\n- Changed Shaman epic effect (Curse of the Spirits) so that it would \r\nnot conflict with certain Damage over Time spells.\r\n\r\n- The Emissary of Thule Necromancer pet is now immune to fear\r\n\r\n- Beneficial buffs that don't have an ability drain component on them \r\ncan now be clicked off.\r\n\r\n** Miscellaneous Updates **\r\n\r\n- The server selection screen now only gives information on whether or \r\nnot a server is up instead of providing player counts. In addition, the \r\n\"count\" option on the /who command has been restricted to internal \r\npersonnel. Servers on the server selection screen are still ordered \r\nfrom least-populated to most populated in order to assist players in \r\nchoosing the least populated server.\r\n\r\n- Harla Dar has been repaired (this happened sometime earlier than \r\ntoday, but we wanted you to know).\r\n\r\n- Reactivated broken zone line between Qeynos to the Sewers. A dead \r\nhalfling was stuck in the drainpipe and has been removed.\r\n\r\n- Fixed a long-standing bug that was causing Feign Death to fail when \r\nseveral characters were on the NPC's hate list along with the character \r\nusing Feign Death. We'd like to extend much thanks to the monk \r\ncommunity who helped us track this one down. Also fixed a problem with \r\nthe monk's 'Block' skill which inadvertantly was recapped at a lower \r\nthan normal skill level in recent months. Kudos to \"Faned\" of the \r\n\"Monkly Business\" bulletin board who brow-beat Gordon with the facts \r\nuntil he gave in and looked at the code :)\r\n\r\n- As announced earlier this week, the Belt of the Cenobite was made \r\nuseable by some inappropriate classes/races in the last patch. This has \r\nbeen corrected.\r\n\r\n- Several quest components in zones with the Trivial Loot Code will now \r\nbe lootable regardless of level.\r\n\r\n*** Norrathian News ***\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n*** Announcing Test of Tactics III ***\r\n\r\nYes you heard right, Test of Tactics will be making its return to the \r\nlands of Norrath in October and November. This event will present teams \r\nof 18 members in a battle to the death. Only the strong of body and \r\nmind will survive and come out of the arena victorious. For more \r\ninformation on the event and sign up for please look on Harpy's Head \r\nTavern at http://everquest.station.sony.com/hht/events/.\r\n\r\n- The EverQuest Team", "body_markdown": "#### September 11, 2001  3:00 am\r\n\r\n** Spell Changes **\r\n\r\n- Changed all enchanter mesmerization spells so that they overwrite \r\nScreaming Terror\r\n\r\n- Changed Shaman epic effect (Curse of the Spirits) so that it would \r\nnot conflict with certain Damage over Time spells.\r\n\r\n- The Emissary of Thule Necromancer pet is now immune to fear\r\n\r\n- Beneficial buffs that don't have an ability drain component on them \r\ncan now be clicked off.\r\n\r\n** Miscellaneous Updates **\r\n\r\n- The server selection screen now only gives information on whether or \r\nnot a server is up instead of providing player counts. In addition, the \r\n\"count\" option on the /who command has been restricted to internal \r\npersonnel. Servers on the server selection screen are still ordered \r\nfrom least-populated to most populated in order to assist players in \r\nchoosing the least populated server.\r\n\r\n- Harla Dar has been repaired (this happened sometime earlier than \r\ntoday, but we wanted you to know).\r\n\r\n- Reactivated broken zone line between Qeynos to the Sewers. A dead \r\nhalfling was stuck in the drainpipe and has been removed.\r\n\r\n- Fixed a long-standing bug that was causing Feign Death to fail when \r\nseveral characters were on the NPC's hate list along with the character \r\nusing Feign Death. We'd like to extend much thanks to the monk \r\ncommunity who helped us track this one down. Also fixed a problem with \r\nthe monk's 'Block' skill which inadvertantly was recapped at a lower \r\nthan normal skill level in recent months. Kudos to \"Faned\" of the \r\n\"Monkly Business\" bulletin board who brow-beat Gordon with the facts \r\nuntil he gave in and looked at the code :)\r\n\r\n- As announced earlier this week, the Belt of the Cenobite was made \r\nuseable by some inappropriate classes/races in the last patch. This has \r\nbeen corrected.\r\n\r\n- Several quest components in zones with the Trivial Loot Code will now \r\nbe lootable regardless of level.\r\n\r\n*** Norrathian News ***\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n*** Announcing Test of Tactics III ***\r\n\r\nYes you heard right, Test of Tactics will be making its return to the \r\nlands of Norrath in October and November. This event will present teams \r\nof 18 members in a battle to the death. Only the strong of body and \r\nmind will survive and come out of the arena victorious. For more \r\ninformation on the event and sign up for please look on Harpy's Head \r\nTavern at http://everquest.station.sony.com/hht/events/.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 09 13", "slug": "2001-09-13-1", "patch_date": "2001-09-13T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nSeptember 13, 2001\r\n------------------------------\r\n\r\nSony Online Entertainment, is asking for your help in locating someone \r\ninvolved in the recent terror:\r\n\r\nSony Online Entertainment needs your help in locating Gregory Trost. \r\nGregory is a nephew of an SOE employee and his last known location was \r\nthe 86th floor of Tower Two in the World Trade Center. With the tragic \r\nevents that took place on September 11, the Trost family is anxious for \r\nany information regarding Gregory. If you have any information on \r\nGregory's whereabouts, please contact Sony Online Entertainment at this \r\nspecial address. greginfo@station.sony.com\r\n\r\n[Editor Note: Gregory Trost was later found to be among the nearly 3000 \r\npeople killed in the World Trade Center disaster.]", "body_markdown": "#### September 13, 2001\r\n\r\nSony Online Entertainment, is asking for your help in locating someone \r\ninvolved in the recent terror:\r\n\r\nSony Online Entertainment needs your help in locating Gregory Trost. \r\nGregory is a nephew of an SOE employee and his last known location was \r\nthe 86th floor of Tower Two in the World Trade Center. With the tragic \r\nevents that took place on September 11, the Trost family is anxious for \r\nany information regarding Gregory. If you have any information on \r\nGregory's whereabouts, please contact Sony Online Entertainment at this \r\nspecial address. greginfo@station.sony.com\r\n\r\n[Editor Note: Gregory Trost was later found to be among the nearly 3000 \r\npeople killed in the World Trade Center disaster.]", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 09 25", "slug": "2001-09-25-1", "patch_date": "2001-09-25T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items"], "body_plaintext": "------------------------------\r\nSeptember 25, 2001  3:00 am\r\n------------------------------\r\n\r\n** Spell Changes **\r\n\r\n- We have removed the changes to bard song stacking that were made with \r\nthe recent emergency patch. We will be reviewing those changes for \r\npossible update in a future patch.\r\n\r\n** Item Changes **\r\n\r\n- The Shaman Epic effect has been returned to its previous effect (and \r\nit should conflict with fewer Damage over Time spells, as was the \r\nintention for the change made last patch).\r\n\r\n** Quest Changes **\r\n\r\n- Ivory Sky Diamond is now dropping as it should.\r\n\r\n- Fixed an error in a Stonebrunt quest where an NPC was handing out the \r\nwrong reward.\r\n\r\n** Miscellaneous **\r\n\r\n- Added some code that might fix a bug with female hair and Erudite \r\nhoods that caused them to fail to appear sometimes when a helmet was \r\nremoved. This would cause some characters to look as though the back of \r\ntheir head was missing at times.\r\n\r\n- Mouselook will now work a little differently when in the first two \r\nthird-person camera modes (overhead and chase). They will work \r\nsimilarly to first-person mouselook (i.e. your character's heading will \r\nchange when you move the mouse left or right, the left and right \r\nmovement keys will cause your player to strafe, and the camera angle \r\nwill pitch up or down when you move the mouse forward or back). These \r\nchanges should make those first two third-person camera modes more \r\nuseful.\r\n\r\n- The EverQuest Team", "body_markdown": "#### September 25, 2001  3:00 am\r\n\r\n** Spell Changes **\r\n\r\n- We have removed the changes to bard song stacking that were made with \r\nthe recent emergency patch. We will be reviewing those changes for \r\npossible update in a future patch.\r\n\r\n** Item Changes **\r\n\r\n- The Shaman Epic effect has been returned to its previous effect (and \r\nit should conflict with fewer Damage over Time spells, as was the \r\nintention for the change made last patch).\r\n\r\n** Quest Changes **\r\n\r\n- Ivory Sky Diamond is now dropping as it should.\r\n\r\n- Fixed an error in a Stonebrunt quest where an NPC was handing out the \r\nwrong reward.\r\n\r\n** Miscellaneous **\r\n\r\n- Added some code that might fix a bug with female hair and Erudite \r\nhoods that caused them to fail to appear sometimes when a helmet was \r\nremoved. This would cause some characters to look as though the back of \r\ntheir head was missing at times.\r\n\r\n- Mouselook will now work a little differently when in the first two \r\nthird-person camera modes (overhead and chase). They will work \r\nsimilarly to first-person mouselook (i.e. your character's heading will \r\nchange when you move the mouse left or right, the left and right \r\nmovement keys will cause your player to strafe, and the camera angle \r\nwill pitch up or down when you move the mouse forward or back). These \r\nchanges should make those first two third-person camera modes more \r\nuseful.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 09 30", "slug": "2001-09-30-1", "patch_date": "2001-09-30T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["items", "zones", "pvp", "server"], "body_plaintext": "------------------------------\r\nSeptember 30, 2001\r\n------------------------------\r\n\r\nFiriona Vie server is available on Test now:\r\n\r\nOr it will be very shortly...\r\nYou can get to this server by running testeverquest.exe from your \r\nEverQuest directory. Please read the Test Server disclaimer (available \r\nin the Test Server patch message) carefully before playing on the Test \r\nServer.\r\n\r\nHere is part of the message from the Test Server.\r\n\r\n*** Firiona Vie Server ***\r\n\r\nThe new Firiona Vie Server is now available for testing. As usual, \r\nplease keep in mind that this is a Test server and we will be changing \r\nthings as time goes by. The Test Server Disclaimer shown above applies \r\nto this server as well. Please be aware that when the server 'goes \r\nLive' all existing characters from the beta periods will be removed.\r\n\r\nThere are many special rules for this server. We will be keeping an \r\nupdated list of these rules on our Developer's Corner message board. \r\nPlease head over to www.everquest.com and head to the message boards \r\nfor the most recent information about this server.\r\n\r\nHere is the preliminary list of rules. To read this information later, \r\nyou can refer to the testeqnews.txt file in your EverQuest folder.\r\n\r\n* Firiona Vie Server Feature List *\r\n\r\nThis is a new server, not a split server. Nor will there be any \r\ntransfers to this server.\r\n\r\nCharacters will be wiped before the server goes Live.\r\n\r\nThis is a PvE (Player vs. Environment) server, NOT a PvP (Player vs. \r\nPlayer) server. In other words, it's a standard 'blue' server with the \r\nsame rules and features regarding PvP as the vast majority of our \r\nservers. It is not one of the 'Zeks'. \r\n\r\nAuction restricted to city zones: Qeynos, Surefall Glade, Highkeep, \r\nFreeport, Rivervale, Erudin, Halas, Neriak, Grobb, Oggok, Greater \r\nFaydark, Ak'Anon, Kaladim, Felwithe, Paineel, Cabilis, Kael and \r\nThurgadin. \r\n\r\nBeneficial buff spells will not work on characters 20 levels lower than \r\nthe caster. \r\n\r\nEach character will be assigned an \"alignment\" upon creation. This \r\nalignment will be described in brief on the character creation screen \r\n(in the same location the their Deity is described).\r\n\r\nEach character will be able to change their alignment once any time \r\nafter they reach 10th level if they choose. A character is not required \r\nto change alignments, but may do so any time after attaining 10th \r\nlevel. The player will be able to chose from a list of alignments based \r\non their race, class and deity. \r\n\r\nA character's alignment will determine whether or not they can group or \r\nguild with other characters. (Note: The Guild portion of this code has \r\nnot yet been implemented, and no guilds will be forming on this server \r\nuntil we can get it working).\r\n\r\nA character's alignment will determine an experience bonus or penalty \r\nwhen grouping with other characters. \r\n\r\nA character's alignment will determine if they can cast beneficial \r\nspells on other characters (including resurrections). \r\n\r\nLanguage skills will improve only through group chat in the same zone \r\nand from /say. \r\n\r\nLanguages will only improve 1 point each hour and will be capped at \r\nlevel*5+5 skill points. \r\n\r\nCommon will not exist. A Human language will be added and only made \r\neasily available to certain races. \r\n\r\nOne character per account. \r\n\r\nThe Trivial Loot Code will be in effect in all zones. \r\n\r\nVery few items will be No-Drop. Exceptions will include things such as \r\nnewbie notes and epic weapons.\r\n\r\nBind Affinity will be restricted for all characters to locations where \r\nmelee characters can bind on other servers. \r\n\r\n/emote will be language specific \r\n\r\nAll characters will be /roleplay. \r\n\r\n/alignment will display the alignment of your character and probably a \r\nmore detailed description of that alignment. \r\n\r\n* Trivial Loot Code *\r\n\r\nBriefly, the Trivial Loot Code works like this: If a character kills an \r\nNPC and that NPC does not give them experience, then the Trivial Loot \r\nCode takes effect. If any member of a group does not get experience for \r\na kill, the Trivial Loot Code will take effect. The Trivial Loot Code \r\nprevents magical, lore and no-drop items from appearing on the corpse. \r\nNormal items and coins will appear on the corpse in all cases as usual.", "body_markdown": "#### September 30, 2001\r\n\r\nFiriona Vie server is available on Test now:\r\n\r\nOr it will be very shortly...\r\nYou can get to this server by running testeverquest.exe from your \r\nEverQuest directory. Please read the Test Server disclaimer (available \r\nin the Test Server patch message) carefully before playing on the Test \r\nServer.\r\n\r\nHere is part of the message from the Test Server.\r\n\r\n*** Firiona Vie Server ***\r\n\r\nThe new Firiona Vie Server is now available for testing. As usual, \r\nplease keep in mind that this is a Test server and we will be changing \r\nthings as time goes by. The Test Server Disclaimer shown above applies \r\nto this server as well. Please be aware that when the server 'goes \r\nLive' all existing characters from the beta periods will be removed.\r\n\r\nThere are many special rules for this server. We will be keeping an \r\nupdated list of these rules on our Developer's Corner message board. \r\nPlease head over to www.everquest.com and head to the message boards \r\nfor the most recent information about this server.\r\n\r\nHere is the preliminary list of rules. To read this information later, \r\nyou can refer to the testeqnews.txt file in your EverQuest folder.\r\n\r\n* Firiona Vie Server Feature List *\r\n\r\nThis is a new server, not a split server. Nor will there be any \r\ntransfers to this server.\r\n\r\nCharacters will be wiped before the server goes Live.\r\n\r\nThis is a PvE (Player vs. Environment) server, NOT a PvP (Player vs. \r\nPlayer) server. In other words, it's a standard 'blue' server with the \r\nsame rules and features regarding PvP as the vast majority of our \r\nservers. It is not one of the 'Zeks'. \r\n\r\nAuction restricted to city zones: Qeynos, Surefall Glade, Highkeep, \r\nFreeport, Rivervale, Erudin, Halas, Neriak, Grobb, Oggok, Greater \r\nFaydark, Ak'Anon, Kaladim, Felwithe, Paineel, Cabilis, Kael and \r\nThurgadin. \r\n\r\nBeneficial buff spells will not work on characters 20 levels lower than \r\nthe caster. \r\n\r\nEach character will be assigned an \"alignment\" upon creation. This \r\nalignment will be described in brief on the character creation screen \r\n(in the same location the their Deity is described).\r\n\r\nEach character will be able to change their alignment once any time \r\nafter they reach 10th level if they choose. A character is not required \r\nto change alignments, but may do so any time after attaining 10th \r\nlevel. The player will be able to chose from a list of alignments based \r\non their race, class and deity. \r\n\r\nA character's alignment will determine whether or not they can group or \r\nguild with other characters. (Note: The Guild portion of this code has \r\nnot yet been implemented, and no guilds will be forming on this server \r\nuntil we can get it working).\r\n\r\nA character's alignment will determine an experience bonus or penalty \r\nwhen grouping with other characters. \r\n\r\nA character's alignment will determine if they can cast beneficial \r\nspells on other characters (including resurrections). \r\n\r\nLanguage skills will improve only through group chat in the same zone \r\nand from /say. \r\n\r\nLanguages will only improve 1 point each hour and will be capped at \r\nlevel*5+5 skill points. \r\n\r\nCommon will not exist. A Human language will be added and only made \r\neasily available to certain races. \r\n\r\nOne character per account. \r\n\r\nThe Trivial Loot Code will be in effect in all zones. \r\n\r\nVery few items will be No-Drop. Exceptions will include things such as \r\nnewbie notes and epic weapons.\r\n\r\nBind Affinity will be restricted for all characters to locations where \r\nmelee characters can bind on other servers. \r\n\r\n/emote will be language specific \r\n\r\nAll characters will be /roleplay. \r\n\r\n/alignment will display the alignment of your character and probably a \r\nmore detailed description of that alignment. \r\n\r\n* Trivial Loot Code *\r\n\r\nBriefly, the Trivial Loot Code works like this: If a character kills an \r\nNPC and that NPC does not give them experience, then the Trivial Loot \r\nCode takes effect. If any member of a group does not get experience for \r\na kill, the Trivial Loot Code will take effect. The Trivial Loot Code \r\nprevents magical, lore and no-drop items from appearing on the corpse. \r\nNormal items and coins will appear on the corpse in all cases as usual.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 10 05", "slug": "2001-10-05-1", "patch_date": "2001-10-05T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nOctober 5, 2001  Press Release - Graphics Upgrades\r\n------------------------------\r\n\r\nTHE WORLD OF EVERQUEST® GOES HIGH RESOLUTION WITH EVERQUEST: THE \r\nSHADOWS OF LUCLIN EXPANSION\r\n\r\n-Old World Environments To Rival Luclin's Beauty With Improved \r\nGraphics-\r\n\r\nSAN DIEGO, CA - October 5, 2001- Sony Online Entertainment Inc., (SOE) \r\nannounced today that EverQuest®: The Shadows of Luclin will launch \r\nwith an additional CD-ROM featuring a complete upgrade to all textures \r\nthroughout the original world of Norrath and all previous expansions.\r\n\r\n\"We are pleased to make this surprise announcement,\" said Brad McQuaid, \r\nChief Creative Officer & Vice President, Sony Online Entertainment. \r\n\"EverQuest players will be amazed at the clarity the texture upgrade \r\nprovides and we feel the gameplay experience will be richly enhanced.\"\r\n\r\nWhen EverQuest originally shipped in 1999, the development team \r\nutilized 32 x 32 low-resolution pixels because of graphics technology \r\nat the time. With the advent of superior graphic cards, the upgraded \r\ntexture resolution featured in EverQuest: The Shadows of Luclin will be \r\n256 x 256 pixels and occasionally as large as 512 x 512 pixels. This \r\nvast improvement in quality will make Norrath appear more vibrant and \r\ndetailed than ever before.\r\n\r\n\"We have gone through the entire game and applied the new higher \r\nresolution textures by hand,\" said Scott McDaniel, EverQuest Art Lead, \r\nSony Online Entertainment. \"The sheer size of EverQuest has made this \r\nupgrade quite a project. To see the old zones in high resolution is \r\nreally exciting for the entire team.\"\r\n\r\nEverQuest: The Shadows of Luclin features over 24 new zones, rideable \r\nmounts, all new character models, new facial animations, and over 120 \r\nnew spells and will be available on retail shelves in December 2001. \r\nFor more information visit the official Shadows of Luclin website at . \r\n\r\nThe Station (www.station.com) is the official provider of EverQuest, \r\nwith software updates and news about the game, message boards and other \r\ncommunity features, as well as an easy-to-use billing system for \r\nEverQuest's monthly subscription fee.\r\n\r\nSony Online Entertainment Inc. (SOE), the online gaming division of \r\nSony Pictures Digital Entertainment, is a worldwide leader in massively \r\nmultiplayer online gaming. Headquartered in San Diego, California, SOE \r\ndevelops, publishes and distributes entertainment for the PC and online \r\nmarkets. With more than 10 million registered users, SOE's award-\r\nwinning website, The Station® (www.station.com) hosts a variety of \r\nentertaining games and player communities spanning all genres. In \r\naddition to blockbuster hits EverQuest® and Jeopardy! Online, SOE has \r\nan array of cutting-edge online games in development such asPlanetSide, \r\nStar Wars Galaxies and Sovereign.", "body_markdown": "------------------------------\r\nOctober 5, 2001  Press Release - Graphics Upgrades\r\n------------------------------\r\n\r\nTHE WORLD OF EVERQUEST® GOES HIGH RESOLUTION WITH EVERQUEST: THE \r\nSHADOWS OF LUCLIN EXPANSION\r\n\r\n-Old World Environments To Rival Luclin's Beauty With Improved \r\nGraphics-\r\n\r\nSAN DIEGO, CA - October 5, 2001- Sony Online Entertainment Inc., (SOE) \r\nannounced today that EverQuest®: The Shadows of Luclin will launch \r\nwith an additional CD-ROM featuring a complete upgrade to all textures \r\nthroughout the original world of Norrath and all previous expansions.\r\n\r\n\"We are pleased to make this surprise announcement,\" said Brad McQuaid, \r\nChief Creative Officer & Vice President, Sony Online Entertainment. \r\n\"EverQuest players will be amazed at the clarity the texture upgrade \r\nprovides and we feel the gameplay experience will be richly enhanced.\"\r\n\r\nWhen EverQuest originally shipped in 1999, the development team \r\nutilized 32 x 32 low-resolution pixels because of graphics technology \r\nat the time. With the advent of superior graphic cards, the upgraded \r\ntexture resolution featured in EverQuest: The Shadows of Luclin will be \r\n256 x 256 pixels and occasionally as large as 512 x 512 pixels. This \r\nvast improvement in quality will make Norrath appear more vibrant and \r\ndetailed than ever before.\r\n\r\n\"We have gone through the entire game and applied the new higher \r\nresolution textures by hand,\" said Scott McDaniel, EverQuest Art Lead, \r\nSony Online Entertainment. \"The sheer size of EverQuest has made this \r\nupgrade quite a project. To see the old zones in high resolution is \r\nreally exciting for the entire team.\"\r\n\r\nEverQuest: The Shadows of Luclin features over 24 new zones, rideable \r\nmounts, all new character models, new facial animations, and over 120 \r\nnew spells and will be available on retail shelves in December 2001. \r\nFor more information visit the official Shadows of Luclin website at . \r\n\r\nThe Station (www.station.com) is the official provider of EverQuest, \r\nwith software updates and news about the game, message boards and other \r\ncommunity features, as well as an easy-to-use billing system for \r\nEverQuest's monthly subscription fee.\r\n\r\nSony Online Entertainment Inc. (SOE), the online gaming division of \r\nSony Pictures Digital Entertainment, is a worldwide leader in massively \r\nmultiplayer online gaming. Headquartered in San Diego, California, SOE \r\ndevelops, publishes and distributes entertainment for the PC and online \r\nmarkets. With more than 10 million registered users, SOE's award-\r\nwinning website, The Station® (www.station.com) hosts a variety of \r\nentertaining games and player communities spanning all genres. In \r\naddition to blockbuster hits EverQuest® and Jeopardy! Online, SOE has \r\nan array of cutting-edge online games in development such asPlanetSide, \r\nStar Wars Galaxies and Sovereign.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 10 08", "slug": "2001-10-08-1", "patch_date": "2001-10-08T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["class_changes", "spells", "items", "zones", "tradeskills", "pvp", "server"], "body_plaintext": "------------------------------\r\nOctober 8, 2001\r\n------------------------------\r\n\r\n*** Item Changes ***\r\n\r\n- Increased the duration on Song of the Deep Seas (the proc on a bardic \r\nweapon) dramatically.\r\n\r\n- Modified the effect of Feast of Blood (weapon proc) it is now a DoT \r\nlifetap\r\n\r\n- Added a texture to Flayed Barbarian Skin Leggings.\r\n\r\n- Added Illusion: Barbarian to the Flayed Barbarian Hide Mask.\r\n\r\n\r\n*** Miscellaneous Changes ***\r\n\r\n- The last language used by your character will be stored in your \r\neqclient.ini file when you log out. This means that if the last \r\ncharacter you were playing was speaking Elvish, then when you log back \r\nin with any character, that character will be speaking Elvish if he \r\ncan, otherwise it will be set to a default language (most often \r\nCommon).\r\n\r\n*** Magic System Changes ***\r\n\r\nThere is a more detailed explanation of these changes posted on our \r\nDeveloper's Corner. Please visit there for more details (either at \r\nwww.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi-\r\nbin/Ultimate.cgi). Here is a summary of the changes:\r\n\r\n- The level-based spell resistance bonus inherent in super-high level \r\nNPCs has been reduced significantly.\r\n\r\n- Several NPCs have had their resistances reduced. Each of them was \r\nexamined carefully, and resistances changed as seemed appropriate. For \r\nsome of these NPCs other things were changed as well to compensate for \r\ntheir increased susceptibility to spells, such as armor improvements or \r\nperhaps greater hit points, if needed for that NPC.\r\n\r\n- NPCs that were highly magic resistant in order to make them immune to \r\ncertain spells can now be given specific immunity to those spells. This \r\nmeans that they can be made immune to critical spells, as intended, and \r\nstill be generally less resistant to magic. Players will receive a \r\nmessage similar to the one that is already given for Mesmerization \r\nspells when they cast a spell on an NPC that it is specifically immune \r\nto.\r\n\r\nIMPORTANT NOTE: It is very important to note that we have not made any \r\nNPCs immune to spells that they were not already immune to. Many NPCs \r\nthat were previously immune to spells due to their high innate \r\nresistance to magic have had that resistance reduced and specific \r\nimmunities added. So if you see an immunity message after attempting to \r\ncast a spell on an NPC that you hadn't seen such a message from before, \r\nunderstand that the NPC was already immune to that spell before due to \r\nhigh resistances, and the only difference is that it now has lower \r\nresistances in general and specific spell immunity (which is why you \r\nare seeing the message).\r\n\r\n*** Melee Changes ***\r\n\r\nAfter extensive research, testing, and evaluation we have completed the \r\nmelee portion of our class balancing. To be clear, these changes apply \r\njust to the combat aspect of melee classes. Any issues with non-combat \r\nskills, spell effects, spell selection, or non-combat aspects of \r\nclasses will be evaluated in the near future. With the completion of \r\nthe melee combat balancing, we will be moving onto spells and spell \r\ncasting classes. \r\n\r\nDue to the extensive nature of these changes, we can't describe them in \r\ndetail here. A detailed summary will be available on our Developer's \r\nCorner message board. Please visit www.everquest.com and our forums for \r\nmore information.\r\n\r\n* Summary of Melee Changes *\r\n\r\n- Two-Handed Weapons have been given an increased damage bonus for \r\ncharacters over level 50. Also, certain post-epic quality two-handers \r\nhave been improved.\r\n\r\n- Warriors have had their taunt skill cap increased to 230 at 60th \r\nlevel. Also, the Blades of Strategy and Tactics can now be used in \r\neither hand.\r\n\r\n- Rogues, as the primary user of piercing weapons, will benefit from an \r\nimprovement in the quality of a few existing high-end daggers. At some \r\nfuture date new piercing weapons will be added to the game to fill gaps \r\nin equipment availability.\r\n\r\n- Monks will now be on an improved combat table at levels 55 and again \r\nto a better table at 60. Monks now have the ability to Triple Attack at \r\n60th level. The minimum damage done by Flying Kick will be greatly \r\nincreased for monks starting at 51st level and scaling up to level 60. \r\nWe also intend to add more monk weapons in the future to fill equipment \r\ngaps.\r\n\r\n- Rangers have their Double Attack skill cap raised to 245. They have \r\nalso gained an innate offensive bonus that starts at level 55 and \r\nincreases until level 60. Ranger's Defense skill cap has been raised to \r\n220, and their Riposte skill cap has been raised to 185.\r\n\r\n- Paladins and Shadowknights, besides the benefits they gain from the \r\ntwo-handed weapons change mentioned above, have also been moved to the \r\nsame combat tables as warriors. In the future we intend to examine the \r\nexisting one-handed weapons useable by knights for possible upgrades. \r\nWe are also increasing the Taunt skill cap for these two classes to \r\n220.\r\n\r\n- Bards have had their 1h blunt and 1h slash skill caps increased to \r\n250. Their piercing skill cap has been increased to 240. Their Offense \r\nskill cap has been raised to 252. Bards are also being moved to the \r\nsame combat table with all the other melee and hybrid classes (save \r\nmonks who have separate tables after level 55). Bards Parry skill cap \r\nhas been raised to 185 as well. Finally, the Singing Shortsword can now \r\nbe equipped in the off hand and still give full song enhancing \r\nbenefits.\r\n\r\nPlease read the detailed explanation of these changes on our \r\nDeveloper's Corner message boards at \r\nhttp://boards.station.sony.com/ubb/everquest/cgi-bin/Ultimate.cgi\r\n\r\n*** Firiona Vie (Roleplaying Preferred) server goes Live ***\r\n\r\nOur newest special rules server is now available. Firiona Vie is \r\ndesignated as roleplaying preferred. There are many special rules for \r\nthis server, please read over them carefully before playing. We will be \r\nkeeping an updated list of these rules on our web site at \r\nhttp://everquest.station.sony.com/guidebook/firionavie.jsp .\r\n\r\n** Firiona Vie Server Feature List **\r\n\r\n- This is a new server, not a split server. Nor will there be any \r\ntransfers to this server.\r\n- Characters will be wiped before the server goes Live.\r\n- This is a PvE (Player vs. Environment) server, NOT a PvP (Player vs. \r\nPlayer) server. In other words, it's a standard 'blue' server with the \r\nsame rules and features regarding PvP as the vast majority of our \r\nservers. It is not one of the 'Zeks'. \r\n- Auction restricted to city zones: Qeynos, Surefall Glade, Highkeep, \r\nFreeport, Rivervale, Erudin, Halas, Neriak, Grobb, Oggok, Greater \r\nFaydark, Ak'Anon, Kaladim, Felwithe, Paineel, Cabilis, Kael and \r\nThurgadin. \r\n- Beneficial buff spells will not work on characters 20 levels lower than the caster. \r\n- Each character will be assigned an \"alignment\" upon creation. This \r\nalignment will be described in brief on the character creation screen \r\n(in the same location that their Deity is described).\r\n- Each character will be able to change their alignment once any time \r\nafter they reach 10th level if they choose. A character is not required \r\nto change alignments, but may do so any time after attaining 10th \r\nlevel. The player will be able to chose from a list of alignments based \r\non their race, class and deity. \r\n- A character's alignment will determine whether or not they can group \r\nwith other characters.\r\n- A character's alignment will determine an experience bonus or penalty \r\nwhen grouping with other characters. \r\n- A character's alignment will determine if they can cast beneficial \r\nspells on other characters (including resurrections). \r\n- Language skills will improve only through group chat in the same zone \r\nand from /say. \r\n- Languages will only improve 1 point each hour and will be capped at \r\nlevel*5+5 skill points. \r\n- Common will not exist. A Human language will be added and only made \r\neasily available to certain races. \r\n- One character per account. \r\n- The Trivial Loot Code will be in effect in all zones. \r\n- Very few items will be No-Drop. Exceptions will include things such \r\nas newbie notes and epic weapons.\r\n- Bind Affinity will be restricted for all characters to locations \r\nwhere melee characters can bind on other servers. \r\n- /emote will be language specific \r\n- All characters will be /roleplay. \r\n- /alignment will display the alignment of your character and probably \r\na more detailed description of that alignment. \r\n\r\n** Trivial Loot Code **\r\n\r\nBriefly, the Trivial Loot Code works like this: If a character kills an \r\nNPC and that NPC does not give them experience, then the Trivial Loot \r\nCode takes effect. If any member of a group does not get experience for \r\na kill, the Trivial Loot Code will take effect. The Trivial Loot Code \r\nprevents magical, lore and no-drop items from appearing on the corpse. \r\nNormal items and coins will appear on the corpse in all cases as usual.\r\n\r\nFor detailed information about the alignment system on the Firiona Vie \r\nserver, please visit our web site: \r\nhttp://everquest.station.sony.com/guidebook/firionavie.jsp\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n** A Tale from Norrath **\r\n\r\nAdventurers, glory seekers, and plunder-hungry knaves,\r\n\r\nA few new tavern tales have been circulating from across the Deep. It \r\nappears that strife and civil unrest have once again plagued the lands \r\nof Kunark. Stories of treachery and terror within the ranks of the \r\nSarnak have spilled forth from the mountain fortress of Chardok.\r\n\r\nOnly a few of the most cunning spies have made their way into the \r\nSarnak hive during this brief time of turmoil, and their reports may \r\nhave serious implications. The Brood of Di`zok seems to be more \r\norganized than before. Their leadership is becoming more structured... \r\nand much more brutal. Production in the mines appears to be increasing \r\nand soldiers have been amassing in great numbers.\r\n\r\nOther tales have come from this mountain fortress as well. Terror \r\nsquads and interrogators have decimated the ranks of reported Sarnak \r\ntraitors. These squads have been working under the leadership of one of \r\nthe Sarnak Collective's newest council members, Korucust. It can only \r\nbe presumed that this cleansing is another step towards strengthening \r\nthe foul brood.\r\n\r\nThese tales are hard to confirm, since many of your adventurous kind \r\nare prone to drink and to the occasional mistruth. If these tales are \r\ntrue, it would only stand to reason that new dangers may reveal new \r\nwealth and glory. Perhaps it is time for you to gather your best gear, \r\nfinish your mug of ale, and head out to investigate.\r\n\r\nGood luck adventurers.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "#### October 8, 2001\r\n\r\n*** Item Changes ***\r\n\r\n- Increased the duration on Song of the Deep Seas (the proc on a bardic \r\nweapon) dramatically.\r\n\r\n- Modified the effect of Feast of Blood (weapon proc) it is now a DoT \r\nlifetap\r\n\r\n- Added a texture to Flayed Barbarian Skin Leggings.\r\n\r\n- Added Illusion: Barbarian to the Flayed Barbarian Hide Mask.\r\n\r\n\r\n*** Miscellaneous Changes ***\r\n\r\n- The last language used by your character will be stored in your \r\neqclient.ini file when you log out. This means that if the last \r\ncharacter you were playing was speaking Elvish, then when you log back \r\nin with any character, that character will be speaking Elvish if he \r\ncan, otherwise it will be set to a default language (most often \r\nCommon).\r\n\r\n*** Magic System Changes ***\r\n\r\nThere is a more detailed explanation of these changes posted on our \r\nDeveloper's Corner. Please visit there for more details (either at \r\nwww.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi-\r\nbin/Ultimate.cgi). Here is a summary of the changes:\r\n\r\n- The level-based spell resistance bonus inherent in super-high level \r\nNPCs has been reduced significantly.\r\n\r\n- Several NPCs have had their resistances reduced. Each of them was \r\nexamined carefully, and resistances changed as seemed appropriate. For \r\nsome of these NPCs other things were changed as well to compensate for \r\ntheir increased susceptibility to spells, such as armor improvements or \r\nperhaps greater hit points, if needed for that NPC.\r\n\r\n- NPCs that were highly magic resistant in order to make them immune to \r\ncertain spells can now be given specific immunity to those spells. This \r\nmeans that they can be made immune to critical spells, as intended, and \r\nstill be generally less resistant to magic. Players will receive a \r\nmessage similar to the one that is already given for Mesmerization \r\nspells when they cast a spell on an NPC that it is specifically immune \r\nto.\r\n\r\nIMPORTANT NOTE: It is very important to note that we have not made any \r\nNPCs immune to spells that they were not already immune to. Many NPCs \r\nthat were previously immune to spells due to their high innate \r\nresistance to magic have had that resistance reduced and specific \r\nimmunities added. So if you see an immunity message after attempting to \r\ncast a spell on an NPC that you hadn't seen such a message from before, \r\nunderstand that the NPC was already immune to that spell before due to \r\nhigh resistances, and the only difference is that it now has lower \r\nresistances in general and specific spell immunity (which is why you \r\nare seeing the message).\r\n\r\n*** Melee Changes ***\r\n\r\nAfter extensive research, testing, and evaluation we have completed the \r\nmelee portion of our class balancing. To be clear, these changes apply \r\njust to the combat aspect of melee classes. Any issues with non-combat \r\nskills, spell effects, spell selection, or non-combat aspects of \r\nclasses will be evaluated in the near future. With the completion of \r\nthe melee combat balancing, we will be moving onto spells and spell \r\ncasting classes. \r\n\r\nDue to the extensive nature of these changes, we can't describe them in \r\ndetail here. A detailed summary will be available on our Developer's \r\nCorner message board. Please visit www.everquest.com and our forums for \r\nmore information.\r\n\r\n* Summary of Melee Changes *\r\n\r\n- Two-Handed Weapons have been given an increased damage bonus for \r\ncharacters over level 50. Also, certain post-epic quality two-handers \r\nhave been improved.\r\n\r\n- Warriors have had their taunt skill cap increased to 230 at 60th \r\nlevel. Also, the Blades of Strategy and Tactics can now be used in \r\neither hand.\r\n\r\n- Rogues, as the primary user of piercing weapons, will benefit from an \r\nimprovement in the quality of a few existing high-end daggers. At some \r\nfuture date new piercing weapons will be added to the game to fill gaps \r\nin equipment availability.\r\n\r\n- Monks will now be on an improved combat table at levels 55 and again \r\nto a better table at 60. Monks now have the ability to Triple Attack at \r\n60th level. The minimum damage done by Flying Kick will be greatly \r\nincreased for monks starting at 51st level and scaling up to level 60. \r\nWe also intend to add more monk weapons in the future to fill equipment \r\ngaps.\r\n\r\n- Rangers have their Double Attack skill cap raised to 245. They have \r\nalso gained an innate offensive bonus that starts at level 55 and \r\nincreases until level 60. Ranger's Defense skill cap has been raised to \r\n220, and their Riposte skill cap has been raised to 185.\r\n\r\n- Paladins and Shadowknights, besides the benefits they gain from the \r\ntwo-handed weapons change mentioned above, have also been moved to the \r\nsame combat tables as warriors. In the future we intend to examine the \r\nexisting one-handed weapons useable by knights for possible upgrades. \r\nWe are also increasing the Taunt skill cap for these two classes to \r\n220.\r\n\r\n- Bards have had their 1h blunt and 1h slash skill caps increased to \r\n250. Their piercing skill cap has been increased to 240. Their Offense \r\nskill cap has been raised to 252. Bards are also being moved to the \r\nsame combat table with all the other melee and hybrid classes (save \r\nmonks who have separate tables after level 55). Bards Parry skill cap \r\nhas been raised to 185 as well. Finally, the Singing Shortsword can now \r\nbe equipped in the off hand and still give full song enhancing \r\nbenefits.\r\n\r\nPlease read the detailed explanation of these changes on our \r\nDeveloper's Corner message boards at \r\nhttp://boards.station.sony.com/ubb/everquest/cgi-bin/Ultimate.cgi\r\n\r\n*** Firiona Vie (Roleplaying Preferred) server goes Live ***\r\n\r\nOur newest special rules server is now available. Firiona Vie is \r\ndesignated as roleplaying preferred. There are many special rules for \r\nthis server, please read over them carefully before playing. We will be \r\nkeeping an updated list of these rules on our web site at \r\nhttp://everquest.station.sony.com/guidebook/firionavie.jsp .\r\n\r\n** Firiona Vie Server Feature List **\r\n\r\n- This is a new server, not a split server. Nor will there be any \r\ntransfers to this server.\r\n- Characters will be wiped before the server goes Live.\r\n- This is a PvE (Player vs. Environment) server, NOT a PvP (Player vs. \r\nPlayer) server. In other words, it's a standard 'blue' server with the \r\nsame rules and features regarding PvP as the vast majority of our \r\nservers. It is not one of the 'Zeks'. \r\n- Auction restricted to city zones: Qeynos, Surefall Glade, Highkeep, \r\nFreeport, Rivervale, Erudin, Halas, Neriak, Grobb, Oggok, Greater \r\nFaydark, Ak'Anon, Kaladim, Felwithe, Paineel, Cabilis, Kael and \r\nThurgadin. \r\n- Beneficial buff spells will not work on characters 20 levels lower than the caster. \r\n- Each character will be assigned an \"alignment\" upon creation. This \r\nalignment will be described in brief on the character creation screen \r\n(in the same location that their Deity is described).\r\n- Each character will be able to change their alignment once any time \r\nafter they reach 10th level if they choose. A character is not required \r\nto change alignments, but may do so any time after attaining 10th \r\nlevel. The player will be able to chose from a list of alignments based \r\non their race, class and deity. \r\n- A character's alignment will determine whether or not they can group \r\nwith other characters.\r\n- A character's alignment will determine an experience bonus or penalty \r\nwhen grouping with other characters. \r\n- A character's alignment will determine if they can cast beneficial \r\nspells on other characters (including resurrections). \r\n- Language skills will improve only through group chat in the same zone \r\nand from /say. \r\n- Languages will only improve 1 point each hour and will be capped at \r\nlevel*5+5 skill points. \r\n- Common will not exist. A Human language will be added and only made \r\neasily available to certain races. \r\n- One character per account. \r\n- The Trivial Loot Code will be in effect in all zones. \r\n- Very few items will be No-Drop. Exceptions will include things such \r\nas newbie notes and epic weapons.\r\n- Bind Affinity will be restricted for all characters to locations \r\nwhere melee characters can bind on other servers. \r\n- /emote will be language specific \r\n- All characters will be /roleplay. \r\n- /alignment will display the alignment of your character and probably \r\na more detailed description of that alignment. \r\n\r\n** Trivial Loot Code **\r\n\r\nBriefly, the Trivial Loot Code works like this: If a character kills an \r\nNPC and that NPC does not give them experience, then the Trivial Loot \r\nCode takes effect. If any member of a group does not get experience for \r\na kill, the Trivial Loot Code will take effect. The Trivial Loot Code \r\nprevents magical, lore and no-drop items from appearing on the corpse. \r\nNormal items and coins will appear on the corpse in all cases as usual.\r\n\r\nFor detailed information about the alignment system on the Firiona Vie \r\nserver, please visit our web site: \r\nhttp://everquest.station.sony.com/guidebook/firionavie.jsp\r\n\r\n** NOTE **\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n** A Tale from Norrath **\r\n\r\nAdventurers, glory seekers, and plunder-hungry knaves,\r\n\r\nA few new tavern tales have been circulating from across the Deep. It \r\nappears that strife and civil unrest have once again plagued the lands \r\nof Kunark. Stories of treachery and terror within the ranks of the \r\nSarnak have spilled forth from the mountain fortress of Chardok.\r\n\r\nOnly a few of the most cunning spies have made their way into the \r\nSarnak hive during this brief time of turmoil, and their reports may \r\nhave serious implications. The Brood of Di`zok seems to be more \r\norganized than before. Their leadership is becoming more structured... \r\nand much more brutal. Production in the mines appears to be increasing \r\nand soldiers have been amassing in great numbers.\r\n\r\nOther tales have come from this mountain fortress as well. Terror \r\nsquads and interrogators have decimated the ranks of reported Sarnak \r\ntraitors. These squads have been working under the leadership of one of \r\nthe Sarnak Collective's newest council members, Korucust. It can only \r\nbe presumed that this cleansing is another step towards strengthening \r\nthe foul brood.\r\n\r\nThese tales are hard to confirm, since many of your adventurous kind \r\nare prone to drink and to the occasional mistruth. If these tales are \r\ntrue, it would only stand to reason that new dangers may reveal new \r\nwealth and glory. Perhaps it is time for you to gather your best gear, \r\nfinish your mug of ale, and head out to investigate.\r\n\r\nGood luck adventurers.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 10 31", "slug": "2001-10-31-1", "patch_date": "2001-10-31T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": [], "body_plaintext": "------------------------------\r\nOctober 31, 2001\r\n------------------------------\r\n\r\nThe scheduled patch is now complete. All servers are now up and \r\noperational. \r\n\r\n- The EverQuest Operations Team", "body_markdown": "#### October 31, 2001\r\n\r\nThe scheduled patch is now complete. All servers are now up and \r\noperational. \r\n\r\n<div>- The EverQuest Operations Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 11 07", "slug": "2001-11-07-1", "patch_date": "2001-11-07T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "------------------------------\r\nNovember 7, 2001\r\n------------------------------\r\n\r\n** Project M Implemented **\r\n\r\nTonight we have patched something to the PvP servers that many players \r\nhave been waiting for. The ability to play that gnoll, orc, or the cute \r\nand fuzzy rat. On your character select screen you will notice another \r\nbutton in the upper right part of your screen called \"Monster\". \r\nClicking this button will randomly place you in a low-level NPC in a \r\nrandom zone. You will be given full control of the creature to do with \r\nit what you like. You may hunt and kill other creatures. You may even \r\nattack other players.\r\n\r\nSome things to remember when playing your own personal monster (NPC).\r\n\r\n-You will not be able to interact with players or NPC's other than \r\nmoving and hitting attack.\r\n-You cannot speak, trade, sell, or do anything else that a player can \r\ndo.\r\n-You will spawn with normal loot for the monster you are playing and \r\nPlayer Characters will be able to kill you for loot and experience.\r\n-If you are a spell casting monster you might want to take a moment to \r\nmemorize some spells.\r\n-Once you die, you will return to the character select screen where you \r\nmay choose to return as another NPC or play your normal character.\r\n-You may gain experience, levels, and skills as this NPC, but once you \r\ndie, it is all lost. You will need to start over the next time you \r\nchoose to be a NPC character.\r\n-You can't zone as a monster.\r\n-Monster PCs (MPCs) can not loot, sell, or gain items. They only get \r\nwhat they start out with.\r\n\r\nThis ability to play a monster is being implemented for PvP servers \r\nonly as we have no plans to implement non-consensual PvP on a non PvP \r\nserver.\r\n\r\nHowever, we are still working with this system. We may find other ways \r\nto implement Project M on the non-PvP servers that are acceptable. We \r\naren't done looking at the possible uses of this new feature.\r\n\r\n** PvP Server Related **\r\n\r\n- Guards, when seeing PCs in combat, will now attack the one that they \r\nlike the least (the one with the lowest appropriate faction). If all \r\nthe PCs involved are highly regarded (have very high faction) the \r\nguards will allow them to resolve their own issues without interfering.\r\n\r\n- Guards should also refrain from attacking PCs that are attacked by \r\npets of any sort.\r\n\r\n- Sullon Zek now has an across the board experience bonus of 20%, and \r\nthe experience loss on all deaths on Sullon Zek is now 50% less.\r\n\r\n** Zone Specific Changes **\r\n\r\n- Kael now has specific bind locations, located only at the entryways. \r\nThis means that binding will only be possible in those areas.\r\n\r\n- Anti-bottom feeding code has been removed from the Stonebrunt \r\nMountains and the Warrens.\r\n\r\n- Added a melee bind location to the dock in Iceclad.\r\n\r\n** Bug Fixes **\r\n\r\n- Fixed a bug that allowed corpses to exist inside walls. Now if a \r\ncorpse ends up in a location that is not 'valid' the corpse will be \r\nmoved to the 'safe coordinates' of the zone. Also, the /corpse command \r\nwill now summon your own corpse to you anywhere in the zone as long as \r\nthat corpse is on the safe spot of the zone. This should prevent \r\ncorpses from being stuck in walls.\r\n\r\n- Fixed it so that Critical Hit damage messages match the actual damage done.\r\n\r\n- The visible damage bonus modifier on two-handed weapons has been \r\ncorrected. The value that was displayed was incorrect, no change has \r\nbeen made to the damage bonus itself.\r\n\r\n** Item Changes **\r\n\r\n- Fixed an issue with the Bardic Epic weapon. Now if the bard has his \r\nEpic and an instrument that gives bonuses to songs, the best effect \r\nwill take precedence, rather than the Epic bonuses always being used.\r\n\r\n- Cloak of Imperception should now have charges. You will need to \r\nexchange your old one for a new one with your GM within the next five \r\ndays.\r\n\r\n- Donal's Chestplate of Mourning has unlimited charges again.\r\n\r\n** Gameplay/Interface Changes/Additions **\r\n\r\n- We have changed the way the /consider command works. We have added a \r\n'light blue' area between green and blue. NPCs that used to /consider \r\ngreen but gave experience will now /consider light blue, as well as \r\nNPCs of slightly lower level than those greens. You will always get \r\nexperience for something that is light blue. You will not receive \r\nexperience for greens. At the same time, by including lower level NPCs \r\nin the light blue /consider, we have increased the range of lower level \r\nNPCs that will grant experience. This will be most noticeable for \r\ncharacters of higher level.\r\n\r\n- Added /targetgroupbuff. Type /targetgroupbuff on to activate, off to \r\nturn it off. When on, all group buff spells you cast will require a \r\ntarget but will affect everyone grouped (and in range) with that \r\ntarget, even if it is not your own group. When it is off your group \r\nbuff spells will act normally. This will only work with group buffs \r\nthat have a duration, and will not affect heals, portals or change form \r\nspells.\r\n\r\n- Added code that will put one item onto your cursor if it won't fit \r\ninto your inventory due to a cancelled trade or looting items (and \r\nother cases). This will only work if there is not already an item on \r\nthe cursor.\r\n\r\n- Added code that prevents player characters from dropping coins on the \r\nground. This should prevent the loss of coins due to accident or scam.\r\n\r\n- Made a modification to the chase camera mouselook code. Moving the \r\nmouse forward or back in this camera view will make the camera move up \r\nand down, and the camera also automatically pitches to keep your \r\ncharacter in view.\r\n\r\n- You now see the number of hit points you are healed, and you also now \r\nsee how many hit points you heal when healing others.\r\n\r\n** Skill Changes **\r\n\r\n- Bard Piercing cap was raised to 250 at 60th level.\r\n\r\n- Foraging and Fishing will now result in a wider variety of items, \r\nespecially in zones that have unusual items available to forage or fish \r\n(such as quest items). Quest and unique items were too common in zones \r\nthat had them, often making it hard to use those skills to obtain items \r\nsuch as food and drink. These quest and rare items will now actually be \r\nrarely foraged or fished, as they should have been. Such items will \r\nstill be available, even to those with low foraging skills, but they \r\nwill be more easily found by those who have practiced the skills.\r\n\r\n*** Norrathian News ***\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 7, 2001\r\n\r\n** Project M Implemented **\r\n\r\nTonight we have patched something to the PvP servers that many players \r\nhave been waiting for. The ability to play that gnoll, orc, or the cute \r\nand fuzzy rat. On your character select screen you will notice another \r\nbutton in the upper right part of your screen called \"Monster\". \r\nClicking this button will randomly place you in a low-level NPC in a \r\nrandom zone. You will be given full control of the creature to do with \r\nit what you like. You may hunt and kill other creatures. You may even \r\nattack other players.\r\n\r\nSome things to remember when playing your own personal monster (NPC).\r\n\r\n-You will not be able to interact with players or NPC's other than \r\nmoving and hitting attack.\r\n-You cannot speak, trade, sell, or do anything else that a player can \r\ndo.\r\n-You will spawn with normal loot for the monster you are playing and \r\nPlayer Characters will be able to kill you for loot and experience.\r\n-If you are a spell casting monster you might want to take a moment to \r\nmemorize some spells.\r\n-Once you die, you will return to the character select screen where you \r\nmay choose to return as another NPC or play your normal character.\r\n-You may gain experience, levels, and skills as this NPC, but once you \r\ndie, it is all lost. You will need to start over the next time you \r\nchoose to be a NPC character.\r\n-You can't zone as a monster.\r\n-Monster PCs (MPCs) can not loot, sell, or gain items. They only get \r\nwhat they start out with.\r\n\r\nThis ability to play a monster is being implemented for PvP servers \r\nonly as we have no plans to implement non-consensual PvP on a non PvP \r\nserver.\r\n\r\nHowever, we are still working with this system. We may find other ways \r\nto implement Project M on the non-PvP servers that are acceptable. We \r\naren't done looking at the possible uses of this new feature.\r\n\r\n** PvP Server Related **\r\n\r\n- Guards, when seeing PCs in combat, will now attack the one that they \r\nlike the least (the one with the lowest appropriate faction). If all \r\nthe PCs involved are highly regarded (have very high faction) the \r\nguards will allow them to resolve their own issues without interfering.\r\n\r\n- Guards should also refrain from attacking PCs that are attacked by \r\npets of any sort.\r\n\r\n- Sullon Zek now has an across the board experience bonus of 20%, and \r\nthe experience loss on all deaths on Sullon Zek is now 50% less.\r\n\r\n** Zone Specific Changes **\r\n\r\n- Kael now has specific bind locations, located only at the entryways. \r\nThis means that binding will only be possible in those areas.\r\n\r\n- Anti-bottom feeding code has been removed from the Stonebrunt \r\nMountains and the Warrens.\r\n\r\n- Added a melee bind location to the dock in Iceclad.\r\n\r\n** Bug Fixes **\r\n\r\n- Fixed a bug that allowed corpses to exist inside walls. Now if a \r\ncorpse ends up in a location that is not 'valid' the corpse will be \r\nmoved to the 'safe coordinates' of the zone. Also, the /corpse command \r\nwill now summon your own corpse to you anywhere in the zone as long as \r\nthat corpse is on the safe spot of the zone. This should prevent \r\ncorpses from being stuck in walls.\r\n\r\n- Fixed it so that Critical Hit damage messages match the actual damage done.\r\n\r\n- The visible damage bonus modifier on two-handed weapons has been \r\ncorrected. The value that was displayed was incorrect, no change has \r\nbeen made to the damage bonus itself.\r\n\r\n** Item Changes **\r\n\r\n- Fixed an issue with the Bardic Epic weapon. Now if the bard has his \r\nEpic and an instrument that gives bonuses to songs, the best effect \r\nwill take precedence, rather than the Epic bonuses always being used.\r\n\r\n- Cloak of Imperception should now have charges. You will need to \r\nexchange your old one for a new one with your GM within the next five \r\ndays.\r\n\r\n- Donal's Chestplate of Mourning has unlimited charges again.\r\n\r\n** Gameplay/Interface Changes/Additions **\r\n\r\n- We have changed the way the /consider command works. We have added a \r\n'light blue' area between green and blue. NPCs that used to /consider \r\ngreen but gave experience will now /consider light blue, as well as \r\nNPCs of slightly lower level than those greens. You will always get \r\nexperience for something that is light blue. You will not receive \r\nexperience for greens. At the same time, by including lower level NPCs \r\nin the light blue /consider, we have increased the range of lower level \r\nNPCs that will grant experience. This will be most noticeable for \r\ncharacters of higher level.\r\n\r\n- Added /targetgroupbuff. Type /targetgroupbuff on to activate, off to \r\nturn it off. When on, all group buff spells you cast will require a \r\ntarget but will affect everyone grouped (and in range) with that \r\ntarget, even if it is not your own group. When it is off your group \r\nbuff spells will act normally. This will only work with group buffs \r\nthat have a duration, and will not affect heals, portals or change form \r\nspells.\r\n\r\n- Added code that will put one item onto your cursor if it won't fit \r\ninto your inventory due to a cancelled trade or looting items (and \r\nother cases). This will only work if there is not already an item on \r\nthe cursor.\r\n\r\n- Added code that prevents player characters from dropping coins on the \r\nground. This should prevent the loss of coins due to accident or scam.\r\n\r\n- Made a modification to the chase camera mouselook code. Moving the \r\nmouse forward or back in this camera view will make the camera move up \r\nand down, and the camera also automatically pitches to keep your \r\ncharacter in view.\r\n\r\n- You now see the number of hit points you are healed, and you also now \r\nsee how many hit points you heal when healing others.\r\n\r\n** Skill Changes **\r\n\r\n- Bard Piercing cap was raised to 250 at 60th level.\r\n\r\n- Foraging and Fishing will now result in a wider variety of items, \r\nespecially in zones that have unusual items available to forage or fish \r\n(such as quest items). Quest and unique items were too common in zones \r\nthat had them, often making it hard to use those skills to obtain items \r\nsuch as food and drink. These quest and rare items will now actually be \r\nrarely foraged or fished, as they should have been. Such items will \r\nstill be available, even to those with low foraging skills, but they \r\nwill be more easily found by those who have practiced the skills.\r\n\r\n*** Norrathian News ***\r\n\r\nBoisterous shouts can be heard across the lands as carriers herald the \r\narrival of the latest volume of their city's newspapers. Citizens rush \r\nto get a copy of these publications to read the featured articles, \r\nlatest gossip, and community news for their hometowns.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 11 08", "slug": "2001-11-08-1", "patch_date": "2001-11-08T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["bugfix", "items"], "body_plaintext": "------------------------------\r\nNovember 8, 2001  3:00 am\r\n------------------------------\r\n\r\n** Follow-up Patch **\r\n\r\nWe had a couple of bugs pop up in yesterday's patch. Rather than having \r\neveryone wait to see them fixed we've elected to roll them in now:\r\n\r\nBards lost the ability to use item effects while moving. This has been \r\nfixed.\r\n\r\nMonks can now train mend again.\r\n\r\nFixed a collision problem that caused people to fall through some \r\nwalls.\r\n\r\nFixed a problem with /targetgroupbuff that allowed people to cast \r\ncombat portal spells on others. \r\n\r\nWe apologize for the inconvenience.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 8, 2001  3:00 am\r\n\r\n** Follow-up Patch **\r\n\r\nWe had a couple of bugs pop up in yesterday's patch. Rather than having \r\neveryone wait to see them fixed we've elected to roll them in now:\r\n\r\nBards lost the ability to use item effects while moving. This has been \r\nfixed.\r\n\r\nMonks can now train mend again.\r\n\r\nFixed a collision problem that caused people to fall through some \r\nwalls.\r\n\r\nFixed a problem with /targetgroupbuff that allowed people to cast \r\ncombat portal spells on others. \r\n\r\nWe apologize for the inconvenience.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 11 28", "slug": "2001-11-28-1", "patch_date": "2001-11-28T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nNovember 28, 2001\r\n------------------------------\r\n\r\n** Server Outage for Shadows of Luclin Launch **\r\n\r\nIn order to update our server for the launch of EverQuest: Shadows of \r\nLuclin, all servers will be taken down starting at noon on Monday, \r\nDecember 3rd. They will be brought back up again on Tuesday, December \r\n4th at 8 am (Pacific Time - which is -8:00 GMT).\r\n\r\nWe regret the down time that setting up the new expansion requires. \r\nShadows of Luclin offers some exciting new content as well as a \r\nfantastic new graphics engine. We hope that you'll agree with us that \r\nShadows of Luclin is well worth the extended patch time.\r\n\r\nThanks for your patience.\r\n\r\n** DirectX 8.0 or higher Required for EverQuest **\r\n\r\nWhen we update the servers on December 3rd for Shadows of Luclin, we \r\nwill also be updating a lot of the code for the existing game. This \r\ncode is written specifically for use with DirectX 8.0 and higher, and \r\nshould provide better performance to most of our customers. The \r\nimprovement will be most noticeable for people using newer hardware.\r\n\r\nThis will require that all EverQuest players update their DirectX to \r\nversion 8.0 or better to play EverQuest. We will be providing an \r\ninstructional page to help people with this upgrade in the very near \r\nfuture at www.everquestlive.com. If you want to test your DirectX 8 \r\nconfiguration and drivers sooner rather than later, you can do so by \r\nrunning \"TestEverQuest.exe\" in your EverQuest directory and logging on \r\nto the Test Server. Please view the patch message there for information \r\nshould you have any problems logging in.\r\n\r\n- The EverQuest Team", "body_markdown": "#### November 28, 2001\r\n\r\n** Server Outage for Shadows of Luclin Launch **\r\n\r\nIn order to update our server for the launch of EverQuest: Shadows of \r\nLuclin, all servers will be taken down starting at noon on Monday, \r\nDecember 3rd. They will be brought back up again on Tuesday, December \r\n4th at 8 am (Pacific Time - which is -8:00 GMT).\r\n\r\nWe regret the down time that setting up the new expansion requires. \r\nShadows of Luclin offers some exciting new content as well as a \r\nfantastic new graphics engine. We hope that you'll agree with us that \r\nShadows of Luclin is well worth the extended patch time.\r\n\r\nThanks for your patience.\r\n\r\n** DirectX 8.0 or higher Required for EverQuest **\r\n\r\nWhen we update the servers on December 3rd for Shadows of Luclin, we \r\nwill also be updating a lot of the code for the existing game. This \r\ncode is written specifically for use with DirectX 8.0 and higher, and \r\nshould provide better performance to most of our customers. The \r\nimprovement will be most noticeable for people using newer hardware.\r\n\r\nThis will require that all EverQuest players update their DirectX to \r\nversion 8.0 or better to play EverQuest. We will be providing an \r\ninstructional page to help people with this upgrade in the very near \r\nfuture at www.everquestlive.com. If you want to test your DirectX 8 \r\nconfiguration and drivers sooner rather than later, you can do so by \r\nrunning \"TestEverQuest.exe\" in your EverQuest directory and logging on \r\nto the Test Server. Please view the patch message there for information \r\nshould you have any problems logging in.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 03", "slug": "2001-12-03-1", "patch_date": "2001-12-03T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "velious", "tags": ["server"], "body_plaintext": "------------------------------\r\nDcember 3, 2001\r\n------------------------------\r\n\r\n*EQClient INI Setting*\r\n\r\nThere's some confusion about the information that's been released on \r\nthe Test server over the past couple of days, and that confusion is \r\nresulting in some people having trouble playing EverQuest. To clear it \r\nup:\r\n\r\nThe GraphicsDLL setting in your EQClient.ini file should read \r\n\"GraphicsDLL=EQGfx_Dx7.dll\" regardless of what server you are playing \r\non or what version of DirectX you are running. If you are having \r\nproblems getting in to EverQuest, specifically, problems crashing prior \r\nto reaching character select, please check and set this entry in your \r\nEQClient.ini as necessary.\r\n\r\nAlso, as a reminder, all EverQuest subscribers will need to have \r\nDirectX 8.1 or better installed on their system in order to play \r\nbeginning Tuesday morning. The latest version of DirectX can be found \r\nat http://www.microsoft.com/directx.\r\n\r\n- The EverQuest Team", "body_markdown": "------------------------------\r\nDecember 3, 2001\r\n------------------------------\r\n\r\n*EQClient INI Setting*\r\n\r\nThere's some confusion about the information that's been released on \r\nthe Test server over the past couple of days, and that confusion is \r\nresulting in some people having trouble playing EverQuest. To clear it \r\nup:\r\n\r\nThe GraphicsDLL setting in your EQClient.ini file should read \r\n\"GraphicsDLL=EQGfx_Dx7.dll\" regardless of what server you are playing \r\non or what version of DirectX you are running. If you are having \r\nproblems getting in to EverQuest, specifically, problems crashing prior \r\nto reaching character select, please check and set this entry in your \r\nEQClient.ini as necessary.\r\n\r\nAlso, as a reminder, all EverQuest subscribers will need to have \r\nDirectX 8.1 or better installed on their system in order to play \r\nbeginning Tuesday morning. The latest version of DirectX can be found \r\nat http://www.microsoft.com/directx.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 04", "slug": "2001-12-04-1", "patch_date": "2001-12-04T11:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "pvp"], "body_plaintext": "------------------------------\r\nDecember 4, 2001  6:00 am\r\n------------------------------\r\n\r\n*** Welcome to Luclin *** \r\n\r\n\"As you know, youngster, we of the League of Antonican Bards have made \r\nit our primary goal to travel to places before others. It is our duty \r\nto see what hasn't yet been seen and to make song of it when we return. \r\nWe carry news, song and spirit to all of Norrath. We have also taken it \r\nupon ourselves to carry personal news in the form of letters wherever \r\npossible. And that's what I've called you here to talk about. \r\n\r\n... \r\n\r\nNo, I am not assigning you the duty of establishing a mail route into \r\nGrobb. We've lost far too many young bards trying to do that. \r\nRecruitment of smart young lads and lasses is nearly impossible when \r\nthey all think that we plan to send them out to become bard fillet. \r\nWe've only been able to recruit youngsters that no other guild wanted \r\nbecause they were so... \r\n\r\n... \r\n\r\nNo, of course I don't mean you. \r\n\r\nNow stop interrupting. \r\n\r\nI have a job for you. You know, don't you, that Al'Kabor has once again \r\nbeen clomping about using his powerful magics without much regard for \r\nconsequences, don't you? \r\n\r\n... \r\n\r\n/em sighs. \r\n\r\nOk, your FIRST task is to read up on current events! () \r\n\r\nYour second task is to find out if the rumors about his recent \r\nexperiments are true. They say (and \"they\" are pretty reliable) that \r\nthings such as noble-looking Kerrans calling themselves the Vah Shir, \r\nstrange beasts of burden and new spells and songs have started showing \r\nup on Antonica. They also say that this is all due to the experiments \r\nof that Erudite Wizard Al'Kabor. You are to head out to one of the \r\ngreat wizard spires and investigate. If you can, interview one of these \r\ncat people and bring us back one of these horses they talk about... \r\n\r\n... \r\n\r\nMaybe you should talk to my assistant about things like directions out \r\nof the city and where you can find some shoes more appropriate for \r\ntravel.\" \r\n\r\nAll this you overhear as you wait outside for your turn to talk to the \r\nloremasters of the League of Antonican Bards. \r\n\r\nThe door opens and you see a dejected and confused looking young bard \r\nstep out. Following him out the door you hear a bellow, \r\n\r\n\"I also expect you to let everyone know that we are NO LONGER trying to \r\nestablish mail routes to Grobb! Trolls can't read very well anyway.\" \r\n\r\nShadows of Luclin opens up new adventures and new challenges, as well \r\nas new rewards for those with a spirit of adventure. \r\n\r\nAre you up to the challenge? \r\n\r\n*** Notes for Shadows of Luclin customers *** \r\n\r\nIMPORTANT: do not lose your Shadows of Luclin CDs. Because of the \r\nimmense amount of data on the three Shadows of Luclin CDs, you will not \r\nbe able to just copy the executable file into a new directory and \r\ndownload the rest of the expansion. We have placed restrictions on the \r\namount of data that customers can download from our patcher so that \r\nmassive patching as a replacement for reinstalling from the disk will \r\nnot impact our other customers. So if you have a hard drive problem or \r\nyou wish to install EverQuest on a new computer, you will need to have \r\nyour CD to do so. \r\n\r\nTECH SUPPORT: Please visit our Tech Support Center at if you have any \r\nproblems with your Luclin installation. \r\n\r\n/facepick - this new command will allow those of you with Shadows of \r\nLuclin to change your characters face. It will only work for characters \r\nusing the new models. If you've turned off Gnomes and your character is \r\na Gnome, you will not be able to use this command on that character. \r\nAnd it will, obviously, only work for those with Shadows of Luclin \r\ninstalled. \r\n\r\n/dismount - This command allows your character to dismount from a horse \r\nif for some reason he has lost the ability to do so using the bridle. \r\nThere is no /mount command, only the bridle will allow you to mount a \r\nhorse. \r\n\r\n*** Other Changes with this Patch *** \r\n\r\nAlong with our preparations for the introduction of Shadows of Luclin, \r\nwe have made a few other changes with this patch: \r\n\r\n** Gameplay Changes ** \r\n\r\n- Increased the amount of mana given by high Intelligence and Wisdom \r\nscores, as well as that granted by items and spells. \r\n\r\n- Fixed a bug that was causing rogues to critical with every use of a \r\nthrown weapon. \r\n\r\n- Fixed a bug that caused the experience bar to displaying incorrectly \r\nafter leveling. This also seemed to cause a crash in certain cases when \r\nin F10 view. \r\n\r\n** PvP Changes ** \r\n\r\n- PVP looting will now display to the group. \r\n\r\n- Empty corpses will no longer disappear when looted by an enemy \r\nplayer, they will decay at the normal rate for empty corpses. \r\n\r\n- Guards in 'guard zones', such as cities, will continue to protect \r\ncharacters that they find the least offensive (the one with the highest \r\nfaction). But guards in outdoor zones will be less likely to join in a \r\nfight. They will only come to the aid of people that they like. \r\nOtherwise they will not get involved in PvP combat. \r\n\r\n- Etched Peridot of Nature will be removed from all locations, \r\nincluding those held by players on their characters or in their banks. \r\nThis item was not intended to be available until Shadows of Luclin went \r\nlive, and then only in Luclin zones. \r\n\r\n** Spell Changes ** \r\n\r\n- Spells that heal less than 10 points of damage will not generate a \r\nmessage to the player. \r\n\r\n- Velious portal teeth (Great Divide, Wakening Lands and Cobalt Scar) \r\nare no longer required to teleport to those locations. These items are \r\nalso no longer soul bound. \r\n\r\n- Fixed a bug with the Bard Song of Occlusion \r\n\r\n** New Commands ** \r\n\r\n- /stand now implemented. We've added this command because not everyone \r\nspeaks programmer and would think that the logical reverse of /sit \r\nwould be /sit off. :) \r\n\r\n- /particledensity command - Switches particle density on the fly \r\nwithout having to click it in the menus and exit the game. \r\n\r\n** Some new things you'll see ** \r\n\r\n- We now have the ability to flag an NPC as non-targetable. This in \r\neffect renders the NPC non-attackable as well. Clicking on one of these \r\nNPCs will cause your current target selection to clear. This \r\nfunctionality is used primarily for the presentation of content. For \r\ninstance, if we want an NPC to spawn and tell you a story, he can tell \r\nhis story without being attacked mid-sentance by other players. It also \r\nopens up some pretty interesting content avenues. As an example, we can \r\nmake NPCs unharmable until you do a quest \"stripping them of their \r\npower\". \r\n\r\n- There are several new item classes (types) in the world. For example, \r\nthere are weapons that do enhanced damage versus certain races (e.g. \r\nPerhaps you'll find a +2 vs froglok sword, or a +4 vs Bear club. In \r\naddition we can do the same type of thing with types of creatures (+3 \r\nvs humanoid, +1 vs Undaed). We've also added elemental modifiers (e.g. \r\na +4 Fire sword). The bonus value is calculated as and increased DMG \r\nstat on the weapon, except that the elemental portion is run through \r\nthe resistance system before calculating the strength of your hit. \r\nThere are some items out there with bonuses to some more interesting \r\nstats, but we'll leave it to you to figure them out :) \r\n\r\n- There's a lot more out there. Be prepared to reevaluate your \r\nassumptions and redefine the way you approach the world. Proposed \r\nsolutions to situations and quests that you might have previously \r\nwritten off saying, \"They can't do that in EverQuest\", might be exactly \r\nthe way you need to approach the problem at hand. As fellow gamers, we \r\nenvy you as you approach Luclin and find everything fresh, new, and \r\nwaiting to be solved. And to those of you who aren't first to solve the \r\nquests or adventure in the new areas, we urge you to do so with your \r\nfriends, and leave the spoiler sites out of it. Good luck on your \r\njournies. \r\n\r\n** Note on New Features ** \r\n\r\nEverQuest: The Shadows of Luclin contains many new features which have \r\nyet to stand up to the scrutiny of 400,000 experienced players. Without \r\ndoubt there will be some situations where we need to reevaluate the \r\ngameplay-impact of some of those features and adjust them accordingly \r\nto maintain game integrity. As an example, we think that they might \r\naccelerate and decelerate too quickly, but will have to wait until we \r\nsee them used by a broad spectrum of players before we can make a final \r\ndetermination. We thank you for your patience in these matters. \r\n\r\n** Note on Impending Features **\r\n\r\nAs we approached our launch date we found that several features which \r\nare planned are also not yet ready for prime-time. We're currently \r\nworking on the following items, many of which will be implemented in \r\nthe very near future: \r\n\r\n- Extra flora in outdoor zones. Sprigs of grass, small bushes, flowers, \r\netc. \r\n\r\n- A robuste merchantile system in the bazaar that lets you flag \r\nyourself as a merchant, set prices, and conduct business without having \r\nto conduct business manually with each buyer and seller. \r\n\r\n- We will be polishing up issues regarding tinted items in game. In \r\nother words, things that shouldn't tint with a tinted item (e.g. your \r\nskin) won't tint when the feature is complete. \r\n\r\n- Light beards on high elves, dark elves, half elves, and dwarf females \r\nwill be tintable along with the hair color. We are going to leave in \r\nthe ability for you to change your appearance until after we've added \r\nmore customization options. \r\n\r\nWe thank you for your patience and patronage as we implement these \r\nfeatures. Good luck with your adventures on Luclin! \r\n\r\n- The EverQuest Team", "body_markdown": "#### December 4, 2001  6:00 am\r\n\r\n*** Welcome to Luclin *** \r\n\r\n\"As you know, youngster, we of the League of Antonican Bards have made \r\nit our primary goal to travel to places before others. It is our duty \r\nto see what hasn't yet been seen and to make song of it when we return. \r\nWe carry news, song and spirit to all of Norrath. We have also taken it \r\nupon ourselves to carry personal news in the form of letters wherever \r\npossible. And that's what I've called you here to talk about. \r\n\r\n... \r\n\r\nNo, I am not assigning you the duty of establishing a mail route into \r\nGrobb. We've lost far too many young bards trying to do that. \r\nRecruitment of smart young lads and lasses is nearly impossible when \r\nthey all think that we plan to send them out to become bard fillet. \r\nWe've only been able to recruit youngsters that no other guild wanted \r\nbecause they were so... \r\n\r\n... \r\n\r\nNo, of course I don't mean you. \r\n\r\nNow stop interrupting. \r\n\r\nI have a job for you. You know, don't you, that Al'Kabor has once again \r\nbeen clomping about using his powerful magics without much regard for \r\nconsequences, don't you? \r\n\r\n... \r\n\r\n/em sighs. \r\n\r\nOk, your FIRST task is to read up on current events! () \r\n\r\nYour second task is to find out if the rumors about his recent \r\nexperiments are true. They say (and \"they\" are pretty reliable) that \r\nthings such as noble-looking Kerrans calling themselves the Vah Shir, \r\nstrange beasts of burden and new spells and songs have started showing \r\nup on Antonica. They also say that this is all due to the experiments \r\nof that Erudite Wizard Al'Kabor. You are to head out to one of the \r\ngreat wizard spires and investigate. If you can, interview one of these \r\ncat people and bring us back one of these horses they talk about... \r\n\r\n... \r\n\r\nMaybe you should talk to my assistant about things like directions out \r\nof the city and where you can find some shoes more appropriate for \r\ntravel.\" \r\n\r\nAll this you overhear as you wait outside for your turn to talk to the \r\nloremasters of the League of Antonican Bards. \r\n\r\nThe door opens and you see a dejected and confused looking young bard \r\nstep out. Following him out the door you hear a bellow, \r\n\r\n\"I also expect you to let everyone know that we are NO LONGER trying to \r\nestablish mail routes to Grobb! Trolls can't read very well anyway.\" \r\n\r\nShadows of Luclin opens up new adventures and new challenges, as well \r\nas new rewards for those with a spirit of adventure. \r\n\r\nAre you up to the challenge? \r\n\r\n*** Notes for Shadows of Luclin customers *** \r\n\r\nIMPORTANT: do not lose your Shadows of Luclin CDs. Because of the \r\nimmense amount of data on the three Shadows of Luclin CDs, you will not \r\nbe able to just copy the executable file into a new directory and \r\ndownload the rest of the expansion. We have placed restrictions on the \r\namount of data that customers can download from our patcher so that \r\nmassive patching as a replacement for reinstalling from the disk will \r\nnot impact our other customers. So if you have a hard drive problem or \r\nyou wish to install EverQuest on a new computer, you will need to have \r\nyour CD to do so. \r\n\r\nTECH SUPPORT: Please visit our Tech Support Center at if you have any \r\nproblems with your Luclin installation. \r\n\r\n/facepick - this new command will allow those of you with Shadows of \r\nLuclin to change your characters face. It will only work for characters \r\nusing the new models. If you've turned off Gnomes and your character is \r\na Gnome, you will not be able to use this command on that character. \r\nAnd it will, obviously, only work for those with Shadows of Luclin \r\ninstalled. \r\n\r\n/dismount - This command allows your character to dismount from a horse \r\nif for some reason he has lost the ability to do so using the bridle. \r\nThere is no /mount command, only the bridle will allow you to mount a \r\nhorse. \r\n\r\n*** Other Changes with this Patch *** \r\n\r\nAlong with our preparations for the introduction of Shadows of Luclin, \r\nwe have made a few other changes with this patch: \r\n\r\n** Gameplay Changes ** \r\n\r\n- Increased the amount of mana given by high Intelligence and Wisdom \r\nscores, as well as that granted by items and spells. \r\n\r\n- Fixed a bug that was causing rogues to critical with every use of a \r\nthrown weapon. \r\n\r\n- Fixed a bug that caused the experience bar to displaying incorrectly \r\nafter leveling. This also seemed to cause a crash in certain cases when \r\nin F10 view. \r\n\r\n** PvP Changes ** \r\n\r\n- PVP looting will now display to the group. \r\n\r\n- Empty corpses will no longer disappear when looted by an enemy \r\nplayer, they will decay at the normal rate for empty corpses. \r\n\r\n- Guards in 'guard zones', such as cities, will continue to protect \r\ncharacters that they find the least offensive (the one with the highest \r\nfaction). But guards in outdoor zones will be less likely to join in a \r\nfight. They will only come to the aid of people that they like. \r\nOtherwise they will not get involved in PvP combat. \r\n\r\n- Etched Peridot of Nature will be removed from all locations, \r\nincluding those held by players on their characters or in their banks. \r\nThis item was not intended to be available until Shadows of Luclin went \r\nlive, and then only in Luclin zones. \r\n\r\n** Spell Changes ** \r\n\r\n- Spells that heal less than 10 points of damage will not generate a \r\nmessage to the player. \r\n\r\n- Velious portal teeth (Great Divide, Wakening Lands and Cobalt Scar) \r\nare no longer required to teleport to those locations. These items are \r\nalso no longer soul bound. \r\n\r\n- Fixed a bug with the Bard Song of Occlusion \r\n\r\n** New Commands ** \r\n\r\n- /stand now implemented. We've added this command because not everyone \r\nspeaks programmer and would think that the logical reverse of /sit \r\nwould be /sit off. :) \r\n\r\n- /particledensity command - Switches particle density on the fly \r\nwithout having to click it in the menus and exit the game. \r\n\r\n** Some new things you'll see ** \r\n\r\n- We now have the ability to flag an NPC as non-targetable. This in \r\neffect renders the NPC non-attackable as well. Clicking on one of these \r\nNPCs will cause your current target selection to clear. This \r\nfunctionality is used primarily for the presentation of content. For \r\ninstance, if we want an NPC to spawn and tell you a story, he can tell \r\nhis story without being attacked mid-sentance by other players. It also \r\nopens up some pretty interesting content avenues. As an example, we can \r\nmake NPCs unharmable until you do a quest \"stripping them of their \r\npower\". \r\n\r\n- There are several new item classes (types) in the world. For example, \r\nthere are weapons that do enhanced damage versus certain races (e.g. \r\nPerhaps you'll find a +2 vs froglok sword, or a +4 vs Bear club. In \r\naddition we can do the same type of thing with types of creatures (+3 \r\nvs humanoid, +1 vs Undaed). We've also added elemental modifiers (e.g. \r\na +4 Fire sword). The bonus value is calculated as and increased DMG \r\nstat on the weapon, except that the elemental portion is run through \r\nthe resistance system before calculating the strength of your hit. \r\nThere are some items out there with bonuses to some more interesting \r\nstats, but we'll leave it to you to figure them out :) \r\n\r\n- There's a lot more out there. Be prepared to reevaluate your \r\nassumptions and redefine the way you approach the world. Proposed \r\nsolutions to situations and quests that you might have previously \r\nwritten off saying, \"They can't do that in EverQuest\", might be exactly \r\nthe way you need to approach the problem at hand. As fellow gamers, we \r\nenvy you as you approach Luclin and find everything fresh, new, and \r\nwaiting to be solved. And to those of you who aren't first to solve the \r\nquests or adventure in the new areas, we urge you to do so with your \r\nfriends, and leave the spoiler sites out of it. Good luck on your \r\njournies. \r\n\r\n** Note on New Features ** \r\n\r\nEverQuest: The Shadows of Luclin contains many new features which have \r\nyet to stand up to the scrutiny of 400,000 experienced players. Without \r\ndoubt there will be some situations where we need to reevaluate the \r\ngameplay-impact of some of those features and adjust them accordingly \r\nto maintain game integrity. As an example, we think that they might \r\naccelerate and decelerate too quickly, but will have to wait until we \r\nsee them used by a broad spectrum of players before we can make a final \r\ndetermination. We thank you for your patience in these matters. \r\n\r\n** Note on Impending Features **\r\n\r\nAs we approached our launch date we found that several features which \r\nare planned are also not yet ready for prime-time. We're currently \r\nworking on the following items, many of which will be implemented in \r\nthe very near future: \r\n\r\n- Extra flora in outdoor zones. Sprigs of grass, small bushes, flowers, \r\netc. \r\n\r\n- A robuste merchantile system in the bazaar that lets you flag \r\nyourself as a merchant, set prices, and conduct business without having \r\nto conduct business manually with each buyer and seller. \r\n\r\n- We will be polishing up issues regarding tinted items in game. In \r\nother words, things that shouldn't tint with a tinted item (e.g. your \r\nskin) won't tint when the feature is complete. \r\n\r\n- Light beards on high elves, dark elves, half elves, and dwarf females \r\nwill be tintable along with the hair color. We are going to leave in \r\nthe ability for you to change your appearance until after we've added \r\nmore customization options. \r\n\r\nWe thank you for your patience and patronage as we implement these \r\nfeatures. Good luck with your adventures on Luclin! \r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 06", "slug": "2001-12-06-1", "patch_date": "2001-12-06T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "items", "tradeskills"], "body_plaintext": "------------------------------\r\nDecember 6, 2001  3:00 am\r\n------------------------------\r\n\r\n*Fixed Bugs*\r\n\r\n- Fixed a bug that was preventing characters from being bald (those \r\nthat were allowed to).\r\n- Halved the speed of the new Skeleton walk and run animations because \r\nthey were playing about twice as fast as they should have been.\r\n- Fixed a bug that was causing all of the facial features (hair, beard, \r\netc...) to switch back to default in certain cases when you switched \r\nfrom one face to another (faces with special eyes, like the faces with \r\neye patches and white eye).\r\n- Fixed a crash bug with /follow. \r\n- Found and Fixed the crash bug with soldungb and everfrost and other \r\nplaces.\r\n- Fixed transparency code with i810 display adapters\r\n- Fixed a problem introduced into the sound engine that causes \r\nframerate problems and sound stutter in some places.\r\n- Fixed a crash bug that had to do with dying from your familiar \r\neffect.\r\n- Research the group buff bug and fixed it.\r\n- Fixed a crash bug with root and gate.\r\n- Various item and content fixes.\r\n\r\n*Hot Items* (The items we're considering top priority)\r\n\r\n- Bard issues: We're working to correct the problems bards have been \r\nexperiencing with their songs.\r\n- K6 Processors: We're working to fix, or provide a work-around for \r\nproblems AMD K6 users are experiencing when entering some zones. \r\n- Armor layer tinting (e.g. tinting your armor without tinting your \r\nskin)\r\n\r\nWe are reviewing the issues sent to us as they are sent in and will be \r\ndoing daily patches as necessary to get everything working to your and \r\nour satisfaction as quickly as possible. Please remember that EverQuest \r\nusers need to have DirectX 8.1 and the appropriate drivers for their \r\nvideo card. Visit our tech support center first if you are having \r\nissues: \r\n\r\nhttp://everquest.station.sony.com/support/luclin/index.jsp\r\n\r\nThank you,\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 6, 2001  3:00 am\r\n\r\n*Fixed Bugs*\r\n\r\n- Fixed a bug that was preventing characters from being bald (those \r\nthat were allowed to).\r\n- Halved the speed of the new Skeleton walk and run animations because \r\nthey were playing about twice as fast as they should have been.\r\n- Fixed a bug that was causing all of the facial features (hair, beard, \r\netc...) to switch back to default in certain cases when you switched \r\nfrom one face to another (faces with special eyes, like the faces with \r\neye patches and white eye).\r\n- Fixed a crash bug with /follow. \r\n- Found and Fixed the crash bug with soldungb and everfrost and other \r\nplaces.\r\n- Fixed transparency code with i810 display adapters\r\n- Fixed a problem introduced into the sound engine that causes \r\nframerate problems and sound stutter in some places.\r\n- Fixed a crash bug that had to do with dying from your familiar \r\neffect.\r\n- Research the group buff bug and fixed it.\r\n- Fixed a crash bug with root and gate.\r\n- Various item and content fixes.\r\n\r\n*Hot Items* (The items we're considering top priority)\r\n\r\n- Bard issues: We're working to correct the problems bards have been \r\nexperiencing with their songs.\r\n- K6 Processors: We're working to fix, or provide a work-around for \r\nproblems AMD K6 users are experiencing when entering some zones. \r\n- Armor layer tinting (e.g. tinting your armor without tinting your \r\nskin)\r\n\r\nWe are reviewing the issues sent to us as they are sent in and will be \r\ndoing daily patches as necessary to get everything working to your and \r\nour satisfaction as quickly as possible. Please remember that EverQuest \r\nusers need to have DirectX 8.1 and the appropriate drivers for their \r\nvideo card. Visit our tech support center first if you are having \r\nissues: \r\n\r\nhttp://everquest.station.sony.com/support/luclin/index.jsp\r\n\r\nThank you,\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 07", "slug": "2001-12-07-1", "patch_date": "2001-12-07T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "------------------------------\r\nDecember 7, 2001  3:00 am\r\n------------------------------\r\n\r\n*Fixes*\r\n\r\n- Shaved 10 seconds of zoning for every subscriber.\r\n- Made it so familiars don't get agroed on.\r\n- Fixed several zone crash bugs\r\n- Changed a paladin spell - a design error in the spell trivialized \r\nseveral aspects of the high-end game.\r\n- Fixed several item and content problems.\r\n- Fixed several faction issues - some faction information released with \r\nLuclin deviated from norm.\r\n\r\n- The EverQuest Team", "body_markdown": "#### December 7, 2001  3:00 am\r\n\r\n*Fixes*\r\n\r\n- Shaved 10 seconds of zoning for every subscriber.\r\n- Made it so familiars don't get agroed on.\r\n- Fixed several zone crash bugs\r\n- Changed a paladin spell - a design error in the spell trivialized \r\nseveral aspects of the high-end game.\r\n- Fixed several item and content problems.\r\n- Fixed several faction issues - some faction information released with \r\nLuclin deviated from norm.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 10", "slug": "2001-12-10-1", "patch_date": "2001-12-10T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "items", "zones", "pvp"], "body_plaintext": "------------------------------\r\nDecember 10, 2001  3:00 am\r\n------------------------------\r\n\r\n*Patch Changes*\r\n\r\n- Fixed a problem that resulted in excessive swapping for people with \r\nparticles turned off.\r\n\r\n- Fear spells should again be working correctly.\r\n\r\n- AoE fear spells will no longer work versus players on PvP Servers.\r\n\r\n- Fixed a crash caused by a familiar dying.\r\n\r\n- Fixed a bug with the \"Alternate Advancement\" system. An artifact from \r\nthe removal of the class-based experience penalty several months ago \r\nresulted in hybrids gaining AAXP much faster than they should, and \r\nwarriors and rogues gaining it slower. AA-point cost was designed to be \r\nthe same regardless of class.\r\n\r\n- Increased the experience cost per AA-point overall after analysis of \r\npoint accruals accross the game. \r\n\r\n- Corrected several zone-crashes. Also implemented a workaround to \r\nprevent the Hollowshade crash while we investigate the problem further.\r\n\r\n- Fixed several miscellaneous bugs that were causing crashes or had the \r\npotential to cause crashes on varied systems. \r\n\r\n- Fixed a bug that caused some people to crash when reentering the game \r\nafter exiting.\r\n\r\n- Addressed a good number of content-related issues (quest problems, \r\nbad items, etc).\r\n\r\n*Luclin Install*\r\n\r\n- We found that the default install directory for Luclin may be wrong \r\nfor some people, specifically those who have copied their EverQuest \r\nfiles into a directory different from their initial installation. \r\n\r\n- Also, we've received a number of calls from Luclin subscribers who've \r\ntried logging in to their character on a friends computer that does not \r\nhave an install of Luclin on it. This will not work as the files \r\nnecessary for you to view Luclin content are not present unless Luclin \r\nhas been installed. \r\n\r\n- We've added code to point out both of these cases in the future.\r\n\r\n*Continued Plans*\r\n\r\n- As we wrap up the technology-related issues over the course of this \r\nweek, making sure that everyone who wants to play EverQuest can play \r\nEverQuest, the programming team will shift their focus to aesthetic \r\nissues such as animation speed/timing, armor tinting, face-picker \r\noperation, etc. We do indeed plan on getting to all of these issues in \r\nthe very short term.\r\n\r\n- The content-team, however, is hard at work on content-related issues \r\nright now, and stands ready to address any broken quests, items, \r\nencounter-imbalances, etc., that you may run across in your adventures. \r\nPlease feel free to visit our forums off of www.everquestlive.com and \r\nsubmit a comment through the Developer's Corner.\r\n\r\nThank you for your patronage,\r\n\r\n-The EverQuest Team", "body_markdown": "#### December 10, 2001  3:00 am\r\n\r\n*Patch Changes*\r\n\r\n- Fixed a problem that resulted in excessive swapping for people with \r\nparticles turned off.\r\n\r\n- Fear spells should again be working correctly.\r\n\r\n- AoE fear spells will no longer work versus players on PvP Servers.\r\n\r\n- Fixed a crash caused by a familiar dying.\r\n\r\n- Fixed a bug with the \"Alternate Advancement\" system. An artifact from \r\nthe removal of the class-based experience penalty several months ago \r\nresulted in hybrids gaining AAXP much faster than they should, and \r\nwarriors and rogues gaining it slower. AA-point cost was designed to be \r\nthe same regardless of class.\r\n\r\n- Increased the experience cost per AA-point overall after analysis of \r\npoint accruals accross the game. \r\n\r\n- Corrected several zone-crashes. Also implemented a workaround to \r\nprevent the Hollowshade crash while we investigate the problem further.\r\n\r\n- Fixed several miscellaneous bugs that were causing crashes or had the \r\npotential to cause crashes on varied systems. \r\n\r\n- Fixed a bug that caused some people to crash when reentering the game \r\nafter exiting.\r\n\r\n- Addressed a good number of content-related issues (quest problems, \r\nbad items, etc).\r\n\r\n*Luclin Install*\r\n\r\n- We found that the default install directory for Luclin may be wrong \r\nfor some people, specifically those who have copied their EverQuest \r\nfiles into a directory different from their initial installation. \r\n\r\n- Also, we've received a number of calls from Luclin subscribers who've \r\ntried logging in to their character on a friends computer that does not \r\nhave an install of Luclin on it. This will not work as the files \r\nnecessary for you to view Luclin content are not present unless Luclin \r\nhas been installed. \r\n\r\n- We've added code to point out both of these cases in the future.\r\n\r\n*Continued Plans*\r\n\r\n- As we wrap up the technology-related issues over the course of this \r\nweek, making sure that everyone who wants to play EverQuest can play \r\nEverQuest, the programming team will shift their focus to aesthetic \r\nissues such as animation speed/timing, armor tinting, face-picker \r\noperation, etc. We do indeed plan on getting to all of these issues in \r\nthe very short term.\r\n\r\n- The content-team, however, is hard at work on content-related issues \r\nright now, and stands ready to address any broken quests, items, \r\nencounter-imbalances, etc., that you may run across in your adventures. \r\nPlease feel free to visit our forums off of www.everquestlive.com and \r\nsubmit a comment through the Developer's Corner.\r\n\r\nThank you for your patronage,\r\n\r\n<div>-The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 11", "slug": "2001-12-11-1", "patch_date": "2001-12-11T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nDecember 11, 2001  12:00 am\r\n------------------------------\r\n\r\n*Patch Changes*\r\n\r\n- Fixed a memory leak that was causing excessive swapping when moving \r\nbetween outdoor Luclin zones.\r\n- Implemented some changes to zoning that should improve times, \r\nespecially for modem users.\r\n- Fixed several potential crash bugs.\r\n- You can now only have 100 unused points in your alternate advancement \r\npool.\r\n- Fixed the bug that prevented non-Luclin subscribers from seeing the \r\nVah Shir model.\r\n- Addressed many content-related problems. We appreciate the reports \r\nwe've received. \r\n- Continued optimizations of the 3D engine.\r\n\r\nThe EverQuest Team", "body_markdown": "#### December 11, 2001  12:00 am\r\n\r\n*Patch Changes*\r\n\r\n- Fixed a memory leak that was causing excessive swapping when moving \r\nbetween outdoor Luclin zones.\r\n- Implemented some changes to zoning that should improve times, \r\nespecially for modem users.\r\n- Fixed several potential crash bugs.\r\n- You can now only have 100 unused points in your alternate advancement \r\npool.\r\n- Fixed the bug that prevented non-Luclin subscribers from seeing the \r\nVah Shir model.\r\n- Addressed many content-related problems. We appreciate the reports \r\nwe've received. \r\n- Continued optimizations of the 3D engine.\r\n\r\nThe EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 12", "slug": "2001-12-12-1", "patch_date": "2001-12-12T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "items"], "body_plaintext": "------------------------------\r\nDecember 12, 2001  12:00 am\r\n------------------------------\r\n\r\n* Patch Changes *\r\n\r\n- Several changes to hair functionality: Expanded beard color choices \r\nfor Erudite males, pushed back the camera a bit for human males when \r\nmaking hair selections (so they can see themselves) and fixed it so \r\nthat the camera will no longer rotate around Erudites while in hair \r\nselection mode of character creation. Also fixed a bug with the left \r\nselection arrow sometimes not changing hair color.\r\n- Fixed the \"Entering Luclin\" message bug. This was only an errant text \r\nmessage, it was not causing any crashes or keeping anyone out of the \r\ngame.\r\n- Fixed a bug where Vah Shir with an intelligence over a certain amount \r\ncould not be created.\r\n- Fixed a bug with faction-affecting items: They were giving a bonus to \r\nall factions instead of just the intended faction\r\n- Fixed a problem with arrows and quivers that would result in the \r\nperson being logged out.\r\n- Adjusted the cost of Combine Platemail to be inline with its stats \r\nand other armor available within game.\r\n- Made several gameplay changes to The Grey. A single group having the \r\nability to simultaneously engage and prevail against 35+ experience-\r\ngiving creatures is not in line with the desire for risk vs. reward and \r\nthe promotion of balanced groups.\r\n- Removed some bad NPCs in Chardok.\r\n- Tuned encounters in The Fungus Grove, Maiden's Eye, and Dawnshroud \r\nPeaks.\r\n- Clarified some quest dialog in Sanctus Seru.\r\n- Tuned The Deep, also improved the variety of drops.\r\n- Improved pathing in The Temple of Ssraeshza\r\n- Improved pathing in Sanctus Seru\r\n- Improved pathing in Echo Caverns\r\n- Added some newbie beastlord quests in the old world.\r\n- Removed the \"Lore\" tag from the \"Darkened Knight's Bracer\"\r\n\r\nThe EverQuest Team", "body_markdown": "#### December 12, 2001  12:00 am\r\n\r\n* Patch Changes *\r\n\r\n- Several changes to hair functionality: Expanded beard color choices \r\nfor Erudite males, pushed back the camera a bit for human males when \r\nmaking hair selections (so they can see themselves) and fixed it so \r\nthat the camera will no longer rotate around Erudites while in hair \r\nselection mode of character creation. Also fixed a bug with the left \r\nselection arrow sometimes not changing hair color.\r\n- Fixed the \"Entering Luclin\" message bug. This was only an errant text \r\nmessage, it was not causing any crashes or keeping anyone out of the \r\ngame.\r\n- Fixed a bug where Vah Shir with an intelligence over a certain amount \r\ncould not be created.\r\n- Fixed a bug with faction-affecting items: They were giving a bonus to \r\nall factions instead of just the intended faction\r\n- Fixed a problem with arrows and quivers that would result in the \r\nperson being logged out.\r\n- Adjusted the cost of Combine Platemail to be inline with its stats \r\nand other armor available within game.\r\n- Made several gameplay changes to The Grey. A single group having the \r\nability to simultaneously engage and prevail against 35+ experience-\r\ngiving creatures is not in line with the desire for risk vs. reward and \r\nthe promotion of balanced groups.\r\n- Removed some bad NPCs in Chardok.\r\n- Tuned encounters in The Fungus Grove, Maiden's Eye, and Dawnshroud \r\nPeaks.\r\n- Clarified some quest dialog in Sanctus Seru.\r\n- Tuned The Deep, also improved the variety of drops.\r\n- Improved pathing in The Temple of Ssraeshza\r\n- Improved pathing in Sanctus Seru\r\n- Improved pathing in Echo Caverns\r\n- Added some newbie beastlord quests in the old world.\r\n- Removed the \"Lore\" tag from the \"Darkened Knight's Bracer\"\r\n\r\nThe EverQuest Team", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 13", "slug": "2001-12-13-1", "patch_date": "2001-12-13T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "zones"], "body_plaintext": "------------------------------\r\nDecember 13, 2001  12:00 am\r\n------------------------------\r\n\r\n** Texture Cache **\r\n\r\nIn an effort to improve loading and zoning times, we've added the \r\nability to cache textures to your hard drive. One of the things that \r\nyour computer is doing when you load up the game or change zones is \r\nbuilding textures and putting them into RAM on your computer. Each time \r\nyou log in or zone the game has to create the textures you need and put \r\nthem into RAM for use during gameplay.\r\n\r\nThis, obviously, takes a little time.\r\n\r\nWe have added an option that allows you to save that information to \r\nyour hard drive rather than creating it each time you log in or zone.\r\n\r\nThis does have a few drawbacks. It will require a lot of hard drive \r\nspace to store these textures. In the most extreme case it could use up \r\nas much as 1.5 GB of hard drive space, though this would be the \r\nextreme. It could, however, easily use 500 MB of space on your hard \r\ndrive. And because writing all this data to your hard drive takes a \r\nlittle time, the first time you use this feature it will take a bit \r\nlonger to log in.\r\n\r\nThe game will never allow you to fall below 500 MB of space on your \r\nhard drive when creating the texture cache. This is to prevent any \r\nproblems with a shortage of space on your hard drive. But it also means \r\nthat you will need to have plenty of hard drive space free to use this \r\noption; 500 MB plus the amount needed for the texture cache.\r\n\r\nAlso, if you change any of your setting for graphics {like changing the \r\ntexture quality) it will have to rewrite these files, meaning that your \r\nfirst log in after making such a change will take longer than usual as \r\nit writes these files to your hard drive.\r\n\r\nThe benefits is that once you have allocated the hard drive space and \r\nlogged in to create the needed files, the game can then read that \r\ninformation directly into RAM from your hard drive rather than creating \r\nthem each time you log in or zone.\r\n\r\nWhat this feature does not allow you to do is to increase the settings \r\nabove those that are recommended. If the game suggests that you only \r\nuse ten models, turning on the Texture Cache will not make it a good \r\nidea to turn on more models. This feature will not change that. Those \r\nrecommendations are based on the amount of RAM you have available and \r\nyour video card. The hard drive cache does not effectively add RAM to \r\nyour machine, it just allows the game to save time creating the \r\ntextures that your existing RAM and video card use.\r\n\r\nThere are two ways to activate this feature. You can check the 'Texture \r\nCache' box in the Options screen, or you can turn it on from within the \r\neqclient.ini file. To activate it, add the following line to the \r\neqclient.ini file:\r\n\r\nTextureCache=TRUE\r\n\r\nThis could improve load times dramatically depending on your settings. \r\nThe more models and graphics features you have turned on, the greater \r\nthe potential decrease in loading times you will see using the Texture \r\nCache.\r\n\r\nRemember: This will require a lot of hard drive space, so be certain \r\nthat you have a lot of free hard drive space if you turn this option \r\non. The more stuff you enable (models, texture quality, etc.) the more \r\nspace you will need.\r\n\r\nWe expect this to be of greatest benefit to folks with 256 megs of RAM \r\nand a lot of hard drive space. The more RAM your system has, the less \r\nbenefit you should expect to see by using the texture cache.\r\n\r\n* Patch Changes *\r\n\r\n- Fixed a pathing problem in the waters of Acrylia Caverns\r\n- More fixes for face and hair issues: Most notably a bug with Erudite \r\nmale hair color arrows changing the hair style instead of the color.\r\n- Fixed a problem that was causing the % to crash some people when \r\nusing in tells.\r\n- Addressed several potential crash bugs.", "body_markdown": "#### December 13, 2001  12:00 am\r\n\r\n** Texture Cache **\r\n\r\nIn an effort to improve loading and zoning times, we've added the \r\nability to cache textures to your hard drive. One of the things that \r\nyour computer is doing when you load up the game or change zones is \r\nbuilding textures and putting them into RAM on your computer. Each time \r\nyou log in or zone the game has to create the textures you need and put \r\nthem into RAM for use during gameplay.\r\n\r\nThis, obviously, takes a little time.\r\n\r\nWe have added an option that allows you to save that information to \r\nyour hard drive rather than creating it each time you log in or zone.\r\n\r\nThis does have a few drawbacks. It will require a lot of hard drive \r\nspace to store these textures. In the most extreme case it could use up \r\nas much as 1.5 GB of hard drive space, though this would be the \r\nextreme. It could, however, easily use 500 MB of space on your hard \r\ndrive. And because writing all this data to your hard drive takes a \r\nlittle time, the first time you use this feature it will take a bit \r\nlonger to log in.\r\n\r\nThe game will never allow you to fall below 500 MB of space on your \r\nhard drive when creating the texture cache. This is to prevent any \r\nproblems with a shortage of space on your hard drive. But it also means \r\nthat you will need to have plenty of hard drive space free to use this \r\noption; 500 MB plus the amount needed for the texture cache.\r\n\r\nAlso, if you change any of your setting for graphics {like changing the \r\ntexture quality) it will have to rewrite these files, meaning that your \r\nfirst log in after making such a change will take longer than usual as \r\nit writes these files to your hard drive.\r\n\r\nThe benefits is that once you have allocated the hard drive space and \r\nlogged in to create the needed files, the game can then read that \r\ninformation directly into RAM from your hard drive rather than creating \r\nthem each time you log in or zone.\r\n\r\nWhat this feature does not allow you to do is to increase the settings \r\nabove those that are recommended. If the game suggests that you only \r\nuse ten models, turning on the Texture Cache will not make it a good \r\nidea to turn on more models. This feature will not change that. Those \r\nrecommendations are based on the amount of RAM you have available and \r\nyour video card. The hard drive cache does not effectively add RAM to \r\nyour machine, it just allows the game to save time creating the \r\ntextures that your existing RAM and video card use.\r\n\r\nThere are two ways to activate this feature. You can check the 'Texture \r\nCache' box in the Options screen, or you can turn it on from within the \r\neqclient.ini file. To activate it, add the following line to the \r\neqclient.ini file:\r\n\r\nTextureCache=TRUE\r\n\r\nThis could improve load times dramatically depending on your settings. \r\nThe more models and graphics features you have turned on, the greater \r\nthe potential decrease in loading times you will see using the Texture \r\nCache.\r\n\r\nRemember: This will require a lot of hard drive space, so be certain \r\nthat you have a lot of free hard drive space if you turn this option \r\non. The more stuff you enable (models, texture quality, etc.) the more \r\nspace you will need.\r\n\r\nWe expect this to be of greatest benefit to folks with 256 megs of RAM \r\nand a lot of hard drive space. The more RAM your system has, the less \r\nbenefit you should expect to see by using the texture cache.\r\n\r\n* Patch Changes *\r\n\r\n- Fixed a pathing problem in the waters of Acrylia Caverns\r\n- More fixes for face and hair issues: Most notably a bug with Erudite \r\nmale hair color arrows changing the hair style instead of the color.\r\n- Fixed a problem that was causing the % to crash some people when \r\nusing in tells.\r\n- Addressed several potential crash bugs.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 14", "slug": "2001-12-14-1", "patch_date": "2001-12-14T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "items"], "body_plaintext": "------------------------------\r\nDecember 14, 2001  3:00 am\r\n------------------------------\r\n\r\n- Removing or killing your familiar will no longer have the possibility \r\nof killing you directly. It can, however, take you down to very few hit \r\npoints...\r\n- Skyshrine key is soulbound once again\r\n- Custom Velious helms should now be visible\r\n- Plate helmets should now be visible on Vah Shir\r\n- Female humans should no longer see the inside of their heads when \r\nfiring a bow\r\n- Using the ESC key to exit the /facepick menu should no longer lock \r\nthe right mouse button\r\n- Fixed an issue with several transparencies, including Vox and Nagafen \r\nspots, Kael giants helms, halfling helm and old dark elf model hair\r\n- The Kneel and Grovel emotes are no longer switched\r\n- The BACK and NEXT buttons on the last page of the keyboard options \r\nnow work properly.\r\n- The 'ALT' pop-up for spells memorized will no longer show up if the \r\nmemorized spells window is not open\r\n- Removed the mipmap setting from in-game Options-->Display menu. The \r\nmipmap setting found at the options menu before log in is now the valid \r\nway to change mipmapping settings\r\n- Improved the pathing in Echo Caverns\r\n- Staff of Living Sand and Skull-Shaped Sacrificial Hammer should no \r\nlonger say that they are out of charges.\r\n- The Ruthless Bracer is now a wrist item, not a shoulder item", "body_markdown": "#### December 14, 2001  3:00 am\r\n\r\n- Removing or killing your familiar will no longer have the possibility \r\nof killing you directly. It can, however, take you down to very few hit \r\npoints...\r\n- Skyshrine key is soulbound once again\r\n- Custom Velious helms should now be visible\r\n- Plate helmets should now be visible on Vah Shir\r\n- Female humans should no longer see the inside of their heads when \r\nfiring a bow\r\n- Using the ESC key to exit the /facepick menu should no longer lock \r\nthe right mouse button\r\n- Fixed an issue with several transparencies, including Vox and Nagafen \r\nspots, Kael giants helms, halfling helm and old dark elf model hair\r\n- The Kneel and Grovel emotes are no longer switched\r\n- The BACK and NEXT buttons on the last page of the keyboard options \r\nnow work properly.\r\n- The 'ALT' pop-up for spells memorized will no longer show up if the \r\nmemorized spells window is not open\r\n- Removed the mipmap setting from in-game Options-->Display menu. The \r\nmipmap setting found at the options menu before log in is now the valid \r\nway to change mipmapping settings\r\n- Improved the pathing in Echo Caverns\r\n- Staff of Living Sand and Skull-Shaped Sacrificial Hammer should no \r\nlonger say that they are out of charges.\r\n- The Ruthless Bracer is now a wrist item, not a shoulder item", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 18", "slug": "2001-12-18-1", "patch_date": "2001-12-18T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "zones"], "body_plaintext": "------------------------------\r\nDecember 18, 2001  3:00 am\r\n------------------------------\r\n\r\n** Patch Changes **\r\n\r\n- Added tools to help us track serverside zone issues that have come up \r\nsince the release of Luclin in an effort to solve some continuing \r\nproblems.\r\n- Orb of Lost Souls will now have a casting time.\r\n- Geomantic Focus has had its effect changed.\r\n- Fixed a problem that prevented Barbarian custom Velium helms from \r\nbeing visible to other PCs.\r\n- Corrected a problem with horse acceleration and deceleration in \r\nextremely low framerate situations. Acceleration and deceleration now \r\nseem the same at high and low framerates.\r\n- Fonts should display correctly, regardless of desktop settings.\r\n- Hoober and his pet have returned. Yes, we used the singular... only \r\none pet.\r\n- The wind instruments \"ivory horn\" and \"ivory flawless horn\" can now \r\nbe equipped.\r\n- Added Beastlord Guildmasters to Firiona Vie and The Overthere\r\n- Added several merchants to Freeport (North and East) to round out the \r\navailability of trade supplies there.\r\n\r\n** Note about upcoming changes to the Temple of Veeshan **\r\n\r\nIn the next patch, we are making a few changes to the monster \r\npopulation in Temple of Veeshan. Places that were previously safe to \r\ncamp, may not be any longer. Please be sure to not camp deep within the \r\nTemple of Veeshan on Wednesday night, or you may be unpleasantly \r\nsurprised following the patch.\r\n\r\n** NOTICE TO CONSUMERS -- WINDOWS 95 EVERQUEST PLAYERS **\r\n\r\nWe very much regret that the dramatic upgrades to EverQuest on December \r\n4, 2001 has made EverQuest and all expansions incompatible with Windows \r\n95.\r\n\r\nIf you are running under the Windows 95 operating system and, \r\ntherefore, can no longer play EverQuest, and your account was in good \r\nstanding as of December 3, 2001, you may be entitled to receive a \r\nrefund of the purchase price for the EverQuest product(s) you recently \r\nbought and any subscription money paid for the period December 4, 2001 \r\nonward.\r\n\r\nIn order to obtain a refund, you may do any of the following:\r\n\r\n(1) Call (858) 537-0898 M-F, 8:30 a.m. to 5:30 p.m. PST (this is NOT a \r\ntoll free call)\r\nor\r\n(2) Send an email to refunds@soe.sony.com\r\nor\r\n(3) Send a written request for a refund to:\r\n\r\nEQ Refunds\r\n8928 Terman Court\r\nSan Diego, CA 92121\r\n\r\nPlease include in your email or written request your name, address, \r\ntelephone number, email address and station name (but NOT your \r\npassword).\r\n\r\nYou will be asked for information verifying your request and, upon the \r\nissuance of a refund, your account and characters will be permanently \r\nremoved from EverQuest. Please allow four to six weeks for processing.\r\n\r\n- The EverQuest team", "body_markdown": "#### December 18, 2001  3:00 am\r\n\r\n** Patch Changes **\r\n\r\n- Added tools to help us track serverside zone issues that have come up \r\nsince the release of Luclin in an effort to solve some continuing \r\nproblems.\r\n- Orb of Lost Souls will now have a casting time.\r\n- Geomantic Focus has had its effect changed.\r\n- Fixed a problem that prevented Barbarian custom Velium helms from \r\nbeing visible to other PCs.\r\n- Corrected a problem with horse acceleration and deceleration in \r\nextremely low framerate situations. Acceleration and deceleration now \r\nseem the same at high and low framerates.\r\n- Fonts should display correctly, regardless of desktop settings.\r\n- Hoober and his pet have returned. Yes, we used the singular... only \r\none pet.\r\n- The wind instruments \"ivory horn\" and \"ivory flawless horn\" can now \r\nbe equipped.\r\n- Added Beastlord Guildmasters to Firiona Vie and The Overthere\r\n- Added several merchants to Freeport (North and East) to round out the \r\navailability of trade supplies there.\r\n\r\n** Note about upcoming changes to the Temple of Veeshan **\r\n\r\nIn the next patch, we are making a few changes to the monster \r\npopulation in Temple of Veeshan. Places that were previously safe to \r\ncamp, may not be any longer. Please be sure to not camp deep within the \r\nTemple of Veeshan on Wednesday night, or you may be unpleasantly \r\nsurprised following the patch.\r\n\r\n** NOTICE TO CONSUMERS -- WINDOWS 95 EVERQUEST PLAYERS **\r\n\r\nWe very much regret that the dramatic upgrades to EverQuest on December \r\n4, 2001 has made EverQuest and all expansions incompatible with Windows \r\n95.\r\n\r\nIf you are running under the Windows 95 operating system and, \r\ntherefore, can no longer play EverQuest, and your account was in good \r\nstanding as of December 3, 2001, you may be entitled to receive a \r\nrefund of the purchase price for the EverQuest product(s) you recently \r\nbought and any subscription money paid for the period December 4, 2001 \r\nonward.\r\n\r\nIn order to obtain a refund, you may do any of the following:\r\n\r\n(1) Call (858) 537-0898 M-F, 8:30 a.m. to 5:30 p.m. PST (this is NOT a \r\ntoll free call)\r\nor\r\n(2) Send an email to refunds@soe.sony.com\r\nor\r\n(3) Send a written request for a refund to:\r\n\r\nEQ Refunds\r\n8928 Terman Court\r\nSan Diego, CA 92121\r\n\r\nPlease include in your email or written request your name, address, \r\ntelephone number, email address and station name (but NOT your \r\npassword).\r\n\r\nYou will be asked for information verifying your request and, upon the \r\nissuance of a refund, your account and characters will be permanently \r\nremoved from EverQuest. Please allow four to six weeks for processing.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 20", "slug": "2001-12-20-1", "patch_date": "2001-12-20T08:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "items", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nDecember 20, 2001  3:00 am\r\n------------------------------\r\n\r\n* Bug Fixes *\r\n\r\n- Fixed a bug with sleeves not showing properly when wearing robes\r\n\r\n* Item Changes * \r\n\r\n- Aqualung charges should now work properly\r\n\r\n* Trade Skill Changes *\r\n\r\n- Regular, medium quality, high quality, mithril, brellium and \r\nadamantite rings, as well as their enchanted versions are now \r\nstackable.\r\n- Added a few trade skill vendors to Ak'Anon\r\n- Added ore, clay, pottery sketch, baking, and brewing vendors to \r\nFelwithe to round out the tradeskill supplies available in Felwithe and \r\nKelethin.\r\n- Crafted fishing flies, special fishing poles and special baits now \r\nadd a fishing skill bonus.\r\n- Made all Bait and flies equipable in the Ammo slot.\r\n- Added clay, ore and brewing supply vendors to Halas.\r\n- Added several trade skill vendors to Oggok.\r\n\r\n* Localization Information *\r\n\r\nLocalization on the EverQuest login/chat server has been fixed so that \r\nusers can once again select French and German. Japanese and Korean have \r\nalso been added.\r\n\r\nTo obtain the text files which enable a language, go to the Advanced \r\nOptions screen in the patcher and click on the appropriate language box \r\nbefore clicking on \"Download\".\r\n\r\n* Soulbinders *\r\n\r\nA new group has appeared in Norrath (and on Luclin as well). Rumor has \r\nit that these 'Soulbinders' have dedicated themselves to research on \r\nthe power and essence of our inner being. Some call them fanatics, as \r\nthey claim that knowledge of the spirit that dwells within will lead \r\nthem to an understanding of the whole of existence. Citizens often \r\ntreat them with the same respect and distance that they treat the \r\nPriests of Discord. However, these Soulbinders have dedicated \r\nthemselves to public service, and for them that service falls along \r\ntheir lines of specialty...\r\n\r\nThe next time you find yourself far away from home, you might seek the \r\nservices of a Soulbinder.\r\n\r\n/ooc: We've added these \"Soulbinder\" NPCs to all cities that player \r\ncharacters can start in, as well as Firiona Vie, The Overthere, \r\nShadowhaven and Iceclad at the request of players. It is our hope that \r\nthese new NPCs will help players by reducing the time it takes to find \r\na bind from another player character.", "body_markdown": "#### December 20, 2001  3:00 am\r\n\r\n* Bug Fixes *\r\n\r\n- Fixed a bug with sleeves not showing properly when wearing robes\r\n\r\n* Item Changes * \r\n\r\n- Aqualung charges should now work properly\r\n\r\n* Trade Skill Changes *\r\n\r\n- Regular, medium quality, high quality, mithril, brellium and \r\nadamantite rings, as well as their enchanted versions are now \r\nstackable.\r\n- Added a few trade skill vendors to Ak'Anon\r\n- Added ore, clay, pottery sketch, baking, and brewing vendors to \r\nFelwithe to round out the tradeskill supplies available in Felwithe and \r\nKelethin.\r\n- Crafted fishing flies, special fishing poles and special baits now \r\nadd a fishing skill bonus.\r\n- Made all Bait and flies equipable in the Ammo slot.\r\n- Added clay, ore and brewing supply vendors to Halas.\r\n- Added several trade skill vendors to Oggok.\r\n\r\n* Localization Information *\r\n\r\nLocalization on the EverQuest login/chat server has been fixed so that \r\nusers can once again select French and German. Japanese and Korean have \r\nalso been added.\r\n\r\nTo obtain the text files which enable a language, go to the Advanced \r\nOptions screen in the patcher and click on the appropriate language box \r\nbefore clicking on \"Download\".\r\n\r\n* Soulbinders *\r\n\r\nA new group has appeared in Norrath (and on Luclin as well). Rumor has \r\nit that these 'Soulbinders' have dedicated themselves to research on \r\nthe power and essence of our inner being. Some call them fanatics, as \r\nthey claim that knowledge of the spirit that dwells within will lead \r\nthem to an understanding of the whole of existence. Citizens often \r\ntreat them with the same respect and distance that they treat the \r\nPriests of Discord. However, these Soulbinders have dedicated \r\nthemselves to public service, and for them that service falls along \r\ntheir lines of specialty...\r\n\r\nThe next time you find yourself far away from home, you might seek the \r\nservices of a Soulbinder.\r\n\r\n/ooc: We've added these \"Soulbinder\" NPCs to all cities that player \r\ncharacters can start in, as well as Firiona Vie, The Overthere, \r\nShadowhaven and Iceclad at the request of players. It is our hope that \r\nthese new NPCs will help players by reducing the time it takes to find \r\na bind from another player character.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2001 12 28", "slug": "2001-12-28-1", "patch_date": "2001-12-28T05:00:00+00:00", "patch_year": 2001, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix"], "body_plaintext": "------------------------------\r\nDecember 28, 2001\r\n------------------------------\r\n\r\n- Some spots in ToV no longer safe to camp out due to New Drakes and \r\nWurm spawns being added.\r\n- A bug allowing multiple pets to be summoned has been fixed.", "body_markdown": "#### December 28, 2001\r\n\r\n- Some spots in ToV no longer safe to camp out due to New Drakes and \r\nWurm spawns being added.\r\n- A bug allowing multiple pets to be summoned has been fixed.", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2002 01 08", "slug": "2002-01-08-1", "patch_date": "2002-01-08T08:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "ui"], "body_plaintext": "------------------------------\r\nJanuary 8, 2002  3:00 am\r\n------------------------------\r\n\r\n** Items **\r\n\r\n- All beastlord-usable items are now useable by their requisite races\r\n- Regular, medium quality, high quality, mithril, brellium and \r\nadamantite rings, as well as their enchanted versions are now \r\nstackable. (this time we mean it)\r\n- Made Rune Encrusted Short Sword rentable (was No Rent, should not \r\nhave been)\r\n- Fixed Shadowscream and all related recipes so that they return the \r\ncorrect mallet\r\n- Reduced the price of the Fuligan Soulstone of Innoruuk and Cloudy \r\nStone of Veeshan\r\n- Reduced the price of the first two keys for the Plane of Air\r\n- Coterie Mask of the Dead has been retroactively changed to have 5 \r\ncharges as originally intended\r\n- Gauntlets of the Blood Fiend - Warrior has been removed from the \r\nwearable classes\r\n- Shiny Trinket of Speed - An appropriate level of haste has been added \r\nto this item\r\n\r\n** Interface **\r\n\r\n- Added /tgb as a short version of /targetgroupbuff\r\n\r\n- /shownames now works with the following parameters:\r\nno parameter = display the current setting.\r\noff = don't show player names over their heads\r\n1 = show only first names of players\r\n2 = show First and Last Name\r\n3 = show First, Last, and Guild (if any)\r\n4 = show Title (if any), First, Last, and Guild (if any)\r\n\r\nAlso, the LFG, AFK and LD tags will always show if names are not off. \r\nThere will no longer be brackets around them, and LFG will now appear \r\nat the end of the name with the AFK and LD tags (instead of being a * \r\nat the beginning)\r\n\r\n- A player character will always have a name over its head, even if \r\nthey are skeletons (unless /shownames is off), with the exception of \r\nsome rare cases when players are turned into certain NPCs \r\n- Added /ttell. This will send a tell to the player character that is \r\ncurrently your target. The command will also allow corpses as a valid \r\ntarget. /ttell'ing a player's corpse will auto-tell that player (this \r\nwas actually patched earlier along with an emergency patch)\r\n- Added IRC style '/me' as a synonym for /emote (this was actually \r\npatched earlier along with an emergency patch)\r\n- Added '/send' as a synonym for /tell (this was actually patched \r\nearlier along with an emergency patch)\r\n\r\n** Spells **\r\n\r\n- Necromancer Group spells should now be working, they were only \r\naffecting the caster. This includes spells such as: Degeneration, \r\nSuccession of Shadows, Crippling Claudication, and Zavfeer's Theft of \r\nVitae. These spells have also had their duration increased. Mind Wrack \r\nwill be fixed soon.\r\n- Shadowknight \"Torrent\" spells have also been fixed and have had their \r\nduration increased as well\r\n- Flowing Thought effects will now stack\r\n- Meditating on a horse occurs only while not in combat\r\n- Mark of Retribution should work as intended\r\n- The Decession spell now requires you to be in the same group\r\n- Levitation can no longer be used in The Deep\r\n- Fixed a problem that was still allowing people to Cast Eye of Zomm in \r\nSsra Temple\r\n- Fixed a problem that was still allowing people to cast Call of the \r\nHero in Ssra Temple\r\n- NPCs that cannot be stunned will once again take damage from damaging \r\nstun spells (this was actually patched earlier along with an emergency \r\npatch)\r\n- Critical heals and nukes now display damage numbers (this was \r\nactually patched earlier along with an emergency patch)\r\n\r\n** Zones **\r\n\r\n- Characters will no longer take falling damage when in the Bazaar\r\n- Characters can now bind in the Nexus\r\n\r\n** Alternate Advancement **\r\n\r\n- Made it so the percentages of Spell Casting Fury Mastery scale a bit \r\nmore\r\n- Fixed Soul Abrasion to work with a few spells that it didn't work \r\nwith before\r\n- Dire Charm *should* no longer break (this was actually patched \r\nearlier along with an emergency patch)\r\n- Mental Clarity and Body/Mind Rejuvenation now give mana regeneration \r\nboth when standing and medding, as intended\r\n\r\n** Miscellaneous **\r\n\r\n- Added a few new socials: /nudge, /pat, /flex, /fidget, /purr and \r\n/smack\r\n- Changed the automatic targeting code so that it won't automatically \r\ntarget someone that cast a beneficial spell on you\r\n- Adjusted the timing of the Luclin Spire activations to more closely \r\nmatch the announcements by the Scions. This has the net effect of \r\nreducing the time between portal activations\r\n\r\n- The EverQuest Team", "body_markdown": "#### January 8, 2002  3:00 am\r\n\r\n** Items **\r\n\r\n- All beastlord-usable items are now useable by their requisite races\r\n- Regular, medium quality, high quality, mithril, brellium and \r\nadamantite rings, as well as their enchanted versions are now \r\nstackable. (this time we mean it)\r\n- Made Rune Encrusted Short Sword rentable (was No Rent, should not \r\nhave been)\r\n- Fixed Shadowscream and all related recipes so that they return the \r\ncorrect mallet\r\n- Reduced the price of the Fuligan Soulstone of Innoruuk and Cloudy \r\nStone of Veeshan\r\n- Reduced the price of the first two keys for the Plane of Air\r\n- Coterie Mask of the Dead has been retroactively changed to have 5 \r\ncharges as originally intended\r\n- Gauntlets of the Blood Fiend - Warrior has been removed from the \r\nwearable classes\r\n- Shiny Trinket of Speed - An appropriate level of haste has been added \r\nto this item\r\n\r\n** Interface **\r\n\r\n- Added /tgb as a short version of /targetgroupbuff\r\n\r\n- /shownames now works with the following parameters:\r\nno parameter = display the current setting.\r\noff = don't show player names over their heads\r\n1 = show only first names of players\r\n2 = show First and Last Name\r\n3 = show First, Last, and Guild (if any)\r\n4 = show Title (if any), First, Last, and Guild (if any)\r\n\r\nAlso, the LFG, AFK and LD tags will always show if names are not off. \r\nThere will no longer be brackets around them, and LFG will now appear \r\nat the end of the name with the AFK and LD tags (instead of being a * \r\nat the beginning)\r\n\r\n- A player character will always have a name over its head, even if \r\nthey are skeletons (unless /shownames is off), with the exception of \r\nsome rare cases when players are turned into certain NPCs \r\n- Added /ttell. This will send a tell to the player character that is \r\ncurrently your target. The command will also allow corpses as a valid \r\ntarget. /ttell'ing a player's corpse will auto-tell that player (this \r\nwas actually patched earlier along with an emergency patch)\r\n- Added IRC style '/me' as a synonym for /emote (this was actually \r\npatched earlier along with an emergency patch)\r\n- Added '/send' as a synonym for /tell (this was actually patched \r\nearlier along with an emergency patch)\r\n\r\n** Spells **\r\n\r\n- Necromancer Group spells should now be working, they were only \r\naffecting the caster. This includes spells such as: Degeneration, \r\nSuccession of Shadows, Crippling Claudication, and Zavfeer's Theft of \r\nVitae. These spells have also had their duration increased. Mind Wrack \r\nwill be fixed soon.\r\n- Shadowknight \"Torrent\" spells have also been fixed and have had their \r\nduration increased as well\r\n- Flowing Thought effects will now stack\r\n- Meditating on a horse occurs only while not in combat\r\n- Mark of Retribution should work as intended\r\n- The Decession spell now requires you to be in the same group\r\n- Levitation can no longer be used in The Deep\r\n- Fixed a problem that was still allowing people to Cast Eye of Zomm in \r\nSsra Temple\r\n- Fixed a problem that was still allowing people to cast Call of the \r\nHero in Ssra Temple\r\n- NPCs that cannot be stunned will once again take damage from damaging \r\nstun spells (this was actually patched earlier along with an emergency \r\npatch)\r\n- Critical heals and nukes now display damage numbers (this was \r\nactually patched earlier along with an emergency patch)\r\n\r\n** Zones **\r\n\r\n- Characters will no longer take falling damage when in the Bazaar\r\n- Characters can now bind in the Nexus\r\n\r\n** Alternate Advancement **\r\n\r\n- Made it so the percentages of Spell Casting Fury Mastery scale a bit \r\nmore\r\n- Fixed Soul Abrasion to work with a few spells that it didn't work \r\nwith before\r\n- Dire Charm *should* no longer break (this was actually patched \r\nearlier along with an emergency patch)\r\n- Mental Clarity and Body/Mind Rejuvenation now give mana regeneration \r\nboth when standing and medding, as intended\r\n\r\n** Miscellaneous **\r\n\r\n- Added a few new socials: /nudge, /pat, /flex, /fidget, /purr and \r\n/smack\r\n- Changed the automatic targeting code so that it won't automatically \r\ntarget someone that cast a beneficial spell on you\r\n- Adjusted the timing of the Luclin Spire activations to more closely \r\nmatch the announcements by the Scions. This has the net effect of \r\nreducing the time between portal activations\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2002 01 17", "slug": "2002-01-17-1", "patch_date": "2002-01-17T05:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "spells", "zones"], "body_plaintext": "------------------------------\r\nJanuary 17, 2002\r\n------------------------------\r\n\r\n** Patch Update **\r\n\r\nToday we are sending you a couple of new DLL files that should do the \r\nfollowing:\r\n\r\n- May improve performance in indoor Luclin zones\r\n\r\n- Should improve zoning time in many cases, especially in zones with \r\nmany objects/trees. May also reduce the \"hitch\" when other players zone \r\nin, though it probably won't remove it completely\r\n\r\n- May reduce the cases where some players experience a performance \r\nreduction after being in a zone for a while\r\n\r\n- Fixed a bug that was causing some portions of spell effects and the \r\n\"bolts\" in bolts spells to not show up.\r\n\r\n- Generally improve stability.\r\n\r\nHow these changes affect individuals will vary, but we hope that this \r\nwill improve game performance a bit over all.\r\n\r\n- The EverQuest Team", "body_markdown": "------------------------------\r\nJanuary 17, 2002\r\n------------------------------\r\n\r\n** Patch Update **\r\n\r\nToday we are sending you a couple of new DLL files that should do the \r\nfollowing:\r\n\r\n- May improve performance in indoor Luclin zones\r\n\r\n- Should improve zoning time in many cases, especially in zones with \r\nmany objects/trees. May also reduce the \"hitch\" when other players zone \r\nin, though it probably won't remove it completely\r\n\r\n- May reduce the cases where some players experience a performance \r\nreduction after being in a zone for a while\r\n\r\n- Fixed a bug that was causing some portions of spell effects and the \r\n\"bolts\" in bolts spells to not show up.\r\n\r\n- Generally improve stability.\r\n\r\nHow these changes affect individuals will vary, but we hope that this \r\nwill improve game performance a bit over all.\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2002 01 23", "slug": "2002-01-23-1", "patch_date": "2002-01-23T08:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp"], "body_plaintext": "------------------------------\r\nJanuary 23, 2002  3:00 am\r\n------------------------------\r\n\r\n*** Patch Information ***\r\n\r\n\r\n** Quests **\r\n\r\n- Ragefire portion of the Cleric Epic quest has been changed. Please \r\nsee the Developer's Corner on our web site for more details\r\n- Added Quest NPCs to Thurgadin, Kael and Skyshrine for Beastlord quest \r\narmor\r\n- Gravel leaf tea will now fit in the combine container for the \r\nassociated quest\r\n- Grimling Blood should now be dropping\r\n- Idia in the bard guild in Kelethin was telling you to turn in a quest \r\nitem to the incorrect NPC. Changed quest text to reflect the correct \r\nNPC to hand the item to\r\n- In Iceclad, Keref Spiritspear won't be so unreasonable when you \r\ncomplete the task that he asks of you\r\n- Citizens in skyshrine no longer defend the 'vermin' spiders\r\n- Increased the drop rate of the Staff of Elemental Mastery: Earth\r\n- Bloody Shak Dratha Hearts should now be dropping\r\n- Quest of Nobility should now be working properly\r\n- Increased the spawn rate of Brother Qwinn tenfold\r\n\r\n\r\n** Items **\r\n\r\n- Adjusted statistics on equipment that was dropping in the Umbral \r\nPlains. Many of the items had AC that was inconsistent with the armor \r\ntypes of the classes. The AC has been reduced on some pieces and raised \r\non others. In all instances where the AC was dropped a different \r\nstatistic was raised. Several items received a significant upgrade \r\nwhile others were downgraded\r\n- Also in regards to Umbral Plains armor, Ranger has been removed from \r\nthe plate class armor that was dropping and have been added to the \r\nusable classes on the chain equivalent. Bards have been added to the \r\nplate equipment list. This might mean that some Rangers will have armor \r\nthat they can't use. Our Customer Service personnel will trade out that \r\narmor for the chain equivalent\r\n- Ghoulbane is now No-Drop\r\n- SoulFire charges can only be used by Paladins (though they can be \r\nused from inventory)\r\n- Raised the armor value on many Beastlord specific armor pieces\r\n- Added effects to a few of the Wild Lord's armor pieces\r\n- Added Vah Shir to Imbrued Plate Mail useable races\r\n- Rhino Hide armor is now Druid and Monk usable\r\n- The Crustacean Shell Shield is now magic\r\n- Scroll of Knowledge can now be equipped in the primary, secondary, \r\nand range slots\r\n- Scroll of Enlightenment can now be equipped in the primary, \r\nsecondary, and range slots\r\n- Thought Horror Fangs can now be thrown\r\n- Iron Scroll of War must now be worn to activate\r\n- Cloak of Thorns right click effect should work now\r\n- Runed Bone Fork is now equippable primary, secondary and ranged. The \r\n\"range\" value has been removed to prevent people from accidentally \r\nthrowing them\r\n- Spider Fur Collar has been given weight 0.0 to be consistent with \r\nother pieces\r\n- Dark Cloak of the Sky must now be worn to activate\r\n- Sage's Crown is now No-Drop to match every other Velious quest armor\r\n- Icicle Circlet is now No-Drop to match every other Velious quest \r\narmor\r\n- Bone Collar of the Possessed should no longer cause players to crash \r\nwhen inventory is opened\r\n- Idol of Rallos Zek can now be used by ShadowKnights\r\n- Helm of Grim Blessings can now be used by Wood Elves\r\n- Flayed Skin Bracer is no longer a Lore item\r\n- Greaves of Avoidance can now be used by all races\r\n- Steel Threaded Wrist Wraps are no longer lore\r\n- Bravado's Breastplate now grants a larger Hit Point bonus\r\n- Guise of the Hunter can now also be worn by human bards and rogues \r\n- Primal Cudgel now has the proper effect\r\n- Added \"Recommended Level\" equal to the current item use level for the \r\nseveral items. All of these items require the player to be level 51+ to \r\nequip them and/or use their effects. Setting the \"Recommended Level\" \r\nfield like this just lets the player know what level they need to be to \r\nuse the item. The actual utility of the item was not affected in any \r\nway, this change is purely informational\r\n- Several items have been changed to be not useable by Iksar. They had \r\nbeen erroneously set as Iksar useable in the last item patch. These \r\nwere primarily items that were usable by Beastlords (and were therefore \r\nchanged to allow all Beastlord races to use them), but that had been \r\nspecifically restricted from use by Iksar due to their inherent armor \r\nvalue\r\n\r\n** Zones **\r\n\r\n- Shades in Umbral, Maiden's Eye and Vex Thall are now considered \r\nundead\r\n- Placed portals to and from Great Divide and Nexus\r\n- Added many new items to better round out the rewards for high-level \r\nLuclin encounters\r\n\r\n** Horses **\r\n\r\n- Implemented horse trade in quests. There are now four stable hands \r\nwho will buy back specific colored bridles located in the stables in \r\nthe Bazaar\r\n- Being stunned will now stop players on horses. Not stopping them when \r\nstunned was causing warping and other bad things\r\n- Knockback spells, and spells that throw you into the air, now affect \r\npeople on horses properly\r\n- Horses now levitate when their rider should.\r\n- Fixed a bug that was causing the client to crash when attempting to \r\nfollow someone while on a horse. /follow should also now work when the \r\nperson you are following is on a horse\r\n\r\n** Spells **\r\n\r\n- Wizard Familiar spell scrolls will now increase in purchase cost with \r\nthe spell level\r\n- Several spells will no longer be interrupted, spells such as the \r\n'proc' generated by Instrument of Nife\r\n- Several spells that were not functioning in the planes have been \r\nfixed and now work in the planes \r\n- Bards should now gain singing skill when singing and should no longer \r\ngain skill in an instrument when they are not using one.\r\n- Characters are no longer damaged by damage shields when using \r\nthrowing weapons\r\n- Atol's Spectral Shackles has had its casting difficulty reduced\r\n- Made some changes to Nature's Recovery to make it more stackable\r\n\r\n** Visual Issues **\r\n\r\n- Wolves and warders should no longer appear to be very small\r\n- Characters no longer lose their hair or beard when their illusions \r\nwear off\r\n- Weapons should now appear properly (sometimes they wouldn't show up \r\nat all) when a player zoned in\r\n- Characters in wolf or bear form (or other races that aren't player \r\nraces) should no longer have parts of them tinted based on the armor \r\nthe player was wearing\r\n- Bear form should now look correct to people that zoned in after the \r\nspell was cast on them\r\n- May have fixed the problem with extra mouse cursor showing in game\r\n- Fixed a problem with NPCs, PCs and some objects not being visible in \r\nsome zones (Wakening Lands, Plane of Growth, Emerald Jungle and Swamp \r\nof No Hope)\r\n\r\n** Performance Issues **\r\n\r\n- More work on reducing zone times for Luclin city zones\r\n- \"Hitch\" created when player characters enter a zone should be gone \r\nnow\r\n- Fixed a bug that could cause the client to crash in some cases where \r\na character tried to purchase an item from a vendor but didn't have \r\nenough money\r\n- Characters with pets that zone (horses, familiars and warders) should \r\nnow be able to zone from North Qeynos to Qeynos Hills\r\n\r\n** New Features **\r\n\r\n- Holding shift while clicking the resolution in the options in game \r\nwill reduce the resolution. If you are already in 640x480 though, this \r\ndoes nothing. Normal click increases the resolution as it always has \r\nand still wraps back to 640 after the highest resolution your machine \r\nsupports.\r\n- Using 1280x1024 and 1600x1200 resolutions, the /wincolor command, and \r\ngetting the inventory window in fullview mode are now available to all \r\nEverQuest players (these features were restricted only to Velious \r\nowners) \r\n\r\n** PvP **\r\n\r\n- It is no longer possible to bandage others of the opposing deity team \r\non Sullon Zek\r\n\r\n** Alternate Advancement Abilities **\r\n\r\n- Lowered the reuse time on Rampage AA ability from 15 minutes to 10 \r\nminutes\r\n- Rampage is now fixed. Previously was only hitting one target\r\n- Mass Group Buff button should work properly when zoning\r\n- Casting Reinforcement should now work on all buffs cast, not just \r\nthose cast on yourself\r\n- The Discipline Duelist should now be doing the correct damage when \r\nusing Chaotic Stab\r\n- LifeBurn should now reset properly after being interrupted\r\n- Dire Charm should now reset properly after being interrupted\r\n- Fixed the Quick Buff ability to work as described\r\n- Leech Touch should refresh properly now\r\n- Exodus and Nexus Gate now have a casting time of 1/10th of a second\r\n\r\n*** Do you want to join us? ***\r\n\r\nSo you got your Epic weapon... and now spend your free time holding \r\nweekly sight seeing tours to the Temple Veeshan, along with nightly \r\nLuclin lunar dinners. If on top of all this you know the name of more \r\nDragons than relatives, we would like to invite you to apply to join \r\nour San Diego EverQuest QA Team! For more info please go to our Job \r\nEmployment site ( http://www.station.sony.com ) to read up on all the \r\njuicy details. If you're interested please submit a resume, including \r\nyour EQ playtime and information on characters owned.\r\n\r\n- The EverQuest Quality Assurance Team\r\n\r\n*** Fan Faire News ***\r\n\r\n* Congratulations to Union of Power! *\r\n\r\nThe guild Union of Power has the most pre-registered players attending \r\nthe Fan Faire! This means that they will be given a two hour slot from \r\n5-7:00 p.m. on Saturday in the Intel Arm Yourself for Adventure Game \r\nRoom! Everyone else will be limited to an hour of play time.\r\n\r\n* Walk-ins *\r\n\r\nRegistration is closed, but we will be accepting walk-ins at the Dallas \r\nFan Faire! However, there is a limited number of spaces left! \r\nRegistration will be at 6:00 p.m. The cost for walk-in registration is \r\n$95 to be paid at the door.\r\n\r\nCindy Archuleta\r\nCommunity Relations Manager\r\nSony Online Entertainment", "body_markdown": "------------------------------\r\nJanuary 23, 2002  3:00 am\r\n------------------------------\r\n\r\n*** Patch Information ***\r\n\r\n\r\n** Quests **\r\n\r\n- Ragefire portion of the Cleric Epic quest has been changed. Please \r\nsee the Developer's Corner on our web site for more details\r\n- Added Quest NPCs to Thurgadin, Kael and Skyshrine for Beastlord quest \r\narmor\r\n- Gravel leaf tea will now fit in the combine container for the \r\nassociated quest\r\n- Grimling Blood should now be dropping\r\n- Idia in the bard guild in Kelethin was telling you to turn in a quest \r\nitem to the incorrect NPC. Changed quest text to reflect the correct \r\nNPC to hand the item to\r\n- In Iceclad, Keref Spiritspear won't be so unreasonable when you \r\ncomplete the task that he asks of you\r\n- Citizens in skyshrine no longer defend the 'vermin' spiders\r\n- Increased the drop rate of the Staff of Elemental Mastery: Earth\r\n- Bloody Shak Dratha Hearts should now be dropping\r\n- Quest of Nobility should now be working properly\r\n- Increased the spawn rate of Brother Qwinn tenfold\r\n\r\n\r\n** Items **\r\n\r\n- Adjusted statistics on equipment that was dropping in the Umbral \r\nPlains. Many of the items had AC that was inconsistent with the armor \r\ntypes of the classes. The AC has been reduced on some pieces and raised \r\non others. In all instances where the AC was dropped a different \r\nstatistic was raised. Several items received a significant upgrade \r\nwhile others were downgraded\r\n- Also in regards to Umbral Plains armor, Ranger has been removed from \r\nthe plate class armor that was dropping and have been added to the \r\nusable classes on the chain equivalent. Bards have been added to the \r\nplate equipment list. This might mean that some Rangers will have armor \r\nthat they can't use. Our Customer Service personnel will trade out that \r\narmor for the chain equivalent\r\n- Ghoulbane is now No-Drop\r\n- SoulFire charges can only be used by Paladins (though they can be \r\nused from inventory)\r\n- Raised the armor value on many Beastlord specific armor pieces\r\n- Added effects to a few of the Wild Lord's armor pieces\r\n- Added Vah Shir to Imbrued Plate Mail useable races\r\n- Rhino Hide armor is now Druid and Monk usable\r\n- The Crustacean Shell Shield is now magic\r\n- Scroll of Knowledge can now be equipped in the primary, secondary, \r\nand range slots\r\n- Scroll of Enlightenment can now be equipped in the primary, \r\nsecondary, and range slots\r\n- Thought Horror Fangs can now be thrown\r\n- Iron Scroll of War must now be worn to activate\r\n- Cloak of Thorns right click effect should work now\r\n- Runed Bone Fork is now equippable primary, secondary and ranged. The \r\n\"range\" value has been removed to prevent people from accidentally \r\nthrowing them\r\n- Spider Fur Collar has been given weight 0.0 to be consistent with \r\nother pieces\r\n- Dark Cloak of the Sky must now be worn to activate\r\n- Sage's Crown is now No-Drop to match every other Velious quest armor\r\n- Icicle Circlet is now No-Drop to match every other Velious quest \r\narmor\r\n- Bone Collar of the Possessed should no longer cause players to crash \r\nwhen inventory is opened\r\n- Idol of Rallos Zek can now be used by ShadowKnights\r\n- Helm of Grim Blessings can now be used by Wood Elves\r\n- Flayed Skin Bracer is no longer a Lore item\r\n- Greaves of Avoidance can now be used by all races\r\n- Steel Threaded Wrist Wraps are no longer lore\r\n- Bravado's Breastplate now grants a larger Hit Point bonus\r\n- Guise of the Hunter can now also be worn by human bards and rogues \r\n- Primal Cudgel now has the proper effect\r\n- Added \"Recommended Level\" equal to the current item use level for the \r\nseveral items. All of these items require the player to be level 51+ to \r\nequip them and/or use their effects. Setting the \"Recommended Level\" \r\nfield like this just lets the player know what level they need to be to \r\nuse the item. The actual utility of the item was not affected in any \r\nway, this change is purely informational\r\n- Several items have been changed to be not useable by Iksar. They had \r\nbeen erroneously set as Iksar useable in the last item patch. These \r\nwere primarily items that were usable by Beastlords (and were therefore \r\nchanged to allow all Beastlord races to use them), but that had been \r\nspecifically restricted from use by Iksar due to their inherent armor \r\nvalue\r\n\r\n** Zones **\r\n\r\n- Shades in Umbral, Maiden's Eye and Vex Thall are now considered \r\nundead\r\n- Placed portals to and from Great Divide and Nexus\r\n- Added many new items to better round out the rewards for high-level \r\nLuclin encounters\r\n\r\n** Horses **\r\n\r\n- Implemented horse trade in quests. There are now four stable hands \r\nwho will buy back specific colored bridles located in the stables in \r\nthe Bazaar\r\n- Being stunned will now stop players on horses. Not stopping them when \r\nstunned was causing warping and other bad things\r\n- Knockback spells, and spells that throw you into the air, now affect \r\npeople on horses properly\r\n- Horses now levitate when their rider should.\r\n- Fixed a bug that was causing the client to crash when attempting to \r\nfollow someone while on a horse. /follow should also now work when the \r\nperson you are following is on a horse\r\n\r\n** Spells **\r\n\r\n- Wizard Familiar spell scrolls will now increase in purchase cost with \r\nthe spell level\r\n- Several spells will no longer be interrupted, spells such as the \r\n'proc' generated by Instrument of Nife\r\n- Several spells that were not functioning in the planes have been \r\nfixed and now work in the planes \r\n- Bards should now gain singing skill when singing and should no longer \r\ngain skill in an instrument when they are not using one.\r\n- Characters are no longer damaged by damage shields when using \r\nthrowing weapons\r\n- Atol's Spectral Shackles has had its casting difficulty reduced\r\n- Made some changes to Nature's Recovery to make it more stackable\r\n\r\n** Visual Issues **\r\n\r\n- Wolves and warders should no longer appear to be very small\r\n- Characters no longer lose their hair or beard when their illusions \r\nwear off\r\n- Weapons should now appear properly (sometimes they wouldn't show up \r\nat all) when a player zoned in\r\n- Characters in wolf or bear form (or other races that aren't player \r\nraces) should no longer have parts of them tinted based on the armor \r\nthe player was wearing\r\n- Bear form should now look correct to people that zoned in after the \r\nspell was cast on them\r\n- May have fixed the problem with extra mouse cursor showing in game\r\n- Fixed a problem with NPCs, PCs and some objects not being visible in \r\nsome zones (Wakening Lands, Plane of Growth, Emerald Jungle and Swamp \r\nof No Hope)\r\n\r\n** Performance Issues **\r\n\r\n- More work on reducing zone times for Luclin city zones\r\n- \"Hitch\" created when player characters enter a zone should be gone \r\nnow\r\n- Fixed a bug that could cause the client to crash in some cases where \r\na character tried to purchase an item from a vendor but didn't have \r\nenough money\r\n- Characters with pets that zone (horses, familiars and warders) should \r\nnow be able to zone from North Qeynos to Qeynos Hills\r\n\r\n** New Features **\r\n\r\n- Holding shift while clicking the resolution in the options in game \r\nwill reduce the resolution. If you are already in 640x480 though, this \r\ndoes nothing. Normal click increases the resolution as it always has \r\nand still wraps back to 640 after the highest resolution your machine \r\nsupports.\r\n- Using 1280x1024 and 1600x1200 resolutions, the /wincolor command, and \r\ngetting the inventory window in fullview mode are now available to all \r\nEverQuest players (these features were restricted only to Velious \r\nowners) \r\n\r\n** PvP **\r\n\r\n- It is no longer possible to bandage others of the opposing deity team \r\non Sullon Zek\r\n\r\n** Alternate Advancement Abilities **\r\n\r\n- Lowered the reuse time on Rampage AA ability from 15 minutes to 10 \r\nminutes\r\n- Rampage is now fixed. Previously was only hitting one target\r\n- Mass Group Buff button should work properly when zoning\r\n- Casting Reinforcement should now work on all buffs cast, not just \r\nthose cast on yourself\r\n- The Discipline Duelist should now be doing the correct damage when \r\nusing Chaotic Stab\r\n- LifeBurn should now reset properly after being interrupted\r\n- Dire Charm should now reset properly after being interrupted\r\n- Fixed the Quick Buff ability to work as described\r\n- Leech Touch should refresh properly now\r\n- Exodus and Nexus Gate now have a casting time of 1/10th of a second\r\n\r\n*** Do you want to join us? ***\r\n\r\nSo you got your Epic weapon... and now spend your free time holding \r\nweekly sight seeing tours to the Temple Veeshan, along with nightly \r\nLuclin lunar dinners. If on top of all this you know the name of more \r\nDragons than relatives, we would like to invite you to apply to join \r\nour San Diego EverQuest QA Team! For more info please go to our Job \r\nEmployment site ( http://www.station.sony.com ) to read up on all the \r\njuicy details. If you're interested please submit a resume, including \r\nyour EQ playtime and information on characters owned.\r\n\r\n- The EverQuest Quality Assurance Team\r\n\r\n*** Fan Faire News ***\r\n\r\n* Congratulations to Union of Power! *\r\n\r\nThe guild Union of Power has the most pre-registered players attending \r\nthe Fan Faire! This means that they will be given a two hour slot from \r\n5-7:00 p.m. on Saturday in the Intel Arm Yourself for Adventure Game \r\nRoom! Everyone else will be limited to an hour of play time.\r\n\r\n* Walk-ins *\r\n\r\nRegistration is closed, but we will be accepting walk-ins at the Dallas \r\nFan Faire! However, there is a limited number of spaces left! \r\nRegistration will be at 6:00 p.m. The cost for walk-in registration is \r\n$95 to be paid at the door.\r\n\r\nCindy Archuleta<br />\r\nCommunity Relations Manager<br />\r\nSony Online Entertainment<br />", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2002 02 01", "slug": "2002-02-01-1", "patch_date": "2002-02-01T05:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["server"], "body_plaintext": "------------------------------\r\nFebruary 1, 2002\r\n------------------------------\r\n\r\nOn Monday the 5th we'll be making a change to the way our Live and Test \r\npatching works.\r\n\r\nA little while ago we combined our Test patcher with our Live patcher. \r\nThe intent was to remove the confusion that having two patchers can \r\ncause and to encourage more people to play on Test.\r\n\r\nWell, we're going back to the old way. We are going to split the Test \r\npatcher and the Live patcher back into two separate programs.\r\n\r\nThis means that in order to access the Test Server you will need to run \r\nTestEverQuest.exe, which you will find in your EverQuest directory. To \r\nplay on the Live Servers just start EverQuest as you always have.\r\n\r\nThere are a few advantages to separating the two patchers. Splitting \r\nthem up makes it a little easier, as a player, to be sure that you are \r\nheaded to the right server when you double click the icon. It's also a \r\nlittle more intuitive for those that want to run the game in two \r\ndirectories.\r\n\r\nUsing two directories for EverQuest does use up a lot of hard drive \r\nspace. However, for those with enough space that play regularly on both \r\nTest and on Live servers, this is a safer and faster way to work. Using \r\nthe same directory means that each time you change servers (Live to \r\nTest or Test to Live) you will have to patch. The data on the Test \r\nServer is very rarely the same as that on Live servers.\r\n\r\nAnd for us internally it makes it easier to test new patchers. It gives \r\nus one more step for testing. Now we can push a patcher to the Test \r\nServer and try it out there after internal testing and before it goes \r\nto the Live servers.\r\n\r\nIn any case, we've decided to move back to the old way. Starting on \r\nMonday, February 5th, 2002 you will need to run TestEverQuest.exe to \r\npatch and play on the Test server, and Everquest.exe to patch and play \r\non the Live servers.\r\n\r\n* Patch Message Addendum *\r\n\r\nThe command line argument \"/test\" should no longer be used to play on \r\nthe Test Server. Anyone using this should remove this argument from \r\ntheir shortcut. Please manually select \"TestServer\" from the Advanced \r\nOptions window to use the Test Server. On Monday, February 05, \r\nTestEverQuest.exe will once again be used to patch and play on the Test \r\nServer.\r\n\r\n\r\n- The EverQuest Team", "body_markdown": "------------------------------\r\nFebruary 1, 2002\r\n------------------------------\r\n\r\nOn Monday the 5th we'll be making a change to the way our Live and Test \r\npatching works.\r\n\r\nA little while ago we combined our Test patcher with our Live patcher. \r\nThe intent was to remove the confusion that having two patchers can \r\ncause and to encourage more people to play on Test.\r\n\r\nWell, we're going back to the old way. We are going to split the Test \r\npatcher and the Live patcher back into two separate programs.\r\n\r\nThis means that in order to access the Test Server you will need to run \r\nTestEverQuest.exe, which you will find in your EverQuest directory. To \r\nplay on the Live Servers just start EverQuest as you always have.\r\n\r\nThere are a few advantages to separating the two patchers. Splitting \r\nthem up makes it a little easier, as a player, to be sure that you are \r\nheaded to the right server when you double click the icon. It's also a \r\nlittle more intuitive for those that want to run the game in two \r\ndirectories.\r\n\r\nUsing two directories for EverQuest does use up a lot of hard drive \r\nspace. However, for those with enough space that play regularly on both \r\nTest and on Live servers, this is a safer and faster way to work. Using \r\nthe same directory means that each time you change servers (Live to \r\nTest or Test to Live) you will have to patch. The data on the Test \r\nServer is very rarely the same as that on Live servers.\r\n\r\nAnd for us internally it makes it easier to test new patchers. It gives \r\nus one more step for testing. Now we can push a patcher to the Test \r\nServer and try it out there after internal testing and before it goes \r\nto the Live servers.\r\n\r\nIn any case, we've decided to move back to the old way. Starting on \r\nMonday, February 5th, 2002 you will need to run TestEverQuest.exe to \r\npatch and play on the Test server, and Everquest.exe to patch and play \r\non the Live servers.\r\n\r\n* Patch Message Addendum *\r\n\r\nThe command line argument \"/test\" should no longer be used to play on \r\nthe Test Server. Anyone using this should remove this argument from \r\ntheir shortcut. Please manually select \"TestServer\" from the Advanced \r\nOptions window to use the Test Server. On Monday, February 05, \r\nTestEverQuest.exe will once again be used to patch and play on the Test \r\nServer.\r\n\r\n\r\n<div>- The EverQuest Team</div>", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "2002 02 13", "slug": "2002-02-13-1", "patch_date": "2002-02-13T08:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "------------------------------\r\nFebruary 13, 2002  3:00 am\r\n------------------------------\r\n\r\n** General **\r\n\r\n- Improved sound for many users. Should eliminate a lot of the \r\n\"choppy\" sound issues\r\n- Fixed one of the link-death-while-zoning bugs\r\n- Characters who disconnect while zoning shouldn't be 'stuck' for an \r\ninordinate amount of time\r\n- Renamed all will-o-wisps and will o' wisps to Fred. \r\n- Reconsidered and changed Fred to willowisp.\r\n- Pets no longer pace. Pets will now, when close to you, STOP.\r\n- Many higher level NPCs now have a random delay before they initially \r\nspawn. This means that they will appear at a more random time interval \r\nafter servers or zones are brought up. This is designed to provide a \r\nfairer distribution of these NPCs across all time zones\r\n- If you right click to auto-inventory an item that you are looting and \r\nit will not fit into your inventory, the item will simply appear on \r\nyour cursor as if you had left clicked on it\r\n\r\n** Gameplay Related **\r\n\r\n- NPC and PC corpses can now be /considered to find out how long until \r\nthey decay, and PC corpses additionally tell you how long you have to \r\nresurrect them\r\n- The timer for corpses is now seven days for any corpse over level \r\nfive, whether the player is on-line or off-line or any combination of \r\nthe two\r\n- Characters below level eight will no longer see light blue cons\r\n- Spires will no longer try to teleport you to Luclin if you do not own \r\nthe expansion, and therefore will no longer move you to the 'safe \r\npoint' in the zone when it can't take you to the Nexus\r\n- Pets can now be targeted by typing their full name after the /target \r\ncommand (or at least enough of it to distinguish it from the owner)\r\n- Knockback now works correctly when on a horse\r\n- Summoning a horse in Plane of Sky will no longer allow you to \r\nlevitate\r\n- Gating when in the same zone that you are bound no longer causes \r\nproblems\r\n- Horses will no longer disappear when a character is moved to the \r\n'safe point'\r\n\r\n\r\n** Trade Skill Related **\r\n\r\n- Added several trade skill items to Grobb; including a brewing supply \r\nvendor, a brew barrel, a baking vendor, a standard forge, a pottery \r\ncooking mold vendor, a kiln, a pottery wheel, and a sketch vendor.\r\n- Added water flasks to two merchants in the Bazaar\r\n- Added high quality ore vendors to Bazaar, Kaladim, and Qeynos that \r\nsell a limited supply of HQ Ore\r\n- Fixed an inconsistency with the armor class of Enchanted Imbued \r\nDwarven Plate compared to the armor class of other Dwarven-smithed \r\nplate armor\r\n- Batwing Pie, Bug Bites and Deadly Medley now exist\r\n- Repaired the recipe for Superior Gnomish Spirits\\Gnomish Cleaning \r\nSubstance\r\n- Increased the drop rates of cultural armor temper components\r\n- Added hilt mold vendors to more cities\r\n\r\n\r\n** Quest Related **\r\n\r\n- Made adjustments to the Whistling Fists quest\r\n- Reduced the spawn time of the Zordak Ragefire in SoldungB. He will \r\nnow reappear every 24 hours\r\n- Repaired some problems with the Luclin Owlbear Dart and Vah Shir \r\nRuned Totem quests\r\n\r\n\r\n** Spell Related **\r\n\r\n- Eye of Zomm and Eye of Tallon are now non-KoS in a fashion similar to \r\nfamiliars\r\n- Koadic's Endless Intellect stacking has been fixed. If a player has \r\nKoadic's Endless Intellect on them and anyone casts Breeze, Clarity, \r\nClarity 2, Boon of the Clear Mind, Gathering of the Mind, or Gift of \r\nPure Thought on them, it will fail and the Koadic's will remain.\r\n- Mind Wrack gives mana instead of taking mana away\r\n- Charm is immediately removed from charmed NPC's when the character \r\nthat charmed them casts invisibility\r\n- Made some small improvements to Marzin's Mark\r\n- Corrected some stacking issues with Nature's Recovery\r\n- Blast of Frost scroll has been made available for Beastlords\r\n- Self-only level 51+ spells will no longer fail to cast if the caster \r\nhas a lower level character targeted. \r\n- Egress should once again force a 'zone' to clear aggro\r\n- The damage component of Elnerick's Entombment of Ice no longer causes \r\nthe spell to have a chance at breaking its root component\r\n- Snakes in Lavastorm and Paineel are now animals\r\n- Hammerheads are now animals\r\n- Treants in the Plane of Growth are now plants\r\n- Timorous Deep gators, fish, and raptors are now animals\r\n- Rock Hoppers in Hollowshade Moor, Shar Vahl and Shadeweavers are now \r\nanimals\r\n- Paludal and Fungusgrove Wetfang Minnows are now animals\r\n- Underbulks and Shik`Nar in Fungusgrove are now insects\r\n- Rhino Beetles in Shadeweavers Thicket and Hollowshade Moor are now \r\ninsects\r\n- Shrooms in Fungusgrove are now plants\r\n- Lightcrawlers in Mons Seru are now insects\r\n\r\n** Zone Related **\r\n\r\n- Fixed some of the pathing issues in Maiden's Eye\r\n- Dawnshroud Rockhoppers are now giving the proper faction hits\r\n- Fixed a pathing bug in Paludal Caverns that prevented NPCs from \r\npursuing characters up cavern walls\r\n- Fixed a bug with the clipping plane in outdoor Luclin zones\r\n- The Oggok guards will be less friendly to Marsh Bears\r\n- Fixed some bugs in the Umbral Planes that were causing NPCs to get \r\nstuck\r\n- Added content in the Umbral Planes to make it more... entertaining\r\n\r\n** Alternate Advancement Related **\r\n\r\n- Act of Valor should now work properly\r\n- Re-implemented the Improved Familiar ability. It will now summon an \r\nimproved familiar that is better then the greater familiar and is very \r\nresistant to all spells. It is not immune to spells though, just \r\nextremely resistant.\r\n- Warcry should now work properly\r\n- Life Burn now considers hit points from items and should no longer be \r\ninterrupted\r\n- Area Taunt should be no longer affect creatures on heights or floors \r\nabove and below the warrior\r\n\r\n** Discipline Related **\r\n\r\n- Added the following /disciplines for Beastlords: \r\nLevel 51: The Discipline of Resistant\r\nLevel 54: The Discipline of Fearless\r\nLevel 55: The Discipline of Protective Spirit\r\nLevel 60: The Discipline of Bestial Rage\r\n\r\n** Item Related **\r\n\r\n- Expendable items no longer use mana when 'casting' a spell\r\n- Extra damage from either elemental or bane damage should now work for \r\nspecial attacks like backstab\r\n- Shield of Auras can now be used by Necromancers\r\n- All pieces of Black Pantherskin Armor are now Beastlord useable\r\n- Steelsilk Helm should now be visible when using the new models\r\n- Windspeeder's haste is now a permanent effect\r\n- Shield of Mental Fortitude is now actually a shield and also has a \r\ndifferent graphic\r\n- Drape of the Deep Thinker now has a robe texture when equipped\r\n- Orb of Lost Souls can no longer be \"Held\"\r\n- Dark Cloak of the Sky from 'worn to activate' to 'Race/Class to \r\nactivate'. The previous change that made it 'worn to activate' was an \r\nerror. \r\n- Items that add bonuses to the Lock Pick skill should function \r\nproperly now\r\n\r\n** Firiona Vie **\r\n\r\n- The Trivial Loot Code present on the Roleplaying server will no \r\nlonger affect items that are marked solely with the No-Drop flag. No-\r\nDrop items that are also Magic or Lore will continue to behave as they \r\ndid prior to this patch.\r\n\r\n- The EverQuest Team\r\n\r\n** Tales **\r\n\r\nGrand Master Glox sat silently staring into the black waters of the \r\nCabilis aqueducts, his thoughts tracing and retracing the recent \r\nvisions that had upset his nights. The Lord Cazic was trying to tell \r\nhim something, but he could not yet decipher what it was. The hand on \r\nhis shoulder startled him and he turned quickly, striking the intruder \r\nwith a quick blow to the chest. The figure crumpled to the cold ground.\r\n\r\nGlox stood over him with a look of horror, it was one of his own pupils \r\nhe had struck. He lay bloodied and bruised at Glox's feet breathing \r\nheavily with much effort, he was obviously dying. The pupil reached up \r\ntoward Glox with something in his hand. Glox took the items from his \r\nhand and peered at them intently. There were two items, one was a \r\nglistening serpentine scale, the other an ancient stone symbol. Glox \r\nrecognized the symbol almost immediately with horror. It was the symbol \r\nof the Soriz, the ancient Iksar tribe that had been the slaves of the \r\nShissar empire. Glox looked down at his pupil again. \"Where did you get \r\nthis?\" The dying Iksar used his last ounce of energy to point up toward \r\nthe night sky and the moon of Luclin. \"sSs... Ssraeshza... has... \r\nreturned...\"\r\n\r\n** A Call to Arms! **\r\n\r\nHave you long dreamed of aiding your fellow adventurer? Do you enjoy \r\ntravelling the world and meeting new and interesting people? Are you \r\nover the age of 18 with an EverQuest account in good standing and some \r\nfree time? If so, then the EverQuest Guide Program may be for you! If \r\nyou feel compelled to join our ranks, point your web browser to \r\nhttps://guide.everquest.com/guideapp/ and fill out an application!", "body_markdown": "------------------------------\r\nFebruary 13, 2002  3:00 am\r\n------------------------------\r\n\r\n** General **\r\n\r\n- Improved sound for many users. Should eliminate a lot of the \r\n\"choppy\" sound issues\r\n- Fixed one of the link-death-while-zoning bugs\r\n- Characters who disconnect while zoning shouldn't be 'stuck' for an \r\ninordinate amount of time\r\n- Renamed all will-o-wisps and will o' wisps to Fred. \r\n- Reconsidered and changed Fred to willowisp.\r\n- Pets no longer pace. Pets will now, when close to you, STOP.\r\n- Many higher level NPCs now have a random delay before they initially \r\nspawn. This means that they will appear at a more random time interval \r\nafter servers or zones are brought up. This is designed to provide a \r\nfairer distribution of these NPCs across all time zones\r\n- If you right click to auto-inventory an item that you are looting and \r\nit will not fit into your inventory, the item will simply appear on \r\nyour cursor as if you had left clicked on it\r\n\r\n** Gameplay Related **\r\n\r\n- NPC and PC corpses can now be /considered to find out how long until \r\nthey decay, and PC corpses additionally tell you how long you have to \r\nresurrect them\r\n- The timer for corpses is now seven days for any corpse over level \r\nfive, whether the player is on-line or off-line or any combination of \r\nthe two\r\n- Characters below level eight will no longer see light blue cons\r\n- Spires will no longer try to teleport you to Luclin if you do not own \r\nthe expansion, and therefore will no longer move you to the 'safe \r\npoint' in the zone when it can't take you to the Nexus\r\n- Pets can now be targeted by typing their full name after the /target \r\ncommand (or at least enough of it to distinguish it from the owner)\r\n- Knockback now works correctly when on a horse\r\n- Summoning a horse in Plane of Sky will no longer allow you to \r\nlevitate\r\n- Gating when in the same zone that you are bound no longer causes \r\nproblems\r\n- Horses will no longer disappear when a character is moved to the \r\n'safe point'\r\n\r\n\r\n** Trade Skill Related **\r\n\r\n- Added several trade skill items to Grobb; including a brewing supply \r\nvendor, a brew barrel, a baking vendor, a standard forge, a pottery \r\ncooking mold vendor, a kiln, a pottery wheel, and a sketch vendor.\r\n- Added water flasks to two merchants in the Bazaar\r\n- Added high quality ore vendors to Bazaar, Kaladim, and Qeynos that \r\nsell a limited supply of HQ Ore\r\n- Fixed an inconsistency with the armor class of Enchanted Imbued \r\nDwarven Plate compared to the armor class of other Dwarven-smithed \r\nplate armor\r\n- Batwing Pie, Bug Bites and Deadly Medley now exist\r\n- Repaired the recipe for Superior Gnomish Spirits\\Gnomish Cleaning \r\nSubstance\r\n- Increased the drop rates of cultural armor temper components\r\n- Added hilt mold vendors to more cities\r\n\r\n\r\n** Quest Related **\r\n\r\n- Made adjustments to the Whistling Fists quest\r\n- Reduced the spawn time of the Zordak Ragefire in SoldungB. He will \r\nnow reappear every 24 hours\r\n- Repaired some problems with the Luclin Owlbear Dart and Vah Shir \r\nRuned Totem quests\r\n\r\n\r\n** Spell Related **\r\n\r\n- Eye of Zomm and Eye of Tallon are now non-KoS in a fashion similar to \r\nfamiliars\r\n- Koadic's Endless Intellect stacking has been fixed. If a player has \r\nKoadic's Endless Intellect on them and anyone casts Breeze, Clarity, \r\nClarity 2, Boon of the Clear Mind, Gathering of the Mind, or Gift of \r\nPure Thought on them, it will fail and the Koadic's will remain.\r\n- Mind Wrack gives mana instead of taking mana away\r\n- Charm is immediately removed from charmed NPC's when the character \r\nthat charmed them casts invisibility\r\n- Made some small improvements to Marzin's Mark\r\n- Corrected some stacking issues with Nature's Recovery\r\n- Blast of Frost scroll has been made available for Beastlords\r\n- Self-only level 51+ spells will no longer fail to cast if the caster \r\nhas a lower level character targeted. \r\n- Egress should once again force a 'zone' to clear aggro\r\n- The damage component of Elnerick's Entombment of Ice no longer causes \r\nthe spell to have a chance at breaking its root component\r\n- Snakes in Lavastorm and Paineel are now animals\r\n- Hammerheads are now animals\r\n- Treants in the Plane of Growth are now plants\r\n- Timorous Deep gators, fish, and raptors are now animals\r\n- Rock Hoppers in Hollowshade Moor, Shar Vahl and Shadeweavers are now \r\nanimals\r\n- Paludal and Fungusgrove Wetfang Minnows are now animals\r\n- Underbulks and Shik`Nar in Fungusgrove are now insects\r\n- Rhino Beetles in Shadeweavers Thicket and Hollowshade Moor are now \r\ninsects\r\n- Shrooms in Fungusgrove are now plants\r\n- Lightcrawlers in Mons Seru are now insects\r\n\r\n** Zone Related **\r\n\r\n- Fixed some of the pathing issues in Maiden's Eye\r\n- Dawnshroud Rockhoppers are now giving the proper faction hits\r\n- Fixed a pathing bug in Paludal Caverns that prevented NPCs from \r\npursuing characters up cavern walls\r\n- Fixed a bug with the clipping plane in outdoor Luclin zones\r\n- The Oggok guards will be less friendly to Marsh Bears\r\n- Fixed some bugs in the Umbral Planes that were causing NPCs to get \r\nstuck\r\n- Added content in the Umbral Planes to make it more... entertaining\r\n\r\n** Alternate Advancement Related **\r\n\r\n- Act of Valor should now work properly\r\n- Re-implemented the Improved Familiar ability. It will now summon an \r\nimproved familiar that is better then the greater familiar and is very \r\nresistant to all spells. It is not immune to spells though, just \r\nextremely resistant.\r\n- Warcry should now work properly\r\n- Life Burn now considers hit points from items and should no longer be \r\ninterrupted\r\n- Area Taunt should be no longer affect creatures on heights or floors \r\nabove and below the warrior\r\n\r\n** Discipline Related **\r\n\r\n- Added the following /disciplines for Beastlords: \r\nLevel 51: The Discipline of Resistant\r\nLevel 54: The Discipline of Fearless\r\nLevel 55: The Discipline of Protective Spirit\r\nLevel 60: The Discipline of Bestial Rage\r\n\r\n** Item Related **\r\n\r\n- Expendable items no longer use mana when 'casting' a spell\r\n- Extra damage from either elemental or bane damage should now work for \r\nspecial attacks like backstab\r\n- Shield of Auras can now be used by Necromancers\r\n- All pieces of Black Pantherskin Armor are now Beastlord useable\r\n- Steelsilk Helm should now be visible when using the new models\r\n- Windspeeder's haste is now a permanent effect\r\n- Shield of Mental Fortitude is now actually a shield and also has a \r\ndifferent graphic\r\n- Drape of the Deep Thinker now has a robe texture when equipped\r\n- Orb of Lost Souls can no longer be \"Held\"\r\n- Dark Cloak of the Sky from 'worn to activate' to 'Race/Class to \r\nactivate'. The previous change that made it 'worn to activate' was an \r\nerror. \r\n- Items that add bonuses to the Lock Pick skill should function \r\nproperly now\r\n\r\n** Firiona Vie **\r\n\r\n- The Trivial Loot Code present on the Roleplaying server will no \r\nlonger affect items that are marked solely with the No-Drop flag. No-\r\nDrop items that are also Magic or Lore will continue to behave as they \r\ndid prior to this patch.\r\n\r\n<div>- The EverQuest Team</div>\r\n\r\n** Tales **\r\n\r\nGrand Master Glox sat silently staring into the black waters of the \r\nCabilis aqueducts, his thoughts tracing and retracing the recent \r\nvisions that had upset his nights. The Lord Cazic was trying to tell \r\nhim something, but he could not yet decipher what it was. The hand on \r\nhis shoulder startled him and he turned quickly, striking the intruder \r\nwith a quick blow to the chest. The figure crumpled to the cold ground.\r\n\r\nGlox stood over him with a look of horror, it was one of his own pupils \r\nhe had struck. He lay bloodied and bruised at Glox's feet breathing \r\nheavily with much effort, he was obviously dying. The pupil reached up \r\ntoward Glox with something in his hand. Glox took the items from his \r\nhand and peered at them intently. There were two items, one was a \r\nglistening serpentine scale, the other an ancient stone symbol. Glox \r\nrecognized the symbol almost immediately with horror. It was the symbol \r\nof the Soriz, the ancient Iksar tribe that had been the slaves of the \r\nShissar empire. Glox looked down at his pupil again. \"Where did you get \r\nthis?\" The dying Iksar used his last ounce of energy to point up toward \r\nthe night sky and the moon of Luclin. \"sSs... Ssraeshza... has... \r\nreturned...\"\r\n\r\n** A Call to Arms! **\r\n\r\nHave you long dreamed of aiding your fellow adventurer? Do you enjoy \r\ntravelling the world and meeting new and interesting people? Are you \r\nover the age of 18 with an EverQuest account in good standing and some \r\nfree time? If so, then the EverQuest Guide Program may be for you! If \r\nyou feel compelled to join our ranks, point your web browser to \r\nhttps://guide.everquest.com/guideapp/ and fill out an application!", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 17, 2002  3:00 am", "slug": "2002-02-17-1", "patch_date": "2002-02-17T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix"], "body_plaintext": "February 17, 2002  3:00 am\n------------------------------\n\n- Increased the drop rate on some 55-60th level Kunark spells that were \noverly rare. \n- Added water and high quality ore to vendors in the Bazaar, as \npromised in the Feb 13 patch. \n- Fixed a spawn problem in north Temple of Veeshan. \n- Fixed a few minor issues with the Whistling Fists quest. \n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "February 17, 2002  3:00 am\n------------------------------\n\n- Increased the drop rate on some 55-60th level Kunark spells that were \noverly rare. \n- Added water and high quality ore to vendors in the Bazaar, as \npromised in the Feb 13 patch. \n- Fixed a spawn problem in north Temple of Veeshan. \n- Fixed a few minor issues with the Whistling Fists quest. \n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 25, 2002  3:00 am", "slug": "2002-02-25-1", "patch_date": "2002-02-25T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items"], "body_plaintext": "February 25, 2002  3:00 am\n------------------------------\n\n- Fixed a problem with the Gnome sitting animation\n\n- Fixed a bug that was causing some people to crash when repeatedly \nright-clicking spell gems\n\n- Made adjustments for Quellious monks attempting to do Iksar Shackle \nquests\n\n- Fixed a bug in the way that Alternate Experience was being \ndistributed. Extra experience was being generated for an ungrouped \ncharacter with all experience going to the Alternate Experience pool. \nToo little experience was going into the Alternate Experience pool for \npeople grouped that were applying less than 100% of their experience to \nthe Alternate Experience pool.\n\n- Fixed stacking issues with Circle of Seasons and Talisman of \nEpuration\n\n- Wild Lord's armor effects are now level restricted\n\n- Fixed a bug with necromancer pets that was preventing them from \ngaining the healing benefit of lifetaps. It turns out that this was \naffecting all NPCs. It should now be working properly for both pets and \nNPCs.\n\n*** Fan Faire Registration is Open ***\n\nRegistration has opened for the Seattle Fan Faire! We will be at the \nDoubletree Seattle Airport Hotel on April 19-20. Register early and \njoin us for a great time! Visit \nhttp://everquest.station.sony.com/fanfaire/en/index.jsp for \nregistration and all of the details!\n\n.....................................................................\n\n------------------------------", "body_markdown": "February 25, 2002  3:00 am\n------------------------------\n\n- Fixed a problem with the Gnome sitting animation\n\n- Fixed a bug that was causing some people to crash when repeatedly \nright-clicking spell gems\n\n- Made adjustments for Quellious monks attempting to do Iksar Shackle \nquests\n\n- Fixed a bug in the way that Alternate Experience was being \ndistributed. Extra experience was being generated for an ungrouped \ncharacter with all experience going to the Alternate Experience pool. \nToo little experience was going into the Alternate Experience pool for \npeople grouped that were applying less than 100% of their experience to \nthe Alternate Experience pool.\n\n- Fixed stacking issues with Circle of Seasons and Talisman of \nEpuration\n\n- Wild Lord's armor effects are now level restricted\n\n- Fixed a bug with necromancer pets that was preventing them from \ngaining the healing benefit of lifetaps. It turns out that this was \naffecting all NPCs. It should now be working properly for both pets and \nNPCs.\n\n*** Fan Faire Registration is Open ***\n\nRegistration has opened for the Seattle Fan Faire! We will be at the \nDoubletree Seattle Airport Hotel on April 19-20. Register early and \njoin us for a great time! Visit \nhttp://everquest.station.sony.com/fanfaire/en/index.jsp for \nregistration and all of the details!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 7, 2002", "slug": "2002-03-07-1", "patch_date": "2002-03-07T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "spells", "zones", "tradeskills"], "body_plaintext": "March 7, 2002\n------------------------------\n\n** Patch Information ***\n\n- Fixed a problem with Alternate Advancement ability Combat Fury that \nwas causing rangers using archery and rogues using throwing to have a \nlesser chance to critical than normal. This did not affect warriors\n\n- We think we've fixed many of the issues that were causing 1018 \nerrors. At the very worst players should be able to log back in faster \nnow \n\n- Fixed a problem that was causing quests to give no Alternate \nExperience to a character when that character had all experience going \ninto their Alternate Experience pool\n\n- Fixed a bug that was causing Claw of the Savage Spirit, Earthen Band \nand Breastplate of Day to show a negative statistic modifier\n\n- Fixed an issue with some ATI-based video cards that was causing the \ninventory screen to flash\n\n- All Levitation spells will now be stripped when entering a no-\nlevitation zone. There was a bug that caused the game to only strip the \nfirst Levitation spell found\n\n- Earrings of Endless Speed are now no-drop\n\n- Fixed a bug that was displaying erroneous and duplicate faction \nmessages\n\n- Also added some Tradeskill recipes for items dropping in Akheva and \nMaidens eye\n\n- Tradeskills (including Alchemy and poison) now take %skill modifying \nitems and buffs into consideration\n\n- Scallywag's Arm Plates (Legends Only) are now wearable in the arms \nslot (was errantly flagged for the chest slot)\n\n- All soft wicker pieces are now wearable by Beastlords\n\n** A Tale **\n\nPrime Heirophant Vek leaned over and looked into the jeweled case \nsilently. The young mystic behind him nervously fingered the cudgel \nhanging from his belt. He knew what was coming. The hold of the \nfaceless had firmly taken hold of his heart and was beginning to \nsqueeze.\n\nVek turned to him quietly and simply said, \"Find them.\" He then walked \nsilently out of the room.\n\nHierophant Zand turned to the young Mystic, \"Do as he has asked. Do not \nreturn until you have the skulls of the ancients in your possession.\" \nThe young Mystic stumbled as he ran out of the room, visibly shaking.\n\nZand looked down into the empty skull case. Something glittered softly \nin the corner of the case. Zand reached in and picked up a small \nearring, emblazoned with the symbol of the Kunzar.\n\nZand walked quietly out of the room, and somewhere the soul of a dead \nemperor laughed with unholy malice.\n\n** Another Tale **\n\nHalor slashed frantically at the creature before him. He swung down \nhard, cleaving the great worm in two. Unfortunately there were many \nmore were that came from. Bauric climbed over a rock and stood next to \nHalor, fighting off another of the worms.\n\nHalor suddenly felt a sharp pain in his right heel and spun violently \naround, causing his journals to fly out of his pack and onto the hard \nstone floor. He swung at the worm larva with his sword knocking it \naway, but too late. The worm had wounded him badly, he could no longer \nhold himself up on the wounded ankle and he fell to the floor with a \ncrash. Bauric cried out in pain as one of the larger worms bit into his \narm. That was the last thing Halor saw before the horde of worms \nsquirmed across the stones and overcame them.\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "March 7, 2002\n------------------------------\n\n** Patch Information ***\n\n- Fixed a problem with Alternate Advancement ability Combat Fury that \nwas causing rangers using archery and rogues using throwing to have a \nlesser chance to critical than normal. This did not affect warriors\n\n- We think we've fixed many of the issues that were causing 1018 \nerrors. At the very worst players should be able to log back in faster \nnow \n\n- Fixed a problem that was causing quests to give no Alternate \nExperience to a character when that character had all experience going \ninto their Alternate Experience pool\n\n- Fixed a bug that was causing Claw of the Savage Spirit, Earthen Band \nand Breastplate of Day to show a negative statistic modifier\n\n- Fixed an issue with some ATI-based video cards that was causing the \ninventory screen to flash\n\n- All Levitation spells will now be stripped when entering a no-\nlevitation zone. There was a bug that caused the game to only strip the \nfirst Levitation spell found\n\n- Earrings of Endless Speed are now no-drop\n\n- Fixed a bug that was displaying erroneous and duplicate faction \nmessages\n\n- Also added some Tradeskill recipes for items dropping in Akheva and \nMaidens eye\n\n- Tradeskills (including Alchemy and poison) now take %skill modifying \nitems and buffs into consideration\n\n- Scallywag's Arm Plates (Legends Only) are now wearable in the arms \nslot (was errantly flagged for the chest slot)\n\n- All soft wicker pieces are now wearable by Beastlords\n\n** A Tale **\n\nPrime Heirophant Vek leaned over and looked into the jeweled case \nsilently. The young mystic behind him nervously fingered the cudgel \nhanging from his belt. He knew what was coming. The hold of the \nfaceless had firmly taken hold of his heart and was beginning to \nsqueeze.\n\nVek turned to him quietly and simply said, \"Find them.\" He then walked \nsilently out of the room.\n\nHierophant Zand turned to the young Mystic, \"Do as he has asked. Do not \nreturn until you have the skulls of the ancients in your possession.\" \nThe young Mystic stumbled as he ran out of the room, visibly shaking.\n\nZand looked down into the empty skull case. Something glittered softly \nin the corner of the case. Zand reached in and picked up a small \nearring, emblazoned with the symbol of the Kunzar.\n\nZand walked quietly out of the room, and somewhere the soul of a dead \nemperor laughed with unholy malice.\n\n** Another Tale **\n\nHalor slashed frantically at the creature before him. He swung down \nhard, cleaving the great worm in two. Unfortunately there were many \nmore were that came from. Bauric climbed over a rock and stood next to \nHalor, fighting off another of the worms.\n\nHalor suddenly felt a sharp pain in his right heel and spun violently \naround, causing his journals to fly out of his pack and onto the hard \nstone floor. He swung at the worm larva with his sword knocking it \naway, but too late. The worm had wounded him badly, he could no longer \nhold himself up on the wounded ankle and he fell to the floor with a \ncrash. Bauric cried out in pain as one of the larger worms bit into his \narm. That was the last thing Halor saw before the horde of worms \nsquirmed across the stones and overcame them.\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 19, 2002", "slug": "2002-03-19-1", "patch_date": "2002-03-19T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "March 19, 2002\n------------------------------\n\nWe wanted to start by letting everyone know how grateful we are for all \nof the suggestions for improvements that we've received both in EMail \nand on the various class and server boards. We appreciate all the help \nyou've provided us. \n\n** Changes for Low Level Characters ** \n\n- Characters no longer lose experience for death below level 11 \n- Characters now begin first level with a stack of 20 food and drink \n- Items no longer appear on a corpse if you are below level 10, they \nreappear with the character \n- When a character \"dings\" level 10 you will be informed that your \nitems will now be on your corpse \n- Characters will no longer appear with a Tome of Discord. They must \nget one from the Priest of Discord \n- New resurrection, evacuate and corpse summoning spells have been \nadded at lower levels \n- We've moved the newbie bind points closer to where characters first \nstart out, not outside in their newbie areas \n- Halflings and Gnomes have new classes available to them: Halfling \nRangers and Paladins as well as Gnome ShadowKnights and Paladins. All \nof the necessary NPCs and items should be available for these new \nclasses \n\n** Alternate Advancement Abilities ** \n\n- Divine Stun is now an activated ability on a 30 second reuse timer \nwith a chance to interrupt NPCs up to level 60 \n- Most targeting issues with Alternate Advancement abilities should be \nfixed \n- Rampage should now consider all viable targets, including PvP targets \n- Metabolism should be working properly now \n- Scribble Notes should reduce memorization times to an even greater \nextent than it did before \n\n** Spells/Songs ** \n\n- Fixed a bard lockup bug that would occur randomly with during cast \ntime \n- Fixed a song bug that was causing songs to be stuck on, triggered by \ncontact proc buffs procs (such as Boon of the Garou) \n- The new Cleric and Paladin Resurrection line of spells are now \navailable on vendors \n- The new corpse summoning spell is now available on vendors, as are the appropriate coffins \n- The new Evacuate spells are now available on vendors \n- Memory Blur, Mind Wipe, Blanket of Forgetfulness, Memory Flux, \nGlamour of Kintaz and Rapture have been given a greater chance of \nclearing the 'hate list' \n- Glamour of Kintaz and Rapture also have longer durations \n- Egress and Abscond have a reduced mana cost and a lesser chance to \nfizzle \n- Judgement has been improved to make it a better upgrade from the \nprevious spell in the spell line \n- Shaman group buff spells (Tumultuous Strength and the Talisman \nspells - Cat, Brute, Rhino, and Raptor) have been improved to be more in line \nwith the single target versions of those spells. \n- Added a new line of spells for Magicians that summons focus items \n- /pet get lost will now kill the buff as well as the familiar \n- Marzin's Mark now stack with Protection of the Glades \n- Improved the way that Abolish Disease/Poison and Counteract \nDisease/Poison work \n- Fixed it so that whenever a player loses the chance to click on a \nresurrection dialogue box (such as entering the inventory screen), the \ngame will react as if the user had clicked \"no\". This should prevent \ncases where the player can not be resurrected unless they logged out \n- \"Sense\" spells should now work while on a horse \n- Shield of Auras effect has had a stacking issue with Clarity fixed \nand the component removed \n- Skin of Shadow has had its night only restriction removed \n- Demi Lich is now a level 56 spell \n- Arch Lich has been improved \n- Translocate spells no longer require that the target be grouped with \nthe caster. Also, the dialog box for this spell will remain longer \n- Added Sicken and Tainted Breath to a merchant in Shar Vahl \n- Levitation spells now check to see if you have a second Levitation \ntype spell when it wears off before hurling you to the ground \n- Eye of Tallon has a longer duration \n- Spell memorization speed should now take +Meditate% skill items into \naccount \n- Bard song memorization time should now be faster and is affected by \nattributes \n\n** Zones ** \n\n- Changed safe spot in Kedge Keep to actually be a safe spot \n- The Beastlord trainer in Firiona Vie is now more friendly to \nBeastlords of all types \n- Vyzh`dra the Cursed has been adjusted to help balance the risk versus \nreward associated with the encounter \n\n** Items ** \n\n- Sleeper's Tomb Key is now Soulbound \n- Wand of Casual Blessings is not longer usable by Half-Elves, and is \nusable by Dark Elves and Gnomes. It also now looks like a staff and not \na bag \n- Corrected some of the Velious quest helm graphics. All helms of this \ntype are no longer displaying a graphic (as intended) and the \n'customized' plate helms should all now have graphics (also as \nintended) \n- Custom Malevolent Crown should now be the same color as the rest of \nthe armor set \n- The Beastlord Epic item has been changed to be more in line with \nother epic items \n- Grimling Tribal Headdress is now a \"head\" item and should be \nequippable \n- Thexian Loop has had its Haste increased \n- Headband of Many Visions now grants Deadeye instead of See Invisible \n- Shield of the Swamp should now have a graphic \n- Shield of Auras should now have a graphic \n\n** Combat ** \n\n- Pets are now more likely to avoid NPC ripostes \n- Wizards now have an inherent chance to score a critical blast with \ntheir damage spells after 11th level. This ability does not lessen the \nchance of scoring a critical hit with Alternate Experience abilities \nthat grant criticals \n\n** Client/Interface ** \n\n- Added /dopropertinting command. This command allows you to turn on \nand off the \"DoProperTinting\" option in the eqclient.ini file. \nActivating this command should correct most tinting issues (such as \narmor tint also tinting the character's skin). But if it causes issues \nyou can toggle it off by using /dopropertinting off \n- Added /chat commands, that allow players to create their own chat \nchannels. Please read the eqmanual_supplement.doc in your EverQuest \ndirectory for more information \n- Added /hitsmode command. This command allows you to more finely \ncontrol how you see hits, including seeing them in a window other than \nyour chat window. Please see the eqmanual_supplement.doc for more \ndetails \n- Added /clearhits to clear the current hits in the M2-M5 modes of the \n/hitsmode command. Again, please see the eqmanual_supplement for more \ninformation \n- Added /showgrass command. This toggles the radial flora (Luclin only) \non and off \n- Added options in the Options screen (under Chat Filter) for filtering \nout Melee and Spell criticals. Options are All/Me/Off. These can also \nbe activated using the /filter command, and will affect critical hit, \ncritical blast, exceptional heal, and crippling blow messages \n- Changed /filter to allow you to toggle the various chat filter \nsettings (still also lets you toggle the badwords filter) \n- Changed /channel to allow you to set your default chat channel. It \nalso now saves this setting in the INI file \n- Changed the /targetgroupbuff command to be 'persistent'. The state of \nthe switch will be stored in the eqclient.ini file and will be \nremembered when you log out or zone \n- Fixed the double messages received when \"Soandso's song ends\" \n- Mend should be working properly. \"Can not use Mend for x seconds\" can \nstill appear, but you now should be able to use mend at the appropriate \ntime \n- Fixed bug in the client that caused a \"You are out of Ammo message\" \neven when you still had ammo \n- Messages should no longer be lost while you are zoning \n- Corpses that are made to appear at the \"safe spot\" of a zone for any \nreason can now be moved using /corpse as long as the person using the \ncommand has /consent for that corpse \n- Added \"AllLuclinPcModelsOff\" line to the eqclient.ini file which, if \nset to TRUE, will skip the loading of all of the Luclin PC models \n(except the Vah Shir, which always gets loaded no matter what this is \nset to). This should allow players to set the loading of each race and \nsex individually for their normal game play, but then quickly turn all \nmodels off for a raid or other such circumstances \n- Added /rtarget function (can be used as /rt). This function targets \nthe last character to send you a /tell. It follows all of the rules for \n/target \n- Messages sent to you while you are zoning should be saved and sent to \nyou when you reach the other side of the zone. Messages should no \nlonger be lost while zoning (unless zoning takes more than about 10 \nminutes for any reason) \n- You should be able to keep typing whatever you were in the middle of \ntyping when you zoned... but it might not be processed till you're in \nthe new zone \n- If someone is on your ignore list and they do a /random, you \nshouldn't see it anymore \n\n** Pathing ** \n\n- Corrected some pathing in Ak'Anon that was preventing some NPCs from \nreaching certain areas \n- Corrected some pathing issues in Acrylia Caverns \n- Corrected a problem with the entrance from Hollowshade Moor into \nPaludal Caverns that was preventing Beastlord Warders from entering the \nzone \n\n** Miscellaneous ** \n\n- Many cases where characters would stab themselves with their weapons \nwhen sitting should have been eliminated.\n- Player characters no longer broadcast their location when they are \nstationary. This should reduce the resources used and improve gameplay.\n- Fixed a problem that was causing some users to see blocky, unblended \nterrain where terrain types meet.\n- Critical hit messages from spells now take into account PvP damage \ncalculations. The actual damage was calculated correctly, it was just \ndisplaying wrong on the critical message.\n- Fixed canoes, they should move forward and backwards normally again.\n- We have been working to prevent characters from being stuck in the \ngame after link death in such a way that prevents the player from \nlogging back in. Players should be able to log back in no more than 5 \nminutes after going link dead in all situations.\n- Added Sharvahl as a \"home zone\" for Vahshir when taking PvP racial \nfaction hits into account .\n- We have fixed the ATI flashing problem that some players with certain \ncards were having when inventory window was up.\n\n.....................................................................\n\n------------------------------", "body_markdown": "March 19, 2002\n------------------------------\n\nWe wanted to start by letting everyone know how grateful we are for all \nof the suggestions for improvements that we've received both in EMail \nand on the various class and server boards. We appreciate all the help \nyou've provided us. \n\n** Changes for Low Level Characters ** \n\n- Characters no longer lose experience for death below level 11 \n- Characters now begin first level with a stack of 20 food and drink \n- Items no longer appear on a corpse if you are below level 10, they \nreappear with the character \n- When a character \"dings\" level 10 you will be informed that your \nitems will now be on your corpse \n- Characters will no longer appear with a Tome of Discord. They must \nget one from the Priest of Discord \n- New resurrection, evacuate and corpse summoning spells have been \nadded at lower levels \n- We've moved the newbie bind points closer to where characters first \nstart out, not outside in their newbie areas \n- Halflings and Gnomes have new classes available to them: Halfling \nRangers and Paladins as well as Gnome ShadowKnights and Paladins. All \nof the necessary NPCs and items should be available for these new \nclasses \n\n** Alternate Advancement Abilities ** \n\n- Divine Stun is now an activated ability on a 30 second reuse timer \nwith a chance to interrupt NPCs up to level 60 \n- Most targeting issues with Alternate Advancement abilities should be \nfixed \n- Rampage should now consider all viable targets, including PvP targets \n- Metabolism should be working properly now \n- Scribble Notes should reduce memorization times to an even greater \nextent than it did before \n\n** Spells/Songs ** \n\n- Fixed a bard lockup bug that would occur randomly with during cast \ntime \n- Fixed a song bug that was causing songs to be stuck on, triggered by \ncontact proc buffs procs (such as Boon of the Garou) \n- The new Cleric and Paladin Resurrection line of spells are now \navailable on vendors \n- The new corpse summoning spell is now available on vendors, as are the appropriate coffins \n- The new Evacuate spells are now available on vendors \n- Memory Blur, Mind Wipe, Blanket of Forgetfulness, Memory Flux, \nGlamour of Kintaz and Rapture have been given a greater chance of \nclearing the 'hate list' \n- Glamour of Kintaz and Rapture also have longer durations \n- Egress and Abscond have a reduced mana cost and a lesser chance to \nfizzle \n- Judgement has been improved to make it a better upgrade from the \nprevious spell in the spell line \n- Shaman group buff spells (Tumultuous Strength and the Talisman \nspells - Cat, Brute, Rhino, and Raptor) have been improved to be more in line \nwith the single target versions of those spells. \n- Added a new line of spells for Magicians that summons focus items \n- /pet get lost will now kill the buff as well as the familiar \n- Marzin's Mark now stack with Protection of the Glades \n- Improved the way that Abolish Disease/Poison and Counteract \nDisease/Poison work \n- Fixed it so that whenever a player loses the chance to click on a \nresurrection dialogue box (such as entering the inventory screen), the \ngame will react as if the user had clicked \"no\". This should prevent \ncases where the player can not be resurrected unless they logged out \n- \"Sense\" spells should now work while on a horse \n- Shield of Auras effect has had a stacking issue with Clarity fixed \nand the component removed \n- Skin of Shadow has had its night only restriction removed \n- Demi Lich is now a level 56 spell \n- Arch Lich has been improved \n- Translocate spells no longer require that the target be grouped with \nthe caster. Also, the dialog box for this spell will remain longer \n- Added Sicken and Tainted Breath to a merchant in Shar Vahl \n- Levitation spells now check to see if you have a second Levitation \ntype spell when it wears off before hurling you to the ground \n- Eye of Tallon has a longer duration \n- Spell memorization speed should now take +Meditate% skill items into \naccount \n- Bard song memorization time should now be faster and is affected by \nattributes \n\n** Zones ** \n\n- Changed safe spot in Kedge Keep to actually be a safe spot \n- The Beastlord trainer in Firiona Vie is now more friendly to \nBeastlords of all types \n- Vyzh`dra the Cursed has been adjusted to help balance the risk versus \nreward associated with the encounter \n\n** Items ** \n\n- Sleeper's Tomb Key is now Soulbound \n- Wand of Casual Blessings is not longer usable by Half-Elves, and is \nusable by Dark Elves and Gnomes. It also now looks like a staff and not \na bag \n- Corrected some of the Velious quest helm graphics. All helms of this \ntype are no longer displaying a graphic (as intended) and the \n'customized' plate helms should all now have graphics (also as \nintended) \n- Custom Malevolent Crown should now be the same color as the rest of \nthe armor set \n- The Beastlord Epic item has been changed to be more in line with \nother epic items \n- Grimling Tribal Headdress is now a \"head\" item and should be \nequippable \n- Thexian Loop has had its Haste increased \n- Headband of Many Visions now grants Deadeye instead of See Invisible \n- Shield of the Swamp should now have a graphic \n- Shield of Auras should now have a graphic \n\n** Combat ** \n\n- Pets are now more likely to avoid NPC ripostes \n- Wizards now have an inherent chance to score a critical blast with \ntheir damage spells after 11th level. This ability does not lessen the \nchance of scoring a critical hit with Alternate Experience abilities \nthat grant criticals \n\n** Client/Interface ** \n\n- Added /dopropertinting command. This command allows you to turn on \nand off the \"DoProperTinting\" option in the eqclient.ini file. \nActivating this command should correct most tinting issues (such as \narmor tint also tinting the character's skin). But if it causes issues \nyou can toggle it off by using /dopropertinting off \n- Added /chat commands, that allow players to create their own chat \nchannels. Please read the eqmanual_supplement.doc in your EverQuest \ndirectory for more information \n- Added /hitsmode command. This command allows you to more finely \ncontrol how you see hits, including seeing them in a window other than \nyour chat window. Please see the eqmanual_supplement.doc for more \ndetails \n- Added /clearhits to clear the current hits in the M2-M5 modes of the \n/hitsmode command. Again, please see the eqmanual_supplement for more \ninformation \n- Added /showgrass command. This toggles the radial flora (Luclin only) \non and off \n- Added options in the Options screen (under Chat Filter) for filtering \nout Melee and Spell criticals. Options are All/Me/Off. These can also \nbe activated using the /filter command, and will affect critical hit, \ncritical blast, exceptional heal, and crippling blow messages \n- Changed /filter to allow you to toggle the various chat filter \nsettings (still also lets you toggle the badwords filter) \n- Changed /channel to allow you to set your default chat channel. It \nalso now saves this setting in the INI file \n- Changed the /targetgroupbuff command to be 'persistent'. The state of \nthe switch will be stored in the eqclient.ini file and will be \nremembered when you log out or zone \n- Fixed the double messages received when \"Soandso's song ends\" \n- Mend should be working properly. \"Can not use Mend for x seconds\" can \nstill appear, but you now should be able to use mend at the appropriate \ntime \n- Fixed bug in the client that caused a \"You are out of Ammo message\" \neven when you still had ammo \n- Messages should no longer be lost while you are zoning \n- Corpses that are made to appear at the \"safe spot\" of a zone for any \nreason can now be moved using /corpse as long as the person using the \ncommand has /consent for that corpse \n- Added \"AllLuclinPcModelsOff\" line to the eqclient.ini file which, if \nset to TRUE, will skip the loading of all of the Luclin PC models \n(except the Vah Shir, which always gets loaded no matter what this is \nset to). This should allow players to set the loading of each race and \nsex individually for their normal game play, but then quickly turn all \nmodels off for a raid or other such circumstances \n- Added /rtarget function (can be used as /rt). This function targets \nthe last character to send you a /tell. It follows all of the rules for \n/target \n- Messages sent to you while you are zoning should be saved and sent to \nyou when you reach the other side of the zone. Messages should no \nlonger be lost while zoning (unless zoning takes more than about 10 \nminutes for any reason) \n- You should be able to keep typing whatever you were in the middle of \ntyping when you zoned... but it might not be processed till you're in \nthe new zone \n- If someone is on your ignore list and they do a /random, you \nshouldn't see it anymore \n\n** Pathing ** \n\n- Corrected some pathing in Ak'Anon that was preventing some NPCs from \nreaching certain areas \n- Corrected some pathing issues in Acrylia Caverns \n- Corrected a problem with the entrance from Hollowshade Moor into \nPaludal Caverns that was preventing Beastlord Warders from entering the \nzone \n\n** Miscellaneous ** \n\n- Many cases where characters would stab themselves with their weapons \nwhen sitting should have been eliminated.\n- Player characters no longer broadcast their location when they are \nstationary. This should reduce the resources used and improve gameplay.\n- Fixed a problem that was causing some users to see blocky, unblended \nterrain where terrain types meet.\n- Critical hit messages from spells now take into account PvP damage \ncalculations. The actual damage was calculated correctly, it was just \ndisplaying wrong on the critical message.\n- Fixed canoes, they should move forward and backwards normally again.\n- We have been working to prevent characters from being stuck in the \ngame after link death in such a way that prevents the player from \nlogging back in. Players should be able to log back in no more than 5 \nminutes after going link dead in all situations.\n- Added Sharvahl as a \"home zone\" for Vahshir when taking PvP racial \nfaction hits into account .\n- We have fixed the ATI flashing problem that some players with certain \ncards were having when inventory window was up.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 21, 2002  3:00 am", "slug": "2002-03-21-1", "patch_date": "2002-03-21T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "zones", "ui"], "body_plaintext": "March 21, 2002  3:00 am\n------------------------------\n\nContact buffs have once again been disabled for bards to prevent songs \nfrom locking up \n\n- Fixed a bug that was causing the \"Soandso begins to cast a spell\" \nmessage to not display \n\n- Fixed the bug that was causing the last hit message for another \nplayer to be displayed even if you had other's hits off \n\n- Added more info to the /hitsmode help \n\n- Added another option to the /hitsmode command to allow users to force \nthe windows to be displayed even if empty \n\nNew Hitsmode Usage: /hitsmode    \n   \n    \n\nWhere:  is 1 to force the window to draw even if empty. \n\n- Changed it so hitsmode windows do NOT draw when in \"normal\" old UI \nmode (e.g. spellbook) \n\n- Fixed a bug that was giving bards an error message related to \n/targetgroupbuff every time they zone. (\"This ability does not work \nwith bard songs.\")\n\n.....................................................................\n\n------------------------------", "body_markdown": "March 21, 2002  3:00 am\n------------------------------\n\nContact buffs have once again been disabled for bards to prevent songs \nfrom locking up \n\n- Fixed a bug that was causing the \"Soandso begins to cast a spell\" \nmessage to not display \n\n- Fixed the bug that was causing the last hit message for another \nplayer to be displayed even if you had other's hits off \n\n- Added more info to the /hitsmode help \n\n- Added another option to the /hitsmode command to allow users to force \nthe windows to be displayed even if empty \n\nNew Hitsmode Usage: /hitsmode    \n   \n    \n\nWhere:  is 1 to force the window to draw even if empty. \n\n- Changed it so hitsmode windows do NOT draw when in \"normal\" old UI \nmode (e.g. spellbook) \n\n- Fixed a bug that was giving bards an error message related to \n/targetgroupbuff every time they zone. (\"This ability does not work \nwith bard songs.\")\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 5, 2002  3:00 am", "slug": "2002-04-05-1", "patch_date": "2002-04-05T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["ui"], "body_plaintext": "April 5, 2002  3:00 am\n------------------------------\n\n** Graphics Engine Update **\n\n- S3 video cards: We've worked around a shortcoming in the S3 drivers \nthat fixes the overlapping or \"cutout\" looking interface graphics.\n\n- All Hardware TnL cards: More optimizations and performance increases.\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 5, 2002  3:00 am\n------------------------------\n\n** Graphics Engine Update **\n\n- S3 video cards: We've worked around a shortcoming in the S3 drivers \nthat fixes the overlapping or \"cutout\" looking interface graphics.\n\n- All Hardware TnL cards: More optimizations and performance increases.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 9, 2002", "slug": "2002-04-09-1", "patch_date": "2002-04-09T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills"], "body_plaintext": "April 9, 2002\n------------------------------\n\n** EverQuest Pricing Increase **\nDue to the increased costs of running the EverQuest game service, we \nwill be increasing our subscription rates in April. Effective April 25, \nthe new monthly subscription rate will be $12.95/month. \n\nWe will continue to offer discounts from the new rate plan on multi-\nmonth subscriptions. The new price for a 3-month subscription will be \n$35.85 and a 6-month subscription will now be $65.70. \n\nYou don't have to do a thing; you will automatically be migrated to the \nnew billing structure under your current subscription plan when your \ncurrent subscription plan expires.\n\nHOWEVER, for a limited time only (from April 10 through April 24, \n2002), you may extend your current subscription for an additional 12 or \n24 months by signing up for the new EQ 12 or 24 month plan - and reap \ngreat savings off of the new rates:\n\n* Extend for 12 months for $109 US - and get a 30% discount off of the new monthly rates!\n\n* Extend for 24 months for $190 US - and get a 39% discount off of the \nnew monthly rates!\n\nNow is the time to lock in these rates, so don't miss out.\n\nFor more information visit www.everquest.com/rates\n\n** NPCs and Items **\n\n- Non-pet NPCs will start to return items they don't care about. This \nwill occur over time as zones are updated. \n\n** Spells **\n\n- Pet healing spells now have a Cure Disease effect\n- Cancel Magic is now available to Beastlords\n- Fixed the research recipe for Nullify Magic to match that listed in \nLore Malignancy\n- Spell icon for Mental Corruption is now yellow (self only)\n- Spell icon for Valor of Marr is now yellow (self only)\n- Spell icon for Bonds of Tunare is now green (AoE)\n- Spell icon for Engorging Roots is now red (consistent with other \ndruid root spells)\n- Omakin's Alacrity now shows a spell message when cast\n- Chilling Embrace should now be 'curable' with spells that cure poison\n- Druid Ancient Spell scrolls should now scribe the correct spells in \nyour spellbook\n\n** Items **\n\n- Tarmok Battlestaff now looks like a staff in inventory\n- Shield of Mental Fortitude should now have a visible graphic\n- Aqualung has been changed. It should have 20 charges, and it \nshouldn't suddenly drop to one charge. If you have one of the broken \naqualungs, you may contact your GM for a replacement\n- Sathir's Wand should be working\n- Tishan's Kilt is wizard usable only (it was never intended to be used \nby druids)\n- Shield of Auras should now stack with Clarity and will no longer \nrequire a component. It should also be usable by Iksar\n- Venomous Axe of the Velium Brood proc effect is now level restricted\n- Necrasaur Hide Boots and Petrified Wood Great Staff have had some \nstat modifiers changed, previous modifiers were invalid values\n- Spider Silk Whip and Spider Silk Handwraps are now primary and \nsecondary equippable\n- Sigil Earring of Veracity effect is now a right-click effect\n- Flute of Eternal Night is now usable by the Vah Shir\n- Deepcarver Plate Bracer can now be equipped\n- Pearl of Dread should no longer look like a bag when equipped\n- Twisted Bone Earring can now be used by Gnomes, Dwarves and Half \nElves\n- Everriculum can now be used by Barbarians\n- Changed the name of the scroll for Bond of Death to match the name of \nthe spell\n- Changed the name of the scroll for Renewal to match the name of the \nspell\n- Shield of the Creator can now be used by Iksar and Dark Elves\n- Rod of Identification should be working now\n- Tribal War Mask and Boots should be usable by the same races and \nclasses that can use the rest of the armor\n\n** Zones **\n\n- Warders and Familiars should now be able to zone from the Bazaar to \nthe Nexus\n- Fixed a 'safe spot' in Paludal Caverns\n- Fixed a few pathing issues in Sebilis\n- Fixed a 'safe spot' in Chardok\n- Fixed a pathing issue in Tenebrous\n- NPCs in Sanctus Seru no longer show fear (or are affected by such \nspells)\n- You should now be able to zone from Marus Seru to Mons Letalis while \non your horse\n- Familiars should be able to zone from the Qeynos catacombs to the \ncity with their master.\n- Delival in Shar Vahl should be a lot less violent\n\n** Trade skills **\n\n- Gnomish spirits are now available in Shadowhaven\n- Added a few trade skill vendors to Rivervale\n\n\n** Miscellaneous **\n\n- Skiffs were fixed with an earlier patch and should be working now\n\n- The EverQuest Team\n\n\n*** News from the Vale ***\n\nClan Death Fist has long had a minor presence in the Misty Thicket, \npreying on the Halfling farmers and tradesmen. Recently the Death Fist \nClans numbers in the thicket have increased and the Orcs are cutting \ndown trees and mining the rock of the nearby mountains. Reports have \ncome in to Rivervale that the Orcs are shipping the lumber and ore to \nthe commonlands and stockpiling it for an unknown purpose. Whatever the \nDeathfists agenda, their increased presence has made the thicket a more \ndangerous place beyond the protective wall. \n\nNot far from the tunnel that leads from the Misty Thicket to Rivervale \nlie mysterious cursed ruins. All that remains of what once stood at \nthese sites are fragments of walls that are presumed to have been \nconstructed around the same time as the nearby ruined tower. An ancient \nmagical scarecrow stands at the center of one of these ruins and warns \npassers by that the place is cursed. It is a popular belief among the \nhalflings of Rivervale that the crumbled walls once surrounded \nbeautiful and fruitful gardens that were cursed when their owner and \ncaretaker offended the Gods. Whether or not this story is true, the \nscarecrows warning is true as the gardens are host to diseased vermin \nand the animated corpses of fallen halflings who were brought to the \nthere and buried after their death by an unknown evil.\n\nWith the Goblin Clan Pickclaws now occupying a portion of Runnyeye \nCitadel the number of Goblins now residing in the Misty Thicket has \ngrown. These somewhat exiled Runnyeye Goblins have been mining Crude \nIron Ore from the nearby mountains and are most likely attempting to \nforge weapons and armor to use in a goblin revolt to reclaim all of \nRunnyeye Citadel from the Pickclaws. With enemies to all sides these \nsemi-exiled goblins are being far less troublesome than they have the \npotential to be.\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 9, 2002\n------------------------------\n\n** EverQuest Pricing Increase **\nDue to the increased costs of running the EverQuest game service, we \nwill be increasing our subscription rates in April. Effective April 25, \nthe new monthly subscription rate will be $12.95/month. \n\nWe will continue to offer discounts from the new rate plan on multi-\nmonth subscriptions. The new price for a 3-month subscription will be \n$35.85 and a 6-month subscription will now be $65.70. \n\nYou don't have to do a thing; you will automatically be migrated to the \nnew billing structure under your current subscription plan when your \ncurrent subscription plan expires.\n\nHOWEVER, for a limited time only (from April 10 through April 24, \n2002), you may extend your current subscription for an additional 12 or \n24 months by signing up for the new EQ 12 or 24 month plan - and reap \ngreat savings off of the new rates:\n\n* Extend for 12 months for $109 US - and get a 30% discount off of the new monthly rates!\n\n* Extend for 24 months for $190 US - and get a 39% discount off of the \nnew monthly rates!\n\nNow is the time to lock in these rates, so don't miss out.\n\nFor more information visit www.everquest.com/rates\n\n** NPCs and Items **\n\n- Non-pet NPCs will start to return items they don't care about. This \nwill occur over time as zones are updated. \n\n** Spells **\n\n- Pet healing spells now have a Cure Disease effect\n- Cancel Magic is now available to Beastlords\n- Fixed the research recipe for Nullify Magic to match that listed in \nLore Malignancy\n- Spell icon for Mental Corruption is now yellow (self only)\n- Spell icon for Valor of Marr is now yellow (self only)\n- Spell icon for Bonds of Tunare is now green (AoE)\n- Spell icon for Engorging Roots is now red (consistent with other \ndruid root spells)\n- Omakin's Alacrity now shows a spell message when cast\n- Chilling Embrace should now be 'curable' with spells that cure poison\n- Druid Ancient Spell scrolls should now scribe the correct spells in \nyour spellbook\n\n** Items **\n\n- Tarmok Battlestaff now looks like a staff in inventory\n- Shield of Mental Fortitude should now have a visible graphic\n- Aqualung has been changed. It should have 20 charges, and it \nshouldn't suddenly drop to one charge. If you have one of the broken \naqualungs, you may contact your GM for a replacement\n- Sathir's Wand should be working\n- Tishan's Kilt is wizard usable only (it was never intended to be used \nby druids)\n- Shield of Auras should now stack with Clarity and will no longer \nrequire a component. It should also be usable by Iksar\n- Venomous Axe of the Velium Brood proc effect is now level restricted\n- Necrasaur Hide Boots and Petrified Wood Great Staff have had some \nstat modifiers changed, previous modifiers were invalid values\n- Spider Silk Whip and Spider Silk Handwraps are now primary and \nsecondary equippable\n- Sigil Earring of Veracity effect is now a right-click effect\n- Flute of Eternal Night is now usable by the Vah Shir\n- Deepcarver Plate Bracer can now be equipped\n- Pearl of Dread should no longer look like a bag when equipped\n- Twisted Bone Earring can now be used by Gnomes, Dwarves and Half \nElves\n- Everriculum can now be used by Barbarians\n- Changed the name of the scroll for Bond of Death to match the name of \nthe spell\n- Changed the name of the scroll for Renewal to match the name of the \nspell\n- Shield of the Creator can now be used by Iksar and Dark Elves\n- Rod of Identification should be working now\n- Tribal War Mask and Boots should be usable by the same races and \nclasses that can use the rest of the armor\n\n** Zones **\n\n- Warders and Familiars should now be able to zone from the Bazaar to \nthe Nexus\n- Fixed a 'safe spot' in Paludal Caverns\n- Fixed a few pathing issues in Sebilis\n- Fixed a 'safe spot' in Chardok\n- Fixed a pathing issue in Tenebrous\n- NPCs in Sanctus Seru no longer show fear (or are affected by such \nspells)\n- You should now be able to zone from Marus Seru to Mons Letalis while \non your horse\n- Familiars should be able to zone from the Qeynos catacombs to the \ncity with their master.\n- Delival in Shar Vahl should be a lot less violent\n\n** Trade skills **\n\n- Gnomish spirits are now available in Shadowhaven\n- Added a few trade skill vendors to Rivervale\n\n\n** Miscellaneous **\n\n- Skiffs were fixed with an earlier patch and should be working now\n\n- The EverQuest Team\n\n\n*** News from the Vale ***\n\nClan Death Fist has long had a minor presence in the Misty Thicket, \npreying on the Halfling farmers and tradesmen. Recently the Death Fist \nClans numbers in the thicket have increased and the Orcs are cutting \ndown trees and mining the rock of the nearby mountains. Reports have \ncome in to Rivervale that the Orcs are shipping the lumber and ore to \nthe commonlands and stockpiling it for an unknown purpose. Whatever the \nDeathfists agenda, their increased presence has made the thicket a more \ndangerous place beyond the protective wall. \n\nNot far from the tunnel that leads from the Misty Thicket to Rivervale \nlie mysterious cursed ruins. All that remains of what once stood at \nthese sites are fragments of walls that are presumed to have been \nconstructed around the same time as the nearby ruined tower. An ancient \nmagical scarecrow stands at the center of one of these ruins and warns \npassers by that the place is cursed. It is a popular belief among the \nhalflings of Rivervale that the crumbled walls once surrounded \nbeautiful and fruitful gardens that were cursed when their owner and \ncaretaker offended the Gods. Whether or not this story is true, the \nscarecrows warning is true as the gardens are host to diseased vermin \nand the animated corpses of fallen halflings who were brought to the \nthere and buried after their death by an unknown evil.\n\nWith the Goblin Clan Pickclaws now occupying a portion of Runnyeye \nCitadel the number of Goblins now residing in the Misty Thicket has \ngrown. These somewhat exiled Runnyeye Goblins have been mining Crude \nIron Ore from the nearby mountains and are most likely attempting to \nforge weapons and armor to use in a goblin revolt to reclaim all of \nRunnyeye Citadel from the Pickclaws. With enemies to all sides these \nsemi-exiled goblins are being far less troublesome than they have the \npotential to be.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 23, 2002  3:00 am", "slug": "2002-04-23-1", "patch_date": "2002-04-23T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["class_changes", "spells", "tradeskills"], "body_plaintext": "April 23, 2002  3:00 am\n------------------------------\n\nNOTE: We are unable to patch \"code\" right now because we are in the \nmiddle of making some changes to the basic structure of the game. This \nwill delay fixes for system bugs and updates (such as Alternate \nAdvancement Abilities and /commands). Please be patient until we can \nget these much-needed changes finished. Because these changes affect \nthings such as the database that stores player characters, we're taking \ncare to make these changes the right way.\n\n** Items **\n\n- Faun hooves are now stackable\n- Storm Reaper Initiate Scimitar is now magic\n- Moss Toe Bracer is no longer Lore\n- Bracer of the Stoutdeacon is no longer Lore\n- Infected Rat Livers are no longer No-Drop\n- Shadowsong Cloak now also grants a hit point bonus\n- Sambata Boulder now has a range value and can be thrown\n- Spear of Foresight no longer has a range value (it is primary hand \nonly)\n- Rod of Identification now has 20 charges\n- Patriarch Claws can now be used by Beastlords\n- Crystalline Silk Threads are now stackable.\n\n** Spells **\n\n- Casters of slow spells recently given a disease component (such as \nShiftless Deeds and Turgur's Insects) should no longer attract undue \nattention to themselves. \n- Raised the price to purchase Phantom Plate scroll to be more in line \nwith others of that spell line\n- The following Spells are now usable by Beastlords: Serpent Sight(19), \nEnduring Breath(29), Levitate(39) and Talisman of Tnarg(53)\n- Changed the way Circle of Summer stacks with other spells\n- Changed Torrent of Fatigue so that it actually replenishes stamina \nfor the caster instead of taking it away\n- Cure Blindness should work now\n- Changed Koadic's Heightened Focus to better stack with other mana \nregeneration spells \n\n** Trade Skills **\n\n- Cazic Thule tradeskill items are no longer No Drop \n\n** Quests **\n\n- Halfling Toes should now be available\n- The Dark Elven Cleric Guild Summons should show the proper text now\n- The Dark Elf Wizard Guild Summons should show the proper text now\n- Unholy Silk Bracer recipe should be correct now\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 23, 2002  3:00 am\n------------------------------\n\nNOTE: We are unable to patch \"code\" right now because we are in the \nmiddle of making some changes to the basic structure of the game. This \nwill delay fixes for system bugs and updates (such as Alternate \nAdvancement Abilities and /commands). Please be patient until we can \nget these much-needed changes finished. Because these changes affect \nthings such as the database that stores player characters, we're taking \ncare to make these changes the right way.\n\n** Items **\n\n- Faun hooves are now stackable\n- Storm Reaper Initiate Scimitar is now magic\n- Moss Toe Bracer is no longer Lore\n- Bracer of the Stoutdeacon is no longer Lore\n- Infected Rat Livers are no longer No-Drop\n- Shadowsong Cloak now also grants a hit point bonus\n- Sambata Boulder now has a range value and can be thrown\n- Spear of Foresight no longer has a range value (it is primary hand \nonly)\n- Rod of Identification now has 20 charges\n- Patriarch Claws can now be used by Beastlords\n- Crystalline Silk Threads are now stackable.\n\n** Spells **\n\n- Casters of slow spells recently given a disease component (such as \nShiftless Deeds and Turgur's Insects) should no longer attract undue \nattention to themselves. \n- Raised the price to purchase Phantom Plate scroll to be more in line \nwith others of that spell line\n- The following Spells are now usable by Beastlords: Serpent Sight(19), \nEnduring Breath(29), Levitate(39) and Talisman of Tnarg(53)\n- Changed the way Circle of Summer stacks with other spells\n- Changed Torrent of Fatigue so that it actually replenishes stamina \nfor the caster instead of taking it away\n- Cure Blindness should work now\n- Changed Koadic's Heightened Focus to better stack with other mana \nregeneration spells \n\n** Trade Skills **\n\n- Cazic Thule tradeskill items are no longer No Drop \n\n** Quests **\n\n- Halfling Toes should now be available\n- The Dark Elven Cleric Guild Summons should show the proper text now\n- The Dark Elf Wizard Guild Summons should show the proper text now\n- Unholy Silk Bracer recipe should be correct now\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 8, 2002  3:00 am", "slug": "2002-05-08-1", "patch_date": "2002-05-08T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "server"], "body_plaintext": "May 8, 2002  3:00 am\n------------------------------\n\n** Items **\n\n- We've made some changes that will cause a few proccing items to be \nout of charges after the patch. Players with such items will need to \npetition and ask a GM to swap the item out with a new one\n- Focus items using the \"Naki's Pernicity\" effects should now be \nworking as intended\n- Focus items that affect a spell's duration should now work for \nclickable items\n- It should be impossible to equip an item that will reduce your hit \npoints by more than your maximum hit points. Also, hit point reduction \nitems should not lower hit points below 1\n- Tinkered Compass now adds the appropriate bonus to the sense heading \nskill\n- Hit point bonuses on food items should be working\n\n** Spells **\n\n- Higher level familiars should once again survive when their masters \ngo invisible, Abscond or Evac\n- Fixed a bug that was preventing the Lesser Familiar mana regeneration \ncomponent from working\n- Familiars no longer cause damage to their master upon death\n- Familiar buff remains after the caster uses the /pet get lost command \nto remove the visual representation\n- Torrent of Fatigue should be working properly now\n- Allure of the Wild has had its level cap raised to make it a useful \nupgrade \n- Umbra has been improved to give a slightly higher AC benefit \n- A character can no longer trade with an NPC when invisible. Character \nmust turn visible before starting the trade\n- Characters can no longer scribe a scroll that they can't cast due to \ndeity restrictions\n- Invisibility should now remain after a link death\n- Theft of Thought will no longer give mana when cast on PC classes \nthat do not have mana (in PvP or in a duel)\n- Drain/Share spells can no longer be cast on players on blue servers, \nand can no longer be cast on group members on PvP servers. Spells \nAffected: Succession of Shadows, Crippling Claudication, Mind Wrack, \nDegeneration, Zevfeer's Theft of Vitae, Torrent of Hate, Torrent of \nFatigue, Torrent of Pain\n- Spirit Armor scroll no longer lists Shadowknights as a class that can \nuse it (they couldn't anyway)\n- Bard AE songs now have vertical limit of 50 feet. This is also the \ncase for Mass Group Buff\n- Gating and porting while in tree form should no longer cause crashes\n- Removed all \"Begins to cast X spell\" text from procs\n- Resurrection request box will now reset if you open another window \nwhile it is up, preventing a problem where a character is unable to be \nresurrected if he has the res box up and he loots a mob or opens a \ntrade window\n- Fixed a bug with lifetaps that would cause people around a lifetap to \nsee, \"You feel drained...\" instead of \"Fippy feels drained...\"\n- Issues with Healing seeming to be delayed have been fixed (see Spell \nFilters)\n- Fixed a bug that was causing \"soandso's song ends\" to show up as \n\"he's song ends\" if the bard was targeted, \"it's song ends\" if not \ntargeted \n- Divine Glory received a small upgrade to make it more in line with \nthe spell series\n\n** Spell Filters **\n\n- Issues with healing seeming to be delayed should be fixed. The \nproblem was with filters that allowed players to ignore spells that \nwere hitting them. The following changes were needed to fix this issue\n- Player characters will now always see spells that hit them and spells \nthey cast\n- Players with the Group option set for PC spells will see the start \nspell casting messages for people in their group and they will also see \nwhen member of their group are hit with spells\n- Players with the ALL option will still see all PC spells and spell \nhits\n\n** Spell Stacking **\n\nGeneral stacking changes: Some buffs were not being allowed to stack \nwhich now will stack, and other buffs were being allowed to stack which \nshould not have. \n\nFor example, many stacking problems with spells that have a See \nInvisible or Levitate component are now gone (e.g. Dead Man Floating), \nwhile a number of stacking exploits that granted too much regeneration, \ntoo much offense (ATK), too large of a damage shield, or too many hit \npoints have been fixed. Here are some of the details:\n\n- Vision abilities (natural or spell-granted) should no longer cause \nspells to fail to take hold\n- Bard songs should in general overwrite fewer spells\n\n- Harness of Spirit no longer stacks with spells that grant Strength or \nDexterity boosts. It was never intended to do so\n- Harness of Spirit and Avatar should now stack properly\n- Call of the Predator and Warder's Protection should no longer stack\n- Arch Lich should no longer overwrite innate racial vision abilities\n- Levitate and Dead Man Floating should no longer conflict\n- Dead Man Floating should no longer conflict with any vision abilities \n(natural or spell granted)\n- Spirit of Eagle should no longer cancel Levitation/Levitate spells\n- Fixed a stacking exploit with Armor of Protection and Armor of the \nRisen\n- Focus of Spirit should no longer overwrite Visions of Grandeur\n- Focus of Spirit should now stack with the Whistling Fists effect\n- \"Circle of\" Druid spells should no longer stack with their Resist \ncounterparts. \n- Shroud of Spirits and the Cloak of the Akheva should stack properly \nnow\n- Cantata of Soothing should no longer overwrite Clarity spells\n- Cantata and Chorus of Replenishment should no longer overwrite Acumen\n- Bladecoat no longer overwrites Clarity II\n- Lower level druid group buffs should now be less likely to overwrite \nhigher level buffs\n- Avatar and Force of Nature will no longer stack\n- Ancient Feral Avatar should now stack properly\n\n** Alternate Advancement **\n\n- Improved Familiar should now be better than Greater Familiar\n- Fixed a bug with Permanent Illusion that was causing the caster to \nsee his illusions drop when zoning, even if others continued to see the \nillusion\n- Trolls and Iksar no longer receive double regeneration ability from \nAA abilities\n- The Archetype skill Casting Deftness will no longer supercede the \nClass specific Quick Buff casting time reducing skill. Note that at \nthis time there is a maximum benefit to casting time bonuses of a 50% \nreduction\n- Casting deftness was changed to reflect the increases presented by \nthe in-game help (5, 15 and 25%)\n- Turn Summoned should now work on all summoned creatures, not just \npets. The text should correctly say that there is only one level for \nthis ability\n- Improved Reclaim Energy now works with the epic pet\n- Fixed a crash bug caused by Call Corpse\n- Alternate Advancement abilities that affect a spell's duration should \nnow work for clickable items\n- Quick Summon should now work for Call of the Hero and Manifest \nElements\n- Quick Summon also changed to match the benefits presented by the in-\ngame help\n\n** Skills **\n\n- Increased the velocity tolerance for the Hide skill. This may \nslightly improve the functionality of the Evade skill\n- Poison should no longer be interrupted\n- Sneak only breaks when a character is hit, not when he hits someone\n- Fixed a bug that was causing a problem when Pick Pockets was used \nbefore Beg had refreshed. Beg and Pick Pocket use the same timer, so \nnow using Beg or Pick Pocket will cause both buttons to gray out\n- A message is now displayed and skills are properly reset when a rogue \nbreaks sneak and/or hide because he is looting a corpse\n- Beastlords should function like other hybrids when casting in melee\n\n** Zones **\n\n- The Hole now uses Kunark-level Mez/Charm/Taunt rules\n- Petrified humerus should now be available\n- Zones where mounts cannot be summoned will now remove mounts when \nthey enter the zone\n- High level NPCs can now be taunted in Cazic Thule\n- Random frame lag in Guktop and Oasis should be fixed\n- Fixed a pathing problem in Tenebrous Mountains\n- Fixed a pathing bug in Paludal Caverns\n- Fixed pathing exploits in Chardok\n- Fixed a pathing exploit in Cazic Thule\n- Fixed a pathing exploit in Acrylia\n- Fixed a pathing bug in the Tower of Frozen Shadow\n- Fixed a pathing bug in Fungus Grove\n- Fixed a spot where characters could get stuck in Twilight Sea\n- Moved the Permafrost 'safe point' closer to the zone line\n- Addressed an issue with an aggressive NPC that appeared outside of \nthe Arx Building in Sanctus Seru\n-Modified the Vyzh`dra the Cursed spawn trigger to make the various \nincarnations more accessible\n-Modified several NPCs in the temple of Ssraeshza to address the \ndisparity between melee and caster effectiveness in the zone\n\n** Quests **\n\n- Adjustments have been made to the 8th Coldain Prayer Shawl quest\n- High Priestess Alexandriana should be working properly now\n\n** Tradeskills **\n\n- Added over 1,000 new tradeskill recipes for all levels of skill, \nalong with many recipe books. A few of the vendors of Norrath might be \nable to get you started on your way \n- Added Mortar and Pestle to a Thurgadin merchant\n- Rubbing Alcohol is now available from a vendor in Thurgadin\n\n** Guilds **\n\n- Fixed many bugs with the guild system, for example: GMs can now \nrename guilds without the need to destroy and recreate them, guilds can \nhave names that share the first 15 characters with another guild (they \ncouldn't before) and people should no longer experience random guild \nkickouts when a guild on their server is deleted/reformed.\n\n** Pets **\n\n- A character may now have a horse, a pet and an Eye of Zomm at the \nsame time\n- /pet attack range has been limited to prevent its use as a targeting \ntool. Asking pets to attack targets outside the range will generate a \n\"not a legal target\" message\n- Pets will once again tell you who they are attacking by sending its \nmaster a /tell\n- Pet attack animations should now be working for all pets\n\n** Chat Channels **\n\n- Players can specify a chat channel as their default channel using the \n/channel commands (e.g. /channel chat mychannel)\n- The 'old' method for setting the default channel is also now saved in \nthe INI file\n- Kick and Invite should be working for chat channels\n\n** Horses **\n\n- Potions now work while on a horse\n- Skeletons can now ride horses (meaning: PCs should be able to mount \nand ride horses while changed into a skeleton)\n\n** Miscellaneous **\n\n- Fixed a bug that was causing the AFK flag to sometimes not be visible \nto players entering a zone after it was turned on\n- Made some adjustments to factions to make Beastlords, Druids and \nRangers (as well as small adjustments for Vah Shir) a little better \nliked by animals (those that don't adhere to a faction)\n- No updates are sent when the player character is not moving, saving \nresources. We've also increased the rate that position updates are made \nby moving player characters, using up some of those saved resources but \nmaking movement a bit smoother\n- Stationary NPCs should no longer warp when they aggro/summon\n- NPCs who shout names while they Death Touch should be fixed\n- Teleports arriving in some zones should spread the arrivals out a bit \nmore. Affected zones are Nexus, Skyfire, Emerald Jungle, Butcherblock \nMountains, South Ro, Greater Faydark, Tox, North Karana, West Commons \nand Lavastorm\n- Fixed the bug that was preventing players from seeing the \"your spell \nis interrupted\" or the NPCs spell interruption message\n- Fixed the issue with boats depositing players at the safe point of \nthe zone after zoning\n- Fixed the strange floating NPC bug (seeing NPCs floating in the air \nafter zoning)\n- /cry is now working\n- /consent %t should allow the consented character to drag your corpse\n- Target Nearest NPC (F8 by default) has been fixed.\n\n** Sullon Zek Rules Change **\n\nWe have increased the number of character that can be created on an \naccount to three. These characters, however, must be on the same team\n\n** Firiona Vie Rules Changes **\n\nSince the launch of Firiona Vie we have had tremendous support for this \nspecial server from players who want a very roleplaying immersive \nenvironment. Players have made numerous suggestions to tweak the \nruleset a little more. We have taken many of those suggestions and made \nchanges accordingly. \n\nWe will be keeping the following rules intact: \n\n* /ooc will remain unavailable to remind people that acting in \ncharacter is strongly recommended. \n* The Common language will remain out, to help maintain the feeling of \nrace-based community and to allow people to continue to roleplay \nsomeone with a native tongue. \n* The Trivial Loot Code and all of the special rules for no-drop items \nwill remain. This has worked out nicely for the sense of community on \nthe server. \n* The one character per account restriction will remain.\n\nHowever, we will be removing the following restrictions:\n\n* Anonymous/roleplay flags will no longer be required. They will remain \navailable, but forcing anonymity on characters was causing undue \nproblems finding groups and other such things that are essential to \nenjoyable gameplay. \n* The language learning limit/speed restrictions will be removed. While \nthe idea of limited languages seemed like a good idea, this is another \nitem that was just making it too hard to actually play the game. \nRoleplayers that don't want their characters to be overly literate \nalways have the option to play their characters that way. \n* /shout and /auction have returned to unrestricted use to allow easier \ngrouping and selling. People are welcome to filter those channels if \nthey prefer not to see them, but the benefits of having them availabe \nis just too great. /ooc will remain disabled on this server. Obviously, \nacting in character on any channel is strongly recommended. \n* Alignment restrictions has been removed. Forced restrictions for \ngrouping make playing the game too much of a chore. Characters, \nhowever, may always decide who they wish to group with based on any \nfactors the character perceives. If your Dark Elf won't group with a \npaladin, he doesn't have to (and shouldn't). If your cleric of \nQuellious wants to heal a necromancer because healing people is the \nright thing to do for him, then you should be able to do so. But not \nallowing these things is a restriction on your ability to play that \ncharacter 'in-character', and a real hindrance to general gameplay.\n\nAgain, it's important to understand that this is still a roleplaying \npreferred server. The rules that we are changing were often as much of \na restriction to one's ability to roleplay as they were a help. And the \nartificial barriers to grouping, especially the trouble created in just \nfinding a group, needed to be removed to allow people to actually play \nthe game.\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 8, 2002  3:00 am\n------------------------------\n\n** Items **\n\n- We've made some changes that will cause a few proccing items to be \nout of charges after the patch. Players with such items will need to \npetition and ask a GM to swap the item out with a new one\n- Focus items using the \"Naki's Pernicity\" effects should now be \nworking as intended\n- Focus items that affect a spell's duration should now work for \nclickable items\n- It should be impossible to equip an item that will reduce your hit \npoints by more than your maximum hit points. Also, hit point reduction \nitems should not lower hit points below 1\n- Tinkered Compass now adds the appropriate bonus to the sense heading \nskill\n- Hit point bonuses on food items should be working\n\n** Spells **\n\n- Higher level familiars should once again survive when their masters \ngo invisible, Abscond or Evac\n- Fixed a bug that was preventing the Lesser Familiar mana regeneration \ncomponent from working\n- Familiars no longer cause damage to their master upon death\n- Familiar buff remains after the caster uses the /pet get lost command \nto remove the visual representation\n- Torrent of Fatigue should be working properly now\n- Allure of the Wild has had its level cap raised to make it a useful \nupgrade \n- Umbra has been improved to give a slightly higher AC benefit \n- A character can no longer trade with an NPC when invisible. Character \nmust turn visible before starting the trade\n- Characters can no longer scribe a scroll that they can't cast due to \ndeity restrictions\n- Invisibility should now remain after a link death\n- Theft of Thought will no longer give mana when cast on PC classes \nthat do not have mana (in PvP or in a duel)\n- Drain/Share spells can no longer be cast on players on blue servers, \nand can no longer be cast on group members on PvP servers. Spells \nAffected: Succession of Shadows, Crippling Claudication, Mind Wrack, \nDegeneration, Zevfeer's Theft of Vitae, Torrent of Hate, Torrent of \nFatigue, Torrent of Pain\n- Spirit Armor scroll no longer lists Shadowknights as a class that can \nuse it (they couldn't anyway)\n- Bard AE songs now have vertical limit of 50 feet. This is also the \ncase for Mass Group Buff\n- Gating and porting while in tree form should no longer cause crashes\n- Removed all \"Begins to cast X spell\" text from procs\n- Resurrection request box will now reset if you open another window \nwhile it is up, preventing a problem where a character is unable to be \nresurrected if he has the res box up and he loots a mob or opens a \ntrade window\n- Fixed a bug with lifetaps that would cause people around a lifetap to \nsee, \"You feel drained...\" instead of \"Fippy feels drained...\"\n- Issues with Healing seeming to be delayed have been fixed (see Spell \nFilters)\n- Fixed a bug that was causing \"soandso's song ends\" to show up as \n\"he's song ends\" if the bard was targeted, \"it's song ends\" if not \ntargeted \n- Divine Glory received a small upgrade to make it more in line with \nthe spell series\n\n** Spell Filters **\n\n- Issues with healing seeming to be delayed should be fixed. The \nproblem was with filters that allowed players to ignore spells that \nwere hitting them. The following changes were needed to fix this issue\n- Player characters will now always see spells that hit them and spells \nthey cast\n- Players with the Group option set for PC spells will see the start \nspell casting messages for people in their group and they will also see \nwhen member of their group are hit with spells\n- Players with the ALL option will still see all PC spells and spell \nhits\n\n** Spell Stacking **\n\nGeneral stacking changes: Some buffs were not being allowed to stack \nwhich now will stack, and other buffs were being allowed to stack which \nshould not have. \n\nFor example, many stacking problems with spells that have a See \nInvisible or Levitate component are now gone (e.g. Dead Man Floating), \nwhile a number of stacking exploits that granted too much regeneration, \ntoo much offense (ATK), too large of a damage shield, or too many hit \npoints have been fixed. Here are some of the details:\n\n- Vision abilities (natural or spell-granted) should no longer cause \nspells to fail to take hold\n- Bard songs should in general overwrite fewer spells\n\n- Harness of Spirit no longer stacks with spells that grant Strength or \nDexterity boosts. It was never intended to do so\n- Harness of Spirit and Avatar should now stack properly\n- Call of the Predator and Warder's Protection should no longer stack\n- Arch Lich should no longer overwrite innate racial vision abilities\n- Levitate and Dead Man Floating should no longer conflict\n- Dead Man Floating should no longer conflict with any vision abilities \n(natural or spell granted)\n- Spirit of Eagle should no longer cancel Levitation/Levitate spells\n- Fixed a stacking exploit with Armor of Protection and Armor of the \nRisen\n- Focus of Spirit should no longer overwrite Visions of Grandeur\n- Focus of Spirit should now stack with the Whistling Fists effect\n- \"Circle of\" Druid spells should no longer stack with their Resist \ncounterparts. \n- Shroud of Spirits and the Cloak of the Akheva should stack properly \nnow\n- Cantata of Soothing should no longer overwrite Clarity spells\n- Cantata and Chorus of Replenishment should no longer overwrite Acumen\n- Bladecoat no longer overwrites Clarity II\n- Lower level druid group buffs should now be less likely to overwrite \nhigher level buffs\n- Avatar and Force of Nature will no longer stack\n- Ancient Feral Avatar should now stack properly\n\n** Alternate Advancement **\n\n- Improved Familiar should now be better than Greater Familiar\n- Fixed a bug with Permanent Illusion that was causing the caster to \nsee his illusions drop when zoning, even if others continued to see the \nillusion\n- Trolls and Iksar no longer receive double regeneration ability from \nAA abilities\n- The Archetype skill Casting Deftness will no longer supercede the \nClass specific Quick Buff casting time reducing skill. Note that at \nthis time there is a maximum benefit to casting time bonuses of a 50% \nreduction\n- Casting deftness was changed to reflect the increases presented by \nthe in-game help (5, 15 and 25%)\n- Turn Summoned should now work on all summoned creatures, not just \npets. The text should correctly say that there is only one level for \nthis ability\n- Improved Reclaim Energy now works with the epic pet\n- Fixed a crash bug caused by Call Corpse\n- Alternate Advancement abilities that affect a spell's duration should \nnow work for clickable items\n- Quick Summon should now work for Call of the Hero and Manifest \nElements\n- Quick Summon also changed to match the benefits presented by the in-\ngame help\n\n** Skills **\n\n- Increased the velocity tolerance for the Hide skill. This may \nslightly improve the functionality of the Evade skill\n- Poison should no longer be interrupted\n- Sneak only breaks when a character is hit, not when he hits someone\n- Fixed a bug that was causing a problem when Pick Pockets was used \nbefore Beg had refreshed. Beg and Pick Pocket use the same timer, so \nnow using Beg or Pick Pocket will cause both buttons to gray out\n- A message is now displayed and skills are properly reset when a rogue \nbreaks sneak and/or hide because he is looting a corpse\n- Beastlords should function like other hybrids when casting in melee\n\n** Zones **\n\n- The Hole now uses Kunark-level Mez/Charm/Taunt rules\n- Petrified humerus should now be available\n- Zones where mounts cannot be summoned will now remove mounts when \nthey enter the zone\n- High level NPCs can now be taunted in Cazic Thule\n- Random frame lag in Guktop and Oasis should be fixed\n- Fixed a pathing problem in Tenebrous Mountains\n- Fixed a pathing bug in Paludal Caverns\n- Fixed pathing exploits in Chardok\n- Fixed a pathing exploit in Cazic Thule\n- Fixed a pathing exploit in Acrylia\n- Fixed a pathing bug in the Tower of Frozen Shadow\n- Fixed a pathing bug in Fungus Grove\n- Fixed a spot where characters could get stuck in Twilight Sea\n- Moved the Permafrost 'safe point' closer to the zone line\n- Addressed an issue with an aggressive NPC that appeared outside of \nthe Arx Building in Sanctus Seru\n-Modified the Vyzh`dra the Cursed spawn trigger to make the various \nincarnations more accessible\n-Modified several NPCs in the temple of Ssraeshza to address the \ndisparity between melee and caster effectiveness in the zone\n\n** Quests **\n\n- Adjustments have been made to the 8th Coldain Prayer Shawl quest\n- High Priestess Alexandriana should be working properly now\n\n** Tradeskills **\n\n- Added over 1,000 new tradeskill recipes for all levels of skill, \nalong with many recipe books. A few of the vendors of Norrath might be \nable to get you started on your way \n- Added Mortar and Pestle to a Thurgadin merchant\n- Rubbing Alcohol is now available from a vendor in Thurgadin\n\n** Guilds **\n\n- Fixed many bugs with the guild system, for example: GMs can now \nrename guilds without the need to destroy and recreate them, guilds can \nhave names that share the first 15 characters with another guild (they \ncouldn't before) and people should no longer experience random guild \nkickouts when a guild on their server is deleted/reformed.\n\n** Pets **\n\n- A character may now have a horse, a pet and an Eye of Zomm at the \nsame time\n- /pet attack range has been limited to prevent its use as a targeting \ntool. Asking pets to attack targets outside the range will generate a \n\"not a legal target\" message\n- Pets will once again tell you who they are attacking by sending its \nmaster a /tell\n- Pet attack animations should now be working for all pets\n\n** Chat Channels **\n\n- Players can specify a chat channel as their default channel using the \n/channel commands (e.g. /channel chat mychannel)\n- The 'old' method for setting the default channel is also now saved in \nthe INI file\n- Kick and Invite should be working for chat channels\n\n** Horses **\n\n- Potions now work while on a horse\n- Skeletons can now ride horses (meaning: PCs should be able to mount \nand ride horses while changed into a skeleton)\n\n** Miscellaneous **\n\n- Fixed a bug that was causing the AFK flag to sometimes not be visible \nto players entering a zone after it was turned on\n- Made some adjustments to factions to make Beastlords, Druids and \nRangers (as well as small adjustments for Vah Shir) a little better \nliked by animals (those that don't adhere to a faction)\n- No updates are sent when the player character is not moving, saving \nresources. We've also increased the rate that position updates are made \nby moving player characters, using up some of those saved resources but \nmaking movement a bit smoother\n- Stationary NPCs should no longer warp when they aggro/summon\n- NPCs who shout names while they Death Touch should be fixed\n- Teleports arriving in some zones should spread the arrivals out a bit \nmore. Affected zones are Nexus, Skyfire, Emerald Jungle, Butcherblock \nMountains, South Ro, Greater Faydark, Tox, North Karana, West Commons \nand Lavastorm\n- Fixed the bug that was preventing players from seeing the \"your spell \nis interrupted\" or the NPCs spell interruption message\n- Fixed the issue with boats depositing players at the safe point of \nthe zone after zoning\n- Fixed the strange floating NPC bug (seeing NPCs floating in the air \nafter zoning)\n- /cry is now working\n- /consent %t should allow the consented character to drag your corpse\n- Target Nearest NPC (F8 by default) has been fixed.\n\n** Sullon Zek Rules Change **\n\nWe have increased the number of character that can be created on an \naccount to three. These characters, however, must be on the same team\n\n** Firiona Vie Rules Changes **\n\nSince the launch of Firiona Vie we have had tremendous support for this \nspecial server from players who want a very roleplaying immersive \nenvironment. Players have made numerous suggestions to tweak the \nruleset a little more. We have taken many of those suggestions and made \nchanges accordingly. \n\nWe will be keeping the following rules intact: \n\n* /ooc will remain unavailable to remind people that acting in \ncharacter is strongly recommended. \n* The Common language will remain out, to help maintain the feeling of \nrace-based community and to allow people to continue to roleplay \nsomeone with a native tongue. \n* The Trivial Loot Code and all of the special rules for no-drop items \nwill remain. This has worked out nicely for the sense of community on \nthe server. \n* The one character per account restriction will remain.\n\nHowever, we will be removing the following restrictions:\n\n* Anonymous/roleplay flags will no longer be required. They will remain \navailable, but forcing anonymity on characters was causing undue \nproblems finding groups and other such things that are essential to \nenjoyable gameplay. \n* The language learning limit/speed restrictions will be removed. While \nthe idea of limited languages seemed like a good idea, this is another \nitem that was just making it too hard to actually play the game. \nRoleplayers that don't want their characters to be overly literate \nalways have the option to play their characters that way. \n* /shout and /auction have returned to unrestricted use to allow easier \ngrouping and selling. People are welcome to filter those channels if \nthey prefer not to see them, but the benefits of having them availabe \nis just too great. /ooc will remain disabled on this server. Obviously, \nacting in character on any channel is strongly recommended. \n* Alignment restrictions has been removed. Forced restrictions for \ngrouping make playing the game too much of a chore. Characters, \nhowever, may always decide who they wish to group with based on any \nfactors the character perceives. If your Dark Elf won't group with a \npaladin, he doesn't have to (and shouldn't). If your cleric of \nQuellious wants to heal a necromancer because healing people is the \nright thing to do for him, then you should be able to do so. But not \nallowing these things is a restriction on your ability to play that \ncharacter 'in-character', and a real hindrance to general gameplay.\n\nAgain, it's important to understand that this is still a roleplaying \npreferred server. The rules that we are changing were often as much of \na restriction to one's ability to roleplay as they were a help. And the \nartificial barriers to grouping, especially the trouble created in just \nfinding a group, needed to be removed to allow people to actually play \nthe game.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 10, 2002  2:00 am", "slug": "2002-05-10-1", "patch_date": "2002-05-10T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes"], "body_plaintext": "May 10, 2002  2:00 am\n------------------------------\n\n- Bard instruments should once again improve the effects of their \nsongs.\n- Corrected issues with a few of the recently added trade skill \nrecipes.\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 10, 2002  2:00 am\n------------------------------\n\n- Bard instruments should once again improve the effects of their \nsongs.\n- Corrected issues with a few of the recently added trade skill \nrecipes.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 6, 2002  3:00 am", "slug": "2002-06-06-1", "patch_date": "2002-06-06T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "spells", "items", "server"], "body_plaintext": "June 6, 2002  3:00 am\n------------------------------\n\n** Gameplay **\n\n- In hopes of providing more things for more people to do, certain raid \nlevel encounters in the world now return to existence a small amount \nfaster than they used to. This was actually included in lastnight's \npatch but was not mentioned.\n\n- To address the competition between epic-seeking bards and other \nclasses, the infamous White Dragon Scale is no longer used in the quest \ngiven by Karam Dragonforge in Rathe Mountains. The quest now requires a \nWhite Dragon Hide. We did not reduce the rate at which White Dragon \nScales enter the world, but rather added new potential for the new \nWhite Dragon Hide to be found.\n\n** Focus Items **\n\n- Spell casting time foci should report their new casting time \nproperly.\n\n- Spell duration foci designed to affect DoTs (the Affliction line) \nshould now work reliably.\n\n- Spell duration foci affecting beneficial spells are no longer random. \nThey now always extend the affected buffs for their maximum. (We never \nwanted to make it harder to time your buffs.)\n\n- The Affliction focus line should now only be affecting spells that do \ndamage.\n\n- Bards should no longer get focus item messages that weren't actually \naffecting them.\n\n- We've re-assigned quite a few of the focus items to have their \noriginally intended effect. \n\nAll of the same items have focus effects. However, as many people \nnoticed, quite a few effects were mis-assigned due to a tools error. \n(Common, mid level items were frequently being assigned high level \neffects, and vice versa.) \n\nThis situation has been fixed, and the items now have the effects that \nwe originally planned for them.\n\n** Firiona Vie **\n\n- Your server should once again have Trivial Loot Code enabled. Sorry \nfor changing the rules on you.\n\n** Chat Channels **\n\n- Should once again work reliably for people who are using NAT or IP \nMasquerading via certain networking devices.\n\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 6, 2002  3:00 am\n------------------------------\n\n** Gameplay **\n\n- In hopes of providing more things for more people to do, certain raid \nlevel encounters in the world now return to existence a small amount \nfaster than they used to. This was actually included in lastnight's \npatch but was not mentioned.\n\n- To address the competition between epic-seeking bards and other \nclasses, the infamous White Dragon Scale is no longer used in the quest \ngiven by Karam Dragonforge in Rathe Mountains. The quest now requires a \nWhite Dragon Hide. We did not reduce the rate at which White Dragon \nScales enter the world, but rather added new potential for the new \nWhite Dragon Hide to be found.\n\n** Focus Items **\n\n- Spell casting time foci should report their new casting time \nproperly.\n\n- Spell duration foci designed to affect DoTs (the Affliction line) \nshould now work reliably.\n\n- Spell duration foci affecting beneficial spells are no longer random. \nThey now always extend the affected buffs for their maximum. (We never \nwanted to make it harder to time your buffs.)\n\n- The Affliction focus line should now only be affecting spells that do \ndamage.\n\n- Bards should no longer get focus item messages that weren't actually \naffecting them.\n\n- We've re-assigned quite a few of the focus items to have their \noriginally intended effect. \n\nAll of the same items have focus effects. However, as many people \nnoticed, quite a few effects were mis-assigned due to a tools error. \n(Common, mid level items were frequently being assigned high level \neffects, and vice versa.) \n\nThis situation has been fixed, and the items now have the effects that \nwe originally planned for them.\n\n** Firiona Vie **\n\n- Your server should once again have Trivial Loot Code enabled. Sorry \nfor changing the rules on you.\n\n** Chat Channels **\n\n- Should once again work reliably for people who are using NAT or IP \nMasquerading via certain networking devices.\n\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 12, 2002", "slug": "2002-06-12-1", "patch_date": "2002-06-12T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones"], "body_plaintext": "June 12, 2002\n------------------------------\n\n** NPC Spell Caster Changes **\n\n- NPCs are now bound by spell casting distance rules, meaning that an \nNPC's spell will no longer connect from halfway across the zone \n- NPCs now have a chance to be interrupted by normal combat when \ncasting newer spells\n- NPCs that are much lower level than their target have had their \npotential casting damage reduced using a similar mechanic to the one \nthat player characters' level differences use\n- NPC Wizards no longer have an inherent bonus to their fire and cold \nbased spells \n- Most NPCs that had previously had their spellcasting level inflated \nto make up for poor spell selection have been brought back into line \nwith their actual level\n- NPCs no longer automatically get free access to rarely dropped \nspells, such as Garrison's Superior Sundering and Funeral Pyre of \nKelador.\n\n** Spells **\n\n- True North now works while on horseback\n- \"Harmonize\" songs should now last 12 minutes\n- PC Enchanters will always resist their own single-target \nmesmerization spells.\n- Player characters will no longer use mana on targeted spell casts \nthat do not connect due to Line of Sight\n- The Bind/Cast Sight line of spells now works as it used to. You do \nnot need to have line of sight to your target to use this spell.\n- The sight effects granted by illusions should now remain when someone \nwith permanent illusion zones\n\n** Items **\n\n- Stanos' Pouch has had its charges increased to 20\n- Blessed Knight's Mask is now tradable\n- Mask of the Grimling Hunter is now wearable\n- Faun Flute is now usable by Vah Shir\n- Shrouded Boots are now magical\n- Pickbringers Chainmail is now usable by Gnomes\n- Acrylia Reinforced Armor is now usable by short races\n- Crystal Chitin Leggings can now be used by rogues\n- Sacred Grimling Fishing Spear can now be used by all rogue races and \ncan no longer be used by bards\n- Dark Animist Gloves can now be used by Vah Shir\n- Kylong Chestplate can now be used by Rangers, Dwarves, Halflings and \nGnomes\n- All Kylong armor is now usable by Vah Shir, Barbarians, Trolls and \nOgres\n- Marr's Sustenance should provide the proper effect now\n- Shadowhaven Faction Amulet should be more useful now\n- Wind Spirits armor can now be worn by Half Elf bards\n\n** Pets **\n\n- Familiars and Warders will once again disappear when their buff is \nclicked off\n- Restored the range limit on /pet attack\n- '/pet notaunt' and '/pet no taunt' turn taunt off\n- '/pet taunt off' turns it off as well\n- '/pet taunt on' turns taunt on instead of toggling it\nNOTE: '/pet taunt' still toggles taunt as it did before\n- '/pet health report' reports a pet's health\n- '/pet health' also reports a pet's health\n- '/pet stand' causes the pet to stand up\n- '/pet sit' causes the pet to sit down\n\n** Quests **\n\n- Loremaster Borannin should be responding properly again\n\n** Trade Skills **\n\n- Improved many of the smithed Acrylia items\n- Large Blocks, Blocks, and Small Blocks of Magic Clay are now \nstackable\n- Brick of Deathsteel Ore is now stackable\n- Several blacksmithed cultural armor set pieces have received a slight \nimprovement to their armor class.\n- Tarnished and Fine Steel Weapons may now be recycled into ore by \nplacing them into a forge with a water flask.\n\n** Miscellaneous **\n\n- Resurrection timers have been fixed, they count down as normal\n- NPCs that began regenerating too fast after the last patch have been \nfixed\n\n\n- The EverQuest Live Team\n\n.....................................................................\n\n--- FROM FILE: patches-2002-2.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 12, 2002\n------------------------------\n\n** NPC Spell Caster Changes **\n\n- NPCs are now bound by spell casting distance rules, meaning that an \nNPC's spell will no longer connect from halfway across the zone \n- NPCs now have a chance to be interrupted by normal combat when \ncasting newer spells\n- NPCs that are much lower level than their target have had their \npotential casting damage reduced using a similar mechanic to the one \nthat player characters' level differences use\n- NPC Wizards no longer have an inherent bonus to their fire and cold \nbased spells \n- Most NPCs that had previously had their spellcasting level inflated \nto make up for poor spell selection have been brought back into line \nwith their actual level\n- NPCs no longer automatically get free access to rarely dropped \nspells, such as Garrison's Superior Sundering and Funeral Pyre of \nKelador.\n\n** Spells **\n\n- True North now works while on horseback\n- \"Harmonize\" songs should now last 12 minutes\n- PC Enchanters will always resist their own single-target \nmesmerization spells.\n- Player characters will no longer use mana on targeted spell casts \nthat do not connect due to Line of Sight\n- The Bind/Cast Sight line of spells now works as it used to. You do \nnot need to have line of sight to your target to use this spell.\n- The sight effects granted by illusions should now remain when someone \nwith permanent illusion zones\n\n** Items **\n\n- Stanos' Pouch has had its charges increased to 20\n- Blessed Knight's Mask is now tradable\n- Mask of the Grimling Hunter is now wearable\n- Faun Flute is now usable by Vah Shir\n- Shrouded Boots are now magical\n- Pickbringers Chainmail is now usable by Gnomes\n- Acrylia Reinforced Armor is now usable by short races\n- Crystal Chitin Leggings can now be used by rogues\n- Sacred Grimling Fishing Spear can now be used by all rogue races and \ncan no longer be used by bards\n- Dark Animist Gloves can now be used by Vah Shir\n- Kylong Chestplate can now be used by Rangers, Dwarves, Halflings and \nGnomes\n- All Kylong armor is now usable by Vah Shir, Barbarians, Trolls and \nOgres\n- Marr's Sustenance should provide the proper effect now\n- Shadowhaven Faction Amulet should be more useful now\n- Wind Spirits armor can now be worn by Half Elf bards\n\n** Pets **\n\n- Familiars and Warders will once again disappear when their buff is \nclicked off\n- Restored the range limit on /pet attack\n- '/pet notaunt' and '/pet no taunt' turn taunt off\n- '/pet taunt off' turns it off as well\n- '/pet taunt on' turns taunt on instead of toggling it\nNOTE: '/pet taunt' still toggles taunt as it did before\n- '/pet health report' reports a pet's health\n- '/pet health' also reports a pet's health\n- '/pet stand' causes the pet to stand up\n- '/pet sit' causes the pet to sit down\n\n** Quests **\n\n- Loremaster Borannin should be responding properly again\n\n** Trade Skills **\n\n- Improved many of the smithed Acrylia items\n- Large Blocks, Blocks, and Small Blocks of Magic Clay are now \nstackable\n- Brick of Deathsteel Ore is now stackable\n- Several blacksmithed cultural armor set pieces have received a slight \nimprovement to their armor class.\n- Tarnished and Fine Steel Weapons may now be recycled into ore by \nplacing them into a forge with a water flask.\n\n** Miscellaneous **\n\n- Resurrection timers have been fixed, they count down as normal\n- NPCs that began regenerating too fast after the last patch have been \nfixed\n\n\n- The EverQuest Live Team\n\n.....................................................................\n\n--- FROM FILE: patches-2002-2.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 12, 2002  News Story: Prexus Server Crashes Entirely", "slug": "2002-06-12-2", "patch_date": "2002-06-12T00:00:00+00:00", "patch_year": 2002, "patch_type": "news", "expansion": "luclin", "tags": ["server"], "body_plaintext": "June 12, 2002  News Story: Prexus Server Crashes Entirely\n------------------------------\n\nLast night at about 1:00 in the morning Prexus had a severe breakdown. \nOur Operations team has been working to get it restored and back into \nservice. Our hope is that we'll have it back up and running some time \nthis evening. \n\nThat's the bad news. The worse news is that we will have to recreate \nall of the characters on the server from backups that are perhaps more \nthan 24 hours old. Anything those characters have earned in the last \nday or so will be lost. Unfortunately, we will not be able to restore \nitems or experience lost to the roll back. \n\nThere is some potential good news, though. If you have deleted a \ncharacter in the last year or so, that character may return. So if you \nsee a character that you deleted a few months ago on your character \nselect screen, that's why. \n\nImportant Note: The restoration of these characters may leave you with more \nthan eight characters on Prexus. In cases like this, the character \nselect screen will list your characters in alphabetical order, and only \nshow you the first eight of those characters. This may make some of \nyour characters appear to be missing. They are not missing. All you \nneed to do is delete one or more of the visible characters in order to \nsee the ones that are not shown. \n\nWe are extremely sorry that this has happened. We are doing everything \nwe can to restore the server.\n\nAlan\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 12, 2002  News Story: Prexus Server Crashes Entirely\n------------------------------\n\nLast night at about 1:00 in the morning Prexus had a severe breakdown. \nOur Operations team has been working to get it restored and back into \nservice. Our hope is that we'll have it back up and running some time \nthis evening. \n\nThat's the bad news. The worse news is that we will have to recreate \nall of the characters on the server from backups that are perhaps more \nthan 24 hours old. Anything those characters have earned in the last \nday or so will be lost. Unfortunately, we will not be able to restore \nitems or experience lost to the roll back. \n\nThere is some potential good news, though. If you have deleted a \ncharacter in the last year or so, that character may return. So if you \nsee a character that you deleted a few months ago on your character \nselect screen, that's why. \n\nImportant Note: The restoration of these characters may leave you with more \nthan eight characters on Prexus. In cases like this, the character \nselect screen will list your characters in alphabetical order, and only \nshow you the first eight of those characters. This may make some of \nyour characters appear to be missing. They are not missing. All you \nneed to do is delete one or more of the visible characters in order to \nsee the ones that are not shown. \n\nWe are extremely sorry that this has happened. We are doing everything \nwe can to restore the server.\n\nAlan\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 24, 2002", "slug": "2002-07-24-1", "patch_date": "2002-07-24T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "July 24, 2002\n------------------------------\n\n*** New Interface Available *** \n\nThe new EverQuest user interface is now available for use on Live \nservers. Many of you will find that it runs faster than the old \ninterface. It is extremely customizable, and offers all sorts of \nfeatures including resizable windows, fading windows, a pet control \nwindow, and flexibility through the XML files. We decided to offer it \nfor optional use as a sort of Beta II for folks on the Live servers \nthat haven't had the chance to try it out on the Test server. \n\nTo activate the new interface: \n\n* Log into the game. \n* Type /newui into the chat bar and hit enter. \n* Log out and exit to your desktop and then log back in. \n\nor \n\n* Before you log in: \n* Open the EQclient.ini file in your EverQuest folder with a text \neditor (notepad works fine) \n* Find the [Defaults] section of the file \n* Add a line that reads: NewUI=TRUE \n* Log in \n\nWe want to thank all the folks that have helped us test the interface \nand have offered a wide variety of useful ideas. \n\nEnjoy the interface! \n\n*** Bazaar Now Available *** \n\nThose of you that own Shadows of Luclin now have access to the /bazaar \nand /trader functions. These functions only work in the Bazaar. You can \nfind the Bazaar on Luclin, adjacent to the Nexus and Shadowhaven. \n\n/bazaar opens up the Bazaar Search Window, which allows you to easily \nlocate specific items for sale by Traders in the Bazaar. /trader opens \nup the Bazaar Vendor window, which allows you to make items available \nfor sale to others in the Bazaar. \n\nYou can only use the Bazaar if you have the new interface turned on. \nSee the message above for details. \n\nAgain we'd like to thank the folks that helped us test this feature. \nAnd we'd like to apologize for the delay in delivery of the Bazaar. \n\nWe think that you'll find the finished product to be a good one. \n\n** ViewPort ** \n\nOne of the new commands available only with the new interface is \n/viewport. You can use this command to change the size of the gameplay \narea. \n\n/viewport [distance from left, distance from top, width, height] \n\nAll of the distances and numbers for the viewport command are in the \nsame measure as your screen resolution numbers. \n\nFor Example: Let's say you are running in 800 x 600 video mode and you \nwant to create view the game only in the top half of your screen (not \nthat you would). You would type: \n\n/viewport 0 0 800 300 \n\nThe top left of your screen is 0 and 0. 800 is the width of your \nscreen, and the 300 is one half of the height of the screen. \n\n/viewport reset - will reset the viewport to the default setting. \n\n\n** New Vah Shir Models ** \n\nWe have developed new models for the Vah Shir for use with the old \nworld. You may now choose to turn off the Luclin version of the Vah \nShir models and use these new models if you wish. These new Vah Shir \nmodels require less memory and you may want to use them in place of the \nLuclin models to improve system performance. \n\n** Spells ** \n\n- Fixed a bug with the bard songs Warsong and Battlecry of the Vah Shir \nthat caused them to slow you down when used without other haste \ncomponents. - Fixed a bug with bolt spells that caused double hits due \nto elevation. Sorry Mages. \n- Removed the \"Ahhh... I feel much better now!\" message from certain \nspells when the caster is over level 35. \n-Removed the reduction in damage to Damage over Time spells when used \non NPCs that are moving. \n- Mind Wrack will now consider the z-axis when calculating the maximum \ndistance group members can receive the beneficial affects of the spell. \n- Song of Sustenance should prevent unnecessary hungry and thirsty \nmessages. \n- Bind Affinity can no longer be cast on any ungrouped player in \narenas. \n- The caster of Voice Graft will once again see what is being said. \n- Spells that transfer hit points over time from the caster to a target \nwill no longer take effect on the target (the hit point gainer) if the \ncaster (the hit point giver) isn't also affected by the spell. \n- Added a spell effect message to Magician epic. \n- Beastlords now get Endure Disease at level 24 and Resist Disease at \n51 \n\n** Pets ** \n\n- Pet Resistance Changes: Pets will now use their master's level and \nresistances when saving against spells cast by NPCs (against PCs pets \nwill use their own resistances and level as they always have) - unless \nthe pet has special resistances, in which case it will use that \nresistance. \n- Altered pet summoning spells so that they always summon the most \npowerful pet possible, instead of pets within a 5 level range. \n- /pet report health now uses the same user defined color as spell \ntext. \n- /pet report health will now display a list of the effects on the pet. \n- Mage fire pets should now cast their damage shields more often. \n- Wizard, Druid and Cleric pets and familiars can now be buffed by \ncharacters other than their owner. \n\n** PvP ** \n\n- Fixed a bug on Tallon and Vallon Zek that made player characters in \nnon-human illusions immune to ranged attacks. \n- It is no longer possible for PC's to fear other PC's at all on any \nserver. The same was also done for charm. \n- Pets can no longer be affected by charm spells. This should fix the \nissue that caused charm spells to make pets disappear. \n- NPCs who are pets of players and call for help from other NPCs will \nhave their cries fall on deaf ears. \n\n** Alternate Advancement ** \n\n- Dire Charm will now send a message to inform the caster that the \ncharm has broken by Feign Death. \n- Spell Casting Subtlety should work properly for all levels of the \nability. \n\n** Zone Specific ** \n\n- Corrected a problem with a treasure table in Marus Seru. \n- The drakes in SkyShrine should no longer be dropping cloth caps. They \nshould now be producing Drake Eggs. The drakes are very happy about \nthis. \n- The mountain lions in Steamfont now have jawbones. They are happier \nabout this than the Drakes are about their eggs. \n- Hoshkar should no longer appear as a bag, qualifying him as the \nhappiest of them all. \n\n** Horses ** \n\n- Fixed a bug that was allowing characters to change into illegal forms \nwhile on horseback, causing some unusual displacement problems. \nCharacters will no longer be able to turn into those illegal forms \n(elementals, for example) while on a horse. \n\n** Quests ** \n\n- Corrected an issue with the Proudfoot Greaves recipe. \n- The Vex Thal key quest has been changed slightly. Celestial Rifts \nwill no longer be used to create the key - a new item replaces them \ncalled a Planar Rift. Planar Rifts are acquired by defeating the same \ncreature as before, however all future Rifts are going to be No-Drop. \n\nA Celestial Rift can be placed in a forge by itself and 'combined' to \ncreate a Planar Rift. Please be aware that the new Planar Rifts are No-\nDrop, and should only be converted in a forge by the intended owner. \nOld-style Celestial Rifts may be converted into the new Planar Rifts \nfor a period of one month from this patch. If you have any rifts \ncurrently, be sure to convert them to the new style within 30 days. \n\nThis change is not intended to make it more difficult or time consuming \nto acquire your Vex Thal key. Many players had brought forth concerns \nregarding the ability to hoard Celestial Rifts, which had the potential \nof causing some long-term issues. This fix addresses those concerns, \nand does not add any difficulty for players currently working on this \nquest. \n\n** Items ** \n\n- Shissar-bane bows should be working. \n- Irontoes Tipped Beer Stein should now look like a stein rather than a \nbag when equipped. \n- The Intricate Shield can now be used by Dwarves, High Elves, Iksar, \nVah Shir, Barbarians and Half Elves. \n- Imbued Steelsilk Helms now have plate graphics. \n- Large Fine Plate Boots can now be worn by Bards. \n- Crustacean Shell Helm now has a graphic. \n- Pickbringer's Chainmail Boots are now wearable by Gnomes. \n- Forged Firebrand Halberd now has a halberd graphic rather than an axe \ngraphic. Also, because it is a two-handed slashing weapon, it can no \nlonger be used by Bards. \n\n** Dialogues ** \n\nThere were a few NPCs that were not responding properly to their quest \ntext. This has been fixed for the following NPCs: Wizard Schrock, \nSeamey Whirewhisker, Oglard, Morgalanth Tal`Raeloen, Verona Rankin, \nGunex, Waltor Felligan, Nallar Q`Tentu, Lord Nethryn and Cilin \nSpellsinger. \n\n** Miscellaneous ** \n\n- NPCs no longer have a chance to break root when being healed or \nbuffed. \n- /split no longer has a chance to cause a loss of coins if done while \na group member is gating. \n\n** Grouping ** \n\nWe have revamped the grouping system. This is a major rewrite of the \nsystem that should have little effect on gameplay, with the exception \nof removing the bugs with the old system. Players should no longer have \nissues with their group due to the link-death of any member (including \nthe leader), zoning and other such issues. There is also a new command \navailable. \n\n/makeleader - The leader of the group can now reassign who the leader \nof the group is by use of this command. \n\n*** News from Faydwer *** \n\nIt is rumored that the major cities of Faydwer have announced a call to \narms for all young adventurers. News of mysterious bloodthirsty goblins \nto the west setting up encampments has prompted all residents of \nKaladim, Kelethin and Felwithe to all begin preparing themselves for \nwhat they think may be a momentous battle. Intelligence originating \nfrom the Scouts of Kaladim and Kelethin has informed their respective \nleaders of a possible alliance between a mysterious aqua goblin tribe \nand the Orcs of Clan Crushbone. Due to the possibility of an attack by \neither or both of these powerful tribes, guildmasters of all cities \nhave begun the training of young soldiers brave enough to heed the call \nto defend their homeland against all unknown creatures and new \ninhabitants. \n\n*** Call to Arms *** \n\nTarlain moved along through the tunnel at a brisk pace, a wistful smile \npainting his weathered features. His arm reached out from under his \ntravel stained greatcloak so that his hand could traced the side wall \nof granite while his mind recalled the many times he had passed through \nthis tunnel in his youth. It had been many years since and the memories \nof his training in the woodland ways within the environs of Surefall \nglade filled him with a peaceful nostalgia. \n\nThis nostalgia all but vanished as Tarlain rounded the final curve and \nbroke into the tree filtered sunlight of Surefall Glade and beheld a \nmost unexpected sight - a line of Qeynos foot soldiers marching past \nthe Ranger hall and on toward the far end of the Glade. What could \nbring the forces of Qeynos here? Knowing this could not bode well, \nTarlain strode quickly to the Ranger hall, his eyes on the receding \nbacks of the footmen. \n\nReaching the main hall entrance, Tarlain's sight latched on to a \nproclamation inked in the flowing hand of a Qeynos scribe and bearing \nthe seal of Antonius IV. It outlined the rising threat of Blackburrow \nGnolls invading and despoiling the previously sequestered Jaggedpine \nForest. Because of this danger Antonius has lifted his father's ruling \nto protect those forests and now calls for able-bodied men and militia \nto join in quelling the expansion of the vile Gnolls. Gritting his \nteeth at the thought of Gnolls invading the pristine woodlands, Tarlain \nturned and with a hand on his longsword, set off to catch up with the \nguardsmen and throw in his lot against the dogs of Blackburrow. \n\n(Note: Jaggedpine Forest is only available by using the optional files \ndownload option in the advanced section of the EverQuest patcher. Be \naware that the download required for this new zone is relatively \nlarge.)\n\n.....................................................................\n\n------------------------------", "body_markdown": "July 24, 2002\n------------------------------\n\n*** New Interface Available *** \n\nThe new EverQuest user interface is now available for use on Live \nservers. Many of you will find that it runs faster than the old \ninterface. It is extremely customizable, and offers all sorts of \nfeatures including resizable windows, fading windows, a pet control \nwindow, and flexibility through the XML files. We decided to offer it \nfor optional use as a sort of Beta II for folks on the Live servers \nthat haven't had the chance to try it out on the Test server. \n\nTo activate the new interface: \n\n* Log into the game. \n* Type /newui into the chat bar and hit enter. \n* Log out and exit to your desktop and then log back in. \n\nor \n\n* Before you log in: \n* Open the EQclient.ini file in your EverQuest folder with a text \neditor (notepad works fine) \n* Find the [Defaults] section of the file \n* Add a line that reads: NewUI=TRUE \n* Log in \n\nWe want to thank all the folks that have helped us test the interface \nand have offered a wide variety of useful ideas. \n\nEnjoy the interface! \n\n*** Bazaar Now Available *** \n\nThose of you that own Shadows of Luclin now have access to the /bazaar \nand /trader functions. These functions only work in the Bazaar. You can \nfind the Bazaar on Luclin, adjacent to the Nexus and Shadowhaven. \n\n/bazaar opens up the Bazaar Search Window, which allows you to easily \nlocate specific items for sale by Traders in the Bazaar. /trader opens \nup the Bazaar Vendor window, which allows you to make items available \nfor sale to others in the Bazaar. \n\nYou can only use the Bazaar if you have the new interface turned on. \nSee the message above for details. \n\nAgain we'd like to thank the folks that helped us test this feature. \nAnd we'd like to apologize for the delay in delivery of the Bazaar. \n\nWe think that you'll find the finished product to be a good one. \n\n** ViewPort ** \n\nOne of the new commands available only with the new interface is \n/viewport. You can use this command to change the size of the gameplay \narea. \n\n/viewport [distance from left, distance from top, width, height] \n\nAll of the distances and numbers for the viewport command are in the \nsame measure as your screen resolution numbers. \n\nFor Example: Let's say you are running in 800 x 600 video mode and you \nwant to create view the game only in the top half of your screen (not \nthat you would). You would type: \n\n/viewport 0 0 800 300 \n\nThe top left of your screen is 0 and 0. 800 is the width of your \nscreen, and the 300 is one half of the height of the screen. \n\n/viewport reset - will reset the viewport to the default setting. \n\n\n** New Vah Shir Models ** \n\nWe have developed new models for the Vah Shir for use with the old \nworld. You may now choose to turn off the Luclin version of the Vah \nShir models and use these new models if you wish. These new Vah Shir \nmodels require less memory and you may want to use them in place of the \nLuclin models to improve system performance. \n\n** Spells ** \n\n- Fixed a bug with the bard songs Warsong and Battlecry of the Vah Shir \nthat caused them to slow you down when used without other haste \ncomponents. - Fixed a bug with bolt spells that caused double hits due \nto elevation. Sorry Mages. \n- Removed the \"Ahhh... I feel much better now!\" message from certain \nspells when the caster is over level 35. \n-Removed the reduction in damage to Damage over Time spells when used \non NPCs that are moving. \n- Mind Wrack will now consider the z-axis when calculating the maximum \ndistance group members can receive the beneficial affects of the spell. \n- Song of Sustenance should prevent unnecessary hungry and thirsty \nmessages. \n- Bind Affinity can no longer be cast on any ungrouped player in \narenas. \n- The caster of Voice Graft will once again see what is being said. \n- Spells that transfer hit points over time from the caster to a target \nwill no longer take effect on the target (the hit point gainer) if the \ncaster (the hit point giver) isn't also affected by the spell. \n- Added a spell effect message to Magician epic. \n- Beastlords now get Endure Disease at level 24 and Resist Disease at \n51 \n\n** Pets ** \n\n- Pet Resistance Changes: Pets will now use their master's level and \nresistances when saving against spells cast by NPCs (against PCs pets \nwill use their own resistances and level as they always have) - unless \nthe pet has special resistances, in which case it will use that \nresistance. \n- Altered pet summoning spells so that they always summon the most \npowerful pet possible, instead of pets within a 5 level range. \n- /pet report health now uses the same user defined color as spell \ntext. \n- /pet report health will now display a list of the effects on the pet. \n- Mage fire pets should now cast their damage shields more often. \n- Wizard, Druid and Cleric pets and familiars can now be buffed by \ncharacters other than their owner. \n\n** PvP ** \n\n- Fixed a bug on Tallon and Vallon Zek that made player characters in \nnon-human illusions immune to ranged attacks. \n- It is no longer possible for PC's to fear other PC's at all on any \nserver. The same was also done for charm. \n- Pets can no longer be affected by charm spells. This should fix the \nissue that caused charm spells to make pets disappear. \n- NPCs who are pets of players and call for help from other NPCs will \nhave their cries fall on deaf ears. \n\n** Alternate Advancement ** \n\n- Dire Charm will now send a message to inform the caster that the \ncharm has broken by Feign Death. \n- Spell Casting Subtlety should work properly for all levels of the \nability. \n\n** Zone Specific ** \n\n- Corrected a problem with a treasure table in Marus Seru. \n- The drakes in SkyShrine should no longer be dropping cloth caps. They \nshould now be producing Drake Eggs. The drakes are very happy about \nthis. \n- The mountain lions in Steamfont now have jawbones. They are happier \nabout this than the Drakes are about their eggs. \n- Hoshkar should no longer appear as a bag, qualifying him as the \nhappiest of them all. \n\n** Horses ** \n\n- Fixed a bug that was allowing characters to change into illegal forms \nwhile on horseback, causing some unusual displacement problems. \nCharacters will no longer be able to turn into those illegal forms \n(elementals, for example) while on a horse. \n\n** Quests ** \n\n- Corrected an issue with the Proudfoot Greaves recipe. \n- The Vex Thal key quest has been changed slightly. Celestial Rifts \nwill no longer be used to create the key - a new item replaces them \ncalled a Planar Rift. Planar Rifts are acquired by defeating the same \ncreature as before, however all future Rifts are going to be No-Drop. \n\nA Celestial Rift can be placed in a forge by itself and 'combined' to \ncreate a Planar Rift. Please be aware that the new Planar Rifts are No-\nDrop, and should only be converted in a forge by the intended owner. \nOld-style Celestial Rifts may be converted into the new Planar Rifts \nfor a period of one month from this patch. If you have any rifts \ncurrently, be sure to convert them to the new style within 30 days. \n\nThis change is not intended to make it more difficult or time consuming \nto acquire your Vex Thal key. Many players had brought forth concerns \nregarding the ability to hoard Celestial Rifts, which had the potential \nof causing some long-term issues. This fix addresses those concerns, \nand does not add any difficulty for players currently working on this \nquest. \n\n** Items ** \n\n- Shissar-bane bows should be working. \n- Irontoes Tipped Beer Stein should now look like a stein rather than a \nbag when equipped. \n- The Intricate Shield can now be used by Dwarves, High Elves, Iksar, \nVah Shir, Barbarians and Half Elves. \n- Imbued Steelsilk Helms now have plate graphics. \n- Large Fine Plate Boots can now be worn by Bards. \n- Crustacean Shell Helm now has a graphic. \n- Pickbringer's Chainmail Boots are now wearable by Gnomes. \n- Forged Firebrand Halberd now has a halberd graphic rather than an axe \ngraphic. Also, because it is a two-handed slashing weapon, it can no \nlonger be used by Bards. \n\n** Dialogues ** \n\nThere were a few NPCs that were not responding properly to their quest \ntext. This has been fixed for the following NPCs: Wizard Schrock, \nSeamey Whirewhisker, Oglard, Morgalanth Tal`Raeloen, Verona Rankin, \nGunex, Waltor Felligan, Nallar Q`Tentu, Lord Nethryn and Cilin \nSpellsinger. \n\n** Miscellaneous ** \n\n- NPCs no longer have a chance to break root when being healed or \nbuffed. \n- /split no longer has a chance to cause a loss of coins if done while \na group member is gating. \n\n** Grouping ** \n\nWe have revamped the grouping system. This is a major rewrite of the \nsystem that should have little effect on gameplay, with the exception \nof removing the bugs with the old system. Players should no longer have \nissues with their group due to the link-death of any member (including \nthe leader), zoning and other such issues. There is also a new command \navailable. \n\n/makeleader - The leader of the group can now reassign who the leader \nof the group is by use of this command. \n\n*** News from Faydwer *** \n\nIt is rumored that the major cities of Faydwer have announced a call to \narms for all young adventurers. News of mysterious bloodthirsty goblins \nto the west setting up encampments has prompted all residents of \nKaladim, Kelethin and Felwithe to all begin preparing themselves for \nwhat they think may be a momentous battle. Intelligence originating \nfrom the Scouts of Kaladim and Kelethin has informed their respective \nleaders of a possible alliance between a mysterious aqua goblin tribe \nand the Orcs of Clan Crushbone. Due to the possibility of an attack by \neither or both of these powerful tribes, guildmasters of all cities \nhave begun the training of young soldiers brave enough to heed the call \nto defend their homeland against all unknown creatures and new \ninhabitants. \n\n*** Call to Arms *** \n\nTarlain moved along through the tunnel at a brisk pace, a wistful smile \npainting his weathered features. His arm reached out from under his \ntravel stained greatcloak so that his hand could traced the side wall \nof granite while his mind recalled the many times he had passed through \nthis tunnel in his youth. It had been many years since and the memories \nof his training in the woodland ways within the environs of Surefall \nglade filled him with a peaceful nostalgia. \n\nThis nostalgia all but vanished as Tarlain rounded the final curve and \nbroke into the tree filtered sunlight of Surefall Glade and beheld a \nmost unexpected sight - a line of Qeynos foot soldiers marching past \nthe Ranger hall and on toward the far end of the Glade. What could \nbring the forces of Qeynos here? Knowing this could not bode well, \nTarlain strode quickly to the Ranger hall, his eyes on the receding \nbacks of the footmen. \n\nReaching the main hall entrance, Tarlain's sight latched on to a \nproclamation inked in the flowing hand of a Qeynos scribe and bearing \nthe seal of Antonius IV. It outlined the rising threat of Blackburrow \nGnolls invading and despoiling the previously sequestered Jaggedpine \nForest. Because of this danger Antonius has lifted his father's ruling \nto protect those forests and now calls for able-bodied men and militia \nto join in quelling the expansion of the vile Gnolls. Gritting his \nteeth at the thought of Gnolls invading the pristine woodlands, Tarlain \nturned and with a hand on his longsword, set off to catch up with the \nguardsmen and throw in his lot against the dogs of Blackburrow. \n\n(Note: Jaggedpine Forest is only available by using the optional files \ndownload option in the advanced section of the EverQuest patcher. Be \naware that the download required for this new zone is relatively \nlarge.)\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 27, 2002  3:00 am", "slug": "2002-07-27-1", "patch_date": "2002-07-27T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes"], "body_plaintext": "July 27, 2002  3:00 am\n------------------------------\n\nItems fixed over the last few days or with this patch:\n\n- Pets summons are now working correctly. We've fixed the error with \ntheir maximum hit scores, along with giving some increases in offensive \nskills to allow them to hit more accurately.\n- Improved Singing Mastery to match the values given by Instrument \nMastery\n- Corrected an issue with bard charm songs\n- Various other fixes. :)\n\n.....................................................................\n\n------------------------------", "body_markdown": "July 27, 2002  3:00 am\n------------------------------\n\nItems fixed over the last few days or with this patch:\n\n- Pets summons are now working correctly. We've fixed the error with \ntheir maximum hit scores, along with giving some increases in offensive \nskills to allow them to hit more accurately.\n- Improved Singing Mastery to match the values given by Instrument \nMastery\n- Corrected an issue with bard charm songs\n- Various other fixes. :)\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 14, 2002", "slug": "2002-08-14-1", "patch_date": "2002-08-14T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["ui"], "body_plaintext": "August 14, 2002\n------------------------------\n\n- New Luclin Port Spells for Druids & Wizards. \n- Luclin Port Spells now usable from anywhere. \n- New AA abilities added to Intelligence Casters and Priests. \n- New Graphical Compass added to new UI.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "August 14, 2002\n------------------------------\n\n- New Luclin Port Spells for Druids & Wizards. \n- Luclin Port Spells now usable from anywhere. \n- New AA abilities added to Intelligence Casters and Priests. \n- New Graphical Compass added to new UI.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 4, 2002  3:00 am", "slug": "2002-09-04-1", "patch_date": "2002-09-04T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "ui", "server"], "body_plaintext": "September 4, 2002  3:00 am\n------------------------------\n\nPlease note: there are a lot of changes going into the game with \ntoday's patch. Some of these changes (such as the changes to \nresistances and spell stacking) will change aspects of the game that \nmay make gameplay different. Keep this in mind when you log in. With \nsystem-wide changes like these it is entirely possible that there are \nstill bugs. Please report these bugs using /bug, and know that we will \nwork to fix them as fast as we can. But also note that some intended \nchanges might appear as bugs (perhaps a spell no longer stacks with \nanother spell). Feel free to report these as bugs if you are unsure. \nBut please keep in mind the changes listed here as well.\n\n** Petitions **\n\n- /viewpetition displays the petition you have in the queue, if any.\n- /deletepetition deletes the petition you have in the queue, if any \n(unless that petition is currently being viewed by CS staff).\n\n** Keyrings **\n\nWe will be resetting all keyrings with this patch. This will mean that \nall existing keys in the keyrings will be removed. You will need to \nplace keys back onto the keyrings. Keys are added to the keyring by \nusing the key. The keyring is a part of the character, not a space in \ninventory. To find out what keys you have just type /key and the game \nwill give you a list. If you have recently deleted a key, please \ncontact your GM for a replacement.\n\n** Experience Changes **\n\n- We have smoothed out level progression from 50-60. This should \nmitigate the \"penalty effect\" that occurs in levels 51, 54 and 59. Note \nthat it will cost the same experience to level from 50 to 60 as it did \nbefore. Also, death experience loss will appear different in some \nlevels. This is an unfortunate side effect that must remain to prevent \nsome experience exploits.\n- We have rebalanced the rewards for killing NPCs for characters over \nlevel 50. NPCs that are considerably weaker than you will give you less \nexperience. NPCs give more experience the higher level they are, and \nfor the best results you should fight the most challenging monsters you \ncan reasonably manage. \n\n** Spells **\n\n- Fixed the \"You have been healed for X damage\" message. It once again \nreports the actual amount of damage healed.\n- Added a message telling the caster when NPC can't be charmed.\n- Fixed a bug with duration boosting Alternate Advancement abilities \nand foci that was only allowing the first 12 buff slots to be modified \nas opposed to all 15.\n- Fixed a bug that was allowing focused and Alternate Advancement \nability enhanced damage spells to do more damage than they should \n(meaning that both the Alternate Advancement and the Focus improve the \nbase damage. The focus damage was never supposed to compound with the \nadded AA damage.)\n- Enchanter spells that have a hit point component and a stun component \ncan now be partially resisted.\n-The Enchanter \"visage\" series has had their recast time reduced to \nmake them more useful.\n-Shadowknight and Necromancer Drain type spells can now be clicked off \nby the recipient of the beneficial portion of the spell. For example; \nShadowknights and their group members can now click off the effects of \nspells such as Torrent of Hate. While the target of spells such as \nShadowbond can click it off if they so choose. \n-Torrent of Hate should no longer overwrite Call of the Predator\n\n- Repaired some problems with Beastlord stat buffs - specifically that \nthe higher level ones weren't always better than the lower level ones.\n- Furious Strength made available to Beastlords at Level 54\n- Dexterity made available to Beastlords at Level 57\n- Stamina made available to Beastlords at Level 57\n- Divine aura is now available to Paladins at level 51, instead of \nlevel 55.\n- Harmshield made available to Shadowknights at level 51\n- Augment Death made available to Shadow Knights at Level 60\n- Death Peace made available to Necromancers at level 60\n- Flaming Sword of Xuzl has casting time reduced from 6 to 2.5 seconds, \nrecast increased from 2.5 to 60 seconds and mana cost lowered from 600 \nto 250.\n- Unswerving Hammer of Faith has casting time reduced from 6 to 2.5 \nseconds, recast increased from 2.5 to 60 seconds and mana cost lowered \nfrom 600 to 250.\n-Added a new line of spells for Shadowknights, Voice of Darkness. \nMerchants in Echo Caverns have been able to appropriate many of these \nnew spells, but Voice of Terris has so far eluded them.\n-Added two new Mesmerize type spells for Bards, one at level 40, and \none at level 58. Rumor has it that Serilia Whistlewind has recovered \nthe melody written by Sionachie, but has been unable to locate the \ntranscript for the Dreams of Ayonae.\n-Whispers in the taverns of Katta Castellum speak of recently \ndiscovered Ancient melodies. Brave adventurers search far and wide for \nthe song of the ancient combine empire, and the Lullaby of Shadows.\n\n- Higher level PCs will be more resistant to lower level NPCs' spells.\n- Increased the number of spells that can be in effect on a given NPC \nto 30.\n\n** Spell Stacking Changes **\n\nWe've made two changes to the way spells stack.\n\nDamage Over Time (DoT) spells are spells that linger on the target \ndoing damage. Until today two different characters could not have the \nsame DoT spell on the same target. As long as one copy of the spell was \nactive any new version of the spell would not take hold. After today \nthe same DoT spell cast by different casters can affect the same target \nat the same time. Also, if you cast a DoT spell on a target and you \nalready have that spell active on it, the spell will refresh. (Note: It \nwill not be possible to stack Lifeburn).\n\nThis does not allow for inferior spells to stack along with superior \nspells. (Example: Two Necromancers can both land Boil Blood on the same \ntarget. However, Heat Blood, being an inferior spell, will still not \nstack.)\n\nSeveral DoT spells that have debuff components such as Tuyen's Chant of \nFrost and Breath of Ro will not stack due to the balance issues of \nhaving several hundred points of Resistance debuffs on a single NPC.\n\nWe've also rewritten the way that spells stack with other spells with \nthe same benefits (for example, to spells that give bonus hit points). \nGenerally speaking spells may now 'bounce' off each other (neither \noverwriting the other) and stacking issues should now be easier to \nresolve. In specific:\n\n- Warder's Protection should have considerably fewer stacking and \noverwrite issues. Thanks to the folks at the Ranger's Glade for all of \ntheir help in 'tracking' this down. \n- Druid Damage Shields should now all stack in the correct order. \n- Druid HP buffs are no longer overwriting stronger cleric HP buffs. \n- Harness of Spirit and Visions of Grandeur should interact a bit more \nsanely. \n- Existing effects should no longer be stripped off when the incoming \nspell isn't going to take hold. \n- Boon of Garou and other illusions now interact the right way.\n- Spells that have both group and single target versions (and no \nspecial coding to tell them otherwise) now mutually overwrite each \nother.\n\n** Resistance Changes **\n\nWe've made some fairly drastic changes to the way the spell resistance \nsystem works. Previously, there was only the smallest benefit to having \nresists over a certain value. We've reworked resistance in its \nentirety, completely replacing the old system with one that is more \nlogical.\n\nThe idea behind the changes is pretty simple: Resists should matter in \na way that makes sense.\n\nImportant things to note about the new resistance system:\n\n- Resists matter more for PCs. There are now tangible differences \nbetween having 50, 150, and 250 in a given resistance, for example. \nResistance buffs, bard songs, and resist gear have actual value, all \nthe way up the line.\n\n- Conversely, resistances also matter more for NPCs. Some NPCs became \nmore vulnerable to things they have always been vulnerable to, other \nNPCs became more resistant to things that they were inclined to be \nsomewhat resistant to. \n\n- Resistance debuffs should also have more value, all the way up the \nline. For the first time, resistance debuffs now have the ability to \nbring NPCs that were lure-style only down into the range of being hit \nby normal spells.\n\n- The hard level limit involving players casting on NPCs has been \nremoved. This used to be referred to in EQ folklore as the \"Six Level \nLimit\" (It was actually 1.25 times the caster's level, but more people \nlikely thought about it the other way.) This means that in the vast \nmajority of cases, there is at least a small chance that a person will \nbe able to connect a spell with an NPC, even if they are out of that \nNPC's traditional level range.\n\n- Overall, against NPCs that have medium-to-high resistances of a given \ntype, expect to see more full hits, fewer partials, but more full \nresists in the new system. Taken over time, the damage done by PC \ncasters to semi-high resistance NPCs should be approximately the same, \nbut will definitely improve when the proper debuffs are applied (we \nwanted to make sure that this did not turn into a universal nerf of \ncasters).\n\nWe look forward to seeing how these changes play out in front of a \nlarger audience. \n\n** Line of Sight Changes **\n\n- For spells that require Line of Sight (LoS), the LoS check is now at \nthe beginning of the spellcast, not the end.\n- Spells that require but do not have of LoS will now fail immediately.\n- Harmful spells require LoS.\n- Most Beneficial spells still do not require LoS.\n- Bind Sight type spells do not require LoS.\n- Any beneficial spell containing a Cancel Magic component requires \nLoS.\n\n** Priest Changes **\n\n- Clerics gain the Bash skill beginning at level 25. They will have a \nmaximum skill of 125 at level 50, 165 at level 60.\n- Clerics gain Hammer of Judgement - a level 56 summoned hammer with a \npowerful and frequent proc effect\n- Clerics gain Yaulp V - a level 56 self-only melee and mana regen buff \nthat adds haste, dexterity, mana regeneration and stamina regeneration.\n- Clerics gain Ethereal Elixir - a level 60 group version of Celestial \nElixir, the heal-over-time spell.\n- Clerics gain Ethereal Light - a level 58 upgrade of Divine Light, the \nsingle target heal spell.\n- Clerics gain Ethereal Remedy - a level 59 upgrade of Remedy, the \nsingle target heal spell.\n\n** Sound and Music **\n\n- We've started work on the sound and music engine. If you used to have \nsound/music bugs, the first upgrade today might help a bit. This is the \nfirst step down a long road. If your particular sound/music issue isn't \nfixed, please be patient. There's no need to re-report existing \nsound/music bugs.\n\n** Items **\n\n- Items now display level-restricted statistics besides armor class and \ndamage as a red number with the unrestricted value in parentheses.\n- Duration focus items now give focus message when a group spell lands \non caster.\n- Blessed Coldain Prayer Shawl has been given a minor upgrade.\n- Small Cloth Sandals are no longer wearable by large races.\n- Fixed the Plane of Mischief boxes.\n\n\n** Pets **\n\n- Changed Specter pets so they're able to equip items and armor.\n- Pet-only buffs now automatically attempt to target your pet if you \ncast them with the wrong target or no target at all.\n- Fixed a bug that would prevent the creation of Familiars and Warders \nif the caster had created more than 99 in the same zone during the \ncurrent game session.\n- The limit on the amount of haste that can be applied to a pet has \nbeen changed (aka. The Pet Haste Cap). The amount of haste that can be \nplaced on a pet now scales with the level of its owner. The scaling \noccurs in a way that is consistent with how much haste a given caster \ncan place on his own pet (using a Level 56 Magician as an example: The \nidea is that both Burnout IV and Muzzle of Mardu should be useful).\n\n** User Interface **\n\n- Deleting Spells from Spellbook: Storebought spells can be deleted \nfrom your spellbook. To delete a spell just right-click it to highlight \nit and tap the DELETE key. Please note: This does not convert the spell \nback into a scroll. You will have to buy a new scroll if you wish to \nre-scribe the spell. No reimbursements will be made for deleted spells.\n- Item Links: When you inspect an item with Alt-Left-Click, the item \ninspect window stays up. To paste a \"link\" to the item you're looking \nat into your chat bar, click on the item's graphic. That will \"speak\" a \nlink that others can click on to see the stats of the item, as if they \nwere inspecting it themselves.\n- Updated the /note window. The old /note command still works as it \nalways has. But you can now use /note without additional text to \nproduce a text window for entering note text. The /note command window \nshould not break existing skins.\n- Fixed a bug with the tracking window that was showing the sorting set \nfor something other than normal for non-rangers (this was just a visual \nbug).\n- Fixed a bug that sometimes caused a crash when zoning with the corpse \nwindow open.\n- Added UI Label type #74 = Player Title\n- \"Reply to\" will properly prepend a ;tell in front of names that are \nfrom other servers.\n- Extended the \"reply to\" queue to 50 names.\n- Fixed some aesthetics with labels. Percentages will never show above \n100 now (even during a heal). Corpse HP will always show 0.\n- There will now be sound when banking coins.\n\n** Bazaar **\n\n- Added Focus Effect search parameter to the Bazaar.\n- Items that are no-drop on other servers but tradable on Firiona Vie \nshould now show up in Bazaar searches on that server.\n\n** Alternate Advancement **\n\n- Frenzied Burnout no longer makes the pet suicide after the buff's \nduration ends.\n- Fixed a bug that would cause the Dire Charm ability not to reset if \nan enchanter used it when he already had a pet.\n- Fixed a bug that was causing Dire Charm to not give the \"this mob \ncannot be Dire Charmed\" message or reset the timer in Cazic-Thule.\n- Added the Quest Completion sound to AA point dings.\n\n** Quests **\n\n- There is a fellow named Moltak in Sol Temple. Killing him gives a \nnegative faction adjustment with the True Spirit faction. BUT, if you \nhave a very, very bad faction with True Spirit, killing him will also \nreset your faction to a more tolerable level. So don't mess with this \nfellow unless folks on the True Spirit faction are willing to kill you \non sight.\n- Made some modifications to the faction effects of the Wizard Epic \nquest.\n- A powerful warder has been seen in the Skyfire Mountains. Those who \nseek retribution against Ragefire would be wise to speak to her, she \nmay be able to provide information about his whereabouts.\n\n** Miscellaneous **\n\n- Merchants now display up to 80 items in their inventory. There should \nalso be less delay when opening up merchant windows.\n- The Help window will now be displayed on startup. This will happen \nonly if it has never been seen before (since this change).\n- Sirens should have female voices.\n- Bloodgill Goblins should now sound like goblins.\n- Several spell caster guild masters are now teaching magic skills. In \nShadowhaven: Palomidiar Allakhaji, Loewnsaz_Waldalon and Lamukas \nKaesoanls. In Echo Caverns: Kelador, Celerik, Wirgus and Yurian.\n- Erudites of Prexus now start at the proper location. \n- Bards singing songs should no longer prevent group members from \n/split'ting coins. Only teleportation spells being cast in group will \nprevent /split'ting. This change was required to keep coin from \ndisappearing if a /split occurred while a person was in the process of \nleaving a zone.\n- Leather Padding can now be made from Rockhopper Hides.\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 4, 2002  3:00 am\n------------------------------\n\nPlease note: there are a lot of changes going into the game with \ntoday's patch. Some of these changes (such as the changes to \nresistances and spell stacking) will change aspects of the game that \nmay make gameplay different. Keep this in mind when you log in. With \nsystem-wide changes like these it is entirely possible that there are \nstill bugs. Please report these bugs using /bug, and know that we will \nwork to fix them as fast as we can. But also note that some intended \nchanges might appear as bugs (perhaps a spell no longer stacks with \nanother spell). Feel free to report these as bugs if you are unsure. \nBut please keep in mind the changes listed here as well.\n\n** Petitions **\n\n- /viewpetition displays the petition you have in the queue, if any.\n- /deletepetition deletes the petition you have in the queue, if any \n(unless that petition is currently being viewed by CS staff).\n\n** Keyrings **\n\nWe will be resetting all keyrings with this patch. This will mean that \nall existing keys in the keyrings will be removed. You will need to \nplace keys back onto the keyrings. Keys are added to the keyring by \nusing the key. The keyring is a part of the character, not a space in \ninventory. To find out what keys you have just type /key and the game \nwill give you a list. If you have recently deleted a key, please \ncontact your GM for a replacement.\n\n** Experience Changes **\n\n- We have smoothed out level progression from 50-60. This should \nmitigate the \"penalty effect\" that occurs in levels 51, 54 and 59. Note \nthat it will cost the same experience to level from 50 to 60 as it did \nbefore. Also, death experience loss will appear different in some \nlevels. This is an unfortunate side effect that must remain to prevent \nsome experience exploits.\n- We have rebalanced the rewards for killing NPCs for characters over \nlevel 50. NPCs that are considerably weaker than you will give you less \nexperience. NPCs give more experience the higher level they are, and \nfor the best results you should fight the most challenging monsters you \ncan reasonably manage. \n\n** Spells **\n\n- Fixed the \"You have been healed for X damage\" message. It once again \nreports the actual amount of damage healed.\n- Added a message telling the caster when NPC can't be charmed.\n- Fixed a bug with duration boosting Alternate Advancement abilities \nand foci that was only allowing the first 12 buff slots to be modified \nas opposed to all 15.\n- Fixed a bug that was allowing focused and Alternate Advancement \nability enhanced damage spells to do more damage than they should \n(meaning that both the Alternate Advancement and the Focus improve the \nbase damage. The focus damage was never supposed to compound with the \nadded AA damage.)\n- Enchanter spells that have a hit point component and a stun component \ncan now be partially resisted.\n-The Enchanter \"visage\" series has had their recast time reduced to \nmake them more useful.\n-Shadowknight and Necromancer Drain type spells can now be clicked off \nby the recipient of the beneficial portion of the spell. For example; \nShadowknights and their group members can now click off the effects of \nspells such as Torrent of Hate. While the target of spells such as \nShadowbond can click it off if they so choose. \n-Torrent of Hate should no longer overwrite Call of the Predator\n\n- Repaired some problems with Beastlord stat buffs - specifically that \nthe higher level ones weren't always better than the lower level ones.\n- Furious Strength made available to Beastlords at Level 54\n- Dexterity made available to Beastlords at Level 57\n- Stamina made available to Beastlords at Level 57\n- Divine aura is now available to Paladins at level 51, instead of \nlevel 55.\n- Harmshield made available to Shadowknights at level 51\n- Augment Death made available to Shadow Knights at Level 60\n- Death Peace made available to Necromancers at level 60\n- Flaming Sword of Xuzl has casting time reduced from 6 to 2.5 seconds, \nrecast increased from 2.5 to 60 seconds and mana cost lowered from 600 \nto 250.\n- Unswerving Hammer of Faith has casting time reduced from 6 to 2.5 \nseconds, recast increased from 2.5 to 60 seconds and mana cost lowered \nfrom 600 to 250.\n-Added a new line of spells for Shadowknights, Voice of Darkness. \nMerchants in Echo Caverns have been able to appropriate many of these \nnew spells, but Voice of Terris has so far eluded them.\n-Added two new Mesmerize type spells for Bards, one at level 40, and \none at level 58. Rumor has it that Serilia Whistlewind has recovered \nthe melody written by Sionachie, but has been unable to locate the \ntranscript for the Dreams of Ayonae.\n-Whispers in the taverns of Katta Castellum speak of recently \ndiscovered Ancient melodies. Brave adventurers search far and wide for \nthe song of the ancient combine empire, and the Lullaby of Shadows.\n\n- Higher level PCs will be more resistant to lower level NPCs' spells.\n- Increased the number of spells that can be in effect on a given NPC \nto 30.\n\n** Spell Stacking Changes **\n\nWe've made two changes to the way spells stack.\n\nDamage Over Time (DoT) spells are spells that linger on the target \ndoing damage. Until today two different characters could not have the \nsame DoT spell on the same target. As long as one copy of the spell was \nactive any new version of the spell would not take hold. After today \nthe same DoT spell cast by different casters can affect the same target \nat the same time. Also, if you cast a DoT spell on a target and you \nalready have that spell active on it, the spell will refresh. (Note: It \nwill not be possible to stack Lifeburn).\n\nThis does not allow for inferior spells to stack along with superior \nspells. (Example: Two Necromancers can both land Boil Blood on the same \ntarget. However, Heat Blood, being an inferior spell, will still not \nstack.)\n\nSeveral DoT spells that have debuff components such as Tuyen's Chant of \nFrost and Breath of Ro will not stack due to the balance issues of \nhaving several hundred points of Resistance debuffs on a single NPC.\n\nWe've also rewritten the way that spells stack with other spells with \nthe same benefits (for example, to spells that give bonus hit points). \nGenerally speaking spells may now 'bounce' off each other (neither \noverwriting the other) and stacking issues should now be easier to \nresolve. In specific:\n\n- Warder's Protection should have considerably fewer stacking and \noverwrite issues. Thanks to the folks at the Ranger's Glade for all of \ntheir help in 'tracking' this down. \n- Druid Damage Shields should now all stack in the correct order. \n- Druid HP buffs are no longer overwriting stronger cleric HP buffs. \n- Harness of Spirit and Visions of Grandeur should interact a bit more \nsanely. \n- Existing effects should no longer be stripped off when the incoming \nspell isn't going to take hold. \n- Boon of Garou and other illusions now interact the right way.\n- Spells that have both group and single target versions (and no \nspecial coding to tell them otherwise) now mutually overwrite each \nother.\n\n** Resistance Changes **\n\nWe've made some fairly drastic changes to the way the spell resistance \nsystem works. Previously, there was only the smallest benefit to having \nresists over a certain value. We've reworked resistance in its \nentirety, completely replacing the old system with one that is more \nlogical.\n\nThe idea behind the changes is pretty simple: Resists should matter in \na way that makes sense.\n\nImportant things to note about the new resistance system:\n\n- Resists matter more for PCs. There are now tangible differences \nbetween having 50, 150, and 250 in a given resistance, for example. \nResistance buffs, bard songs, and resist gear have actual value, all \nthe way up the line.\n\n- Conversely, resistances also matter more for NPCs. Some NPCs became \nmore vulnerable to things they have always been vulnerable to, other \nNPCs became more resistant to things that they were inclined to be \nsomewhat resistant to. \n\n- Resistance debuffs should also have more value, all the way up the \nline. For the first time, resistance debuffs now have the ability to \nbring NPCs that were lure-style only down into the range of being hit \nby normal spells.\n\n- The hard level limit involving players casting on NPCs has been \nremoved. This used to be referred to in EQ folklore as the \"Six Level \nLimit\" (It was actually 1.25 times the caster's level, but more people \nlikely thought about it the other way.) This means that in the vast \nmajority of cases, there is at least a small chance that a person will \nbe able to connect a spell with an NPC, even if they are out of that \nNPC's traditional level range.\n\n- Overall, against NPCs that have medium-to-high resistances of a given \ntype, expect to see more full hits, fewer partials, but more full \nresists in the new system. Taken over time, the damage done by PC \ncasters to semi-high resistance NPCs should be approximately the same, \nbut will definitely improve when the proper debuffs are applied (we \nwanted to make sure that this did not turn into a universal nerf of \ncasters).\n\nWe look forward to seeing how these changes play out in front of a \nlarger audience. \n\n** Line of Sight Changes **\n\n- For spells that require Line of Sight (LoS), the LoS check is now at \nthe beginning of the spellcast, not the end.\n- Spells that require but do not have of LoS will now fail immediately.\n- Harmful spells require LoS.\n- Most Beneficial spells still do not require LoS.\n- Bind Sight type spells do not require LoS.\n- Any beneficial spell containing a Cancel Magic component requires \nLoS.\n\n** Priest Changes **\n\n- Clerics gain the Bash skill beginning at level 25. They will have a \nmaximum skill of 125 at level 50, 165 at level 60.\n- Clerics gain Hammer of Judgement - a level 56 summoned hammer with a \npowerful and frequent proc effect\n- Clerics gain Yaulp V - a level 56 self-only melee and mana regen buff \nthat adds haste, dexterity, mana regeneration and stamina regeneration.\n- Clerics gain Ethereal Elixir - a level 60 group version of Celestial \nElixir, the heal-over-time spell.\n- Clerics gain Ethereal Light - a level 58 upgrade of Divine Light, the \nsingle target heal spell.\n- Clerics gain Ethereal Remedy - a level 59 upgrade of Remedy, the \nsingle target heal spell.\n\n** Sound and Music **\n\n- We've started work on the sound and music engine. If you used to have \nsound/music bugs, the first upgrade today might help a bit. This is the \nfirst step down a long road. If your particular sound/music issue isn't \nfixed, please be patient. There's no need to re-report existing \nsound/music bugs.\n\n** Items **\n\n- Items now display level-restricted statistics besides armor class and \ndamage as a red number with the unrestricted value in parentheses.\n- Duration focus items now give focus message when a group spell lands \non caster.\n- Blessed Coldain Prayer Shawl has been given a minor upgrade.\n- Small Cloth Sandals are no longer wearable by large races.\n- Fixed the Plane of Mischief boxes.\n\n\n** Pets **\n\n- Changed Specter pets so they're able to equip items and armor.\n- Pet-only buffs now automatically attempt to target your pet if you \ncast them with the wrong target or no target at all.\n- Fixed a bug that would prevent the creation of Familiars and Warders \nif the caster had created more than 99 in the same zone during the \ncurrent game session.\n- The limit on the amount of haste that can be applied to a pet has \nbeen changed (aka. The Pet Haste Cap). The amount of haste that can be \nplaced on a pet now scales with the level of its owner. The scaling \noccurs in a way that is consistent with how much haste a given caster \ncan place on his own pet (using a Level 56 Magician as an example: The \nidea is that both Burnout IV and Muzzle of Mardu should be useful).\n\n** User Interface **\n\n- Deleting Spells from Spellbook: Storebought spells can be deleted \nfrom your spellbook. To delete a spell just right-click it to highlight \nit and tap the DELETE key. Please note: This does not convert the spell \nback into a scroll. You will have to buy a new scroll if you wish to \nre-scribe the spell. No reimbursements will be made for deleted spells.\n- Item Links: When you inspect an item with Alt-Left-Click, the item \ninspect window stays up. To paste a \"link\" to the item you're looking \nat into your chat bar, click on the item's graphic. That will \"speak\" a \nlink that others can click on to see the stats of the item, as if they \nwere inspecting it themselves.\n- Updated the /note window. The old /note command still works as it \nalways has. But you can now use /note without additional text to \nproduce a text window for entering note text. The /note command window \nshould not break existing skins.\n- Fixed a bug with the tracking window that was showing the sorting set \nfor something other than normal for non-rangers (this was just a visual \nbug).\n- Fixed a bug that sometimes caused a crash when zoning with the corpse \nwindow open.\n- Added UI Label type #74 = Player Title\n- \"Reply to\" will properly prepend a ;tell in front of names that are \nfrom other servers.\n- Extended the \"reply to\" queue to 50 names.\n- Fixed some aesthetics with labels. Percentages will never show above \n100 now (even during a heal). Corpse HP will always show 0.\n- There will now be sound when banking coins.\n\n** Bazaar **\n\n- Added Focus Effect search parameter to the Bazaar.\n- Items that are no-drop on other servers but tradable on Firiona Vie \nshould now show up in Bazaar searches on that server.\n\n** Alternate Advancement **\n\n- Frenzied Burnout no longer makes the pet suicide after the buff's \nduration ends.\n- Fixed a bug that would cause the Dire Charm ability not to reset if \nan enchanter used it when he already had a pet.\n- Fixed a bug that was causing Dire Charm to not give the \"this mob \ncannot be Dire Charmed\" message or reset the timer in Cazic-Thule.\n- Added the Quest Completion sound to AA point dings.\n\n** Quests **\n\n- There is a fellow named Moltak in Sol Temple. Killing him gives a \nnegative faction adjustment with the True Spirit faction. BUT, if you \nhave a very, very bad faction with True Spirit, killing him will also \nreset your faction to a more tolerable level. So don't mess with this \nfellow unless folks on the True Spirit faction are willing to kill you \non sight.\n- Made some modifications to the faction effects of the Wizard Epic \nquest.\n- A powerful warder has been seen in the Skyfire Mountains. Those who \nseek retribution against Ragefire would be wise to speak to her, she \nmay be able to provide information about his whereabouts.\n\n** Miscellaneous **\n\n- Merchants now display up to 80 items in their inventory. There should \nalso be less delay when opening up merchant windows.\n- The Help window will now be displayed on startup. This will happen \nonly if it has never been seen before (since this change).\n- Sirens should have female voices.\n- Bloodgill Goblins should now sound like goblins.\n- Several spell caster guild masters are now teaching magic skills. In \nShadowhaven: Palomidiar Allakhaji, Loewnsaz_Waldalon and Lamukas \nKaesoanls. In Echo Caverns: Kelador, Celerik, Wirgus and Yurian.\n- Erudites of Prexus now start at the proper location. \n- Bards singing songs should no longer prevent group members from \n/split'ting coins. Only teleportation spells being cast in group will \nprevent /split'ting. This change was required to keep coin from \ndisappearing if a /split occurred while a person was in the process of \nleaving a zone.\n- Leather Padding can now be made from Rockhopper Hides.\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 26, 2002  3:00 am", "slug": "2002-09-26-1", "patch_date": "2002-09-26T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "September 26, 2002  3:00 am\n------------------------------\n\n** Planes of Power Pre-Order Bonus **\n\nIf you pre-order the PoP expansion you will be able to purchase the \nPlanes of Power original soundtrack CD for just an additional $4.95.\n\n*** Important Notice about Alternate Advancement ***\n\n- When a character has 30 or more AA points, they will receive a red \nmessage stating:\n\nWarning: You are currently over the earned Advancement point limit of \n30. Please spend some of your stored AA points. You will not be able to \nearn further AA points until you have fewer than 30. On October 21, \n2002, all points over 30 in your AA pool will be deleted.\n\nIt seems appropriate that Advancement points earned prior to the \nrelease of Planes of Power be used for abilities from earlier \nexpansions. In addition, many of the Luclin abilities are pre-\nrequisites for Planes of Power abilities. When the servers come up on \nOctober 21st, all unused Alternate Advancement point pools over 30 will \nbe wiped.\n\n** New Spell Effects **\n\nWe are implementing a few new spell effects using our new particle \neffects engine with this patch as a way of easing into the new system. \nThe new effects are faster and give you more control over how they \nlook. We have changed the Display Options menu to accommodate these new \noptions.\n\nOn the Display tab of the options window you will now find four options \nregarding particle effects. The first three, listed under Spell \nParticles are Near Clip Plane, Density and Opacity. These are the \noptions for controlling the new particle effects. They will not change \nthe old particle effects. The old particles are controlled using the \nOther Particles option.\n\nNote on Near Clip Plane: This option chooses how close to you particles \ncease to be visible. So Near allows particles to be seen right up to \nthe character. Farthest will clip out particles near the character and \nonly show those at the 'farthest' distance.\n\nNote on Opacity: This feature works at all settings for cards that \nsupport TnL. For other cards setting Opacity to 0% will turn off the \neffects and any other setting will show them fully.\n\nWe'll leave it up to you to discover which spells have the new \nparticles...\n\n** Alternate Advancement **\n\n- Beastlords now have access to the Mend Companion ability.\n- Beastlords now have access to three unique class alternate \nadvancements.\n- Permanent Illusion used with Wolf Form should no longer result in a \nwolf tinted by the Enchanter's robe.\n- Updated Finishing Blow - \n\"This ability gives you a chance to finish off an NPC that is below 10 \npercent health and fleeing with a single blow. The first level works on \nNPC's below 50, the second on NPC's below 52, and the third on NPC's \nbelow 54. (Non-Warriors must first train one level of Combat Fury to \nuse this ability.) \"\n- Improved Combat Fury for non-warriors to give more value to the \npoints spent after level 1.\n\n** Spells **\n\n- New Druid and Shaman heal spells are available.\n- The \"Your XXX Spell Has Worn Off\" messages for DoT spells will now go \nto the right character.\n- Illusions that are of a character type that can't wear armor, such as \nwerewolf, will no longer cause the character to be naked when the \nillusion drops.\n- Fixed the Illusion wolf form swimming animation.\n- Shaman and Beastlord Shrink spell has had its location restriction \nremoved.\n- The outcasts of Echo Caverns have deciphered new magics that allow \nDark Knights to channel the essence of terror into their enemies minds. \nWhile their initial findings have proven very powerful, rumors exist of \neven greater magics that might channel the nightmares of Terris Thule \nherself into the minds of mortals. Where that power might be found is \nnot yet known.\n\n** Items **\n\n- Items that grant bonuses to bandage skill should be working now.\n- Guise of the Hunter no longer makes the user appear to be naked.\n- Validus Custodus Battle Axe no longer looks like a bard mandolin when \nequipped by a pet. \n\n** PvP Servers and Gameplay **\n\n- The recent resist changes have been adjusted for PvP. They will not \nbe exactly as they were prior to the resist change, but they should be \nreasonable now. Please let us know if you feel they need further \nadjustment.\n- Player characters will no longer lose experience in the Arena areas \non the Sullon Zek server.\n- A player character can no longer tell his pet to attack another \nplayer's horse when not on a PvP area or in a duel.\n- Kael, Skyshrine, and Thurgadin on Sullon Zek no longer have the \nnewbie protection code active.\n- Players should once again be able to use level-restricted clickable \nbuffs on the Sullon Zek server.\n\n** Pets **\n\n- Improved Beastlord pets to scale more reasonably with the level of \nthe Beastlord after level 40. This also puts them into line with the \nlast round of pet balancing, which did not improve beastlord pets at \nthe time.\n\n** Horses **\n\n- Locate corpse songs/spells should now work on horseback.\n- Detect traps should also now work on horseback.\n- Fixed a bug that was preventing manipulation of inventory items if a \ncharacter died with coins on the cursor.\n- Invisibility on horseback should now make your horse invisible to \nNPCs as it does the rider.\n- Zoning with Levitate/Levitation and horse no longer causes the \nlevitation to fail.\n- Fixed a bug that would cause the horse 'buff' to disappear when \nzoning in some zones. \n- Player characters on horseback can now be hit by various missiles, \nsuch as arrows, thrown weapons or the various bolt spells from PCs and \nNPCs.\n- Call of the Hero should no longer put people under the world when the \ncaster is on horseback.\n- Dragging a corpse while on a horse will no longer cause the corpse \nfall under the world.\n- You can now right click on spells to arrange your spell book when on \na horse.\n\n** Zone Specific **\n\n- We believe that we fixed the major source of lockups caused for \nplayers in certain zones such as the Great Divide and Shadowhaven.\n- Hierophant Oxyn in East Cabilis will be showing up again.\n\n*** The Following User Interface Files have been changed with this patch ***\n\nUpdated:\nequi.xml\nequi_aawindow.xml\nequi_optionswindow.xml\n\nNew:\nequi_gemsgamewnd.xml\n\n\n** User Interface **\n\n- The New User Interface will default to ON. Officially, it is now just \nThe User Interface and the other interface is now the Old User \nInterface. :)\n- The Fade to Transparency option should now affect all bags.\n- PC/NPC name on/off settings will now be saved when leaving the game. \n- CTRL key being pressed while looking up or down no longer creates a \ncycle of constant panning up or down of the camera.\n- Wrapping in the middle of the first word in an Item Tag no longer \ncauses all text from then on being included in the tag. \n- Fixed bug with Item Tags for items that contain comma's in their \nname. \n- Pet sit button will now change to stand button if the pet is already \nsitting.\n- Added Item Tags to list of buttons in the Chat Options page, you can \nnow change the color of the tags.\n- Item Tags now appear as part of the standard \"You have looted an X\" \nmessages.\n- Hair should no longer disappear in Character Creation of Female Ogre \nwith Luclin models on.\n- The Tracking window selection color is no longer the same as a yellow \ncon mob.\n\n** Miscellaneous **\n\n- Fixed a bug with /hidecorpse making corpses invisible, but still be \ntargetable.\n- /Gems is now available in both User Interfaces.\n\n\n** An Ancient Arises **\n\nDeep within the recesses of a cave yet unknown to the world at large, a \ndark, menacing figure parts with the slumber that has kept him silent \nfor ages. The eyes of a magnificently ominous beast pierce through the \ndarkness, his memories flowing freely once more. In the depths of this \nbeast's mind sparks the knowledge that his prophetic savior has been \nreleased from the ancient magiks of time, let loose upon an \nunsuspecting world where the kin shall once again reign supreme.\n\n\"My master's shackles have been trounced, and so it is written that in \nthis world that has been so deftly overrun by pitiful mortals, he shall \nbring power back to those of the scale.\" The deep rumbling voice of the \nbeast lingers throughout the cavernous hideaway, the barely \ndistinguishable figure of a mighty lizard moves through the stone and \ndirt and dust as if to leave the gloomy surroundings and find his place \nonce again upon Norrath proper.\n\n\"For far too long have I been a prisoner to the overwhelming might that \nkept me in a state of secluded sleep; for far too long have I been \nvictim to the ancestral elemental forces keeping my master at bay. Now \nI awaken and bring life back to the disciples; now shall the lifeblood \nof the Four once again spread the word of prophecy!\" The footsteps of \nthis great beast are slow but sure, moving through the depths of the \ngaping mountain retreat towards the surface. Along the walls, pebbles \nand stones that have remained dormant for years crumble and crack, \nfalling to the ground as the immense beast walks past.\n\nA maze of dead ends and broken paths twists and turns in the expanse \nbeyond the figure's resting place. The skeletons of those who had tried \n- and failed - to make their way to him in the years he spent in forced \nslumber remain, tumbled landmarks of heroes long lost. Slowly he moves, \nhis reptilian eyes darting back and forth looking for any meager meals \nthat may still be available. As he proceeds, he steps atop a mighty \nechelon, overlooking the bodies that could not defy the magical \nproperties of the cave; fools of mortal thought, incapable of fathoming \nthe power that lay beyond them. \"Time has been good to you, my faithful \nwarren... let us both pray that I no longer need you. The time for the \nrevival is at hand.\"\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 26, 2002  3:00 am\n------------------------------\n\n** Planes of Power Pre-Order Bonus **\n\nIf you pre-order the PoP expansion you will be able to purchase the \nPlanes of Power original soundtrack CD for just an additional $4.95.\n\n*** Important Notice about Alternate Advancement ***\n\n- When a character has 30 or more AA points, they will receive a red \nmessage stating:\n\nWarning: You are currently over the earned Advancement point limit of \n30. Please spend some of your stored AA points. You will not be able to \nearn further AA points until you have fewer than 30. On October 21, \n2002, all points over 30 in your AA pool will be deleted.\n\nIt seems appropriate that Advancement points earned prior to the \nrelease of Planes of Power be used for abilities from earlier \nexpansions. In addition, many of the Luclin abilities are pre-\nrequisites for Planes of Power abilities. When the servers come up on \nOctober 21st, all unused Alternate Advancement point pools over 30 will \nbe wiped.\n\n** New Spell Effects **\n\nWe are implementing a few new spell effects using our new particle \neffects engine with this patch as a way of easing into the new system. \nThe new effects are faster and give you more control over how they \nlook. We have changed the Display Options menu to accommodate these new \noptions.\n\nOn the Display tab of the options window you will now find four options \nregarding particle effects. The first three, listed under Spell \nParticles are Near Clip Plane, Density and Opacity. These are the \noptions for controlling the new particle effects. They will not change \nthe old particle effects. The old particles are controlled using the \nOther Particles option.\n\nNote on Near Clip Plane: This option chooses how close to you particles \ncease to be visible. So Near allows particles to be seen right up to \nthe character. Farthest will clip out particles near the character and \nonly show those at the 'farthest' distance.\n\nNote on Opacity: This feature works at all settings for cards that \nsupport TnL. For other cards setting Opacity to 0% will turn off the \neffects and any other setting will show them fully.\n\nWe'll leave it up to you to discover which spells have the new \nparticles...\n\n** Alternate Advancement **\n\n- Beastlords now have access to the Mend Companion ability.\n- Beastlords now have access to three unique class alternate \nadvancements.\n- Permanent Illusion used with Wolf Form should no longer result in a \nwolf tinted by the Enchanter's robe.\n- Updated Finishing Blow - \n\"This ability gives you a chance to finish off an NPC that is below 10 \npercent health and fleeing with a single blow. The first level works on \nNPC's below 50, the second on NPC's below 52, and the third on NPC's \nbelow 54. (Non-Warriors must first train one level of Combat Fury to \nuse this ability.) \"\n- Improved Combat Fury for non-warriors to give more value to the \npoints spent after level 1.\n\n** Spells **\n\n- New Druid and Shaman heal spells are available.\n- The \"Your XXX Spell Has Worn Off\" messages for DoT spells will now go \nto the right character.\n- Illusions that are of a character type that can't wear armor, such as \nwerewolf, will no longer cause the character to be naked when the \nillusion drops.\n- Fixed the Illusion wolf form swimming animation.\n- Shaman and Beastlord Shrink spell has had its location restriction \nremoved.\n- The outcasts of Echo Caverns have deciphered new magics that allow \nDark Knights to channel the essence of terror into their enemies minds. \nWhile their initial findings have proven very powerful, rumors exist of \neven greater magics that might channel the nightmares of Terris Thule \nherself into the minds of mortals. Where that power might be found is \nnot yet known.\n\n** Items **\n\n- Items that grant bonuses to bandage skill should be working now.\n- Guise of the Hunter no longer makes the user appear to be naked.\n- Validus Custodus Battle Axe no longer looks like a bard mandolin when \nequipped by a pet. \n\n** PvP Servers and Gameplay **\n\n- The recent resist changes have been adjusted for PvP. They will not \nbe exactly as they were prior to the resist change, but they should be \nreasonable now. Please let us know if you feel they need further \nadjustment.\n- Player characters will no longer lose experience in the Arena areas \non the Sullon Zek server.\n- A player character can no longer tell his pet to attack another \nplayer's horse when not on a PvP area or in a duel.\n- Kael, Skyshrine, and Thurgadin on Sullon Zek no longer have the \nnewbie protection code active.\n- Players should once again be able to use level-restricted clickable \nbuffs on the Sullon Zek server.\n\n** Pets **\n\n- Improved Beastlord pets to scale more reasonably with the level of \nthe Beastlord after level 40. This also puts them into line with the \nlast round of pet balancing, which did not improve beastlord pets at \nthe time.\n\n** Horses **\n\n- Locate corpse songs/spells should now work on horseback.\n- Detect traps should also now work on horseback.\n- Fixed a bug that was preventing manipulation of inventory items if a \ncharacter died with coins on the cursor.\n- Invisibility on horseback should now make your horse invisible to \nNPCs as it does the rider.\n- Zoning with Levitate/Levitation and horse no longer causes the \nlevitation to fail.\n- Fixed a bug that would cause the horse 'buff' to disappear when \nzoning in some zones. \n- Player characters on horseback can now be hit by various missiles, \nsuch as arrows, thrown weapons or the various bolt spells from PCs and \nNPCs.\n- Call of the Hero should no longer put people under the world when the \ncaster is on horseback.\n- Dragging a corpse while on a horse will no longer cause the corpse \nfall under the world.\n- You can now right click on spells to arrange your spell book when on \na horse.\n\n** Zone Specific **\n\n- We believe that we fixed the major source of lockups caused for \nplayers in certain zones such as the Great Divide and Shadowhaven.\n- Hierophant Oxyn in East Cabilis will be showing up again.\n\n*** The Following User Interface Files have been changed with this patch ***\n\nUpdated:\nequi.xml\nequi_aawindow.xml\nequi_optionswindow.xml\n\nNew:\nequi_gemsgamewnd.xml\n\n\n** User Interface **\n\n- The New User Interface will default to ON. Officially, it is now just \nThe User Interface and the other interface is now the Old User \nInterface. :)\n- The Fade to Transparency option should now affect all bags.\n- PC/NPC name on/off settings will now be saved when leaving the game. \n- CTRL key being pressed while looking up or down no longer creates a \ncycle of constant panning up or down of the camera.\n- Wrapping in the middle of the first word in an Item Tag no longer \ncauses all text from then on being included in the tag. \n- Fixed bug with Item Tags for items that contain comma's in their \nname. \n- Pet sit button will now change to stand button if the pet is already \nsitting.\n- Added Item Tags to list of buttons in the Chat Options page, you can \nnow change the color of the tags.\n- Item Tags now appear as part of the standard \"You have looted an X\" \nmessages.\n- Hair should no longer disappear in Character Creation of Female Ogre \nwith Luclin models on.\n- The Tracking window selection color is no longer the same as a yellow \ncon mob.\n\n** Miscellaneous **\n\n- Fixed a bug with /hidecorpse making corpses invisible, but still be \ntargetable.\n- /Gems is now available in both User Interfaces.\n\n\n** An Ancient Arises **\n\nDeep within the recesses of a cave yet unknown to the world at large, a \ndark, menacing figure parts with the slumber that has kept him silent \nfor ages. The eyes of a magnificently ominous beast pierce through the \ndarkness, his memories flowing freely once more. In the depths of this \nbeast's mind sparks the knowledge that his prophetic savior has been \nreleased from the ancient magiks of time, let loose upon an \nunsuspecting world where the kin shall once again reign supreme.\n\n\"My master's shackles have been trounced, and so it is written that in \nthis world that has been so deftly overrun by pitiful mortals, he shall \nbring power back to those of the scale.\" The deep rumbling voice of the \nbeast lingers throughout the cavernous hideaway, the barely \ndistinguishable figure of a mighty lizard moves through the stone and \ndirt and dust as if to leave the gloomy surroundings and find his place \nonce again upon Norrath proper.\n\n\"For far too long have I been a prisoner to the overwhelming might that \nkept me in a state of secluded sleep; for far too long have I been \nvictim to the ancestral elemental forces keeping my master at bay. Now \nI awaken and bring life back to the disciples; now shall the lifeblood \nof the Four once again spread the word of prophecy!\" The footsteps of \nthis great beast are slow but sure, moving through the depths of the \ngaping mountain retreat towards the surface. Along the walls, pebbles \nand stones that have remained dormant for years crumble and crack, \nfalling to the ground as the immense beast walks past.\n\nA maze of dead ends and broken paths twists and turns in the expanse \nbeyond the figure's resting place. The skeletons of those who had tried \n- and failed - to make their way to him in the years he spent in forced \nslumber remain, tumbled landmarks of heroes long lost. Slowly he moves, \nhis reptilian eyes darting back and forth looking for any meager meals \nthat may still be available. As he proceeds, he steps atop a mighty \nechelon, overlooking the bodies that could not defy the magical \nproperties of the cave; fools of mortal thought, incapable of fathoming \nthe power that lay beyond them. \"Time has been good to you, my faithful \nwarren... let us both pray that I no longer need you. The time for the \nrevival is at hand.\"\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 27, 2002  1:00 am", "slug": "2002-09-27-1", "patch_date": "2002-09-27T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["items", "server"], "body_plaintext": "September 27, 2002  1:00 am\n------------------------------\n\nThis patch fixes a number of issues that first arose in yesterday's \npatch. We apologise for the additional Scheduled Downtime Page. \n\n- Zones should be considerably more stable.\n\n- Item links no longer cause display lockups.\n\n- NPCs once again choose their targets properly.\n\n- Gravity Flux-type spells again function properly.\n\n- The Guildmasters of Sanctus Seru are no longer quite as mean as they \nwere previously.\n\n- Ring of Flamewarding is again wearable by Wizards. \n\nThank you for your patience, and have a good weekend!\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 27, 2002  1:00 am\n------------------------------\n\nThis patch fixes a number of issues that first arose in yesterday's \npatch. We apologise for the additional Scheduled Downtime Page. \n\n- Zones should be considerably more stable.\n\n- Item links no longer cause display lockups.\n\n- NPCs once again choose their targets properly.\n\n- Gravity Flux-type spells again function properly.\n\n- The Guildmasters of Sanctus Seru are no longer quite as mean as they \nwere previously.\n\n- Ring of Flamewarding is again wearable by Wizards. \n\nThank you for your patience, and have a good weekend!\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 16, 2002  4:30 am", "slug": "2002-10-16-1", "patch_date": "2002-10-16T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui", "server"], "body_plaintext": "October 16, 2002  4:30 am\n------------------------------\n\n** Odd New Objects in the Land **\n\nFolks across Norrath and on Luclin have reported seeing odd new objects \nin various locations. They appear to be some sort of magical portal, \nthough local spell casters have yet to discover how they arrived or \nexactly what their purpose is. They have determined, however, that \nthese objects are slowly building in power. Attempting to use these \nportals at this time can have unexpected results. Experts recommend \nthat adventurers avoid these objects until they know more. For more \ninformation on these odd devices, visit www.planesofpower.com\n\n** Important Notice Regarding Alternate Advancement Reimbursement **\n\nDue to the changes made to Manaburn, Rods of Mystical Transvergence and \na previous change to Innate Regeneration, we are reimbursing several \nAlternate Advancement (AA) abilities. \n\nOnce you log in today, if you have any of these abilities, please check \nyour AA window immediately! If you have more than 30 unspent points, IT \nIS VERY IMPORTANT that you make certain that your character has 30 or \nfewer AA points before The Planes of Power launches on October 21st! \nThe return of these AA points may put your total number of unspent \npoints over the 30 point maximum. Your pool will be reduced to 30 the \nfirst time you log in after the launch of Planes of Power on October \n21st. \n\nWe will be refunding all Alternate Advancement points in the following \nabilities: \n\nInnate Regeneration\nManaburn\nMental Clarity\nQuick Summoning \n\nRefunded Alternate Advancement points may be spent in any way you \nchoose. None of these abilities is being removed, and of them only \nManaburn is changing.\n\nNOTE: Cannibalization, Gather Mana, and Mind and Body Rejuvenation will \nnot function if you do not have the necessary prerequisite, Mental \nClarity 3.\n\n** Alternate Advancement **\n\n- Mana Burn will only land any given target only once every minute. If \na cast of Mana Burn is unable to land, the timer will not be used.\n- Spell Casting Mastery once again works in the same manner that it did \nbefore the previous patch\n- Spell Casting Fury and Soul Abrasion will now stack\n- Illusion Tree and Minor Illusion will no longer be affected by \nPermanent Illusion\n- Fixed Purify Soul. It should now cure poison, disease, damage over \ntime spells as initially intended\n- Reduced the reuse timer on Divine Resurrection from 72 hours to 36 \nhours\n- Reduced the reuse timer on Mend Companion from 144 minutes to 36 \nminutes\n- Reduced the reuse timer of Warcry from 72 minutes to 36 minutes. \nIncreased its duration from 5 seconds per rank of the ability to 10 \nseconds per rank of the ability\n\n** Defensive Changes **\n\n- Decreased Monks' ability to mitigate damage (please see the \nDeveloper's Update on www.everquestlive.com for more details)\n- Improved the ability of Paladins, Shadowknights, Warriors and Bards \nto mitigate damage in some situations\n- Upgraded Warrior dodge cap to 190\n- Upgraded Paladin, Shadowknight and Bard dodge cap to 170\n- Upgraded Ranger and Beastlord dodge to 170 and defense to 240\n\n** Spells **\n\n- Complete Healing will now heal a maximum of 7,500 hit points\n- The Rod of Mystical Transvergence spell has been altered. The spell \nhas been renamed to \"Mass Mystical Transvergence\". When cast, this \nspell summons a Rod of Mystical Transvergence for everyone within 300 \nfeet. This rod is no drop and contains 3 charges of Mystical \nTransvergence. Each charge restores 360 mana at the cost of 450 health. \nA player may only use a charge from the rod once every 5 minutes.\n- Additionally, there is a new \"Rod of Mystical Transvergence\" spell \nfor sale in the Bazaar. This is a single target spell that summons a \nrod with 3 charges of Mystical Transvergence. This rod has the same \nabilities and restrictions listed above. This spell is a targeted \nsummon that costs 400 points of mana to cast.\n- Changed the way Focus stacks with other strength and dexterity buffs\n- Circle of Seasons will overwrite Resist Cold\n- Dance of the Blade should now stack with McVaxius's Rousing Rondo\n- Harness of Spirit and Rage should now stack properly\n- Fufil's Curtailing Chant should now stack with Occlusion of Sound\n- Protection of the Glades should now overwrite Blessed Armor of the \nRisen\n- Blessed Armor of the Risen should now stack with Lunar Whispers\n- Fixed a bug that was causing some applications of spells and ranged \nattacks from great distance to go unnoticed by NPCs\n- Contact Innates (such as Boon of the Garou) should now be working for \nbards\n- Fixed a bug that would sometimes cause helmets and sometimes hair to \ndisappear after an illusion was cast\n- Bard songs should now blink on recipients other than the bard\n\n** Encounters **\n\nDue to the number of Luclin encounters requiring original Rods of \nTransvergence to be defeated by a reasonably sized force, a number of \nthose encounters have been be re-tuned to shorten their duration.\n\n** Interface **\n\n- New Alarm feature added. When you first log in you will see a pop up \nasking if you wish to set an alarm and if so for how long. There is \nalso an option to choose to never see that pop up again. If you choose \nthis option you will need to set ShowAlarmWindow=TRUE in your \neqclient.ini file in order to see the pop up again. The alarm will \ntrigger after the time you set has elapsed, no matter what character \nyou are playing on whatever server, up until the moment you log out.\n- /played now displays how long you have been playing this session and, \nif an alarm has been set, how long until that alarm sounds.\n- /pet sit down should now work on charmed NPCs\n- Added 3 new context menu options for chat windows: Reply To, Tell a \nfriend, Tell a Raidmember (for future use). Each of which has a submenu \ncontaining the list of Reply targets, Friends, or Raidmembers, as \nappropriate. Clicking on the player's name will place \"/tell \" on the \nchat entry line, and move the focus there, closing the menu.\n- Changed /loadskin. It now brings up a window that will allow you to \nselect a skin from a list, determine whether to use the INI or not, \nthen load the skin.\n\n** Beastlords **\n\nIn order to allow us to better tune warders, we have made changes to \nthe way that these pets work. Previously a Beastlord would summon a pet \nusing an ability button and then use level-appropriate buff spells to \nincrease the pet's level. Because of the way this mechanic works, it \nwas very difficult to tune these pets. Hopefully this will have the \nside benefit of making things a little easier on Beastlords by reducing \nthe number of steps required to cast the pet.\n\nBeastlords will now summon their pets using spells rather than an \nability. The series of spells that was previously used to buff the pets \nwill now simply summon the appropriate pet.\n\nUnfortunately, these pets will no longer zone with the Beastlord, and \nwill need to be resummoned (instead of rebuffed) after zoning.\n\nWe have made some adjustments to these pets already. \n\n- Added the casting time reduction that is already in place for \nPaladins, Rangers and Shadowknights to Beastlords\n\n** Items **\n\n- Merchants now highly value the Staff of Forbidden Rites and will only \nsell them at an extremely high price.\n- Dance of the Blade should once again stack with Nature's Melody and \nSong of the Deep Seas\n\n** Trade Skills **\n\n- Made it slightly easier to get skill increases while doing Tailoring, \nTinkering, Smithing, Baking, Brewing and Alchemy. Made it slightly more \ndifficult to get skill increases with Pottery and Fletching\n\n\n** Miscellaneous **\n\n- Fixed an issue that was causing zones to crash in some circumstances\n- Fixed an issue that was causing merchants to behave erratically while \nhandling certain quantities of items\n- Player Character corpses with no items will decay in 3 real life \nhours, not 7 days\n- Fixed a bug that was causing Lay Hands to not heal enough damage\n- Zoning while on a horse on a boat will no longer cause you to appear \non the other side in the water\n- /face (face picker) will no longer work while under the effects of an \nillusion\n- Taunt should be more effective and more dependent on the level of the \nTaunt skill for PC's and NPC's below level 60.\n- Levitation can no longer be cast on Traders in the Bazaar\n\n** List of UI files updated or added with this patch **\n\nUPDATED\n\nEQUI.xml\nEQUI_Animations.xml\nEQUI_FriendsWnd.xml\nEQUI_PetInfoWindow.xml\nEQUI_OptionsWindow.xml\n\nNEW FILES\n\nEQUI_LoadskinWnd.xml\nEQUI_AlarmWnd\n\n\n** Fan Faire **\n\nGreetings Norrathians! The portal to the San Francisco Fan Faire has \nbeen updated to include a full schedule, forums, hotel information and \nmore. Registration is still open but the reservations are going fast. \nIf wish to join the fun, teleport over to: \nhttp://everquest.station.sony.com/fanfaire/ to reserve your spot and \nsee what's new! Those of you who have already registered, we'll see you \non the weekend of November 8th in San Francisco!\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 16, 2002  4:30 am\n------------------------------\n\n** Odd New Objects in the Land **\n\nFolks across Norrath and on Luclin have reported seeing odd new objects \nin various locations. They appear to be some sort of magical portal, \nthough local spell casters have yet to discover how they arrived or \nexactly what their purpose is. They have determined, however, that \nthese objects are slowly building in power. Attempting to use these \nportals at this time can have unexpected results. Experts recommend \nthat adventurers avoid these objects until they know more. For more \ninformation on these odd devices, visit www.planesofpower.com\n\n** Important Notice Regarding Alternate Advancement Reimbursement **\n\nDue to the changes made to Manaburn, Rods of Mystical Transvergence and \na previous change to Innate Regeneration, we are reimbursing several \nAlternate Advancement (AA) abilities. \n\nOnce you log in today, if you have any of these abilities, please check \nyour AA window immediately! If you have more than 30 unspent points, IT \nIS VERY IMPORTANT that you make certain that your character has 30 or \nfewer AA points before The Planes of Power launches on October 21st! \nThe return of these AA points may put your total number of unspent \npoints over the 30 point maximum. Your pool will be reduced to 30 the \nfirst time you log in after the launch of Planes of Power on October \n21st. \n\nWe will be refunding all Alternate Advancement points in the following \nabilities: \n\nInnate Regeneration\nManaburn\nMental Clarity\nQuick Summoning \n\nRefunded Alternate Advancement points may be spent in any way you \nchoose. None of these abilities is being removed, and of them only \nManaburn is changing.\n\nNOTE: Cannibalization, Gather Mana, and Mind and Body Rejuvenation will \nnot function if you do not have the necessary prerequisite, Mental \nClarity 3.\n\n** Alternate Advancement **\n\n- Mana Burn will only land any given target only once every minute. If \na cast of Mana Burn is unable to land, the timer will not be used.\n- Spell Casting Mastery once again works in the same manner that it did \nbefore the previous patch\n- Spell Casting Fury and Soul Abrasion will now stack\n- Illusion Tree and Minor Illusion will no longer be affected by \nPermanent Illusion\n- Fixed Purify Soul. It should now cure poison, disease, damage over \ntime spells as initially intended\n- Reduced the reuse timer on Divine Resurrection from 72 hours to 36 \nhours\n- Reduced the reuse timer on Mend Companion from 144 minutes to 36 \nminutes\n- Reduced the reuse timer of Warcry from 72 minutes to 36 minutes. \nIncreased its duration from 5 seconds per rank of the ability to 10 \nseconds per rank of the ability\n\n** Defensive Changes **\n\n- Decreased Monks' ability to mitigate damage (please see the \nDeveloper's Update on www.everquestlive.com for more details)\n- Improved the ability of Paladins, Shadowknights, Warriors and Bards \nto mitigate damage in some situations\n- Upgraded Warrior dodge cap to 190\n- Upgraded Paladin, Shadowknight and Bard dodge cap to 170\n- Upgraded Ranger and Beastlord dodge to 170 and defense to 240\n\n** Spells **\n\n- Complete Healing will now heal a maximum of 7,500 hit points\n- The Rod of Mystical Transvergence spell has been altered. The spell \nhas been renamed to \"Mass Mystical Transvergence\". When cast, this \nspell summons a Rod of Mystical Transvergence for everyone within 300 \nfeet. This rod is no drop and contains 3 charges of Mystical \nTransvergence. Each charge restores 360 mana at the cost of 450 health. \nA player may only use a charge from the rod once every 5 minutes.\n- Additionally, there is a new \"Rod of Mystical Transvergence\" spell \nfor sale in the Bazaar. This is a single target spell that summons a \nrod with 3 charges of Mystical Transvergence. This rod has the same \nabilities and restrictions listed above. This spell is a targeted \nsummon that costs 400 points of mana to cast.\n- Changed the way Focus stacks with other strength and dexterity buffs\n- Circle of Seasons will overwrite Resist Cold\n- Dance of the Blade should now stack with McVaxius's Rousing Rondo\n- Harness of Spirit and Rage should now stack properly\n- Fufil's Curtailing Chant should now stack with Occlusion of Sound\n- Protection of the Glades should now overwrite Blessed Armor of the \nRisen\n- Blessed Armor of the Risen should now stack with Lunar Whispers\n- Fixed a bug that was causing some applications of spells and ranged \nattacks from great distance to go unnoticed by NPCs\n- Contact Innates (such as Boon of the Garou) should now be working for \nbards\n- Fixed a bug that would sometimes cause helmets and sometimes hair to \ndisappear after an illusion was cast\n- Bard songs should now blink on recipients other than the bard\n\n** Encounters **\n\nDue to the number of Luclin encounters requiring original Rods of \nTransvergence to be defeated by a reasonably sized force, a number of \nthose encounters have been be re-tuned to shorten their duration.\n\n** Interface **\n\n- New Alarm feature added. When you first log in you will see a pop up \nasking if you wish to set an alarm and if so for how long. There is \nalso an option to choose to never see that pop up again. If you choose \nthis option you will need to set ShowAlarmWindow=TRUE in your \neqclient.ini file in order to see the pop up again. The alarm will \ntrigger after the time you set has elapsed, no matter what character \nyou are playing on whatever server, up until the moment you log out.\n- /played now displays how long you have been playing this session and, \nif an alarm has been set, how long until that alarm sounds.\n- /pet sit down should now work on charmed NPCs\n- Added 3 new context menu options for chat windows: Reply To, Tell a \nfriend, Tell a Raidmember (for future use). Each of which has a submenu \ncontaining the list of Reply targets, Friends, or Raidmembers, as \nappropriate. Clicking on the player's name will place \"/tell \" on the \nchat entry line, and move the focus there, closing the menu.\n- Changed /loadskin. It now brings up a window that will allow you to \nselect a skin from a list, determine whether to use the INI or not, \nthen load the skin.\n\n** Beastlords **\n\nIn order to allow us to better tune warders, we have made changes to \nthe way that these pets work. Previously a Beastlord would summon a pet \nusing an ability button and then use level-appropriate buff spells to \nincrease the pet's level. Because of the way this mechanic works, it \nwas very difficult to tune these pets. Hopefully this will have the \nside benefit of making things a little easier on Beastlords by reducing \nthe number of steps required to cast the pet.\n\nBeastlords will now summon their pets using spells rather than an \nability. The series of spells that was previously used to buff the pets \nwill now simply summon the appropriate pet.\n\nUnfortunately, these pets will no longer zone with the Beastlord, and \nwill need to be resummoned (instead of rebuffed) after zoning.\n\nWe have made some adjustments to these pets already. \n\n- Added the casting time reduction that is already in place for \nPaladins, Rangers and Shadowknights to Beastlords\n\n** Items **\n\n- Merchants now highly value the Staff of Forbidden Rites and will only \nsell them at an extremely high price.\n- Dance of the Blade should once again stack with Nature's Melody and \nSong of the Deep Seas\n\n** Trade Skills **\n\n- Made it slightly easier to get skill increases while doing Tailoring, \nTinkering, Smithing, Baking, Brewing and Alchemy. Made it slightly more \ndifficult to get skill increases with Pottery and Fletching\n\n\n** Miscellaneous **\n\n- Fixed an issue that was causing zones to crash in some circumstances\n- Fixed an issue that was causing merchants to behave erratically while \nhandling certain quantities of items\n- Player Character corpses with no items will decay in 3 real life \nhours, not 7 days\n- Fixed a bug that was causing Lay Hands to not heal enough damage\n- Zoning while on a horse on a boat will no longer cause you to appear \non the other side in the water\n- /face (face picker) will no longer work while under the effects of an \nillusion\n- Taunt should be more effective and more dependent on the level of the \nTaunt skill for PC's and NPC's below level 60.\n- Levitation can no longer be cast on Traders in the Bazaar\n\n** List of UI files updated or added with this patch **\n\nUPDATED\n\nEQUI.xml\nEQUI_Animations.xml\nEQUI_FriendsWnd.xml\nEQUI_PetInfoWindow.xml\nEQUI_OptionsWindow.xml\n\nNEW FILES\n\nEQUI_LoadskinWnd.xml\nEQUI_AlarmWnd\n\n\n** Fan Faire **\n\nGreetings Norrathians! The portal to the San Francisco Fan Faire has \nbeen updated to include a full schedule, forums, hotel information and \nmore. Registration is still open but the reservations are going fast. \nIf wish to join the fun, teleport over to: \nhttp://everquest.station.sony.com/fanfaire/ to reserve your spot and \nsee what's new! Those of you who have already registered, we'll see you \non the weekend of November 8th in San Francisco!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 17, 2002  3:00 am", "slug": "2002-10-17-1", "patch_date": "2002-10-17T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "luclin", "tags": ["class_changes", "spells"], "body_plaintext": "October 17, 2002  3:00 am\n------------------------------\n\n- Some NPCs were unable to cast Area Effect spells and other innate \nabilities. This would have caused many of the recently retuned NPCs to \nbe considerably easier than intended. \n\n- Updated the range on the Magician spell Rod of Mystical \nTransvergence. \n\n- Rods of Transvergence and Modulation Rods can no longer be used by \nthose who do not have enough maximum hit points to survive the mana \nconversion. Please note: That is MAXIMUM hit points! It is still \npossible for appropriate level characters to rod themselves to death. \n\n- Barbarian Beastlords will once again return to summoning their own \ndogs. Not someone else's. If you were summoning a dog that didn't \nappear familiar, please do not worry. Your own dog has returned. He \nmissed you. Please feed him. \n\n- Altered the stacking for the Shaman spell Voice of the Berserker to \nmatch the other spells in its line. \n\n- Aura of White Petals has been updated to have its strength as it was \nprior to its stacking changes. \n\n- In the original patch yesterday morning, /SHIELD was added as an \ninnate ability that all Warriors now gain at level 35. Warriors may now \nchoose to take a portion of melee damage that is intended for another. \nWarriors, please type /SHIELD for a full description of this ability. \nYou may find that it assists you greatly in your groups. \n\nCorrespondingly, NPCs and Pets over level 30 who are Warriors were \ngranted this ability as well. Certain NPCs and Pets may choose to \nprotect beings that they have an affinity for, if they believe that it \nwill benefit the shielded being. For now, however, there is not yet a \nway to manually cause or prevent this behavior in pets.\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 17, 2002  3:00 am\n------------------------------\n\n- Some NPCs were unable to cast Area Effect spells and other innate \nabilities. This would have caused many of the recently retuned NPCs to \nbe considerably easier than intended. \n\n- Updated the range on the Magician spell Rod of Mystical \nTransvergence. \n\n- Rods of Transvergence and Modulation Rods can no longer be used by \nthose who do not have enough maximum hit points to survive the mana \nconversion. Please note: That is MAXIMUM hit points! It is still \npossible for appropriate level characters to rod themselves to death. \n\n- Barbarian Beastlords will once again return to summoning their own \ndogs. Not someone else's. If you were summoning a dog that didn't \nappear familiar, please do not worry. Your own dog has returned. He \nmissed you. Please feed him. \n\n- Altered the stacking for the Shaman spell Voice of the Berserker to \nmatch the other spells in its line. \n\n- Aura of White Petals has been updated to have its strength as it was \nprior to its stacking changes. \n\n- In the original patch yesterday morning, /SHIELD was added as an \ninnate ability that all Warriors now gain at level 35. Warriors may now \nchoose to take a portion of melee damage that is intended for another. \nWarriors, please type /SHIELD for a full description of this ability. \nYou may find that it assists you greatly in your groups. \n\nCorrespondingly, NPCs and Pets over level 30 who are Warriors were \ngranted this ability as well. Certain NPCs and Pets may choose to \nprotect beings that they have an affinity for, if they believe that it \nwill benefit the shielded being. For now, however, there is not yet a \nway to manually cause or prevent this behavior in pets.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 21, 2002  Press Release - Planes of Power Live", "slug": "2002-10-21-1", "patch_date": "2002-10-21T00:00:00+00:00", "patch_year": 2002, "patch_type": "press_release", "expansion": "luclin", "tags": ["content", "zones"], "body_plaintext": "October 21, 2002  Press Release - Planes of Power Live\n------------------------------\n\nSAN DIEGO, CA – October 21, 2002– Sony Online Entertainment Inc. (SOE), \na worldwide leader in massively multiplayer online gaming, announced \ntoday that EverQuest®: The Planes of Power™ will be available in retail \nstores tomorrow. The Planes of Power introduces high-level EverQuest \ngamers to an arching storyline and takes players on an adventure of \nepic proportions with hundreds of powerful new weapons, spells and \ncreatures, 20 action-packed zones and an increased level cap maximum to \n65 allowing players to become more powerful than ever before. \n\n“EverQuest fans have been waiting for an expansion that reveals more of \nthe lore and history of Norrath,” said Scott McDaniel, vice president \nof marketing, Sony Online Entertainment. “The development team has \nworked hard to deliver an expansion pack that is incredibly rich in \ncontent and rewards our veteran players. We’re confident EverQuest \nplayers will find The Planes of Power an exciting addition.” \n\nIn The Planes of Power, a portal has been unveiled and now travelers \ncan experience a world unlike anything they have ever seen. Players can \nshare in the knowledge of this extraordinary discovery as they fight \nthe most powerful deities to bring justice to Norrath. Players will \nfiercely battle the minions of Rallos Zek in the Plane of Tactics, join \narms with Karana to regain control of the Plane of Storms, and overcome \nvile pestilence in the Plane of Disease in their quest to unlock the \nmysteries of the Planes. \n\nEverQuest: The Planes of Power Features List: \n\n• More than 20 new action-packed “planes” challenging players and \npushing teamwork abilities to the limit \n\n• Enormous planar city, the Plane of Knowledge, provides a hub for easy \ntravel and player interaction \n\n• A new cast of visually stunning non-player characters including \nClockwork Golems, Mephits, and Elemental Guardians for earth, wind, air \nand fire \n\n• Challenging new quest system that allows unprecedented depths of \ngameplay \n\n• Over 50 new monsters, hundreds of new items and spells, and expanded \ntrade skill system, and hundreds of new items \n\n• All-new raid system that allows up to 60 players to share exciting \nadventures and gain experience \n\n• Increased level cap to 65 including new spells and abilities \n\n• A central storyline links the content from every zone into one epic \nquest \n\nEverQuest players looking for a helpful tool to navigate Norrath and \nbeyond will find valuable insight in the EverQuest Atlas. With over 150 \ndetailed maps, the EverQuest Atlas is the most comprehensive collection \nof maps available for EverQuest and expansions: The Ruins of Kunark™, \nThe Scars of Velious®, The Shadows of Luclin™ and The Planes of Power™. \nEach map offers valuable insight into the quests, monsters, riches and \ndangers of each location. EverQuest Atlas is available now in retail \nstores across the U.S. \n\nFor more information please visit the official Planes of Power Website \nat www.planesofpower.com.\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 21, 2002  Press Release - Planes of Power Live\n------------------------------\n\nSAN DIEGO, CA – October 21, 2002– Sony Online Entertainment Inc. (SOE), \na worldwide leader in massively multiplayer online gaming, announced \ntoday that EverQuest®: The Planes of Power™ will be available in retail \nstores tomorrow. The Planes of Power introduces high-level EverQuest \ngamers to an arching storyline and takes players on an adventure of \nepic proportions with hundreds of powerful new weapons, spells and \ncreatures, 20 action-packed zones and an increased level cap maximum to \n65 allowing players to become more powerful than ever before. \n\n“EverQuest fans have been waiting for an expansion that reveals more of \nthe lore and history of Norrath,” said Scott McDaniel, vice president \nof marketing, Sony Online Entertainment. “The development team has \nworked hard to deliver an expansion pack that is incredibly rich in \ncontent and rewards our veteran players. We’re confident EverQuest \nplayers will find The Planes of Power an exciting addition.” \n\nIn The Planes of Power, a portal has been unveiled and now travelers \ncan experience a world unlike anything they have ever seen. Players can \nshare in the knowledge of this extraordinary discovery as they fight \nthe most powerful deities to bring justice to Norrath. Players will \nfiercely battle the minions of Rallos Zek in the Plane of Tactics, join \narms with Karana to regain control of the Plane of Storms, and overcome \nvile pestilence in the Plane of Disease in their quest to unlock the \nmysteries of the Planes. \n\nEverQuest: The Planes of Power Features List: \n\n• More than 20 new action-packed “planes” challenging players and \npushing teamwork abilities to the limit \n\n• Enormous planar city, the Plane of Knowledge, provides a hub for easy \ntravel and player interaction \n\n• A new cast of visually stunning non-player characters including \nClockwork Golems, Mephits, and Elemental Guardians for earth, wind, air \nand fire \n\n• Challenging new quest system that allows unprecedented depths of \ngameplay \n\n• Over 50 new monsters, hundreds of new items and spells, and expanded \ntrade skill system, and hundreds of new items \n\n• All-new raid system that allows up to 60 players to share exciting \nadventures and gain experience \n\n• Increased level cap to 65 including new spells and abilities \n\n• A central storyline links the content from every zone into one epic \nquest \n\nEverQuest players looking for a helpful tool to navigate Norrath and \nbeyond will find valuable insight in the EverQuest Atlas. With over 150 \ndetailed maps, the EverQuest Atlas is the most comprehensive collection \nof maps available for EverQuest and expansions: The Ruins of Kunark™, \nThe Scars of Velious®, The Shadows of Luclin™ and The Planes of Power™. \nEach map offers valuable insight into the quests, monsters, riches and \ndangers of each location. EverQuest Atlas is available now in retail \nstores across the U.S. \n\nFor more information please visit the official Planes of Power Website \nat www.planesofpower.com.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 23, 2002", "slug": "2002-10-23-1", "patch_date": "2002-10-23T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix"], "body_plaintext": "October 23, 2002\n------------------------------\n\n** Patch Information ** \n\n- Fixed a number of bugs associated with the new sound system. If you \nwere having troubles yesterday and disabled sound and music, please \nfeel free to give it another try today. \n\n- NPC sounds should no longer clip out too fast. \n\n- The Sound Realism slider in the Options window is once again working. \nTurning it all the way off will disable Reverb, as the old /reverb \ncommand used to. \n\n- Quieted down people's personal sounds (sounds that you hear yourself \nmaking) a few notches. \n\n- In minor updates throughout yesterday, also addressed a number of \nspells whose effects were no longer making their usual noises. \n\n- Assorted content tweaks.\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 23, 2002\n------------------------------\n\n** Patch Information ** \n\n- Fixed a number of bugs associated with the new sound system. If you \nwere having troubles yesterday and disabled sound and music, please \nfeel free to give it another try today. \n\n- NPC sounds should no longer clip out too fast. \n\n- The Sound Realism slider in the Options window is once again working. \nTurning it all the way off will disable Reverb, as the old /reverb \ncommand used to. \n\n- Quieted down people's personal sounds (sounds that you hear yourself \nmaking) a few notches. \n\n- In minor updates throughout yesterday, also addressed a number of \nspells whose effects were no longer making their usual noises. \n\n- Assorted content tweaks.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 25, 2002  3:00 am", "slug": "2002-10-25-1", "patch_date": "2002-10-25T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix"], "body_plaintext": "October 25, 2002  3:00 am\n------------------------------\n\n- Added a toggle command for combat music called /combatmusic \n- Sounds that fade out will just fade back in if restarted (instead of \nfading out and starting over as before). This should make combat mode \ntoggling much more pleasant \n- Added /mixahead command. You should only use this command if you are \nexperiencing sounds skipping. The default value for this command is 8. \nBasically, this command tells the sound engine how far ahead to pre-mix \nyour sound. The larger the number the further ahead it mixes. So if you \nare experiencing skipping, you may want to try increasing the mixahead \nvalue in small increments (increase it by 2 or 4 at a time). A setting \nof about 16 is probably as large as you should need, greater than that \nwill cause your sounds to be noticeably delayed. \n- Swarm and Reanimation-type pets no longer give exp when killed \n- Swarm and Reanimation-type pets now properly credit their leader when \nthey kill an NPC \n- Fixed an issue with /raid that was causing some folks to crash \n- Fixed a bug that was allowing players without Planes of Power to be \ninvited to /raids \n- Added minimum and maximum price search parameters for the Bazaar \n- Fixed a stability issue on the servers\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 25, 2002  3:00 am\n------------------------------\n\n- Added a toggle command for combat music called /combatmusic \n- Sounds that fade out will just fade back in if restarted (instead of \nfading out and starting over as before). This should make combat mode \ntoggling much more pleasant \n- Added /mixahead command. You should only use this command if you are \nexperiencing sounds skipping. The default value for this command is 8. \nBasically, this command tells the sound engine how far ahead to pre-mix \nyour sound. The larger the number the further ahead it mixes. So if you \nare experiencing skipping, you may want to try increasing the mixahead \nvalue in small increments (increase it by 2 or 4 at a time). A setting \nof about 16 is probably as large as you should need, greater than that \nwill cause your sounds to be noticeably delayed. \n- Swarm and Reanimation-type pets no longer give exp when killed \n- Swarm and Reanimation-type pets now properly credit their leader when \nthey kill an NPC \n- Fixed an issue with /raid that was causing some folks to crash \n- Fixed a bug that was allowing players without Planes of Power to be \ninvited to /raids \n- Added minimum and maximum price search parameters for the Bazaar \n- Fixed a stability issue on the servers\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "November 5, 2002", "slug": "2002-11-05-1", "patch_date": "2002-11-05T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "November 5, 2002\n------------------------------\n\n- Monk fists as hand-to-hand weapons now scale to 15 damage/20 delay at \nlevel 65. \n\n- Corrected a bug with a few spells that were group or ranged but would \nonly work on the caster. \n\n- Corrected faction issues with some form changes (illusions). \n\n- Fixed the Magic and Stealth manual quests in Plane of Knowledge. \n\n- Changed how Force Shield, Barrier of Force and Manaskin interact with \nBeastlord mana regeneration spells.\n\n.....................................................................\n\n------------------------------", "body_markdown": "November 5, 2002\n------------------------------\n\n- Monk fists as hand-to-hand weapons now scale to 15 damage/20 delay at \nlevel 65. \n\n- Corrected a bug with a few spells that were group or ranged but would \nonly work on the caster. \n\n- Corrected faction issues with some form changes (illusions). \n\n- Fixed the Magic and Stealth manual quests in Plane of Knowledge. \n\n- Changed how Force Shield, Barrier of Force and Manaskin interact with \nBeastlord mana regeneration spells.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "November 14, 2002", "slug": "2002-11-14-1", "patch_date": "2002-11-14T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "pop", "tags": ["zones"], "body_plaintext": "November 14, 2002\n------------------------------\n\n- Addressed an issue with the Vallon Zek encounter.\n- A certain Ogre in Drunder now returns a vial of blood under the \ncorrect circumstances.\n- The Ring of Torden should now function correctly.\n- Experience rewards have been increased in Plane of Storms to bring \nthe zone more in line with the effort required, and also more in line \nwith other planes of the same tier.\n- The servers were not reset for this update.\n\nThe EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "November 14, 2002\n------------------------------\n\n- Addressed an issue with the Vallon Zek encounter.\n- A certain Ogre in Drunder now returns a vial of blood under the \ncorrect circumstances.\n- The Ring of Torden should now function correctly.\n- Experience rewards have been increased in Plane of Storms to bring \nthe zone more in line with the effort required, and also more in line \nwith other planes of the same tier.\n- The servers were not reset for this update.\n\nThe EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 19, 2002", "slug": "2002-12-19-1", "patch_date": "2002-12-19T00:00:00+00:00", "patch_year": 2002, "patch_type": "patch", "expansion": "pop", "tags": ["spells", "items", "zones"], "body_plaintext": "December 19, 2002\n------------------------------\n\n** Zones ** \n\n- Spectral Parchments, Ethereal Parchments, and Glyphed Rune word drops \nhave been increased significantly in the third tier Planes of Power \nzones. \n- The trials within the Halls of Honor have been changed slightly. \nPlease proceed with caution. \n- Several Planes of Power NPCs are no longer angered quite as badly \nwhen they notice a healing spell being cast on a player they are angry \nwith. \n- Made improvements to the Planes of Power quest armors. \n- Assorted quest, item, and dialogue fixes. \n\n** Planes of Power Zone Progression ** \n\nAs most know, progressing through Planes of Power zones requires that \ncertain tasks be performed. In many cases, one of the tasks required \ninvolves being on a raid that defeats a particularly powerful foe. \n\nOne side effect of this progress is that if the tasks were not \naccomplished in a particular order, a person on a raid may not gain the \nflag for completing the event, as they did not complete the \nprerequisite tasks. \n\nThe majority of \"zone boss\" style encounters in the first three tiers \nof Planes of Power zones have been changed to allieviate this problem \nof completing tasks out of order. \n\nAs of today, if you defeat one of these foes and do not have all of the \nprerequisites completed to receive the flag at the end of the event, \nyou will be able to go back and complete the tasks that you have not \nyet performed. \n\nOnce you've done that, you may speak with the Seer in the Plane of \nKnowledge who will make sure that you are then able to progress as if \nyou had performed the tasks in their proper order. \n\n\n- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2003-1.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "December 19, 2002\n------------------------------\n\n** Zones ** \n\n- Spectral Parchments, Ethereal Parchments, and Glyphed Rune word drops \nhave been increased significantly in the third tier Planes of Power \nzones. \n- The trials within the Halls of Honor have been changed slightly. \nPlease proceed with caution. \n- Several Planes of Power NPCs are no longer angered quite as badly \nwhen they notice a healing spell being cast on a player they are angry \nwith. \n- Made improvements to the Planes of Power quest armors. \n- Assorted quest, item, and dialogue fixes. \n\n** Planes of Power Zone Progression ** \n\nAs most know, progressing through Planes of Power zones requires that \ncertain tasks be performed. In many cases, one of the tasks required \ninvolves being on a raid that defeats a particularly powerful foe. \n\nOne side effect of this progress is that if the tasks were not \naccomplished in a particular order, a person on a raid may not gain the \nflag for completing the event, as they did not complete the \nprerequisite tasks. \n\nThe majority of \"zone boss\" style encounters in the first three tiers \nof Planes of Power zones have been changed to allieviate this problem \nof completing tasks out of order. \n\nAs of today, if you defeat one of these foes and do not have all of the \nprerequisites completed to receive the flag at the end of the event, \nyou will be able to go back and complete the tasks that you have not \nyet performed. \n\nOnce you've done that, you may speak with the Seer in the Plane of \nKnowledge who will make sure that you are then able to progress as if \nyou had performed the tasks in their proper order. \n\n\n- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2003-1.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 9, 2003", "slug": "2003-01-09-1", "patch_date": "2003-01-09T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "class_changes", "items", "zones", "ui"], "body_plaintext": "January 9, 2003\n------------------------------\n\n** Demise of the Classic/Velious Interface ** \n\nOver the last six months we have been keeping the Classic EverQuest \ninterface as well as the Velious interface working through all of the \nfeatures that we have added (built-in MP3 player, item links, compass, \nenhanced /bug reporting tool, and others). However, with the release of \nsome of the new features in this patch, such as running EQ in a window, \nwe must now say goodbye to the older interfaces. They have been \ndisabled as of today. \n\nThey served us well. \n\n** EQ in a Window ** \n\nEverQuest can now be run in a window. To place EverQuest in a window, \nsimply press Alt-Enter. You can also switch out of EverQuest to another \nprogram by using the familiar Alt-Tab. It is important that you do not \ndo this until you are in-game, do not do this during the login process. \n\nIt is important to note a few things. Running the game in a window may \nreduce game performance a bit. And, as always, the more programs you \nhave running at the same time the more resources they use. \n\nAt this time, due to some changes that need to be made on the front \nend, it is not possible to run two instances of EverQuest. We will be \nworking to make the necessary changes over the next few weeks. \n\n** Songs Window ** \n\nWe have added a new window to the interface along with new game \nfunctionality. The Songs window is a new buff window that holds up to 6 \nbard song buffs. This increases the potential maximum effects that a \ncharacter can have to 21 (15 standard and the 6 new ones). The new \nwindow only holds certain bard songs (generally the 3-tick songs). Only \nbeneficial songs will qualify for the new buff box, and not all of \nthose. Any buff in the new Songs window is considered temporary and \nwill not be saved when you zone. \n\nSongs that qualify to go into the new window will go into that window \nfirst. Any qualifying songs over six will be rerouted to the main \nEffects window. Cancel Magic effects will see these new buff slots as \nbuff slots #16-21. \n\nNote for User Interface skin creators: The Label EQTypes 80-85 are the \nSongs window song names. \n\n- Some magical effects on Planar class armor have been altered. In most \ncases the effects were upgraded, but a few items were given weaker \neffects that were more in line with the difficulty of obtaining them. \n- Fixed a bug that was causing a few Planes of Power NPCs to take too \nlong to respawn. \n- Wu's Attack should now work correctly. \n- Incoming damage now interacts with Wrath of the Wild and other rune-\ntype spells in their proper order. \n- Pact of Shadow and Shadow Compact will once again heal player \ncharacters. \n- Charmed Pets will no longer remain charmed after the owner dies. \n- Sending special characters via EQIM will no longer \nfreeze the game. \n- Hitting Autoattack when in explore mode at Character Select will no \nlonger cause the game to crash. \n- The Loadskin window will now load skins other than the default \nproperly. \n- Fixed and issue that caused some NPC's text to be cut short. \n- Fixed (but did not rename) the Broken Golem. He should no longer be \nhated in Fear, just feared... \n-Lowered the duration of calm-type spells that effect creatures level \n50 and over. \n\n** User Interface File Changes ** \n\nShortDurationBuffwnd.xml - NEW \nEQUI.xml \nBugReportwnd.xml \nLootwnd.xml \nSelectorwnd.xml \nPetInfownd.xml \nWindow_ Pieces04.tga\n\n.....................................................................\n\n------------------------------", "body_markdown": "January 9, 2003\n------------------------------\n\n** Demise of the Classic/Velious Interface ** \n\nOver the last six months we have been keeping the Classic EverQuest \ninterface as well as the Velious interface working through all of the \nfeatures that we have added (built-in MP3 player, item links, compass, \nenhanced /bug reporting tool, and others). However, with the release of \nsome of the new features in this patch, such as running EQ in a window, \nwe must now say goodbye to the older interfaces. They have been \ndisabled as of today. \n\nThey served us well. \n\n** EQ in a Window ** \n\nEverQuest can now be run in a window. To place EverQuest in a window, \nsimply press Alt-Enter. You can also switch out of EverQuest to another \nprogram by using the familiar Alt-Tab. It is important that you do not \ndo this until you are in-game, do not do this during the login process. \n\nIt is important to note a few things. Running the game in a window may \nreduce game performance a bit. And, as always, the more programs you \nhave running at the same time the more resources they use. \n\nAt this time, due to some changes that need to be made on the front \nend, it is not possible to run two instances of EverQuest. We will be \nworking to make the necessary changes over the next few weeks. \n\n** Songs Window ** \n\nWe have added a new window to the interface along with new game \nfunctionality. The Songs window is a new buff window that holds up to 6 \nbard song buffs. This increases the potential maximum effects that a \ncharacter can have to 21 (15 standard and the 6 new ones). The new \nwindow only holds certain bard songs (generally the 3-tick songs). Only \nbeneficial songs will qualify for the new buff box, and not all of \nthose. Any buff in the new Songs window is considered temporary and \nwill not be saved when you zone. \n\nSongs that qualify to go into the new window will go into that window \nfirst. Any qualifying songs over six will be rerouted to the main \nEffects window. Cancel Magic effects will see these new buff slots as \nbuff slots #16-21. \n\nNote for User Interface skin creators: The Label EQTypes 80-85 are the \nSongs window song names. \n\n- Some magical effects on Planar class armor have been altered. In most \ncases the effects were upgraded, but a few items were given weaker \neffects that were more in line with the difficulty of obtaining them. \n- Fixed a bug that was causing a few Planes of Power NPCs to take too \nlong to respawn. \n- Wu's Attack should now work correctly. \n- Incoming damage now interacts with Wrath of the Wild and other rune-\ntype spells in their proper order. \n- Pact of Shadow and Shadow Compact will once again heal player \ncharacters. \n- Charmed Pets will no longer remain charmed after the owner dies. \n- Sending special characters via EQIM will no longer \nfreeze the game. \n- Hitting Autoattack when in explore mode at Character Select will no \nlonger cause the game to crash. \n- The Loadskin window will now load skins other than the default \nproperly. \n- Fixed and issue that caused some NPC's text to be cut short. \n- Fixed (but did not rename) the Broken Golem. He should no longer be \nhated in Fear, just feared... \n-Lowered the duration of calm-type spells that effect creatures level \n50 and over. \n\n** User Interface File Changes ** \n\nShortDurationBuffwnd.xml - NEW \nEQUI.xml \nBugReportwnd.xml \nLootwnd.xml \nSelectorwnd.xml \nPetInfownd.xml \nWindow_ Pieces04.tga\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 15, 2003", "slug": "2003-01-15-1", "patch_date": "2003-01-15T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "ui"], "body_plaintext": "January 15, 2003\n------------------------------\n\n*** Announcing The Legacy of Ykesha *** \n\nThe Legacy of Ykesha will be the first download-only extension for \nEverQuest. This product will not be available in stores. This extension \nwill include some great new gameplay features, as well as new zones for \ncharacters ranging from level 35 up to level 60. \n\nLegacy of Ykesha Features include: \n\nA new playable race: Frogloks \nEnhanced Looking For Group Tool \nNew Cartography System \nNew Magic Item slot: Charms \nArmor Dyes \nDozens of new creatures \nExpanded bank capacity \nNew zones \nNew spells \n\nFor more information, please visit www.legacyofykesha.com \n\n** Gameplay/Features ** \n\n- With our last patch and the patch today, we've significantly reduced \nthe amount of bandwidth that EverQuest needs to use, even in large raid \nor extremely-crowded-zone situations. \n- Fixed a problem with tints not properly updating when armor is \nremoved. \n- Fixed a bug with character faces displaying incorrectly to other \nplayers when you zone in after them. \n- Fixed resurrection timer that was counting down against the 3 hour \nlimit when player was not logged in. \n- Corrected a problem with health and movement updates being delayed. \n\n** Spells ** \n\n- NPCs will now notice Druid and Shaman Percentage Heal spells in a \nmanner similar to traditional healing spells. \n- Removed the chance for slow spells to be reversed from the 17 NPCs \nthat had this ability. \n- Fixed a bug that was preventing Curses, Diseases, and Poisons from \nbeing removed. \n- Raised all recast times below 2.25 seconds up to 2.25 seconds. This \nis a change in the spell data as the first part of a two-part change \nneeded to correct the \"Recast time not met\" problem. More information \nis available at the Developer's Corner at www.everquest.com. \n\n** Alternate Advancement/Special Abilities ** \n\n- The range on the Bard Ability \"Boastful Bellow\" has been increased \nslightly. \n- Fixed a bug with Harm Touch that was not allowing it to increase the \nstandard amount per level over level 60. \n\n** User Interface ** \n\n- Fixed a bug with effects in the Songs window. They were not getting \nremoved on the client when the bard was dispelled. \n- Introduced new Story window. The purpose of this window is to provide \nstory updates in a readily available location. ALT-N toggles the \nwindow. You can select to have the window pop up when new story \nelements are added if you wish. \n- Item Links are once again creatable from Items and from other Item \nLinks. Please do not attempt to \"mine\" the servers for undiscovered \nitems. Links now have a built-in mechanism to prevent those who would \ngo on fishing expeditions by sending up many bad links in an attempt to \ndiscover new items. These invalid links are logged, as are the accounts \nof those who create them. \n- Added an optional confirmation box before spending AA points. To turn \non this confirmation box, please check the Options window. \n\n** Miscellaneous ** \n\n- Sage Quests in Plane of Knowledge have been fixed. \n- The event to fight Bertoxxulous in the Crypt of Decay will reset 4 to \n6 hours after the event is failed. It will respawn normally if the \nevent is won. \n\n** New/Changed Interface Files ** \n\n- EQUI_StoryWnd.xml (actually added with the Jan. 9th patch) \n- EQUI_OptionsWnd.xml \n\n.....................................................................\n\n------------------------------", "body_markdown": "January 15, 2003\n------------------------------\n\n*** Announcing The Legacy of Ykesha *** \n\nThe Legacy of Ykesha will be the first download-only extension for \nEverQuest. This product will not be available in stores. This extension \nwill include some great new gameplay features, as well as new zones for \ncharacters ranging from level 35 up to level 60. \n\nLegacy of Ykesha Features include: \n\nA new playable race: Frogloks \nEnhanced Looking For Group Tool \nNew Cartography System \nNew Magic Item slot: Charms \nArmor Dyes \nDozens of new creatures \nExpanded bank capacity \nNew zones \nNew spells \n\nFor more information, please visit www.legacyofykesha.com \n\n** Gameplay/Features ** \n\n- With our last patch and the patch today, we've significantly reduced \nthe amount of bandwidth that EverQuest needs to use, even in large raid \nor extremely-crowded-zone situations. \n- Fixed a problem with tints not properly updating when armor is \nremoved. \n- Fixed a bug with character faces displaying incorrectly to other \nplayers when you zone in after them. \n- Fixed resurrection timer that was counting down against the 3 hour \nlimit when player was not logged in. \n- Corrected a problem with health and movement updates being delayed. \n\n** Spells ** \n\n- NPCs will now notice Druid and Shaman Percentage Heal spells in a \nmanner similar to traditional healing spells. \n- Removed the chance for slow spells to be reversed from the 17 NPCs \nthat had this ability. \n- Fixed a bug that was preventing Curses, Diseases, and Poisons from \nbeing removed. \n- Raised all recast times below 2.25 seconds up to 2.25 seconds. This \nis a change in the spell data as the first part of a two-part change \nneeded to correct the \"Recast time not met\" problem. More information \nis available at the Developer's Corner at www.everquest.com. \n\n** Alternate Advancement/Special Abilities ** \n\n- The range on the Bard Ability \"Boastful Bellow\" has been increased \nslightly. \n- Fixed a bug with Harm Touch that was not allowing it to increase the \nstandard amount per level over level 60. \n\n** User Interface ** \n\n- Fixed a bug with effects in the Songs window. They were not getting \nremoved on the client when the bard was dispelled. \n- Introduced new Story window. The purpose of this window is to provide \nstory updates in a readily available location. ALT-N toggles the \nwindow. You can select to have the window pop up when new story \nelements are added if you wish. \n- Item Links are once again creatable from Items and from other Item \nLinks. Please do not attempt to \"mine\" the servers for undiscovered \nitems. Links now have a built-in mechanism to prevent those who would \ngo on fishing expeditions by sending up many bad links in an attempt to \ndiscover new items. These invalid links are logged, as are the accounts \nof those who create them. \n- Added an optional confirmation box before spending AA points. To turn \non this confirmation box, please check the Options window. \n\n** Miscellaneous ** \n\n- Sage Quests in Plane of Knowledge have been fixed. \n- The event to fight Bertoxxulous in the Crypt of Decay will reset 4 to \n6 hours after the event is failed. It will respawn normally if the \nevent is won. \n\n** New/Changed Interface Files ** \n\n- EQUI_StoryWnd.xml (actually added with the Jan. 9th patch) \n- EQUI_OptionsWnd.xml \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 28, 2003  3:00 am", "slug": "2003-01-28-1", "patch_date": "2003-01-28T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "ui"], "body_plaintext": "January 28, 2003  3:00 am\n------------------------------\n\n** ANNOUNCEMENT **\n\nThe response to The Legacy of Ykesha(tm) extension has been \noverwhelming; we want to thank all of you who have pre-ordered.\n\nIn order to better serve ALL of our customers, including those who do \nnot have a credit card, we've decided to make a relatively small number \nof The Legacy of Ykesha CD-ROMs available at retail as well. Please \nnote, though, that The Legacy of Ykesha CD will likely not be available \nat retail in the US until as much as a week or more after the \"live\" \ndate; the delay may be longer for our international customers.\n\nIf you have already pre-ordered from us, but you would prefer to wait \nfor the retail CD, you can cancel your pre-order by following these \ninstructions:\n\n1. Go to the Station Store (https://store.station.sony.com/)\n2. Go to Billing Info and sign in.\n3. View Current pre-orders.\n4. Click Cancel button; you will receive a cancellation email.\n\nYou may still pre-order the digital download version of The Legacy of \nYkesha from the Station.com Store (the download version only - we will \nnot be selling CDs through pre-order) for the special pre-order price \nof $17.99.\n\n** Gameplay and User Interface **\n\n- Further optimizations to reduce bandwidth and 'lag'. It is difficult \nto describe the value of this change, but it should show a noticeable \nimprovement for many. We've also resolved many of the hit point update \nand movement issues that occurred recently.\n- Made an improvement to the animation code that may reduce the slight \ndelays that can occur when a new player enters a zone.\n- Spells on spell book pages 33 to 50 can now be deleted for those who \nwere having troubles.\n- Corrected a bug that could cause a crash if a character tried to \npurchase an item or close the merchant window just as he was leaving \nthe trading range of that merchant.\n- Players should no longer get out of range message when trying to \ntarget a player on a horse just because the horse has moved a little \n(but is still in range).\n- Corrected an issue in Fungus Grove that was allowing some ranged \nattacks to land unnoticed by NPCs.\n\n** Spells **\n\n- Lull, Soothe, Calm, Pacify, Harmony, Calm Animal, and Rest the Dead \nshould no longer give the: \"Your spell did not take hold,\" message.\n- Bard Songs with a \"Rune\" component should be working properly.\n- Sha's Advantage and Savagery are now available on vendors in the \nPlane of Knowledge.\n- Illusion spells used with Luclin models should now show the \nappropriate hair.\n- Infusion of spirit should no longer overwrite Speed of Vallon.\n- Sense Summoned will now sense elementals of most types.\n- Eye of Zomm and Stalking Probe cast from a horse will now be able to \nlook up and down.\n- Call of Rizlona now has casting text for the person that procs this \nspell.\n\n** Alternate Advancement **\n\n- Monk discipline Resistance should increase resistances properly now.\n- The Shaman AA ability Spirit Call should now finish casting if you \nregain concentration after interruption.\n- Corrected a problem where right-clicking on an AA hotkey would \nhighlight the wrong ability on the list in the window.\n- There will now be a confirmation window available when spending AA \npoints. There is a new selection in the Options menu called Fast AA \nPurchase for toggling this confirmation.\n\n** Items **\n\n- Spirit of Snow and Spirit of Flame will be dropping more frequently \nnow.\n- Merchant's Crate of Supplies will now fit into containers that can \nhold giant-sized items.\n- Removed Paladin and Ranger from the list of characters that could use \nthe Hateful Balanced Zweihander. It is only usable by worshippers of \nInnoruuk, and was never meant to be used by these classes.\n- The Resplendent War Maul now has a more appropriate inventory icon.\n- Crypt Master's Conjuring Stone is now more valuable to NPC vendors, \nand they will not sell it as cheaply as they did in the past.\n\n** Quests **\n\n- Killing Kazen Fecae is no longer a viable path to the completion of \nthe Necromancer Epic quest.\n- Tibrinn Ember now gives a faction modifier for the completion of his \nquest.\n- Hanns Krieghor will no longer grant faction increases just by talking \nto him.\n- There are now a few Iksar in the Plane of Knowledge that are \ninterested in your Iksar racial armor.\n\n** Bazaar **\n\n- Corrected a bug in the Bazaar that caused price changes made by \ntraders to only affect one stack of the same item.\n- Target Group Buff and the AA ability Mass Group Buff can no longer be \nused with levitate spells to push traders out of their stalls in the \nBazaar.\n\n** NPCs **\n\n- The specters and shades in Velketor should no longer be dropping \ncloth armor.\n- Centi Dators should no longer spawn inside walls.\n- Oozing Flesh in the Tower of Frozen Shadow should no longer drop \nSabretooth hides. It was determined that these creatures are too slow \nto catch a Sabretooth, and that they do not have the ability to skin \nthem nor the desire to wear (or eat) their hides.\n- Elder Spiritualist Grawleh will now respond properly to hails.\n- Fittorin Bladespur will now respond properly to hails.\n- A Frost Giant Sentry will now respond properly to hails.\n- Tanik Greskil will now respond properly to hails.\n- Kozyn Gigglephizz will now respond properly to hails.\n- Pit Guard Retaj will now respond properly to \"What grunts?\"\n- Lendel Deeppockets now knows how to spell \"rogue\".\n- Corrected text for Arinna Trueblade, she now tells you how to make \narmbands instead of helmets.\n- Prime Patriarch Vuzx should be less likely to leave his usual spot.\n- Gindlin Toxfodder should be less likely to be out of his usual spot.\n- Deputies Budo and Drebo should no longer get stuck under the \nfloorboards of their tower.\n- The River Source in the Warrens can no longer be attacked.\n- Moved Mignar Mi`Draskch a little bit so that newly created enchanters \nwould not try to appear on top of him.\n- Lorekeeper Zorik is now properly described as a female in text \nreferring to her.\n- Peras Glickon will now tell you that he sells food and drink (which \nhe does) instead of spell components (which he does not).\n- Fantoal Geabaran should now offer the inventory for sale that he \nclaims to have.\n- Old Gourdhead should no longer be disliked by the other natives of \nMisty Thicket (fixed a faction bug).\n- The Muglwump will show up less frequently now.\n- Dark Huntress in Mistmoore will now use the correct model and is on \nthe correct faction.\n- Corrected the models for elementals in the Plane of Earth.\n- NPCs in the \"pit\" area of Plane of Tactics will now respawn properly.\n- Removed Sarnak Slaves from Nurga, since they had no models there to \nuse and looked like the base model human (Doug).\n\n** Character Appearance **\n\n- The bald head can now be selected during character creation by \nclicking the left arrow button (was only available by clicking the \nright arrow).\n- Beard color selection now works for dark elf male, high elf male, \nhalf elf male, and dwarf female during the creation of new characters. \nNote: Dwarf female only has one style of beard.\n- The ability to pick a wode is now available at character creation for \nBarbarians.\n- Choosing the \"random\" button at character creation will now randomly \nchoose a face rather than always using the initial selection.\n- Changing from a male to a female character or from a bald character \n(such as Iksar) to one that should have hair will no longer make the \nnew character appear to be bald.\n\n** Miscellaneous **\n\n- Intelligence and Wisdom should now update properly after character \nbecomes drunk/consumes alcohol.\n- Fixed a number of doors in Freeport that were opening incorrectly.\n\n.....................................................................\n\n------------------------------", "body_markdown": "January 28, 2003  3:00 am\n------------------------------\n\n** ANNOUNCEMENT **\n\nThe response to The Legacy of Ykesha(tm) extension has been \noverwhelming; we want to thank all of you who have pre-ordered.\n\nIn order to better serve ALL of our customers, including those who do \nnot have a credit card, we've decided to make a relatively small number \nof The Legacy of Ykesha CD-ROMs available at retail as well. Please \nnote, though, that The Legacy of Ykesha CD will likely not be available \nat retail in the US until as much as a week or more after the \"live\" \ndate; the delay may be longer for our international customers.\n\nIf you have already pre-ordered from us, but you would prefer to wait \nfor the retail CD, you can cancel your pre-order by following these \ninstructions:\n\n1. Go to the Station Store (https://store.station.sony.com/)\n2. Go to Billing Info and sign in.\n3. View Current pre-orders.\n4. Click Cancel button; you will receive a cancellation email.\n\nYou may still pre-order the digital download version of The Legacy of \nYkesha from the Station.com Store (the download version only - we will \nnot be selling CDs through pre-order) for the special pre-order price \nof $17.99.\n\n** Gameplay and User Interface **\n\n- Further optimizations to reduce bandwidth and 'lag'. It is difficult \nto describe the value of this change, but it should show a noticeable \nimprovement for many. We've also resolved many of the hit point update \nand movement issues that occurred recently.\n- Made an improvement to the animation code that may reduce the slight \ndelays that can occur when a new player enters a zone.\n- Spells on spell book pages 33 to 50 can now be deleted for those who \nwere having troubles.\n- Corrected a bug that could cause a crash if a character tried to \npurchase an item or close the merchant window just as he was leaving \nthe trading range of that merchant.\n- Players should no longer get out of range message when trying to \ntarget a player on a horse just because the horse has moved a little \n(but is still in range).\n- Corrected an issue in Fungus Grove that was allowing some ranged \nattacks to land unnoticed by NPCs.\n\n** Spells **\n\n- Lull, Soothe, Calm, Pacify, Harmony, Calm Animal, and Rest the Dead \nshould no longer give the: \"Your spell did not take hold,\" message.\n- Bard Songs with a \"Rune\" component should be working properly.\n- Sha's Advantage and Savagery are now available on vendors in the \nPlane of Knowledge.\n- Illusion spells used with Luclin models should now show the \nappropriate hair.\n- Infusion of spirit should no longer overwrite Speed of Vallon.\n- Sense Summoned will now sense elementals of most types.\n- Eye of Zomm and Stalking Probe cast from a horse will now be able to \nlook up and down.\n- Call of Rizlona now has casting text for the person that procs this \nspell.\n\n** Alternate Advancement **\n\n- Monk discipline Resistance should increase resistances properly now.\n- The Shaman AA ability Spirit Call should now finish casting if you \nregain concentration after interruption.\n- Corrected a problem where right-clicking on an AA hotkey would \nhighlight the wrong ability on the list in the window.\n- There will now be a confirmation window available when spending AA \npoints. There is a new selection in the Options menu called Fast AA \nPurchase for toggling this confirmation.\n\n** Items **\n\n- Spirit of Snow and Spirit of Flame will be dropping more frequently \nnow.\n- Merchant's Crate of Supplies will now fit into containers that can \nhold giant-sized items.\n- Removed Paladin and Ranger from the list of characters that could use \nthe Hateful Balanced Zweihander. It is only usable by worshippers of \nInnoruuk, and was never meant to be used by these classes.\n- The Resplendent War Maul now has a more appropriate inventory icon.\n- Crypt Master's Conjuring Stone is now more valuable to NPC vendors, \nand they will not sell it as cheaply as they did in the past.\n\n** Quests **\n\n- Killing Kazen Fecae is no longer a viable path to the completion of \nthe Necromancer Epic quest.\n- Tibrinn Ember now gives a faction modifier for the completion of his \nquest.\n- Hanns Krieghor will no longer grant faction increases just by talking \nto him.\n- There are now a few Iksar in the Plane of Knowledge that are \ninterested in your Iksar racial armor.\n\n** Bazaar **\n\n- Corrected a bug in the Bazaar that caused price changes made by \ntraders to only affect one stack of the same item.\n- Target Group Buff and the AA ability Mass Group Buff can no longer be \nused with levitate spells to push traders out of their stalls in the \nBazaar.\n\n** NPCs **\n\n- The specters and shades in Velketor should no longer be dropping \ncloth armor.\n- Centi Dators should no longer spawn inside walls.\n- Oozing Flesh in the Tower of Frozen Shadow should no longer drop \nSabretooth hides. It was determined that these creatures are too slow \nto catch a Sabretooth, and that they do not have the ability to skin \nthem nor the desire to wear (or eat) their hides.\n- Elder Spiritualist Grawleh will now respond properly to hails.\n- Fittorin Bladespur will now respond properly to hails.\n- A Frost Giant Sentry will now respond properly to hails.\n- Tanik Greskil will now respond properly to hails.\n- Kozyn Gigglephizz will now respond properly to hails.\n- Pit Guard Retaj will now respond properly to \"What grunts?\"\n- Lendel Deeppockets now knows how to spell \"rogue\".\n- Corrected text for Arinna Trueblade, she now tells you how to make \narmbands instead of helmets.\n- Prime Patriarch Vuzx should be less likely to leave his usual spot.\n- Gindlin Toxfodder should be less likely to be out of his usual spot.\n- Deputies Budo and Drebo should no longer get stuck under the \nfloorboards of their tower.\n- The River Source in the Warrens can no longer be attacked.\n- Moved Mignar Mi`Draskch a little bit so that newly created enchanters \nwould not try to appear on top of him.\n- Lorekeeper Zorik is now properly described as a female in text \nreferring to her.\n- Peras Glickon will now tell you that he sells food and drink (which \nhe does) instead of spell components (which he does not).\n- Fantoal Geabaran should now offer the inventory for sale that he \nclaims to have.\n- Old Gourdhead should no longer be disliked by the other natives of \nMisty Thicket (fixed a faction bug).\n- The Muglwump will show up less frequently now.\n- Dark Huntress in Mistmoore will now use the correct model and is on \nthe correct faction.\n- Corrected the models for elementals in the Plane of Earth.\n- NPCs in the \"pit\" area of Plane of Tactics will now respawn properly.\n- Removed Sarnak Slaves from Nurga, since they had no models there to \nuse and looked like the base model human (Doug).\n\n** Character Appearance **\n\n- The bald head can now be selected during character creation by \nclicking the left arrow button (was only available by clicking the \nright arrow).\n- Beard color selection now works for dark elf male, high elf male, \nhalf elf male, and dwarf female during the creation of new characters. \nNote: Dwarf female only has one style of beard.\n- The ability to pick a wode is now available at character creation for \nBarbarians.\n- Choosing the \"random\" button at character creation will now randomly \nchoose a face rather than always using the initial selection.\n- Changing from a male to a female character or from a bald character \n(such as Iksar) to one that should have hair will no longer make the \nnew character appear to be bald.\n\n** Miscellaneous **\n\n- Intelligence and Wisdom should now update properly after character \nbecomes drunk/consumes alcohol.\n- Fixed a number of doors in Freeport that were opening incorrectly.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 29, 2003", "slug": "2003-01-29-1", "patch_date": "2003-01-29T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix"], "body_plaintext": "January 29, 2003\n------------------------------\n\n- Corrected a bug with the Xegony encounter. Please be aware that this \nmay change the event slightly.\n\n.....................................................................\n\n------------------------------", "body_markdown": "January 29, 2003\n------------------------------\n\n- Corrected a bug with the Xegony encounter. Please be aware that this \nmay change the event slightly.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 4, 2003", "slug": "2003-02-04-1", "patch_date": "2003-02-04T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "class_changes", "spells", "items", "tradeskills", "pvp", "ui"], "body_plaintext": "February 4, 2003\n------------------------------\n\nNote: Some folks have had trouble getting the elves' beard colors to \nwork properly. In order to get them to show up, you may need to set \nDoProperTinting=TRUE in your Eqclient.ini file. You can do that by \ntyping /dopropertinting in game. \n\nALSO NOTE: We have changed a lot of UI Files. Here's the list: \n\n** UI File Changes ** \n\nEQUI.xml \nEQUI_Animations.xml \nEQUI_CharacterCreate.xml \nEQUI_FacePick.xml \nEQUI_NoteWindow.xml \nEQUI_OptionsWindow.xml \nwindow_pieces04.tga \nEQUI_JournalCatWnd.xml - NEW FILE \nEQUI_JournalTextWnd.xml - NEW FILE \nEQUI_JournalNPCWnd.xml - NEW FILE \nEQUI_BigBankWnd.xml - NEW FILE \n\n** Interface and Gameplay ** \n\n- The melee button for Ulaks, Martial weapons and Two-Handed Piercing \nweapons should appear to be depressed when attacking. \n- Increased the size of the Notes window in the new UI. \n- /viewport fixed. \n- Fixed bug where action and hot-buttons for innate abilities would \nrevert to numbers (1-6) instead of their name when a skin was loaded \nusing /loadskin. It now reloads the names too. \n- Fixed a bug that could cause a client crash if too many full \ncontainers were open and the ALT key was pressed. \n\n** Spells ** \n\n- Lowered the mana cost of Yaulp I, Yaulp II, Yaulp III, and Yaulp IV \nto increase the value of these spells \n- Theft of Thought works properly now, it was draining all of the \ncaster's mana, no matter who the target was. \n- Damage over Time type Area of Effect spells will no longer do damage \nwhen player character resists the spell. \n- All pet spells will now get focused from any pet focusing spell/item. \nThis means, for example, that summoning haste will work on Beastlord \nand Necromancer pets. \n- Fixed a bug that caused pet health bar to disappear if when trying to \ncharm when a pet already exists. \n- Divine Barrier now does all of its healing in a single burst instead \nof as regeneration. \n- Removed the erroneous message \"Returning to your own perspective\" \nthat occurred when a character was changed into something using an \nillusion. \n\n** Quests ** \n\n- Dillon the Drowned should now respond properly when hailed. \n- Corrected a problem with a 'quest' for the hermit in South Karana. \n- Animist Poren now gives the correct recipe for his Handwraps Quest \n(shadeling silk instead of shade silk). \n- Noirin Khalen now gives out the proper jewelry book. \n- Supreme Loachsmith Psorin now returns items that he does not need or \nwant. \n\n** Items ** \n\n- Removed Rogues from the list of classes on the Elegant Darkwood \nKatana, since it is a two-handed slashing weapon. \n- Removed the \"secondary\" tag from the Flametongue, as this item is for \nInt. casters only and they can't equip this item in their secondary \nslot. \n- The Nathsar Greatsword and Fester now have the proper inventory icon. \n\n** Tradeskills ** \n\n- Added new potions for Vah Shir Shaman (and all other Shaman): \nShadeweaver Portal. \n- Renamed one of two items called Figwort. The Figwort sold in Shar \nVahl has been renamed Ground Figwort to reduce confusion. \n- Renamed one of two items called Drachling Silk. The Drachling Silk \nthat was once no drop is now tradable and named Drachnid Silk. \n- Adventurers have learned new techniques for fighting Cyclopes. These \ngreat beasts are now much more likely to have their eye intact when \nkilled. \n- Fixed the recipe for the potion \"Soul of Incorporeal\" to use a \n\"feather\". \n- Fixed the recipe for the potion \"Troll's Essence\". \n- Fixed the cast time on any 5 and 10 dose potions that were \ninconsistent with their single dose versions. \n- General Bragmur in Iceclad should now avoid ice flows that he was \nhaving a problem crossing in the past. \n- Terrorantula Silk, Feather, branch of sylvan oak, branch of planar \noak, Drachnid Silk, and Drachling Silk are now stackable. \n- Silicorrosive Grease is now tradable and stackable. \n- Potions Aquatic Haunt and Serpents Drink no longer require reagents. \n- Grandmaster Alchemist will now have a way to prove their ability. \n\n** Alternate Advancement ** \n\n- Extended Notes now works on area of Effect songs as well as group \nsongs. \n\n** PvP ** \n\n- Fixed a bug with Root and Snare spells that prevented the target \nplayer character from being affected until they zoned. \n- Fixed a bug with mesmerization spells being unbreakable by normal \nmeans. \n\n** Zones ** \n\n- Fixed some text and grammar errors in Skyshrine. \n- Ikurenm the Sly should no longer disappear when trying to chase his \nenemies. \n- Repaired some \"safe spots\" in Echo Caverns, Paludal Caverns and \nGrieg's End. \n- Fixed a pathing issue in Kurn's Tower that was causing some NPCs to \ndisappear. \n- The Golem Master in Charasis now looks like a golem. \n- The Orc Arsonist will no longer have his torch disappear when looted \n(as long as he had it to begin with). \n- The Sands of Fire event will now be restricted to the intended four \ngroups. Alternate methods of getting characters into the event have \nbeen removed. \n- Corrected doors in Kaladim, Blackburrow and Erudin that opened the \nwrong way and one door in Kaesora that was way off its hinges. Also, \nthe Dwarves have installed a door in one of their guard huts to prevent \ndrafts. \n- Moved an oven in North Freeport that was poking through a ceiling. \n- Wraith of a Shissar should no longer attack its compatriots, so they \nshould no longer be killing it in retaliation. \n- Corrected some respawn issues in the Plane of Air. \n- Rallos Zek is much less likely to need to leave the arena in order to \ndeal with his enemies... \n\n** Miscellaneous ** \n\n- Changed \"wode\" to \"woad\" in the face picker. \n- Corrected a spelling error in the text of the Purify Body ability \n(affect to effect). \n- PCs under illusions should appear with hair if the race can have \nhair, even if the PC's race can't have hair. Fixed a few other bugs \nwith illusions and their effect on hair and eyes. \n- Vah Shir will now see \"punches\" when punching instead of \"hits\".\n\n.....................................................................\n\n------------------------------", "body_markdown": "February 4, 2003\n------------------------------\n\nNote: Some folks have had trouble getting the elves' beard colors to \nwork properly. In order to get them to show up, you may need to set \nDoProperTinting=TRUE in your Eqclient.ini file. You can do that by \ntyping /dopropertinting in game. \n\nALSO NOTE: We have changed a lot of UI Files. Here's the list: \n\n** UI File Changes ** \n\nEQUI.xml \nEQUI_Animations.xml \nEQUI_CharacterCreate.xml \nEQUI_FacePick.xml \nEQUI_NoteWindow.xml \nEQUI_OptionsWindow.xml \nwindow_pieces04.tga \nEQUI_JournalCatWnd.xml - NEW FILE \nEQUI_JournalTextWnd.xml - NEW FILE \nEQUI_JournalNPCWnd.xml - NEW FILE \nEQUI_BigBankWnd.xml - NEW FILE \n\n** Interface and Gameplay ** \n\n- The melee button for Ulaks, Martial weapons and Two-Handed Piercing \nweapons should appear to be depressed when attacking. \n- Increased the size of the Notes window in the new UI. \n- /viewport fixed. \n- Fixed bug where action and hot-buttons for innate abilities would \nrevert to numbers (1-6) instead of their name when a skin was loaded \nusing /loadskin. It now reloads the names too. \n- Fixed a bug that could cause a client crash if too many full \ncontainers were open and the ALT key was pressed. \n\n** Spells ** \n\n- Lowered the mana cost of Yaulp I, Yaulp II, Yaulp III, and Yaulp IV \nto increase the value of these spells \n- Theft of Thought works properly now, it was draining all of the \ncaster's mana, no matter who the target was. \n- Damage over Time type Area of Effect spells will no longer do damage \nwhen player character resists the spell. \n- All pet spells will now get focused from any pet focusing spell/item. \nThis means, for example, that summoning haste will work on Beastlord \nand Necromancer pets. \n- Fixed a bug that caused pet health bar to disappear if when trying to \ncharm when a pet already exists. \n- Divine Barrier now does all of its healing in a single burst instead \nof as regeneration. \n- Removed the erroneous message \"Returning to your own perspective\" \nthat occurred when a character was changed into something using an \nillusion. \n\n** Quests ** \n\n- Dillon the Drowned should now respond properly when hailed. \n- Corrected a problem with a 'quest' for the hermit in South Karana. \n- Animist Poren now gives the correct recipe for his Handwraps Quest \n(shadeling silk instead of shade silk). \n- Noirin Khalen now gives out the proper jewelry book. \n- Supreme Loachsmith Psorin now returns items that he does not need or \nwant. \n\n** Items ** \n\n- Removed Rogues from the list of classes on the Elegant Darkwood \nKatana, since it is a two-handed slashing weapon. \n- Removed the \"secondary\" tag from the Flametongue, as this item is for \nInt. casters only and they can't equip this item in their secondary \nslot. \n- The Nathsar Greatsword and Fester now have the proper inventory icon. \n\n** Tradeskills ** \n\n- Added new potions for Vah Shir Shaman (and all other Shaman): \nShadeweaver Portal. \n- Renamed one of two items called Figwort. The Figwort sold in Shar \nVahl has been renamed Ground Figwort to reduce confusion. \n- Renamed one of two items called Drachling Silk. The Drachling Silk \nthat was once no drop is now tradable and named Drachnid Silk. \n- Adventurers have learned new techniques for fighting Cyclopes. These \ngreat beasts are now much more likely to have their eye intact when \nkilled. \n- Fixed the recipe for the potion \"Soul of Incorporeal\" to use a \n\"feather\". \n- Fixed the recipe for the potion \"Troll's Essence\". \n- Fixed the cast time on any 5 and 10 dose potions that were \ninconsistent with their single dose versions. \n- General Bragmur in Iceclad should now avoid ice flows that he was \nhaving a problem crossing in the past. \n- Terrorantula Silk, Feather, branch of sylvan oak, branch of planar \noak, Drachnid Silk, and Drachling Silk are now stackable. \n- Silicorrosive Grease is now tradable and stackable. \n- Potions Aquatic Haunt and Serpents Drink no longer require reagents. \n- Grandmaster Alchemist will now have a way to prove their ability. \n\n** Alternate Advancement ** \n\n- Extended Notes now works on area of Effect songs as well as group \nsongs. \n\n** PvP ** \n\n- Fixed a bug with Root and Snare spells that prevented the target \nplayer character from being affected until they zoned. \n- Fixed a bug with mesmerization spells being unbreakable by normal \nmeans. \n\n** Zones ** \n\n- Fixed some text and grammar errors in Skyshrine. \n- Ikurenm the Sly should no longer disappear when trying to chase his \nenemies. \n- Repaired some \"safe spots\" in Echo Caverns, Paludal Caverns and \nGrieg's End. \n- Fixed a pathing issue in Kurn's Tower that was causing some NPCs to \ndisappear. \n- The Golem Master in Charasis now looks like a golem. \n- The Orc Arsonist will no longer have his torch disappear when looted \n(as long as he had it to begin with). \n- The Sands of Fire event will now be restricted to the intended four \ngroups. Alternate methods of getting characters into the event have \nbeen removed. \n- Corrected doors in Kaladim, Blackburrow and Erudin that opened the \nwrong way and one door in Kaesora that was way off its hinges. Also, \nthe Dwarves have installed a door in one of their guard huts to prevent \ndrafts. \n- Moved an oven in North Freeport that was poking through a ceiling. \n- Wraith of a Shissar should no longer attack its compatriots, so they \nshould no longer be killing it in retaliation. \n- Corrected some respawn issues in the Plane of Air. \n- Rallos Zek is much less likely to need to leave the arena in order to \ndeal with his enemies... \n\n** Miscellaneous ** \n\n- Changed \"wode\" to \"woad\" in the face picker. \n- Corrected a spelling error in the text of the Purify Body ability \n(affect to effect). \n- PCs under illusions should appear with hair if the race can have \nhair, even if the PC's race can't have hair. Fixed a few other bugs \nwith illusions and their effect on hair and eyes. \n- Vah Shir will now see \"punches\" when punching instead of \"hits\".\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 6, 2003  3:00 am", "slug": "2003-02-06-1", "patch_date": "2003-02-06T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "pop", "tags": ["bugfix", "spells", "tradeskills", "ui"], "body_plaintext": "February 6, 2003  3:00 am\n------------------------------\n\n** Interface **\n\n- All settings for the Songs window should now be saved properly when \nthe player logs out.\n- Fixed a bug that could cause the Bit Depth and Refresh Rate setting \nto not save properly upon exit.\n- Users of Windows XP should no longer be seeing their Windows mouse \ncursor or other windows 'bleed through' into the game.\n\n** Gameplay **\n\n- Changing from an old model character to a Luclin model character at \ncharacter select should no longer result in the character having no \nhair.\n- Fixed a bug that caused merchants to charge a little extra or less (1 \ncopper).\n- Merchants will no longer claim that they will pay 1 copper for \nstarting equipment (they have never actually purchased such items).\n\n** Spells **\n\n- Fixed a problem with the Giantsbane Spell quest NPCs not spawning in \nSkyshrine.\n- Failing to hide while invisible will now make the invisibility icon \ndisappear.\n\n** Trade Skills **\n\n- Many Planar Recipes can now be used in collapsible containers. Some \nPlanar Tailoring can only be done in the Tanaan Loom as opposed to the \nPlanar Sewing Kit. Nothing that was previously made in the Loom was \nadded to the collapsible tailoring kit. Skills changed were Baking, \nSewing, Jewel Craft, and Fletching.\n- Added gnome cultural recipe book to Ak'Anon.\n- Changed the weights on Spiritstones to be more in line with \nFaithstones.\n- Changed Collapsible Jeweler's Kit to 6 slots from 4.\n\n** Zones **\n\n- Grummus is much more likely to stay in his home.\n- Fixed the door to the Ak'Anon zoo, by request of the Zookeeper's \nUnion #23.\n- Newly created Wood Elf Druids will now make their first appearance in \nthe world much closer to their guild master.\n- Fennin Ro is now more durable, more in line with the other elemental \nplane gods.\n-Rallos Zek now moves considerably faster then before, as do his \ncohorts. He will also become very, VERY angry should he be removed from \nhis lair(s). \n- Skyshrine will once again require a key for exit into the Cobalt \nScar. The fact that the key was not needed was a bug. We do understand \nthat few people actually walk through this area considering the other \nmethods of transport available, but the dragons aren't leaving their \ndoors open.\n\n** Items **\n\n- Corrected the inventory icon for the Acrylia Studded Legs and the \nTwo-Handed Practice Sword.\n\n.....................................................................\n\n------------------------------", "body_markdown": "February 6, 2003  3:00 am\n------------------------------\n\n** Interface **\n\n- All settings for the Songs window should now be saved properly when \nthe player logs out.\n- Fixed a bug that could cause the Bit Depth and Refresh Rate setting \nto not save properly upon exit.\n- Users of Windows XP should no longer be seeing their Windows mouse \ncursor or other windows 'bleed through' into the game.\n\n** Gameplay **\n\n- Changing from an old model character to a Luclin model character at \ncharacter select should no longer result in the character having no \nhair.\n- Fixed a bug that caused merchants to charge a little extra or less (1 \ncopper).\n- Merchants will no longer claim that they will pay 1 copper for \nstarting equipment (they have never actually purchased such items).\n\n** Spells **\n\n- Fixed a problem with the Giantsbane Spell quest NPCs not spawning in \nSkyshrine.\n- Failing to hide while invisible will now make the invisibility icon \ndisappear.\n\n** Trade Skills **\n\n- Many Planar Recipes can now be used in collapsible containers. Some \nPlanar Tailoring can only be done in the Tanaan Loom as opposed to the \nPlanar Sewing Kit. Nothing that was previously made in the Loom was \nadded to the collapsible tailoring kit. Skills changed were Baking, \nSewing, Jewel Craft, and Fletching.\n- Added gnome cultural recipe book to Ak'Anon.\n- Changed the weights on Spiritstones to be more in line with \nFaithstones.\n- Changed Collapsible Jeweler's Kit to 6 slots from 4.\n\n** Zones **\n\n- Grummus is much more likely to stay in his home.\n- Fixed the door to the Ak'Anon zoo, by request of the Zookeeper's \nUnion #23.\n- Newly created Wood Elf Druids will now make their first appearance in \nthe world much closer to their guild master.\n- Fennin Ro is now more durable, more in line with the other elemental \nplane gods.\n-Rallos Zek now moves considerably faster then before, as do his \ncohorts. He will also become very, VERY angry should he be removed from \nhis lair(s). \n- Skyshrine will once again require a key for exit into the Cobalt \nScar. The fact that the key was not needed was a bug. We do understand \nthat few people actually walk through this area considering the other \nmethods of transport available, but the dragons aren't leaving their \ndoors open.\n\n** Items **\n\n- Corrected the inventory icon for the Acrylia Studded Legs and the \nTwo-Handed Practice Sword.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 24, 2003", "slug": "2003-02-24-1", "patch_date": "2003-02-24T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "February 24, 2003\n------------------------------\n\nAs the afternoon heat grows, a trickle of adventurous folk can be seen \nmoving through the rocky vales of the mountains called Stonebrunt. \nThese quiet lands, normally inhabited by panda bears and kobolds, are \nslowly becoming a throughway for heroes, mercenaries and adventures of \nall races. Are you one of them? \n\nAnd in Gukta tadpoles are growing into young Frogloks. There is no \ndoubt in the minds of the conquerors of Grobb that the new generation \nof their people will grow into strong and steadfast servants of \nMithaniel Marr, worthy of his respect. Will you be one of them? \n\nOOC: Have fun with the new features, the new race and the new zones. \nThank you for playing EverQuest. \n\nGameplay\n\nWe've adjusted the entry requirements for some Planes of Power zones. \nSeveral of these zones required each character to complete a quest \nbefore gaining entry. We've relaxed this requirement somewhat as \nfollows: \n\nA raid with 32 or more members can enter a locked plane provided that \n85% of the raiders have finished the entry quest. This means a raid \ngroup can bring along some friends who haven't completed the quest. \n\nCharacters who haven't done the entry quest must stay with their raid \nwhile they are in the locked zone. If these characters leave the raid \nfor more than three minutes, they will be transported out to the Plane \nof Tranquility. \n\nUsing this method does not grant permanent access to the locked zone. \nIf a character wants permanent, unescorted access to a locked zone then \nthey must still complete the quest. The goal of this change is to allow \nraiding groups to bring along a few friends who haven't been able to \ncomplete the quests, but still wish to help with the raid. \n\nSeveral of the flagging events will now only give out a maximum of 72 \nflags each time they are completed. \n\nThe dialogue boxes for resurrection and translocation will remain for 5 \nminutes instead of 1 hour. \n\nIncreased the maximum number of members on ignore and friends lists to \n100. \n\nMade some adjustments to the Halls of Honor alternate entry quest that \nshould make it more friendly. \n\nThe horse buff icon will no longer show up for characters using non-\nLuclin models. \n\nInterface\n\nContainers now close after zoning. This prevents a bug that was causing \nthe same container to be opened twice. \n\nThe rogue hide message \"You have moved and are no longer hidden!\" is \nfiltered as a \"skill\" message and not an \"other\" message. \n\nFixed a bug that was causing the spell effects opacity slider to always \nreturn to 0% when logging out to the desktop. \n\nItems\n\nHappy Dragon should no longer use a charge when the target is out of \nrange. \n\nThe inventory icons for Trydan's Greaves of Nobility, Deathwatch Sword \nand Wetfang Steak have been corrected. \n\nCorrected the name of the Drakescale Covered Tunic (was Drakscale \nCovered Tunic). \n\nThe Manicle of Disruption has been renamed Manacle of Disruption. \n\nSee above for Vorshar's Manicle of the Blight. \n\nCorrected the spelling of Golden Idol of Rodcef Nife. \n\nThe Rantho Rapier is now a piercing weapon, not a two-hand slashing \nweapon. \n\nThe Wand of Mana Tapping is no longer labeled as usable in the \nsecondary hand (since it is Enchanter only and could not be used there \nanyhow). \n\nQuests\n\nMade a change to the way Planes of Power spell quests work. All spells \nusable by more than one class are now obtained from the same level \nquest. If a spell is level 61 (Ethereal) for one class and level 65 \n(Rune Word) for another, both will have it as a reward on their \nEthereal quest. \n\nCorrected issues with the quest from the Iksar Hermit. \n\nCorrected a grammatical error in some of Bolli Hillfoot's text. \n\nMarshal Anrey should be more responsive when talked to. \n\nThe \"Bag of Troll guts\" is now dropping off of the correct NPC. \n\nZones and NPCs \n\nRemoved the ability for PCs to bind in the upper tier Planes of Power \nzones. Binding is allowed in Plane of Knowledge and Plane of \nTranquility. \n\nThe entrance to the Plane of Fire now requires the appropriate keys for \nentry. \n\nGods in the elemental planes now have fixed respawn regardless of zone \noutages. If the god in an elemental plane is up when the zone comes \ndown it will still be up when the zone comes back up. If it has two \ndays left before its respawn when the zone comes down it will still \nrespawn in two days. \n\nPrior to this patch Rallos Zek was changed, he no longer allows anyone \nhe dislikes to stand above the arena. \n\nRemoved a \"safe spot\" from the Plane of Disease. \n\nNPCs in the Plane of Justice can no longer be affected by Fear spells. \n\nFixed an issue with some level 10 NPCs in the Karanas having about 400 \ntimes the hit points that they should. \n\nDenizens of Aerin`Dar's lair will no longer be getting angry at folks \njust because they are stomping around on the ground above the lair. \n\nPuslings now understand how to \"enrage\" properly. \n\nCreatures in Fungus Grove will be less likely to ignore people shooting \nthem from a distance. \n\nMature Arboreans are now plants. Just don't call them that to their \nfaces. \n\nGiant Whiskered Bats in the Qeynos area no longer drop rat skulls. \n\nDalin Greskar has given up his hobby of trying to sell blacksmithing \ngear that he doesn't have and has gone legit with pottery supplies. \n\nCorrected a typographical error in some of Tarnic McWillows speech. \n\nFiron Dernkal will no longer add a random \"t\" to the end of people's \nnames when talking to them. \n\nCorrected an error in Eirod Haerod's text. \n\nIt seems as though the troll sent to retrieve the Forge from fallen \nGrobb has returned with Forge in hand. \n\nCorrected an issue with the respawn of Fennin Ro. \n\nA Kromzek spy will no longer give a \"beta neutral\" faction hit when \nkilled. \n\nSpells\n\nFixed a bug that prevented the owners of charmed warders from \ncontrolling or re-summoning their warders after the charm breaks. \n\nDisinfecting Aura has been changed to no longer cure poisonous effects. \nIt will now cure disease effects with much more potency. \n\nFixed a bug that was causing Bind Sight to fail to land if the \nrecipient had exactly 15 other buffs. \n\nConvergence should not eat its component as often on some types of \nspell failures. \n\nCorrected the spell book icons for several Enchanter spells. \n\nShadeweaver port should no longer place you beneath the world. \n\nIn a previous update, we added a message when a person recasts a charm \nspell on their charmed pet. Recasting charm on an existing pet did not \nactually re-charm the pet, it just failed silently and appeared to \nsucceed. The new message is now displayed intentionally in these cases. \nThis is not a bug. \n\nMiscellaneous\n\nAttack text for the Vah Shir when punching now says, \"punches\" instead \nof \"hits\" \n\nFixed a bug that was causing the reduced statistics to not update \nproperly when the character has low hit points or is encumbered. \n\nFixed a bug that caused some sale prices for items in the Bazaar \n(mostly those with a lot of 9s) to be invalid. \n\nThe /guildmotd command has been modified. Guild leaders and officers \ncan now use this command to set or clear the guild Message of the Day. \nThere is a new command, /getguildmotd, that can be used as an \nalternative to viewing the Guild MOTD in the Guild Management Window. \n\nNew and Changed UI Files\n\nAnimations \nBodytintwnd - NEW \nCart01.tga - NEW \nCart02.tga - NEW \nCart03.tga - NEW \nCart04.tga - NEW \ndragitem25.tga \ndragitem26.tga - NEW \nEQUI.xml \nEditlabelwnd - NEW \nGemicons01.tga \nGemicons02.tga \nGroupsearchwnd - NEW \nGroupwnd \nGuildmgmtwnd - NEW \nInspectwnd \nInventorywnd \nMaptoolbarwnd - NEW \nMapviewwnd - NEW \nSelectorwnd \nShortdurationbuff \nWindowpieces04.tga\n\n.....................................................................\n\n------------------------------", "body_markdown": "February 24, 2003\n------------------------------\n\nAs the afternoon heat grows, a trickle of adventurous folk can be seen \nmoving through the rocky vales of the mountains called Stonebrunt. \nThese quiet lands, normally inhabited by panda bears and kobolds, are \nslowly becoming a throughway for heroes, mercenaries and adventures of \nall races. Are you one of them? \n\nAnd in Gukta tadpoles are growing into young Frogloks. There is no \ndoubt in the minds of the conquerors of Grobb that the new generation \nof their people will grow into strong and steadfast servants of \nMithaniel Marr, worthy of his respect. Will you be one of them? \n\nOOC: Have fun with the new features, the new race and the new zones. \nThank you for playing EverQuest. \n\nGameplay\n\nWe've adjusted the entry requirements for some Planes of Power zones. \nSeveral of these zones required each character to complete a quest \nbefore gaining entry. We've relaxed this requirement somewhat as \nfollows: \n\nA raid with 32 or more members can enter a locked plane provided that \n85% of the raiders have finished the entry quest. This means a raid \ngroup can bring along some friends who haven't completed the quest. \n\nCharacters who haven't done the entry quest must stay with their raid \nwhile they are in the locked zone. If these characters leave the raid \nfor more than three minutes, they will be transported out to the Plane \nof Tranquility. \n\nUsing this method does not grant permanent access to the locked zone. \nIf a character wants permanent, unescorted access to a locked zone then \nthey must still complete the quest. The goal of this change is to allow \nraiding groups to bring along a few friends who haven't been able to \ncomplete the quests, but still wish to help with the raid. \n\nSeveral of the flagging events will now only give out a maximum of 72 \nflags each time they are completed. \n\nThe dialogue boxes for resurrection and translocation will remain for 5 \nminutes instead of 1 hour. \n\nIncreased the maximum number of members on ignore and friends lists to \n100. \n\nMade some adjustments to the Halls of Honor alternate entry quest that \nshould make it more friendly. \n\nThe horse buff icon will no longer show up for characters using non-\nLuclin models. \n\nInterface\n\nContainers now close after zoning. This prevents a bug that was causing \nthe same container to be opened twice. \n\nThe rogue hide message \"You have moved and are no longer hidden!\" is \nfiltered as a \"skill\" message and not an \"other\" message. \n\nFixed a bug that was causing the spell effects opacity slider to always \nreturn to 0% when logging out to the desktop. \n\nItems\n\nHappy Dragon should no longer use a charge when the target is out of \nrange. \n\nThe inventory icons for Trydan's Greaves of Nobility, Deathwatch Sword \nand Wetfang Steak have been corrected. \n\nCorrected the name of the Drakescale Covered Tunic (was Drakscale \nCovered Tunic). \n\nThe Manicle of Disruption has been renamed Manacle of Disruption. \n\nSee above for Vorshar's Manicle of the Blight. \n\nCorrected the spelling of Golden Idol of Rodcef Nife. \n\nThe Rantho Rapier is now a piercing weapon, not a two-hand slashing \nweapon. \n\nThe Wand of Mana Tapping is no longer labeled as usable in the \nsecondary hand (since it is Enchanter only and could not be used there \nanyhow). \n\nQuests\n\nMade a change to the way Planes of Power spell quests work. All spells \nusable by more than one class are now obtained from the same level \nquest. If a spell is level 61 (Ethereal) for one class and level 65 \n(Rune Word) for another, both will have it as a reward on their \nEthereal quest. \n\nCorrected issues with the quest from the Iksar Hermit. \n\nCorrected a grammatical error in some of Bolli Hillfoot's text. \n\nMarshal Anrey should be more responsive when talked to. \n\nThe \"Bag of Troll guts\" is now dropping off of the correct NPC. \n\nZones and NPCs \n\nRemoved the ability for PCs to bind in the upper tier Planes of Power \nzones. Binding is allowed in Plane of Knowledge and Plane of \nTranquility. \n\nThe entrance to the Plane of Fire now requires the appropriate keys for \nentry. \n\nGods in the elemental planes now have fixed respawn regardless of zone \noutages. If the god in an elemental plane is up when the zone comes \ndown it will still be up when the zone comes back up. If it has two \ndays left before its respawn when the zone comes down it will still \nrespawn in two days. \n\nPrior to this patch Rallos Zek was changed, he no longer allows anyone \nhe dislikes to stand above the arena. \n\nRemoved a \"safe spot\" from the Plane of Disease. \n\nNPCs in the Plane of Justice can no longer be affected by Fear spells. \n\nFixed an issue with some level 10 NPCs in the Karanas having about 400 \ntimes the hit points that they should. \n\nDenizens of Aerin`Dar's lair will no longer be getting angry at folks \njust because they are stomping around on the ground above the lair. \n\nPuslings now understand how to \"enrage\" properly. \n\nCreatures in Fungus Grove will be less likely to ignore people shooting \nthem from a distance. \n\nMature Arboreans are now plants. Just don't call them that to their \nfaces. \n\nGiant Whiskered Bats in the Qeynos area no longer drop rat skulls. \n\nDalin Greskar has given up his hobby of trying to sell blacksmithing \ngear that he doesn't have and has gone legit with pottery supplies. \n\nCorrected a typographical error in some of Tarnic McWillows speech. \n\nFiron Dernkal will no longer add a random \"t\" to the end of people's \nnames when talking to them. \n\nCorrected an error in Eirod Haerod's text. \n\nIt seems as though the troll sent to retrieve the Forge from fallen \nGrobb has returned with Forge in hand. \n\nCorrected an issue with the respawn of Fennin Ro. \n\nA Kromzek spy will no longer give a \"beta neutral\" faction hit when \nkilled. \n\nSpells\n\nFixed a bug that prevented the owners of charmed warders from \ncontrolling or re-summoning their warders after the charm breaks. \n\nDisinfecting Aura has been changed to no longer cure poisonous effects. \nIt will now cure disease effects with much more potency. \n\nFixed a bug that was causing Bind Sight to fail to land if the \nrecipient had exactly 15 other buffs. \n\nConvergence should not eat its component as often on some types of \nspell failures. \n\nCorrected the spell book icons for several Enchanter spells. \n\nShadeweaver port should no longer place you beneath the world. \n\nIn a previous update, we added a message when a person recasts a charm \nspell on their charmed pet. Recasting charm on an existing pet did not \nactually re-charm the pet, it just failed silently and appeared to \nsucceed. The new message is now displayed intentionally in these cases. \nThis is not a bug. \n\nMiscellaneous\n\nAttack text for the Vah Shir when punching now says, \"punches\" instead \nof \"hits\" \n\nFixed a bug that was causing the reduced statistics to not update \nproperly when the character has low hit points or is encumbered. \n\nFixed a bug that caused some sale prices for items in the Bazaar \n(mostly those with a lot of 9s) to be invalid. \n\nThe /guildmotd command has been modified. Guild leaders and officers \ncan now use this command to set or clear the guild Message of the Day. \nThere is a new command, /getguildmotd, that can be used as an \nalternative to viewing the Guild MOTD in the Guild Management Window. \n\nNew and Changed UI Files\n\nAnimations \nBodytintwnd - NEW \nCart01.tga - NEW \nCart02.tga - NEW \nCart03.tga - NEW \nCart04.tga - NEW \ndragitem25.tga \ndragitem26.tga - NEW \nEQUI.xml \nEditlabelwnd - NEW \nGemicons01.tga \nGemicons02.tga \nGroupsearchwnd - NEW \nGroupwnd \nGuildmgmtwnd - NEW \nInspectwnd \nInventorywnd \nMaptoolbarwnd - NEW \nMapviewwnd - NEW \nSelectorwnd \nShortdurationbuff \nWindowpieces04.tga\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 26, 2003  12:00 pm", "slug": "2003-02-26-1", "patch_date": "2003-02-26T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix"], "body_plaintext": "February 26, 2003  12:00 pm\n------------------------------\n\n- Corrected a problem that occurred with Charms. They should be working \nproperly now.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 26, 2003  12:00 pm\n------------------------------\n\n- Corrected a problem that occurred with Charms. They should be working \nproperly now.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 13, 2003  4:00 am", "slug": "2003-03-13-1", "patch_date": "2003-03-13T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui", "server"], "body_plaintext": "March 13, 2003  4:00 am\n------------------------------\n\n** Spells **\n\n- Added the ability for any caster to research dropped priest spells \nusing the research books found in Gunthak. The research notes for these \nspells can be found in the Plane of Knowledge. Wizards, Enchanter, \nMagician, and Necromancers are able to create any of the researchable \npriest spells.\n- The recipe to create Familiar Enhancement will now actually create \nFamiliar Enhancement instead of Firetree's Familiar Augment.\n- Beastlord pets can now be summoned in the Plane of Sky.\n- Changed the recipe for Form of the Great Bear, both in text and in \npractice. Please read the appropriate research book for the new recipe.\n- Removed the chance to fail on the two combines for the Pureblood \nquest.\n- Modified the Pureblood quest to return Blood of Nadox for Shaman \ncharacters. In addition, any Shaman who has previously done the quest \nand received Pure Blood will be able to obtain the Blood of Nadox \nscroll simply by hailing the quest NPC.\n- Increased the drop rate significantly on the quest items for the \nShadowKnight and Necromancer Legacy of Ykesha spells.\n- Added an NPC to the list of monsters that can be summoned by \nMagicians in the Torgiran mines.\n- Force Shield will now stack with the Spiritual Purity line no matter \nwhat order they are cast in.\n- O'Keil's Levity will no longer be overwritten by other damage \nshields.\n- O'Keil's Levity will no longer claim to be piercing people with \nthorns.\n- Shaman of Mithaniel Marr will now be able to scribe the Imbue: \nDiamond spell\n- Changed Strength of the Diaku to a single target strength and \ndexterity buff.\n- Changed Talisman of the Diaku to a group strength and dexterity buff. \n- Replaced the shaman spell Aim of the Ginda with Talisman of Alacrity, \nwhich is a group haste spell.\n- Replaced the shaman spell Talisman of the Gindan with Tiny Terror, \nwhich is a group shrink spell.\n- The Darkness line of spells should now have their sounds back.\n- Winged Death now has its particle effects back.\n- Song of the Deep Seas now says: \"The fury of the deep sea fills your \narms\" when sung (changed \"see\" to \"sea\").\n- Changed the spelling of Malise to Malaise.\n- Boneshear spell messages changed to make more sense.\n- Iceflame of E`Ci now gives a message when it wears off.\n\n** Items **\n\n- The Potion of Corpse Retrieval is now NO DROP.\n- Added required level to many Legacy of Ykesha items.\n- Lowered the damage on Swampblade of the Dar to make it more \nappropriate as a newbie sword.\n- Frogloks can now use the Frostweaver's Shield.\n- Frogloks can no longer use Scaled Hierophant armor, Scaled Mystic \narmor and Spiritstone of Cabilis.\n- Corrected an issue with foldable medicine bags and foldable bearskin \npotion bags. Items should now combine properly.\n- Clockwork Observer legs and boots should now recharge.\n- Class 3 Wood Point Arrows now have a range of 5 instead of 0.\n- Changed Blessed Scout Arrows, Blessed Warrior Arrows, Mithril Scout \nArrows, Mithril Warrior Arrows, Mithril Champion Arrows and Blessed \nChampion Arrows to be ammo instead of ranged.\n- These pottery sketches are now stackable: Barbarian Template, Gnome \nTemplate, Troll Template and Animal Template.\n- Rune Smudged Bone Spear now looks like a spear in inventory rather \nthan a rapier.\n- Totemic Gauntlets, Dull Metallic Gloves and Black Wolf Leg Plates can \nno longer be worn around the neck.\n- Added Shaman to all small patchwork and tattered pieces.\n- Frogloks can now use the Jaundiced Bone Boots.\n- The Black Handeled Bonebreaker has been renamed to Black Handled \nBonebreaker\n- The Ivory Horn now increases wind skill instead of singing.\n- Corrected the recipes for Journeyman Rune Beza\n- Fixed bugs in the text of Toharon's Memoirs.\n- Hope Fire Opals will no longer appear to be Baling Hooks.\n- Chunk of Unidentifyable Bile is now Chunk of Unidentifiable Bile.\n- Corrected the spelling of Robe of the Primoridal Ritualist.\n- Corrected the recipe for Tae Ew Chain Bracer to use a Bracer \nSectional Mold instead of a Plate Bracer Mold.\n- Smithed Silver Weapons will sell to merchants at a lower price.\n- Corrected spelling errors in the names of Ultor's Gauntlets of Faith \nand Tranquilius' Tempest Ward.\n- Changed the inventory icon for the Fier'Dal Fletching Kit and Knuckle \nDusters.\n- Swirling Shadows are no longer NO RENT.\n- The Taskmaster's pouch should be dropping normally again in \nSsraeshza.\n\n** Alternate Advancement **\n\n- Purify Soul now removes a larger number of poison, disease and curse \ncounters.\n- Changed Frenzy of Spirit to stack better with haste spells.\n\n** Quests **\n\n- Performed surgery on Ragefire to remove his extraneous heart.\n- Verina and Drozlin will also only be dropping one set of items.\n- Omat Vastsea will now summon Jhassad Oceanson if hailed by a \ncharacter in possession of the Orb of Vapor. He will summon the Avatar \nof Water if the character has the Orb of the Triumvirate. But he will \nnot summon either if one of them is already around.\n- Corrected issues with Shaman quest for Stoicism. The impassive sea \nspirit was giving out the wrong item. \n- Brohan Ironforge's search for his daughter can now be completed.\n- Gimlik Cogbobble should now be more reliable.\n- Sentry Rotiart now enacts his role in his quest properly.\n- Tilbok Furrunner will now recharge the Mask of Espionage.\n- Firiona Drixies now have a chance to drop Firiona Drixie Dust.\n- Heretic Drahur no longer gives out Greater Immobilize for a Spectral \nParchment, only for an Ethereal Parchment.\n\n** Interface **\n\n- Added a command to allow you to toggle your target between your two \nlast targets (unlike Tab which toggles between your character and your \nlast target). To set the key that activates this feature, just open \nyour options window and select the Keyboard Tab. If you select all \ncategories, the entry will be the last one on the list, called Toggle \nlast two targets. This was actually added with our last patch.\n\n** NPCs **\n\n- Undead will begin to spawn again at night in Kithicor.\n- Shin Master Grubbus in Gukta will now be more selective about who he \nallows to do tasks for him, and he'll be speaking directly to folks \n(using /tell). His chatty nature was raising the volume in Gukta to \nlevels that were considered unacceptable. He will also be a bit clearer \nabout what he wants.\n- Shar Vahl guards will now defend their city against Loda Kai \npoachers.\n- A Grimy Owl Bear Cub in Paludal now \"screeches\", not \"screetches\".\n- Eirod Haerod in Mistmoore will no longer have a square showing in the \nword \"don't\" in her text.\n- Mangler will no longer spawn on top of a table.\n- Porra, one of the Enchanter spell vendors in Felwithe, will no longer \nspawn inside of a wall. This was hurting her business.\n- Hutyn L`Lozz will now appear in his place of business and be less \nlikely to leave to go sightseeing in Neriak.\n- Cleet Miller Jr. will now emote \"Grumbles and looks up at you\" \ninstead of saying it.\n- The Goblins in Solusek's Eye are no longer wearing cloth armor.\n- Junth McMannus will now be properly affected by movement reducing \nspells.\n- You should only see one Rodrick Tardock, his clones have been dealt \nwith.\n- Duplicate Brenzl McMannus's (McManni?) have also been removed.\n- Waltor Felligan of Halas will now cast the spells he says he will \ncast.\n- Xlixinar Arcut and Drixiv Arcut will now respond properly to their \nquest texts.\n- Corrected some text errors for Jortreva and Grendish the Crusaders as \nwell as Sage Xelrin, Sulgar, Warlord Gligoth, Bryce McFadden, Serna \nTasknon, Welno Tanlonikan, Lorekeeper_Einar and Master of Elements.\n- These NPCs will now be asking for the correct items for their quests: \nGazoon Noihzog, Liteema Agner and Bolli Hillfoot.\n- Kodiaks in the Rathe Mountains should be friendlier to Druids and \nRangers.\n- Undead Frogloks and Skeletons in Sebilis no longer have an extreme \ndislike for each other.\n- Groflah Steadirt's corpse will no longer disappear when he is killed. \nHowever, he is also no longer a merchant.\n- Moved the Planar Projection for Rallos Zek so it can't be interfered \nwith by the zone exit.\n- Corrected the spawn times for the Minotaur Hero.\n- Half elven female bandits will now give experience, leave corpses and \nbe aided by other bandits.\n- A Coerced Iiksar will now be known as A Coerced Iksar.\n- Merchant Nora in Felwithe will once again sell her jewelry supplies.\n- Equestrielle the Corrupted will no longer be able to sense and get \nangry with people all the way on the other side of the zone.\n- Niola Impholder now teaches Brewing, Begging and Alcohol Tolerance.\n- Jusean will now give the proper quest reward when given the proper \nitem(s).\n- Plaguebone Thieves no longer flee.\n\n** Zones **\n\n- Fixed some broken doors in West Freeport that were opening \nincorrectly.\n- Fixed a door that was opening into a wall in Highkeep.\n- Fixed some doors in Kaesora that were opening the wrong way.\n- Fixed a door that would not open in Solusek's Eye.\n- Removed the ability for characters to consume more than one key given \nfor access to the lower parts of the Crypt of Decay.\n- Added new sounds to Shadowhaven.\n- Removed safe spots in Katta, Solusek's Eye, High Keep, Echo Caverns, \nPaludal Caverns, Crystal Caverns, Siren's Grotto, Plane of Valor, Plane \nof Torment and Plane of Water.\n- Fixed a pathing problem in Gunthak that was causing Shaman pets (and \nperhaps others) to disappear.\n- Entrance to Bertoxxulous's lair is now restricted to those that have \nthe proper flag.\n- The pylons on the end of the pier in Timorous deep no longer rotate \nlike doors when you left click them.\n- Placed rocks over a spot in Western Wastes that characters could get \nstuck in.\n- Updated some of the pathing in Torgiran Mines to reduce the chances \nthat NPCs will \"poof\" in that zone.\n- Removed a box out in the middle of Skyfire that turned when clicked \nbut had no real purpose.\n- Fixed a place in Burning Woods and the Plane of Knowledge where NPCs \nwould get stuck while wandering around.\n- Also fixed a place in Erud's Crossing where sharks were getting \nstuck.\n- The Veeshan's Peak zone in from Skyfire can no longer be triggered \nfrom above.\n- Moved the Koada'Dal Forge so that it does not extend into the hallway \non the second floor of the building.\n- The teleporter from the Great Divide to the Plane of Knowledge will \nnow work during Coldain Ring War.\n- The exit from the Plane of Justice to the Plane of Tranquility has \nbeen moved to place characters next to the Plane of Justice entrance.\n- A black ravenger should no longer be spawning right next to the \nCabilis entrance in the Swamp of No Hope.\n- Trying to enter the Qeynos sewers will no longer take you to Ak'Anon. \nWe hope the citizens of Ak'Anon can forgive the mess...\n- Fixed a problem in the Warrens that was causing the Kobolds to gather \nunder the water near the river source.\n\n** Miscellaneous **\n\n- Corrected a spelling error (\"hass\" instead of \"has\") in the text \ngiven for adding the Ring of Marr to the keyring.\n\n** Special Deals **\n\nPrices at the Station.com Store have been cut on a whole trove of \nEverQuest treasures in our Hot Specials! Plus, we've bundled some of \nthe best software, guides and posters into great packages for players. \nThere's never been a better time to upgrade to that next expansion. And \nthere's more available right now at the Station.com Store \n(https://store.station.sony.com/). Stop in and see!\n\n** Become a Guide! **\n\nGreetings citizens of Norrath,\n\nHear Ye, Hear Ye, for we bring before you news of great importance!\n\nHave you ever scoured the lands in search of adventure? Do you still \nyearn to discover new places and new people in the Lands of Norrath?\n\nIf so, then we have for you perhaps the greatest adventure the Lands of \nNorrath could ever offer. It is a mission of great proportions, and the \njourney will be a challenge to even the bravest adventurers in the \nrealm. But hear me friends when I say that the rewards are well worth \nthe perils of the journey.\n\nThe path is that of the volunteer EverQuest Guide Program. If you are \nstrong of will, kind of heart, have a positive attitude, and are at \nleast eighteen years of age, the volunteer EverQuest Guide Program may \nbe for you.\n\nThe members of the Guide Program provide front line customer support \nand service to the players of EverQuest. The Program offers a unique \nopportunity for you to become a part of the behind the scenes action, \nand to be a direct contributor to the greatness of EverQuest. As a \nGuide you will interact as a representative of both the Program, and of \nSony Online Entertainment by delivering critical help and assistance to \nthe players on your assigned server. Your role as a Guide will also \nprovide you with the opportunity to present a variety of creative \ndynamic content (Quests) and events.\n\nIf you feel that the EverQuest Guide Program community is something you \nwish to be a part of, then we heartily invite you to point your browser \nto: https://guide.everquest.com/guideapp/\n\nCome one, come all - help us to make the lands of Norrath better than \nthey already are... come be a part of something great!\n\n.....................................................................\n\n------------------------------", "body_markdown": "March 13, 2003  4:00 am\n------------------------------\n\n** Spells **\n\n- Added the ability for any caster to research dropped priest spells \nusing the research books found in Gunthak. The research notes for these \nspells can be found in the Plane of Knowledge. Wizards, Enchanter, \nMagician, and Necromancers are able to create any of the researchable \npriest spells.\n- The recipe to create Familiar Enhancement will now actually create \nFamiliar Enhancement instead of Firetree's Familiar Augment.\n- Beastlord pets can now be summoned in the Plane of Sky.\n- Changed the recipe for Form of the Great Bear, both in text and in \npractice. Please read the appropriate research book for the new recipe.\n- Removed the chance to fail on the two combines for the Pureblood \nquest.\n- Modified the Pureblood quest to return Blood of Nadox for Shaman \ncharacters. In addition, any Shaman who has previously done the quest \nand received Pure Blood will be able to obtain the Blood of Nadox \nscroll simply by hailing the quest NPC.\n- Increased the drop rate significantly on the quest items for the \nShadowKnight and Necromancer Legacy of Ykesha spells.\n- Added an NPC to the list of monsters that can be summoned by \nMagicians in the Torgiran mines.\n- Force Shield will now stack with the Spiritual Purity line no matter \nwhat order they are cast in.\n- O'Keil's Levity will no longer be overwritten by other damage \nshields.\n- O'Keil's Levity will no longer claim to be piercing people with \nthorns.\n- Shaman of Mithaniel Marr will now be able to scribe the Imbue: \nDiamond spell\n- Changed Strength of the Diaku to a single target strength and \ndexterity buff.\n- Changed Talisman of the Diaku to a group strength and dexterity buff. \n- Replaced the shaman spell Aim of the Ginda with Talisman of Alacrity, \nwhich is a group haste spell.\n- Replaced the shaman spell Talisman of the Gindan with Tiny Terror, \nwhich is a group shrink spell.\n- The Darkness line of spells should now have their sounds back.\n- Winged Death now has its particle effects back.\n- Song of the Deep Seas now says: \"The fury of the deep sea fills your \narms\" when sung (changed \"see\" to \"sea\").\n- Changed the spelling of Malise to Malaise.\n- Boneshear spell messages changed to make more sense.\n- Iceflame of E`Ci now gives a message when it wears off.\n\n** Items **\n\n- The Potion of Corpse Retrieval is now NO DROP.\n- Added required level to many Legacy of Ykesha items.\n- Lowered the damage on Swampblade of the Dar to make it more \nappropriate as a newbie sword.\n- Frogloks can now use the Frostweaver's Shield.\n- Frogloks can no longer use Scaled Hierophant armor, Scaled Mystic \narmor and Spiritstone of Cabilis.\n- Corrected an issue with foldable medicine bags and foldable bearskin \npotion bags. Items should now combine properly.\n- Clockwork Observer legs and boots should now recharge.\n- Class 3 Wood Point Arrows now have a range of 5 instead of 0.\n- Changed Blessed Scout Arrows, Blessed Warrior Arrows, Mithril Scout \nArrows, Mithril Warrior Arrows, Mithril Champion Arrows and Blessed \nChampion Arrows to be ammo instead of ranged.\n- These pottery sketches are now stackable: Barbarian Template, Gnome \nTemplate, Troll Template and Animal Template.\n- Rune Smudged Bone Spear now looks like a spear in inventory rather \nthan a rapier.\n- Totemic Gauntlets, Dull Metallic Gloves and Black Wolf Leg Plates can \nno longer be worn around the neck.\n- Added Shaman to all small patchwork and tattered pieces.\n- Frogloks can now use the Jaundiced Bone Boots.\n- The Black Handeled Bonebreaker has been renamed to Black Handled \nBonebreaker\n- The Ivory Horn now increases wind skill instead of singing.\n- Corrected the recipes for Journeyman Rune Beza\n- Fixed bugs in the text of Toharon's Memoirs.\n- Hope Fire Opals will no longer appear to be Baling Hooks.\n- Chunk of Unidentifyable Bile is now Chunk of Unidentifiable Bile.\n- Corrected the spelling of Robe of the Primoridal Ritualist.\n- Corrected the recipe for Tae Ew Chain Bracer to use a Bracer \nSectional Mold instead of a Plate Bracer Mold.\n- Smithed Silver Weapons will sell to merchants at a lower price.\n- Corrected spelling errors in the names of Ultor's Gauntlets of Faith \nand Tranquilius' Tempest Ward.\n- Changed the inventory icon for the Fier'Dal Fletching Kit and Knuckle \nDusters.\n- Swirling Shadows are no longer NO RENT.\n- The Taskmaster's pouch should be dropping normally again in \nSsraeshza.\n\n** Alternate Advancement **\n\n- Purify Soul now removes a larger number of poison, disease and curse \ncounters.\n- Changed Frenzy of Spirit to stack better with haste spells.\n\n** Quests **\n\n- Performed surgery on Ragefire to remove his extraneous heart.\n- Verina and Drozlin will also only be dropping one set of items.\n- Omat Vastsea will now summon Jhassad Oceanson if hailed by a \ncharacter in possession of the Orb of Vapor. He will summon the Avatar \nof Water if the character has the Orb of the Triumvirate. But he will \nnot summon either if one of them is already around.\n- Corrected issues with Shaman quest for Stoicism. The impassive sea \nspirit was giving out the wrong item. \n- Brohan Ironforge's search for his daughter can now be completed.\n- Gimlik Cogbobble should now be more reliable.\n- Sentry Rotiart now enacts his role in his quest properly.\n- Tilbok Furrunner will now recharge the Mask of Espionage.\n- Firiona Drixies now have a chance to drop Firiona Drixie Dust.\n- Heretic Drahur no longer gives out Greater Immobilize for a Spectral \nParchment, only for an Ethereal Parchment.\n\n** Interface **\n\n- Added a command to allow you to toggle your target between your two \nlast targets (unlike Tab which toggles between your character and your \nlast target). To set the key that activates this feature, just open \nyour options window and select the Keyboard Tab. If you select all \ncategories, the entry will be the last one on the list, called Toggle \nlast two targets. This was actually added with our last patch.\n\n** NPCs **\n\n- Undead will begin to spawn again at night in Kithicor.\n- Shin Master Grubbus in Gukta will now be more selective about who he \nallows to do tasks for him, and he'll be speaking directly to folks \n(using /tell). His chatty nature was raising the volume in Gukta to \nlevels that were considered unacceptable. He will also be a bit clearer \nabout what he wants.\n- Shar Vahl guards will now defend their city against Loda Kai \npoachers.\n- A Grimy Owl Bear Cub in Paludal now \"screeches\", not \"screetches\".\n- Eirod Haerod in Mistmoore will no longer have a square showing in the \nword \"don't\" in her text.\n- Mangler will no longer spawn on top of a table.\n- Porra, one of the Enchanter spell vendors in Felwithe, will no longer \nspawn inside of a wall. This was hurting her business.\n- Hutyn L`Lozz will now appear in his place of business and be less \nlikely to leave to go sightseeing in Neriak.\n- Cleet Miller Jr. will now emote \"Grumbles and looks up at you\" \ninstead of saying it.\n- The Goblins in Solusek's Eye are no longer wearing cloth armor.\n- Junth McMannus will now be properly affected by movement reducing \nspells.\n- You should only see one Rodrick Tardock, his clones have been dealt \nwith.\n- Duplicate Brenzl McMannus's (McManni?) have also been removed.\n- Waltor Felligan of Halas will now cast the spells he says he will \ncast.\n- Xlixinar Arcut and Drixiv Arcut will now respond properly to their \nquest texts.\n- Corrected some text errors for Jortreva and Grendish the Crusaders as \nwell as Sage Xelrin, Sulgar, Warlord Gligoth, Bryce McFadden, Serna \nTasknon, Welno Tanlonikan, Lorekeeper_Einar and Master of Elements.\n- These NPCs will now be asking for the correct items for their quests: \nGazoon Noihzog, Liteema Agner and Bolli Hillfoot.\n- Kodiaks in the Rathe Mountains should be friendlier to Druids and \nRangers.\n- Undead Frogloks and Skeletons in Sebilis no longer have an extreme \ndislike for each other.\n- Groflah Steadirt's corpse will no longer disappear when he is killed. \nHowever, he is also no longer a merchant.\n- Moved the Planar Projection for Rallos Zek so it can't be interfered \nwith by the zone exit.\n- Corrected the spawn times for the Minotaur Hero.\n- Half elven female bandits will now give experience, leave corpses and \nbe aided by other bandits.\n- A Coerced Iiksar will now be known as A Coerced Iksar.\n- Merchant Nora in Felwithe will once again sell her jewelry supplies.\n- Equestrielle the Corrupted will no longer be able to sense and get \nangry with people all the way on the other side of the zone.\n- Niola Impholder now teaches Brewing, Begging and Alcohol Tolerance.\n- Jusean will now give the proper quest reward when given the proper \nitem(s).\n- Plaguebone Thieves no longer flee.\n\n** Zones **\n\n- Fixed some broken doors in West Freeport that were opening \nincorrectly.\n- Fixed a door that was opening into a wall in Highkeep.\n- Fixed some doors in Kaesora that were opening the wrong way.\n- Fixed a door that would not open in Solusek's Eye.\n- Removed the ability for characters to consume more than one key given \nfor access to the lower parts of the Crypt of Decay.\n- Added new sounds to Shadowhaven.\n- Removed safe spots in Katta, Solusek's Eye, High Keep, Echo Caverns, \nPaludal Caverns, Crystal Caverns, Siren's Grotto, Plane of Valor, Plane \nof Torment and Plane of Water.\n- Fixed a pathing problem in Gunthak that was causing Shaman pets (and \nperhaps others) to disappear.\n- Entrance to Bertoxxulous's lair is now restricted to those that have \nthe proper flag.\n- The pylons on the end of the pier in Timorous deep no longer rotate \nlike doors when you left click them.\n- Placed rocks over a spot in Western Wastes that characters could get \nstuck in.\n- Updated some of the pathing in Torgiran Mines to reduce the chances \nthat NPCs will \"poof\" in that zone.\n- Removed a box out in the middle of Skyfire that turned when clicked \nbut had no real purpose.\n- Fixed a place in Burning Woods and the Plane of Knowledge where NPCs \nwould get stuck while wandering around.\n- Also fixed a place in Erud's Crossing where sharks were getting \nstuck.\n- The Veeshan's Peak zone in from Skyfire can no longer be triggered \nfrom above.\n- Moved the Koada'Dal Forge so that it does not extend into the hallway \non the second floor of the building.\n- The teleporter from the Great Divide to the Plane of Knowledge will \nnow work during Coldain Ring War.\n- The exit from the Plane of Justice to the Plane of Tranquility has \nbeen moved to place characters next to the Plane of Justice entrance.\n- A black ravenger should no longer be spawning right next to the \nCabilis entrance in the Swamp of No Hope.\n- Trying to enter the Qeynos sewers will no longer take you to Ak'Anon. \nWe hope the citizens of Ak'Anon can forgive the mess...\n- Fixed a problem in the Warrens that was causing the Kobolds to gather \nunder the water near the river source.\n\n** Miscellaneous **\n\n- Corrected a spelling error (\"hass\" instead of \"has\") in the text \ngiven for adding the Ring of Marr to the keyring.\n\n** Special Deals **\n\nPrices at the Station.com Store have been cut on a whole trove of \nEverQuest treasures in our Hot Specials! Plus, we've bundled some of \nthe best software, guides and posters into great packages for players. \nThere's never been a better time to upgrade to that next expansion. And \nthere's more available right now at the Station.com Store \n(https://store.station.sony.com/). Stop in and see!\n\n** Become a Guide! **\n\nGreetings citizens of Norrath,\n\nHear Ye, Hear Ye, for we bring before you news of great importance!\n\nHave you ever scoured the lands in search of adventure? Do you still \nyearn to discover new places and new people in the Lands of Norrath?\n\nIf so, then we have for you perhaps the greatest adventure the Lands of \nNorrath could ever offer. It is a mission of great proportions, and the \njourney will be a challenge to even the bravest adventurers in the \nrealm. But hear me friends when I say that the rewards are well worth \nthe perils of the journey.\n\nThe path is that of the volunteer EverQuest Guide Program. If you are \nstrong of will, kind of heart, have a positive attitude, and are at \nleast eighteen years of age, the volunteer EverQuest Guide Program may \nbe for you.\n\nThe members of the Guide Program provide front line customer support \nand service to the players of EverQuest. The Program offers a unique \nopportunity for you to become a part of the behind the scenes action, \nand to be a direct contributor to the greatness of EverQuest. As a \nGuide you will interact as a representative of both the Program, and of \nSony Online Entertainment by delivering critical help and assistance to \nthe players on your assigned server. Your role as a Guide will also \nprovide you with the opportunity to present a variety of creative \ndynamic content (Quests) and events.\n\nIf you feel that the EverQuest Guide Program community is something you \nwish to be a part of, then we heartily invite you to point your browser \nto: https://guide.everquest.com/guideapp/\n\nCome one, come all - help us to make the lands of Norrath better than \nthey already are... come be a part of something great!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 8, 2003  3:00 am", "slug": "2003-04-08-1", "patch_date": "2003-04-08T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "April 8, 2003  3:00 am\n------------------------------\n\n** So You Want to Design Games? ** \n\nThe EverQuest team is expanding and we currently have openings for \nexperienced game designers. If you have professional game design \nexperience, at least one level 60+ character and regularly play \nEverQuest, then we'd love to see your resume. Please go to \nhttp://soe.sony.com/corp/employment.jsp and submit your resume online. \nPlease include information about your current characters and your level \nof knowledge concerning EverQuest.\n\nThanks,\n\n- The EverQuest Team\n\n** New Plane of Hate **\n\nThe new Plane of Hate is now available on Stormhammer. Enjoy!\n\n** Mitigation Change **\n\nWe have evaluated the mitigation abilities of cloth and leather \nclasses, and have made changes as appropriate. For the most part, this \nchange is a reasonable improvement to the ability of monks to absorb \ndamage. At some point in the future we may re-examine the mitigation \nabilities of chain and plate classes. At this time, and with this final \nround of changes to cloth and leather classes, we believe that \nsomething very close to the appropriate balance is in place.\n\n** Pathing Update **\n\nThe first part of our work to update the pathing system for EverQuest \nis complete. NPC and pet pathing should be much improved.\n\n** Charm Changes **\n\n- Healing a charmed pet now generates an appropriate amount of hate for \nthe healer.\n- Charmed pets now take up to one third of the experience for each NPC \nkilled. This amount scales down based on the percentage of damage to \nthe target that the pet does. Dire charm pets still take the same \nexperience they always have.\n- Charmed pets are no longer selected as a monster's preferred target \nif there are many players available for the monster to attack instead.\n- ALSO (we forgot to mention this before), the resist modifiers on \nseveral charm spells (such as Beckon, Call of the Arch Mage, Command of \nDruzil and Word of Terris) have been removed, making them a bit easier \nto resist.\n\n** Windowed Mode for the EverQuest front end **\n\nThis patch introduces the ability for players to enter windowed mode at \nthe EverQuest front end (from the time you log in until you get into \nthe game). With this addition, players will be able to run EverQuest in \na window from the moment they click on the EverQuest icon to the moment \nthey log out.\n\nIn order to switch to windowed mode on the front end, just hit Alt-\nEnter. Note that there are no settings in the eqclint.ini file for \nthis, you just have to hit Alt-Enter.\n\nUse Alt-R to release the mouse from the EverQuest window (note that \nonce in the game, you need to use Alt-Shift-R to release the mouse).\n\nAnd, obviously, Alt-Tab will switch between open programs.\n\nWe have also added a Tech button that will take you to our Tech Chat. \nThis only works in windowed mode, as it opens up a new window to \ndisplay the chat.\n\n** Spells **\n\n- Stoicism now follows the same restrictions as Torpor.\n- Trickster's Augmentation and Boon of the Garou can now be cast by \ncharacters on horseback.\n- Fixed a bug that was causing spells with levitation effects to lose \nlevitation if cast over a spell that also had a levitation effect.\n- Bards now receive their first level song at creation.\n- Changed the spelling of \"Corpal Empathy\" to \"Corporeal Empathy\".\n- Changed the hit by message for Torrent of Fatigue recourse to \"Your \nvitality grows.\"\n- Changed the wear off message for Song of Sustenance to \"Your hunger \nreturns.\"\n- Adjusted the shaman spell Disinfecting Aura to be in line with Pure \nBlood.\n- The Necromancer line of heal-over-time spells should no longer \noverwrite Transon's Phantasmal Protection.\n- Augment now overwrites Augmentation.\n- Brell's Stalwart Shield now has a casting time of 4 seconds.\n- Spiritual Vigor now has a casting time of 5 seconds.\n- Resurrection no longer gives the \"Your strength returns\" message two \ntimes when the negative effects wear off.\n- Fixed a bug that would cause other players to see a character with \ndefault face/hair for their race when they turned off an illusion.\n- Fixed bug that could cause beards to fail to reappear when an \nillusion wears off. This may also fix some other appearance bugs as \nwell.\n\n** Illusions/Shape Change **\n\nWe have changed the way that Illusions and Shape Changes work with \nrespect to faction. The new system is a lot easier to understand than \nthe old one, so we'll just explain the new one. When changed into the \nform of a playable race, characters are treated as if they were a \nmember of that race. When changed into a non-playable race, characters \nretain their own racial factions.\n\n** PvP **\n\n- If a player is moving when using archery against a PvP target, they \nhave a reduced chance to hit their target.\n- Archery in Player vs. Player combat in now reduced to 66% damage.\n- Direct Damage spells in Player vs. Player combat can only do up to \n75% damage of the target's maximum hit points in a single hit. This \nmodification is done before resists are taken into account. For \nexample, if a player has 1000 hit points when fully healed, no single \ndirect damage spell will do more than 750 damage to him in a single \nhit.\n\n** Alternate Advancement **\n\n- Alternate Advancement abilities that grant Stamina gains should now \nupdate the character's hit points automatically when trained.\n- Dire Charm isno longer \"used\" when trying to affect an NPC under the \npower of a Dictate spell. It will not work, and the power is not \nexpended.\n\n** Interface **\n\n- Using the \"/book\" command with no page argument now closes the \nspellbook if it's already open.\n- Added a \"Dump\" button to Guild Management window. Pressing it creates \na text file in the EQ directory containing a comma-delimited text dump \nof the Guild Management window. The file name will be the guild name \nwith _ instead of spaces, so a guild named \"Legacy of Ykesha\" would be \na file called Legacy_of_Ykesha.txt.\n- Cross-server tells are now filtered under the \"tells\" filter like \nsame-server tells, and in the same colors.\n- Music Player volume no longer decreases when zoning.\n- The Journal window and Journal Categories window now close when \nhitting Escape.\n- The Map window no longer pops up after zoning if you used Escape to \nclose it in the previous zone.\n- Hot button names are once again restricted to eight characters. Being \nable to make them longer was a bug, and was causing issues with \ndisplaying more than eight characters.\n- The scrollbar for the Notes window should now update properly when \nthe window is resized.\n- Added multi-select capability to the Friends List, Music, Journal \nNPC, Journal Text and Journal Category windows. Shift-click selects \ngroups of items, Control-Click selects individual items.\n- Fixed a bug that was causing the Journal window to lose all \ninformation since the last save when logging was turned off.\n- Confirmation Dialog window now remembers its position.\n- The third person camera view #3 no longer resets when zoning or using \nthe armor tinting feature.\n- Fixed an uncommon crash caused by the Music Player window.\n- The LFG button in the Group window now toggles the LFG window.\n- Fixed a bug that prevented the attack button from working properly \nwhen a Centi Warspear was equipped.\n- The dialog box for confirmation of a change in video modes now \nremains open for 30 seconds instead of 15 seconds.\n- Added a \"Show Offline\" button to the Guild Management window. This \ndetermines whether or not you want to show offline people in the \nwindow, and the setting is remembered when you log out.\n- If you sort by anything other than Name in the Guild Management \nwindow, the window will sub-sort your list by name.\n- Changed the promote button in the Guild Management window to only be \nenabled when eligible guild member is targeted (not just selected in \nwindow).\n- Fixed a problem that caused a few people to have the spell particle \ndensity revert to default off when they logged off.\n-Fixed the Map window to remove a method of avoiding the map \nrestrictions in certain zones. \n- Added /getguildmotd. This command allows you to see your guild \nmessage of the day at any time.\n- /guildmotd now sets or clears the guild message of the day. If used \nwith no text, it clears the existing message of the day. Only leaders \nand officers can use this command\n- Fixed a bug that could cause a crash when pressing the U key while in \nexplore mode.\n- When under the effects of invisibility, a character that hides and \nthen moves and breaks their hide also breaks their invisibility. The \ninvisibility icon will now disappear under this circumstance so that \nthe player knows he is no longer invisible.\n- Closing the AA window no longer causes the resurrection notification \nbox to disappear.\n- Updated the category lists in the Bazaar window to be alphabetical.\n- Characters will no longer be prevented from being a trader if you \nquickly click on Begin/End Trader.\n- Fixed a bug with the LFG tool that may have been causing some people \nto crash when zoning.\n- New colors should no longer be moving from the armor dye column to \nthe item tint column when a character is saved.\n- Hand to hand weapons now \"greys out\" the melee attack button.\n- For those that type quickly, typing %t1 now has the same effect as \ntyping %t 1.\n- Fixed a bug that prevented you from purchasing a lore item if you \nhave just purchased that item and destroyed it.\n- Setting loot split color now changes the text color when others loot \nand autosplit, as well as when the player loots.\n- Language skills now update in the skills window immediately, and the \nmessage given upon skill up includes the name of the language improved.\n- Default chat channels should now be saved properly.\n\n** NPCs **\n\n- Corrected an issue with trainers that sometimes caused them to kick a \ncharacter out of the game.\n- Tin Soldiers no longer give stun immune messages to color flux when \nthey are already stunned.\n- Sollari Bekines now asks for two vials of Gnoll blood instead of one. \nShe has always wanted two for her quest.\n- Corrected some text errors for Avir Sterbla.\n- Fixed a spelling error in Paralin Notion's text. \"Other\" now reads \n\"Others\".\n- Corrected a spelling error in the Stonefist Clansman's death text. \nDeafening was spelled incorrectly.\n- Fixed a problem that may have been causing various Brutes to spawn \nunder the world in Warsliks Woods.\n- Corrected an issue that could cause multiple NPCs related to the ring \nwar event to appear in Eastern Wastes.\n- Also corrected an issue with the ring war that was causing some of \nthe NPCs to disappear too early.\n- Undead Sebilisian Lich is now undead. He just didn't realize it \nbefore. Feel free to send cards and flowers.\n- So is the Fading Specter in Tox.\n- As is the Failed Apprentice.\n- Lifestealer Mosquitoes no longer give a message that makes them \nappear to be drinking their own blood.\n- NPCs in Stonebrunt won't be wandering into the ocean and getting \nlost.\n- Merchants no longer sell containers to any character that have no \nmain inventory slots free.\n- Corrected a spelling error (changed \"to\" to \"too\") in Morgalanth \nTal`Raeloen's text.\n- Aid Garuuk now knows that Bregna has moved out of Grobb.\n- Oracle Balek and Grave Lord Vizurik now speak the appropriate text.\n- Coriante Verisue should no longer talk about Miragul all the time.\n- Cobi Frostbeard should no longer refer to himself as \"she\".\n- A ghoul in Neriak shouldn't be banging his head on a wall due to a \npathing error. If he does it now, it's out of frustration about the way \nhis Dark Elven masters let stinky Trolls into their city.\n- Corrected a spelling error in Elial Brook's text.\n- Frist Furtun now accepts all Upheaval scrolls for his quest.\n- The invisible, untargetable NPCs in the elemental planes that were \nattacking people have been evicted. Absor is now using them as avatars \nin PlanetSide, and his scores have gone way up.\n- Corrected a spelling error in the agro text of an Enthralled \nUnderbulk (changed \"lungs\" to \"lunges\").\n- Corrected a grammatical error in the text of Animist Poren (added the \nword \"you\" where it as needed).\n- Corrected a spelling error in the text of Elder Animist Dumul \n(replaced \"lose\" with \"loose\").\n- The new Tailor in Neriak now asks what you [want], not [what] you \nwant.\n- Raewyth Velanor now knows the difference between viscous and vicious.\n- Corrected the text for Wevek Redforge, changed \"were\" to \"we're\".\n- Corrected the punctuation of a Grimling Prisoner. Changed \n\"scuttle's\" to \"scuttles\".\n- Corrected the spelling of the word \"privilege\" for Tax Collector \nKhugra.\n- Corrected the spelling of Incantator Stevak. Changed \"and\" to \"any\".\n- Quartermaster Grik in Gukta now responds appropriately when \nconfronted about the list for the Tavern NPCs.\n- The Ranger trainer Warder Elwysaie now trains Disarm.\n- Fixed several errors in text on Guard Aerryn.\n\n** Items **\n\n- Added a Brass Instrument modifier to the Horn of Shadows.\n- Made Saltwater Seaweed stackable.\n- Due to a drop table error, all existing instances of the Market \nSignet have been changed to have no stats. If you received one \nlegitimately through the quest, you can give the old item to Aid Grimel \nfor a new one with all the correct stats. If you do not meet the \nrequirements, Aid Grimel will not reimburse you.\n- Changed the spelling from Mythril to Mithril on Mithril Knuckles and \nMithril Edged Skull Splitter.\n- Removed the ability to be used in the secondary slot from Club of the \nSecretive. This is a Cleric, Druid, Shaman only item.\n- Removed Bards from being able to equip a Combine Acrylia Halberd and \nCombine Acrylia Two Handed Sword. These weapons are two-handed slash.\n- The name of the Holy Order of Mithanial has been correctly spelled.\n- Darksight Dagger is no longer listed as being equipable in the \nsecondary hand. It is a caster only item.\n- Barbed Rubicite Coif has had its name change to Barbed Rubicite \nPauldrons, since it is a shoulder item, not a head item.\n- Kagazz's Box now combines four scorpion legs to create a Box of \nScorpion Legs.\n- Removed Bards and Rogues from the list of classes on Greatstaff of \nthe Four Winds, since they could not use the item.\n- Sample Chest is no longer No Rent.\n- Mushroom Bread now looks like bread in inventory rather than a bowl.\n- Corrected the spelling of venomous on a few items.\n\n** Miscellaneous **\n\n- Modified checklist flags to make them a little easier to understand \n(checklist flags are the flags that you obtain for doing PoP events out \nof order that allow you to complete the final flag quest by gathering \nall the checklist flags and talking to a Seer). Now when you receive a \nchecklist flag you get a different message than the one that you get \nwhen you receive a normal flag. Ask the seer to unlock memories and she \nwill tell you which checklist flags you have. \n- Corrected a problem that was causing PoP raid flag mobs to not give \nout flags to anyone if the associated boss was killed by someone not in \nthe raid group. Now if someone not in a raid gets the kill, only people \nnot in a raid can get flagged. This means that people may have to leave \na raid to get flagged, but it means that raids should no longer miss \nflags if someone outside the raid gets the kill.\n- Modified several of the Planes of Power alternate entry quests to \nmake completing them faster. Also, all of these quests will now give a \n\"key\" to everyone in the group of the person that completes it.\n- Corrected a spelling error in the text message given when you can no \nlonger add unflagged people to your raid (\"to\" is now \"too\").\n- Fixed a bug that would sometimes cause helmets to seem to disappear \noff a character that was dealing with a merchant or casting an \nillusion.\n- /Consent no longer gives both a success and fail message to player \nconsented.\n- Frogloks wearing robes no longer lose the color on the bottom portion \nof their robes when they zone.\n- Fixed some issues with alchemy not combining into dose potions.\n- Fixed a bug that could cause invalid and unchangeable numbers to \nappear in spell-casting specialization skills if the skill was trained \nup after level 50.\n- Merchants no longer claim that they will pay 1 copper for newbie \nitems that they can't actually buy.\n- The player's first person perspective now changes correctly if the \nheight of their Froglok is changed. \n- Removed an unneeded door in High Keep.\n\n** INTERFACE FILE CHANGES **\n\nGuildManagementWnd.xml\nBugReportWnd.xml\nSpellsnew.eff\nSpellsnew.edd\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 8, 2003  3:00 am\n------------------------------\n\n** So You Want to Design Games? ** \n\nThe EverQuest team is expanding and we currently have openings for \nexperienced game designers. If you have professional game design \nexperience, at least one level 60+ character and regularly play \nEverQuest, then we'd love to see your resume. Please go to \nhttp://soe.sony.com/corp/employment.jsp and submit your resume online. \nPlease include information about your current characters and your level \nof knowledge concerning EverQuest.\n\nThanks,\n\n- The EverQuest Team\n\n** New Plane of Hate **\n\nThe new Plane of Hate is now available on Stormhammer. Enjoy!\n\n** Mitigation Change **\n\nWe have evaluated the mitigation abilities of cloth and leather \nclasses, and have made changes as appropriate. For the most part, this \nchange is a reasonable improvement to the ability of monks to absorb \ndamage. At some point in the future we may re-examine the mitigation \nabilities of chain and plate classes. At this time, and with this final \nround of changes to cloth and leather classes, we believe that \nsomething very close to the appropriate balance is in place.\n\n** Pathing Update **\n\nThe first part of our work to update the pathing system for EverQuest \nis complete. NPC and pet pathing should be much improved.\n\n** Charm Changes **\n\n- Healing a charmed pet now generates an appropriate amount of hate for \nthe healer.\n- Charmed pets now take up to one third of the experience for each NPC \nkilled. This amount scales down based on the percentage of damage to \nthe target that the pet does. Dire charm pets still take the same \nexperience they always have.\n- Charmed pets are no longer selected as a monster's preferred target \nif there are many players available for the monster to attack instead.\n- ALSO (we forgot to mention this before), the resist modifiers on \nseveral charm spells (such as Beckon, Call of the Arch Mage, Command of \nDruzil and Word of Terris) have been removed, making them a bit easier \nto resist.\n\n** Windowed Mode for the EverQuest front end **\n\nThis patch introduces the ability for players to enter windowed mode at \nthe EverQuest front end (from the time you log in until you get into \nthe game). With this addition, players will be able to run EverQuest in \na window from the moment they click on the EverQuest icon to the moment \nthey log out.\n\nIn order to switch to windowed mode on the front end, just hit Alt-\nEnter. Note that there are no settings in the eqclint.ini file for \nthis, you just have to hit Alt-Enter.\n\nUse Alt-R to release the mouse from the EverQuest window (note that \nonce in the game, you need to use Alt-Shift-R to release the mouse).\n\nAnd, obviously, Alt-Tab will switch between open programs.\n\nWe have also added a Tech button that will take you to our Tech Chat. \nThis only works in windowed mode, as it opens up a new window to \ndisplay the chat.\n\n** Spells **\n\n- Stoicism now follows the same restrictions as Torpor.\n- Trickster's Augmentation and Boon of the Garou can now be cast by \ncharacters on horseback.\n- Fixed a bug that was causing spells with levitation effects to lose \nlevitation if cast over a spell that also had a levitation effect.\n- Bards now receive their first level song at creation.\n- Changed the spelling of \"Corpal Empathy\" to \"Corporeal Empathy\".\n- Changed the hit by message for Torrent of Fatigue recourse to \"Your \nvitality grows.\"\n- Changed the wear off message for Song of Sustenance to \"Your hunger \nreturns.\"\n- Adjusted the shaman spell Disinfecting Aura to be in line with Pure \nBlood.\n- The Necromancer line of heal-over-time spells should no longer \noverwrite Transon's Phantasmal Protection.\n- Augment now overwrites Augmentation.\n- Brell's Stalwart Shield now has a casting time of 4 seconds.\n- Spiritual Vigor now has a casting time of 5 seconds.\n- Resurrection no longer gives the \"Your strength returns\" message two \ntimes when the negative effects wear off.\n- Fixed a bug that would cause other players to see a character with \ndefault face/hair for their race when they turned off an illusion.\n- Fixed bug that could cause beards to fail to reappear when an \nillusion wears off. This may also fix some other appearance bugs as \nwell.\n\n** Illusions/Shape Change **\n\nWe have changed the way that Illusions and Shape Changes work with \nrespect to faction. The new system is a lot easier to understand than \nthe old one, so we'll just explain the new one. When changed into the \nform of a playable race, characters are treated as if they were a \nmember of that race. When changed into a non-playable race, characters \nretain their own racial factions.\n\n** PvP **\n\n- If a player is moving when using archery against a PvP target, they \nhave a reduced chance to hit their target.\n- Archery in Player vs. Player combat in now reduced to 66% damage.\n- Direct Damage spells in Player vs. Player combat can only do up to \n75% damage of the target's maximum hit points in a single hit. This \nmodification is done before resists are taken into account. For \nexample, if a player has 1000 hit points when fully healed, no single \ndirect damage spell will do more than 750 damage to him in a single \nhit.\n\n** Alternate Advancement **\n\n- Alternate Advancement abilities that grant Stamina gains should now \nupdate the character's hit points automatically when trained.\n- Dire Charm isno longer \"used\" when trying to affect an NPC under the \npower of a Dictate spell. It will not work, and the power is not \nexpended.\n\n** Interface **\n\n- Using the \"/book\" command with no page argument now closes the \nspellbook if it's already open.\n- Added a \"Dump\" button to Guild Management window. Pressing it creates \na text file in the EQ directory containing a comma-delimited text dump \nof the Guild Management window. The file name will be the guild name \nwith _ instead of spaces, so a guild named \"Legacy of Ykesha\" would be \na file called Legacy_of_Ykesha.txt.\n- Cross-server tells are now filtered under the \"tells\" filter like \nsame-server tells, and in the same colors.\n- Music Player volume no longer decreases when zoning.\n- The Journal window and Journal Categories window now close when \nhitting Escape.\n- The Map window no longer pops up after zoning if you used Escape to \nclose it in the previous zone.\n- Hot button names are once again restricted to eight characters. Being \nable to make them longer was a bug, and was causing issues with \ndisplaying more than eight characters.\n- The scrollbar for the Notes window should now update properly when \nthe window is resized.\n- Added multi-select capability to the Friends List, Music, Journal \nNPC, Journal Text and Journal Category windows. Shift-click selects \ngroups of items, Control-Click selects individual items.\n- Fixed a bug that was causing the Journal window to lose all \ninformation since the last save when logging was turned off.\n- Confirmation Dialog window now remembers its position.\n- The third person camera view #3 no longer resets when zoning or using \nthe armor tinting feature.\n- Fixed an uncommon crash caused by the Music Player window.\n- The LFG button in the Group window now toggles the LFG window.\n- Fixed a bug that prevented the attack button from working properly \nwhen a Centi Warspear was equipped.\n- The dialog box for confirmation of a change in video modes now \nremains open for 30 seconds instead of 15 seconds.\n- Added a \"Show Offline\" button to the Guild Management window. This \ndetermines whether or not you want to show offline people in the \nwindow, and the setting is remembered when you log out.\n- If you sort by anything other than Name in the Guild Management \nwindow, the window will sub-sort your list by name.\n- Changed the promote button in the Guild Management window to only be \nenabled when eligible guild member is targeted (not just selected in \nwindow).\n- Fixed a problem that caused a few people to have the spell particle \ndensity revert to default off when they logged off.\n-Fixed the Map window to remove a method of avoiding the map \nrestrictions in certain zones. \n- Added /getguildmotd. This command allows you to see your guild \nmessage of the day at any time.\n- /guildmotd now sets or clears the guild message of the day. If used \nwith no text, it clears the existing message of the day. Only leaders \nand officers can use this command\n- Fixed a bug that could cause a crash when pressing the U key while in \nexplore mode.\n- When under the effects of invisibility, a character that hides and \nthen moves and breaks their hide also breaks their invisibility. The \ninvisibility icon will now disappear under this circumstance so that \nthe player knows he is no longer invisible.\n- Closing the AA window no longer causes the resurrection notification \nbox to disappear.\n- Updated the category lists in the Bazaar window to be alphabetical.\n- Characters will no longer be prevented from being a trader if you \nquickly click on Begin/End Trader.\n- Fixed a bug with the LFG tool that may have been causing some people \nto crash when zoning.\n- New colors should no longer be moving from the armor dye column to \nthe item tint column when a character is saved.\n- Hand to hand weapons now \"greys out\" the melee attack button.\n- For those that type quickly, typing %t1 now has the same effect as \ntyping %t 1.\n- Fixed a bug that prevented you from purchasing a lore item if you \nhave just purchased that item and destroyed it.\n- Setting loot split color now changes the text color when others loot \nand autosplit, as well as when the player loots.\n- Language skills now update in the skills window immediately, and the \nmessage given upon skill up includes the name of the language improved.\n- Default chat channels should now be saved properly.\n\n** NPCs **\n\n- Corrected an issue with trainers that sometimes caused them to kick a \ncharacter out of the game.\n- Tin Soldiers no longer give stun immune messages to color flux when \nthey are already stunned.\n- Sollari Bekines now asks for two vials of Gnoll blood instead of one. \nShe has always wanted two for her quest.\n- Corrected some text errors for Avir Sterbla.\n- Fixed a spelling error in Paralin Notion's text. \"Other\" now reads \n\"Others\".\n- Corrected a spelling error in the Stonefist Clansman's death text. \nDeafening was spelled incorrectly.\n- Fixed a problem that may have been causing various Brutes to spawn \nunder the world in Warsliks Woods.\n- Corrected an issue that could cause multiple NPCs related to the ring \nwar event to appear in Eastern Wastes.\n- Also corrected an issue with the ring war that was causing some of \nthe NPCs to disappear too early.\n- Undead Sebilisian Lich is now undead. He just didn't realize it \nbefore. Feel free to send cards and flowers.\n- So is the Fading Specter in Tox.\n- As is the Failed Apprentice.\n- Lifestealer Mosquitoes no longer give a message that makes them \nappear to be drinking their own blood.\n- NPCs in Stonebrunt won't be wandering into the ocean and getting \nlost.\n- Merchants no longer sell containers to any character that have no \nmain inventory slots free.\n- Corrected a spelling error (changed \"to\" to \"too\") in Morgalanth \nTal`Raeloen's text.\n- Aid Garuuk now knows that Bregna has moved out of Grobb.\n- Oracle Balek and Grave Lord Vizurik now speak the appropriate text.\n- Coriante Verisue should no longer talk about Miragul all the time.\n- Cobi Frostbeard should no longer refer to himself as \"she\".\n- A ghoul in Neriak shouldn't be banging his head on a wall due to a \npathing error. If he does it now, it's out of frustration about the way \nhis Dark Elven masters let stinky Trolls into their city.\n- Corrected a spelling error in Elial Brook's text.\n- Frist Furtun now accepts all Upheaval scrolls for his quest.\n- The invisible, untargetable NPCs in the elemental planes that were \nattacking people have been evicted. Absor is now using them as avatars \nin PlanetSide, and his scores have gone way up.\n- Corrected a spelling error in the agro text of an Enthralled \nUnderbulk (changed \"lungs\" to \"lunges\").\n- Corrected a grammatical error in the text of Animist Poren (added the \nword \"you\" where it as needed).\n- Corrected a spelling error in the text of Elder Animist Dumul \n(replaced \"lose\" with \"loose\").\n- The new Tailor in Neriak now asks what you [want], not [what] you \nwant.\n- Raewyth Velanor now knows the difference between viscous and vicious.\n- Corrected the text for Wevek Redforge, changed \"were\" to \"we're\".\n- Corrected the punctuation of a Grimling Prisoner. Changed \n\"scuttle's\" to \"scuttles\".\n- Corrected the spelling of the word \"privilege\" for Tax Collector \nKhugra.\n- Corrected the spelling of Incantator Stevak. Changed \"and\" to \"any\".\n- Quartermaster Grik in Gukta now responds appropriately when \nconfronted about the list for the Tavern NPCs.\n- The Ranger trainer Warder Elwysaie now trains Disarm.\n- Fixed several errors in text on Guard Aerryn.\n\n** Items **\n\n- Added a Brass Instrument modifier to the Horn of Shadows.\n- Made Saltwater Seaweed stackable.\n- Due to a drop table error, all existing instances of the Market \nSignet have been changed to have no stats. If you received one \nlegitimately through the quest, you can give the old item to Aid Grimel \nfor a new one with all the correct stats. If you do not meet the \nrequirements, Aid Grimel will not reimburse you.\n- Changed the spelling from Mythril to Mithril on Mithril Knuckles and \nMithril Edged Skull Splitter.\n- Removed the ability to be used in the secondary slot from Club of the \nSecretive. This is a Cleric, Druid, Shaman only item.\n- Removed Bards from being able to equip a Combine Acrylia Halberd and \nCombine Acrylia Two Handed Sword. These weapons are two-handed slash.\n- The name of the Holy Order of Mithanial has been correctly spelled.\n- Darksight Dagger is no longer listed as being equipable in the \nsecondary hand. It is a caster only item.\n- Barbed Rubicite Coif has had its name change to Barbed Rubicite \nPauldrons, since it is a shoulder item, not a head item.\n- Kagazz's Box now combines four scorpion legs to create a Box of \nScorpion Legs.\n- Removed Bards and Rogues from the list of classes on Greatstaff of \nthe Four Winds, since they could not use the item.\n- Sample Chest is no longer No Rent.\n- Mushroom Bread now looks like bread in inventory rather than a bowl.\n- Corrected the spelling of venomous on a few items.\n\n** Miscellaneous **\n\n- Modified checklist flags to make them a little easier to understand \n(checklist flags are the flags that you obtain for doing PoP events out \nof order that allow you to complete the final flag quest by gathering \nall the checklist flags and talking to a Seer). Now when you receive a \nchecklist flag you get a different message than the one that you get \nwhen you receive a normal flag. Ask the seer to unlock memories and she \nwill tell you which checklist flags you have. \n- Corrected a problem that was causing PoP raid flag mobs to not give \nout flags to anyone if the associated boss was killed by someone not in \nthe raid group. Now if someone not in a raid gets the kill, only people \nnot in a raid can get flagged. This means that people may have to leave \na raid to get flagged, but it means that raids should no longer miss \nflags if someone outside the raid gets the kill.\n- Modified several of the Planes of Power alternate entry quests to \nmake completing them faster. Also, all of these quests will now give a \n\"key\" to everyone in the group of the person that completes it.\n- Corrected a spelling error in the text message given when you can no \nlonger add unflagged people to your raid (\"to\" is now \"too\").\n- Fixed a bug that would sometimes cause helmets to seem to disappear \noff a character that was dealing with a merchant or casting an \nillusion.\n- /Consent no longer gives both a success and fail message to player \nconsented.\n- Frogloks wearing robes no longer lose the color on the bottom portion \nof their robes when they zone.\n- Fixed some issues with alchemy not combining into dose potions.\n- Fixed a bug that could cause invalid and unchangeable numbers to \nappear in spell-casting specialization skills if the skill was trained \nup after level 50.\n- Merchants no longer claim that they will pay 1 copper for newbie \nitems that they can't actually buy.\n- The player's first person perspective now changes correctly if the \nheight of their Froglok is changed. \n- Removed an unneeded door in High Keep.\n\n** INTERFACE FILE CHANGES **\n\nGuildManagementWnd.xml\nBugReportWnd.xml\nSpellsnew.eff\nSpellsnew.edd\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 11, 2003  3:00 am", "slug": "2003-04-11-1", "patch_date": "2003-04-11T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "items", "zones"], "body_plaintext": "April 11, 2003  3:00 am\n------------------------------\n\n- Fixed a problem with \"burst\" damage causing too much aggro. Attacks \nthat do a lot of damage in a short time no longer cause more aggro than \nthey should.\n\n- Feign Death has been restored to the functionality it had before the \npatch.\n\n- Fixed an issue that caused aggro from damage shields to be assigned \nincorrectly.\n\n- Removed a bug that could cause certain types of encounters, such as \nthe Rallos Zek encounter in the Plane of Tactics, to crash a zone.\n\n- Fixed a bug that could cause a crash when you tried to bring up the \nitem display window for bags and notes.\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 11, 2003  3:00 am\n------------------------------\n\n- Fixed a problem with \"burst\" damage causing too much aggro. Attacks \nthat do a lot of damage in a short time no longer cause more aggro than \nthey should.\n\n- Feign Death has been restored to the functionality it had before the \npatch.\n\n- Fixed an issue that caused aggro from damage shields to be assigned \nincorrectly.\n\n- Removed a bug that could cause certain types of encounters, such as \nthe Rallos Zek encounter in the Plane of Tactics, to crash a zone.\n\n- Fixed a bug that could cause a crash when you tried to bring up the \nitem display window for bags and notes.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 14, 2003  1:00 pm", "slug": "2003-04-14-1", "patch_date": "2003-04-14T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["server"], "body_plaintext": "April 14, 2003  1:00 pm\n------------------------------\n\nWe have removed some communications debug code that inadvertently went \nLive on the 11th. Our apologies for the downtime.\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 14, 2003  1:00 pm\n------------------------------\n\nWe have removed some communications debug code that inadvertently went \nLive on the 11th. Our apologies for the downtime.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 23, 2003", "slug": "2003-04-23-1", "patch_date": "2003-04-23T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "ui"], "body_plaintext": "April 23, 2003\n------------------------------\n\n** Tip of the Day ** \n\nWhen you first log in you will be presented with a Tip of the Day \nwindow. We've added this window to provide helpful insight to new \nplayers, and perhaps a few tips for experienced players as well. \n\n** Gameplay ** \n\n- Any character 10th level and under that attempts to attack a \n'red' /con NPC will receive a warning about the danger of such an \naction. \n- Low level characters now memorize and scribe spells much faster. \n- Guards in Steamfont, Misty Thicket, Butcherblock, Nektulos, East \nFreeport and West Freeport should be less likely to run through the \nnewbie zone destroying the wildlife \n- Improved the respawn rate for monsters in Steamfont, Misty Thicket, \nButcherblock, Nektulos, East Freeport and West Freeport. In these zones \nthey were respawning less frequently than in all other newbie zones. \n- Added food and bag merchants to the newbie yards of Steamfont, East \nFreeport, West Freeport, Butcherblock and Nektulos. \n\n** Spells ** \n\n- Fixed a bug that was causing damage shields to assign the credit for \ntheir damage to the wrong person. \n- Fixed a bug that caused a short delay in the hit point updates from \nhealing spells. \n- Removed Beastlords from the list of classes that can use Strength of \nStone. They were never intended to get it, as they have a better spell \nof the same type at the same level (Furious strength). \n- Pets will no longer disappear when the pet owner casts a cancel magic \ntype spell on the PC that the pet is attacking. \n- Fixed a bug that would allow PC's to be attacked by PC controlled \npets (in non-PvP situations). \n- Talisman of Alacrity now works on the group and not just the caster. \nIt also has the proper icons now. \n- Modified the text messages on many stun spells to prevent some \nconfusion with their effect on stun immune mobs. The message has been \nchanged from \"You have been stunned\" to \"You are struck by a sudden \nforce.\" \n- Torment of Argli no longer overwrites Torment of Scio. \n- The Lich series no longer conflicts with other DoT effects. This \naffects Dark Pact, Allure of Death, Call of Bones, Lich, Demi Lich, \nArch Lich, Deathly Temptation, Pact of Hate, Ancient: Master of Death \nand Seduction of Saryrn. \n- The Flame Lick line of spells no longer overwrites hit point buffs \nsuch as Valor and Skin like diamond. This affects Flame Lick, \nImmolation, Breath of Ro and Immolation of Ro. \n- Changed the name of the druid spell Fury of Ro to Immolation of Ro to \navoid confusion with the focus effect Fury of Ro. \n- Changed the icon for Kragg's Mending to a heart icon to match other \nHeal spells. \n- Froglok illusion now changes the character's perspective to the \nproper height. \n- Night's Dark Terror has regained its Scarecrow illusion. \n- Added sounds to several spells that were lacking them. \n- The cost of the Fuligan Soulstone of Innoruuk has been cut in half. \n\n** Zones ** \n\n- Acrylia Caverns, Hollowshade Moor and Grimling Forest have been \nrevamped. We have updated the content in these zones to more accurately \nrepresent their design intentions and to address concerns voiced by \nplayers. \n- If you have had an issue with your Plane of Earth B keys, please \nspeak with Muzzrap again and he should be able to straighten things \nout. Please make sure that you have the raid group that you want to get \nkeyed set up and by your side when you do this. \n- The Trial of Fire event will be much less likely to damage people not \nactually in the trial. \n- We've made a pretty extensive pathing update to the Lake of Ill Omen \nand Beholder, along with several fixes to specific cases in several \nzones. \n- Fixed a bug with the Xegony encounter in Plane of Air. \n- The spires in the Dreadlands are once again sending folks to Luclin. \n- Protectors of Growth now actually protect the Plane of Growth again. \nBeware. \n\n** The Hollow Acrylia Obelisk ** \n\nDo not destroy the Hollow Acrylia Obelisk! Due to the revamp of the \nAcrylia Caverns, this key will no longer serve its original purpose. We \ndo understand the difficulty of obtaining this key, and we don't want \nto see that effort lost. We will be looking into a way to allow this \nkey to retain its value, so don't destroy it. \n\n** Items ** \n\n- Items with recommended levels now display any reduced AC component \nvalue in red. \n- Changed the usable race to Froglok on several of the Shin initiates \narmor quest intermediate pieces. \n- Giant Field Rat whiskers are about twice as common as they were. \n- The Ivory Hilted Cleaver can now be used in the secondary slot (for \nthose that can dual-wield). \n- The Ornate Broadsword is no longer listed as usable in the secondary \nslot, since it is Paladin only and can't actually be used there. \n- These items can no longer be worn by Frogloks (they were never \nintended for use by Frogloks): Fright Forged Helm, Mundane Helm, \nMundane Shield, Mundane Mask, Dread Forged Shield and Terror Forged \nMask \n- Murph's Minin' Pick no longer lists Clerics as a class that can use \nit, since they could not. \n- Bone Bladed Scimitar no longer lists Beastlords as a class that can \nuse it. \n- Cracked Bone Shinguards now have a visible graphic when worn. \n- Sharkbone Plated Shoulderpads effect is now \"worn\" rather than \n\"combat\". \n- Stone Etched Mace now displays +135 mana instead of 1135 mana \n- Extended Affliction III now works on spells with a 30 second duration \n(lowered from 36 seconds), so it now functions with Sermon of \nPenitence. \n- Fireworks have casting sounds and Gnomish fireworks will no longer \ncause zones to crash. \n- Compasses once again display the direction you are facing when you \nright-click and hold. \n- The Hammer of Exoneration can now be used by Erudites and Dark Elves. \n\n** NPCs ** \n\n- Half-Elf bandits are no longer treated as merchants (so they will now \nleave corpses). \n- A Feral Amalgam is now a plant. \n- Now only one Natasha Whitewaters can exist at a time. \n- Bloodmaw is a little more attentive to his surroundings. \n- Pets no longer attack Tylis Newleaf when he teleports your group. \n- Corrected a bug with AE rampage that caused it to not attack everyone \nit should. \n\n** Quests ** \n\n- Fixed the drops for the Comatose spell quest. \n- The Planar Projections for Bertoxxulous and Terris should no longer \nbe able spawn in a location where they can't be reached. \n- Fixed several issues with the 8th cudgel quest. \n- Increased the drop rate on some quest items in Hate's Fury. \n\n** Alternate Advancement Abilities ** \n\n- Made the Servant of Ro AA pet much more potent. \n\n** Miscellaneous ** \n\n- Hit points gained from items are now display with the right value, \nand should help to prevent a few deaths from Cannibalization \n- Bind Wounds no longer uses up a bandage for attempting to use the \nskill when it is not available. \n- Fixed a bug that was not allowing players to link to containers \nunless they linked to something else first. \n- /book with no arguments again closes the spellbook as it should. \n\nNote: We have also made several spelling and grammar corrections and \nfixed a door here and there. \n\n** UI File Changes ** \n\nEQUI.xml \nEQUI_TipWnd.xml \nEQUI_HelpWnd.xml \nEQUI_OptionsWindow.xml\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 23, 2003\n------------------------------\n\n** Tip of the Day ** \n\nWhen you first log in you will be presented with a Tip of the Day \nwindow. We've added this window to provide helpful insight to new \nplayers, and perhaps a few tips for experienced players as well. \n\n** Gameplay ** \n\n- Any character 10th level and under that attempts to attack a \n'red' /con NPC will receive a warning about the danger of such an \naction. \n- Low level characters now memorize and scribe spells much faster. \n- Guards in Steamfont, Misty Thicket, Butcherblock, Nektulos, East \nFreeport and West Freeport should be less likely to run through the \nnewbie zone destroying the wildlife \n- Improved the respawn rate for monsters in Steamfont, Misty Thicket, \nButcherblock, Nektulos, East Freeport and West Freeport. In these zones \nthey were respawning less frequently than in all other newbie zones. \n- Added food and bag merchants to the newbie yards of Steamfont, East \nFreeport, West Freeport, Butcherblock and Nektulos. \n\n** Spells ** \n\n- Fixed a bug that was causing damage shields to assign the credit for \ntheir damage to the wrong person. \n- Fixed a bug that caused a short delay in the hit point updates from \nhealing spells. \n- Removed Beastlords from the list of classes that can use Strength of \nStone. They were never intended to get it, as they have a better spell \nof the same type at the same level (Furious strength). \n- Pets will no longer disappear when the pet owner casts a cancel magic \ntype spell on the PC that the pet is attacking. \n- Fixed a bug that would allow PC's to be attacked by PC controlled \npets (in non-PvP situations). \n- Talisman of Alacrity now works on the group and not just the caster. \nIt also has the proper icons now. \n- Modified the text messages on many stun spells to prevent some \nconfusion with their effect on stun immune mobs. The message has been \nchanged from \"You have been stunned\" to \"You are struck by a sudden \nforce.\" \n- Torment of Argli no longer overwrites Torment of Scio. \n- The Lich series no longer conflicts with other DoT effects. This \naffects Dark Pact, Allure of Death, Call of Bones, Lich, Demi Lich, \nArch Lich, Deathly Temptation, Pact of Hate, Ancient: Master of Death \nand Seduction of Saryrn. \n- The Flame Lick line of spells no longer overwrites hit point buffs \nsuch as Valor and Skin like diamond. This affects Flame Lick, \nImmolation, Breath of Ro and Immolation of Ro. \n- Changed the name of the druid spell Fury of Ro to Immolation of Ro to \navoid confusion with the focus effect Fury of Ro. \n- Changed the icon for Kragg's Mending to a heart icon to match other \nHeal spells. \n- Froglok illusion now changes the character's perspective to the \nproper height. \n- Night's Dark Terror has regained its Scarecrow illusion. \n- Added sounds to several spells that were lacking them. \n- The cost of the Fuligan Soulstone of Innoruuk has been cut in half. \n\n** Zones ** \n\n- Acrylia Caverns, Hollowshade Moor and Grimling Forest have been \nrevamped. We have updated the content in these zones to more accurately \nrepresent their design intentions and to address concerns voiced by \nplayers. \n- If you have had an issue with your Plane of Earth B keys, please \nspeak with Muzzrap again and he should be able to straighten things \nout. Please make sure that you have the raid group that you want to get \nkeyed set up and by your side when you do this. \n- The Trial of Fire event will be much less likely to damage people not \nactually in the trial. \n- We've made a pretty extensive pathing update to the Lake of Ill Omen \nand Beholder, along with several fixes to specific cases in several \nzones. \n- Fixed a bug with the Xegony encounter in Plane of Air. \n- The spires in the Dreadlands are once again sending folks to Luclin. \n- Protectors of Growth now actually protect the Plane of Growth again. \nBeware. \n\n** The Hollow Acrylia Obelisk ** \n\nDo not destroy the Hollow Acrylia Obelisk! Due to the revamp of the \nAcrylia Caverns, this key will no longer serve its original purpose. We \ndo understand the difficulty of obtaining this key, and we don't want \nto see that effort lost. We will be looking into a way to allow this \nkey to retain its value, so don't destroy it. \n\n** Items ** \n\n- Items with recommended levels now display any reduced AC component \nvalue in red. \n- Changed the usable race to Froglok on several of the Shin initiates \narmor quest intermediate pieces. \n- Giant Field Rat whiskers are about twice as common as they were. \n- The Ivory Hilted Cleaver can now be used in the secondary slot (for \nthose that can dual-wield). \n- The Ornate Broadsword is no longer listed as usable in the secondary \nslot, since it is Paladin only and can't actually be used there. \n- These items can no longer be worn by Frogloks (they were never \nintended for use by Frogloks): Fright Forged Helm, Mundane Helm, \nMundane Shield, Mundane Mask, Dread Forged Shield and Terror Forged \nMask \n- Murph's Minin' Pick no longer lists Clerics as a class that can use \nit, since they could not. \n- Bone Bladed Scimitar no longer lists Beastlords as a class that can \nuse it. \n- Cracked Bone Shinguards now have a visible graphic when worn. \n- Sharkbone Plated Shoulderpads effect is now \"worn\" rather than \n\"combat\". \n- Stone Etched Mace now displays +135 mana instead of 1135 mana \n- Extended Affliction III now works on spells with a 30 second duration \n(lowered from 36 seconds), so it now functions with Sermon of \nPenitence. \n- Fireworks have casting sounds and Gnomish fireworks will no longer \ncause zones to crash. \n- Compasses once again display the direction you are facing when you \nright-click and hold. \n- The Hammer of Exoneration can now be used by Erudites and Dark Elves. \n\n** NPCs ** \n\n- Half-Elf bandits are no longer treated as merchants (so they will now \nleave corpses). \n- A Feral Amalgam is now a plant. \n- Now only one Natasha Whitewaters can exist at a time. \n- Bloodmaw is a little more attentive to his surroundings. \n- Pets no longer attack Tylis Newleaf when he teleports your group. \n- Corrected a bug with AE rampage that caused it to not attack everyone \nit should. \n\n** Quests ** \n\n- Fixed the drops for the Comatose spell quest. \n- The Planar Projections for Bertoxxulous and Terris should no longer \nbe able spawn in a location where they can't be reached. \n- Fixed several issues with the 8th cudgel quest. \n- Increased the drop rate on some quest items in Hate's Fury. \n\n** Alternate Advancement Abilities ** \n\n- Made the Servant of Ro AA pet much more potent. \n\n** Miscellaneous ** \n\n- Hit points gained from items are now display with the right value, \nand should help to prevent a few deaths from Cannibalization \n- Bind Wounds no longer uses up a bandage for attempting to use the \nskill when it is not available. \n- Fixed a bug that was not allowing players to link to containers \nunless they linked to something else first. \n- /book with no arguments again closes the spellbook as it should. \n\nNote: We have also made several spelling and grammar corrections and \nfixed a door here and there. \n\n** UI File Changes ** \n\nEQUI.xml \nEQUI_TipWnd.xml \nEQUI_HelpWnd.xml \nEQUI_OptionsWindow.xml\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 30, 2003", "slug": "2003-04-30-1", "patch_date": "2003-04-30T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["server"], "body_plaintext": "April 30, 2003\n------------------------------\n\nWe've taken the opportunity while the servers are unavailable for \nmaintenance to update a couple of things. \n\n- Increased the difficulty of the mini-bosses in the Planes of Fire and \nWater to bring them in line with the reward they give. \n\n- Added a 12% backstab modifier to the Reinforced Mephit Talon and the \nGold Runed Mithril Knife.\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 30, 2003\n------------------------------\n\nWe've taken the opportunity while the servers are unavailable for \nmaintenance to update a couple of things. \n\n- Increased the difficulty of the mini-bosses in the Planes of Fire and \nWater to bring them in line with the reward they give. \n\n- Added a 12% backstab modifier to the Reinforced Mephit Talon and the \nGold Runed Mithril Knife.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 14, 2003  3:00 am", "slug": "2003-05-14-1", "patch_date": "2003-05-14T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "May 14, 2003  3:00 am\n------------------------------\n\n** Hate Plane **\n\nThe new Plane of Hate is now available on all servers!\n\nThe Plane of Hate is an old favorite of many players, and we were \ncareful to retain as much of its old charm as possible (and all of its \nold quests).  At the same time we created all new geometry for the zone \nusing our newer tools and newer design ideas.  Old and new players \nshould find this zone to be a lot of fun and a fair challenge.  \nRemember, the price for the Fuligan Soulstone of Innoruuk has been cut \nin half.\n\n** Veksar **\n\nVeksar opens on Stormhammer!\n\nYes, the long-lost ancient city of the Iksar has been discovered.  If \nyou're brave enough, foolish enough, and if you can hold your breath, \nyou may be the right hero to explore Veksar.  Good luck!\n\n** Changes for New Players **\n\n- Maps for Newbie Zones for all Players - One of the biggest hurdles \nthat a new player has to overcome is learning their way around.  For \nthose of you that may have started your first character in Neriak, \nyoull know what that was like.  In order to help out the new player, \nweve enabled the Map window to make it available to all players if they \nare in a \"newbie zone.\n\n- Context Tips - In order to provide helpful information at the time a \nplayer needs it, we have added several context tips.  These tips will \npop up when a player uses a certain feature or a specific event occurs.  \nWe hope this will help our new players to more easily understand the \ngameplay and controls for EverQuest.  These tips may even be useful to \nlong time players.  However, if you wish, you can choose to turn off \nany specific tip, or turn off all of the tips using the check boxes in \nthe Context Tips window.  \n\n- Improved Help Information - The in game help files have been \nimproved.  They now contain much more information.  Hopefully most \nquestions you have about the game can be answered using help.\n\n- All New Characters now start with a weapon skill - In order to help \nthe new player that might forget to train with their weapon before \nheading out to defeat their first enemy (and even for those of us that \nhave been playing a while and still forget to do this), all new \ncharacters now start off with a skill of 5 in their primary weapon.\n\n- Taunt no longer requires training - Similarly, Taunt now works \nwithout being trained.  Characters still start out with a skill of 0, \nbut the skill can increase with use.\n\n- Packet Loss Meter is now Off by default - Due to the fact that the \npacket loss meter is often confusing to new players, it will be off by \ndefault.  You can toggle the packet loss meter using the F11 key.\n\n- New Message to prompt new players about the Help button - Weve added \na chat message that appears when a level 1 through 10 character logs in \nthat tells them to click the \"?\" button on the Window Selection toolbar \nif they need help.\n\n** Spells **\n\n- Divine Intervention Fix - Players have been reporting that Divine \nIntervention was not updating the hit points for the character every \ntime when cast, causing characters to die even though the spell seemed \nto have saved them.  We have been unable to reproduce the issue \nspecifically, but we have made some changes that should fix the \nproblem.  Please use /bug with details of the incident if you continue \nto see this problem.\n\n- Bard Epic Animations - Bards will no longer play instrument \nanimations when they have their epic equipped. No more stabbing \nyourselves in the head with your sword instead of playing a flute.\n\n- Healing Messages now include the name of the healer - In order to \nmake it clearer who has healed you, we have changed the message that \nyou receive when healed.  It will now include the name of the character \ncasting the healing spell:  \"Bob has healed you for 300 points of \ndamage.\n\n- Call of the Hero works in PoW - We have removed the restrictions to \nCall of the Hero in the Plane of Water.  In this particular zone we \ndont believe that the use of this spell needs to be restricted.\n\n- Fear Spell bug fix - Players have reported that when a player \ncharacter was affected by a Fear spell cast by an NPC, they would see \nthe character running away but the person affected would not actually \nflee.\n\n- Snare Line bug fix - Fixed an issue that was causing the Snare line \nof spells to fail on an NPC that is under the effects of a Fear spell.\n\n- Tricksters Augmentation group only - We changed Trickster's \nAugmentation to be group only to prevent folks from using it to grief \nother players.\n\n- LD Enchanters no longer cast Mem Blur - Enchanters that go linkdead \nwere sometimes casting Memory Blur and similar spells on their enemies.  \nThis could cause rather unpleasant results for his group or raid when \nthe NPC suddenly had a fresh hate list.  Linkdead enchanters will no \nlonger cast Memory Blur spells.\n \n- Blizzard animation fix - Blizzard was causing a casting animation to \ngo off with every wave, even if the caster was sitting.  Now Blizzard \nworks like most rain spells, and only triggers a casting animation when \nfirst cast.\n\n- Locked Spell Gem fix - We fixed a bug that was causing the use of a \nright-click item to refresh the spell gem in the first slot instantly, \nbut if that spell had a long recast it would render it useless until \nthe spell was forgotten and memorized again.\n\n- Mark of Kings upgrade - In order to make this spell more appealing \nthen its lower level counterpart, Mark of Karn, we have: increased the \nduration from 3.5 to 4 minutes, reduced the casting time from 3 to 2 \nseconds, reduced the mana cost from 170 to 75 and made the spell \nslightly less resistible.\n\n- Gravel Rain can now be cured - With its very long duration (30 \nminutes) it was a bit difficult that this spell could not be removed \nbefore the duration was over.  This is now a curse and can be cured.\n\n- Summoning a horse in bear form no longer causes you to lose the \nability to cast spells for a while.\n\n- Rathes Son - The innate ability of the focused version of this pet is \nnow less resistible.\n\n- Child of Bertoxxulous - This 65th level Necromancer pet has been \ngiven a boost.  Its offense has been increased to be in-line with that \nof the Legacy of Zek, and it now has the ability to use a power that is \nessentially the same as the spell Banshee Aura.\n\n- Spirit Call - These pets were running away from enemies when at low \nhealth. Pets should be far more loyal and willing to risk themselves \nfor their Shaman friends, so weve fixed it so that Shaman pets will no \nlonger run away.\n\n- Vampiric Embrace - Weve corrected a bug with this spell that would \nprevent the character from casting for a couple of seconds after the \nproc went off.\n\n- Stun Spells - The message on many stun-type spells have been changed \nto more accurately portray their effect on stun immune creatures.\n\n- Mana from Buffs - we have increased the maximum amount of mana that \ncan be gained through the use of buff spells.\n\n** Items **\n\n- Zoning and losing your buffs - There has been a long-standing problem \nthat could cause all of the buffs to be stripped from a character if \nthey zoned with fewer hit points than they had bonus hit points granted \nby items.  For example, if your character had only 10 hit points left \nwhen zoning, and had an item that granted +15 hit points, all of your \ncharacters buffs may have been stripped when you completed zoning.  We \nhave fixed this bug.  You should now retain your buffs in this \nsituation.\n\n- GM Baking Spoon - On Firiona Vie, the Grandmasters Baking Spoon was \nnot no-drop.  This allowed players to give out an unlimited number of \n100% weight reduction bags.  This obviously was not the intention for \nthat item, so we have made the Grandmasters Baking Spoon no drop on \nFiriona Vie.\n\n- Wooden Medicine Totem - This item can now be equipped.  It couldnt \nbefore.\n\n- Adjutant Saber - We removed the secondary notation on the item, since \nit was only usable by Shadowknights and Paladins, who couldnt use it in \ntheir secondary slot anyhow.\n\n- Cloak of the Dar Khura Hero - The effect on this item was listed in \nthe database as the wrong effect type.  The effect is now permanent.\n\n** NPCs **\n\n- NPCs returning bags empty - NPCs that return items that they do not \nneed were returning all containers empty, regardless of what was inside \nthe container. NPCs that refuse unusable items will now also return \nbags with their contents intact.\n\n- NPCs returning multiple items - If a character gave an NPC multiples \nof the same item, the NPC would only give back one of them if he did \nnot want them.  We have fixed this so that now those items will be \nreturned.  Such items will be stacked on your cursor.  Just click the \nitem that is on your cursor into your inventory and the next one will \nappear on your cursor.  Keep clicking them into your inventory until \nyou have them all back.  BE WARNED that any of these items that you \nhave not returned to your inventory will be lost if you zone or go \nlinkdead before you get them back into your inventory.\n\n- The Spirit of Rage - This undead gorilla is now flagged as undead.\n\n- Solusek Ros Guards - These guards will be much more attentive to \ntheir lord and will aid in his defense.\n\n- NPCs healing too much - We have corrected a bug that was causing some \nNPCs to regain hit points when they turned to run away.  The affected \nNPCs will be of all sorts and in many zones.\n\n- Giant Yellow Jackets - The chance to find a thorax on the corpses of \nthese creatures seemed too low, so we have increased it.\n\n** Zones **\n\n- Veeshans Peak - We have changed this zone to make it more appealing, \nparticularly for those playing with one or two groups.  We have removed \nthe restriction against using gate in this zone and modified the zone \npopulation.  Over all, the zone will be better to play in.\n\n- Acrylia Caverns - We have fixed an issue with the first two seals \nthat was causing the door to the 3rd seal to open without the 3rd seal \nspawning, and without the events being completed correctly.  Now the \ndoor will only open under proper win conditions, and whenever the door \nopens the 3rd seal should be available.\n\n- Plane of Nightmare - We have changed the logic for entry to the \nThelin Poxbourne event in Plane of Nightmare. When you talk to Thelin, \nhe will now remember your raid and only allow those of the same raid \ninto your maze. Only three groups maximum will be allowed through the \nportal into any one maze. If your group is not in a raid, he will allow \nthree non-raided groups through into the same maze. If there are three \nnon-raided groups in the maze and you try and get a fourth through, he \nwill act as any other raid would and tell you that he has already let \nenough people in the maze.\n\n- Planes of Water and Fire - We have changed some of the spells used by \nthe mini-bosses in these two zones.  They should be a little easier to \nresist now.\n\n- Halls of Honor - We have removed a recently added summoning ability \nfrom NPCs. We have introduced a less intrusive method of preventing the \nability to use area of effect abilities on huge groups of NPCs in the \nzone.\n\n- Bastion of Thunder - The tower bosses will now be dropping some loot \nevery time (rather than sometimes not dropping any) like the other \nPlanes of Power bosses.\n\n** Quests **\n\n- Added Honey Mush Bread to Cabilis Vendors - This is an item needed \nfor a quest that was unavailable.\n\n- Officers Cloak - If you have combined your Officer's Cloak in the \nSecurity Satchel or you wish to upgrade to the new Officer's Cloak of \nService, speak with Scout Derrin in Grimling Forest.\n\n-The Skull of Torment quest - This quest, in Kurn's Tower, should now \nwork.\n\n** Alternate Advancement **\n\n- Elemental Form - In order to make the Magician Elemental Form \nabilities a bit more useable, weve reduced the reuse time from 72 \nminutes to 15 minutes.\n\n- Alternate Advancement timers - We fixed a bug that allowed AA timers \nto be reset early.\n\n- Mass Group Buff - We have made this ability available to Beastlords.\n\n** Miscellaneous **\n\n- Characters getting stuck in the world - We have fixed a bug that \nwould cause a character to stay in game for extended periods of time \nafter going linkdead.  This bug was causing people to receive a 1018 \nerror because their character was still in the world and could prevent \nthem from logging back in for a long period of time.\n\n- Big Dwarves - Fixed a bug that was causing Dwarves that had their \nsize increased twice to start to see the insides of their faces while \nattacking.  This was making even the stoutest Dwarves a bit \nuncomfortable and self-conscious.\n \n- Tread water animation fix - We corrected a bug that would \noccasionally cause the treading water animation to stop animating.\n\n** Interface **\n\n- Hit Point percentages display in windows - The Target window, Player \nwindow and Group window now display hit point percentages.  This is \nsomething that many player created interfaces use and, considering the \npopularity of this feature, we've decided to add it to the default \ninterface.  In the Target and Group windows, the hit point percentages \nwill disappear if the appropriate target/groupmate does not exist\n\n- /report - We updated the text message given when you use the /report \nfeature to better reflect what text is actually attached to the report.\n\n- More Tips of the Day added - Weve updated the Tips of the Day with \nmore tips and cleaned up a few spelling errors with the existing tips.\n\n- Combining Stacks of items - Attempting to combine stacked items in a \ncontainer will no longer work.  The items must be separated first.  \nThis change will prevent items from being lost due to accidentally \ncombining with them stacked.  A dialogue will pop up, warning the \nplayer to separate the objects.\n\n- Bankers no longer take items - In order to help prevent people from \nlosing items by giving them to their banker instead of putting them \ninto their bank, players can no longer attempt to trade with bankers.  \nA message will tell you to right-click the banker if you wish use your \nbank.\n\n- Guild Management - The Guild Management window will now take your \nsetting for \"show offline\" into account when first displaying the \nwindow.  The delimiter used in the file created when the \"Dump\" button \nis pressed has been changed to a [Tab] from a comma, as commas were \ncausing confusion when used in the public and private notes.\n\n** Interface File Changes **\n\nTargetwindow.xml\nPlayerwindow.xml\nGroupwindow.xml\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 14, 2003  3:00 am\n------------------------------\n\n** Hate Plane **\n\nThe new Plane of Hate is now available on all servers!\n\nThe Plane of Hate is an old favorite of many players, and we were \ncareful to retain as much of its old charm as possible (and all of its \nold quests).  At the same time we created all new geometry for the zone \nusing our newer tools and newer design ideas.  Old and new players \nshould find this zone to be a lot of fun and a fair challenge.  \nRemember, the price for the Fuligan Soulstone of Innoruuk has been cut \nin half.\n\n** Veksar **\n\nVeksar opens on Stormhammer!\n\nYes, the long-lost ancient city of the Iksar has been discovered.  If \nyou're brave enough, foolish enough, and if you can hold your breath, \nyou may be the right hero to explore Veksar.  Good luck!\n\n** Changes for New Players **\n\n- Maps for Newbie Zones for all Players - One of the biggest hurdles \nthat a new player has to overcome is learning their way around.  For \nthose of you that may have started your first character in Neriak, \nyoull know what that was like.  In order to help out the new player, \nweve enabled the Map window to make it available to all players if they \nare in a \"newbie zone.\n\n- Context Tips - In order to provide helpful information at the time a \nplayer needs it, we have added several context tips.  These tips will \npop up when a player uses a certain feature or a specific event occurs.  \nWe hope this will help our new players to more easily understand the \ngameplay and controls for EverQuest.  These tips may even be useful to \nlong time players.  However, if you wish, you can choose to turn off \nany specific tip, or turn off all of the tips using the check boxes in \nthe Context Tips window.  \n\n- Improved Help Information - The in game help files have been \nimproved.  They now contain much more information.  Hopefully most \nquestions you have about the game can be answered using help.\n\n- All New Characters now start with a weapon skill - In order to help \nthe new player that might forget to train with their weapon before \nheading out to defeat their first enemy (and even for those of us that \nhave been playing a while and still forget to do this), all new \ncharacters now start off with a skill of 5 in their primary weapon.\n\n- Taunt no longer requires training - Similarly, Taunt now works \nwithout being trained.  Characters still start out with a skill of 0, \nbut the skill can increase with use.\n\n- Packet Loss Meter is now Off by default - Due to the fact that the \npacket loss meter is often confusing to new players, it will be off by \ndefault.  You can toggle the packet loss meter using the F11 key.\n\n- New Message to prompt new players about the Help button - Weve added \na chat message that appears when a level 1 through 10 character logs in \nthat tells them to click the \"?\" button on the Window Selection toolbar \nif they need help.\n\n** Spells **\n\n- Divine Intervention Fix - Players have been reporting that Divine \nIntervention was not updating the hit points for the character every \ntime when cast, causing characters to die even though the spell seemed \nto have saved them.  We have been unable to reproduce the issue \nspecifically, but we have made some changes that should fix the \nproblem.  Please use /bug with details of the incident if you continue \nto see this problem.\n\n- Bard Epic Animations - Bards will no longer play instrument \nanimations when they have their epic equipped. No more stabbing \nyourselves in the head with your sword instead of playing a flute.\n\n- Healing Messages now include the name of the healer - In order to \nmake it clearer who has healed you, we have changed the message that \nyou receive when healed.  It will now include the name of the character \ncasting the healing spell:  \"Bob has healed you for 300 points of \ndamage.\n\n- Call of the Hero works in PoW - We have removed the restrictions to \nCall of the Hero in the Plane of Water.  In this particular zone we \ndont believe that the use of this spell needs to be restricted.\n\n- Fear Spell bug fix - Players have reported that when a player \ncharacter was affected by a Fear spell cast by an NPC, they would see \nthe character running away but the person affected would not actually \nflee.\n\n- Snare Line bug fix - Fixed an issue that was causing the Snare line \nof spells to fail on an NPC that is under the effects of a Fear spell.\n\n- Tricksters Augmentation group only - We changed Trickster's \nAugmentation to be group only to prevent folks from using it to grief \nother players.\n\n- LD Enchanters no longer cast Mem Blur - Enchanters that go linkdead \nwere sometimes casting Memory Blur and similar spells on their enemies.  \nThis could cause rather unpleasant results for his group or raid when \nthe NPC suddenly had a fresh hate list.  Linkdead enchanters will no \nlonger cast Memory Blur spells.\n \n- Blizzard animation fix - Blizzard was causing a casting animation to \ngo off with every wave, even if the caster was sitting.  Now Blizzard \nworks like most rain spells, and only triggers a casting animation when \nfirst cast.\n\n- Locked Spell Gem fix - We fixed a bug that was causing the use of a \nright-click item to refresh the spell gem in the first slot instantly, \nbut if that spell had a long recast it would render it useless until \nthe spell was forgotten and memorized again.\n\n- Mark of Kings upgrade - In order to make this spell more appealing \nthen its lower level counterpart, Mark of Karn, we have: increased the \nduration from 3.5 to 4 minutes, reduced the casting time from 3 to 2 \nseconds, reduced the mana cost from 170 to 75 and made the spell \nslightly less resistible.\n\n- Gravel Rain can now be cured - With its very long duration (30 \nminutes) it was a bit difficult that this spell could not be removed \nbefore the duration was over.  This is now a curse and can be cured.\n\n- Summoning a horse in bear form no longer causes you to lose the \nability to cast spells for a while.\n\n- Rathes Son - The innate ability of the focused version of this pet is \nnow less resistible.\n\n- Child of Bertoxxulous - This 65th level Necromancer pet has been \ngiven a boost.  Its offense has been increased to be in-line with that \nof the Legacy of Zek, and it now has the ability to use a power that is \nessentially the same as the spell Banshee Aura.\n\n- Spirit Call - These pets were running away from enemies when at low \nhealth. Pets should be far more loyal and willing to risk themselves \nfor their Shaman friends, so weve fixed it so that Shaman pets will no \nlonger run away.\n\n- Vampiric Embrace - Weve corrected a bug with this spell that would \nprevent the character from casting for a couple of seconds after the \nproc went off.\n\n- Stun Spells - The message on many stun-type spells have been changed \nto more accurately portray their effect on stun immune creatures.\n\n- Mana from Buffs - we have increased the maximum amount of mana that \ncan be gained through the use of buff spells.\n\n** Items **\n\n- Zoning and losing your buffs - There has been a long-standing problem \nthat could cause all of the buffs to be stripped from a character if \nthey zoned with fewer hit points than they had bonus hit points granted \nby items.  For example, if your character had only 10 hit points left \nwhen zoning, and had an item that granted +15 hit points, all of your \ncharacters buffs may have been stripped when you completed zoning.  We \nhave fixed this bug.  You should now retain your buffs in this \nsituation.\n\n- GM Baking Spoon - On Firiona Vie, the Grandmasters Baking Spoon was \nnot no-drop.  This allowed players to give out an unlimited number of \n100% weight reduction bags.  This obviously was not the intention for \nthat item, so we have made the Grandmasters Baking Spoon no drop on \nFiriona Vie.\n\n- Wooden Medicine Totem - This item can now be equipped.  It couldnt \nbefore.\n\n- Adjutant Saber - We removed the secondary notation on the item, since \nit was only usable by Shadowknights and Paladins, who couldnt use it in \ntheir secondary slot anyhow.\n\n- Cloak of the Dar Khura Hero - The effect on this item was listed in \nthe database as the wrong effect type.  The effect is now permanent.\n\n** NPCs **\n\n- NPCs returning bags empty - NPCs that return items that they do not \nneed were returning all containers empty, regardless of what was inside \nthe container. NPCs that refuse unusable items will now also return \nbags with their contents intact.\n\n- NPCs returning multiple items - If a character gave an NPC multiples \nof the same item, the NPC would only give back one of them if he did \nnot want them.  We have fixed this so that now those items will be \nreturned.  Such items will be stacked on your cursor.  Just click the \nitem that is on your cursor into your inventory and the next one will \nappear on your cursor.  Keep clicking them into your inventory until \nyou have them all back.  BE WARNED that any of these items that you \nhave not returned to your inventory will be lost if you zone or go \nlinkdead before you get them back into your inventory.\n\n- The Spirit of Rage - This undead gorilla is now flagged as undead.\n\n- Solusek Ros Guards - These guards will be much more attentive to \ntheir lord and will aid in his defense.\n\n- NPCs healing too much - We have corrected a bug that was causing some \nNPCs to regain hit points when they turned to run away.  The affected \nNPCs will be of all sorts and in many zones.\n\n- Giant Yellow Jackets - The chance to find a thorax on the corpses of \nthese creatures seemed too low, so we have increased it.\n\n** Zones **\n\n- Veeshans Peak - We have changed this zone to make it more appealing, \nparticularly for those playing with one or two groups.  We have removed \nthe restriction against using gate in this zone and modified the zone \npopulation.  Over all, the zone will be better to play in.\n\n- Acrylia Caverns - We have fixed an issue with the first two seals \nthat was causing the door to the 3rd seal to open without the 3rd seal \nspawning, and without the events being completed correctly.  Now the \ndoor will only open under proper win conditions, and whenever the door \nopens the 3rd seal should be available.\n\n- Plane of Nightmare - We have changed the logic for entry to the \nThelin Poxbourne event in Plane of Nightmare. When you talk to Thelin, \nhe will now remember your raid and only allow those of the same raid \ninto your maze. Only three groups maximum will be allowed through the \nportal into any one maze. If your group is not in a raid, he will allow \nthree non-raided groups through into the same maze. If there are three \nnon-raided groups in the maze and you try and get a fourth through, he \nwill act as any other raid would and tell you that he has already let \nenough people in the maze.\n\n- Planes of Water and Fire - We have changed some of the spells used by \nthe mini-bosses in these two zones.  They should be a little easier to \nresist now.\n\n- Halls of Honor - We have removed a recently added summoning ability \nfrom NPCs. We have introduced a less intrusive method of preventing the \nability to use area of effect abilities on huge groups of NPCs in the \nzone.\n\n- Bastion of Thunder - The tower bosses will now be dropping some loot \nevery time (rather than sometimes not dropping any) like the other \nPlanes of Power bosses.\n\n** Quests **\n\n- Added Honey Mush Bread to Cabilis Vendors - This is an item needed \nfor a quest that was unavailable.\n\n- Officers Cloak - If you have combined your Officer's Cloak in the \nSecurity Satchel or you wish to upgrade to the new Officer's Cloak of \nService, speak with Scout Derrin in Grimling Forest.\n\n-The Skull of Torment quest - This quest, in Kurn's Tower, should now \nwork.\n\n** Alternate Advancement **\n\n- Elemental Form - In order to make the Magician Elemental Form \nabilities a bit more useable, weve reduced the reuse time from 72 \nminutes to 15 minutes.\n\n- Alternate Advancement timers - We fixed a bug that allowed AA timers \nto be reset early.\n\n- Mass Group Buff - We have made this ability available to Beastlords.\n\n** Miscellaneous **\n\n- Characters getting stuck in the world - We have fixed a bug that \nwould cause a character to stay in game for extended periods of time \nafter going linkdead.  This bug was causing people to receive a 1018 \nerror because their character was still in the world and could prevent \nthem from logging back in for a long period of time.\n\n- Big Dwarves - Fixed a bug that was causing Dwarves that had their \nsize increased twice to start to see the insides of their faces while \nattacking.  This was making even the stoutest Dwarves a bit \nuncomfortable and self-conscious.\n \n- Tread water animation fix - We corrected a bug that would \noccasionally cause the treading water animation to stop animating.\n\n** Interface **\n\n- Hit Point percentages display in windows - The Target window, Player \nwindow and Group window now display hit point percentages.  This is \nsomething that many player created interfaces use and, considering the \npopularity of this feature, we've decided to add it to the default \ninterface.  In the Target and Group windows, the hit point percentages \nwill disappear if the appropriate target/groupmate does not exist\n\n- /report - We updated the text message given when you use the /report \nfeature to better reflect what text is actually attached to the report.\n\n- More Tips of the Day added - Weve updated the Tips of the Day with \nmore tips and cleaned up a few spelling errors with the existing tips.\n\n- Combining Stacks of items - Attempting to combine stacked items in a \ncontainer will no longer work.  The items must be separated first.  \nThis change will prevent items from being lost due to accidentally \ncombining with them stacked.  A dialogue will pop up, warning the \nplayer to separate the objects.\n\n- Bankers no longer take items - In order to help prevent people from \nlosing items by giving them to their banker instead of putting them \ninto their bank, players can no longer attempt to trade with bankers.  \nA message will tell you to right-click the banker if you wish use your \nbank.\n\n- Guild Management - The Guild Management window will now take your \nsetting for \"show offline\" into account when first displaying the \nwindow.  The delimiter used in the file created when the \"Dump\" button \nis pressed has been changed to a [Tab] from a comma, as commas were \ncausing confusion when used in the public and private notes.\n\n** Interface File Changes **\n\nTargetwindow.xml\nPlayerwindow.xml\nGroupwindow.xml\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 22, 2003", "slug": "2003-05-22-1", "patch_date": "2003-05-22T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes"], "body_plaintext": "May 22, 2003\n------------------------------\n\nPaladin AA Act of Valor\n\nFixed a problem with Act of Valor. Use of this AA ability was causing \nzones to crash. That shouldn't happen any more.\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 22, 2003\n------------------------------\n\nPaladin AA Act of Valor\n\nFixed a problem with Act of Valor. Use of this AA ability was causing \nzones to crash. That shouldn't happen any more.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 27, 2003", "slug": "2003-05-27-1", "patch_date": "2003-05-27T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["server"], "body_plaintext": "May 27, 2003\n------------------------------\n\n** Experience System Change - Grouping **\n\nWe've made some improvements to the way experience is rewarded in all \nof EverQuest. At its core, the idea is to positively reinforce \ngrouping. There should never be any penalty to adding \"that sixth \nperson over there,\" whatever class they may be, into your group. That \nis exactly the type of behavior that should be rewarded.\n\nIn a massively multi-player game, any mechanic that penalizes those who \ngroup is one that we need to take a serious look at. While there are \ndefinite benefits to forming \"well balanced\" groups in terms of damage, \ntanking, healing, and support, there shouldn't be an active penalty to \nthose who cannot find groups of \"optimal\" balance.\n\nAs it stands in EverQuest, groups gain a 2% to 20% experience bonus, \nwhich we refer to as the \"group bonus\", for having two to six members. \nIn practice, however, this has never been much of a bonus, even in the \ncase of a full group, given that the experience was already being \ndivided six ways.\n\nIn the past, we had also attempted to reward people for adventuring in \nthe more challenging Planes of Power zones by making those zones give a \nbetter rate of experience.\n\nAs of this update, groups now gain 20% to 80% \"group bonus\" experience \nfor having two to five members. \n\nFull, six-person, groups now see an additional bonus. Their experience \nis only divided five ways, yet they still gain the 80% \"group bonus.\" \nFor those who think in terms of pie charts, it amounts to a larger \npiece of a larger pie.\n\nAccordingly, the bonus inherent to Planes of Power zones will be \ndecreased slightly. However, as long as person is grouped with at least \none other, they will see an improvement in experience gain over the old \nsystem. The one down side to the new system is that there will be a \nslight decrease in experience for those who do not group, and only for \nthose who do so in Planes of Power zones.\n\nWe realize that we are, essentially, \"manufacturing\" a new type of \nexperience after a kill. As players, we also understand it is the \npeople who spend time in full groups who have to deal with the most \ninterruptions and setup time caused by organizing the extra people. It \nsimply makes sense to reward that extra time, especially if it means \nbringing more people together. After all, that's the whole point.\n\nWe look forward to seeing how these changes play out on Test Server.\n\n** Experience System Change - Level 60+ **\n\nIn addition to the above changes, we have increased the range of NPC \nlevels that give a person experience after they reach level 60. The \n\"blue to 65\" range has been increased as far as level 50, with the \n\"light blue\" range extending to level 45. The best benefits, however, \nare still for fighting things around and above your level. \n\nThe world of EverQuest, at this point in its history, is truly immense \nand full of the best and most interesting content and visuals out \nthere. Ideally, when a person logs on they should have a wide array of \nplaces in which to adventure. The addition of new content shouldn't \nentirely obsolete what already exists. Hopefully these changes will \nonce again make that the case.\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 27, 2003\n------------------------------\n\n** Experience System Change - Grouping **\n\nWe've made some improvements to the way experience is rewarded in all \nof EverQuest. At its core, the idea is to positively reinforce \ngrouping. There should never be any penalty to adding \"that sixth \nperson over there,\" whatever class they may be, into your group. That \nis exactly the type of behavior that should be rewarded.\n\nIn a massively multi-player game, any mechanic that penalizes those who \ngroup is one that we need to take a serious look at. While there are \ndefinite benefits to forming \"well balanced\" groups in terms of damage, \ntanking, healing, and support, there shouldn't be an active penalty to \nthose who cannot find groups of \"optimal\" balance.\n\nAs it stands in EverQuest, groups gain a 2% to 20% experience bonus, \nwhich we refer to as the \"group bonus\", for having two to six members. \nIn practice, however, this has never been much of a bonus, even in the \ncase of a full group, given that the experience was already being \ndivided six ways.\n\nIn the past, we had also attempted to reward people for adventuring in \nthe more challenging Planes of Power zones by making those zones give a \nbetter rate of experience.\n\nAs of this update, groups now gain 20% to 80% \"group bonus\" experience \nfor having two to five members. \n\nFull, six-person, groups now see an additional bonus. Their experience \nis only divided five ways, yet they still gain the 80% \"group bonus.\" \nFor those who think in terms of pie charts, it amounts to a larger \npiece of a larger pie.\n\nAccordingly, the bonus inherent to Planes of Power zones will be \ndecreased slightly. However, as long as person is grouped with at least \none other, they will see an improvement in experience gain over the old \nsystem. The one down side to the new system is that there will be a \nslight decrease in experience for those who do not group, and only for \nthose who do so in Planes of Power zones.\n\nWe realize that we are, essentially, \"manufacturing\" a new type of \nexperience after a kill. As players, we also understand it is the \npeople who spend time in full groups who have to deal with the most \ninterruptions and setup time caused by organizing the extra people. It \nsimply makes sense to reward that extra time, especially if it means \nbringing more people together. After all, that's the whole point.\n\nWe look forward to seeing how these changes play out on Test Server.\n\n** Experience System Change - Level 60+ **\n\nIn addition to the above changes, we have increased the range of NPC \nlevels that give a person experience after they reach level 60. The \n\"blue to 65\" range has been increased as far as level 50, with the \n\"light blue\" range extending to level 45. The best benefits, however, \nare still for fighting things around and above your level. \n\nThe world of EverQuest, at this point in its history, is truly immense \nand full of the best and most interesting content and visuals out \nthere. Ideally, when a person logs on they should have a wide array of \nplaces in which to adventure. The addition of new content shouldn't \nentirely obsolete what already exists. Hopefully these changes will \nonce again make that the case.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 2, 2003", "slug": "2003-06-02-1", "patch_date": "2003-06-02T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix"], "body_plaintext": "June 2, 2003\n------------------------------\n\nWe are looking for some help solving an issue with Linksys BEFSR41 \nrouters. \n\nIf you have a Linksys BEFSR41 router at home, are using it as a NAT \ndevice (where multiple computers share a single connection), live in \nthe San Diego area, and you are experiencing frequent and easily \nrepeated disconnects while playing any of our games, please contact us. \n\nWe know that our games are having issues with some versions of this \nhardware, and we'd like to get it fixed.\n\nSend us an email at: eqtesting@soe.sony.com \n\nSubject: Linksys BEFSR41 Assistance Request \n\nWe appreciate your help. Thank you. \n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 2, 2003\n------------------------------\n\nWe are looking for some help solving an issue with Linksys BEFSR41 \nrouters. \n\nIf you have a Linksys BEFSR41 router at home, are using it as a NAT \ndevice (where multiple computers share a single connection), live in \nthe San Diego area, and you are experiencing frequent and easily \nrepeated disconnects while playing any of our games, please contact us. \n\nWe know that our games are having issues with some versions of this \nhardware, and we'd like to get it fixed.\n\nSend us an email at: eqtesting@soe.sony.com \n\nSubject: Linksys BEFSR41 Assistance Request \n\nWe appreciate your help. Thank you. \n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 11, 2003", "slug": "2003-06-11-1", "patch_date": "2003-06-11T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "ui", "server"], "body_plaintext": "June 11, 2003\n------------------------------\n\n** Experience System Change - Grouping **\n\nWe've made some improvements to the way experience is rewarded in EverQuest. \nThese improvements are aimed at positively reinforcing the \nact of grouping. After all, this is a Massively Multiplayer game.\n\nPrior to this update groups gained a 2% to 20% experience bonus for \nhaving two to six members.\n\nAs of today this bonus has increased to range from 20% to 80% for \nhaving two to five members. When a group adds a sixth member, the 80% \nbonus remains, but the experience gained is only divided by 5 before \nbeing distributed. The sixth group member no longer causes the \nexperience gain to be divided by 6.\n\nPlanes of Power zones had an increased experience award above and \nbeyond those of most other zones. Because of these new dramatic \nimprovements to group experience gains, we will be reducing the zone-\nspecific experience bonus for Planes of Power zones a bit. As long as \ncharacter is grouped with at least one other in these zones, they will \nsee an improvement in experience gain over the old system. The one down \nside to the new system is that there will be a small decrease in \nexperience for those who do not group, and only for those who do so in \nPlanes of Power zones.\n\n** Experience System Change - Level 60+ **\n\nIn addition to the above changes, we have increased the range of NPC \nlevels that give a character experience after they reach level 60. This \nwill open up many of the \"old world\" zones to players previously \nrestricted to Planes of Power zones for experience gain. The range of \nNPCs that will be \"blue\" to a level 65 character has been increased as \nfar as level 50, with the \"light blue\" range extending to level 45. The \nbest experience gains, however, are still for fighting things around \nand above your level. This should open up areas for high level \ncharacters in groups and solo.\n\n** Interface **\n\n- Shared Bank Vault - We've added two shared bank slots to the \ninterface. These extra bank slots can be accessed by any character on \nthe same account and server. No-Drop and No Rent items can't be placed \nin these bank slots, and only one of any specific Lore item can exist \nin the shared bank at any time.\n\n- Spell Context Menus - This is a new interface menu that will make \nmemorizing spells less tedious. To access the spell menu, just right-\nclick an empty spell gem. This will open a list of spell categories. \nPoint your mouse at a category and a list of spells will be displayed. \nSelect a spell from that list to memorize it in that slot. Your \ncharacter will sit down, memorize the spell and stand back up.\n\n- Spell Favorites - Spell favorites are an easy way to memorize a full \nset of eight spells without the tedious book searching. Right-clicking \non the spellbook icon in your spell window will open up the spell \nfavorites menu. You will be able to save your current spell lineup as a \nfavorite, delete a favorite or memorize all the spells in one of your \nalready saved spell sets. You can save as many as ten sets of spell \nfavorites. As with the new spell context menus mentioned above, this \nwill not replace the spellbook, it is meant to make memorizing large \nnumbers of spells more convenient.\n\n- Spell Descriptions - We have expanded the spell description window. \nAlong with the information that has always been available, we have \nadded an explanation about what the spell does in general that includes \ndamage and duration when appropriate. You can see these new \ndescriptions by right-clicking and holding on the spell scroll, the \nspell gem in your Spells window, or the spell icon in your spellbook.\n\n- New Camera - We've added a new camera mode to the game. Lovingly \ndubbed the EQ Cam, it uses the mouse wheel to allow you to zoom away \nfrom your character into a \"chase\" camera. This only works from first \nperson mode (the default view). Using the mouse wheel you can determine \nthe distance of the camera from your character, or to zoom back into \nfirst person mode. When in the chase mode, mouselook turns the \ncharacter and camera together and you can change the pitch of the \ncamera using the mouse.\n\n- NPC Names - Many NPCs will be displaying additional titles to make it \nclearer what their job is. For example, an NPC that sells tailoring \nsupplies may have the title [Tailor Supplies] under their name. This \nwill help folks find the proper merchant. It's analogous to them \nhanging out their shingle.\n\n- Rare Character Select Crash - Using the arrow keys to try to change \nthe selected character at the character select screen when there were \nno characters on the account was causing people to crash out of the \ngame. That's fixed now.\n\n- Guild Message of the Day - Using certain HTML codes when setting up a \nGuild Message of the Day was causing all members of the guild to crash. \nWhile this may have been amusing for pranks on your guild, we still \ndecided to fix it.\n\n** Spells **\n\n- Spell level limits now enforced - Some high level spells cannot be \ncast on characters under a certain level. In the past a caster could \nget around this level restriction when casting a group version of a \nspell by targeting a higher level group member, and the spell would \ntake effect on the whole group, regardless of their level. That \nloophole has been closed. We're sorry if you have grown accustomed to \nthe system working this way, but those level restrictions are important \nto the integrity of lower level gameplay.\n\n- Incineration and Conglaciation of Bones - Both of these spells should \nnow crit and stack (when cast by different casters).\n\n- Divine Intervention - This spell should now be reporting the amount \nof healing it delivers.\n\n- Healing Messages - The target of a healing spell will now get a \nmessage telling them the caster's name and the amount of healing they \nreceive.\n\n- Reporting Damage Over Time - Damage over Time (DoT) done to NPCs will \nnow be reported to the caster every time it does damage. These messages \ncan be filtered in the Options window.\n\n- Boon of the Garou - The level restriction for this spell has been \nremoved. We have also fixed a bug with the spell that would prevent it \nfrom being cast on target that are not on a horse if the enchanter is \non horseback (spell still cannot affect those on horseback).\n\n- Wake of Karana - To improve the usefulness of this spell, we have \nlowered the recast time from 90 seconds to 15 seconds.\n\n- Beastlord Warders - Beastlords will once again be able to summon \ntheir warders in the Plane of Sky. Sorry for the delay in getting this \none fixed properly.\n\n- Familiars - Familiars will no longer attempt to equip items. This was \ncausing them to try to wear weapons inside their heads, which probably \nisn't a good thing for them to do.\n\n- Spirit spell line - We have added +75 dexterity to the effects of \nSpirit of Flame, Spirit of Rellic, and Spirit of Snow.\n\n- Spell stacking and blocking - Changed the following spell lines to \ncause them to bounce off of each other. Each line should block \neverything from the other line, but still be overwritten by spells of \nthe same line.\n\nSpiritual Strength\nSpiritual Brawn\nSpiritual Vigor\n\nStrength of Tunare\nStrength of Nature\n\nBrell's Mountainous Barrier\nBrell's Stalwart Shield\nBrell's Steadfast Aegis\n\n- Translocation spells - Fixed a bug with translocation spells. If a \nsecond translocation spell was cast on a character before he had \naccepted the first, both would fail.\n\n- Spell casting pets - In the past, pets were restricted to casting \nspells of level 20 and below. We have given them access to higher level \nspells. You may want to be careful with them until you get used to \ntheir new abilities. \n\n- Drunken Riders - We fixed an odd bug that allowed people who were \nextremely drunk to cast spells without mana cost while on a horse. Yes, \ncrazy bugs like that actually happen. :)\n\n** Zones **\n\n- Droga and Nurga - The mines of Nurga have been inhabited by crafty \nGoblins and stolid Burynai for many long years, digging and slaving \naway under the earth. It's time to shake them up! The redesign for \nthese zones are now on the Legends server, Stormhammer. The mines of \nNurga are a fun zone for characters of levels about 40 to 55. The \nTemple of Droga accommodates characters around 50th to 65th level. Both \nzones will have some new events and quest, while retaining the distinct \nfeel of the zones.\n\n- Veksar - Since the rediscovery of the lands of Kunark, there have \nbeen rumors springing from the ancient lore of the Iksar. Most of those \nrumors remain unfounded, as gaining access to the lore of the insular \nIksar is no easy task. One of the most persistent legends is about a \ncity that lies buried under the Lake of Ill Omen. That city was called \nVeksar, and it is up to you to discover the tale of its fate.\n\n- Planes of Power access - Planes of Power has provided us with \nvaluable insight into the group and guild dynamics that are involved in \nlarge scale games. The way that we had expected guilds to advance \nthrough the story of Planes of Power has become a problem for some \nguilds as some members have fallen behind and found it difficult to \ncatch up. Obviously this was not our intention. We want people to play \nwith their friends and guild mates.\n\nTo correct this issue, we will be allowing characters to enter the \nfollowing Planes of Power zones by meeting a simple level requirement:\n\nLevel 55 and over\nPlane of Storms\nPlane of Torment\nPlane of Valor\nCrypt of Decay\n\nLevel 62 and over\nBastion of Thunder\nHalls of Honor\n\nCharacters that don't meet the level requirement may still enter these \nzones using the existing flags, and raids may still bring additional \nunflagged or lower level characters with them. All other planes with \nflag or story requirements for entry will still require those flags, \nand those flags can still be obtained as they always have.\n\nThis will make the majority of Planes of Power zones available to \ncharacters over the minimum level, and will allow their guilds to \ntravel and adventure together in the planes. We understand that those \nthat have already earned the entry flags for these zones have put some \neffort into that accomplishment. We will be giving a reward to those \nthat have done so, though you'll have to wait to see what that reward \nis.\n\nIf you have completed the requirements for flags for these zones, you \nmay wish to visit Gram Dunnar. Part of the reward for gaining entry \nflags is in the form of experience. \n\n+++ Before speaking to Gram Dunnar, be sure you have your experience \ndistribution set as you'd like it between standard and alternate advancement experience. +++\n\n- Great Divide - The Plane of Knowledge portal in the Great Divide will \nnow be available when the Ring War is in progress.\n\n- Bastion of Thunder - We have upgraded the loot available from many of \nthe mini-bosses in the Bastion of Thunder to make the reward more \ninline with the risk.\n\n- Sol Ro's Tower - They look like frogs, hop like frogs and now they \neven react to spells like frogs. Flame Frogs are now flagged as \nanimals.\n\n- Rallos Zek encounter - Rallos Zek will remove anyone from the zone \nthat attacks him if they are not part of the raid that has him engaged. \nEven in war, there are rules to be followed.\n\n** Items **\n\n- Tradeskill item flag - There is a new flag on items. When viewing the \ninformation about an item, if you see that it has a Tradeskill flag, it \nis an item that can be used in a tradeskill recipe. This isn't to \nclearly spell out every item that is used in every tradeskill recipe. \nThe intent is to assist those who are finding items that do not already \nhave an obvious use, by letting them know that the item is used in a \ntradeskill recipe, somewhere.\n\n- LoY \"Fine Steel\" - Many of the more commonly dropped weapons in the \nLegacy of Ykesha zones were a bit too powerful for the ease and level \nneeded to get them. Some of the most out of line items were the \nHarpoon, Luggald Trident, and Luggald Dagger. We've decided that it is \nnecessary to tune them down a bit.\n\n- The Hollow Acrylia Obelisk - This is the old Acrylia key. It has been \nchanged into a charm. This charm can be used by anyone, not just those \nthat own LoY.\n\n- Bows - The Longbow of the Grimlings and the Bow of Gloaming have both \nbeen given ranges. They can now be used properly.\n\n- The Burning Flame Shield - This item had the wrong resist modifiers. \nIt now has a +30 fire resistance and a -10 cold resistance.\n\n- Bazaar Search - Non-instrument items with instrument modifiers will \nnow show up in instrument type searches in the Bazaar.\n\n- Ornate Stone Medicine Totem - This item can now be equipped.\n\n- Storm Reaper Thorn Machete - This newbie Halfling quest weapon is now \nflagged as magical.\n\n- Charm of the Brotherhood - This item will now give a bonus when \ngrouped with others of either the same class or race.\n\n- Dagger of Distraction - This item can no longer be used by Monks.\n\n- Edge of Eternity - Beastlords and monks can no longer use this item.\n\n- Veil of Lost Hopes and Orb of Clinging Death - The casting times on \nboth of these items has been lowered.\n\n- Magi`Kot's Pants of Convergence - The effect on this item has been \nchanged to summon a Rod of Mystical Transvergance.\n\n- Cloak of the Falling Skies - The focus effect this item has changed \nto Preservation of Solusek\n\n- The Wristguard of Keen Vision - This item is now useable by int. \ncasters.\n\n- The Mask of Conceptual Energy - This item is now useable by priests.\n\n** Alternate Advancement **\n\n- Lifeburn - This ability would cause an undue amount of aggro to be \ngenerated because it would bring the caster to an extremely low number \nof hit points, making them look like tasty targets to enemies nearby. \nTo lessen this problem, Lifeburn will no longer reduce the caster to 10 \nhit points, but to about one fourth of the caster's hit points. This \nshould prevent the additional agro generated while retaining the risk \nfor using the ability.\n\n- Feigned Minion - The Child of Bertoxxulous pet will no longer cast \nbuff spells to break his feign when under the Feigned Minion effect.\n\n** Quests and Tradeskills **\n\n- Bankers - There were a few quests that required giving an item to a \nbanker. When we recently removed the ability for characters to give \nitems to bankers to help prevent mistakenly losing items, those quests \nbecame unavailable. We have moved those quests to new NPCs. If you see \nany other quests that ask you to give something to a banker, please use \n/bug and report it to us.\n\n- Newly Stackable Items - Valor Crystals, Ceramic Linings, Holgresh Fur \nand Casks are now stackable. Also, Valor Crystals can be sold to \nvendors. \n\n- Sewer Catfish - These unappetizing fish have begun to appear in \nCabilis.\n\n- Klok Foob - Will now accept a Catfish Croak Sandwich.\n\n** Changes for New Characters **\n\n- Newbie Starting Locations - We've modified all locations where new \ncharacters start to make them a bit more convenient for the new player. \nThey should all start very near their guild masters.\n\n- Nudging - New characters will be given a text message to encourage \nthem to hand in their newbie note to their guild master. For new \nplayers, this is one of the key things to get them involved in \ngameplay, and one of the easiest to overlook.\n\n- Guild Masters - To help guide new characters, Guild Masters now take \na more active role in helping out new recruits by directing them to \nsome starting points for quests.\n\n- Quests - There are even more quests in the newbie zones, most of them \nrevolving around the pests that seem to inhabit even the grandest \ncities.\n\n** Miscellaneous **\n\n- We are working on an update to the Luclin player character model \nanimations. This will not be a complete revamp of all the animations, \nbut will address some of the most common concerns. However, in the mean \ntime you may see some unusual animations, particularly when shorter PCs \nare running.\n\n** UI File Changes **\n\nNOTE: In order to see the new Shared Bank slots, you will need to use \nthe default bank window, or modify your custom bank window to include \nthe new slots.\n\nEQUI_Optionswnd.xml\nEQUIhelpwnd.xml\nBankwnd.xml\nBigBankwnd.xml\nHelp.html\n\nNoted Later: The reward for planar progression has been added. If you \nhave completed the requirements for flags for the newly opened Planes \nof Power zones, you may wish to visit Gram Dunnar in the Plane of \nKnowledge.\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 11, 2003\n------------------------------\n\n** Experience System Change - Grouping **\n\nWe've made some improvements to the way experience is rewarded in EverQuest. \nThese improvements are aimed at positively reinforcing the \nact of grouping. After all, this is a Massively Multiplayer game.\n\nPrior to this update groups gained a 2% to 20% experience bonus for \nhaving two to six members.\n\nAs of today this bonus has increased to range from 20% to 80% for \nhaving two to five members. When a group adds a sixth member, the 80% \nbonus remains, but the experience gained is only divided by 5 before \nbeing distributed. The sixth group member no longer causes the \nexperience gain to be divided by 6.\n\nPlanes of Power zones had an increased experience award above and \nbeyond those of most other zones. Because of these new dramatic \nimprovements to group experience gains, we will be reducing the zone-\nspecific experience bonus for Planes of Power zones a bit. As long as \ncharacter is grouped with at least one other in these zones, they will \nsee an improvement in experience gain over the old system. The one down \nside to the new system is that there will be a small decrease in \nexperience for those who do not group, and only for those who do so in \nPlanes of Power zones.\n\n** Experience System Change - Level 60+ **\n\nIn addition to the above changes, we have increased the range of NPC \nlevels that give a character experience after they reach level 60. This \nwill open up many of the \"old world\" zones to players previously \nrestricted to Planes of Power zones for experience gain. The range of \nNPCs that will be \"blue\" to a level 65 character has been increased as \nfar as level 50, with the \"light blue\" range extending to level 45. The \nbest experience gains, however, are still for fighting things around \nand above your level. This should open up areas for high level \ncharacters in groups and solo.\n\n** Interface **\n\n- Shared Bank Vault - We've added two shared bank slots to the \ninterface. These extra bank slots can be accessed by any character on \nthe same account and server. No-Drop and No Rent items can't be placed \nin these bank slots, and only one of any specific Lore item can exist \nin the shared bank at any time.\n\n- Spell Context Menus - This is a new interface menu that will make \nmemorizing spells less tedious. To access the spell menu, just right-\nclick an empty spell gem. This will open a list of spell categories. \nPoint your mouse at a category and a list of spells will be displayed. \nSelect a spell from that list to memorize it in that slot. Your \ncharacter will sit down, memorize the spell and stand back up.\n\n- Spell Favorites - Spell favorites are an easy way to memorize a full \nset of eight spells without the tedious book searching. Right-clicking \non the spellbook icon in your spell window will open up the spell \nfavorites menu. You will be able to save your current spell lineup as a \nfavorite, delete a favorite or memorize all the spells in one of your \nalready saved spell sets. You can save as many as ten sets of spell \nfavorites. As with the new spell context menus mentioned above, this \nwill not replace the spellbook, it is meant to make memorizing large \nnumbers of spells more convenient.\n\n- Spell Descriptions - We have expanded the spell description window. \nAlong with the information that has always been available, we have \nadded an explanation about what the spell does in general that includes \ndamage and duration when appropriate. You can see these new \ndescriptions by right-clicking and holding on the spell scroll, the \nspell gem in your Spells window, or the spell icon in your spellbook.\n\n- New Camera - We've added a new camera mode to the game. Lovingly \ndubbed the EQ Cam, it uses the mouse wheel to allow you to zoom away \nfrom your character into a \"chase\" camera. This only works from first \nperson mode (the default view). Using the mouse wheel you can determine \nthe distance of the camera from your character, or to zoom back into \nfirst person mode. When in the chase mode, mouselook turns the \ncharacter and camera together and you can change the pitch of the \ncamera using the mouse.\n\n- NPC Names - Many NPCs will be displaying additional titles to make it \nclearer what their job is. For example, an NPC that sells tailoring \nsupplies may have the title [Tailor Supplies] under their name. This \nwill help folks find the proper merchant. It's analogous to them \nhanging out their shingle.\n\n- Rare Character Select Crash - Using the arrow keys to try to change \nthe selected character at the character select screen when there were \nno characters on the account was causing people to crash out of the \ngame. That's fixed now.\n\n- Guild Message of the Day - Using certain HTML codes when setting up a \nGuild Message of the Day was causing all members of the guild to crash. \nWhile this may have been amusing for pranks on your guild, we still \ndecided to fix it.\n\n** Spells **\n\n- Spell level limits now enforced - Some high level spells cannot be \ncast on characters under a certain level. In the past a caster could \nget around this level restriction when casting a group version of a \nspell by targeting a higher level group member, and the spell would \ntake effect on the whole group, regardless of their level. That \nloophole has been closed. We're sorry if you have grown accustomed to \nthe system working this way, but those level restrictions are important \nto the integrity of lower level gameplay.\n\n- Incineration and Conglaciation of Bones - Both of these spells should \nnow crit and stack (when cast by different casters).\n\n- Divine Intervention - This spell should now be reporting the amount \nof healing it delivers.\n\n- Healing Messages - The target of a healing spell will now get a \nmessage telling them the caster's name and the amount of healing they \nreceive.\n\n- Reporting Damage Over Time - Damage over Time (DoT) done to NPCs will \nnow be reported to the caster every time it does damage. These messages \ncan be filtered in the Options window.\n\n- Boon of the Garou - The level restriction for this spell has been \nremoved. We have also fixed a bug with the spell that would prevent it \nfrom being cast on target that are not on a horse if the enchanter is \non horseback (spell still cannot affect those on horseback).\n\n- Wake of Karana - To improve the usefulness of this spell, we have \nlowered the recast time from 90 seconds to 15 seconds.\n\n- Beastlord Warders - Beastlords will once again be able to summon \ntheir warders in the Plane of Sky. Sorry for the delay in getting this \none fixed properly.\n\n- Familiars - Familiars will no longer attempt to equip items. This was \ncausing them to try to wear weapons inside their heads, which probably \nisn't a good thing for them to do.\n\n- Spirit spell line - We have added +75 dexterity to the effects of \nSpirit of Flame, Spirit of Rellic, and Spirit of Snow.\n\n- Spell stacking and blocking - Changed the following spell lines to \ncause them to bounce off of each other. Each line should block \neverything from the other line, but still be overwritten by spells of \nthe same line.\n\nSpiritual Strength\nSpiritual Brawn\nSpiritual Vigor\n\nStrength of Tunare\nStrength of Nature\n\nBrell's Mountainous Barrier\nBrell's Stalwart Shield\nBrell's Steadfast Aegis\n\n- Translocation spells - Fixed a bug with translocation spells. If a \nsecond translocation spell was cast on a character before he had \naccepted the first, both would fail.\n\n- Spell casting pets - In the past, pets were restricted to casting \nspells of level 20 and below. We have given them access to higher level \nspells. You may want to be careful with them until you get used to \ntheir new abilities. \n\n- Drunken Riders - We fixed an odd bug that allowed people who were \nextremely drunk to cast spells without mana cost while on a horse. Yes, \ncrazy bugs like that actually happen. :)\n\n** Zones **\n\n- Droga and Nurga - The mines of Nurga have been inhabited by crafty \nGoblins and stolid Burynai for many long years, digging and slaving \naway under the earth. It's time to shake them up! The redesign for \nthese zones are now on the Legends server, Stormhammer. The mines of \nNurga are a fun zone for characters of levels about 40 to 55. The \nTemple of Droga accommodates characters around 50th to 65th level. Both \nzones will have some new events and quest, while retaining the distinct \nfeel of the zones.\n\n- Veksar - Since the rediscovery of the lands of Kunark, there have \nbeen rumors springing from the ancient lore of the Iksar. Most of those \nrumors remain unfounded, as gaining access to the lore of the insular \nIksar is no easy task. One of the most persistent legends is about a \ncity that lies buried under the Lake of Ill Omen. That city was called \nVeksar, and it is up to you to discover the tale of its fate.\n\n- Planes of Power access - Planes of Power has provided us with \nvaluable insight into the group and guild dynamics that are involved in \nlarge scale games. The way that we had expected guilds to advance \nthrough the story of Planes of Power has become a problem for some \nguilds as some members have fallen behind and found it difficult to \ncatch up. Obviously this was not our intention. We want people to play \nwith their friends and guild mates.\n\nTo correct this issue, we will be allowing characters to enter the \nfollowing Planes of Power zones by meeting a simple level requirement:\n\nLevel 55 and over\nPlane of Storms\nPlane of Torment\nPlane of Valor\nCrypt of Decay\n\nLevel 62 and over\nBastion of Thunder\nHalls of Honor\n\nCharacters that don't meet the level requirement may still enter these \nzones using the existing flags, and raids may still bring additional \nunflagged or lower level characters with them. All other planes with \nflag or story requirements for entry will still require those flags, \nand those flags can still be obtained as they always have.\n\nThis will make the majority of Planes of Power zones available to \ncharacters over the minimum level, and will allow their guilds to \ntravel and adventure together in the planes. We understand that those \nthat have already earned the entry flags for these zones have put some \neffort into that accomplishment. We will be giving a reward to those \nthat have done so, though you'll have to wait to see what that reward \nis.\n\nIf you have completed the requirements for flags for these zones, you \nmay wish to visit Gram Dunnar. Part of the reward for gaining entry \nflags is in the form of experience. \n\n+++ Before speaking to Gram Dunnar, be sure you have your experience \ndistribution set as you'd like it between standard and alternate advancement experience. +++\n\n- Great Divide - The Plane of Knowledge portal in the Great Divide will \nnow be available when the Ring War is in progress.\n\n- Bastion of Thunder - We have upgraded the loot available from many of \nthe mini-bosses in the Bastion of Thunder to make the reward more \ninline with the risk.\n\n- Sol Ro's Tower - They look like frogs, hop like frogs and now they \neven react to spells like frogs. Flame Frogs are now flagged as \nanimals.\n\n- Rallos Zek encounter - Rallos Zek will remove anyone from the zone \nthat attacks him if they are not part of the raid that has him engaged. \nEven in war, there are rules to be followed.\n\n** Items **\n\n- Tradeskill item flag - There is a new flag on items. When viewing the \ninformation about an item, if you see that it has a Tradeskill flag, it \nis an item that can be used in a tradeskill recipe. This isn't to \nclearly spell out every item that is used in every tradeskill recipe. \nThe intent is to assist those who are finding items that do not already \nhave an obvious use, by letting them know that the item is used in a \ntradeskill recipe, somewhere.\n\n- LoY \"Fine Steel\" - Many of the more commonly dropped weapons in the \nLegacy of Ykesha zones were a bit too powerful for the ease and level \nneeded to get them. Some of the most out of line items were the \nHarpoon, Luggald Trident, and Luggald Dagger. We've decided that it is \nnecessary to tune them down a bit.\n\n- The Hollow Acrylia Obelisk - This is the old Acrylia key. It has been \nchanged into a charm. This charm can be used by anyone, not just those \nthat own LoY.\n\n- Bows - The Longbow of the Grimlings and the Bow of Gloaming have both \nbeen given ranges. They can now be used properly.\n\n- The Burning Flame Shield - This item had the wrong resist modifiers. \nIt now has a +30 fire resistance and a -10 cold resistance.\n\n- Bazaar Search - Non-instrument items with instrument modifiers will \nnow show up in instrument type searches in the Bazaar.\n\n- Ornate Stone Medicine Totem - This item can now be equipped.\n\n- Storm Reaper Thorn Machete - This newbie Halfling quest weapon is now \nflagged as magical.\n\n- Charm of the Brotherhood - This item will now give a bonus when \ngrouped with others of either the same class or race.\n\n- Dagger of Distraction - This item can no longer be used by Monks.\n\n- Edge of Eternity - Beastlords and monks can no longer use this item.\n\n- Veil of Lost Hopes and Orb of Clinging Death - The casting times on \nboth of these items has been lowered.\n\n- Magi`Kot's Pants of Convergence - The effect on this item has been \nchanged to summon a Rod of Mystical Transvergance.\n\n- Cloak of the Falling Skies - The focus effect this item has changed \nto Preservation of Solusek\n\n- The Wristguard of Keen Vision - This item is now useable by int. \ncasters.\n\n- The Mask of Conceptual Energy - This item is now useable by priests.\n\n** Alternate Advancement **\n\n- Lifeburn - This ability would cause an undue amount of aggro to be \ngenerated because it would bring the caster to an extremely low number \nof hit points, making them look like tasty targets to enemies nearby. \nTo lessen this problem, Lifeburn will no longer reduce the caster to 10 \nhit points, but to about one fourth of the caster's hit points. This \nshould prevent the additional agro generated while retaining the risk \nfor using the ability.\n\n- Feigned Minion - The Child of Bertoxxulous pet will no longer cast \nbuff spells to break his feign when under the Feigned Minion effect.\n\n** Quests and Tradeskills **\n\n- Bankers - There were a few quests that required giving an item to a \nbanker. When we recently removed the ability for characters to give \nitems to bankers to help prevent mistakenly losing items, those quests \nbecame unavailable. We have moved those quests to new NPCs. If you see \nany other quests that ask you to give something to a banker, please use \n/bug and report it to us.\n\n- Newly Stackable Items - Valor Crystals, Ceramic Linings, Holgresh Fur \nand Casks are now stackable. Also, Valor Crystals can be sold to \nvendors. \n\n- Sewer Catfish - These unappetizing fish have begun to appear in \nCabilis.\n\n- Klok Foob - Will now accept a Catfish Croak Sandwich.\n\n** Changes for New Characters **\n\n- Newbie Starting Locations - We've modified all locations where new \ncharacters start to make them a bit more convenient for the new player. \nThey should all start very near their guild masters.\n\n- Nudging - New characters will be given a text message to encourage \nthem to hand in their newbie note to their guild master. For new \nplayers, this is one of the key things to get them involved in \ngameplay, and one of the easiest to overlook.\n\n- Guild Masters - To help guide new characters, Guild Masters now take \na more active role in helping out new recruits by directing them to \nsome starting points for quests.\n\n- Quests - There are even more quests in the newbie zones, most of them \nrevolving around the pests that seem to inhabit even the grandest \ncities.\n\n** Miscellaneous **\n\n- We are working on an update to the Luclin player character model \nanimations. This will not be a complete revamp of all the animations, \nbut will address some of the most common concerns. However, in the mean \ntime you may see some unusual animations, particularly when shorter PCs \nare running.\n\n** UI File Changes **\n\nNOTE: In order to see the new Shared Bank slots, you will need to use \nthe default bank window, or modify your custom bank window to include \nthe new slots.\n\nEQUI_Optionswnd.xml\nEQUIhelpwnd.xml\nBankwnd.xml\nBigBankwnd.xml\nHelp.html\n\nNoted Later: The reward for planar progression has been added. If you \nhave completed the requirements for flags for the newly opened Planes \nof Power zones, you may wish to visit Gram Dunnar in the Plane of \nKnowledge.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 17, 2003", "slug": "2003-06-17-1", "patch_date": "2003-06-17T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": [], "body_plaintext": "June 17, 2003\n------------------------------\n\nWe have updated the Run, Walk and Turn animations for the Luclin \nmodels. As you can tell, new animations require a lot of data. We're \nsorry for the size of the update, but we think you'll like the changes. \n\nThank you.\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 17, 2003\n------------------------------\n\nWe have updated the Run, Walk and Turn animations for the Luclin \nmodels. As you can tell, new animations require a lot of data. We're \nsorry for the size of the update, but we think you'll like the changes. \n\nThank you.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 24, 2003", "slug": "2003-06-24-1", "patch_date": "2003-06-24T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "server"], "body_plaintext": "June 24, 2003\n------------------------------\n\nStability - we have made some changes that should increase server \nstability. \n\nPathing issues - Corrected some issues with pathing that were causing \nwarping in the Halls of Honor and allowing NPCs to teleport to places \nthat they shouldn't have (in Highkeep, for example). Also, creatures \nshould no longer spin after returning to their spawn points (this was \nmost noticeable with dragons and wurms).\n\n.....................................................................\n\n--- FROM FILE: patches-2003-2.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 24, 2003\n------------------------------\n\nStability - we have made some changes that should increase server \nstability. \n\nPathing issues - Corrected some issues with pathing that were causing \nwarping in the Halls of Honor and allowing NPCs to teleport to places \nthat they shouldn't have (in Highkeep, for example). Also, creatures \nshould no longer spin after returning to their spawn points (this was \nmost noticeable with dragons and wurms).\n\n.....................................................................\n\n--- FROM FILE: patches-2003-2.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 1, 2003", "slug": "2003-07-01-1", "patch_date": "2003-07-01T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": [], "body_plaintext": "July 1, 2003\n------------------------------\n\nEffective immediately, customers who reside within the European Union \nwill be charged VAT equal to 17.5% of their subscription fees. \n\nTo comply with changes in the law in the European Union, EverQuest \nsubscribers who are residents of EU countries will be charged VAT equal \nto 17.5% of the subscription fees. These changes require that digital \nservices be taxed at the point of consumption , i.e. in your country of \nresidence. The countries currently covered by this policy are Austria, \nBelgium, Denmark, Finland, France, Germany, Greece, Ireland, Italy, \nLuxembourg, The Netherlands, Portugal, Spain, Sweden, and United \nKingdom.\n\n.....................................................................\n\n------------------------------", "body_markdown": "July 1, 2003\n------------------------------\n\nEffective immediately, customers who reside within the European Union \nwill be charged VAT equal to 17.5% of their subscription fees. \n\nTo comply with changes in the law in the European Union, EverQuest \nsubscribers who are residents of EU countries will be charged VAT equal \nto 17.5% of the subscription fees. These changes require that digital \nservices be taxed at the point of consumption , i.e. in your country of \nresidence. The countries currently covered by this policy are Austria, \nBelgium, Denmark, Finland, France, Germany, Greece, Ireland, Italy, \nLuxembourg, The Netherlands, Portugal, Spain, Sweden, and United \nKingdom.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 10, 2003", "slug": "2003-07-10-1", "patch_date": "2003-07-10T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "ui"], "body_plaintext": "July 10, 2003\n------------------------------\n\n** Information Gathering ** \n\nYou will soon notice a new dialogue box appear when you log in (it \nappears after logging in three times to prevent spam for new players). \nWe are asking you to let us gather a bit of information about your \ncomputer that will help us build the future of EverQuest. \n\nThe important thing here is that you can say no and we won't gather any \ninformation. \n\nIf you do accept, we'll gather CPU, RAM and video card information to \nhelp us evaluate and improve EverQuest. If you agree and then change \nyour mind later, you can disable the feature under the Options tab \n(Alt-O) and then the General tab in game. \n\nSo when you see the new dialogue box appear, please read it over \ncarefully and click whichever answer you feel most comfortable with. \n\nThanks. \n\n** Zones ** \n\n- Droga and Nurga moving to Live servers - These zones were revamped \nand sent to Legends, and now they are moving to the Live servers. This \nis a great chance to revisit these zones. \n\n- Chardok - Treachery and lies are not uncommon in the court of the \nOverking. But there are some unusual rumors being told by some unusual \nadventurers. Some say that there is strife within the council of the \nOverking, and that heroes may find adventure there while that strife \nlasts. OOC: We're introducing a new zone and a new zone type. The Halls \nof Betrayal is a \"pocket zone\", and new type of zone for EverQuest. It \nwill exist for a short time to be part of the storyline, and then will \nbe gone. So if you're going to see it, now is the time. \n\n- Grieg's End revamp going to Legends - The redesign includes new \nencounters, items, traps, and events that make the zone a challenge for \nthe experience group, with plenty of events for a raid group. \n\n- Plane of Earth B - we have removed the Call of the Hero restrictions \nin this zone. \n\n- Rallos Zek - the Warlord will now kick anyone out of the zone that is \non his hate list and is not in a valid raid greater then 20 people in \nsize. This should prevent single players being able to attack him and \ngrief other players who are making a valid attempt at him. This is in \naddition to the previous limitations of having only one raid allowed to \nattack him at any given time. \n\n- Increased Experience - We have increased the experience modifier in \nthe Tower of Solusek Ro, Halls of Honor, The Temple of Marr, and the \nLair of Terris Thule. \n\n- Bastion of Thunder - The mini-bosses in Bastion of Thunder no longer \nspawn immediately after the zone comes up. \n\n** Tradeskills ** \n\n- Tradeskill chance of failures changed - The higher your skill is over \nthe trivial of the combine, the less likely you are to fail with a \ncombine. This is a reduction on the chance to always fail. \n\n- Stackable - Ice Burrower Silk, Pie Tins and Muffin Tins are now \nstackable. \n\n** Spells ** \n\n- New Imbue, Enchant, and Thicken spells - New Imbue, Enchant, and \nThicken spells have been added that create five magical items rather \nthan just one. These spells require five components and take longer to \ncast and use more mana. \n\n- Damage Over Time Spell Foci - Extended Affliction has been changed to \nBurning Affliction, which causes DoT spells to do more damage instead \nof having a longer duration. \n\n- Enthrall spells - Enthrall spells will not un-stun the target when \nthey wear off if there are other enthrall spells on that target. Also, \nwhen an enthrall spell breaks due to damage it will now remove all \nEnthrall spells, not just the first one it finds. \n\n- Ferocity - We have removed the component requirement for Ferocity. \n\n- Kindle - We have added a new Magician spell to the game called \nKindle. \n\n- Force of Akera - We have added a new Paladin spell to the game called \nForce of Akera. \n\n- Burnout V - this spell should now stack with the Shielding line of \nspells. \n\n- New Spell levels for Clarity line - Boon of the Clear Mind is now a \nlevel 44 spell, Clarity II is now a level 52 spell and Gift of Pure \nThought is now level 56. \n\n- Area of Effect spells - AoE spells that do not affect your group in \nPvP no longer affect your Raid in PvP either. \n\n- Direct Damage spell messages - Striking the killing blow with a \ndirect damage spell will no longer show a double cast on the spell \nmessage. \n\n- Target Group Buff - TGB will no longer work with any illusions. \n\n- Illusion - With Permanent Illusion, Levitation effects will no longer \nbe stripped when zoning and gnome enchanters with a large-size illusion \nwill no longer return to gnome size after zoning. In general, \ncharacters that are under the effect of a size-changing illusion should \nbe seen properly by everyone. \n\n- Song Spam - Bards should see less spam when they hit low level PCs \nwith their high level songs. \n\n- Treeform - This spell should now work in Luclin outdoor zones. \n\n- Draught of Lightning - We have added a new Wizard spell to the game \ncalled Draught of Lightning. \n\n** Items ** \n\n- Bards Using Components - Bards using right-click items with a casting \ntime greater than 0 will now expend any required components. \n\n- Ornate Armor Molds - These molds are more readily available. \n\n- Spellshield - Spellshield items now reduces spell damage by a \npercentage rather than a fixed amount. \n\n- Strikethrough and Stun Resist - You will now receive a message when \nStrikethrough and Stun Resist work. \n\n** Quests ** \n\n- Newbie Quests - Erudites, Trolls, Ogres and Barbarians now have \nquests in their newbie areas similar to those implemented for all other \nraces. This completes the updated newbie quests for all races. \n\n- Seana and Stefan Marsinger - These two will be clearer when giving \ntheir quest requests, and will return them if you hand them to the \nwrong Marsinger. \n\n- Bors Wharhammer - He will be checking level instead of flags as a \nrequirement for his quests to bring him in-line with the flag removals \nfor the lower tier planes. \n\n** Alternate Advancement ** \n\n- Frenzied Burnout - this ability has been changed to better stack with \nthe Burnout spells. The attack speed portion of the spell has been \nreduced in percentage (it hastes the pet much less), but changed to a \n\"bard\" haste which will stack with Burnout V. The strength bonus has \nalso been decreased but made to stack with that of Burnout V. \n\n** Skills ** \n\n- Sneak - Sneak will now work under water. \n\n- Instill Doubt - Instill Doubt will now work if the Monk is using his \nother skills. Previously, use of other skills such as a kick would \ncause Instill Doubt to fail. \n\n** Interface ** \n\n- Camera - We have added the ability to bind cameras to keys. This will \nallow players to hit one key to switch to a desired camera rather than \nhaving to cycle through the F9 camera chain. This can be changed in the \nOptions window (Alt-O) under the Keyboard tab (select \"camera\" from the \nlist). \n\n- Auto-inventory - Items right-clicked off your corpse will now be \nplace into your inventory in the correct order. \n\n- Spell Favorites - Creating a spell favorite name that matches a name \nthat already exists will cause the new favorite to be saved over the \nold (whereas before it would create a second list with the same name). \n\n- Random name generator - Asking for a name should no longer result in \na name that will be rejected due to duplication. Note: names can still \nbe rejected by GM's. \n\n- Bow Graphics - Bows that have been autoequipped will now display a \ngraphic. \n\n- Raids - The creation of a group will now work from inside a raid. \n\n- New Filters - We've added a Melee Warnings filter. It will filter out \n\"cannot see your target\" and \"cannot hit them from here\" messages, \nalong with other such melee warnings. \n\n- Spell category lists - We moved a few of the Necromancer spells \naround on the category lists (from right-clicking spell gems) to make \nmore sense. \n\n** Miscellaneous ** \n\n- Updated character creation descriptions - Right-clicking the class, \nrace or statistic buttons while in the character creation screen will \ndisplay a detailed explanation of the item clicked. \n\n- Clicking on corpses - Right-clicking on a PC corpse other than your \nown will no longer make a character visible. \n\n- Mounts - Fixed a bug with mounts showing up with incorrect Luclin \nmodel settings. Mounts should now only show up when the Luclin models \nfor the character race of the rider AND mounts/elementals are both on. \n\nAlso, as a heads up to players that have created their own user \ninterfaces for EverQuest, these are the interface files that we have \nchanged: \n\nEQUI_Optionswnd.xml \nEQUI.xml \nEQUI_charactercreate.xml \n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "July 10, 2003\n------------------------------\n\n** Information Gathering ** \n\nYou will soon notice a new dialogue box appear when you log in (it \nappears after logging in three times to prevent spam for new players). \nWe are asking you to let us gather a bit of information about your \ncomputer that will help us build the future of EverQuest. \n\nThe important thing here is that you can say no and we won't gather any \ninformation. \n\nIf you do accept, we'll gather CPU, RAM and video card information to \nhelp us evaluate and improve EverQuest. If you agree and then change \nyour mind later, you can disable the feature under the Options tab \n(Alt-O) and then the General tab in game. \n\nSo when you see the new dialogue box appear, please read it over \ncarefully and click whichever answer you feel most comfortable with. \n\nThanks. \n\n** Zones ** \n\n- Droga and Nurga moving to Live servers - These zones were revamped \nand sent to Legends, and now they are moving to the Live servers. This \nis a great chance to revisit these zones. \n\n- Chardok - Treachery and lies are not uncommon in the court of the \nOverking. But there are some unusual rumors being told by some unusual \nadventurers. Some say that there is strife within the council of the \nOverking, and that heroes may find adventure there while that strife \nlasts. OOC: We're introducing a new zone and a new zone type. The Halls \nof Betrayal is a \"pocket zone\", and new type of zone for EverQuest. It \nwill exist for a short time to be part of the storyline, and then will \nbe gone. So if you're going to see it, now is the time. \n\n- Grieg's End revamp going to Legends - The redesign includes new \nencounters, items, traps, and events that make the zone a challenge for \nthe experience group, with plenty of events for a raid group. \n\n- Plane of Earth B - we have removed the Call of the Hero restrictions \nin this zone. \n\n- Rallos Zek - the Warlord will now kick anyone out of the zone that is \non his hate list and is not in a valid raid greater then 20 people in \nsize. This should prevent single players being able to attack him and \ngrief other players who are making a valid attempt at him. This is in \naddition to the previous limitations of having only one raid allowed to \nattack him at any given time. \n\n- Increased Experience - We have increased the experience modifier in \nthe Tower of Solusek Ro, Halls of Honor, The Temple of Marr, and the \nLair of Terris Thule. \n\n- Bastion of Thunder - The mini-bosses in Bastion of Thunder no longer \nspawn immediately after the zone comes up. \n\n** Tradeskills ** \n\n- Tradeskill chance of failures changed - The higher your skill is over \nthe trivial of the combine, the less likely you are to fail with a \ncombine. This is a reduction on the chance to always fail. \n\n- Stackable - Ice Burrower Silk, Pie Tins and Muffin Tins are now \nstackable. \n\n** Spells ** \n\n- New Imbue, Enchant, and Thicken spells - New Imbue, Enchant, and \nThicken spells have been added that create five magical items rather \nthan just one. These spells require five components and take longer to \ncast and use more mana. \n\n- Damage Over Time Spell Foci - Extended Affliction has been changed to \nBurning Affliction, which causes DoT spells to do more damage instead \nof having a longer duration. \n\n- Enthrall spells - Enthrall spells will not un-stun the target when \nthey wear off if there are other enthrall spells on that target. Also, \nwhen an enthrall spell breaks due to damage it will now remove all \nEnthrall spells, not just the first one it finds. \n\n- Ferocity - We have removed the component requirement for Ferocity. \n\n- Kindle - We have added a new Magician spell to the game called \nKindle. \n\n- Force of Akera - We have added a new Paladin spell to the game called \nForce of Akera. \n\n- Burnout V - this spell should now stack with the Shielding line of \nspells. \n\n- New Spell levels for Clarity line - Boon of the Clear Mind is now a \nlevel 44 spell, Clarity II is now a level 52 spell and Gift of Pure \nThought is now level 56. \n\n- Area of Effect spells - AoE spells that do not affect your group in \nPvP no longer affect your Raid in PvP either. \n\n- Direct Damage spell messages - Striking the killing blow with a \ndirect damage spell will no longer show a double cast on the spell \nmessage. \n\n- Target Group Buff - TGB will no longer work with any illusions. \n\n- Illusion - With Permanent Illusion, Levitation effects will no longer \nbe stripped when zoning and gnome enchanters with a large-size illusion \nwill no longer return to gnome size after zoning. In general, \ncharacters that are under the effect of a size-changing illusion should \nbe seen properly by everyone. \n\n- Song Spam - Bards should see less spam when they hit low level PCs \nwith their high level songs. \n\n- Treeform - This spell should now work in Luclin outdoor zones. \n\n- Draught of Lightning - We have added a new Wizard spell to the game \ncalled Draught of Lightning. \n\n** Items ** \n\n- Bards Using Components - Bards using right-click items with a casting \ntime greater than 0 will now expend any required components. \n\n- Ornate Armor Molds - These molds are more readily available. \n\n- Spellshield - Spellshield items now reduces spell damage by a \npercentage rather than a fixed amount. \n\n- Strikethrough and Stun Resist - You will now receive a message when \nStrikethrough and Stun Resist work. \n\n** Quests ** \n\n- Newbie Quests - Erudites, Trolls, Ogres and Barbarians now have \nquests in their newbie areas similar to those implemented for all other \nraces. This completes the updated newbie quests for all races. \n\n- Seana and Stefan Marsinger - These two will be clearer when giving \ntheir quest requests, and will return them if you hand them to the \nwrong Marsinger. \n\n- Bors Wharhammer - He will be checking level instead of flags as a \nrequirement for his quests to bring him in-line with the flag removals \nfor the lower tier planes. \n\n** Alternate Advancement ** \n\n- Frenzied Burnout - this ability has been changed to better stack with \nthe Burnout spells. The attack speed portion of the spell has been \nreduced in percentage (it hastes the pet much less), but changed to a \n\"bard\" haste which will stack with Burnout V. The strength bonus has \nalso been decreased but made to stack with that of Burnout V. \n\n** Skills ** \n\n- Sneak - Sneak will now work under water. \n\n- Instill Doubt - Instill Doubt will now work if the Monk is using his \nother skills. Previously, use of other skills such as a kick would \ncause Instill Doubt to fail. \n\n** Interface ** \n\n- Camera - We have added the ability to bind cameras to keys. This will \nallow players to hit one key to switch to a desired camera rather than \nhaving to cycle through the F9 camera chain. This can be changed in the \nOptions window (Alt-O) under the Keyboard tab (select \"camera\" from the \nlist). \n\n- Auto-inventory - Items right-clicked off your corpse will now be \nplace into your inventory in the correct order. \n\n- Spell Favorites - Creating a spell favorite name that matches a name \nthat already exists will cause the new favorite to be saved over the \nold (whereas before it would create a second list with the same name). \n\n- Random name generator - Asking for a name should no longer result in \na name that will be rejected due to duplication. Note: names can still \nbe rejected by GM's. \n\n- Bow Graphics - Bows that have been autoequipped will now display a \ngraphic. \n\n- Raids - The creation of a group will now work from inside a raid. \n\n- New Filters - We've added a Melee Warnings filter. It will filter out \n\"cannot see your target\" and \"cannot hit them from here\" messages, \nalong with other such melee warnings. \n\n- Spell category lists - We moved a few of the Necromancer spells \naround on the category lists (from right-clicking spell gems) to make \nmore sense. \n\n** Miscellaneous ** \n\n- Updated character creation descriptions - Right-clicking the class, \nrace or statistic buttons while in the character creation screen will \ndisplay a detailed explanation of the item clicked. \n\n- Clicking on corpses - Right-clicking on a PC corpse other than your \nown will no longer make a character visible. \n\n- Mounts - Fixed a bug with mounts showing up with incorrect Luclin \nmodel settings. Mounts should now only show up when the Luclin models \nfor the character race of the rider AND mounts/elementals are both on. \n\nAlso, as a heads up to players that have created their own user \ninterfaces for EverQuest, these are the interface files that we have \nchanged: \n\nEQUI_Optionswnd.xml \nEQUI.xml \nEQUI_charactercreate.xml \n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 6, 2003  3:00 am", "slug": "2003-08-06-1", "patch_date": "2003-08-06T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "August 6, 2003  3:00 am\n------------------------------\n\nNote: Some internal data restructuring created a delay in the \nintroduction of the new platinum slot in the shared bank and the new \ntext filters. We will bring those to the Live servers as soon as we \ncan. \n\n** New Adventure in Lavastorm! ** \n\nIn the depths of the Lavastorm Mountains there is only one ruler. But \neven his burning breath and power have their limits. Rumor has it that \nthere is wealth and danger in locations even further below the boiling \nlands than Lord Nagafen can reach. These tales have been spreading like \nripples on a calm lake, and their point of origin appears to be an \nupstart barbarian named Morden. Some say that he's already delved these \nfabled caverns and taken what there was of value. Other say that he \ncouldn't have carried it all off by himself. But most say that he's a \nrogue, a teller of tales, and not to be trusted. Will you discover the \ntruth and brave the heat, or will you sit beside your cozy campfire and \nlisten to stories? \n\nThis new adventure zone will only be around for a while, so you may \nwant to visit soon. \n\n** Spells ** \n\n- Summoned Burning Affliction focus items added - Mages have four new \nspells, Summon Wooden Bracelet, Summon Stone Bracelet, Summon Iron \nBracelet, and Summon Steel Bracelet. The bracelets summoned provide the \nBurning Affliction effect for DoT spells. \n- Summoned container spells updated - The Quiver of Marr, Bandoleer of \nLuclin and the Pouch of Quellious now appear filled with the \nappropriate item (for example, the Quiver of Marr now appears with six \nstacks of arrows). Also, these items should all be exactly the same, so \nthe quiver function should work properly. \n- Mass Enchant spells corrected - The mass enchant spells for \nAdamantite, Brellium, Mithril and Steel now create the 5 enchanted \nblocks that they should. \n- Illusion: Guktan is available - This is an illusion spell for the new \nFroglok models. \n- Illusion: Scaled Wolf is available - This is an illusion spell for \nthe Scaled Wolf seen in Kunark. \n- Tiny Companion - The spell scroll for this spell is no longer No \nDrop. \n- Dooming Darkness no longer overwrites Cascading Darkness. \n\n** Items ** \n\n- Moss Covered Hood - This item can now be equipped by all classes. \n- Silk String - This item is now stackable. \n\n** Trade Skills ** \n\n- New Fletching recipes added - We've added several new Karana-only \nfletching recipes to help round out that skill. \n\n** Quests and Zones ** \n\n- Halls of Betrayal - Corrected an error with some of the quest item \ndrops in this zone. \n- Plane of Time - The events in Plane of Time B now remember the \nprogress your raid has made through the zone when you leave and will \nrestore you to the same state when you return. \n- Kagazz will respond when you ask him about fasteners. \n- Experience in city zones updated - Some time around the release of \nPlanes of Power we reduced the experience gain in some city zones. The \nexperience gained from quests in those zone has been increased. \n- Ogre newbie quests - Added a weapon quest for young ogres. \n- Iksar Necromancer Spell Vendors - The Iksar necromancer spell vendors \nhave moved and are a lot closer to the necromancer guild. This should \nmake it easier for new necromancers to find these vendors and will \nhopefully boost their sales. \n\n** Miscellaneous ** \n\n- Spell book bug - Corrected a bug that was causing characters to be \nrandomly forced to stand up when in their spell book. \n- Client crash information - If your game crashes on the client side, a \ndialogue box will come up asking if you'd like to send us the \ninformation about the crash. This information may help us pinpoint \nproblems and make it easier to fix them. Only information relevant to \nthe crash, your character name, server name and the zone you were in \nwill be sent. \n\n** Fan Faire ** \n\nChicago Fan Faire is sneaking up on us! The Chicago event will be held \nSeptember 26-28th, and the last day to guarantee your spot at the event \nby pre-registering is September 8th. To reserve your spot and pre-\nregister, or to simply get more information, please go to \nwww.everquest.com/fanfaire. See you in Chicago!\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 6, 2003  3:00 am\n------------------------------\n\nNote: Some internal data restructuring created a delay in the \nintroduction of the new platinum slot in the shared bank and the new \ntext filters. We will bring those to the Live servers as soon as we \ncan. \n\n** New Adventure in Lavastorm! ** \n\nIn the depths of the Lavastorm Mountains there is only one ruler. But \neven his burning breath and power have their limits. Rumor has it that \nthere is wealth and danger in locations even further below the boiling \nlands than Lord Nagafen can reach. These tales have been spreading like \nripples on a calm lake, and their point of origin appears to be an \nupstart barbarian named Morden. Some say that he's already delved these \nfabled caverns and taken what there was of value. Other say that he \ncouldn't have carried it all off by himself. But most say that he's a \nrogue, a teller of tales, and not to be trusted. Will you discover the \ntruth and brave the heat, or will you sit beside your cozy campfire and \nlisten to stories? \n\nThis new adventure zone will only be around for a while, so you may \nwant to visit soon. \n\n** Spells ** \n\n- Summoned Burning Affliction focus items added - Mages have four new \nspells, Summon Wooden Bracelet, Summon Stone Bracelet, Summon Iron \nBracelet, and Summon Steel Bracelet. The bracelets summoned provide the \nBurning Affliction effect for DoT spells. \n- Summoned container spells updated - The Quiver of Marr, Bandoleer of \nLuclin and the Pouch of Quellious now appear filled with the \nappropriate item (for example, the Quiver of Marr now appears with six \nstacks of arrows). Also, these items should all be exactly the same, so \nthe quiver function should work properly. \n- Mass Enchant spells corrected - The mass enchant spells for \nAdamantite, Brellium, Mithril and Steel now create the 5 enchanted \nblocks that they should. \n- Illusion: Guktan is available - This is an illusion spell for the new \nFroglok models. \n- Illusion: Scaled Wolf is available - This is an illusion spell for \nthe Scaled Wolf seen in Kunark. \n- Tiny Companion - The spell scroll for this spell is no longer No \nDrop. \n- Dooming Darkness no longer overwrites Cascading Darkness. \n\n** Items ** \n\n- Moss Covered Hood - This item can now be equipped by all classes. \n- Silk String - This item is now stackable. \n\n** Trade Skills ** \n\n- New Fletching recipes added - We've added several new Karana-only \nfletching recipes to help round out that skill. \n\n** Quests and Zones ** \n\n- Halls of Betrayal - Corrected an error with some of the quest item \ndrops in this zone. \n- Plane of Time - The events in Plane of Time B now remember the \nprogress your raid has made through the zone when you leave and will \nrestore you to the same state when you return. \n- Kagazz will respond when you ask him about fasteners. \n- Experience in city zones updated - Some time around the release of \nPlanes of Power we reduced the experience gain in some city zones. The \nexperience gained from quests in those zone has been increased. \n- Ogre newbie quests - Added a weapon quest for young ogres. \n- Iksar Necromancer Spell Vendors - The Iksar necromancer spell vendors \nhave moved and are a lot closer to the necromancer guild. This should \nmake it easier for new necromancers to find these vendors and will \nhopefully boost their sales. \n\n** Miscellaneous ** \n\n- Spell book bug - Corrected a bug that was causing characters to be \nrandomly forced to stand up when in their spell book. \n- Client crash information - If your game crashes on the client side, a \ndialogue box will come up asking if you'd like to send us the \ninformation about the crash. This information may help us pinpoint \nproblems and make it easier to fix them. Only information relevant to \nthe crash, your character name, server name and the zone you were in \nwill be sent. \n\n** Fan Faire ** \n\nChicago Fan Faire is sneaking up on us! The Chicago event will be held \nSeptember 26-28th, and the last day to guarantee your spot at the event \nby pre-registering is September 8th. To reserve your spot and pre-\nregister, or to simply get more information, please go to \nwww.everquest.com/fanfaire. See you in Chicago!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 6, 2003  12:00 pm", "slug": "2003-08-06-2", "patch_date": "2003-08-06T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "server"], "body_plaintext": "August 6, 2003  12:00 pm\n------------------------------\n\n** Live Update Addendum ** \n\nJust a brief update, as we'd like to get the word out quickly. Two \nissues with items being sent to the live servers have been discovered. \nBoth will be fixed in another update at 3:00am. \n\n- Weapons that have \"special\" types of damage, such as elemental and \nbane damage, are not working properly. \n\n- A planned upgrade to the Shinai of the Ancients that is presently on \nthe Test Server did not make it live as intended.\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 6, 2003  12:00 pm\n------------------------------\n\n** Live Update Addendum ** \n\nJust a brief update, as we'd like to get the word out quickly. Two \nissues with items being sent to the live servers have been discovered. \nBoth will be fixed in another update at 3:00am. \n\n- Weapons that have \"special\" types of damage, such as elemental and \nbane damage, are not working properly. \n\n- A planned upgrade to the Shinai of the Ancients that is presently on \nthe Test Server did not make it live as intended.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 7, 2003  3:00 am", "slug": "2003-08-07-1", "patch_date": "2003-08-07T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix"], "body_plaintext": "August 7, 2003  3:00 am\n------------------------------\n\n** Items ** \n\n- Ghaib's Flame-Forged Longsword will no longer give an out of charges \nmessage. \n\n- Shinai of the Ancients has had its delay lowered to 20. \n\n- Elemental and bane damage weapons are once again working correctly. \n\n** Events ** \n\n- Caverns of Exile - An event NPC who was doing too much damage has \nbeen corrected.\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 7, 2003  3:00 am\n------------------------------\n\n** Items ** \n\n- Ghaib's Flame-Forged Longsword will no longer give an out of charges \nmessage. \n\n- Shinai of the Ancients has had its delay lowered to 20. \n\n- Elemental and bane damage weapons are once again working correctly. \n\n** Events ** \n\n- Caverns of Exile - An event NPC who was doing too much damage has \nbeen corrected.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 7, 2003  7:30 pm", "slug": "2003-08-07-2", "patch_date": "2003-08-07T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["zones", "server"], "body_plaintext": "August 7, 2003  7:30 pm\n------------------------------\n\n** Lost Dungeons of Norrath Adventures ** \n\nThe Lost Dungeons of Norrath is our largest expansion to-date, \nfeaturing the most content ever delivered in an EverQuest expansion. \nThe Lost Dungeons expansion features 48 new dungeons that span the old \nworld of Norrath, focusing on several long lost locations, including \nthe Rujarkian Hills and Deepest Guk. Encounter never before seen \nmonsters that prowl the halls of these dungeons, waiting to challenge \nany explorer brave enough to venture in. \n\nIn this expansion, players are introduced to several exciting new \nconcepts in adventuring through the world of EverQuest. After joining \nthe Wayfarers Brotherhood, you and your group undertake perilous new \nadventures into the recently unearthed Lost Dungeons of Norrath. These \nnew adventures offer many benefits, including a clearly defined goal, \nthe ability to play and make progress in a couple hours per adventure, \nand the confidence that you can set a time to meet your friends and \nhave a dungeon fully available for you right away - no competition and \nno waiting! \n\nAdditionally, one of the most important gameplay improvements we've \nmade in Lost Dungeons of Norrath is the introduction of personalized \ndungeon adventures for single groups. When you and your group receive \nan adventure, you're provided with a full dungeon exclusively for your \nown use. There's no need to worry that you're competing against others \nto reach the same goal, or that someone might already be camping there. \nAll the focus is on having fun, which allows you to get lost in the \nadventuring and fighting to accomplish your objective. The challenge is \nthe dungeons themselves - if you can best the Lost Dungeons, you \ndeserve the rewards. \n\nLost Dungeons of Norrath breaks the mold of traditional zones by \nallowing every zone in the expansion to provide adventures for all \ngroups between levels 20 and 65. Each time you embark on a new \nadventure, you're sent to one of 48 distinct dungeon zones, each \ncustomized with challenging monsters and traps tailored to the level of \nyour group. This means, as long as you're over level 20, you'll have 48 \nchallenging new dungeons to explore and conquer! \n\nBeyond the hundreds of single-group adventures in the Lost Dungeons \nexpansion, you can also join up to 36 of your friends for powerful raid \nencounters! Take part in several new raids that you can do on your own \nschedule, with no competition or racing against other guilds. Set up \nraiding times that are convenient for you and your friends, with the \nknowledge that the dungeon will be there waiting for you when you log \nin! \n\nThe Lost Dungeons of Norrath expansion will redefine EverQuest by \nproviding an enormous amount of adventuring possibilities, with the \naddition of massive amounts of content to the game - far more than any \nprevious expansion. \n\nPre-order yours today by pressing Pre-order at the server select \nscreen, or at https://store.station.sony.com!\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 7, 2003  7:30 pm\n------------------------------\n\n** Lost Dungeons of Norrath Adventures ** \n\nThe Lost Dungeons of Norrath is our largest expansion to-date, \nfeaturing the most content ever delivered in an EverQuest expansion. \nThe Lost Dungeons expansion features 48 new dungeons that span the old \nworld of Norrath, focusing on several long lost locations, including \nthe Rujarkian Hills and Deepest Guk. Encounter never before seen \nmonsters that prowl the halls of these dungeons, waiting to challenge \nany explorer brave enough to venture in. \n\nIn this expansion, players are introduced to several exciting new \nconcepts in adventuring through the world of EverQuest. After joining \nthe Wayfarers Brotherhood, you and your group undertake perilous new \nadventures into the recently unearthed Lost Dungeons of Norrath. These \nnew adventures offer many benefits, including a clearly defined goal, \nthe ability to play and make progress in a couple hours per adventure, \nand the confidence that you can set a time to meet your friends and \nhave a dungeon fully available for you right away - no competition and \nno waiting! \n\nAdditionally, one of the most important gameplay improvements we've \nmade in Lost Dungeons of Norrath is the introduction of personalized \ndungeon adventures for single groups. When you and your group receive \nan adventure, you're provided with a full dungeon exclusively for your \nown use. There's no need to worry that you're competing against others \nto reach the same goal, or that someone might already be camping there. \nAll the focus is on having fun, which allows you to get lost in the \nadventuring and fighting to accomplish your objective. The challenge is \nthe dungeons themselves - if you can best the Lost Dungeons, you \ndeserve the rewards. \n\nLost Dungeons of Norrath breaks the mold of traditional zones by \nallowing every zone in the expansion to provide adventures for all \ngroups between levels 20 and 65. Each time you embark on a new \nadventure, you're sent to one of 48 distinct dungeon zones, each \ncustomized with challenging monsters and traps tailored to the level of \nyour group. This means, as long as you're over level 20, you'll have 48 \nchallenging new dungeons to explore and conquer! \n\nBeyond the hundreds of single-group adventures in the Lost Dungeons \nexpansion, you can also join up to 36 of your friends for powerful raid \nencounters! Take part in several new raids that you can do on your own \nschedule, with no competition or racing against other guilds. Set up \nraiding times that are convenient for you and your friends, with the \nknowledge that the dungeon will be there waiting for you when you log \nin! \n\nThe Lost Dungeons of Norrath expansion will redefine EverQuest by \nproviding an enormous amount of adventuring possibilities, with the \naddition of massive amounts of content to the game - far more than any \nprevious expansion. \n\nPre-order yours today by pressing Pre-order at the server select \nscreen, or at https://store.station.sony.com!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 19, 2003  10:00 pm", "slug": "2003-08-19-1", "patch_date": "2003-08-19T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": [], "body_plaintext": "August 19, 2003  10:00 pm\n------------------------------\n\n** Lost Dungeons of Norrath Downloads ** \n\nIf you ever plan on ordering or buying Lost Dungeons, we recommend \nstarting the downloads now. \n\nYou can start downloading files *before* you make any decision to pre-\norder the expansion! \n\nWe have been introducing the LDoN files in small bits for several days \nnow. This is the most convenient way for you to get the files you'll \nneed for the new expansion. \n\nWhether you plan on ordering the expansion online, or buying it in the \nstore, or are even thinking that you might buy it sometime later on, \nyou'll have a much easier time if you get the downloading out of the \nway in our daily LDoN pre-downloads. \n\nAs with all expansion releases, the downloaders will likely be very \nbusy on the first day. Even if you buy the CD, you'll still need to \nwait through a small download on launch day. \n\nWe recommend beating the launch-day rush and downloading as much as you \ncan, as early as you can. It will get you online and into the game that \nmuch faster. \n\nThe easiest way to begin downloading the files is to click yes when the \ndialogue box pops up asking you if you'd like to incrementally download \nLDoN. \n\nIf you've already told that dialogue never to appear again, you can get \nthe files in a few easy steps: \n\n- Run EverQuest from your Start menu or Desktop shortcut as normal. \n- Click the Advanced button \n- Click the checkbox next to Lost Dungeons of Norrath \n- Click Save \n- Click Download \n\nThis will catch you up on the downloads you have missed, and will \nupdate you as we continue to add files. This will make your download \nmuch smaller the day LDoN launches, or the day you purchase the digital \nversion of the expansion. \n\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 19, 2003  10:00 pm\n------------------------------\n\n** Lost Dungeons of Norrath Downloads ** \n\nIf you ever plan on ordering or buying Lost Dungeons, we recommend \nstarting the downloads now. \n\nYou can start downloading files *before* you make any decision to pre-\norder the expansion! \n\nWe have been introducing the LDoN files in small bits for several days \nnow. This is the most convenient way for you to get the files you'll \nneed for the new expansion. \n\nWhether you plan on ordering the expansion online, or buying it in the \nstore, or are even thinking that you might buy it sometime later on, \nyou'll have a much easier time if you get the downloading out of the \nway in our daily LDoN pre-downloads. \n\nAs with all expansion releases, the downloaders will likely be very \nbusy on the first day. Even if you buy the CD, you'll still need to \nwait through a small download on launch day. \n\nWe recommend beating the launch-day rush and downloading as much as you \ncan, as early as you can. It will get you online and into the game that \nmuch faster. \n\nThe easiest way to begin downloading the files is to click yes when the \ndialogue box pops up asking you if you'd like to incrementally download \nLDoN. \n\nIf you've already told that dialogue never to appear again, you can get \nthe files in a few easy steps: \n\n- Run EverQuest from your Start menu or Desktop shortcut as normal. \n- Click the Advanced button \n- Click the checkbox next to Lost Dungeons of Norrath \n- Click Save \n- Click Download \n\nThis will catch you up on the downloads you have missed, and will \nupdate you as we continue to add files. This will make your download \nmuch smaller the day LDoN launches, or the day you purchase the digital \nversion of the expansion. \n\n\n- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 26, 2003", "slug": "2003-08-26-1", "patch_date": "2003-08-26T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "ui"], "body_plaintext": "August 26, 2003\n------------------------------\n\n** Zone Revamps ** \n\n- The Deep, Charasis (Howling Stones), Dragon Necropolis, Siren's \nGrotto, The Hole, The City of Mist, and The Accursed Temple of Cazic-\nThule have been partially revamped. Gameplay in these zones has been \nimproved, based on feedback from players and careful review of the \ncontent. The changes are not dramatic, but make these zones more \nentertaining to play in. \n\n- The Plane of Mischief, home of the trickster Bristlebane, has \nundergone an extensive revamp. As one of the most unusual places to \nvisit in EverQuest, this zone is a very interesting challenge, if you \nhave a sturdy funny bone. The improved zone is now available on \nStormhammer. \n\n- The Greig's End revamp is now available on the Live servers. The \nredesign includes new encounters, items, traps, and events that make \nthe zone a challenge for the experience group, with plenty of events \nfor a raid group. \n\n** Interface ** \n\n- /memspellset # - Using this command memorizes one of your saved spell \nsets. # is the number or name (or shortened name) of the spell set you \nwish to memorize. Note that if you use a shortened version of the spell \nset name, it will match the first spell set that has those characters, \nso /memspellset Dots will find your \"Dots and Charms\", or \"Dots\", or \n\"Dotsandstuff\" - whichever shows up first on your list. \n\n- A Platinum slot has been added to the shared bank to make \ntransactions between characters on the same account more convenient. \n\n- Clip Plane - The clip plane slider should work more reliably now. \nWhere before it may not have done anything until lowered to a very low \npercentage, now the slider should have an effect at any setting. \n\n- Filters for your own pet's messages have been added. Your own pet's \nattacks are no longer subject to the Other Attacks/Misses filters. On \nthe options screen there is now a separate button for filtering YOUR \nPet attack messages. Also, the ability to redirect your pet attack \nmessages to any chat window has been added to the chat window context \nmenus. \n\n- /random messages can now be sent to any chat window you'd like. There \nis no option to filter these messages, however, to prevent any loss of \nthe information in cases where it is needed (meaning, people can't \nclaim that they didn't see the /random that they lost just to force a \nre-roll). \n\n- The Journal Window has been changed to make it easier to use and \nunderstand. We've merged the the two information windows into a single \nwindow. \n\n- Fixed a bug in the Looking for Group window. The Get Matches button \nshould no longer grey out at inappropriate times. \n\n- The Bad Word Filter now filters chat channel text as well as other \ngame text. \n\n- To make things a little more logical, the /inspect command will allow \ncharacters to inspect interactive objects for LDoN, and /toggleinspect \nallows you to toggle on or off the ability to inspect other player \ncharacters using the mouse. \n\n** Alternate Advancement ** \n\n- Purify Soul reuse time reduced from 72 minutes to 30 minutes. \n\n- Divine Resurrection reuse time reduced from 36 hours to 18 hours. \n\n- Celestial Regeneration reuse timer reduced from 72 minutes to 15 \nminutes. We have increased the duration from 24 seconds to 48 seconds, \nadjusted the amount healed, and made this a group effect. \n\n- Celestial Renewal duration increased from 24 seconds to 48 seconds, \nadjusted the amount healed, and this has become a group effect. \n\n- Harmtouch has been fixed. There was a problem with the timer for \nHarmtouch that would make it appear to reset when the character was \nlogged out, even though it does not reset until the appropriate amount \nof time has passed. \n\n- Summon Death Charger and Summon Holy Steed have been fixed. We fixed \na bug that caused these abilities to fail until the character zoned or \nlogged out. \n\n- Endless Quiver no longer grants an endless supply of thrown weapons, \nonly arrows. \n\n** Spells ** \n\n- Unswerving Hammer of Faith has had its mana cost reduced from 250 to \n175. \n\n- Divine Barrier no longer has a damage shield component and has gained \nthree times the healing effect. \n\n- Celestial Remedy has had its mana cost lowered from 190 to 150. \n\n- A targeting issue with pets is now fixed. There was a bug that caused \npets to be untargetable with the F1 key and with pet spells that target \nthe pet automatically. This was happening only if a pet was summoned \nand then a mount was summoned. \n\n- AE Rain Spells were resisted 100% of the time when an NPC was above \nlevel 20 and had less than 10% of its hit points left. This will no \nlonger happen. \n\n- Eye of Zomm would cause a player's pet to kill itself if that pet was \ncommanded to kill the owner's Eye. This has been corrected. Also, the \nEye no longer moves at incredible speed under water, but they can now \nswim up and down in water. \n\n- PBAoE Songs no longer prevent a bard from singing if used while the \nbard has himself targeted. \n\n- Illusions can once again be cast on others while the caster is on a \nmount. \n\n- When Invisibility drops due to looting a corpse, the player will be \ninformed that their invisibility has dropped. \n\n- Pets no longer break enthrall. \n\n- Armor of the Zealot will no longer be overwritten by Focus of Soul \nand Focus of the Seventh. Blessed Armor of the Risen and Ancient: High \nPriest's Bulwark will no longer be overwritten by Focus of Spirit or \nKhura's Focusing. Also, Pact of Hate and Call of Darkness should stack \nproperly (meaning that they won't stack). \n\n- Illusion: Guktan was fixed on all servers a little while ago. We just \nwanted you to be aware that the spell will make the target look like a \nGuktan, not a male human. \n\n** Zones and Quests ** \n\n- Bazaar - We have increased the limit on the number of traders in the \nbazaar. We fixed an issue that would cause the \"Begin Trader\" button to \nbe disabled if a player tried to use it when the maximum number of \ntraders was reached. And the \"Held\" slot option was removed from the \nsearch, since it is not a valid option. \n\n- The Coirnav Encounter has been modified to respawn faster when the \nencounter is failed badly (if the attempt fails to reach a certain \ndepth in the encounter). \n\n- The Illusion: Guktan quest had some issues. We have addressed them. \n\n** New Player Improvements ** \n\n- After creating a new character, that character is the default \nselection on the character select screen. \n\n- At character creation, left-clicking on an attribute displays text \nthat explains what that attribute is important for. Right-clicking \nallocates the maximum possible points to that attribute. \n\n- To help reduce clutter for the new player, the Story window no longer \npops up when a player first logs in. \n\n- When a context Tip window pops up, if the Tip of the Day is still \nopen, the Tip of the Day window will close. Again, this is to help \nreduce the clutter. \n\n- We've change the name of the \"Camp\" button in the Actions window to \n\"Camp (Exit)\" for clarity. \n\n- The Inventory Tip window now explains how to read books and notes, \nhow to give/trade items with NPC's, and how to scribe spells. \n\n- We've added a text message on the screen to inform players when they \nare loading a zone, and what zone they are about to enter. \n\n- Added numeric background to buttons in the Hot Button window to make \nit easier to tell which button corresponds to which number key. \n\n- The Mousewheel zoom is now enabled by default. \n\n- New installations of EverQuest will default to 1024x768 resolution. \n\n** Misc ** \n\n- Fixed a bug that caused some equipment to be invisible on characters \ncreated recently (since our update on August 6th). \n\n- Luclin elemental models will now display if selected, regardless of \nother settings for Luclin models. You can turn these models on with no \nother Luclin models active, and you will see the Luclin elemental. \n\n- Hitting cancel on a trade window or using the /consent or /deny \ncommands will now only send you one message, not two. \n\n** UI Files ** \n\n* Changed * \n\nEQUI_BankWnd.xml \nEQUI_BigBankWnd.xml \nEQUI_OptionsWindow.xml \nEQUI_ActionsWindow.xml \nEQUI_JournalNPCWnd.xml \nSIDL.xml \nEQUI_Animations.xml \nEQUI_HotButtonWnd.xml \nEQUI.xml \n\ndragitem26.tga \n\n* New * \n\ndragitem27.tga \nwindow_pieces06.tga \nwindow_pieces07.tga \n\n* Removed * \n\nEQUI_JournalTextWnd.xml \n\n.....................................................................\n\n------------------------------", "body_markdown": "August 26, 2003\n------------------------------\n\n** Zone Revamps ** \n\n- The Deep, Charasis (Howling Stones), Dragon Necropolis, Siren's \nGrotto, The Hole, The City of Mist, and The Accursed Temple of Cazic-\nThule have been partially revamped. Gameplay in these zones has been \nimproved, based on feedback from players and careful review of the \ncontent. The changes are not dramatic, but make these zones more \nentertaining to play in. \n\n- The Plane of Mischief, home of the trickster Bristlebane, has \nundergone an extensive revamp. As one of the most unusual places to \nvisit in EverQuest, this zone is a very interesting challenge, if you \nhave a sturdy funny bone. The improved zone is now available on \nStormhammer. \n\n- The Greig's End revamp is now available on the Live servers. The \nredesign includes new encounters, items, traps, and events that make \nthe zone a challenge for the experience group, with plenty of events \nfor a raid group. \n\n** Interface ** \n\n- /memspellset # - Using this command memorizes one of your saved spell \nsets. # is the number or name (or shortened name) of the spell set you \nwish to memorize. Note that if you use a shortened version of the spell \nset name, it will match the first spell set that has those characters, \nso /memspellset Dots will find your \"Dots and Charms\", or \"Dots\", or \n\"Dotsandstuff\" - whichever shows up first on your list. \n\n- A Platinum slot has been added to the shared bank to make \ntransactions between characters on the same account more convenient. \n\n- Clip Plane - The clip plane slider should work more reliably now. \nWhere before it may not have done anything until lowered to a very low \npercentage, now the slider should have an effect at any setting. \n\n- Filters for your own pet's messages have been added. Your own pet's \nattacks are no longer subject to the Other Attacks/Misses filters. On \nthe options screen there is now a separate button for filtering YOUR \nPet attack messages. Also, the ability to redirect your pet attack \nmessages to any chat window has been added to the chat window context \nmenus. \n\n- /random messages can now be sent to any chat window you'd like. There \nis no option to filter these messages, however, to prevent any loss of \nthe information in cases where it is needed (meaning, people can't \nclaim that they didn't see the /random that they lost just to force a \nre-roll). \n\n- The Journal Window has been changed to make it easier to use and \nunderstand. We've merged the the two information windows into a single \nwindow. \n\n- Fixed a bug in the Looking for Group window. The Get Matches button \nshould no longer grey out at inappropriate times. \n\n- The Bad Word Filter now filters chat channel text as well as other \ngame text. \n\n- To make things a little more logical, the /inspect command will allow \ncharacters to inspect interactive objects for LDoN, and /toggleinspect \nallows you to toggle on or off the ability to inspect other player \ncharacters using the mouse. \n\n** Alternate Advancement ** \n\n- Purify Soul reuse time reduced from 72 minutes to 30 minutes. \n\n- Divine Resurrection reuse time reduced from 36 hours to 18 hours. \n\n- Celestial Regeneration reuse timer reduced from 72 minutes to 15 \nminutes. We have increased the duration from 24 seconds to 48 seconds, \nadjusted the amount healed, and made this a group effect. \n\n- Celestial Renewal duration increased from 24 seconds to 48 seconds, \nadjusted the amount healed, and this has become a group effect. \n\n- Harmtouch has been fixed. There was a problem with the timer for \nHarmtouch that would make it appear to reset when the character was \nlogged out, even though it does not reset until the appropriate amount \nof time has passed. \n\n- Summon Death Charger and Summon Holy Steed have been fixed. We fixed \na bug that caused these abilities to fail until the character zoned or \nlogged out. \n\n- Endless Quiver no longer grants an endless supply of thrown weapons, \nonly arrows. \n\n** Spells ** \n\n- Unswerving Hammer of Faith has had its mana cost reduced from 250 to \n175. \n\n- Divine Barrier no longer has a damage shield component and has gained \nthree times the healing effect. \n\n- Celestial Remedy has had its mana cost lowered from 190 to 150. \n\n- A targeting issue with pets is now fixed. There was a bug that caused \npets to be untargetable with the F1 key and with pet spells that target \nthe pet automatically. This was happening only if a pet was summoned \nand then a mount was summoned. \n\n- AE Rain Spells were resisted 100% of the time when an NPC was above \nlevel 20 and had less than 10% of its hit points left. This will no \nlonger happen. \n\n- Eye of Zomm would cause a player's pet to kill itself if that pet was \ncommanded to kill the owner's Eye. This has been corrected. Also, the \nEye no longer moves at incredible speed under water, but they can now \nswim up and down in water. \n\n- PBAoE Songs no longer prevent a bard from singing if used while the \nbard has himself targeted. \n\n- Illusions can once again be cast on others while the caster is on a \nmount. \n\n- When Invisibility drops due to looting a corpse, the player will be \ninformed that their invisibility has dropped. \n\n- Pets no longer break enthrall. \n\n- Armor of the Zealot will no longer be overwritten by Focus of Soul \nand Focus of the Seventh. Blessed Armor of the Risen and Ancient: High \nPriest's Bulwark will no longer be overwritten by Focus of Spirit or \nKhura's Focusing. Also, Pact of Hate and Call of Darkness should stack \nproperly (meaning that they won't stack). \n\n- Illusion: Guktan was fixed on all servers a little while ago. We just \nwanted you to be aware that the spell will make the target look like a \nGuktan, not a male human. \n\n** Zones and Quests ** \n\n- Bazaar - We have increased the limit on the number of traders in the \nbazaar. We fixed an issue that would cause the \"Begin Trader\" button to \nbe disabled if a player tried to use it when the maximum number of \ntraders was reached. And the \"Held\" slot option was removed from the \nsearch, since it is not a valid option. \n\n- The Coirnav Encounter has been modified to respawn faster when the \nencounter is failed badly (if the attempt fails to reach a certain \ndepth in the encounter). \n\n- The Illusion: Guktan quest had some issues. We have addressed them. \n\n** New Player Improvements ** \n\n- After creating a new character, that character is the default \nselection on the character select screen. \n\n- At character creation, left-clicking on an attribute displays text \nthat explains what that attribute is important for. Right-clicking \nallocates the maximum possible points to that attribute. \n\n- To help reduce clutter for the new player, the Story window no longer \npops up when a player first logs in. \n\n- When a context Tip window pops up, if the Tip of the Day is still \nopen, the Tip of the Day window will close. Again, this is to help \nreduce the clutter. \n\n- We've change the name of the \"Camp\" button in the Actions window to \n\"Camp (Exit)\" for clarity. \n\n- The Inventory Tip window now explains how to read books and notes, \nhow to give/trade items with NPC's, and how to scribe spells. \n\n- We've added a text message on the screen to inform players when they \nare loading a zone, and what zone they are about to enter. \n\n- Added numeric background to buttons in the Hot Button window to make \nit easier to tell which button corresponds to which number key. \n\n- The Mousewheel zoom is now enabled by default. \n\n- New installations of EverQuest will default to 1024x768 resolution. \n\n** Misc ** \n\n- Fixed a bug that caused some equipment to be invisible on characters \ncreated recently (since our update on August 6th). \n\n- Luclin elemental models will now display if selected, regardless of \nother settings for Luclin models. You can turn these models on with no \nother Luclin models active, and you will see the Luclin elemental. \n\n- Hitting cancel on a trade window or using the /consent or /deny \ncommands will now only send you one message, not two. \n\n** UI Files ** \n\n* Changed * \n\nEQUI_BankWnd.xml \nEQUI_BigBankWnd.xml \nEQUI_OptionsWindow.xml \nEQUI_ActionsWindow.xml \nEQUI_JournalNPCWnd.xml \nSIDL.xml \nEQUI_Animations.xml \nEQUI_HotButtonWnd.xml \nEQUI.xml \n\ndragitem26.tga \n\n* New * \n\ndragitem27.tga \nwindow_pieces06.tga \nwindow_pieces07.tga \n\n* Removed * \n\nEQUI_JournalTextWnd.xml \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 28, 2003", "slug": "2003-08-28-1", "patch_date": "2003-08-28T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ykesha", "tags": ["bugfix"], "body_plaintext": "August 28, 2003\n------------------------------\n\n- Two Bastion of Thunder keys and one key in the Plane of Air that were \nsupposed to open up a location for your entire group were only taking \nthe key holder. We have fixed that problem. Also, the Enchanted Ring of \nTorden will now attach to your key ring the next time you use it. \n\n- The \"base\" population in the Tower of Solusek Ro now has the ability \nto summon. Please be aware of this the next time you enter the tower of \nthe god of flame. \n\n- We have corrected a pathing issue in South Karana that was causing \nthe NPCs to all travel to the same point. \n\n- Cloth caps will no longer drop off NPCs in Siren's Grotto. \n\n- We have reduced the number of characters in a raid required to access \nthe Plane of Time from 40 to 18. \n\n- The Burrower has been modified back to its original difficulty. \n\n- A tether has been added to Fennin Ro. \n\n.....................................................................\n\n------------------------------", "body_markdown": "August 28, 2003\n------------------------------\n\n- Two Bastion of Thunder keys and one key in the Plane of Air that were \nsupposed to open up a location for your entire group were only taking \nthe key holder. We have fixed that problem. Also, the Enchanted Ring of \nTorden will now attach to your key ring the next time you use it. \n\n- The \"base\" population in the Tower of Solusek Ro now has the ability \nto summon. Please be aware of this the next time you enter the tower of \nthe god of flame. \n\n- We have corrected a pathing issue in South Karana that was causing \nthe NPCs to all travel to the same point. \n\n- Cloth caps will no longer drop off NPCs in Siren's Grotto. \n\n- We have reduced the number of characters in a raid required to access \nthe Plane of Time from 40 to 18. \n\n- The Burrower has been modified back to its original difficulty. \n\n- A tether has been added to Fennin Ro. \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 9, 2003", "slug": "2003-09-09-1", "patch_date": "2003-09-09T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "ui"], "body_plaintext": "September 9, 2003\n------------------------------\n\n*** Lost Dungeons of Norrath Launches! ***\n\nMake sure to check out this groundbreaking new expansion! EVERY new \nzone has something fun and rewarding just waiting for everyone levels \n20-65, and there's always something available for you!\n\nFor the first time in EverQuest you have the ability to interact with \nyour environment in new and exciting ways! Find that chest at the end \nof the dungeon, but approach it carefully - It may be trapped. \n\nIn addition, there have been rumors of a new type of treasure that \nallow you to improve your existing equipment, augmenting what you've \nalready earned with new power...\n\nSucceed and be rewarded as YOU choose! Those who best the Lost Dungeons \nwill find that the Adventurers have quite the cache of treasure that \nthey've discovered on their own. It seems that, the more you help them \nin their cause, the more they're willing to share...\n\nIf you have purchased Lost Dungeons, thank you and welcome! \n\nIf you haven't -- What are you waiting for? Order now and join the \ngrand Adventure!\n\n*** Game Updates ***\n\n** Items **\n\n- Warrior and Magician epic changes – A new version of these two epic \nitems is available to accommodate the new item augmentations. Both of \nthese epics are basically summoned items, and therefore they would lose \nany augmentations when used or unsummoned. Players wishing to change \nthese items into \"permanent\" versions in order to augment them should \ndo the following:\n\nWarrior Epic - Talk to Gartrog Smitehammer in East Freeport. He will \nreplace your Red Scabbard and Jagged Blade of War with augmentable \nversions of the Jagged Blade of War, the Blade of Strategy, and the \nBlade of Tactics. You will not receive the Red Scabbard back, as it \nwill no longer be useful to you.\n\nMagician Epic - Talk to Ilisiv Gantrau in the Tox Forest. She will take \na summoned Orb of Mastery and replace it with a permanent augmentable \norb. The epic pet is still summoned in exactly the same way, with no \nchanges to the spell or use.\n\n** Zones and Quests **\n\n- Plane of Mischief - We have updated the factions for a few NPCs for \nthis zone on Stormhammer only. All of the NPCs there are meant to be \naggressive. Some of them were on the wrong faction, and were not \naggressive. They are now.\n\n- The Deep - There were some NPCs in this zone that could see invisible \nbut were bugged to be non-aggressive. They will again be aggressive, so \nbe more cautious when using invisibility in The Deep.\n\n- Plane of Valor - The Aerin'Dar projection was despawning after only a \nfew minutes. It will now remain as long as other projections.\n\n- City of Mist - Black Reavers are immune to magic once again.\n\n- Oxidized Steel Plate will now drop. This should allow the completion \nof the Rallican’s Bracer quest\n\n- The Ghost of Kindle has returned.\n\n- Manastone is no longer usable in The Hole.\n\n- The trader limit increase mentioned in the last update should be \nworking properly now.\n\n** Spells **\n\n- We have reduced the cost of the Summon Wooden, Stone and Iron \nBracelet spells. \n\n- We have added new Skeleton models for pets, illusions, and \ntransformation spells.\n\n- We have changed the underlying way that pet focus items work to allow \nfor future upgrades and items. All existing foci should work as they \nalways have. If you notice anything unusual when using a pet focus, \nplease /bug report the issue.\n\n** Interface **\n\n- Context Tips - We have added a question mark symbol to windows that \nhave help information available. Just click on the question mark in the \nupper right of the window to see the tips.\n\n** Miscellaneous **\n\n- Fixed a bug that was causing NPCs to appear to have a larger melee \nrange than they should have in some cases.\n\n- Sullon Zek - There was a bug that allowed players to create \ncharacters on opposing alliances. That is no longer possible. If you \nsee this message: \n\n\"You currently have characters created on opposing deity alliances. You \ncan only have characters that are on the same alliance. Please correct \nthis by deleting the character that was recently created and has an \nopposing alliance with the first character you created.\" \n\nYou will not be able to log in until you delete any characters that are \nnot on the same alliance.\n\n** UI Files **\n\n* Changed *\n\nSIDL.xml\nEQUI_Templates.xml\nEQUI_Animations.xml\nEQUI.xml\ndragitem27.tga\nwindow_pieces01.tga\n\n* New *\n\nEQUI_AdventureRequestWnd.xml\nEQUI_AdventureMerchantWnd.xml\nEQUI_AdventureLeaderboardWnd.xml\nEQUI_AdventureStatsWnd.xml\n\n\n** Known Issues **\n_\nThis is the list of cosmetic issues that we're aware aren't perfect, \nbut determined as acceptable to launch with, as_none should affect \npeoples' ability to enjoy the game._ \n_\nRather than attempt last-minute changes that often break more than they \nfix, these will be addressed in an update after Lost Dungeons' launch.\n_\n- Paladins and Shadowknights:_ The new INSPECT and OPEN ability buttons \nwill *appear* disabled for the duration of your Harm Touch or Lay Hands \ntimers when you use those abilities._ You may still use INSPECT and \nOPEN, however._ It just won't look like you can.\n_\n- When receiving an adventure from one of the Wayfarers' Camps, for \nnow, the Adventure Window does not automatically close when you walk \naway from the Adventure Recruiter as it should._ \n_\n- Pet Users:_ If you tell your pet to attack an interactive object \n(chest, vase, coffin, etc) inside of a dungeon, your pet will tell you \nthat it is attacking, but it will not actually attack._ This is a \nproblem with the message, not the behavior. _The pet should be telling \nyou that it cannot attack such a thing.\n\n** Use Augmentations Wisely **\n\nIf you have an item with more than one slot available and you intend to \napply an Augmentation Item that can fit into any slot (i.e. Type 1), be \nsure to apply it last.\n\nFor example, you have an item with three slots available and you have \nfilled Slot 1 with an Augmentation Item. In your bag you have an \nAugmentation Item that can fit into any slot on the item (i.e. Type 1) \nand one that fits into Slot 2. If you use the Type 1 Augmentation Item \nfirst, it will fill the first open slot on your item, which would be \nSlot 2 in this case. This means you will not be able to use the Slot 2-\nspecific Augmentation Item you had available. \n\nSo, remember, the rule is that if you have an Augmentation Item that \ncan be used it any slot, be sure to apply it last!\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 9, 2003\n------------------------------\n\n*** Lost Dungeons of Norrath Launches! ***\n\nMake sure to check out this groundbreaking new expansion! EVERY new \nzone has something fun and rewarding just waiting for everyone levels \n20-65, and there's always something available for you!\n\nFor the first time in EverQuest you have the ability to interact with \nyour environment in new and exciting ways! Find that chest at the end \nof the dungeon, but approach it carefully - It may be trapped. \n\nIn addition, there have been rumors of a new type of treasure that \nallow you to improve your existing equipment, augmenting what you've \nalready earned with new power...\n\nSucceed and be rewarded as YOU choose! Those who best the Lost Dungeons \nwill find that the Adventurers have quite the cache of treasure that \nthey've discovered on their own. It seems that, the more you help them \nin their cause, the more they're willing to share...\n\nIf you have purchased Lost Dungeons, thank you and welcome! \n\nIf you haven't -- What are you waiting for? Order now and join the \ngrand Adventure!\n\n*** Game Updates ***\n\n** Items **\n\n- Warrior and Magician epic changes – A new version of these two epic \nitems is available to accommodate the new item augmentations. Both of \nthese epics are basically summoned items, and therefore they would lose \nany augmentations when used or unsummoned. Players wishing to change \nthese items into \"permanent\" versions in order to augment them should \ndo the following:\n\nWarrior Epic - Talk to Gartrog Smitehammer in East Freeport. He will \nreplace your Red Scabbard and Jagged Blade of War with augmentable \nversions of the Jagged Blade of War, the Blade of Strategy, and the \nBlade of Tactics. You will not receive the Red Scabbard back, as it \nwill no longer be useful to you.\n\nMagician Epic - Talk to Ilisiv Gantrau in the Tox Forest. She will take \na summoned Orb of Mastery and replace it with a permanent augmentable \norb. The epic pet is still summoned in exactly the same way, with no \nchanges to the spell or use.\n\n** Zones and Quests **\n\n- Plane of Mischief - We have updated the factions for a few NPCs for \nthis zone on Stormhammer only. All of the NPCs there are meant to be \naggressive. Some of them were on the wrong faction, and were not \naggressive. They are now.\n\n- The Deep - There were some NPCs in this zone that could see invisible \nbut were bugged to be non-aggressive. They will again be aggressive, so \nbe more cautious when using invisibility in The Deep.\n\n- Plane of Valor - The Aerin'Dar projection was despawning after only a \nfew minutes. It will now remain as long as other projections.\n\n- City of Mist - Black Reavers are immune to magic once again.\n\n- Oxidized Steel Plate will now drop. This should allow the completion \nof the Rallican’s Bracer quest\n\n- The Ghost of Kindle has returned.\n\n- Manastone is no longer usable in The Hole.\n\n- The trader limit increase mentioned in the last update should be \nworking properly now.\n\n** Spells **\n\n- We have reduced the cost of the Summon Wooden, Stone and Iron \nBracelet spells. \n\n- We have added new Skeleton models for pets, illusions, and \ntransformation spells.\n\n- We have changed the underlying way that pet focus items work to allow \nfor future upgrades and items. All existing foci should work as they \nalways have. If you notice anything unusual when using a pet focus, \nplease /bug report the issue.\n\n** Interface **\n\n- Context Tips - We have added a question mark symbol to windows that \nhave help information available. Just click on the question mark in the \nupper right of the window to see the tips.\n\n** Miscellaneous **\n\n- Fixed a bug that was causing NPCs to appear to have a larger melee \nrange than they should have in some cases.\n\n- Sullon Zek - There was a bug that allowed players to create \ncharacters on opposing alliances. That is no longer possible. If you \nsee this message: \n\n\"You currently have characters created on opposing deity alliances. You \ncan only have characters that are on the same alliance. Please correct \nthis by deleting the character that was recently created and has an \nopposing alliance with the first character you created.\" \n\nYou will not be able to log in until you delete any characters that are \nnot on the same alliance.\n\n** UI Files **\n\n* Changed *\n\nSIDL.xml\nEQUI_Templates.xml\nEQUI_Animations.xml\nEQUI.xml\ndragitem27.tga\nwindow_pieces01.tga\n\n* New *\n\nEQUI_AdventureRequestWnd.xml\nEQUI_AdventureMerchantWnd.xml\nEQUI_AdventureLeaderboardWnd.xml\nEQUI_AdventureStatsWnd.xml\n\n\n** Known Issues **\n_\nThis is the list of cosmetic issues that we're aware aren't perfect, \nbut determined as acceptable to launch with, as_none should affect \npeoples' ability to enjoy the game._ \n_\nRather than attempt last-minute changes that often break more than they \nfix, these will be addressed in an update after Lost Dungeons' launch.\n_\n- Paladins and Shadowknights:_ The new INSPECT and OPEN ability buttons \nwill *appear* disabled for the duration of your Harm Touch or Lay Hands \ntimers when you use those abilities._ You may still use INSPECT and \nOPEN, however._ It just won't look like you can.\n_\n- When receiving an adventure from one of the Wayfarers' Camps, for \nnow, the Adventure Window does not automatically close when you walk \naway from the Adventure Recruiter as it should._ \n_\n- Pet Users:_ If you tell your pet to attack an interactive object \n(chest, vase, coffin, etc) inside of a dungeon, your pet will tell you \nthat it is attacking, but it will not actually attack._ This is a \nproblem with the message, not the behavior. _The pet should be telling \nyou that it cannot attack such a thing.\n\n** Use Augmentations Wisely **\n\nIf you have an item with more than one slot available and you intend to \napply an Augmentation Item that can fit into any slot (i.e. Type 1), be \nsure to apply it last.\n\nFor example, you have an item with three slots available and you have \nfilled Slot 1 with an Augmentation Item. In your bag you have an \nAugmentation Item that can fit into any slot on the item (i.e. Type 1) \nand one that fits into Slot 2. If you use the Type 1 Augmentation Item \nfirst, it will fill the first open slot on your item, which would be \nSlot 2 in this case. This means you will not be able to use the Slot 2-\nspecific Augmentation Item you had available. \n\nSo, remember, the rule is that if you have an Augmentation Item that \ncan be used it any slot, be sure to apply it last!\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 9, 2003", "slug": "2003-10-09-1", "patch_date": "2003-10-09T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "class_changes", "spells", "items", "ui", "server"], "body_plaintext": "October 9, 2003\n------------------------------\n\n* Zones and NPCs **\n\n- Two new raid zones have been added to the Lost Dungeons on the \nLegends server. These are Guk-themed raids, one for Elemental Plane and \none for Time Plane capable raiders.\n\n- The revamped Plane of Mischief is now available on all Live servers.\n\n- There were some situations where the warders in Vex Thal could be up, \nbut the bosses needed to kill them would not be available. That \nshouldn't happen anymore.\n\n- Shrunk the giant wolves that appeared in the lands. \n\n- The Coirnav encounter has been changed. Be much more careful if you \nhave been relying on stuns to deal with this encounter.\n\n- Corrected an issue with the Filth Gorgers that was causing them to \nremain around with they were supposed to despawn.\n\n- Soldiers of Madness in Grieg's End will no longer be so unbelievably \nnumerous.\n\n- Zoning into the Plane of Fire will no longer cause characters to \noccasionally take 20k points of damage.\n\n- The Froglok Hunter and Forager will no longer be killed by the \ninhabitants of Trakanon's Teeth, so they should be easier to find.\n\n- When Mithaniel Marr is killed, his planar projection now spawns in \nthe middle of his room rather than at the point of death. This fixes a \nproblem that could cause the projection to appear out of reach.\n\n- The Qeynos investigator is now taking \"follow me\" orders again.\n\n** Adventures **\n\n- Every character that successfully completes an adventure will now get \nat least one point as a reward. This is also true for the \n\"consolation\" rewards.\n\n- Completing Hard adventures will yield more points.\n\n- Several trap spells on interactive objects have had their severity \nreduced.\n\n- Added some new type 7 and type 8 augmentations to various adventure \nmerchants.\n\n- It will be clearer now which raids are \"hard\" and which are \"normal\". \nHard raids are intended for Time capable guilds. They are very hard.\n\n- All raid recruiters now properly check to be sure that you have \ncompleted two adventures in their respective themes before they will \ngive out the raid.\n\n- Fixed an issue in a Mistmoore's Catacomb raid that was preventing \nplayers from accessing an interactive object they had earned for \nkilling Sfisithik.\n\n- Removed the ability to see through Shroud of Stealth from some of the \nNPCs that appear in LDoN Raids.\n\n- There was a misconception about the behavior of goblins in some \nRujarkian Hills adventures. Goblins that are fleeing because they are \nunwilling to die or are seeking help will make it clear that they are \ndoing so. We also corrected an issue that could cause these goblins to \n\"ping pong\" in some cases.\n\n- All of the \"flavor\" NPCs in dungeons (usually those that are lying \ndown, nearly dead) will display full health to make it impossible to \ntell what kind of NPC they are (friend or foe) simply by looking at \ntheir health level.\n\n- Hostages will no longer be attacked by their captors.\n\n- We thinned out the population in the Grand Library and a few other \nMiragul's Menagerie themed zones to bring the challenge in line.\n\n- Rats in Mistmoore's Catacombs are now animals, shadows are now \nsummoned.\n\n** Items and Objects **\n\n- Corrected a bug that allowed players to buy multiple lore \naugmentations if they were in a bag (which also caused issues when \ntrying to loot corpses with those items). If you had multiple lore \nitems, the extra items will be removed. A refund for the points spent \non those items will be made when they are deleted.\n\n- Broken Chunk of Coal, Cracked Ruby, and Charred Pebble are no longer \nvalid augmentations. If you had these augmentations bonded to an item, \nyou will find them on your cursor. You can take those items to Dible \nHedledrap in South Ro and he will restore your adventure points.\n\n- Perfect Garnet of Constitution, Pristine Garnet of Constitution, \nPerfect Sapphire of Insight, and Pristine Sapphire of Insight can be \nturned in to Dible Heldedrap in South Ro. He will replace them with \ntype 8 versions of the same items.\n\n- Changed pre-LDoN items to have a single slot of type 7 instead of 1. \nSome LDoN items which had a slot type 1 were also changed to type 7.\n\n- Fixed a bug with the Adventurer's Stone that would sometimes cause it \nto not display its bonuses.\n\n- Interactive objects will now only appear on LDoN raids when the main \nboss has been killed. This change was done to prevent an exploit, and \nis a temporary change.\n\n- We have improved the types of rewards that can be found in \ninteractive objects to improve the reward given for the risk taken by \nopening them.\n\n- Fixed a bug that prevented augments with no deity restrictions from \ncombining with deity-restricted items.\n\n- Added a message that should make it clearer when a character is \nunable to loot an interactive object because they are on an NPC's hate \nlist.\n\n- Hand-to-hand weapons are now part of the one-handed restriction on \naugmentations. So augmentations that say they can be used with one-\nhanded items will also work with hand-to-hand items.\n\n- Geomancer's Crown of Reformation now fits in the head slot and the \neffect is worn instead of right clicked.\n\n- Gravestone of Dire Melodies and the Limestone Shard of Battle Cries \nwill now properly modify instrument skills.\n\n- All of Royal Attendant Armor will now show up as plate armor.\n\n- Rogue pets focused with Summoner's Boon should no longer lose the \nability to backstab.\n\n- Shard of Shrunken Bone was changed from Shield of Pain III to Shield \nof Pain II.\n\n- Changed many of the new Lost Dungeons \"shields\" to make them useable \nas shields (they can be used to bash now).\n\n- Removed augmentation slots from the following items: Primal Velium \nKnight's Sword, Divine Hammer of Consternation, Breezeboot's Frigid \nGnasher, Primal Velium Fist Wraps, Primal Velium Battlehammer, Primal \nVelium Spear, Primal Velium Claidhmore, Primal Velium Brawl Stick, \nPrimal Velium War Lance, Primal Velium Reinforced Bow, Primal Velium \nBattle Axe, Primal Velium Warsword, Ancient Prismatic Bow, Ancient \nPrismatic Lance, Ancient Prismatic Spear, Ancient Prismatic Claymore, \nAncient Prismatic Brawl Stick, Ancient Prismatic Battlehammer, Ancient \nPrismatic Warsword, Ancient Prismatic Axe, Ancient Prismatic Fist \nWraps, Ancient Prismatic Staff, Ancient Prismatic Stiletto, and Ancient \nPrismatic Mace.\n\n- Changed some weapons dropped from rare NPC's in LDoN zones to have \nslot type 4 instead of 1.\n\n- Changed Pristine Limestone of Hatred to Vengeance IV.\n\n- The hp/mana augmentations that dropped in adventures as slot 1 items \nwill no longer drop. They have been replaced with similar items that \nfit into slot 7.\n\n- Made changes to various stats and effects on Plane of Time items.\n\n- Changed the level required to use the right-click effect on Wild Lord \nArmor to 45, to match all other Kunark armor.\n\n- Corrected a bug with mounts that would sometimes leave the horse buff \nup without the actual mount. Also corrected a problem that could cause \na player to be unable to summon a mount.\n\n- Fixed the haste on Spiritbound Mystic's Torch \n\n- Altered the damage and delay on the Delightful Orb of Forgotten Magic \nto be more appropriate for where it drops\n\n\n** For the New Player **\n\n- Find Feature added. This will create a mystical indication of the \npath to take to find certain people. This feature works in the Bazaar \nand in newbie zones and cities. In the Bazaar you just click on the \nmerchant you seek in the Bazaar window and click the Find Trader \nbutton. For all other uses, just hit CTRL+F to open the window, select \nsomeone on the list and click the Find button. This will locate any \nBazaar trader or any NPC with an alternate name, such as (Spell \nVendor). The exception is that it will not locate NPCs in the \nWayfarer's Camps.\n\n- The auto-attack key now defaults to Q (not A). \n\n- New characters start with their weapons and armor equipped.\n\n- New characters start with their spells scribed and memorized.\n\n- When a caster reaches the level required for one of the first two \nrings of new spells, they will get a message informing them that new \nspells are available. \n\n- New characters will begin with a stack of bandages. These bandages \ncannot be sold or traded.\n\n- When a character trains in a hotbutton-able skill that he did not \npreviously have skill in, a hotbutton for that skill is created on the \ncursor.\n\n- New characters will have a page of hotbuttons set for them based on \nthe skills given to them by their class and race.\n\n** Interface **\n\n- Merchants now separate items with different charges in their list. \nFor example, 9 dose and 10 dose potions will show up as separate items \non the merchant's list. Items with the same amount of charges will be \nstacked. NOTE: This will remove the ability to \"recharge\" items by \nselling them to a vendor and buying them back.\n\n- The Bazaar now supports selling different charged items. For example, \na 10 dose potion with 9 charges can be sold for 90 plat., while a 10 \ndose version of the same potion can be sold for 100 plat. NOTE: All \ncurrently priced charged items will no longer have a price attached and \nwill need to be reset by the trader.\n\n- Pet buffs are now visible in the pet window. A small icon will \ndisplay for each buff on the pet (up to 30 - you may need to resize the \npet window). You can hover your mouse over the icon to see the spell \nname. Alt left-click or right-click and hold for spell info box (which \nonly contains name and icon).\n\n- Improved the functionality of the ESC key. Windows close in the \nopposite order that they were opened.\n\n- Swarm pet damage is filtered under \"pet damage\" rather than \"others \nhits\".\n\n- When World Containers (ovens, kilns, augmentation sealers and similar \nitems) are closed, No Drop items in those containers will be placed in \nthe character's inventory. If it will not fit there, it will appear on \ntheir cursor.\n\n- The \"Only show items I can use\" option in the Adventure Merchant \nwindow will be saved when you log out.\n\n- Hotbuttons created using the Abilities and Combat skill lists are no \nlonger connected to the buttons in the Actions window. This means that \nyou can create a button on the Abilities or Combat section of the \nactions window, drag that button to the hotbutton window, then change \nthe button on the Abilities or Combat section, and the hotbutton you \nmade will not change. This allows you to create hotbuttons for ALL of \nyour character's skills, not just the ones that can fit in the Actions \nwindow.\n\n- You can now use the (`) key to \"Target nearest NPC\", in addition to \nF8. \n\n- Shared bank slots will no longer accept rentable containers with no-\nrent items in them.\n\n- A new system for the leaderboard has been implemented to track \nadventures by their difficulty. You can sort by normal/hard/all \ndifficulty. Not only will this display the stats for the leaders, but \nyou will also be able to see your own successes and failures at the \nbottom, based on the sorting you chose for the leaderboard. So, for \nexample, if you filter the leaderboard by Miragul's Wins and choose \nHard, you will not only see the leaders for Hard adventures in that \ntheme, you will see your own statistics for Hard Miragul's adventures. \nNOTE: Because this tracking is new, it will only be able to \ndifferentiate hard and normal adventures from the time of this update \nonward. Past adventures will be treated as if they were normal \ndifficulty. \n\n- /autojoin is not saved per character, not for all characters.\n\n- The Open and Inspect buttons are no longer \"grayed-out\" when Lay on \nHands or Harm Touch are used.\n\n- Merchant inventories will refresh properly after a character \npurchases the last of an item in inventory.\n\n** Spells **\n\n- Casting Grow on an unshrunk shaman pet will no longer shrink the pet.\n\n- Remove Minor Curse cures 2 curse counters instead of 3-4.\n\n- Lich and Pact of Hate now use different colored skeleton models.\n\n- Monster Summoning will summon the correct models, not just earth \nelementals.\n\n- Frostreaver's Blessing will no longer block the bard song Wind of \nMarr. We realize there are still some stacking issues with these \nspells, and we hope to resolve them soon.\n\n** Tradeskills **\n\n- The Blessed Steel Arrowheads recipe will return the file.\n\n- NPC Merchants will now pay less for Steel Hunter Arrows, Steel \nArrowshafts, and Steel Fletch.\n\n- The Muckskipper Chowder recipe no longer returns a pot on a failure \nor success, since the recipe does not require a pot at all.\n\n- The recipe for the \"Lemming Fur Backpack\" now requires an \nEmbroidering Needle instead of a Sewing Needle.\n\n** Alternate Advancement **\n\n- Jewelcraft Mastery works properly now.\n\n- Frenzied Burnout will no longer last indefinitely on a charmed pet.\n\n** UI Files **\n\n* Changed *\n\nEQUI.xml\nEQUI_ActionsWindow.xml\nEQUI_AdventureLeaderboardWnd.xml\nEQUI_BazaarSearchWnd.xml\nEQUI_LootWnd.xml\nEQUI_OptionsWindow.xml\nEQUI_PetInfoWindow.xml\nEQUI_RaidWindow.xml\n\n* New *\n\nEQUI_FindLocationWnd.xml\n\n* New Labels *\n\n86-115 for the pet buff names.\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 9, 2003\n------------------------------\n\n* Zones and NPCs **\n\n- Two new raid zones have been added to the Lost Dungeons on the \nLegends server. These are Guk-themed raids, one for Elemental Plane and \none for Time Plane capable raiders.\n\n- The revamped Plane of Mischief is now available on all Live servers.\n\n- There were some situations where the warders in Vex Thal could be up, \nbut the bosses needed to kill them would not be available. That \nshouldn't happen anymore.\n\n- Shrunk the giant wolves that appeared in the lands. \n\n- The Coirnav encounter has been changed. Be much more careful if you \nhave been relying on stuns to deal with this encounter.\n\n- Corrected an issue with the Filth Gorgers that was causing them to \nremain around with they were supposed to despawn.\n\n- Soldiers of Madness in Grieg's End will no longer be so unbelievably \nnumerous.\n\n- Zoning into the Plane of Fire will no longer cause characters to \noccasionally take 20k points of damage.\n\n- The Froglok Hunter and Forager will no longer be killed by the \ninhabitants of Trakanon's Teeth, so they should be easier to find.\n\n- When Mithaniel Marr is killed, his planar projection now spawns in \nthe middle of his room rather than at the point of death. This fixes a \nproblem that could cause the projection to appear out of reach.\n\n- The Qeynos investigator is now taking \"follow me\" orders again.\n\n** Adventures **\n\n- Every character that successfully completes an adventure will now get \nat least one point as a reward. This is also true for the \n\"consolation\" rewards.\n\n- Completing Hard adventures will yield more points.\n\n- Several trap spells on interactive objects have had their severity \nreduced.\n\n- Added some new type 7 and type 8 augmentations to various adventure \nmerchants.\n\n- It will be clearer now which raids are \"hard\" and which are \"normal\". \nHard raids are intended for Time capable guilds. They are very hard.\n\n- All raid recruiters now properly check to be sure that you have \ncompleted two adventures in their respective themes before they will \ngive out the raid.\n\n- Fixed an issue in a Mistmoore's Catacomb raid that was preventing \nplayers from accessing an interactive object they had earned for \nkilling Sfisithik.\n\n- Removed the ability to see through Shroud of Stealth from some of the \nNPCs that appear in LDoN Raids.\n\n- There was a misconception about the behavior of goblins in some \nRujarkian Hills adventures. Goblins that are fleeing because they are \nunwilling to die or are seeking help will make it clear that they are \ndoing so. We also corrected an issue that could cause these goblins to \n\"ping pong\" in some cases.\n\n- All of the \"flavor\" NPCs in dungeons (usually those that are lying \ndown, nearly dead) will display full health to make it impossible to \ntell what kind of NPC they are (friend or foe) simply by looking at \ntheir health level.\n\n- Hostages will no longer be attacked by their captors.\n\n- We thinned out the population in the Grand Library and a few other \nMiragul's Menagerie themed zones to bring the challenge in line.\n\n- Rats in Mistmoore's Catacombs are now animals, shadows are now \nsummoned.\n\n** Items and Objects **\n\n- Corrected a bug that allowed players to buy multiple lore \naugmentations if they were in a bag (which also caused issues when \ntrying to loot corpses with those items). If you had multiple lore \nitems, the extra items will be removed. A refund for the points spent \non those items will be made when they are deleted.\n\n- Broken Chunk of Coal, Cracked Ruby, and Charred Pebble are no longer \nvalid augmentations. If you had these augmentations bonded to an item, \nyou will find them on your cursor. You can take those items to Dible \nHedledrap in South Ro and he will restore your adventure points.\n\n- Perfect Garnet of Constitution, Pristine Garnet of Constitution, \nPerfect Sapphire of Insight, and Pristine Sapphire of Insight can be \nturned in to Dible Heldedrap in South Ro. He will replace them with \ntype 8 versions of the same items.\n\n- Changed pre-LDoN items to have a single slot of type 7 instead of 1. \nSome LDoN items which had a slot type 1 were also changed to type 7.\n\n- Fixed a bug with the Adventurer's Stone that would sometimes cause it \nto not display its bonuses.\n\n- Interactive objects will now only appear on LDoN raids when the main \nboss has been killed. This change was done to prevent an exploit, and \nis a temporary change.\n\n- We have improved the types of rewards that can be found in \ninteractive objects to improve the reward given for the risk taken by \nopening them.\n\n- Fixed a bug that prevented augments with no deity restrictions from \ncombining with deity-restricted items.\n\n- Added a message that should make it clearer when a character is \nunable to loot an interactive object because they are on an NPC's hate \nlist.\n\n- Hand-to-hand weapons are now part of the one-handed restriction on \naugmentations. So augmentations that say they can be used with one-\nhanded items will also work with hand-to-hand items.\n\n- Geomancer's Crown of Reformation now fits in the head slot and the \neffect is worn instead of right clicked.\n\n- Gravestone of Dire Melodies and the Limestone Shard of Battle Cries \nwill now properly modify instrument skills.\n\n- All of Royal Attendant Armor will now show up as plate armor.\n\n- Rogue pets focused with Summoner's Boon should no longer lose the \nability to backstab.\n\n- Shard of Shrunken Bone was changed from Shield of Pain III to Shield \nof Pain II.\n\n- Changed many of the new Lost Dungeons \"shields\" to make them useable \nas shields (they can be used to bash now).\n\n- Removed augmentation slots from the following items: Primal Velium \nKnight's Sword, Divine Hammer of Consternation, Breezeboot's Frigid \nGnasher, Primal Velium Fist Wraps, Primal Velium Battlehammer, Primal \nVelium Spear, Primal Velium Claidhmore, Primal Velium Brawl Stick, \nPrimal Velium War Lance, Primal Velium Reinforced Bow, Primal Velium \nBattle Axe, Primal Velium Warsword, Ancient Prismatic Bow, Ancient \nPrismatic Lance, Ancient Prismatic Spear, Ancient Prismatic Claymore, \nAncient Prismatic Brawl Stick, Ancient Prismatic Battlehammer, Ancient \nPrismatic Warsword, Ancient Prismatic Axe, Ancient Prismatic Fist \nWraps, Ancient Prismatic Staff, Ancient Prismatic Stiletto, and Ancient \nPrismatic Mace.\n\n- Changed some weapons dropped from rare NPC's in LDoN zones to have \nslot type 4 instead of 1.\n\n- Changed Pristine Limestone of Hatred to Vengeance IV.\n\n- The hp/mana augmentations that dropped in adventures as slot 1 items \nwill no longer drop. They have been replaced with similar items that \nfit into slot 7.\n\n- Made changes to various stats and effects on Plane of Time items.\n\n- Changed the level required to use the right-click effect on Wild Lord \nArmor to 45, to match all other Kunark armor.\n\n- Corrected a bug with mounts that would sometimes leave the horse buff \nup without the actual mount. Also corrected a problem that could cause \na player to be unable to summon a mount.\n\n- Fixed the haste on Spiritbound Mystic's Torch \n\n- Altered the damage and delay on the Delightful Orb of Forgotten Magic \nto be more appropriate for where it drops\n\n\n** For the New Player **\n\n- Find Feature added. This will create a mystical indication of the \npath to take to find certain people. This feature works in the Bazaar \nand in newbie zones and cities. In the Bazaar you just click on the \nmerchant you seek in the Bazaar window and click the Find Trader \nbutton. For all other uses, just hit CTRL+F to open the window, select \nsomeone on the list and click the Find button. This will locate any \nBazaar trader or any NPC with an alternate name, such as (Spell \nVendor). The exception is that it will not locate NPCs in the \nWayfarer's Camps.\n\n- The auto-attack key now defaults to Q (not A). \n\n- New characters start with their weapons and armor equipped.\n\n- New characters start with their spells scribed and memorized.\n\n- When a caster reaches the level required for one of the first two \nrings of new spells, they will get a message informing them that new \nspells are available. \n\n- New characters will begin with a stack of bandages. These bandages \ncannot be sold or traded.\n\n- When a character trains in a hotbutton-able skill that he did not \npreviously have skill in, a hotbutton for that skill is created on the \ncursor.\n\n- New characters will have a page of hotbuttons set for them based on \nthe skills given to them by their class and race.\n\n** Interface **\n\n- Merchants now separate items with different charges in their list. \nFor example, 9 dose and 10 dose potions will show up as separate items \non the merchant's list. Items with the same amount of charges will be \nstacked. NOTE: This will remove the ability to \"recharge\" items by \nselling them to a vendor and buying them back.\n\n- The Bazaar now supports selling different charged items. For example, \na 10 dose potion with 9 charges can be sold for 90 plat., while a 10 \ndose version of the same potion can be sold for 100 plat. NOTE: All \ncurrently priced charged items will no longer have a price attached and \nwill need to be reset by the trader.\n\n- Pet buffs are now visible in the pet window. A small icon will \ndisplay for each buff on the pet (up to 30 - you may need to resize the \npet window). You can hover your mouse over the icon to see the spell \nname. Alt left-click or right-click and hold for spell info box (which \nonly contains name and icon).\n\n- Improved the functionality of the ESC key. Windows close in the \nopposite order that they were opened.\n\n- Swarm pet damage is filtered under \"pet damage\" rather than \"others \nhits\".\n\n- When World Containers (ovens, kilns, augmentation sealers and similar \nitems) are closed, No Drop items in those containers will be placed in \nthe character's inventory. If it will not fit there, it will appear on \ntheir cursor.\n\n- The \"Only show items I can use\" option in the Adventure Merchant \nwindow will be saved when you log out.\n\n- Hotbuttons created using the Abilities and Combat skill lists are no \nlonger connected to the buttons in the Actions window. This means that \nyou can create a button on the Abilities or Combat section of the \nactions window, drag that button to the hotbutton window, then change \nthe button on the Abilities or Combat section, and the hotbutton you \nmade will not change. This allows you to create hotbuttons for ALL of \nyour character's skills, not just the ones that can fit in the Actions \nwindow.\n\n- You can now use the (`) key to \"Target nearest NPC\", in addition to \nF8. \n\n- Shared bank slots will no longer accept rentable containers with no-\nrent items in them.\n\n- A new system for the leaderboard has been implemented to track \nadventures by their difficulty. You can sort by normal/hard/all \ndifficulty. Not only will this display the stats for the leaders, but \nyou will also be able to see your own successes and failures at the \nbottom, based on the sorting you chose for the leaderboard. So, for \nexample, if you filter the leaderboard by Miragul's Wins and choose \nHard, you will not only see the leaders for Hard adventures in that \ntheme, you will see your own statistics for Hard Miragul's adventures. \nNOTE: Because this tracking is new, it will only be able to \ndifferentiate hard and normal adventures from the time of this update \nonward. Past adventures will be treated as if they were normal \ndifficulty. \n\n- /autojoin is not saved per character, not for all characters.\n\n- The Open and Inspect buttons are no longer \"grayed-out\" when Lay on \nHands or Harm Touch are used.\n\n- Merchant inventories will refresh properly after a character \npurchases the last of an item in inventory.\n\n** Spells **\n\n- Casting Grow on an unshrunk shaman pet will no longer shrink the pet.\n\n- Remove Minor Curse cures 2 curse counters instead of 3-4.\n\n- Lich and Pact of Hate now use different colored skeleton models.\n\n- Monster Summoning will summon the correct models, not just earth \nelementals.\n\n- Frostreaver's Blessing will no longer block the bard song Wind of \nMarr. We realize there are still some stacking issues with these \nspells, and we hope to resolve them soon.\n\n** Tradeskills **\n\n- The Blessed Steel Arrowheads recipe will return the file.\n\n- NPC Merchants will now pay less for Steel Hunter Arrows, Steel \nArrowshafts, and Steel Fletch.\n\n- The Muckskipper Chowder recipe no longer returns a pot on a failure \nor success, since the recipe does not require a pot at all.\n\n- The recipe for the \"Lemming Fur Backpack\" now requires an \nEmbroidering Needle instead of a Sewing Needle.\n\n** Alternate Advancement **\n\n- Jewelcraft Mastery works properly now.\n\n- Frenzied Burnout will no longer last indefinitely on a charmed pet.\n\n** UI Files **\n\n* Changed *\n\nEQUI.xml\nEQUI_ActionsWindow.xml\nEQUI_AdventureLeaderboardWnd.xml\nEQUI_BazaarSearchWnd.xml\nEQUI_LootWnd.xml\nEQUI_OptionsWindow.xml\nEQUI_PetInfoWindow.xml\nEQUI_RaidWindow.xml\n\n* New *\n\nEQUI_FindLocationWnd.xml\n\n* New Labels *\n\n86-115 for the pet buff names.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "November 5, 2003", "slug": "2003-11-05-1", "patch_date": "2003-11-05T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "class_changes", "zones", "pvp", "ui"], "body_plaintext": "November 5, 2003\n------------------------------\n\n** Quests, Adventures and Encounters **\n\n- We have added one more new LDoN raid to Stormhammer. This raid was \ncreated with Elemental capable characters in mind.\n- Changed the minimum required number of group members to request an \nadventure from 4 to 3.\n- We have increased the consolation prize on level 65 hard adventures \nfrom 19 to 26 to match the increase in reward points for success \n(raised from 76 to 105 with the last update).\n- Verrell Cogswin can help convert red dragon scales into green dragon \nscales.\n- Fixed the Undead and Fire event in the Plane of Time. There was a bug \nthat could cause some of the minions to fail to spawn.\n- Raotin Teawel will always give out the correct robe for completion of \nhis quest.\n- Thought Destroyer has returned to the Plane of Hate.\n- Check with the Town Crier of your home town for news. There is \ninformation about the recent activities of the Wayfarers that should \nprove interesting.\n- We have made some improvements to the Plane of Air avatar rings. We \nhave added a random interval to the respawn time of the Plane of Air \navatar rings, placed apparitions at the avatar spawns so that it is \npossible to tell when the event is available, and the Avatar of Smoke \nwill now respawn properly.\n- The Mujaki event in Plane of Nightmares was completely rewritten._ It \nshould now be a lot more intelligent about where it sends players.\n- Increased the number of items found at the end of a successful LDoN \nraid.\n\n** Skills and Alternate Advancement **\n\n- Channeling Focus was not giving bards the proper reduction to the \nchance of missing a note._ It is now fixed and gives messages to \nindicate when it is has helped.\n- Corrected a problem that was causing Alternate Advancement buff \nduration increase abilities and duration focus effects to negatively \naffect lull spells. \n- We have fixed a bug that could cause pick pocketed items to not show \nup on your cursor until you zone. This could also sometimes cause the \nclient to crash.\n- Added /stoptracking command so that you no longer have to re-open the \ntrack window and hit cancel if you want to cancel your tracking \nquickly.\n- Activated AAs from Planes of Power were not working if the user did \nnot have Shadows of Luclin registered. This has been fixed.\n\n** Spells and Pets **\n\n- The Aura of Pain Recourse can no longer be removed by Radiant Cure.\n- When the character changes size (through illusion), other players \nwill no longer see the mounted player separate from their horse.\n- Magician Pets will no longer attack the caster who summoned them.\n- Hitting your own pet while in a PVP area or while you have the PK \nflag on will no longer kill it.\n- Cataclysm of Ro has had its movement rate bonus removed to fix a \nstacking issue with the Selo's line of movement rate songs.\n- Cassindra's Chant of Clarity_and Cassindra's Chorus of Clarity now \nlasts 3 ticks instead of being instant.\n- Cloak of Luclin, Cloak of the Akheva and Frostreaver's Blessing will \nno longer be overwritten by Call of the Rathe.\n- There are still some issues with Frostreaver's blessing being \noverwritten by some spells._ We are aware of the issue and hope to get \nit resolved soon.\n- Protection of the Cabbage, Protection of the Glades and Protection of \nthe Nine will block Temperance, Aegolism and Virtue.\n- Ice Flame of E`ci now has the standard 2.5 second recast time.\n- Reclaim energy should now function properly on the pet summoned by \nChild of Bertoxxulous.\n-Beastlord warders focused by Summoner's boon should now look as they \nshould.\n\n** Interface **\n\n- We have added the consider color to the Target window. The art used \nto display the consider color can be removed or edited via XML by \ncustom skins.\n- We have also added a 3D target indicator._ The ring color indicates \nthe con color of the target._ This can be turned off in the Options \nwindow. A new settings file in the UI folder can be edited by players \nto customize the appearance of the indicator, including different \nanimated textures for each con color and other interesting settings.\n- Added /fontface command (usage /fontface , e.g. /fontface Courier). \nThis will change, on the fly, the fonts used by the interface (and over \ncharacter's heads). Fonts can also be selected in the General Options \npage.\n- Added /tell windows. Each time you get a \"tell\" from a new character, \na new chat window would open. That window will only display \"tells\" \nfrom the particular character, and any message sent from the chat \nwindow would automatically be sent as a \"tell\" to that character. You \ncan turn this option on and off in the Options window. If you have the \nmaximum number of chat windows open when a new tell is received, the \ntell will go to the main chat window\n- Temporary pets will no longer send their buffs to the pet window. \nGenerally they have none, and they would replace the buffs of any \nstandard pet.\n- The buff display portion of the pet window will now fade.\n- The Auto-inventory area of the Inventory window now fades with the \nparent window.\n- The Dump button in raid window now creates the proper, non-blank, \nfile.\n- We have also added time-stamp to Raid Dump output file.\n- Pop-up dialogs no longer close when you press ESC. This will prevent \nthe rez dialog from being closed accidentally.\n- Lay on Hands will no longer \"gray out\" the Inspect and Open hot keys \nin the Hotbutton window. This was fixed earlier in the Actions window, \nbut now it is fixed in the Hotbutton window as well.\n- Alt-tabbing in and out of EQ should no longer cause mouse issues.\n- Fixed a bug that sometimes left charmed pets health bar in the group \nwindow after the owner of that pet is killed.\n- Find trader can now be cancelled in bazaar.\n\n** Items **\n\n- The Copper Medal of Rapture now gives a bonus to Int. instead of Wis.\n\n** For the New Player **\n\n- Left-clicking on an NPC prints out a message indicating what type of \nNPC they are and indicating that you should right-click on them. This \nmessage can be turned off in the Options window.\n- New characters will now start with a bag.\n- Added a tip window that pops up when you invoke the Quantity window \nthat explains the use of Shift and Control when selecting items.\n- All characters will gain a Sense Heading skill of 200, if it was \nbelow 200. All new characters will start with a Sense Heading of 200.\n\n** Miscellaneous **\n\n- Explore mode works properly again.\n\n** UI Files **\n\n* Changed *\nEQUI_OptionsWindow.xml\nEQUI_TargetWindow.xml\nEQUI_Animations.xml\n\n* New *\nTargetindicator.ini\nTargetBox.tga\nTargetIndicator.tga\n\n.....................................................................\n\n------------------------------", "body_markdown": "November 5, 2003\n------------------------------\n\n** Quests, Adventures and Encounters **\n\n- We have added one more new LDoN raid to Stormhammer. This raid was \ncreated with Elemental capable characters in mind.\n- Changed the minimum required number of group members to request an \nadventure from 4 to 3.\n- We have increased the consolation prize on level 65 hard adventures \nfrom 19 to 26 to match the increase in reward points for success \n(raised from 76 to 105 with the last update).\n- Verrell Cogswin can help convert red dragon scales into green dragon \nscales.\n- Fixed the Undead and Fire event in the Plane of Time. There was a bug \nthat could cause some of the minions to fail to spawn.\n- Raotin Teawel will always give out the correct robe for completion of \nhis quest.\n- Thought Destroyer has returned to the Plane of Hate.\n- Check with the Town Crier of your home town for news. There is \ninformation about the recent activities of the Wayfarers that should \nprove interesting.\n- We have made some improvements to the Plane of Air avatar rings. We \nhave added a random interval to the respawn time of the Plane of Air \navatar rings, placed apparitions at the avatar spawns so that it is \npossible to tell when the event is available, and the Avatar of Smoke \nwill now respawn properly.\n- The Mujaki event in Plane of Nightmares was completely rewritten._ It \nshould now be a lot more intelligent about where it sends players.\n- Increased the number of items found at the end of a successful LDoN \nraid.\n\n** Skills and Alternate Advancement **\n\n- Channeling Focus was not giving bards the proper reduction to the \nchance of missing a note._ It is now fixed and gives messages to \nindicate when it is has helped.\n- Corrected a problem that was causing Alternate Advancement buff \nduration increase abilities and duration focus effects to negatively \naffect lull spells. \n- We have fixed a bug that could cause pick pocketed items to not show \nup on your cursor until you zone. This could also sometimes cause the \nclient to crash.\n- Added /stoptracking command so that you no longer have to re-open the \ntrack window and hit cancel if you want to cancel your tracking \nquickly.\n- Activated AAs from Planes of Power were not working if the user did \nnot have Shadows of Luclin registered. This has been fixed.\n\n** Spells and Pets **\n\n- The Aura of Pain Recourse can no longer be removed by Radiant Cure.\n- When the character changes size (through illusion), other players \nwill no longer see the mounted player separate from their horse.\n- Magician Pets will no longer attack the caster who summoned them.\n- Hitting your own pet while in a PVP area or while you have the PK \nflag on will no longer kill it.\n- Cataclysm of Ro has had its movement rate bonus removed to fix a \nstacking issue with the Selo's line of movement rate songs.\n- Cassindra's Chant of Clarity_and Cassindra's Chorus of Clarity now \nlasts 3 ticks instead of being instant.\n- Cloak of Luclin, Cloak of the Akheva and Frostreaver's Blessing will \nno longer be overwritten by Call of the Rathe.\n- There are still some issues with Frostreaver's blessing being \noverwritten by some spells._ We are aware of the issue and hope to get \nit resolved soon.\n- Protection of the Cabbage, Protection of the Glades and Protection of \nthe Nine will block Temperance, Aegolism and Virtue.\n- Ice Flame of E`ci now has the standard 2.5 second recast time.\n- Reclaim energy should now function properly on the pet summoned by \nChild of Bertoxxulous.\n-Beastlord warders focused by Summoner's boon should now look as they \nshould.\n\n** Interface **\n\n- We have added the consider color to the Target window. The art used \nto display the consider color can be removed or edited via XML by \ncustom skins.\n- We have also added a 3D target indicator._ The ring color indicates \nthe con color of the target._ This can be turned off in the Options \nwindow. A new settings file in the UI folder can be edited by players \nto customize the appearance of the indicator, including different \nanimated textures for each con color and other interesting settings.\n- Added /fontface command (usage /fontface , e.g. /fontface Courier). \nThis will change, on the fly, the fonts used by the interface (and over \ncharacter's heads). Fonts can also be selected in the General Options \npage.\n- Added /tell windows. Each time you get a \"tell\" from a new character, \na new chat window would open. That window will only display \"tells\" \nfrom the particular character, and any message sent from the chat \nwindow would automatically be sent as a \"tell\" to that character. You \ncan turn this option on and off in the Options window. If you have the \nmaximum number of chat windows open when a new tell is received, the \ntell will go to the main chat window\n- Temporary pets will no longer send their buffs to the pet window. \nGenerally they have none, and they would replace the buffs of any \nstandard pet.\n- The buff display portion of the pet window will now fade.\n- The Auto-inventory area of the Inventory window now fades with the \nparent window.\n- The Dump button in raid window now creates the proper, non-blank, \nfile.\n- We have also added time-stamp to Raid Dump output file.\n- Pop-up dialogs no longer close when you press ESC. This will prevent \nthe rez dialog from being closed accidentally.\n- Lay on Hands will no longer \"gray out\" the Inspect and Open hot keys \nin the Hotbutton window. This was fixed earlier in the Actions window, \nbut now it is fixed in the Hotbutton window as well.\n- Alt-tabbing in and out of EQ should no longer cause mouse issues.\n- Fixed a bug that sometimes left charmed pets health bar in the group \nwindow after the owner of that pet is killed.\n- Find trader can now be cancelled in bazaar.\n\n** Items **\n\n- The Copper Medal of Rapture now gives a bonus to Int. instead of Wis.\n\n** For the New Player **\n\n- Left-clicking on an NPC prints out a message indicating what type of \nNPC they are and indicating that you should right-click on them. This \nmessage can be turned off in the Options window.\n- New characters will now start with a bag.\n- Added a tip window that pops up when you invoke the Quantity window \nthat explains the use of Shift and Control when selecting items.\n- All characters will gain a Sense Heading skill of 200, if it was \nbelow 200. All new characters will start with a Sense Heading of 200.\n\n** Miscellaneous **\n\n- Explore mode works properly again.\n\n** UI Files **\n\n* Changed *\nEQUI_OptionsWindow.xml\nEQUI_TargetWindow.xml\nEQUI_Animations.xml\n\n* New *\nTargetindicator.ini\nTargetBox.tga\nTargetIndicator.tga\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 18, 2003", "slug": "2003-12-18-1", "patch_date": "2003-12-18T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "December 18, 2003\n------------------------------\n\nHeadlines! \n\nMelee Enhancements Part 1 \nNew Spell Effects Live \nCasino Now Open In Shadowhaven \nHEAR YE! HEAR YE! Check with your Town Crier for new editions of your \nhometown paper! \n\n*** AA REFUND *** \n\n- Extended Notes 3 and Sionachie's Cresendo have been refunded (More \ndetails below). If you had these bard AAs and were close to 30 AA \npoints stored, make certain that you spend enough points to have 30 or \nless unspent AA points before you zone. All AA points over 30 are \nremoved when you zone. \n\n- Improved Reclaim Energy has been refunded to magicians due to changes \nwith the amount of energy received when cannibalizing their pets. If \nyou have this Magician AA and were close to 30 AA points stored, make \ncertain that you spend enough points to have 30 or less unspent AA \npoints before you zone. All AA points over 30 are removed when you \nzone. \n\n** Melee enhancements ** \n\nWe have been building an enhancement to the melee system, and the first \npart of it is now Live. \n\nThe yellow bar now represents endurance rather than stamina. \n\nAll Disciplines now require an expenditure of endurance to use. They \nstill have a re-use timer, and they can't be used more often than the \ntimer allows. \n\nDisciplines have now been divided into a few different timers. \n\nWe have also added a few of the new melee skills to the game. These are \nthe skills that do not use the new \"opening\" system, but can be used \nwithout an opening present. The \"reactionary\" skills and the opening \nsystem will remain on Test for further tuning. \n\nWarriors have been given a mitigation boost. This affects all warriors \nat all levels. \n\nMonks have been given the ability to dodge blows from attackers behind \nthem. This affects all monks with the Dodge ability. \n\nAll existing disciplines can be purchased as tomes in either East \nCommons or the Plane of Knowledge. To learn a discipline, the Tome must \nbe turned into your guildmaster. \n\nSeveral new disciplines have been added for warriors, monks and rogues \nwho are above level 60. \n\n** Play King's Court in Shadowhaven! ** \n\nShandeling's Roost in Shadowhaven now houses a game of chance. To play \nyou will need to buy a King's Court Token. You then take this token and \nturn it in to any of the dealers. Based on what your hand turns out to \nbe, you will be awarded a prize. The highest hands will return a gold \nticket as the prize. This Ticket can be turned in to win prizes such as \na Guise of the Deceiver, Fungus Covered Great Staff, or Holgresh Elder \nBeads. Good luck to all that play! \n\n** Items ** \n\n- Purchased augments, that have not been bound to an item yet, can be \nsold back to Dible Hedledrap in South Ro. \n\n- Caerlyna in the Bazaar will trade your containers for tokens and will \ntrade tokens for containers. This will allow player characters to sell \nthose tokens in the Bazaar. Folks that buy the tokens can then take \nthem to the Caerlyna and trade them in for the appropriate container. \nYou can exchange most weight reducing tradeable containers for a token. \n\n- We've changed the +12 Wis on the Copper Medal of Rapture to +12 Int. \nReally, we have! \n\n- We have lowered the minimum duration to 5 ticks on Affliction \nEfficiency I-IV and Affliction Haste I-IV foci. \n\n- Timeless Coral Greatsword will no longer claim to be out of charges \nwhen it procs. If you own one of these swords, you will need to \npetition a GM and ask them to replace your current Coral Greatsword \nwith a new one. \n\n- Phylactery is no longer useable by all classes, only MAG NEC ENC WIZ \nCLR SHA DRU. \n\n- The Delightful Orb of Forgotten Magic now only procs for characters \nlevel 35 and above. \n\n- The following items that had the Invigor effect now have Serpent \nSight or Ultravision: Orb of the Crimson Bull, Abram's Axe of the \nStoic, Tolan's Darkwood Boots, Mrylokar's Greaves, Singing Steel \nVambraces, Crown of Rile, 5 Dose Potion of Wolves Blood, 5 Dose Potion \nof Fleeting Languor, 10 Dose Potion of Wolves Blood, 10 Dose Potion of \nFleeting Languor, Potion of Wolves Blood, Potion of Fleeting Languor, \nSpiroc Wingblade, Spirit Caller's Boots, Spirit Weaver's Boots, Frozen \nEfreeti Boots, Ring of the Crimson Bull, Rune Crafter's Boots, Wolf \nCaller's Boots and Camii's Bracer of Vigor. \n\n- The effects on Abram's Axe of the Stoic and Spiroc Wingblade are now \nWorn to activate, not procs. \n\n** Spells/Songs ** \n\n- New spell effects! Just about every spell in the game has been given \na new spell effect. If you have your spell effects turned off, you may \nwant to turn them back on. \n\n- Fixed the bard AA Channeling Focus. It was allowing 100% recovery \nfrom missed notes in most instances. We have restored it to the \n5%/10%/15% values as documented in the AA window. \n\n- Fixed a problem with short-duration pets (Rage of Zomm, cleric \nhammers, wizard flaming swords and such) so that they will no longer \ndissipate before engaging the target NPC. \n\n- Reclaim Energy will now return 75 percent of the mana used to summon \nthe pet, 95 percent if the caster has Improved Reclaim Energy. \n\n- Lull spells with duration less than 5 should no longer be lasting as \nif they had duration 5. This will reduce the duration of some lull-type \nspells to their proper duration. \n\n- Fixed a problem that caused Protection of the Nine to block Blessing \nof the Nine. \n\n- We corrected an issue where the same druid damage over-time spell \ncast on an NPC by two different druids would not stack. \n\n- Bulwark of Vie was reducing spell damage as well as melee damage. It \nnow only reduces melee damage. \n\n- Eye of Zomm will no longer cause players summoned pets to suicide if \ncommanded to kill the eye. \n\n- Improved the melee damage on pets focused by Ritual Summoning. \n\n- The magician epic pet can now Enrage when focused by Minion of \nDarkness. \n\n- Increased the offensive capabilities of most pets when focused by \nSummoner's Boon. \n\n- We have removed the Stamina effects from many spells. \n\n- Fixed a bug that would cause issues with pet hit points, and could \ncause them to be unable to move if their hit points got too low. This \nmay also address other issues with pets using hit-point boosting items. \n\n** Alternate Advancement ** \n\n- Extended Notes 3 and Sionachie's Cresendo have been refunded. If you \nhad these bard AAs and were close to 30 AA points stored, make certain \nthat you spend enough points to have 30 or less unspent AA points \nbefore you zone. All AA points over 30 are removed when you zone. You \nmay, of course, repurchase these AAs. \n\n- Extended Notes and Sionachie's Cresendo no longer affects harmful \narea-of-effect spells. \n\n- Jamfest has been fixed. It will now affect the bard's group, not just \nthe bard. \n\n- The Archetype AA ability Spell Casting Deftness was not reducing the \ncasting time for the wizard spell Harvest. It does now. \n\n** Tradeskills ** \n\n- Merchants will not pay more for a tradeskill product than the cost of \nthe components needed to make it. However, they will still sell those \nproducts for the same amount. \n\n** Zones and Quests ** \n\n- Maelin will now respond as though you have the Quintessence, as long \nas you are flagged for time. It is also now possible to receive any of \nthe earlier progression flags, even if you have already earned access \nto the Plane of Time. \n\n** User Interface ** \n\n- Tell windows now log the name of the person sending tells in the chat \nlog. \n\n- Tell windows now blink when a tell is received, even when the window \nis not minimized. \n\n- Fixed a problem that caused users some ATI cards to be unable to see \nthe /find path or the targeting ring. \n\n- We have added a new combat ability windown which allows you to make \nup to eight hot keys for disciplines and other new melee abilities and \ndisplays any current melee effects. The window can be opened by \npressing Alt+C. The keys are accessible using either the mouse or Ctrl+\n1-8. \n\n** Miscellaneous ** \n\n- Added some explanation text to the targetindicator.ini file that help \nexplain how to modify the targeting ring. \n\n** UI Files ** \n\nAttackIndicator.tga \nEQUI.xml \nEQUI_CharacterCreate.xml \nEQUI_CombatAbilityWnd.xml \nEQUI_CombatSkillsSelectWnd.xml \nEQUI_GroupSearchWnd.xml \nEQUI_PlayerWindow.xml \nEQUI_SkillsWnd.xml\n\n.....................................................................\n\n------------------------------", "body_markdown": "December 18, 2003\n------------------------------\n\nHeadlines! \n\nMelee Enhancements Part 1 \nNew Spell Effects Live \nCasino Now Open In Shadowhaven \nHEAR YE! HEAR YE! Check with your Town Crier for new editions of your \nhometown paper! \n\n*** AA REFUND *** \n\n- Extended Notes 3 and Sionachie's Cresendo have been refunded (More \ndetails below). If you had these bard AAs and were close to 30 AA \npoints stored, make certain that you spend enough points to have 30 or \nless unspent AA points before you zone. All AA points over 30 are \nremoved when you zone. \n\n- Improved Reclaim Energy has been refunded to magicians due to changes \nwith the amount of energy received when cannibalizing their pets. If \nyou have this Magician AA and were close to 30 AA points stored, make \ncertain that you spend enough points to have 30 or less unspent AA \npoints before you zone. All AA points over 30 are removed when you \nzone. \n\n** Melee enhancements ** \n\nWe have been building an enhancement to the melee system, and the first \npart of it is now Live. \n\nThe yellow bar now represents endurance rather than stamina. \n\nAll Disciplines now require an expenditure of endurance to use. They \nstill have a re-use timer, and they can't be used more often than the \ntimer allows. \n\nDisciplines have now been divided into a few different timers. \n\nWe have also added a few of the new melee skills to the game. These are \nthe skills that do not use the new \"opening\" system, but can be used \nwithout an opening present. The \"reactionary\" skills and the opening \nsystem will remain on Test for further tuning. \n\nWarriors have been given a mitigation boost. This affects all warriors \nat all levels. \n\nMonks have been given the ability to dodge blows from attackers behind \nthem. This affects all monks with the Dodge ability. \n\nAll existing disciplines can be purchased as tomes in either East \nCommons or the Plane of Knowledge. To learn a discipline, the Tome must \nbe turned into your guildmaster. \n\nSeveral new disciplines have been added for warriors, monks and rogues \nwho are above level 60. \n\n** Play King's Court in Shadowhaven! ** \n\nShandeling's Roost in Shadowhaven now houses a game of chance. To play \nyou will need to buy a King's Court Token. You then take this token and \nturn it in to any of the dealers. Based on what your hand turns out to \nbe, you will be awarded a prize. The highest hands will return a gold \nticket as the prize. This Ticket can be turned in to win prizes such as \na Guise of the Deceiver, Fungus Covered Great Staff, or Holgresh Elder \nBeads. Good luck to all that play! \n\n** Items ** \n\n- Purchased augments, that have not been bound to an item yet, can be \nsold back to Dible Hedledrap in South Ro. \n\n- Caerlyna in the Bazaar will trade your containers for tokens and will \ntrade tokens for containers. This will allow player characters to sell \nthose tokens in the Bazaar. Folks that buy the tokens can then take \nthem to the Caerlyna and trade them in for the appropriate container. \nYou can exchange most weight reducing tradeable containers for a token. \n\n- We've changed the +12 Wis on the Copper Medal of Rapture to +12 Int. \nReally, we have! \n\n- We have lowered the minimum duration to 5 ticks on Affliction \nEfficiency I-IV and Affliction Haste I-IV foci. \n\n- Timeless Coral Greatsword will no longer claim to be out of charges \nwhen it procs. If you own one of these swords, you will need to \npetition a GM and ask them to replace your current Coral Greatsword \nwith a new one. \n\n- Phylactery is no longer useable by all classes, only MAG NEC ENC WIZ \nCLR SHA DRU. \n\n- The Delightful Orb of Forgotten Magic now only procs for characters \nlevel 35 and above. \n\n- The following items that had the Invigor effect now have Serpent \nSight or Ultravision: Orb of the Crimson Bull, Abram's Axe of the \nStoic, Tolan's Darkwood Boots, Mrylokar's Greaves, Singing Steel \nVambraces, Crown of Rile, 5 Dose Potion of Wolves Blood, 5 Dose Potion \nof Fleeting Languor, 10 Dose Potion of Wolves Blood, 10 Dose Potion of \nFleeting Languor, Potion of Wolves Blood, Potion of Fleeting Languor, \nSpiroc Wingblade, Spirit Caller's Boots, Spirit Weaver's Boots, Frozen \nEfreeti Boots, Ring of the Crimson Bull, Rune Crafter's Boots, Wolf \nCaller's Boots and Camii's Bracer of Vigor. \n\n- The effects on Abram's Axe of the Stoic and Spiroc Wingblade are now \nWorn to activate, not procs. \n\n** Spells/Songs ** \n\n- New spell effects! Just about every spell in the game has been given \na new spell effect. If you have your spell effects turned off, you may \nwant to turn them back on. \n\n- Fixed the bard AA Channeling Focus. It was allowing 100% recovery \nfrom missed notes in most instances. We have restored it to the \n5%/10%/15% values as documented in the AA window. \n\n- Fixed a problem with short-duration pets (Rage of Zomm, cleric \nhammers, wizard flaming swords and such) so that they will no longer \ndissipate before engaging the target NPC. \n\n- Reclaim Energy will now return 75 percent of the mana used to summon \nthe pet, 95 percent if the caster has Improved Reclaim Energy. \n\n- Lull spells with duration less than 5 should no longer be lasting as \nif they had duration 5. This will reduce the duration of some lull-type \nspells to their proper duration. \n\n- Fixed a problem that caused Protection of the Nine to block Blessing \nof the Nine. \n\n- We corrected an issue where the same druid damage over-time spell \ncast on an NPC by two different druids would not stack. \n\n- Bulwark of Vie was reducing spell damage as well as melee damage. It \nnow only reduces melee damage. \n\n- Eye of Zomm will no longer cause players summoned pets to suicide if \ncommanded to kill the eye. \n\n- Improved the melee damage on pets focused by Ritual Summoning. \n\n- The magician epic pet can now Enrage when focused by Minion of \nDarkness. \n\n- Increased the offensive capabilities of most pets when focused by \nSummoner's Boon. \n\n- We have removed the Stamina effects from many spells. \n\n- Fixed a bug that would cause issues with pet hit points, and could \ncause them to be unable to move if their hit points got too low. This \nmay also address other issues with pets using hit-point boosting items. \n\n** Alternate Advancement ** \n\n- Extended Notes 3 and Sionachie's Cresendo have been refunded. If you \nhad these bard AAs and were close to 30 AA points stored, make certain \nthat you spend enough points to have 30 or less unspent AA points \nbefore you zone. All AA points over 30 are removed when you zone. You \nmay, of course, repurchase these AAs. \n\n- Extended Notes and Sionachie's Cresendo no longer affects harmful \narea-of-effect spells. \n\n- Jamfest has been fixed. It will now affect the bard's group, not just \nthe bard. \n\n- The Archetype AA ability Spell Casting Deftness was not reducing the \ncasting time for the wizard spell Harvest. It does now. \n\n** Tradeskills ** \n\n- Merchants will not pay more for a tradeskill product than the cost of \nthe components needed to make it. However, they will still sell those \nproducts for the same amount. \n\n** Zones and Quests ** \n\n- Maelin will now respond as though you have the Quintessence, as long \nas you are flagged for time. It is also now possible to receive any of \nthe earlier progression flags, even if you have already earned access \nto the Plane of Time. \n\n** User Interface ** \n\n- Tell windows now log the name of the person sending tells in the chat \nlog. \n\n- Tell windows now blink when a tell is received, even when the window \nis not minimized. \n\n- Fixed a problem that caused users some ATI cards to be unable to see \nthe /find path or the targeting ring. \n\n- We have added a new combat ability windown which allows you to make \nup to eight hot keys for disciplines and other new melee abilities and \ndisplays any current melee effects. The window can be opened by \npressing Alt+C. The keys are accessible using either the mouse or Ctrl+\n1-8. \n\n** Miscellaneous ** \n\n- Added some explanation text to the targetindicator.ini file that help \nexplain how to modify the targeting ring. \n\n** UI Files ** \n\nAttackIndicator.tga \nEQUI.xml \nEQUI_CharacterCreate.xml \nEQUI_CombatAbilityWnd.xml \nEQUI_CombatSkillsSelectWnd.xml \nEQUI_GroupSearchWnd.xml \nEQUI_PlayerWindow.xml \nEQUI_SkillsWnd.xml\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 19, 2003", "slug": "2003-12-19-1", "patch_date": "2003-12-19T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "zones"], "body_plaintext": "December 19, 2003\n------------------------------\n\n** Shadowhaven Casino goes on vacation ** \n\nWe're sorry to have to say this, but the new casino has become too \npopular. The huge number of players gambling at the casino is causing \nissues with the servers, and has been responsible for a few zone \ncrashes. Unfortunately, this means that we have had to remove the \ncasino NPCs until after the New Year arrives. \n\n* Other Changes * \n\n- Cancel magic will no longer remove disciplines or melee abilities. \n\n- Fixed a bug that was causing the party to be unable to see hit point \nupdates for the last person to join their group. \n\n- Healing Will and Focused Will now stack with most other hit point \nregeneration effects. \n\n- Corrected a bug that was causing AAs to increase the duration of \ncombat abilities. \n\n- We have reorganized the context menu for Disciplines to make it a bit \nmore logical.\n\n.....................................................................\n\n------------------------------", "body_markdown": "December 19, 2003\n------------------------------\n\n** Shadowhaven Casino goes on vacation ** \n\nWe're sorry to have to say this, but the new casino has become too \npopular. The huge number of players gambling at the casino is causing \nissues with the servers, and has been responsible for a few zone \ncrashes. Unfortunately, this means that we have had to remove the \ncasino NPCs until after the New Year arrives. \n\n* Other Changes * \n\n- Cancel magic will no longer remove disciplines or melee abilities. \n\n- Fixed a bug that was causing the party to be unable to see hit point \nupdates for the last person to join their group. \n\n- Healing Will and Focused Will now stack with most other hit point \nregeneration effects. \n\n- Corrected a bug that was causing AAs to increase the duration of \ncombat abilities. \n\n- We have reorganized the context menu for Disciplines to make it a bit \nmore logical.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 23, 2003", "slug": "2003-12-23-1", "patch_date": "2003-12-23T00:00:00+00:00", "patch_year": 2003, "patch_type": "patch", "expansion": "ldon", "tags": ["server"], "body_plaintext": "December 23, 2003\n------------------------------\n\n** Stability Issues ** \n\nThe team here at the EQ Lab has isolated a memory leak which was \ncausing server instability after 10 to 12 hours of uptime (which we are \nsure you have noticed) We hope to have this issue resolved during \ntonight's update. We would like to thank you all for your patience and \nunderstanding during these last few trying days and wish you the best \nof luck this holiday season. \n\nThanks for your time and thank you for being a part of Norrath.\n\n.....................................................................\n\n--- FROM FILE: patches-2004-1.txt ---\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "December 23, 2003\n------------------------------\n\n** Stability Issues ** \n\nThe team here at the EQ Lab has isolated a memory leak which was \ncausing server instability after 10 to 12 hours of uptime (which we are \nsure you have noticed) We hope to have this issue resolved during \ntonight's update. We would like to thank you all for your patience and \nunderstanding during these last few trying days and wish you the best \nof luck this holiday season. \n\nThanks for your time and thank you for being a part of Norrath.\n\n.....................................................................\n\n--- FROM FILE: patches-2004-1.txt ---\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 22, 2004", "slug": "2004-01-22-1", "patch_date": "2004-01-22T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "ldon", "tags": ["content", "class_changes", "spells", "zones", "tradeskills", "server"], "body_plaintext": "January 22, 2004\n------------------------------\n\nWe have made a few changes to remove some exploits in our continuing effort to remove any loopholes in EverQuest. \nIn this update we have removed the charm exploit in Plane of Tactics by changing the way that charm works. This \nchange should not affect those who use charm in the manner for which it was intended. We have also changed the \nprofit margin of many tradeskill items when sold to NPC vendors. It is our hope that these changes and your \ncontinued community efforts will help to put a stop to those who do not wish to play fairly. \n\n- Changed Charm spells so that NPCs spell use will now be interrupted once the charm has expired. \n\n- We have modified the sell back value on many tradeskill items to prevent excessive profit. \n\n- Please note that many items will now show as being usable by berserkers. This does not necessarily mean the items \nwill be equippable by berserkers when Gates of Discord launches. \n\n\n** Gates of Discord ** \nwww.gatesofdiscord.com \nThe latest expansion to EverQuest - Gates of Discord - is available for pre-order and incremental download! \nBe the first in your guild to pre-order Gates and begin the incremental download now! This new expansion boasts: \n-100 new Alternate Advancement abilities. \n-Leadership experience to unlock many group- and raid-enhancing tools. \n-20 new zones -- 10 new instanced zones and 10 new traditional zones, including a huge ship city zone to gather \nyour party and launch expeditions. The new combat zones are for characters level 50 and over. \n-New Berserker class -- ravage your enemies with two-handed axes or by hurling large objects. \n-Discover the newly found continent of Taelosia and discover the secrets of Norrath's future! \n-20 all-new NPC models make for hundreds of challenging encounters unlike anything seen before in EverQuest. \n-New Tribute System to enhance gameplay with beneficial attributes, skills, or effects. \n-Dozens of new and exciting story-driven quests and content for the hardy adventurer. \n-New tradeskill recipes to produce hundreds of new items. \n-Unearth arcane spells, mighty weapons, and other hidden treasures! \n\nPre-order yours today by pressing Pre-order at the server select screen, or at https://store.station.sony.com! \n\n** Incremental Download for Gates of Discord ** \nWe have begun introducing the Gates files in small bits. This is the most convenient way for you to get the files \nyou'll need for the new expansion. It is a lot easier to download these files in smaller chunks than to download \nthem all on the day of release. \nYou can get the files incrementally from the EverQuest updater. The obvious way to begin downloading the files is \nto click \"yes\" when the dialogue box pops up asking you if you'd like to incrementally download Gates. If you've \nalready told that dialogue never to appear again, you can get the files in a few easy steps: \n- Run the EverQuest Updater \n- Click the Advanced button \n- Click the checkbox next to Gates of Discord \n- Click Save \n- Click Download. \nThis will catch you up on the downloads you have missed and will update you as we add files to the updater. \nThis will make your download much smaller the day Gates launches, or the day you purchase the digital version \nof the expansion. \n\nThe anticipated release date -- February 10th, 2004 -- is subject to change. If the anticipated release date \nchanges, we will announce a revised release date via a patch message.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "January 22, 2004\n------------------------------\n\nWe have made a few changes to remove some exploits in our continuing effort to remove any loopholes in EverQuest. \nIn this update we have removed the charm exploit in Plane of Tactics by changing the way that charm works. This \nchange should not affect those who use charm in the manner for which it was intended. We have also changed the \nprofit margin of many tradeskill items when sold to NPC vendors. It is our hope that these changes and your \ncontinued community efforts will help to put a stop to those who do not wish to play fairly. \n\n- Changed Charm spells so that NPCs spell use will now be interrupted once the charm has expired. \n\n- We have modified the sell back value on many tradeskill items to prevent excessive profit. \n\n- Please note that many items will now show as being usable by berserkers. This does not necessarily mean the items \nwill be equippable by berserkers when Gates of Discord launches. \n\n\n** Gates of Discord ** \nwww.gatesofdiscord.com \nThe latest expansion to EverQuest - Gates of Discord - is available for pre-order and incremental download! \nBe the first in your guild to pre-order Gates and begin the incremental download now! This new expansion boasts: \n-100 new Alternate Advancement abilities. \n-Leadership experience to unlock many group- and raid-enhancing tools. \n-20 new zones -- 10 new instanced zones and 10 new traditional zones, including a huge ship city zone to gather \nyour party and launch expeditions. The new combat zones are for characters level 50 and over. \n-New Berserker class -- ravage your enemies with two-handed axes or by hurling large objects. \n-Discover the newly found continent of Taelosia and discover the secrets of Norrath's future! \n-20 all-new NPC models make for hundreds of challenging encounters unlike anything seen before in EverQuest. \n-New Tribute System to enhance gameplay with beneficial attributes, skills, or effects. \n-Dozens of new and exciting story-driven quests and content for the hardy adventurer. \n-New tradeskill recipes to produce hundreds of new items. \n-Unearth arcane spells, mighty weapons, and other hidden treasures! \n\nPre-order yours today by pressing Pre-order at the server select screen, or at https://store.station.sony.com! \n\n** Incremental Download for Gates of Discord ** \nWe have begun introducing the Gates files in small bits. This is the most convenient way for you to get the files \nyou'll need for the new expansion. It is a lot easier to download these files in smaller chunks than to download \nthem all on the day of release. \nYou can get the files incrementally from the EverQuest updater. The obvious way to begin downloading the files is \nto click \"yes\" when the dialogue box pops up asking you if you'd like to incrementally download Gates. If you've \nalready told that dialogue never to appear again, you can get the files in a few easy steps: \n- Run the EverQuest Updater \n- Click the Advanced button \n- Click the checkbox next to Gates of Discord \n- Click Save \n- Click Download. \nThis will catch you up on the downloads you have missed and will update you as we add files to the updater. \nThis will make your download much smaller the day Gates launches, or the day you purchase the digital version \nof the expansion. \n\nThe anticipated release date -- February 10th, 2004 -- is subject to change. If the anticipated release date \nchanges, we will announce a revised release date via a patch message.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 30, 2004", "slug": "2004-01-30-1", "patch_date": "2004-01-30T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "ldon", "tags": ["bugfix", "spells", "zones", "server"], "body_plaintext": "January 30, 2004\n------------------------------\n\nTonight we have a small update to fix some general bugs. We are again changing charm (in exactly the way we thought \nwe had last week) No this is not deja vu. You should also look for changes in that evolving zone of Nedaria's Landing. \nI wonder what is going on there? \n\n- An update to the zone, Nedaria's Landing. Make sure you check it out. \n\n- Charm spell change: If an NPC is in the middle of casting a spell when charm is broken, it will interrupt the spell. \n\n- Some general bug fixes. \n\nMake sure you log onto the Test server to see what other changes we are cooking up. Our next Scheduled update is \nplanned for February 10th. \n\nRemember Gates of Discord is coming soon. Go to www.gatesofdiscord.com or EQlive.station.sony.com for more information.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "January 30, 2004\n------------------------------\n\nTonight we have a small update to fix some general bugs. We are again changing charm (in exactly the way we thought \nwe had last week) No this is not deja vu. You should also look for changes in that evolving zone of Nedaria's Landing. \nI wonder what is going on there? \n\n- An update to the zone, Nedaria's Landing. Make sure you check it out. \n\n- Charm spell change: If an NPC is in the middle of casting a spell when charm is broken, it will interrupt the spell. \n\n- Some general bug fixes. \n\nMake sure you log onto the Test server to see what other changes we are cooking up. Our next Scheduled update is \nplanned for February 10th. \n\nRemember Gates of Discord is coming soon. Go to www.gatesofdiscord.com or EQlive.station.sony.com for more information.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 3, 2004", "slug": "2004-02-03-1", "patch_date": "2004-02-03T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "ldon", "tags": [], "body_plaintext": "February 3, 2004\n------------------------------\n\nLIVE CHAT with the EQ Development Team \n\nTonight, February 3rd 6PM PST, the EQ Dev team will be holding an EverQuest: Gates of Discord live chat. Go \nto EQlive.station.sony.com for details. \n\nOne week left to Pre-order EverQuest: Gates of Discord, the next exciting expansion for EverQuest. Make sure you \ncheck it out.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 3, 2004\n------------------------------\n\nLIVE CHAT with the EQ Development Team \n\nTonight, February 3rd 6PM PST, the EQ Dev team will be holding an EverQuest: Gates of Discord live chat. Go \nto EQlive.station.sony.com for details. \n\nOne week left to Pre-order EverQuest: Gates of Discord, the next exciting expansion for EverQuest. Make sure you \ncheck it out.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 10, 2004", "slug": "2004-02-10-1", "patch_date": "2004-02-10T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "spells", "items", "tradeskills", "ui"], "body_plaintext": "February 10, 2004\n------------------------------\n\nGreetings Norrath, \n\nHighlights for today's update: \n\n* EverQuest: Gates of Discord goes live! \n* The Casino is back and waiting for you high rollers. Go to Shadowhaven to try your luck. \n* Tradeskillers rejoice, the new UI is here! \n* Nedaria's landing has evolved further. \n\nGates of Discord Launches! \n------------------------- \n\nEverQuest: Gates of Discord Available Now! \n\nEpic adventures now await you in EverQuest: Gates of Discord, the seventh expansion pack now available for EverQuest. \nDiscover the lost continent of Taelosia and come face-to-face with invaders from the realm of chaos. Join armies of \nadventurers on their quest to unearth long-hidden artifacts of power from temple ruins, secret catacombs, dank sewers \nand vast marshlands. Should you fail, Norrath, its inhabitants, and its gods may fall under control of the forces \nof Discord! \n\nGain Entry into the Gates of Discord! \nDownload now direct from the Station Store \nPurchase at your local retailer (retail boxed version includes special in-box and in-game item, while supplies last) \n\nExciting New Features! \n100 new AA abilities \n20 new zones with all-new NPCs \nNew Tribute System and Leadership Experience \nRavage your enemies with the Berserker \n\nPurchase EverQuest: Gates of Discord now and receive great discount offers from Creative Labs and Kingston. \nSpecial restrictions apply. (visit www.everquest.com for more details) \n\nReturn of the Casino \n------------------------ \n\n** Play King's Court in Shadowhaven! ** \n\nShandeling's Roost in Shadowhaven again houses a game of chance. To play you will need to buy a King's Court Token. \nYou then take this token and turn it in to any of the dealers. Based on what your hand turns out to be, you will be \nawarded a prize. The highest hands will return a gold ticket as the prize. This Ticket can be turned in to win \nprizes such as a Guise of the Deceiver, Fungus Covered Great Staff, or Holgresh Elder Beads. Good luck to all that play! \n\nTradeskill UI now live \n------------------------ \n\nOpening a tradeskill container will now open a new user interface. In the window you will find an area that has \nall recipes that are currently available to you. This includes recipes that are at your skill level as well as \nsome above it. Clicking on a recipe will display what items are necessary for its completion. Clicking the \"combine\" \nbutton will extract those required items from the player's inventory, and perform the recipe combine, placing the \nresults on the player's cursor. The new system is nice and neat, with no dragging and dropping unless you want to \ntry a combine that is way out of your league, which uses the old style of combination. \n\nItem Changes \n------------------------ \n- The name of Berserker armor has been changed to Bladesmans armor. \n- The beastlord epic weapon will no longer \"proc\" for wielders below the 46th level. \n- Many text changes in item descriptions. \n\nGeneral Bug Fixes \n------------------------ \n- A Tormentors hoof is now flagged as a tradeskill item. \n- Chaotic Stab, a rogue AA, will no longer cause full damage on frontal attacks. \n- Altered some NPC factions in the Plane of Tactics arena to prevent a problem with charm. \n\nCombat Abilities \n------------------------ \n- Fixed some text on the Focus Will Discipline. \n- Assassins Strike should now work correctly. \n- Sneak Attack should now work correctly. \n- Thief's Vengeance is now working correctly. \n- Indirection should now work as intended. \n\nSpells \n------------------------ \n- Corrected a few spell descriptions. \n- Corrected some spell sound effects. \n- Arachnae Venom and Fellspine should now stack with the warriors provoke abilities.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 10, 2004\n------------------------------\n\nGreetings Norrath, \n\nHighlights for today's update: \n\n* EverQuest: Gates of Discord goes live! \n* The Casino is back and waiting for you high rollers. Go to Shadowhaven to try your luck. \n* Tradeskillers rejoice, the new UI is here! \n* Nedaria's landing has evolved further. \n\nGates of Discord Launches! \n------------------------- \n\nEverQuest: Gates of Discord Available Now! \n\nEpic adventures now await you in EverQuest: Gates of Discord, the seventh expansion pack now available for EverQuest. \nDiscover the lost continent of Taelosia and come face-to-face with invaders from the realm of chaos. Join armies of \nadventurers on their quest to unearth long-hidden artifacts of power from temple ruins, secret catacombs, dank sewers \nand vast marshlands. Should you fail, Norrath, its inhabitants, and its gods may fall under control of the forces \nof Discord! \n\nGain Entry into the Gates of Discord! \nDownload now direct from the Station Store \nPurchase at your local retailer (retail boxed version includes special in-box and in-game item, while supplies last) \n\nExciting New Features! \n100 new AA abilities \n20 new zones with all-new NPCs \nNew Tribute System and Leadership Experience \nRavage your enemies with the Berserker \n\nPurchase EverQuest: Gates of Discord now and receive great discount offers from Creative Labs and Kingston. \nSpecial restrictions apply. (visit www.everquest.com for more details) \n\nReturn of the Casino \n------------------------ \n\n** Play King's Court in Shadowhaven! ** \n\nShandeling's Roost in Shadowhaven again houses a game of chance. To play you will need to buy a King's Court Token. \nYou then take this token and turn it in to any of the dealers. Based on what your hand turns out to be, you will be \nawarded a prize. The highest hands will return a gold ticket as the prize. This Ticket can be turned in to win \nprizes such as a Guise of the Deceiver, Fungus Covered Great Staff, or Holgresh Elder Beads. Good luck to all that play! \n\nTradeskill UI now live \n------------------------ \n\nOpening a tradeskill container will now open a new user interface. In the window you will find an area that has \nall recipes that are currently available to you. This includes recipes that are at your skill level as well as \nsome above it. Clicking on a recipe will display what items are necessary for its completion. Clicking the \"combine\" \nbutton will extract those required items from the player's inventory, and perform the recipe combine, placing the \nresults on the player's cursor. The new system is nice and neat, with no dragging and dropping unless you want to \ntry a combine that is way out of your league, which uses the old style of combination. \n\nItem Changes \n------------------------ \n- The name of Berserker armor has been changed to Bladesmans armor. \n- The beastlord epic weapon will no longer \"proc\" for wielders below the 46th level. \n- Many text changes in item descriptions. \n\nGeneral Bug Fixes \n------------------------ \n- A Tormentors hoof is now flagged as a tradeskill item. \n- Chaotic Stab, a rogue AA, will no longer cause full damage on frontal attacks. \n- Altered some NPC factions in the Plane of Tactics arena to prevent a problem with charm. \n\nCombat Abilities \n------------------------ \n- Fixed some text on the Focus Will Discipline. \n- Assassins Strike should now work correctly. \n- Sneak Attack should now work correctly. \n- Thief's Vengeance is now working correctly. \n- Indirection should now work as intended. \n\nSpells \n------------------------ \n- Corrected a few spell descriptions. \n- Corrected some spell sound effects. \n- Arachnae Venom and Fellspine should now stack with the warriors provoke abilities.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 11, 2004", "slug": "2004-02-11-1", "patch_date": "2004-02-11T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "zones"], "body_plaintext": "February 11, 2004\n------------------------------\n\n-Corrected an issue with Qinimi that would not allow characters lower than 60th level to enter the zone. \n\n-Addendum to 2/10/2004: No change was made to the Chaotic Stab ability.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 11, 2004\n------------------------------\n\n-Corrected an issue with Qinimi that would not allow characters lower than 60th level to enter the zone. \n\n-Addendum to 2/10/2004: No change was made to the Chaotic Stab ability.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 12, 2004", "slug": "2004-02-12-1", "patch_date": "2004-02-12T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": [], "body_plaintext": "February 12, 2004\n------------------------------\n\nTribute Update\n\nThe Tribute system as it was released has caused a greater variance in favor distribution than was intended. \nIn order to make the system more healthy, fair, and balanced, there will be changes made over two updates -- \none today and one next week.\n\nThe following changes have been made today:\n\n- Favor Maximum: There will be a maximum limit of 200,000 favor that a player character can have available at \nany time. If a player has accumulated more than 200,000 favor at the time of this change, the character will \nretain its favor, but will not be able to add to it until it falls below 200,000.\n\n- Favor Value Adjustments to Items: Some items have had their favor value adjusted to be more appropriate. For \nthis update, this will not affect the favor amount that a player has gained by handing in items that have had \ntheir favor values adjusted.\n\nFor next week's update, we will be adjusting each character's favor amounts based on any items that were handed in \nto Tribute Masters that have had their favor values adjusted.\n\nWe hope you continue to enjoy the benefits of the Tribute system and Gates of Discord.\n\nIn other words: Play, raid and be merry, for tomorrow we nerf.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 12, 2004\n------------------------------\n\nTribute Update\n\nThe Tribute system as it was released has caused a greater variance in favor distribution than was intended. \nIn order to make the system more healthy, fair, and balanced, there will be changes made over two updates -- \none today and one next week.\n\nThe following changes have been made today:\n\n- Favor Maximum: There will be a maximum limit of 200,000 favor that a player character can have available at \nany time. If a player has accumulated more than 200,000 favor at the time of this change, the character will \nretain its favor, but will not be able to add to it until it falls below 200,000.\n\n- Favor Value Adjustments to Items: Some items have had their favor value adjusted to be more appropriate. For \nthis update, this will not affect the favor amount that a player has gained by handing in items that have had \ntheir favor values adjusted.\n\nFor next week's update, we will be adjusting each character's favor amounts based on any items that were handed in \nto Tribute Masters that have had their favor values adjusted.\n\nWe hope you continue to enjoy the benefits of the Tribute system and Gates of Discord.\n\nIn other words: Play, raid and be merry, for tomorrow we nerf.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 18, 2004", "slug": "2004-02-18-1", "patch_date": "2004-02-18T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "zones"], "body_plaintext": "February 18, 2004\n------------------------------\n\nWe found a bit of code that was, occasionally, causing random zone crashes and corrected it. We are still working \non the second part of the 1017 problem and hope that many of you found some relief in the changes we made last night. \nThanks again for your patience. We're working hard to solve the problem. \n\nMonks once again irresistible. (Phantom abilities should no longer be resisted.) \n\nSmall change to berserker epic text.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 18, 2004\n------------------------------\n\nWe found a bit of code that was, occasionally, causing random zone crashes and corrected it. We are still working \non the second part of the 1017 problem and hope that many of you found some relief in the changes we made last night. \nThanks again for your patience. We're working hard to solve the problem. \n\nMonks once again irresistible. (Phantom abilities should no longer be resisted.) \n\nSmall change to berserker epic text.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 10, 2004", "slug": "2004-03-10-1", "patch_date": "2004-03-10T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "March 10, 2004\n------------------------------\n\nHeadlines \n------------------------ \nCombines work again! \nMelee Part II! \nA new story has been added to your storybook! \n\n\nThe grammar police have invaded EQ and they have made many minor spell, item and quest text fixes that are too \nnumerous to list here. \n\nWe'd like to thank all of the players that took time to provide feedback regarding the melee changes. We'd also \nlike to send a special thanks to all of the players that helped us test the additions on the Test and Beta servers. \nAll of the input we received helped to shape the improvements you've seen in the melee classes. \n\nPlease continue to give your feedback on the melee system or anything else that you feel requires attention. \nIt does make a difference. \n\nOver the last several months there have been several new additions to EverQuest aimed at increasing the desirability \nand relative power of pure melee classes. \n\n- Discipline timers were revamped, allowing greater freedom and frequency of use. \n- Endurance bar was added as a limited resource to power melee abilities and disciplines. \n- Warriors received an innate 5 percent increase in their ability to absorb damage. \n- Warriors received the Incite line of abilities, giving them a new tool for aggro management. \n- Monks received the Phantom Call line of abilities, giving them a new tool for pulling. \n- Several new disciplines were introduced for all three classes. \n\nThe endurance system and the separation of the discipline timers have provided us with new tools to add interesting \nand powerful abilities in the future for melee classes. You can count on seeing new disciplines and abilities as the \ngame progresses and as situations arise that require new abilities to effectively balance class power. We will \ncontinue to evaluate the melee system for both balance and enjoyment. \n\nWe will also continue to review and make changes to each individual class as needed. Class balance is an important \npart of any multiplayer game and requires constant attention. \n\nThanks for helping make EverQuest a great game. \n\n\nItems \n------------------------ \nWe have replaced the spell-like effects on items which produced the following effects: Attack, HP Regen, Mana Regen, \nHaste and Damage Shield with actual statistics. The effects on the item have not changed they are just set up in a \nnew way that we hope will allow for more item functionality in the future. \n\nSeveral Gates smithed weapons have had their damage and delay adjusted to be more in line with the difficulty in \ncrafting them.\n \nThe Copper Hammer of Striking will no longer proc for wielders below level 50. \n\nThe Wailing Coral Staff is now two handed blunt. \n\nBolas are now one-handed projectile rather than ammo. \n\nBola ranges have been adjusted slightly. \n\nAll bolas that can proc will now do so. \n\nAll items that had the \"Cleave\" series of effects removed, have had them returned. \n\nThe drop rate for the following Epic Quest items has been increased slightly: \n\n- Essence of a Vampire \n- Decrepit Hide \n- Staff of Elemental Mastery (earth) \n\n\nExpedition zones \n------------------------- \nYou will now have to wait 5 minutes before you are able to accept another expedition zone. \n\n\nTradeskills \n------------------------- \nIn order to correct many of the issues with the new tradeskill interface it was necessary to remove all learned and \nfavorite recipes. However the system should now work better overall. \n\nThe sell prices for Saltwater Tuna and Saltwater crab, as well as the price for any item made from them, have been \nreduced. \n\nRainbow Trout should now be tradeable. \n\nIf you are not a gnome, you should no longer be able to tinker with a deluxe toolkit kit. If you are a gnome, \nplease tinker away. \n\nYou should now be able to properly search for recipes. \n\nThe trivial level for brewing Fish Wine has been adjusted. \n\n\nBerserkers \n------------------------- \nSome berserker abilities have had their endurance cost changed. \nThe duration of Confusing Strike has been reduced. \nBerserkers should no longer be told that they can bash at level 6. \nThe berserker guildmaster in the Plane of Knowledge has been taught throwing and parry and is ready to train \nberserkers in their use. \n\n\nSpells \n------------------------- \nSome Gates of Discord spells should now drop a little more often. \nSeveral heal spells for Gates of Discord have been modified slightly. \nThe shadow knight Ancient Spell: Bite of Chaos should now work as intended. \n\n\nNPC's \n------------------------- \nHierophant Granix should now give the correct text in Cabilis. \nTrimdet Trueheart in Abysmal Sea is less of a snob and should now speak with you correctly. \nIf you tell Brevik Kalaner in Abysmal what items you [need back], he will return to you any items you've just given him. \n\n\nTribute \n------------------------- \nA few items have had their tribute value adjusted. \nGift of the Enchanters should now work correctly. \nYou should no longer be able to donate containers with items inside for favor. \nPersistent Boon should now give the proper effect. \n\n\nAlternate Advancement \n------------------------- \nDire Charm will no longer reset after being resisted as the ability was successfully initiated. \nDire Charm should now reset when used on an NPC that is too high in level. \n\n\nMiscellaneous \n------------------------- \nCorrected a faction issue with the wizard epic. \n\nThe monk \"Phantom\" line of abilities should no longer be resisted in the level 65 \"hard\" LDoN Adventures. \n\nThe rogue's \"Assassin's Strike\" skill line ability will be re-introduced with the next update. \n\nThe Shining Bloodstone will now be restricted to 2-handed weapons. Any who have placed this augmentation in a \n1-handed weapon will find the augmentation on their cursor when they log in. If you find that you have no practical \nuse for the 2-handed augmentation, please petition and a suitable 1-handed replacement will be made available to you. \n\n\n- The EverQuest Team \n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 10, 2004\n------------------------------\n\nHeadlines \n------------------------ \nCombines work again! \nMelee Part II! \nA new story has been added to your storybook! \n\n\nThe grammar police have invaded EQ and they have made many minor spell, item and quest text fixes that are too \nnumerous to list here. \n\nWe'd like to thank all of the players that took time to provide feedback regarding the melee changes. We'd also \nlike to send a special thanks to all of the players that helped us test the additions on the Test and Beta servers. \nAll of the input we received helped to shape the improvements you've seen in the melee classes. \n\nPlease continue to give your feedback on the melee system or anything else that you feel requires attention. \nIt does make a difference. \n\nOver the last several months there have been several new additions to EverQuest aimed at increasing the desirability \nand relative power of pure melee classes. \n\n- Discipline timers were revamped, allowing greater freedom and frequency of use. \n- Endurance bar was added as a limited resource to power melee abilities and disciplines. \n- Warriors received an innate 5 percent increase in their ability to absorb damage. \n- Warriors received the Incite line of abilities, giving them a new tool for aggro management. \n- Monks received the Phantom Call line of abilities, giving them a new tool for pulling. \n- Several new disciplines were introduced for all three classes. \n\nThe endurance system and the separation of the discipline timers have provided us with new tools to add interesting \nand powerful abilities in the future for melee classes. You can count on seeing new disciplines and abilities as the \ngame progresses and as situations arise that require new abilities to effectively balance class power. We will \ncontinue to evaluate the melee system for both balance and enjoyment. \n\nWe will also continue to review and make changes to each individual class as needed. Class balance is an important \npart of any multiplayer game and requires constant attention. \n\nThanks for helping make EverQuest a great game. \n\n\nItems \n------------------------ \nWe have replaced the spell-like effects on items which produced the following effects: Attack, HP Regen, Mana Regen, \nHaste and Damage Shield with actual statistics. The effects on the item have not changed they are just set up in a \nnew way that we hope will allow for more item functionality in the future. \n\nSeveral Gates smithed weapons have had their damage and delay adjusted to be more in line with the difficulty in \ncrafting them.\n \nThe Copper Hammer of Striking will no longer proc for wielders below level 50. \n\nThe Wailing Coral Staff is now two handed blunt. \n\nBolas are now one-handed projectile rather than ammo. \n\nBola ranges have been adjusted slightly. \n\nAll bolas that can proc will now do so. \n\nAll items that had the \"Cleave\" series of effects removed, have had them returned. \n\nThe drop rate for the following Epic Quest items has been increased slightly: \n\n- Essence of a Vampire \n- Decrepit Hide \n- Staff of Elemental Mastery (earth) \n\n\nExpedition zones \n------------------------- \nYou will now have to wait 5 minutes before you are able to accept another expedition zone. \n\n\nTradeskills \n------------------------- \nIn order to correct many of the issues with the new tradeskill interface it was necessary to remove all learned and \nfavorite recipes. However the system should now work better overall. \n\nThe sell prices for Saltwater Tuna and Saltwater crab, as well as the price for any item made from them, have been \nreduced. \n\nRainbow Trout should now be tradeable. \n\nIf you are not a gnome, you should no longer be able to tinker with a deluxe toolkit kit. If you are a gnome, \nplease tinker away. \n\nYou should now be able to properly search for recipes. \n\nThe trivial level for brewing Fish Wine has been adjusted. \n\n\nBerserkers \n------------------------- \nSome berserker abilities have had their endurance cost changed. \nThe duration of Confusing Strike has been reduced. \nBerserkers should no longer be told that they can bash at level 6. \nThe berserker guildmaster in the Plane of Knowledge has been taught throwing and parry and is ready to train \nberserkers in their use. \n\n\nSpells \n------------------------- \nSome Gates of Discord spells should now drop a little more often. \nSeveral heal spells for Gates of Discord have been modified slightly. \nThe shadow knight Ancient Spell: Bite of Chaos should now work as intended. \n\n\nNPC's \n------------------------- \nHierophant Granix should now give the correct text in Cabilis. \nTrimdet Trueheart in Abysmal Sea is less of a snob and should now speak with you correctly. \nIf you tell Brevik Kalaner in Abysmal what items you [need back], he will return to you any items you've just given him. \n\n\nTribute \n------------------------- \nA few items have had their tribute value adjusted. \nGift of the Enchanters should now work correctly. \nYou should no longer be able to donate containers with items inside for favor. \nPersistent Boon should now give the proper effect. \n\n\nAlternate Advancement \n------------------------- \nDire Charm will no longer reset after being resisted as the ability was successfully initiated. \nDire Charm should now reset when used on an NPC that is too high in level. \n\n\nMiscellaneous \n------------------------- \nCorrected a faction issue with the wizard epic. \n\nThe monk \"Phantom\" line of abilities should no longer be resisted in the level 65 \"hard\" LDoN Adventures. \n\nThe rogue's \"Assassin's Strike\" skill line ability will be re-introduced with the next update. \n\nThe Shining Bloodstone will now be restricted to 2-handed weapons. Any who have placed this augmentation in a \n1-handed weapon will find the augmentation on their cursor when they log in. If you find that you have no practical \nuse for the 2-handed augmentation, please petition and a suitable 1-handed replacement will be made available to you. \n\n\n- The EverQuest Team \n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 16, 2004", "slug": "2004-03-16-1", "patch_date": "2004-03-16T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["class_changes", "spells", "items"], "body_plaintext": "March 16, 2004\n------------------------------\n\n*Highlights*\n\nEverQuest 5th Anniversary \nReturn of the Casino (Again) \nCheck with the Town Criers for the latest edition of the Norrath newspaper! \n\nEverQuest Celebrates Five Years. Join us for the 5th Anniversary in-game celebrations for EverQuest. Over the \ncourse of the next few weeks you will be able to join in a massive scavenger hunt, battle fabled NPCs with upgraded \nloot, experience enormous firework displays and defend your city against armies of skeletons. \n\n*It's Back! (Again)*\n\nThe Casino is back and ready for you to try your luck. You can check it out in Shadowhaven. Good luck! \n\n*Spells*\n\nAdded a new magician spell, Elemental Draw, which is available in the East Commonlands. \n\nChanged the following shaman healing spells. \n-Daluda's Mending - previously Plague of Daluda \n-Breath of Trushar \n-Quiescence\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 16, 2004\n------------------------------\n\n*Highlights*\n\nEverQuest 5th Anniversary \nReturn of the Casino (Again) \nCheck with the Town Criers for the latest edition of the Norrath newspaper! \n\nEverQuest Celebrates Five Years. Join us for the 5th Anniversary in-game celebrations for EverQuest. Over the \ncourse of the next few weeks you will be able to join in a massive scavenger hunt, battle fabled NPCs with upgraded \nloot, experience enormous firework displays and defend your city against armies of skeletons. \n\n*It's Back! (Again)*\n\nThe Casino is back and ready for you to try your luck. You can check it out in Shadowhaven. Good luck! \n\n*Spells*\n\nAdded a new magician spell, Elemental Draw, which is available in the East Commonlands. \n\nChanged the following shaman healing spells. \n-Daluda's Mending - previously Plague of Daluda \n-Breath of Trushar \n-Quiescence\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 23, 2004", "slug": "2004-03-23-1", "patch_date": "2004-03-23T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["class_changes", "zones"], "body_plaintext": "March 23, 2004\n------------------------------\n\nHeadlines\nDirectX 9 is now REQUIRED to play on all SOE EverQuest servers and Venril Sathir!\nStormhammer received a new adventure zone. \nAnother story for you to peruse in your storybook.\nScreenshots in .JPG? What will they think of next!\nMore Grammar changes (no not Grandma, Grammar)\n\n\nDirectX 9\n-We have added more detail to the gamma correction slider, which means you may need to adjust your gamma settings \nwhich are located under video options\n-All zones will temporarily have the same sky while we refine DirectX 9 functionality.\n-Corpses should now be easier to target.\n-We have added a new command, /rewind, which should free your character if they become stuck in geometry.\n-There are now independent window resolutions for full screen and windowed mode.\n\n\n\nStormhammer\nIf you are a Legends subscriber you can visit the Lost Pyramid of Galuuk Korr. This midlevel adventure zone will \nallow you to explore a monument from the lost elvish city of Takish Hiz!\n\nNow you must find what was left beneath the sands. Good luck.\n\n\nScreenshots\n-Screenshots will now save to a \"Screenshot\" folder in your EQ directory\n-You can now change the format your screenshots are saved in by adding the \"ScreenshotType=\" line in your eqclient.ini \nfile, which is in your EverQuest directory. To save in jpg format you would change or add the line to read \n\"ScreenshotType=jpg\". Supported formats are bmp, jpg, tga, dds and png. Screenshots will continue to save in bmp \nformat unless this line is added.\n\n\nItems\n-More items have had endurance added to them.\n-Some Fabled items have been tweaked a bit.\n-Added recommended levels to some fabled items.\n-You will now need to be of at least the 50th level to complete the beastlord epic.\n\nNPC\n-Guards in Everfrost Peaks will once again help those in trouble.\n-Soulbinders should now show in the Find window.\n-Fabled NPC's will now appropriately reflect their difficulty.\n\nSpells\n-Elemental Draw will no longer Crit on your pets.\n\nMiscellaneous\n-Uqua should be a bit more playable now.\n-Ikkinz raids have been upgraded slightly.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 23, 2004\n------------------------------\n\nHeadlines\nDirectX 9 is now REQUIRED to play on all SOE EverQuest servers and Venril Sathir!\nStormhammer received a new adventure zone. \nAnother story for you to peruse in your storybook.\nScreenshots in .JPG? What will they think of next!\nMore Grammar changes (no not Grandma, Grammar)\n\n\nDirectX 9\n-We have added more detail to the gamma correction slider, which means you may need to adjust your gamma settings \nwhich are located under video options\n-All zones will temporarily have the same sky while we refine DirectX 9 functionality.\n-Corpses should now be easier to target.\n-We have added a new command, /rewind, which should free your character if they become stuck in geometry.\n-There are now independent window resolutions for full screen and windowed mode.\n\n\n\nStormhammer\nIf you are a Legends subscriber you can visit the Lost Pyramid of Galuuk Korr. This midlevel adventure zone will \nallow you to explore a monument from the lost elvish city of Takish Hiz!\n\nNow you must find what was left beneath the sands. Good luck.\n\n\nScreenshots\n-Screenshots will now save to a \"Screenshot\" folder in your EQ directory\n-You can now change the format your screenshots are saved in by adding the \"ScreenshotType=\" line in your eqclient.ini \nfile, which is in your EverQuest directory. To save in jpg format you would change or add the line to read \n\"ScreenshotType=jpg\". Supported formats are bmp, jpg, tga, dds and png. Screenshots will continue to save in bmp \nformat unless this line is added.\n\n\nItems\n-More items have had endurance added to them.\n-Some Fabled items have been tweaked a bit.\n-Added recommended levels to some fabled items.\n-You will now need to be of at least the 50th level to complete the beastlord epic.\n\nNPC\n-Guards in Everfrost Peaks will once again help those in trouble.\n-Soulbinders should now show in the Find window.\n-Fabled NPC's will now appropriately reflect their difficulty.\n\nSpells\n-Elemental Draw will no longer Crit on your pets.\n\nMiscellaneous\n-Uqua should be a bit more playable now.\n-Ikkinz raids have been upgraded slightly.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 25, 2004", "slug": "2004-03-25-1", "patch_date": "2004-03-25T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes"], "body_plaintext": "March 25, 2004\n------------------------------\n\nHeadlines \n\n-Refining some DX9 functionality. \n\n-Some adjustments have been made to pets. \n\n-Some general bug fixes. \n\n-Added a new rogue discipline line, Assassins Strike. The tomes can be found in the East Commonlands and the \nPlane of Knowledge. \n\n\nDirectX 9 \n-The center of collision for all players \n-We have made improvements to position processing which should alleviate some of the problems related to getting \nstuck in geometry. \n-Improved collision and movement when near overhangs. \n-The auto-duck mechanism is now an user-enabled option. It can be set in the General tab of the options window. \nThis feature forces your character to duck automatically to get into small places. If set to off, you will need \nto manually duck to enter those places. It is \"on\" by default. \n-Warping of very small NPCs (e.g., giant rats in Qeynos) has been resolved. \n-Rain now has visible weather. \n\n\nPets \n60+ player pets have been improved in a number of ways. Most notably, the effects of pet foci will be more \ndramatic as a player progresses with more powerful equipment. There have also been a number of inconsistencies \nbetween different tiers of pet foci that have been fixed. All of the existing foci should never show a power \ndecrease in any aspect when upgrading from a lower tier foci to a higher tier foci. The most dramatic changes \nin pet stats are in the following aspects: \n\nLevel - Most tiers of Foci will add one level to the pet. \n\nMax HP - Most tiers of foci will add max hit points to the pet, some tiers are more dramatic than others and follow \na similar rate of progression to player characters as they gain equipment equivalent to the pet focus items. \n\nMitigation (AC, Agility) -- Most tiers of foci will add mitigation to the pet. Some tiers are more dramatic than \nothers and follow a similar rate of progression to player characters as they gain equipment equivalent to the pet \nfocus items. \n\nDamage Output - Generally the pets did not receive a significant change in their damage output, although there are \ncertain pets that have had their max hit and offense increased. \n\nOverall, the player pets have received a significant boost. There are instances where you will see no change in a \nspecific aspect of a specific pet. For example, the Rathe’’s Son pet summoned with Minion of Eternity has not received \nan improvement in max hit points, but it has received a significant mitigation improvement. \n\nThese changes affect the pets summoned by the following spells: \n\nWard of Xegony \nChild of Ro \nServant of Marr \nRathe’s Son \nLegacy of Zek \nSaryrn’s Companion \nChild of Bertoxxulous \nSpirit of Sorsha \nSpirit of Arag \n\nThe most profound changes were made to the magician pets as they were most in need of improvement to maintain class \nbalance. Beastlord and necromancer pets also received upgrades, but not of the same magnitude. \n\n-- The EverQuest Team \n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 25, 2004\n------------------------------\n\nHeadlines \n\n-Refining some DX9 functionality. \n\n-Some adjustments have been made to pets. \n\n-Some general bug fixes. \n\n-Added a new rogue discipline line, Assassins Strike. The tomes can be found in the East Commonlands and the \nPlane of Knowledge. \n\n\nDirectX 9 \n-The center of collision for all players \n-We have made improvements to position processing which should alleviate some of the problems related to getting \nstuck in geometry. \n-Improved collision and movement when near overhangs. \n-The auto-duck mechanism is now an user-enabled option. It can be set in the General tab of the options window. \nThis feature forces your character to duck automatically to get into small places. If set to off, you will need \nto manually duck to enter those places. It is \"on\" by default. \n-Warping of very small NPCs (e.g., giant rats in Qeynos) has been resolved. \n-Rain now has visible weather. \n\n\nPets \n60+ player pets have been improved in a number of ways. Most notably, the effects of pet foci will be more \ndramatic as a player progresses with more powerful equipment. There have also been a number of inconsistencies \nbetween different tiers of pet foci that have been fixed. All of the existing foci should never show a power \ndecrease in any aspect when upgrading from a lower tier foci to a higher tier foci. The most dramatic changes \nin pet stats are in the following aspects: \n\nLevel - Most tiers of Foci will add one level to the pet. \n\nMax HP - Most tiers of foci will add max hit points to the pet, some tiers are more dramatic than others and follow \na similar rate of progression to player characters as they gain equipment equivalent to the pet focus items. \n\nMitigation (AC, Agility) -- Most tiers of foci will add mitigation to the pet. Some tiers are more dramatic than \nothers and follow a similar rate of progression to player characters as they gain equipment equivalent to the pet \nfocus items. \n\nDamage Output - Generally the pets did not receive a significant change in their damage output, although there are \ncertain pets that have had their max hit and offense increased. \n\nOverall, the player pets have received a significant boost. There are instances where you will see no change in a \nspecific aspect of a specific pet. For example, the Rathe’’s Son pet summoned with Minion of Eternity has not received \nan improvement in max hit points, but it has received a significant mitigation improvement. \n\nThese changes affect the pets summoned by the following spells: \n\nWard of Xegony \nChild of Ro \nServant of Marr \nRathe’s Son \nLegacy of Zek \nSaryrn’s Companion \nChild of Bertoxxulous \nSpirit of Sorsha \nSpirit of Arag \n\nThe most profound changes were made to the magician pets as they were most in need of improvement to maintain class \nbalance. Beastlord and necromancer pets also received upgrades, but not of the same magnitude. \n\n-- The EverQuest Team \n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 13, 2004", "slug": "2004-04-13-1", "patch_date": "2004-04-13T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["zones"], "body_plaintext": "April 13, 2004\n------------------------------\n\nThe Graveyard zone, Shadowrest, is now live!\n\nWe have introduced the new graveyard zone, Shadowrest, to the live servers. The zone will allow adventurers whose \ncorpse has decayed, after 7 days, to retrieve it. They will merely have to greet the appropriate NPC in one of the \nfollowing zones to activate their transport to Shadowrest;\n\nEast Commonlands\nThe Plane of Knowledge\nToxxulia Forest\nQeynos Hills\nThe Feerrott\nButcherblock Mountains\nThe Field of Bone\nShadeweavers Thicket\nMisty Thicket\n\nWe hope you enjoy this new addition to EverQuest!\n\nThe EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 13, 2004\n------------------------------\n\nThe Graveyard zone, Shadowrest, is now live!\n\nWe have introduced the new graveyard zone, Shadowrest, to the live servers. The zone will allow adventurers whose \ncorpse has decayed, after 7 days, to retrieve it. They will merely have to greet the appropriate NPC in one of the \nfollowing zones to activate their transport to Shadowrest;\n\nEast Commonlands\nThe Plane of Knowledge\nToxxulia Forest\nQeynos Hills\nThe Feerrott\nButcherblock Mountains\nThe Field of Bone\nShadeweavers Thicket\nMisty Thicket\n\nWe hope you enjoy this new addition to EverQuest!\n\nThe EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 14, 2004", "slug": "2004-04-14-1", "patch_date": "2004-04-14T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": [], "body_plaintext": "April 14, 2004\n------------------------------\n\nHeadlines! \n- You can now set hot keys to cycle through targets! \n\nCollision and Targeting \n- We have improved Collision. \n- We have improved targeting. \n- Auto-rewind has been disabled. Auto-rewind has been disabled. Auto-rewind has been disabled. \n- Short races should be able to manage steps and slopes more easily, so gnomes and halflings will again be under foot. \n- Arrows should no longer make NPCs look like porcupines. Please note that we have nothing against porcupines and \nconsider them a fine animal. \n\nYou will now have the option to bind cycle through PC and NPC targets to a hot key of your choice. You can hit your \nselect nearest target key at any time, during cycling, to reset the cycle. \n\nQuests \nSome changes have been made to the \"Breakdown in Communication\" quest. Drops should be more plentiful but may come \nfrom different NPCs. \n\nHide and Invisibility \n- There are now fewer mobs that can see through invisibility and detect rogues in Ferubi and Barindu. Go rogues! \n- Smith Rondo should ignore players that are invisible or hidden. \n\nLost Information from previous updates \n- 60+ focused mage pets are now summoned with a full set of phantom plate equipped. \n- Guildmasters and Merchants in Knowledge are now findable. \n- The Succor point in Ferubi has been moved to the Qinimi zoneline.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 14, 2004\n------------------------------\n\nHeadlines! \n- You can now set hot keys to cycle through targets! \n\nCollision and Targeting \n- We have improved Collision. \n- We have improved targeting. \n- Auto-rewind has been disabled. Auto-rewind has been disabled. Auto-rewind has been disabled. \n- Short races should be able to manage steps and slopes more easily, so gnomes and halflings will again be under foot. \n- Arrows should no longer make NPCs look like porcupines. Please note that we have nothing against porcupines and \nconsider them a fine animal. \n\nYou will now have the option to bind cycle through PC and NPC targets to a hot key of your choice. You can hit your \nselect nearest target key at any time, during cycling, to reset the cycle. \n\nQuests \nSome changes have been made to the \"Breakdown in Communication\" quest. Drops should be more plentiful but may come \nfrom different NPCs. \n\nHide and Invisibility \n- There are now fewer mobs that can see through invisibility and detect rogues in Ferubi and Barindu. Go rogues! \n- Smith Rondo should ignore players that are invisible or hidden. \n\nLost Information from previous updates \n- 60+ focused mage pets are now summoned with a full set of phantom plate equipped. \n- Guildmasters and Merchants in Knowledge are now findable. \n- The Succor point in Ferubi has been moved to the Qinimi zoneline.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 21, 2004", "slug": "2004-04-21-1", "patch_date": "2004-04-21T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": [], "body_plaintext": "April 21, 2004\n------------------------------\n\nHeadlines! \n- Boat Gnomes are now available all the time. (and I thought gnomes were only good as appetizers) \n- A new edition of the newspaper is available in your home town. Come and get it! \n\nBoat Gnomes \nThe boat gnomes and other alternate means of travel are now available. During this period of gnome servitude, the \nboats will be in drydock and receiving some much needed repairs\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 21, 2004\n------------------------------\n\nHeadlines! \n- Boat Gnomes are now available all the time. (and I thought gnomes were only good as appetizers) \n- A new edition of the newspaper is available in your home town. Come and get it! \n\nBoat Gnomes \nThe boat gnomes and other alternate means of travel are now available. During this period of gnome servitude, the \nboats will be in drydock and receiving some much needed repairs\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 28, 2004", "slug": "2004-04-28-1", "patch_date": "2004-04-28T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["spells", "zones"], "body_plaintext": "April 28, 2004\n------------------------------\n\nHeadlines! \n\n- A new storybook has arrived! Make sure you read it to find out what Tondal is up to now. \n- A new adventure zone is live on Stormhammer! \n- A new adventure zone has moved from Stormhammer to Live! \n- What are the \"HOT SPOTS\"? \n- Plane of Knowledge open to everyone! \n\nNew Adventure Zone goes to Stormhammer \n- We have added a new adventure zone which should be a challenge for 2 groups of about 50th level. \nA party of adventurers is missing and was last seen working with the undead. Will you brave the catacombs to find them? \n\nNew Adventure Zone moves to Live \n- The adventure zone currently on Stormhammer will move to live servers. You can visit the Lost Pyramid of Galuuk Korr. \nThis midlevel adventure zone will allow you to explore a monument from the lost elvish city of Takish Hiz! Now you \nmust find what was left beneath the sands. Good luck. \n\nHot Spots \nTry out the new Hot Spot zones which give a boost to Experience while adventuring in them, in a similar manner to \nPaludal Caverns. The current Hot Spots are: \n\n- The Castle of Mistmoore (20th to 30th level) \n- The Lair of the Splitpaw (35th to 45th level) \n- Dulak's Harbor (40th to 45th level) \n- The Tower of Frozen Shadow (30th to 35th level) \n- The Gulf of Gunthak (35th to 40th level) \n- Hate's Fury (55th to 60th level) \n- The Crypt of Nadox (50th to 55th level) \n- The Torgiran Mines (45th to 50th level) \n\nThese Hot Spot zones are generally aimed at characters level 20 to 51. The Hot Spot zones will shift from time to \ntime, so watch for messages giving clues as to where the new ones may be. \n\nPlane of Knowledge \nAll EQ characters can now access the Plane of Knowledge whether they have purchased Planes of Power or not! \n\nGeneral \n- We have decreased load times when zoning. \n\nGates Sewers and Vxed \n- Rare NPCs in the Gates sewers and Vxed will not spawn at the creation of the expedition zone. They will now \nspawn after the zone has been occupied for some time. \n\nItems \n- Skill percent-mods now work for Ammo slot items. \n- Grand Tunic of the Oracle and the Grand Robe of the Oracle have had a type 7 augmentation slot added to them. \n- Lungi of the Forbidden will display a robe graphic once again. Monks and Beastlords will be able to swap the \nrobe in for a leather looking BP with the same stats by visiting Garath the Trader in East Wastes. You will be able \nto swap the items back and forth with Garath for your desired look. (Lungi? Lungi? What is a Lungi?) \n\nSpells \n- Characters in illusion form can again be targeted. \n- Bull Rush is now a magical resist. Please do not use in a china shop. \n- Balance of the Nihil has had its Mana and Slow percentage increased. \n\nTracking \n- More NPC's in Qinimi now leave tracks for trackers to find. \n\nFiriona Vie \n- The Shuriken of Eternity and Ton Po's Mystical Pouch are now no-drop.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 28, 2004\n------------------------------\n\nHeadlines! \n\n- A new storybook has arrived! Make sure you read it to find out what Tondal is up to now. \n- A new adventure zone is live on Stormhammer! \n- A new adventure zone has moved from Stormhammer to Live! \n- What are the \"HOT SPOTS\"? \n- Plane of Knowledge open to everyone! \n\nNew Adventure Zone goes to Stormhammer \n- We have added a new adventure zone which should be a challenge for 2 groups of about 50th level. \nA party of adventurers is missing and was last seen working with the undead. Will you brave the catacombs to find them? \n\nNew Adventure Zone moves to Live \n- The adventure zone currently on Stormhammer will move to live servers. You can visit the Lost Pyramid of Galuuk Korr. \nThis midlevel adventure zone will allow you to explore a monument from the lost elvish city of Takish Hiz! Now you \nmust find what was left beneath the sands. Good luck. \n\nHot Spots \nTry out the new Hot Spot zones which give a boost to Experience while adventuring in them, in a similar manner to \nPaludal Caverns. The current Hot Spots are: \n\n- The Castle of Mistmoore (20th to 30th level) \n- The Lair of the Splitpaw (35th to 45th level) \n- Dulak's Harbor (40th to 45th level) \n- The Tower of Frozen Shadow (30th to 35th level) \n- The Gulf of Gunthak (35th to 40th level) \n- Hate's Fury (55th to 60th level) \n- The Crypt of Nadox (50th to 55th level) \n- The Torgiran Mines (45th to 50th level) \n\nThese Hot Spot zones are generally aimed at characters level 20 to 51. The Hot Spot zones will shift from time to \ntime, so watch for messages giving clues as to where the new ones may be. \n\nPlane of Knowledge \nAll EQ characters can now access the Plane of Knowledge whether they have purchased Planes of Power or not! \n\nGeneral \n- We have decreased load times when zoning. \n\nGates Sewers and Vxed \n- Rare NPCs in the Gates sewers and Vxed will not spawn at the creation of the expedition zone. They will now \nspawn after the zone has been occupied for some time. \n\nItems \n- Skill percent-mods now work for Ammo slot items. \n- Grand Tunic of the Oracle and the Grand Robe of the Oracle have had a type 7 augmentation slot added to them. \n- Lungi of the Forbidden will display a robe graphic once again. Monks and Beastlords will be able to swap the \nrobe in for a leather looking BP with the same stats by visiting Garath the Trader in East Wastes. You will be able \nto swap the items back and forth with Garath for your desired look. (Lungi? Lungi? What is a Lungi?) \n\nSpells \n- Characters in illusion form can again be targeted. \n- Bull Rush is now a magical resist. Please do not use in a china shop. \n- Balance of the Nihil has had its Mana and Slow percentage increased. \n\nTracking \n- More NPC's in Qinimi now leave tracks for trackers to find. \n\nFiriona Vie \n- The Shuriken of Eternity and Ton Po's Mystical Pouch are now no-drop.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 5, 2004", "slug": "2004-05-05-1", "patch_date": "2004-05-05T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": [], "body_plaintext": "May 5, 2004\n------------------------------\n\nHappy Cinco De Mayo! \n\nEverQuest 2 Beta Sign Ups are now open! \n\nMake sure you sign up for the exciting EverQuest 2 beta! Join the folks who have already added their name to the \nrapidly growing list for this amazing beta opportunity. \n\nGo to www.everquest2.com and click on the beta link to get your chance at a beta slot! I hope to see you in the beta! \n\nSign up now, tomorrow may be too late. \n\n\nHeadlines! \n- You now have the ability to remove your own surname! \n- All characters will regen HP faster when sitting! \n- /rewind is back and ready for action! \n\n\nSurnames \nYou can now use the /surname command to remove your own surname and add a new one. Please remember to read the \nnaming policy as listed on EQlive.station.sony.com as it applies to both first names and surnames. You will still \nneed to ask for CS assistance if you wish to have a name with double capitals or special characters. Please note \nthat this command can only be used to remove or change your surname once per week. \n\nHP Regen \n- All characters should now regenerate HP faster when sitting. The longer you sit, the faster you regenerate! \n- You will not receive increased regen while under the effects of a DOT or while feigned. \n- You can now bandage yourself up to 70% of your HP. Folks with the appropriate AA abilities can bandage above 70%. \n- You can now bandage while sitting. \n\n\n/rewind \n/rewind is back and should help if you find yourself stuck. This is not an automatic rewind, you will have to \nexecute the command. We are continuing to work on other collision issues and hope to no longer need /rewind in the \nnear future. This command is only able to be used once every 30 seconds, and in order to make use of it, your character\nwill need to be stationary for at least 30 seconds. \n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "May 5, 2004\n------------------------------\n\nHappy Cinco De Mayo! \n\nEverQuest 2 Beta Sign Ups are now open! \n\nMake sure you sign up for the exciting EverQuest 2 beta! Join the folks who have already added their name to the \nrapidly growing list for this amazing beta opportunity. \n\nGo to www.everquest2.com and click on the beta link to get your chance at a beta slot! I hope to see you in the beta! \n\nSign up now, tomorrow may be too late. \n\n\nHeadlines! \n- You now have the ability to remove your own surname! \n- All characters will regen HP faster when sitting! \n- /rewind is back and ready for action! \n\n\nSurnames \nYou can now use the /surname command to remove your own surname and add a new one. Please remember to read the \nnaming policy as listed on EQlive.station.sony.com as it applies to both first names and surnames. You will still \nneed to ask for CS assistance if you wish to have a name with double capitals or special characters. Please note \nthat this command can only be used to remove or change your surname once per week. \n\nHP Regen \n- All characters should now regenerate HP faster when sitting. The longer you sit, the faster you regenerate! \n- You will not receive increased regen while under the effects of a DOT or while feigned. \n- You can now bandage yourself up to 70% of your HP. Folks with the appropriate AA abilities can bandage above 70%. \n- You can now bandage while sitting. \n\n\n/rewind \n/rewind is back and should help if you find yourself stuck. This is not an automatic rewind, you will have to \nexecute the command. We are continuing to work on other collision issues and hope to no longer need /rewind in the \nnear future. This command is only able to be used once every 30 seconds, and in order to make use of it, your character\nwill need to be stationary for at least 30 seconds. \n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 12, 2004", "slug": "2004-05-12-1", "patch_date": "2004-05-12T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["spells", "items", "zones"], "body_plaintext": "May 12, 2004\n------------------------------\n\nHeadlines! \nGates of Discord content retuned! \n\nGates of Discord \n- Zone experience modifiers were increased in all zones from Tipt/Vxed and beyond. \n- Natimbi, Qinimi, Barindu, Riwwi, and Ferubi should be tuned more appropriately for their intended level ranges. \n- NPCs will no longer hit for max damage as often. Knights in particular should find it easier to tank the NPCs \nthey previously had difficulty with. \n- Ikkinz -- Guilds no longer have to flag every member in order to complete the Ikkinz trials. Only one person needs \nto complete all events/raids to start the seventh Ikkinz trial. At that point, all players who complete the seventh \ntrial will get full credit for the zone. \n- NPC innates have been adjusted to behave a little more reasonably. \n- Zone travel has been made easier. Animal aggression was lowered by changing their faction and See Invis percentages \nwere reduced on several NPCs. \n- Spell drops have been increased. \n- Increased the rate of cash drops. \n- The mini bosses in Qvic now have a more appropriate respawn rate. Their item drop rate has been increased to \ncompensate for this. \n- Breakdown in Communication quest now has improved rewards! \n\nCollision \nMore improvements to the collision system should make it a lot more difficult to get stuck. \n\nMisc. \nThe Eye of Zomm will once again open closed doors.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "May 12, 2004\n------------------------------\n\nHeadlines! \nGates of Discord content retuned! \n\nGates of Discord \n- Zone experience modifiers were increased in all zones from Tipt/Vxed and beyond. \n- Natimbi, Qinimi, Barindu, Riwwi, and Ferubi should be tuned more appropriately for their intended level ranges. \n- NPCs will no longer hit for max damage as often. Knights in particular should find it easier to tank the NPCs \nthey previously had difficulty with. \n- Ikkinz -- Guilds no longer have to flag every member in order to complete the Ikkinz trials. Only one person needs \nto complete all events/raids to start the seventh Ikkinz trial. At that point, all players who complete the seventh \ntrial will get full credit for the zone. \n- NPC innates have been adjusted to behave a little more reasonably. \n- Zone travel has been made easier. Animal aggression was lowered by changing their faction and See Invis percentages \nwere reduced on several NPCs. \n- Spell drops have been increased. \n- Increased the rate of cash drops. \n- The mini bosses in Qvic now have a more appropriate respawn rate. Their item drop rate has been increased to \ncompensate for this. \n- Breakdown in Communication quest now has improved rewards! \n\nCollision \nMore improvements to the collision system should make it a lot more difficult to get stuck. \n\nMisc. \nThe Eye of Zomm will once again open closed doors.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 27, 2004", "slug": "2004-05-27-1", "patch_date": "2004-05-27T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["content", "spells", "ui"], "body_plaintext": "May 27, 2004\n------------------------------\n\nOmens of War has a new expected live date of August 31, 2004. We appreciate your pre-order and if you wish to \nleave it in place, you do not need to do anything. We will not charge your credit card until the day the expansion \nactually goes live. \n\nIf you wish to cancel your pre-order you may follow the steps below. You may cancel your pre-order at any time prior \nto the live date. \n\nDirections to Cancel Pre-Order \n1. Visit Station Store https://store.station.sony.com/index.jsp \n2. Go to Billing Info and sign in \n3. View Current pre-orders \n4. Click Cancel button; you will receive a cancellation email \n5. Return to Station Store and re-purchase this product using the most up to date information. \n\nThank you! \n\n\nHeadlines! \nExclusive in-game Shield in July 2004 issue of PC Gamer \nNew Tutorial now live! \nCS Assist allows use of Knowledge Base in-game \n\n\nExclusive Shield from PC Gamer \nAttention EverQuest Players! Exclusive in-game EQ Shield in the July 2004 issue of PC Gamer! \nYou can now claim this special shield by picking up the July issue of PC Gamer. Go to the box on page 33 and use \nthe TOP code to redeem your special shield. To claim this prize, simply log into EverQuest, click on accounts, \nclick the special button and then enter the shield code in the space provided. \n\nTutorial \n- Does your significant other find EQ too hard to learn? Our new Tutorial is Live and ready to teach them to play. \nCreating a new character will give you the option to go through the new tutorial. You can choose to leave the tutorial \nat anytime and can return until your character reaches level 5. The tutorial will walk you through gameplay with easy \nto follow instructions in text and voice. \n- Hybrids will now receive mana at level 1 as they now receive a spell in the tutorial. \n\nCS Assist \nA new CS tool is available for use and should provide you with a better interface when petitioning. You can also \naccess our self help option through the knowledge base. You can bring up the new window by pressing the 'P' key, \ntyping /petition, or clicking the \"Customer Service\" button from the help window. \n\nCabalis Quests \nIksar Warriors and Necromancers have some quests to finish! \nIksar Beastlords have a new quest. \n\n\nUI Changes \n- There's a new button in the Options->Display tab to toggle between full screen and windowed mode. \n- Presto Change-O! There's a new button on the bazaar window to hide all traders. Clicking a trader in the search \nwindow will make them appear (limited to the last trader you clicked) \n- New text filters have been added for Pet Crits, Pet Rampage/Flurry, System Messages, Focus Effects, Exp Messages, \nand Who list. \n- The Guild Management window should be better organized. \n- There's a new /outputfile command to allow creation of text-file dumps of your Guild, Raid, Inventory and spell books. \n\n\nImproved Collisions \n- Most collision issues should now be resolved. \n- Collision system improvements have made elevators much safer. \n- Getting out of water should be a little easier for short races. We wouldn't want all those Halflings to drown, now \nwould we? \n- Rogues should be able to more easily exit water while sneaking, although I think it would be hard to sneak with wet \ntrousers. \n\nMisc. \n- You now have the ability to \"AutoBank\" in the Bank Window. \n- Casting a spell while sitting will stand you up. \n- Camping while standing will sit you down automatically. \n- NPC's will not begin regenerating immediately if fleeing or combat ends. \n- Improved the Iqthinxa Karnkvi event in Qvic\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "May 27, 2004\n------------------------------\n\nOmens of War has a new expected live date of August 31, 2004. We appreciate your pre-order and if you wish to \nleave it in place, you do not need to do anything. We will not charge your credit card until the day the expansion \nactually goes live. \n\nIf you wish to cancel your pre-order you may follow the steps below. You may cancel your pre-order at any time prior \nto the live date. \n\nDirections to Cancel Pre-Order \n1. Visit Station Store https://store.station.sony.com/index.jsp \n2. Go to Billing Info and sign in \n3. View Current pre-orders \n4. Click Cancel button; you will receive a cancellation email \n5. Return to Station Store and re-purchase this product using the most up to date information. \n\nThank you! \n\n\nHeadlines! \nExclusive in-game Shield in July 2004 issue of PC Gamer \nNew Tutorial now live! \nCS Assist allows use of Knowledge Base in-game \n\n\nExclusive Shield from PC Gamer \nAttention EverQuest Players! Exclusive in-game EQ Shield in the July 2004 issue of PC Gamer! \nYou can now claim this special shield by picking up the July issue of PC Gamer. Go to the box on page 33 and use \nthe TOP code to redeem your special shield. To claim this prize, simply log into EverQuest, click on accounts, \nclick the special button and then enter the shield code in the space provided. \n\nTutorial \n- Does your significant other find EQ too hard to learn? Our new Tutorial is Live and ready to teach them to play. \nCreating a new character will give you the option to go through the new tutorial. You can choose to leave the tutorial \nat anytime and can return until your character reaches level 5. The tutorial will walk you through gameplay with easy \nto follow instructions in text and voice. \n- Hybrids will now receive mana at level 1 as they now receive a spell in the tutorial. \n\nCS Assist \nA new CS tool is available for use and should provide you with a better interface when petitioning. You can also \naccess our self help option through the knowledge base. You can bring up the new window by pressing the 'P' key, \ntyping /petition, or clicking the \"Customer Service\" button from the help window. \n\nCabalis Quests \nIksar Warriors and Necromancers have some quests to finish! \nIksar Beastlords have a new quest. \n\n\nUI Changes \n- There's a new button in the Options->Display tab to toggle between full screen and windowed mode. \n- Presto Change-O! There's a new button on the bazaar window to hide all traders. Clicking a trader in the search \nwindow will make them appear (limited to the last trader you clicked) \n- New text filters have been added for Pet Crits, Pet Rampage/Flurry, System Messages, Focus Effects, Exp Messages, \nand Who list. \n- The Guild Management window should be better organized. \n- There's a new /outputfile command to allow creation of text-file dumps of your Guild, Raid, Inventory and spell books. \n\n\nImproved Collisions \n- Most collision issues should now be resolved. \n- Collision system improvements have made elevators much safer. \n- Getting out of water should be a little easier for short races. We wouldn't want all those Halflings to drown, now \nwould we? \n- Rogues should be able to more easily exit water while sneaking, although I think it would be hard to sneak with wet \ntrousers. \n\nMisc. \n- You now have the ability to \"AutoBank\" in the Bank Window. \n- Casting a spell while sitting will stand you up. \n- Camping while standing will sit you down automatically. \n- NPC's will not begin regenerating immediately if fleeing or combat ends. \n- Improved the Iqthinxa Karnkvi event in Qvic\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 2, 2004", "slug": "2004-06-02-1", "patch_date": "2004-06-02T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "server"], "body_plaintext": "June 2, 2004\n------------------------------\n\nCollision fixes collide with servers! \n\n\nCollision \n- When you are summoned by NPCs or players smaller than you, the collision system will now scan a limited area near \nthe destination to find a place to put you so that you will not be stuck in the terrain. \n\n- A problem related to collision data being out of sync on the client and server has been corrected and should solve \nthe problems many of you have been seeing with NPCs being pushed into walls. \n\n- The sunken NPC and character problem has been much improved. You will still find the occasional NPC at a spawn point \nthat is sunk or elevated slightly, but the NPC should move normally once engaged. \n\n\nCabilis Quests \n- The Battle plans from Dalnir should be a little easier to obtain. \n- The loyal follower in Dreadlands should no longer be a merchant with an empty inventory. \n- The traitor necromancers seek should be a little easier to find. \n- Wyzith's belongings should now combine correctly. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "June 2, 2004\n------------------------------\n\nCollision fixes collide with servers! \n\n\nCollision \n- When you are summoned by NPCs or players smaller than you, the collision system will now scan a limited area near \nthe destination to find a place to put you so that you will not be stuck in the terrain. \n\n- A problem related to collision data being out of sync on the client and server has been corrected and should solve \nthe problems many of you have been seeing with NPCs being pushed into walls. \n\n- The sunken NPC and character problem has been much improved. You will still find the occasional NPC at a spawn point \nthat is sunk or elevated slightly, but the NPC should move normally once engaged. \n\n\nCabilis Quests \n- The Battle plans from Dalnir should be a little easier to obtain. \n- The loyal follower in Dreadlands should no longer be a merchant with an empty inventory. \n- The traitor necromancers seek should be a little easier to find. \n- Wyzith's belongings should now combine correctly. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 16, 2004", "slug": "2004-06-16-1", "patch_date": "2004-06-16T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "June 16, 2004\n------------------------------\n\nHeadlines! \n\n-Collision sees more improvements. \n-A portal to Gunthak has been added to the Plane of Knowledge. \n-/guidehelp is now available! \n-Gates of Discord sees more changes. \n\n\nCollision Updates \nMany remaining collision issues have been fixed. \n-Floating NPCs in the Plane of Disease should be more down to earth. \n-NPC warping should be reduced. \n-The Emerald Jungle should no longer have NPCs below the world \n-You should once again collide with the dock in Natimbi. \n-The entrance to Najena should be easier to navigate. \n\nGunthak Portal \n-We have added a tome to the Plane of Knowledge to allow for faster travel to and from Gunthak. Enjoy. * \n\nGates of Discord \n-Increased the drop rate of quest items, for the Breakdown in Communication quest, in the sewers and mountain passes \nand Ikkinz. * \n-Increased the number of items that drop from the Qinimi and Barindu events for the Breakdown in Communication quest. * \n-Increased the drop rate of Breakdown in Communication quest items off the Yxtta bosses as well as making it possible \nto get them off other NPCs in the zone. \n-The Ikkinz Chamber of Might and Tipt boss mobs will now behave a little smarter when facing a strong defense. Beware! \n-Some tuning changes have been made to the Ikkinz single group trials and Tipt. \n-Changed the NPCs that guard Txevu so they are a longer re-spawn allowing you to get stragglers thru the zone much \neasier once you kill them. \n-Pathing in Txevu should be better. * \n-The bonus reward at the end of Inktu`ta will spawn in a chest instead of being handed directly to the player that \ntriggers the dialogue. \n-Gates NPCs that dropped spells will now drop a token, which can be turned in for a class appropriate spell. * \n\nThe Plane of Time \n-We have made changes to the scripting for the Plane of Time, which will allow the server to shut down unused instances \nof the zone. This will remove the problem of waiting for an instance that another group has finished to shut down, \nbefore you can start your attempt. * \n\nThe Plane of Hate \nYou can now access the Plane of Hate by talking to Relm M'Loch in the Plane of Tranquility and handing her a Fuligan \nSoulstone. * \n\nItems \n----------------------- \n-The Tainted Axe of Hatred has had its damage increased. \n-Many Gates items have had their weight reduced. * \n-The Muramite Death Shroud is now equipable by beastlords and has a wind instrument modifier. * \n-The Onyx Ring of Prayer now has a stringed instrument modifier. * \n-The drop rate has been increased for the following items in the Plane of Hate * \nThe Shattered Emerald of Corruption \nDecrepit Hide \nStaff of Elemental Mastery: Earth \nEssence of Vampire \nEye of Innoruuk \n-The Diamond Tipped War Javelin should now look more javelin like. * \n\nBerserkers \n-Berserker snare now has a set duration. * \n-Berserkers should no longer get stuck during their epic quest. \n-The following effects now lower hate instantly rather than over time: * \nDiversive Strike \nDistracting Strike \nConfusing Strike \n\nGuidehelp \n-The \"/guidehelp\" command is now available. The /guidehelp command is for quest/event feedback, wedding requests \nand questions regarding quests/events. Please be aware that all Customer Service issues must go through /petition \nfor resolution. There may only be 1 request in the guidehelp queue at a time for each player. \n\nRaid Management \n-Raid leaders now have the ability to add notes to the raid window. There is now a tabbed window in the Raid window, \nclicking on the Notes tab will show all the raid members in a single list, with notes next to their name. The Raid \nleader can click on a player, and change that player's note in the edit box below the list. The note will show on \nall raid members' raid windows. * \n\n-Added an MOTD to Raid Window. On the Notes tab there is a window for an MOTD at the bottom. The Raid leader can \nedit this MOTD, and the new text will show on all Raid members' Raid windows. * \n-The escape key will now close your Raid Window. \n-Raid Leaders can now remove members from the raid, even across zones. * \n\nTradeskills \n-There have been several upgrades to Gates Tradeskilled items. * \n-Gates smithed weapons have been adjusted. * \n-Gates fletched arrows have had their damage increased and are now magical. * \n-Tradeskill drinks from Gates of Discord have had their duration enhanced. * \n\nStopcasting \nWe have added a /stopcast command -- This command will not work when riding a horse. * \n\nUndead Pets \nPets no longer go away after their master has feigned death for more than 2 minutes. * \n\nLay on Hands and Harm Touch \nLay on Hands and Harm Touch will no longer affect corpses. * \n\nCorpse Dragging \nWe have increased the range of the /corpse command * \n\nSpells \nMany damage shields have had their damage and duration increased. * \nIncreased the regeneration rate on the following spells: \n-Regrowth of the Dar Khura \n-Regrowth of the Grove \n-Regrowth \n-Replenishment \n-Blessing of Replenishment \n\nModified the heal rate for the following spells: * \n-Supernal Elixir \n-Quiescence \n-Holy Elixir \n-Breath of Trushar \n-Supernal Cleansing \n\nLowered the mana cost on the following spells: * \n-Black Steel \n-Ancient: Chaos Vortex \n-Sun Vortex \n\nIncreased the duration and mana cost on the following spells. * \n-Falcon Eye \n-Eagle Eye \n-Hawk Eye \n\nBards \nBards should no longer use instrument animations when wielding items other than instruments. (No more stabbing \nyourselves in the head with your Epic!) \n\nCharacter Creation \nThe character creation process now has Voice Over to guide you through new character creation. \n\nMouselook \nMouselook is much smoother and variable via a slider in the options window. If you use mouselook, make certain \nyou adjust the new settings. \n\nTutorial \nAll characters should start with the tutorial bank items. \n\n\nFilters \n-The Focus effect should now filter haste messages. * \n-The Damage Shield filter should now work correctly. \n\n-- The EverQuest Team \n\n* Denotes an item that was requested by the EverQuest community.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "June 16, 2004\n------------------------------\n\nHeadlines! \n\n-Collision sees more improvements. \n-A portal to Gunthak has been added to the Plane of Knowledge. \n-/guidehelp is now available! \n-Gates of Discord sees more changes. \n\n\nCollision Updates \nMany remaining collision issues have been fixed. \n-Floating NPCs in the Plane of Disease should be more down to earth. \n-NPC warping should be reduced. \n-The Emerald Jungle should no longer have NPCs below the world \n-You should once again collide with the dock in Natimbi. \n-The entrance to Najena should be easier to navigate. \n\nGunthak Portal \n-We have added a tome to the Plane of Knowledge to allow for faster travel to and from Gunthak. Enjoy. * \n\nGates of Discord \n-Increased the drop rate of quest items, for the Breakdown in Communication quest, in the sewers and mountain passes \nand Ikkinz. * \n-Increased the number of items that drop from the Qinimi and Barindu events for the Breakdown in Communication quest. * \n-Increased the drop rate of Breakdown in Communication quest items off the Yxtta bosses as well as making it possible \nto get them off other NPCs in the zone. \n-The Ikkinz Chamber of Might and Tipt boss mobs will now behave a little smarter when facing a strong defense. Beware! \n-Some tuning changes have been made to the Ikkinz single group trials and Tipt. \n-Changed the NPCs that guard Txevu so they are a longer re-spawn allowing you to get stragglers thru the zone much \neasier once you kill them. \n-Pathing in Txevu should be better. * \n-The bonus reward at the end of Inktu`ta will spawn in a chest instead of being handed directly to the player that \ntriggers the dialogue. \n-Gates NPCs that dropped spells will now drop a token, which can be turned in for a class appropriate spell. * \n\nThe Plane of Time \n-We have made changes to the scripting for the Plane of Time, which will allow the server to shut down unused instances \nof the zone. This will remove the problem of waiting for an instance that another group has finished to shut down, \nbefore you can start your attempt. * \n\nThe Plane of Hate \nYou can now access the Plane of Hate by talking to Relm M'Loch in the Plane of Tranquility and handing her a Fuligan \nSoulstone. * \n\nItems \n----------------------- \n-The Tainted Axe of Hatred has had its damage increased. \n-Many Gates items have had their weight reduced. * \n-The Muramite Death Shroud is now equipable by beastlords and has a wind instrument modifier. * \n-The Onyx Ring of Prayer now has a stringed instrument modifier. * \n-The drop rate has been increased for the following items in the Plane of Hate * \nThe Shattered Emerald of Corruption \nDecrepit Hide \nStaff of Elemental Mastery: Earth \nEssence of Vampire \nEye of Innoruuk \n-The Diamond Tipped War Javelin should now look more javelin like. * \n\nBerserkers \n-Berserker snare now has a set duration. * \n-Berserkers should no longer get stuck during their epic quest. \n-The following effects now lower hate instantly rather than over time: * \nDiversive Strike \nDistracting Strike \nConfusing Strike \n\nGuidehelp \n-The \"/guidehelp\" command is now available. The /guidehelp command is for quest/event feedback, wedding requests \nand questions regarding quests/events. Please be aware that all Customer Service issues must go through /petition \nfor resolution. There may only be 1 request in the guidehelp queue at a time for each player. \n\nRaid Management \n-Raid leaders now have the ability to add notes to the raid window. There is now a tabbed window in the Raid window, \nclicking on the Notes tab will show all the raid members in a single list, with notes next to their name. The Raid \nleader can click on a player, and change that player's note in the edit box below the list. The note will show on \nall raid members' raid windows. * \n\n-Added an MOTD to Raid Window. On the Notes tab there is a window for an MOTD at the bottom. The Raid leader can \nedit this MOTD, and the new text will show on all Raid members' Raid windows. * \n-The escape key will now close your Raid Window. \n-Raid Leaders can now remove members from the raid, even across zones. * \n\nTradeskills \n-There have been several upgrades to Gates Tradeskilled items. * \n-Gates smithed weapons have been adjusted. * \n-Gates fletched arrows have had their damage increased and are now magical. * \n-Tradeskill drinks from Gates of Discord have had their duration enhanced. * \n\nStopcasting \nWe have added a /stopcast command -- This command will not work when riding a horse. * \n\nUndead Pets \nPets no longer go away after their master has feigned death for more than 2 minutes. * \n\nLay on Hands and Harm Touch \nLay on Hands and Harm Touch will no longer affect corpses. * \n\nCorpse Dragging \nWe have increased the range of the /corpse command * \n\nSpells \nMany damage shields have had their damage and duration increased. * \nIncreased the regeneration rate on the following spells: \n-Regrowth of the Dar Khura \n-Regrowth of the Grove \n-Regrowth \n-Replenishment \n-Blessing of Replenishment \n\nModified the heal rate for the following spells: * \n-Supernal Elixir \n-Quiescence \n-Holy Elixir \n-Breath of Trushar \n-Supernal Cleansing \n\nLowered the mana cost on the following spells: * \n-Black Steel \n-Ancient: Chaos Vortex \n-Sun Vortex \n\nIncreased the duration and mana cost on the following spells. * \n-Falcon Eye \n-Eagle Eye \n-Hawk Eye \n\nBards \nBards should no longer use instrument animations when wielding items other than instruments. (No more stabbing \nyourselves in the head with your Epic!) \n\nCharacter Creation \nThe character creation process now has Voice Over to guide you through new character creation. \n\nMouselook \nMouselook is much smoother and variable via a slider in the options window. If you use mouselook, make certain \nyou adjust the new settings. \n\nTutorial \nAll characters should start with the tutorial bank items. \n\n\nFilters \n-The Focus effect should now filter haste messages. * \n-The Damage Shield filter should now work correctly. \n\n-- The EverQuest Team \n\n* Denotes an item that was requested by the EverQuest community.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 30, 2004", "slug": "2004-06-30-1", "patch_date": "2004-06-30T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": [], "body_plaintext": "June 30, 2004\n------------------------------\n\nHeadlines \n\nDownload EQ Trilogy and play for 30 days free! \n\nEverQuest: Platinum offers EQ and all 7 expansions in one box. \n\nThe Guide Program is looking for volunteers. \n\nEQ Trilogy. \nHave friends interested in EQ? Have them try the new EQ Trilogy download. You can now download EQ Trilogy and try out \nan EQ account for 30 days free. See www.everquest.com for more on this exciting offer. \n\nEverQuest: Platinum \nEverQuest: Platinum is the most comprehensive collection of EverQuest expansions yet! It includes Classic EverQuest \nand all seven expansion packs! Go to www.everquest.com for details on the complete EQ collection. \n\nThe Guide Program is looking for volunteers \nA new era dawns for the EverQuest Guide Program! Magic and fun shall be spread throughout the world like you have \nnever seen before. The EverQuest Guide Program has a new focus creating and participating in dynamic content such \nas quests, events, and other role-playing activities. Are you prepared to join us? \nVisit https://guide.everquest.com/guideapp/ for your application today!\n\n\n.....................................................................\n\n--- FROM FILE: patches-2004-2.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 30, 2004\n------------------------------\n\nHeadlines \n\nDownload EQ Trilogy and play for 30 days free! \n\nEverQuest: Platinum offers EQ and all 7 expansions in one box. \n\nThe Guide Program is looking for volunteers. \n\nEQ Trilogy. \nHave friends interested in EQ? Have them try the new EQ Trilogy download. You can now download EQ Trilogy and try out \nan EQ account for 30 days free. See www.everquest.com for more on this exciting offer. \n\nEverQuest: Platinum \nEverQuest: Platinum is the most comprehensive collection of EverQuest expansions yet! It includes Classic EverQuest \nand all seven expansion packs! Go to www.everquest.com for details on the complete EQ collection. \n\nThe Guide Program is looking for volunteers \nA new era dawns for the EverQuest Guide Program! Magic and fun shall be spread throughout the world like you have \nnever seen before. The EverQuest Guide Program has a new focus creating and participating in dynamic content such \nas quests, events, and other role-playing activities. Are you prepared to join us? \nVisit https://guide.everquest.com/guideapp/ for your application today!\n\n\n.....................................................................\n\n--- FROM FILE: patches-2004-2.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 14, 2004", "slug": "2004-07-14-1", "patch_date": "2004-07-14T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["spells", "items", "zones", "ui"], "body_plaintext": "July 14, 2004\r\n------------------------------\r\n\r\nHeadlines! \r\n\r\nVeeshan's Peak has been re-worked. Enjoy the new challenge. \r\nA new Adventure Zone appears on Stormhammer. \r\nYou can now remove augments without losing them. \r\n\r\nVeeshan's Peak! \r\nWith this revamp we have Updated the level and NPC list for the zone: \r\nPlease note that this zone is now an elemental level zone! The entry \r\nquest to Veeshanĺĺs Peak has been changed. The original key quest has \r\nnot been modified. However, the new entry quest uses the old key and \r\noffers an alternate quest to do instead of the original key quest. \r\n\r\n- Items in the zone are now of elemental planes quality. \r\n- Faction now matters: Dragons in Veeshanĺs Peak will now speak to \r\nplayers if you have the correct faction and can understand them. \r\n- New quests and lore: The dragons in Veeshanĺs Peak will now give \r\nplayers the option to acquire items through questing for them. \r\n- The zone is now an exp zone as well: Hunting in the areas before the \r\ndragons yields experience and loot. \r\n\r\nNew Adventure Zone for Stormhammer \r\nStormhammer gains a new adventure zone. This is a 2 group adventure \r\nzone for characters of level 65. \r\n\r\nCan you help the Eldritch Collective find and rescue Professor Bartleby \r\nBeckelbracker? Search the Desert of Ro for the whereabouts of Bartleby \r\nand his assistant Bomo and try to save them from the steel clutches of \r\ntheir enemies. \r\n\r\n\r\nAugment Removal * \r\n- You can now purchase special \"distillers\" that will remove \r\naugmentations without destroying them. These distillers are sold by a \r\nmerchant in Butcherblock. The item inspect window for an augmentation \r\nwill tell you which distiller is required to remove it. \r\n- The existing solvents can still be used to destroy an augmentation if \r\nyou don't want to keep it. You no longer need a different solvent for \r\neach augmentation slot. The interface will allow you to select which \r\naugmentation you wish to delete. \r\n- For those with custom UI's, you will need to update your \r\nEQ_Container.xml file in order to use the new augment window. \r\n\r\nPets * \r\n- Zoning pets are in. Persistent pet data includes: Items, Spell \r\nEffects, hit points, mana, name, height, and mana cost to summon them. \r\nAll PC summoned pets should zone with you in all instances except for \r\nwhen you die. Pets will also follow the same rules as no rent items if \r\nyou log with a pet. \r\n- Pets can be shrunk again. Please wash them in only Cold water to \r\nprevent inadvertently reducing their size. \r\n\r\nTribute Changes * \r\n- Some items have had their favor value lowered. \r\n- Players will now \"Pre-pay\" for tribute benefits. When benefits are \r\nactivated, the player will immediately be charged for those benefits \r\nfrom their Favor pool. After that, the player will be charged every 10 \r\nminutes for the next 10 minutes of benefit. If benefits are deactivated \r\nbefore the timer is depleted, no refund is given for the time \r\nremaining. \r\n- Players now have the ability to activate/deactivate the tribute \r\nbenefits they've selected (as a whole) whenever they like using a \r\nbutton on the Tribute Benefit Window. However, every time the player \r\nactivates his benefits, he will be \"Pre-pay\" (see above). The ability \r\nto change selected benefits (downgrade) away from the Tribute Master \r\nhas been removed. \r\n- When visiting a Tribute Master, the player's benefits will \r\ndeactivate. Players may re-organize their selected benefit load, but \r\nwill not be able to \"preview\" the benefits (seeing the effect on their \r\ncharacter when the benefit is selected). Benefit descriptions should \r\ngive the player a good indication of what the benefit will do when \r\nactivated. \r\n- The EQ Label that shows the Tribute Benefit Timer will now show green \r\nwhen benefits are active and gray when they are not. \r\n\r\nItem Changes \r\n- Manastones will no longer work in Forgotten Halls. It was not \r\nintended for the item to be used there and some naughty folks were \r\ntaking advantage of the zone. \r\n- Malcohm Thimbleton, in the Plane of Knowledge will now swap out some \r\nRobe Graphic items for Tunic Graphics. * \r\n- The Staff of Revealed Secrets now has a 2hb weapon model instead of \r\nthe little stick it had before. Enjoy your bigger stick. \r\n\r\nUI Changes \r\n- It is now possible to display your mana as a numeric value on your \r\ninventory screen. * \r\n- By mousing over your buff icons, you will now be able to see the \r\nbuffs remaining duration. * \r\n\r\nBerserkers \r\n- Berserkers now have innate crits beginning at level 12. \r\n- Tainted Axe of Hatred now comes in stacks of 20. \r\n\r\nAdditional Notes \r\n- You now have the ability to sell back LDoN items and augments to the \r\nadventure merchants for a percentage of their original cost. * \r\n- We have increased the number of NPC debuff slots from 30 to 50. \r\nNecromancers rejoice. * \r\n- The Doppleganger AA's re-use timer has been reduced to 30 minutes. * \r\n- Sprint and Planeswalk have had their movement rate increased. * \r\n- Beware! Many named mobs in Gates will now summon. \r\n- The Hide all traders option, for the Bazaar, will no longer need to \r\nbe reset each time you enter the zone. * \r\n- /stopspellcast will no longer give spells recast delays. \r\n- Leadership: Group/Raid mark npc should now update for people that are \r\nadded to the group or raid. \r\n- Main assist will no longer clear if the main assist zones. \r\n- Bards should once again play the stringed instrument animation when \r\nplaying a stringed instrument song. \r\n- Hynid fleshrippers, tide feasters, and shore stonemites in Natimbi no \r\nlonger hit so hard.\r\n\r\n.....................................................................\r\n\r\n------------------------------", "body_markdown": "July 14, 2004\r\n------------------------------\r\n\r\n# Headlines! \r\n\r\nVeeshan's Peak has been re-worked. Enjoy the new challenge. \r\nA new Adventure Zone appears on Stormhammer. \r\nYou can now remove augments without losing them. \r\n\r\n## Veeshan's Peak! \r\n\r\nWith this revamp we have Updated the level and NPC list for the zone: \r\nPlease note that this zone is now an elemental level zone! The entry \r\nquest to Veeshanĺĺs Peak has been changed. The original key quest has \r\nnot been modified. However, the new entry quest uses the old key and \r\noffers an alternate quest to do instead of the original key quest. \r\n\r\n- Items in the zone are now of elemental planes quality. \r\n- Faction now matters: Dragons in Veeshanĺs Peak will now speak to \r\nplayers if you have the correct faction and can understand them. \r\n- New quests and lore: The dragons in Veeshanĺs Peak will now give \r\nplayers the option to acquire items through questing for them. \r\n- The zone is now an exp zone as well: Hunting in the areas before the \r\ndragons yields experience and loot. \r\n\r\n## New Adventure Zone for Stormhammer \r\nStormhammer gains a new adventure zone. This is a 2 group adventure \r\nzone for characters of level 65. \r\n\r\nCan you help the Eldritch Collective find and rescue Professor Bartleby \r\nBeckelbracker? Search the Desert of Ro for the whereabouts of Bartleby \r\nand his assistant Bomo and try to save them from the steel clutches of \r\ntheir enemies. \r\n\r\n\r\n## Augment Removal * \r\n- You can now purchase special \"distillers\" that will remove \r\naugmentations without destroying them. These distillers are sold by a \r\nmerchant in Butcherblock. The item inspect window for an augmentation \r\nwill tell you which distiller is required to remove it. \r\n- The existing solvents can still be used to destroy an augmentation if \r\nyou don't want to keep it. You no longer need a different solvent for \r\neach augmentation slot. The interface will allow you to select which \r\naugmentation you wish to delete. \r\n- For those with custom UI's, you will need to update your \r\nEQ_Container.xml file in order to use the new augment window. \r\n\r\n## Pets *\r\n\r\n* Zoning pets are in. Persistent pet data includes: Items, Spell \r\nEffects, hit points, mana, name, height, and mana cost to summon them. \r\nAll PC summoned pets should zone with you in all instances except for \r\nwhen you die. Pets will also follow the same rules as no rent items if \r\nyou log with a pet. \r\n* Pets can be shrunk again. Please wash them in only Cold water to \r\nprevent inadvertently reducing their size. \r\n\r\n## Tribute Changes * \r\n\r\n- Some items have had their favor value lowered. \r\n- Players will now \"Pre-pay\" for tribute benefits. When benefits are \r\nactivated, the player will immediately be charged for those benefits \r\nfrom their Favor pool. After that, the player will be charged every 10 \r\nminutes for the next 10 minutes of benefit. If benefits are deactivated \r\nbefore the timer is depleted, no refund is given for the time \r\nremaining. \r\n- Players now have the ability to activate/deactivate the tribute \r\nbenefits they've selected (as a whole) whenever they like using a \r\nbutton on the Tribute Benefit Window. However, every time the player \r\nactivates his benefits, he will be \"Pre-pay\" (see above). The ability \r\nto change selected benefits (downgrade) away from the Tribute Master \r\nhas been removed. \r\n- When visiting a Tribute Master, the player's benefits will \r\ndeactivate. Players may re-organize their selected benefit load, but \r\nwill not be able to \"preview\" the benefits (seeing the effect on their \r\ncharacter when the benefit is selected). Benefit descriptions should \r\ngive the player a good indication of what the benefit will do when \r\nactivated. \r\n- The EQ Label that shows the Tribute Benefit Timer will now show green \r\nwhen benefits are active and gray when they are not. \r\n\r\n## Item Changes \r\n\r\n- Manastones will no longer work in Forgotten Halls. It was not \r\nintended for the item to be used there and some naughty folks were \r\ntaking advantage of the zone. \r\n- Malcohm Thimbleton, in the Plane of Knowledge will now swap out some \r\nRobe Graphic items for Tunic Graphics. * \r\n- The Staff of Revealed Secrets now has a 2hb weapon model instead of \r\nthe little stick it had before. Enjoy your bigger stick. \r\n\r\n## UI Changes \r\n- It is now possible to display your mana as a numeric value on your \r\ninventory screen. * \r\n- By mousing over your buff icons, you will now be able to see the \r\nbuffs remaining duration. * \r\n\r\n## Berserkers \r\n- Berserkers now have innate crits beginning at level 12. \r\n- Tainted Axe of Hatred now comes in stacks of 20. \r\n\r\n## Additional Notes \r\n- You now have the ability to sell back LDoN items and augments to the \r\nadventure merchants for a percentage of their original cost. * \r\n- We have increased the number of NPC debuff slots from 30 to 50. \r\nNecromancers rejoice. * \r\n- The Doppleganger AA's re-use timer has been reduced to 30 minutes. * \r\n- Sprint and Planeswalk have had their movement rate increased. * \r\n- Beware! Many named mobs in Gates will now summon. \r\n- The Hide all traders option, for the Bazaar, will no longer need to \r\nbe reset each time you enter the zone. * \r\n- /stopspellcast will no longer give spells recast delays. \r\n- Leadership: Group/Raid mark npc should now update for people that are \r\nadded to the group or raid. \r\n- Main assist will no longer clear if the main assist zones. \r\n- Bards should once again play the stringed instrument animation when \r\nplaying a stringed instrument song. \r\n- Hynid fleshrippers, tide feasters, and shore stonemites in Natimbi no \r\nlonger hit so hard.\r\n\r\n.....................................................................\r\n\r\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 15, 2004", "slug": "2004-07-15-1", "patch_date": "2004-07-15T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "spells", "items", "ui"], "body_plaintext": "July 15, 2004\n------------------------------\n\n- Issues for shaman and druids with the Healing Adept AA have been \ncorrected. \n\n- Finishing Blow will correctly be capped by level. \n\n- Kick Mastery, Vicious Smash and Strengthened Strike no longer \nincrease the damage on all melee attacks. They now only apply to their \nintended attacks. \n\n- You will again have to hide to use your rogue Sneak Attack abilities. \n\n- Item recast timers should display correctly. \n\n- Planar Durability will now add the correct amount of hit points. \n\n- You now will be able to see mana displayed numerically on the default \nUI. To see the mana value, you will need to view the mana bar on your \ninventory screen. \n\n- A casting time has been added to the Demi Lich Skullcap. \n\n- Some clickable items from the new Veeshan's Peak have been modified. \n\n- Berserkers who had purchased the AA, Fury of Ages, are being refunded \nthe purchase points in order to fix a data error. You will be able to \nre-purchase the AA for the same cost. \n\nClarification \n- Malcohm Thimbleton, in the Plane of Knowledge will now swap out the \nfollowing Robe Graphic items for Tunic Graphic items: \n- Guardian Robe \n- Shade Silk Robe \n- Shainai's Nightie \n- Bile Stained Robes \n- Cured Shade Silk Robe \n- Robe of the Azure Sky\n\n.....................................................................\n\n------------------------------", "body_markdown": "July 15, 2004\n------------------------------\n\n- Issues for shaman and druids with the Healing Adept AA have been \ncorrected. \n\n- Finishing Blow will correctly be capped by level. \n\n- Kick Mastery, Vicious Smash and Strengthened Strike no longer \nincrease the damage on all melee attacks. They now only apply to their \nintended attacks. \n\n- You will again have to hide to use your rogue Sneak Attack abilities. \n\n- Item recast timers should display correctly. \n\n- Planar Durability will now add the correct amount of hit points. \n\n- You now will be able to see mana displayed numerically on the default \nUI. To see the mana value, you will need to view the mana bar on your \ninventory screen. \n\n- A casting time has been added to the Demi Lich Skullcap. \n\n- Some clickable items from the new Veeshan's Peak have been modified. \n\n- Berserkers who had purchased the AA, Fury of Ages, are being refunded \nthe purchase points in order to fix a data error. You will be able to \nre-purchase the AA for the same cost. \n\nClarification \n- Malcohm Thimbleton, in the Plane of Knowledge will now swap out the \nfollowing Robe Graphic items for Tunic Graphic items: \n- Guardian Robe \n- Shade Silk Robe \n- Shainai's Nightie \n- Bile Stained Robes \n- Cured Shade Silk Robe \n- Robe of the Azure Sky\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 11, 2004", "slug": "2004-08-11-1", "patch_date": "2004-08-11T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "gates", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "August 11, 2004\n------------------------------\n\nHeadlines! \n_____________________ \n\nNew PVP System goes live * \nRaid Leaders can set up and change groups from the Raid Window * \nSpecial Skies are back! \nNew Hot Zones \nEQ will now be more friendly in Windowed mode \n\n\nAll New PVP System for PVP Servers * \n_____________________ \n\nThe Watch List: \n- Safe Zones: Weĺĺre still looking into a better solution for the \nproblem of safe zones. Expect some kind of change in the future. \n- Point System: There are still concerns of potential exploits with the \npoint system at this time. Therefore the selection of PvP items \navailable on the merchants will be limited to consumable items for now. \nWeĺll monitor the accumulation of points after this update. If all goes \nwell, we will add a selection of equipment to the merchants in the near \nfuture. \n- Sullon Tokens: As a secondary concern with the point system, we are \ndelaying the addition of the turn-in quest for Sullon Zek tokens. If \nthereĺs a potential problem with the point system that eventually \nrequires us to make adjustments to the way points are awarded, we donĺt \nwant players to end up with less than full credit for these tokens. \nOnce the point system has had any potential issues ironed out we will \nadd a quest to turn in your tokens for PvP points. \n\nPvP Changes \n- Melee attacks have a 50% increased range. This does not affect thrown \nweapons or archery. \n- All safe zones have been removed save Shadowrest and the Bazaar. \n- The maximum damage any one spell can do is now capped at 40% of the \ntargetĺs total hit points, down from 75%. \n- Archery damage has been increased to 80% of its base damage in PvP, \nup from 66%. \n- Being stunned while on a horse will now cause the horse to disappear. \nThis only applies to stuns caused by other players. \n- Lowered player melee mitigation, effectively lowering Armor Class by \n20%. This will increase the damage potential of melee weapons in PvP. \nOriginally the targets full armor class was considered. \n- Player spells now have a separate duration field for PvP. Individual spells will continue to be tuned during beta. \n- Player spells now have a PvP specific resist mod. Spell lines with \nresist mods differing from their normal adjusts initially include: \nMovement Rate \nRoot \nEnthrall \nMana Drain \nStuns \nDirect Damage \nDamage over Time \nPet procs/innates \n- Added higher level snare spells for rangers/druids with increased \nresists mods. This should allow them to land snare spells with similar \nfrequency to other snare spells. These spells are available on the PvP \nmerchants for 1 point each. \n- Necro and Mage pets have had their PvP resists increased to closer \nmatch the existing Beastlord pet resists. \n- Lowered the duration of most snare, Enthrall, and Root spells and \nabilities. \n- Berserker snare is no longer unresistable. \n- Added a set of pumice stones to the PvP merchants that will cast \nvarious forms of dispel magic with a 1.5 second cast, 12 second cast \ntime. \n- Arena deaths will now place you at your bind point, and not in \nshadowrest. \n- PvP Resurrection effects now last 5 minutes + 1 minute/negative \nvitality point. The Max duration is now 15 minutes instead of 25. \n- Made further changes to prevent hill ghosting. Please test this and \ngive feedback. \n- Ranged weapons are no longer restricted by the Z axis, allowing \ngreater freedom of use on varied terrain. \n- Snare will now properly slow mounts. The mount will still be faster \nthen normal running while snared, but will considerably decrease their \nmovement rate. \n- Spells now have a minimum chance of landing of 5%, up from 2%. \n- Water will no longer cause you to be immune to people outside of \nwater and vice versa. \n- Zoning with low health will no longer set your hit points equal to \nthe amount of +HP gear you are wearing. \n- Players killed in PvP combat will now spawn in Shadowrest with full \nequipment. A naked corpse will remain in the location they died for 3 \nhours. Note that this effectively removes item loot from Rallos Zek. \nWith the addition of no drop augments it became rather trivial to \neffectively remove item loot from the server anyway, and we felt the \nbenefits of the new death system outweigh the benefits of an item loot \nsystem. \n- Players who are killed in PvP combat will respawn with special \nresurrection effects on them. The duration of these effects is variable \ndependant on how frequently they die. \n- Summon Corpse Potions are now usable by any class/race. \n- A system to score PvP kills has been implemented. For more \ninformation see below. \n\nScoring System \n\nThe new scoring system will award points to any player who kills \nanother player. If the player is grouped the points will be split \nbetween the players in the group. The points awarded will be based on \nthree things: \n1. Level of the killer \n2. Scoring Modifier \na. Level Difference \nb. Infamy Difference \nc. Vitality score \n3. Time since the victim was last killed by the same player. \n1. Level of the killer \nEach kill has a base point cost determined by the level of the killer. All subsequent \nmodifiers apply to this base number. \n2. Scoring modifier \nThe scoring modifier is based on three things. Each of these factors results in a score \nthat is then applied in whole to the point value of \nthe kill. \n\na. Level Difference \nFor each level the killer is above or below the victim, the scoring \nmodifier increase by one point. If you kill some one who is higher \nlevel than you, youĺll gain more points then you will for a lower level \ncharacter. You will also subtract points from your modifier for killing \na player lower level than you. \n\nHigher level characters are more powerful, and should be worth more \npoints. A victim must be at least level 20 to awards points. \n\nb. Infamy Difference \nEach time you kill another player, points are added to your infamy \npool. At certain thresholds a player will gain an infamy level. When a \nplayer is killed, the infamy levels are compared and the killer gains a \nscoring modifier point for each infamy level his victim is above him. \nHe can also lose scoring modifier points for killing someone who is of \nlower infamy. Infamy will gradually deteriorate while the player is \nonline. \n\nPlayers who regularly PvP are generally of higher skill level then \nthose that do not. This encourages players to kill other players who \nare of more equivalent skill. \n\nc. Vitality \nWhen a player is killed their vitality is set to ľ10. For each 5 \nminutes they are alive, they will gain back two points of vitality. \nThis vitality total is added directly to the scoring modifier. \n\nA player who dies very frequently is worth less points then one who \nstays alive longer. \n\nd. Group bonus \nGroups of 4 or more will receive a bonus % of points for each kill. \n4/10%, 5/15%, 6/20%. \nExample: \nFrizznik kills Rytan. Frizznik is level 60, while Rytan is level 62 for \na level difference of 2. Frizznik has an infamy level of 5, while Rytan \nhas an infamy level of 2, which results in infamy difference of ľ3. \nRytan has not recently been killed, so his vitality is 0. Level \nDifference + Infamy Difference + Vitality = Scoring Point Modifier or 2 \n+ (-3) + 0. \nEach scoring modifier point adds or subtracts 5% to the base score. \nNormally Frizznik would gain 100 points for killing Rytan, but because \nof the scoring point modifier he will gain 95 points instead. \n3. Time since the killer has killed the same victim \nPlayers that repeatedly kill the same player will see a steep decrease \nin the amount of points a player is worth. They will gain half the \npoints for the kill they normally would for each time they kill that \nplayer in a 24 hour period. After the score has dropped below 1 point, \nthey will begin to lose points for killing the same player. \n\nLeader Board \n\nThe leader board tracks the players with the most total PvP. A number \nof other useful statistics will be available in the leader board. \n\nPoint Rewards \n\nPlayers will be able to redeem their points for equipment via a Lost \nDungeons of Norrath style adventure merchant interface. These rewards \nwill span from level 20 on up to 65 and include some pieces that are of \nelemental quality and possibly beyond. \n\nA playerĺs point total is capped based on their level. They cannot gain \nmore points once they hit that cap, although they can gain more infamy. \nThere will be a number of consumable PvP items that will be focused on \nPvP combat, and will only function against other players. \n\nWindowed Mode * \n_____________________ \nThe EverQuest process is now more friendly. Alt+tab'ing to other \nwindows should be much more responsive.You can also choose to adjust \nyour maximum Frames Per Second(FPS) in the Options Window under display \nsettings. The valid range for the slider is 10 to 100. The default is \n100 which means EverQuest will not throttle your FPS. Lowering your \nsetting will cap your FPS at that value and free up the CPU for other \ntasks. \n\nRaid Window Additions \n_____________________ \n- The raid window contains a new row of buttons which the raid leader \ncan use to organize the raid members into groups. \n- Lock/Unlock: The raid must be locked before the raid leader may use \nany of the new buttons. \n- RemLeader: Removes the 'Group Leader' flag from the selected player \nfrom the 'Players Not in a Group' list. (Only 12 players may be Group \nLeaders, so this may be necessary to allow creation of a new group with \na new leader). \n- NoGroup: Removes the selected player from their current group and put \nthem into the 'Players Not in a Group' list. \n- 1,2,3,4,5,6,7,8,9,10,11,12: Moves the selected player into the \nnumbered group. \n\nHot Zones have changed! * \n_____________________ \n\nHunt for greater XP rewards in the new Hot Spots. Make your way to the \nfollowing zones. \n\n60-65 Plane of Torment \n55-60 Chardok \n50-55 Grieg's End \n45-50 Nurga \n40-45 City of Mist \n35-40 Kaesora \n30-35 Dalnir \n25-30 Hollowshade Moor \n20-25 Runnyeye \n\nKill a few goblins for me. Oh, and that Grieg guy. \n\nAA Changes \n_____________________ \n- The cleric AA Touch of the Divine has had its healing power \nincreased. The original ability has been refunded, so players who wish \nto retain the ability will need to purchase it again. The portion of \nthe AA that will remove detrimental effects, when it goes off, will not \nbe going in with this update. \n- The necromancer AA Swarm of Decay has been refunded. \n- The shaman AA Call of the Ancients has had its description changed to \nreflect the fact that the summoned ward casts healing spells, not \nendurance regen spells. The ability has been refunded because of this \nconfusion. \n- The rogue ability Seized Opportunity has had its chance to work \nsignificantly increased. \n- The druid ability Viscid Roots was increasing the chance for roots to \nbreak, not decreasing it. This has been corrected. \n- The paladin ability Hastened Piety now affects the reuse time for \nboth Hand of Piety and its upgrade, Pious Supplication. Previously, it \nwasnĺt affecting Pious Supplication. \n- When an AA is an upgrade of another AA and both are triggered \nabilities, players can make a hotkey and use either one, but will only \nget the upgraded effect if they use the hotkey for the upgraded \nability. \n- The Mass Group Buff AA will now reset if you duck to cancel the \nspell. \n- The double attack AA now works with secondary hand attacks. \n\nConsent Changes * \n_____________________ \n\nThere are some new consent commands available for groups and raids. \n\n- /consent group -- flags your current corpses so they can be dragged \nby all of your current group members \n- /consent raid -- flags your current corpses so they can be dragged by \nanyone in your raid (including people who join the raid later) \n- /consent guild -- flags your current corpses so they can be dragged \nby anyone in your guild \n- /deny group -- removes the flag \n- /deny raid -- removes the flag \n- /deny guild -- removes the flag \n\nTacvi Changes \n_____________________ \n- Tacvi will no longer give lockout timers. Instead, when you beat an \nencounter there, you will gain a timer for that specific event. Then, \nwhen you come back to the zone, if that timer hasnĺt expired yet that \nparticular event wonĺt be up, but other events in the zone will be if \nit has been long enough since the last time they were defeated. \n- Loot in Tacvi has been given a thorough audit. Many changes were made \nincluding changes to the statistics of the items, changing item names, \nchanging where the items drop, and over a dozen new items were added to \nthe zone. \n- The Tacvi zone timer was increased from 6 hours to 12 hours. \n\nMisc. \n_____________________ \n- Diamond Dust will now drop more frequently in permafrost and can now \nalso be found in SolusekB * \n- Names will now scale with character theyĺre associated with. So a \ngiant will have a much larger name than a Halfling will while retaining \nits much smaller brain. \n- Names for larger characters will be visible from a greater distance \nthan the names for smaller characters are. They will also scale up \nslightly as you increase your distance from a character, making them \nmore readable from a greater distance. \n- Tinting should now work properly again on Robes, let the Fluorescent \nPink tinting begin! \n- We have added Tooltips for your status bars.* \n- We have made some changes to the fonts EQ uses so that they are more \nclear and visible. \n- Pets will no longer attacks NPCs after their owner has COH'd \n- The Fiery Defenders particles should no longer blink \n- If your Minor Illusion fails, you will be able to use another \nillusion on yourself without zoning. \n- Instant cast combat abilities can once again be used when you have a \ndiscipline up. \n- Augments now fit into multiple slot types. \n- Zoning pets will now save their taunt toggle settings. \n- Spell damage done to yourself will no longer display to others. \n- Pets will no longer poof when you are Call of Hero'd. \n- Weapon Augments will now proc properly. \n\n*denotes a community requested change\n\n.....................................................................\n\n------------------------------", "body_markdown": "August 11, 2004\n------------------------------\n\nHeadlines! \n_____________________ \n\nNew PVP System goes live * \nRaid Leaders can set up and change groups from the Raid Window * \nSpecial Skies are back! \nNew Hot Zones \nEQ will now be more friendly in Windowed mode \n\n\nAll New PVP System for PVP Servers * \n_____________________ \n\nThe Watch List: \n- Safe Zones: Weĺĺre still looking into a better solution for the \nproblem of safe zones. Expect some kind of change in the future. \n- Point System: There are still concerns of potential exploits with the \npoint system at this time. Therefore the selection of PvP items \navailable on the merchants will be limited to consumable items for now. \nWeĺll monitor the accumulation of points after this update. If all goes \nwell, we will add a selection of equipment to the merchants in the near \nfuture. \n- Sullon Tokens: As a secondary concern with the point system, we are \ndelaying the addition of the turn-in quest for Sullon Zek tokens. If \nthereĺs a potential problem with the point system that eventually \nrequires us to make adjustments to the way points are awarded, we donĺt \nwant players to end up with less than full credit for these tokens. \nOnce the point system has had any potential issues ironed out we will \nadd a quest to turn in your tokens for PvP points. \n\nPvP Changes \n- Melee attacks have a 50% increased range. This does not affect thrown \nweapons or archery. \n- All safe zones have been removed save Shadowrest and the Bazaar. \n- The maximum damage any one spell can do is now capped at 40% of the \ntargetĺs total hit points, down from 75%. \n- Archery damage has been increased to 80% of its base damage in PvP, \nup from 66%. \n- Being stunned while on a horse will now cause the horse to disappear. \nThis only applies to stuns caused by other players. \n- Lowered player melee mitigation, effectively lowering Armor Class by \n20%. This will increase the damage potential of melee weapons in PvP. \nOriginally the targets full armor class was considered. \n- Player spells now have a separate duration field for PvP. Individual spells will continue to be tuned during beta. \n- Player spells now have a PvP specific resist mod. Spell lines with \nresist mods differing from their normal adjusts initially include: \nMovement Rate \nRoot \nEnthrall \nMana Drain \nStuns \nDirect Damage \nDamage over Time \nPet procs/innates \n- Added higher level snare spells for rangers/druids with increased \nresists mods. This should allow them to land snare spells with similar \nfrequency to other snare spells. These spells are available on the PvP \nmerchants for 1 point each. \n- Necro and Mage pets have had their PvP resists increased to closer \nmatch the existing Beastlord pet resists. \n- Lowered the duration of most snare, Enthrall, and Root spells and \nabilities. \n- Berserker snare is no longer unresistable. \n- Added a set of pumice stones to the PvP merchants that will cast \nvarious forms of dispel magic with a 1.5 second cast, 12 second cast \ntime. \n- Arena deaths will now place you at your bind point, and not in \nshadowrest. \n- PvP Resurrection effects now last 5 minutes + 1 minute/negative \nvitality point. The Max duration is now 15 minutes instead of 25. \n- Made further changes to prevent hill ghosting. Please test this and \ngive feedback. \n- Ranged weapons are no longer restricted by the Z axis, allowing \ngreater freedom of use on varied terrain. \n- Snare will now properly slow mounts. The mount will still be faster \nthen normal running while snared, but will considerably decrease their \nmovement rate. \n- Spells now have a minimum chance of landing of 5%, up from 2%. \n- Water will no longer cause you to be immune to people outside of \nwater and vice versa. \n- Zoning with low health will no longer set your hit points equal to \nthe amount of +HP gear you are wearing. \n- Players killed in PvP combat will now spawn in Shadowrest with full \nequipment. A naked corpse will remain in the location they died for 3 \nhours. Note that this effectively removes item loot from Rallos Zek. \nWith the addition of no drop augments it became rather trivial to \neffectively remove item loot from the server anyway, and we felt the \nbenefits of the new death system outweigh the benefits of an item loot \nsystem. \n- Players who are killed in PvP combat will respawn with special \nresurrection effects on them. The duration of these effects is variable \ndependant on how frequently they die. \n- Summon Corpse Potions are now usable by any class/race. \n- A system to score PvP kills has been implemented. For more \ninformation see below. \n\nScoring System \n\nThe new scoring system will award points to any player who kills \nanother player. If the player is grouped the points will be split \nbetween the players in the group. The points awarded will be based on \nthree things: \n1. Level of the killer \n2. Scoring Modifier \na. Level Difference \nb. Infamy Difference \nc. Vitality score \n3. Time since the victim was last killed by the same player. \n1. Level of the killer \nEach kill has a base point cost determined by the level of the killer. All subsequent \nmodifiers apply to this base number. \n2. Scoring modifier \nThe scoring modifier is based on three things. Each of these factors results in a score \nthat is then applied in whole to the point value of \nthe kill. \n\na. Level Difference \nFor each level the killer is above or below the victim, the scoring \nmodifier increase by one point. If you kill some one who is higher \nlevel than you, youĺll gain more points then you will for a lower level \ncharacter. You will also subtract points from your modifier for killing \na player lower level than you. \n\nHigher level characters are more powerful, and should be worth more \npoints. A victim must be at least level 20 to awards points. \n\nb. Infamy Difference \nEach time you kill another player, points are added to your infamy \npool. At certain thresholds a player will gain an infamy level. When a \nplayer is killed, the infamy levels are compared and the killer gains a \nscoring modifier point for each infamy level his victim is above him. \nHe can also lose scoring modifier points for killing someone who is of \nlower infamy. Infamy will gradually deteriorate while the player is \nonline. \n\nPlayers who regularly PvP are generally of higher skill level then \nthose that do not. This encourages players to kill other players who \nare of more equivalent skill. \n\nc. Vitality \nWhen a player is killed their vitality is set to ľ10. For each 5 \nminutes they are alive, they will gain back two points of vitality. \nThis vitality total is added directly to the scoring modifier. \n\nA player who dies very frequently is worth less points then one who \nstays alive longer. \n\nd. Group bonus \nGroups of 4 or more will receive a bonus % of points for each kill. \n4/10%, 5/15%, 6/20%. \nExample: \nFrizznik kills Rytan. Frizznik is level 60, while Rytan is level 62 for \na level difference of 2. Frizznik has an infamy level of 5, while Rytan \nhas an infamy level of 2, which results in infamy difference of ľ3. \nRytan has not recently been killed, so his vitality is 0. Level \nDifference + Infamy Difference + Vitality = Scoring Point Modifier or 2 \n+ (-3) + 0. \nEach scoring modifier point adds or subtracts 5% to the base score. \nNormally Frizznik would gain 100 points for killing Rytan, but because \nof the scoring point modifier he will gain 95 points instead. \n3. Time since the killer has killed the same victim \nPlayers that repeatedly kill the same player will see a steep decrease \nin the amount of points a player is worth. They will gain half the \npoints for the kill they normally would for each time they kill that \nplayer in a 24 hour period. After the score has dropped below 1 point, \nthey will begin to lose points for killing the same player. \n\nLeader Board \n\nThe leader board tracks the players with the most total PvP. A number \nof other useful statistics will be available in the leader board. \n\nPoint Rewards \n\nPlayers will be able to redeem their points for equipment via a Lost \nDungeons of Norrath style adventure merchant interface. These rewards \nwill span from level 20 on up to 65 and include some pieces that are of \nelemental quality and possibly beyond. \n\nA playerĺs point total is capped based on their level. They cannot gain \nmore points once they hit that cap, although they can gain more infamy. \nThere will be a number of consumable PvP items that will be focused on \nPvP combat, and will only function against other players. \n\nWindowed Mode * \n_____________________ \nThe EverQuest process is now more friendly. Alt+tab'ing to other \nwindows should be much more responsive.You can also choose to adjust \nyour maximum Frames Per Second(FPS) in the Options Window under display \nsettings. The valid range for the slider is 10 to 100. The default is \n100 which means EverQuest will not throttle your FPS. Lowering your \nsetting will cap your FPS at that value and free up the CPU for other \ntasks. \n\nRaid Window Additions \n_____________________ \n- The raid window contains a new row of buttons which the raid leader \ncan use to organize the raid members into groups. \n- Lock/Unlock: The raid must be locked before the raid leader may use \nany of the new buttons. \n- RemLeader: Removes the 'Group Leader' flag from the selected player \nfrom the 'Players Not in a Group' list. (Only 12 players may be Group \nLeaders, so this may be necessary to allow creation of a new group with \na new leader). \n- NoGroup: Removes the selected player from their current group and put \nthem into the 'Players Not in a Group' list. \n- 1,2,3,4,5,6,7,8,9,10,11,12: Moves the selected player into the \nnumbered group. \n\nHot Zones have changed! * \n_____________________ \n\nHunt for greater XP rewards in the new Hot Spots. Make your way to the \nfollowing zones. \n\n60-65 Plane of Torment \n55-60 Chardok \n50-55 Grieg's End \n45-50 Nurga \n40-45 City of Mist \n35-40 Kaesora \n30-35 Dalnir \n25-30 Hollowshade Moor \n20-25 Runnyeye \n\nKill a few goblins for me. Oh, and that Grieg guy. \n\nAA Changes \n_____________________ \n- The cleric AA Touch of the Divine has had its healing power \nincreased. The original ability has been refunded, so players who wish \nto retain the ability will need to purchase it again. The portion of \nthe AA that will remove detrimental effects, when it goes off, will not \nbe going in with this update. \n- The necromancer AA Swarm of Decay has been refunded. \n- The shaman AA Call of the Ancients has had its description changed to \nreflect the fact that the summoned ward casts healing spells, not \nendurance regen spells. The ability has been refunded because of this \nconfusion. \n- The rogue ability Seized Opportunity has had its chance to work \nsignificantly increased. \n- The druid ability Viscid Roots was increasing the chance for roots to \nbreak, not decreasing it. This has been corrected. \n- The paladin ability Hastened Piety now affects the reuse time for \nboth Hand of Piety and its upgrade, Pious Supplication. Previously, it \nwasnĺt affecting Pious Supplication. \n- When an AA is an upgrade of another AA and both are triggered \nabilities, players can make a hotkey and use either one, but will only \nget the upgraded effect if they use the hotkey for the upgraded \nability. \n- The Mass Group Buff AA will now reset if you duck to cancel the \nspell. \n- The double attack AA now works with secondary hand attacks. \n\nConsent Changes * \n_____________________ \n\nThere are some new consent commands available for groups and raids. \n\n- /consent group -- flags your current corpses so they can be dragged \nby all of your current group members \n- /consent raid -- flags your current corpses so they can be dragged by \nanyone in your raid (including people who join the raid later) \n- /consent guild -- flags your current corpses so they can be dragged \nby anyone in your guild \n- /deny group -- removes the flag \n- /deny raid -- removes the flag \n- /deny guild -- removes the flag \n\nTacvi Changes \n_____________________ \n- Tacvi will no longer give lockout timers. Instead, when you beat an \nencounter there, you will gain a timer for that specific event. Then, \nwhen you come back to the zone, if that timer hasnĺt expired yet that \nparticular event wonĺt be up, but other events in the zone will be if \nit has been long enough since the last time they were defeated. \n- Loot in Tacvi has been given a thorough audit. Many changes were made \nincluding changes to the statistics of the items, changing item names, \nchanging where the items drop, and over a dozen new items were added to \nthe zone. \n- The Tacvi zone timer was increased from 6 hours to 12 hours. \n\nMisc. \n_____________________ \n- Diamond Dust will now drop more frequently in permafrost and can now \nalso be found in SolusekB * \n- Names will now scale with character theyĺre associated with. So a \ngiant will have a much larger name than a Halfling will while retaining \nits much smaller brain. \n- Names for larger characters will be visible from a greater distance \nthan the names for smaller characters are. They will also scale up \nslightly as you increase your distance from a character, making them \nmore readable from a greater distance. \n- Tinting should now work properly again on Robes, let the Fluorescent \nPink tinting begin! \n- We have added Tooltips for your status bars.* \n- We have made some changes to the fonts EQ uses so that they are more \nclear and visible. \n- Pets will no longer attacks NPCs after their owner has COH'd \n- The Fiery Defenders particles should no longer blink \n- If your Minor Illusion fails, you will be able to use another \nillusion on yourself without zoning. \n- Instant cast combat abilities can once again be used when you have a \ndiscipline up. \n- Augments now fit into multiple slot types. \n- Zoning pets will now save their taunt toggle settings. \n- Spell damage done to yourself will no longer display to others. \n- Pets will no longer poof when you are Call of Hero'd. \n- Weapon Augments will now proc properly. \n\n*denotes a community requested change\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 14, 2004", "slug": "2004-09-14-1", "patch_date": "2004-09-14T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["content", "class_changes", "spells", "items", "zones", "ui"], "body_plaintext": "September 14, 2004\n------------------------------\n\nHeadlines \n___________________\nOmens of War is live! \nNew Teleportation Spells to Barindu. \nJust me and my shadooooow! \nReflective Water? \nRegister now for the New Orleans Fan Faire. \n\nOmens of War \n___________________ \nExplore the war torn lands of Kuua and reap the benefits of new AAs, \nspells and items including the new, powerful, Epic 2.0. Lush new areas, \nfilled with beautiful creatures and vibrant, living landscapes await \nyou at every turn. We hope you enjoy all that EverQuest: Omens of War \nbrings to the game. \n\nTravel to the Omens Zones \n___________________ \nThe Priests of Discord in Norrath believe they have been granted a \ngift. A unique knowledge has been bestowed upon them which they believe \nwas granted as a reward for preaching the way of Discord. That gift, \nthey claim, is the knowledge of a way to a world that is enveloped by \nDiscord itself -- an ethereal poison that wreaks havoc and strife upon \nall it touches. \n\nSpeak to a Priest of Discord to learn how to enter the World of Kuua. \n\nThe Task System \n___________________ \nOnly have a short time to play or are you waiting for a group or raid? \nImmerse yourself in a Task. You can find Task Masters all over Norrath. \nThey can be found in most home cities as well as in places like the \nEast Commonlands, the Butcherblock Mountains, Toxxulia Forest and the \nSwamp of No Hope. For the more daring individuals, the most challenging \ntasks can be found by speaking with Task Masters in the Dreadlands and \nthe Overthere. \n\nYou can open the task window by hitting Alt+Q and start enjoying this \nnew game-play style and enhancement to the EverQuest experience. \n\nBe mindful of turning in task items in stacks, as with all quests in \nEQ, please seperate the items before turning them in for a reward. \n\nEpic Weapons 2.0 \n___________________ \nWill you be the first of your class to earn these powerful new items? \n\nGuild Tribute \n___________________ \nOmens of War expansion brings a new Guild Tribute system. This system \nwill allow guild members to donate items/cash for Tribute points, and \nallow officers to select benefits that the entire guild will receive, \ndeducting the cost from the guildĺĺs tribute pool. \n\nGuild Tribute is an extension of the tribute system introduced in Gates \nof Discord and purchasers of either expansion, will be able to reap the \nnew benefits. \n\nRetail Claim Item \n___________________ \nThose of you who purchased the retail version of EverQuest: Omens of \nWar will need to use the /claim command in-game to receive your in-game \nitems. Enjoy! \n\nSelect your title \n___________________ \nYou can hit Shift+T to bring up the new Title selection UI which will \nallow you to choose from the titles you have earned, through AAs, \nlevels or accomplishments, to be shown with your character name in-\ngame. \n\nVoice Macros \n___________________ \nUsing Ctrl+V will bring up the new Voice Macro UI. There you will see a \nlist of available voice macros as well as the options of Play, Tell, \nGroup and Raid. Selecting a macro and play will play the macro for you \nonly. Selecting a macro and using one of the other options will send \nthe voice macro to either a tell (using the person you have targeted as \nthe recipient), group or raid. \n\nTo create your own voice macros, make a sound file using the same name \nas one of the existing voice macros, which can be found in your \nEverQuest>Voice>Default directory and place it in your EverQuest>Voice>\nUser directory. \n\nYou can create hot keys of your favorite Voice Macros by selecting the \nmacro you would like and clicking and holding on the Tell, Raid or \nGroup button until the icon appears on your cursor. \n\nWe hope you enjoy this new way to immerse yourself into the EverQuest \nexperience. \n\nNew Spell Slot \n___________________ \nFor the first time in EQ, you can open up a new spell slot by learning \nthe Mnemonic Retention AA ability. 9 Spell slots! Wow, Why I remember \nin the early days of EQ, we only had 8 spell slots and we liked it. We \ncast spells all day, going uphill both ways. You whippersnappers have \nit easy =) \n\nMore Buff Slots \n___________________ \nIf you find that you need more room for beneficial buffs on your \ncharacter, activate the Mystical Attuning AA and open up more room in \nyour buff slot window. \n\nImproved Customization for Graphics \n___________________\n-There are now 3 sets of options (Spell, Environment, and Actor). All 3 \nsets have similar options that affect each type of particle. These \noptions allow for more customization when setting up your display and \nfilters. \n\n-An \"advanced\" button has been added under the display tab in the \noptions window. This will allow you to toggle some of the new settings, \nfor our new customizable graphics and effects. You will most likely \nneed to expand the options window to see the new Advanced button. \n\n- Shadows; Toggles the new dynamic shadows. \n- Water Swap*: Switches between old style water, and new reflective \nwater the next time you zone. \n- 2.X Pixel Shaders: Toggles the use of pixel shaders 2.0. \n- 1.X Pixel Shaders: Toggles the use of pixel shaders 1.0. \n- Vertex Shaders: Toggles the use of vertex shaders. \n- Sky Reflection Type*: Set to Static to use a preset reflection or \nDynamic to have the sky reflected on the water. \n- Dynamic Update Interval: Control the CPU costs of the dynamic \nreflection by adjusting how often to update the reflection texture \n- Dynamic Sky Reflection Size*: Allows you to control how large the \nreflection texture is. \n(The * indicates a setting that will take effect next time you zone). \n\n\n- You can now see real time shadows within the world of Norrath. Use \nthe shadows option in options>Display>advanced to turn them off and on. \nNow, even when soloing, you will never be alone. Those of you with \nolder video cards may have some performance issues when attempting to \nuse shadows. If your machine does not meet the recommended system \nspecifications, we suggest that you play with shadows off. \n\n- Enjoy sunsets and moonrises viewed above EverQuest's new reflective \nwater which is available for everyone, wherever there is static water, \ne.g. Oceans, seas and lakes. You can toggle the new water shaders on \nand off using the Water Swap button, under options>display>advanced. \n\nZoning Screen \n___________________\nWhen zoning, you will now see the loading splash screen. You have not \ncrashed, do not be alarmed. \n\nNew Improved Particles \n___________________\n-You will now be affected by the environment around you, be sure to \ncheck out these effects especially under water, in frigid weather, dry \nclimates and upon death. \n\nSpells \n___________________\n- Clerics Symbol and Aegolism spell lines no longer require reagents. \n- Necromancer pets will no longer require peridots. \n- The beastlord spell, Tureptan Spirit, now has a healing component. \n- New transportation spells are available in the Abysmal Sea. Check \nwith your transportation spell contact for more information. \n- Bard PBAoE spells will no longer damage targets that are moving, \nhowever any other spell effects from the PBAoE spell will still be \napplied to the targets as usual. \n- Beneficial spells can now be used in the EverQuest tutorial. \n\nSkill Cap Changes \n___________________ \n- Piercing now caps at 250 at level 60 for warriors, rangers and \nbeastlords. \n- 1h Blunt and 2h Blunt now cap at 250 at level 60 for beastlords \n\nItems \n___________________\n- The Timespinner pet will no longer cast spells. \n- The Dagger of Death has had its AC value reduced. \n- Some of the new Omens of War items will now display an \"Attunable\" \nattribute, which means that they can be traded freely until they are \nequipped or augmented. Attunable augments will become no-drop flagged \nwhen added to an augment slot, attunable items will become no-drop when \nequipped. You will not be able to auto-equip an attunable item that has \nnot been attuned to your character. Please be mindful of the new \nAttunable flag before equipping or augmenting new items. \n\nAlternate Advancement Abilities \n___________________ \n- Berserkers have received some new AAs. This should bring their AA \nselection up to par with comparable melee classes. \n- Added the ability for shadow knights to train the Gates of Discord \nability Improved Theft of Life and the Planes of Power ability \nSuspended Minion. \n- The healing wards that priests can summon using their Gates of \nDiscord AAs are now immune to most spells. \n- Lowered the reuse time on the Magician ability Host of the Elements \nto 15 minutes. \n- Added the ability to train Quick Damage to Magicians as a Luclin \nClass ability. \n- Increased the critical hit chance for the Wizard Gates of Discord AA \nFrenzied Devastation. \n\nFan Faire \n___________________\nWe are proud to announce the Halloween, New Orleans Fan Faire! The \nevent dates are October 28-30, 2004, and space is going fast! The last \nday to guarantee your spot by pre-registering is October 11th. For more \ninformation, please go to http://everquest.station.sony.com/fanfaire/ \nSee you in New Orleans! \n\n\n\nUI Changes \n___________________\nThe following XML files are new or have been modified: \n\n- EQUI_Animations.xml \n- EQUI_BuffWindow.xml \n- EQUI_CastSpellWnd.xml \n- EQUI_DynamicZoneWnd.xml \n- EQUI_GuildManagementWnd.xml \n- EQUI_GuildTributeMasterWnd.xml \n- EQUI_OptionsWindow.xml \n- EQUI_TaskSelectWnd.xml \n- EQUI_TaskWnd.xml \n- EQUI_TitleWnd.xml \n- EQUI_TributeBenefitWnd.xml \n- EQUI_VoiceMacroWnd.xml \n- EQUI.xml \n- EQUI_AAWindow.xml \n- EQUI_AdvancedDisplayOptionsWnd.xml\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 14, 2004\n------------------------------\n\nHeadlines \n___________________\nOmens of War is live! \nNew Teleportation Spells to Barindu. \nJust me and my shadooooow! \nReflective Water? \nRegister now for the New Orleans Fan Faire. \n\nOmens of War \n___________________ \nExplore the war torn lands of Kuua and reap the benefits of new AAs, \nspells and items including the new, powerful, Epic 2.0. Lush new areas, \nfilled with beautiful creatures and vibrant, living landscapes await \nyou at every turn. We hope you enjoy all that EverQuest: Omens of War \nbrings to the game. \n\nTravel to the Omens Zones \n___________________ \nThe Priests of Discord in Norrath believe they have been granted a \ngift. A unique knowledge has been bestowed upon them which they believe \nwas granted as a reward for preaching the way of Discord. That gift, \nthey claim, is the knowledge of a way to a world that is enveloped by \nDiscord itself -- an ethereal poison that wreaks havoc and strife upon \nall it touches. \n\nSpeak to a Priest of Discord to learn how to enter the World of Kuua. \n\nThe Task System \n___________________ \nOnly have a short time to play or are you waiting for a group or raid? \nImmerse yourself in a Task. You can find Task Masters all over Norrath. \nThey can be found in most home cities as well as in places like the \nEast Commonlands, the Butcherblock Mountains, Toxxulia Forest and the \nSwamp of No Hope. For the more daring individuals, the most challenging \ntasks can be found by speaking with Task Masters in the Dreadlands and \nthe Overthere. \n\nYou can open the task window by hitting Alt+Q and start enjoying this \nnew game-play style and enhancement to the EverQuest experience. \n\nBe mindful of turning in task items in stacks, as with all quests in \nEQ, please seperate the items before turning them in for a reward. \n\nEpic Weapons 2.0 \n___________________ \nWill you be the first of your class to earn these powerful new items? \n\nGuild Tribute \n___________________ \nOmens of War expansion brings a new Guild Tribute system. This system \nwill allow guild members to donate items/cash for Tribute points, and \nallow officers to select benefits that the entire guild will receive, \ndeducting the cost from the guildĺĺs tribute pool. \n\nGuild Tribute is an extension of the tribute system introduced in Gates \nof Discord and purchasers of either expansion, will be able to reap the \nnew benefits. \n\nRetail Claim Item \n___________________ \nThose of you who purchased the retail version of EverQuest: Omens of \nWar will need to use the /claim command in-game to receive your in-game \nitems. Enjoy! \n\nSelect your title \n___________________ \nYou can hit Shift+T to bring up the new Title selection UI which will \nallow you to choose from the titles you have earned, through AAs, \nlevels or accomplishments, to be shown with your character name in-\ngame. \n\nVoice Macros \n___________________ \nUsing Ctrl+V will bring up the new Voice Macro UI. There you will see a \nlist of available voice macros as well as the options of Play, Tell, \nGroup and Raid. Selecting a macro and play will play the macro for you \nonly. Selecting a macro and using one of the other options will send \nthe voice macro to either a tell (using the person you have targeted as \nthe recipient), group or raid. \n\nTo create your own voice macros, make a sound file using the same name \nas one of the existing voice macros, which can be found in your \nEverQuest>Voice>Default directory and place it in your EverQuest>Voice>\nUser directory. \n\nYou can create hot keys of your favorite Voice Macros by selecting the \nmacro you would like and clicking and holding on the Tell, Raid or \nGroup button until the icon appears on your cursor. \n\nWe hope you enjoy this new way to immerse yourself into the EverQuest \nexperience. \n\nNew Spell Slot \n___________________ \nFor the first time in EQ, you can open up a new spell slot by learning \nthe Mnemonic Retention AA ability. 9 Spell slots! Wow, Why I remember \nin the early days of EQ, we only had 8 spell slots and we liked it. We \ncast spells all day, going uphill both ways. You whippersnappers have \nit easy =) \n\nMore Buff Slots \n___________________ \nIf you find that you need more room for beneficial buffs on your \ncharacter, activate the Mystical Attuning AA and open up more room in \nyour buff slot window. \n\nImproved Customization for Graphics \n___________________\n-There are now 3 sets of options (Spell, Environment, and Actor). All 3 \nsets have similar options that affect each type of particle. These \noptions allow for more customization when setting up your display and \nfilters. \n\n-An \"advanced\" button has been added under the display tab in the \noptions window. This will allow you to toggle some of the new settings, \nfor our new customizable graphics and effects. You will most likely \nneed to expand the options window to see the new Advanced button. \n\n- Shadows; Toggles the new dynamic shadows. \n- Water Swap*: Switches between old style water, and new reflective \nwater the next time you zone. \n- 2.X Pixel Shaders: Toggles the use of pixel shaders 2.0. \n- 1.X Pixel Shaders: Toggles the use of pixel shaders 1.0. \n- Vertex Shaders: Toggles the use of vertex shaders. \n- Sky Reflection Type*: Set to Static to use a preset reflection or \nDynamic to have the sky reflected on the water. \n- Dynamic Update Interval: Control the CPU costs of the dynamic \nreflection by adjusting how often to update the reflection texture \n- Dynamic Sky Reflection Size*: Allows you to control how large the \nreflection texture is. \n(The * indicates a setting that will take effect next time you zone). \n\n\n- You can now see real time shadows within the world of Norrath. Use \nthe shadows option in options>Display>advanced to turn them off and on. \nNow, even when soloing, you will never be alone. Those of you with \nolder video cards may have some performance issues when attempting to \nuse shadows. If your machine does not meet the recommended system \nspecifications, we suggest that you play with shadows off. \n\n- Enjoy sunsets and moonrises viewed above EverQuest's new reflective \nwater which is available for everyone, wherever there is static water, \ne.g. Oceans, seas and lakes. You can toggle the new water shaders on \nand off using the Water Swap button, under options>display>advanced. \n\nZoning Screen \n___________________\nWhen zoning, you will now see the loading splash screen. You have not \ncrashed, do not be alarmed. \n\nNew Improved Particles \n___________________\n-You will now be affected by the environment around you, be sure to \ncheck out these effects especially under water, in frigid weather, dry \nclimates and upon death. \n\nSpells \n___________________\n- Clerics Symbol and Aegolism spell lines no longer require reagents. \n- Necromancer pets will no longer require peridots. \n- The beastlord spell, Tureptan Spirit, now has a healing component. \n- New transportation spells are available in the Abysmal Sea. Check \nwith your transportation spell contact for more information. \n- Bard PBAoE spells will no longer damage targets that are moving, \nhowever any other spell effects from the PBAoE spell will still be \napplied to the targets as usual. \n- Beneficial spells can now be used in the EverQuest tutorial. \n\nSkill Cap Changes \n___________________ \n- Piercing now caps at 250 at level 60 for warriors, rangers and \nbeastlords. \n- 1h Blunt and 2h Blunt now cap at 250 at level 60 for beastlords \n\nItems \n___________________\n- The Timespinner pet will no longer cast spells. \n- The Dagger of Death has had its AC value reduced. \n- Some of the new Omens of War items will now display an \"Attunable\" \nattribute, which means that they can be traded freely until they are \nequipped or augmented. Attunable augments will become no-drop flagged \nwhen added to an augment slot, attunable items will become no-drop when \nequipped. You will not be able to auto-equip an attunable item that has \nnot been attuned to your character. Please be mindful of the new \nAttunable flag before equipping or augmenting new items. \n\nAlternate Advancement Abilities \n___________________ \n- Berserkers have received some new AAs. This should bring their AA \nselection up to par with comparable melee classes. \n- Added the ability for shadow knights to train the Gates of Discord \nability Improved Theft of Life and the Planes of Power ability \nSuspended Minion. \n- The healing wards that priests can summon using their Gates of \nDiscord AAs are now immune to most spells. \n- Lowered the reuse time on the Magician ability Host of the Elements \nto 15 minutes. \n- Added the ability to train Quick Damage to Magicians as a Luclin \nClass ability. \n- Increased the critical hit chance for the Wizard Gates of Discord AA \nFrenzied Devastation. \n\nFan Faire \n___________________\nWe are proud to announce the Halloween, New Orleans Fan Faire! The \nevent dates are October 28-30, 2004, and space is going fast! The last \nday to guarantee your spot by pre-registering is October 11th. For more \ninformation, please go to http://everquest.station.sony.com/fanfaire/ \nSee you in New Orleans! \n\n\n\nUI Changes \n___________________\nThe following XML files are new or have been modified: \n\n- EQUI_Animations.xml \n- EQUI_BuffWindow.xml \n- EQUI_CastSpellWnd.xml \n- EQUI_DynamicZoneWnd.xml \n- EQUI_GuildManagementWnd.xml \n- EQUI_GuildTributeMasterWnd.xml \n- EQUI_OptionsWindow.xml \n- EQUI_TaskSelectWnd.xml \n- EQUI_TaskWnd.xml \n- EQUI_TitleWnd.xml \n- EQUI_TributeBenefitWnd.xml \n- EQUI_VoiceMacroWnd.xml \n- EQUI.xml \n- EQUI_AAWindow.xml \n- EQUI_AdvancedDisplayOptionsWnd.xml\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 23, 2004", "slug": "2004-09-23-1", "patch_date": "2004-09-23T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["class_changes"], "body_plaintext": "September 23, 2004\n------------------------------\n\nMonk Epic \n- Speaking to certain monk epic mobs will no longer reset the monk's \nprogression. \n- Monks that turned in their letters will now be able to continue the \nquest from where they currently are. \n- Monks should have an easier time locating the lost Disciple. \n\nGuild Tribute \n- Players with Gates, but not Omens, should now be able to open the \nGuild Tribute Master to both opt-in and donate for Guild Tribute \nBenefits. \n- Suspended pets will no longer vanish when their owner turns \ninvisible. \n- Skies will now show correctly for Windows 98/ME users. \n- Warriors will be reimbursed for their Press the Attack AA. They can \nbuy the ability with its new range if they wish. \n- Salvage will no longer return items that would be returned normally. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 23, 2004\n------------------------------\n\nMonk Epic \n- Speaking to certain monk epic mobs will no longer reset the monk's \nprogression. \n- Monks that turned in their letters will now be able to continue the \nquest from where they currently are. \n- Monks should have an easier time locating the lost Disciple. \n\nGuild Tribute \n- Players with Gates, but not Omens, should now be able to open the \nGuild Tribute Master to both opt-in and donate for Guild Tribute \nBenefits. \n- Suspended pets will no longer vanish when their owner turns \ninvisible. \n- Skies will now show correctly for Windows 98/ME users. \n- Warriors will be reimbursed for their Press the Attack AA. They can \nbuy the ability with its new range if they wish. \n- Salvage will no longer return items that would be returned normally. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 13, 2004", "slug": "2004-10-13-1", "patch_date": "2004-10-13T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills"], "body_plaintext": "October 13, 2004\n------------------------------\n\n- Summoned pets no longer vanish when their owner turns invisible\n- Froglok animations are now fixed, seriously, no really we mean it \nthis time.\n- Continue the Adventure! Read the first in the new series of EQ \nNovels. \n\nWarrior Epic\n______________________\n- Modified the way Decaying Lord Galuk Drek is spawned in Veksar. He \nshould now be more approachable and less of a bottleneck for those \nwarriors at this step.\n- Lowered the respawn time of the Dragorn Champion in Wall of Slaughter \nsignificantly. We have also lowered his aggro and help radius. \n\nBard Epic\n______________________\n- Corrected an issue in the Dragons Necropolis that caused more NPCs to \nbe present than was planned for.\n- The Kithicor Forest encounter should now reset properly.\n\nRanger Epic\n______________________\n- Rangers triggering the Senvial, Grinbik and Uisima events for their \nEpic quest will need to have the trigger item on their person.\n- It should no longer be possible for a ranger with Senvialĺs Blessing \nto get the reward for the Senvial event.\n\nDruid Epic\n______________________\n- Corrected an issue with the Coven spawn in South Karana.\n- The Blackened Dryad event in Kithicor should now respawn correctly \nafter a failed attempt.\n- Only the druid who initiates the Goblin Hide and Seek event will be \nallowed to the loot the bag upon completion.\n- More than one Druid can now summon and talk to the Compelled Spirit.\n- We have increased the drop rate of the carved Prexus totem.\n\nMagician Epic\n______________________\n- The Path for finding the air essence should last a bit longer.\n- Magicians will now receive a message when the air essence is not \navailable.\n\nGates of Discord\n______________________\nThereĺs a new NPC in Natimbi that will make traveling to Qvic much \neasier. Speak with her for a small teleport.\n\nTradeskills\n______________________\n- Alchemists can now create Amber Resin.\n- The Feran Glove and Boot recipes will now combine and return their \nintended items.\n- The recipe for the 56th level Necromancer spell, Servant of Bones, \nshould now combine correctly.\n- The Dagger Blade Mold, used in Gates smithing recipes, has been \nrenamed to a Knife Blade Mold.\n\nItems\n______________________\n- Seething Fists of Slaughter- Previously this item had no equipped \nslots. This now has primary and secondary equippable slots \n- Fangs of the Serpent- Previously this item had no equipped slots. \nThis now has primary and secondary equippable slots.\n- Bone Plated Sledge - This item now has 36% haste instead of +36 atk.\n- Boots of Shifting Time - Previously these boots had a worn leather \ngraphic. They are now a worn plate graphic instead.\n- Zulaqua's Cloak - Added 30 AC to this item \n- Crystal Dagger - This item now has a +12% backstab mod.\n- Tome of New Beginnings - Berserkers now can equip this item.\n- Lambent Stone of Focus - This item is now a type 7 and type 8 \naugmentation.\n- Crystal Mail Sleeves - This item now has berserkers as usable \nclasses. We have removed Beastlords from this items usable classes. \n\nAAs\n______________________\nAltered Spell Casting Reinforcement and Spell Casting Reinforcement \nMastery so they will no longer increase the duration of the following \nspells.\n- Flame of Redemption\n- Hawk Strike\n- Fateseerĺs Boon\n- Protection of the Eye\n- Savage Wildcallerĺs Blessing\n- Flames of the Valiant\n- Falcon Strike\n- Prophetĺs Gift of the Ruchu\n- Aegis of Abstraction\n- Might of the Wild Spirits\nAltered Healing Adept, Advanced Healing Adept, and Healing Adept \nMastery so they will no longer increase the healing of the following \nspells. \n- Harmonic Balance\n- Divine Balance\n\nMisc\n______________________\n- Added a new option to turn off the loading screen when zoning. You \nwill still see the progress bar.\n- Added a new shadow command to allow you to turn off the shadows in \nyour text bar. The command is /shadow\n- Changed the Dynamic Zone window to show player status in the member \nlist. Online players are yellow, Link Dead players are red, Offline \nplayers are blue. \n- Hide / Sneak will now remain active across zone lines.\n- All NPCs in Omens of War expedition zones are now KOS. Beware!\n- Summoned pets will no longer vanish when their owner uses \ninvisibility! Rejoice!\n- Vallon Zek should no longer assist Tallon Zek.\n\nThe Rogues Hour!\n______________________\nRA Salvatore presents a brand new series of EverQuest fantasy novels. \nExplore the ever-expanding world of Norrath in the first book, \nEverQuest: The Rogueĺs Hour, available in stores soon.\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 13, 2004\n------------------------------\n\n- Summoned pets no longer vanish when their owner turns invisible\n- Froglok animations are now fixed, seriously, no really we mean it \nthis time.\n- Continue the Adventure! Read the first in the new series of EQ \nNovels. \n\nWarrior Epic\n______________________\n- Modified the way Decaying Lord Galuk Drek is spawned in Veksar. He \nshould now be more approachable and less of a bottleneck for those \nwarriors at this step.\n- Lowered the respawn time of the Dragorn Champion in Wall of Slaughter \nsignificantly. We have also lowered his aggro and help radius. \n\nBard Epic\n______________________\n- Corrected an issue in the Dragons Necropolis that caused more NPCs to \nbe present than was planned for.\n- The Kithicor Forest encounter should now reset properly.\n\nRanger Epic\n______________________\n- Rangers triggering the Senvial, Grinbik and Uisima events for their \nEpic quest will need to have the trigger item on their person.\n- It should no longer be possible for a ranger with Senvialĺs Blessing \nto get the reward for the Senvial event.\n\nDruid Epic\n______________________\n- Corrected an issue with the Coven spawn in South Karana.\n- The Blackened Dryad event in Kithicor should now respawn correctly \nafter a failed attempt.\n- Only the druid who initiates the Goblin Hide and Seek event will be \nallowed to the loot the bag upon completion.\n- More than one Druid can now summon and talk to the Compelled Spirit.\n- We have increased the drop rate of the carved Prexus totem.\n\nMagician Epic\n______________________\n- The Path for finding the air essence should last a bit longer.\n- Magicians will now receive a message when the air essence is not \navailable.\n\nGates of Discord\n______________________\nThereĺs a new NPC in Natimbi that will make traveling to Qvic much \neasier. Speak with her for a small teleport.\n\nTradeskills\n______________________\n- Alchemists can now create Amber Resin.\n- The Feran Glove and Boot recipes will now combine and return their \nintended items.\n- The recipe for the 56th level Necromancer spell, Servant of Bones, \nshould now combine correctly.\n- The Dagger Blade Mold, used in Gates smithing recipes, has been \nrenamed to a Knife Blade Mold.\n\nItems\n______________________\n- Seething Fists of Slaughter- Previously this item had no equipped \nslots. This now has primary and secondary equippable slots \n- Fangs of the Serpent- Previously this item had no equipped slots. \nThis now has primary and secondary equippable slots.\n- Bone Plated Sledge - This item now has 36% haste instead of +36 atk.\n- Boots of Shifting Time - Previously these boots had a worn leather \ngraphic. They are now a worn plate graphic instead.\n- Zulaqua's Cloak - Added 30 AC to this item \n- Crystal Dagger - This item now has a +12% backstab mod.\n- Tome of New Beginnings - Berserkers now can equip this item.\n- Lambent Stone of Focus - This item is now a type 7 and type 8 \naugmentation.\n- Crystal Mail Sleeves - This item now has berserkers as usable \nclasses. We have removed Beastlords from this items usable classes. \n\nAAs\n______________________\nAltered Spell Casting Reinforcement and Spell Casting Reinforcement \nMastery so they will no longer increase the duration of the following \nspells.\n- Flame of Redemption\n- Hawk Strike\n- Fateseerĺs Boon\n- Protection of the Eye\n- Savage Wildcallerĺs Blessing\n- Flames of the Valiant\n- Falcon Strike\n- Prophetĺs Gift of the Ruchu\n- Aegis of Abstraction\n- Might of the Wild Spirits\nAltered Healing Adept, Advanced Healing Adept, and Healing Adept \nMastery so they will no longer increase the healing of the following \nspells. \n- Harmonic Balance\n- Divine Balance\n\nMisc\n______________________\n- Added a new option to turn off the loading screen when zoning. You \nwill still see the progress bar.\n- Added a new shadow command to allow you to turn off the shadows in \nyour text bar. The command is /shadow\n- Changed the Dynamic Zone window to show player status in the member \nlist. Online players are yellow, Link Dead players are red, Offline \nplayers are blue. \n- Hide / Sneak will now remain active across zone lines.\n- All NPCs in Omens of War expedition zones are now KOS. Beware!\n- Summoned pets will no longer vanish when their owner uses \ninvisibility! Rejoice!\n- Vallon Zek should no longer assist Tallon Zek.\n\nThe Rogues Hour!\n______________________\nRA Salvatore presents a brand new series of EverQuest fantasy novels. \nExplore the ever-expanding world of Norrath in the first book, \nEverQuest: The Rogueĺs Hour, available in stores soon.\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 25, 2004", "slug": "2004-10-25-1", "patch_date": "2004-10-25T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["zones", "tradeskills"], "body_plaintext": "October 25, 2004\n------------------------------\n\nHeadlines! \n\nItems for Anguish! \nNew Storybook entry. \n\nOmens of War \n________________ \nDue to a database error, itemization of the Anguish zone was lost. We \nhave re-itemized the zone and wish you luck in uncovering its riches. \n\nTradeskills \n________________ \n- Fire Beetle Eyes now stack. \n- The Smithing Chisel is no longer flagged Lore. \n- Lightning Core is now stackable. \n- Changed the name of the Gnomish Vanishing Device to Half Capacity \nGnomish Vanishing Device. \n- Golanda Nuts now stack. \n- The Beauty of a Simple Stone should now have text. \n- The Sandblasted Ringmail Bracelet and Large Sandblasted Steel Girth \nshould now fit the appropriate-sized races. \n- Caerlyna should no longer be dispensing no-drop bag tokens. \n- The cast time on the 5 and 10 dose Greater Elixir's of Concentration \nshould now have the same cast time as the single-dose version. \n\nBerserkers \n________________ \nWarcry and Hastened Warcry should now work as intended. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "October 25, 2004\n------------------------------\n\nHeadlines! \n\nItems for Anguish! \nNew Storybook entry. \n\nOmens of War \n________________ \nDue to a database error, itemization of the Anguish zone was lost. We \nhave re-itemized the zone and wish you luck in uncovering its riches. \n\nTradeskills \n________________ \n- Fire Beetle Eyes now stack. \n- The Smithing Chisel is no longer flagged Lore. \n- Lightning Core is now stackable. \n- Changed the name of the Gnomish Vanishing Device to Half Capacity \nGnomish Vanishing Device. \n- Golanda Nuts now stack. \n- The Beauty of a Simple Stone should now have text. \n- The Sandblasted Ringmail Bracelet and Large Sandblasted Steel Girth \nshould now fit the appropriate-sized races. \n- Caerlyna should no longer be dispensing no-drop bag tokens. \n- The cast time on the 5 and 10 dose Greater Elixir's of Concentration \nshould now have the same cast time as the single-dose version. \n\nBerserkers \n________________ \nWarcry and Hastened Warcry should now work as intended. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 15, 2004", "slug": "2004-12-15-1", "patch_date": "2004-12-15T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "pvp"], "body_plaintext": "December 15, 2004\n------------------------------\n\n*** Update Headlines *** \n___________________________\n\n* Backflagging \n* Gates AA point refunding \n* New Hot Spots \n* Mistmoore \n\nBackflagging * \n___________________________\n\nAs you know, when a guild gains or loses members, they often find \nthemselves dedicating a large amount of time re-playing content that \nthey have long since completed in order to gain access to zones for \nnewer members. During our Community Summit this last summer, and in \nmany subsequent discussions, we have heard the recurring desire to find \na way to ease the frustrations associated with this backflagging. \n\nWhile the issue is not as simple as removing flags altogether (we feel \nflags are necessary for the zones they are currently attached to), we \nhave looked into ways that we can reduce the frustrations of \nbackflagging and feel that we have arrived at a fair and equitable \nsolution, which is detailed below. \n\n- A new implementation of the 85/15 rule has been introduced into \nPlanes of Power zones including the Plane of Time. This should resolve \nthe outstanding problems that occur from time to time with the current \n85/15 implementation. \n\n- The new 85/15 has also been introduced for the locked zones in Gates \nof Discord. \n\n- An alternate means of flagging guild mates for locked content in \nPlanes of Power and Gates of Discord has been implemented that will \nallow you to flag raid members for the zone you are in by completing \nraid content within that zone. \n\nThe implementation varies slightly from zone to zone to fit the story \nand nature of the zone, but in general will involve killing a raid \ntarget within that zone, looting an item, and completing a single group \nquest to change that item into a zone flag. This only applies to zones \nthat don't already have a single group task or system to gain access. \n\nAA Changes \n___________________________\n\n- Reduced the cost of many Gates AAs. Players will receive a refund \nequal to the difference on AAs that now have a lower cost. * \n\n- Changed the monk AA Crippling Strike to an activated ability that \ndoes an eagle strike attack as well as a snare. \n\n- Changed the monk AA Stunning Kick to an activated ability that does a \nround kick attack as well as a stun. \n\n- Changed the monk AA Eye Gouge to an activated ability that does a \ntiger claw attack as well as reduces the targets offensive ability. \n\n- Due to major changes in how these work, AA points for Crippling \nStrike, Stunning Kick, and Eye Gouge have been refunded. \n\n- Reduced the reuse time of the Ranger AAs Frost Arrow and Flame Arrow \nto 3 minutes. * \n\n- Hobble of Spirits will now stack with the Beastlord's proc buffs. * \n\n- Fixed problem with the Beastlord AA Bestial Alignment where if you \nhad maxed buffs this AA would not reset if it did not take. \n\n- Duration enhancement focuses and AAs should now increase the duration \nof pet buffs. \n\n- If your stored AA's go above 30, they will no longer be set to 30 \nwhen you zone. However, you should still not be able to gain more than \n30 unless you get a refund, get the AA from a GM, or get an AA from a \nscript. * \n\n- Fixed an issue with Half Elf Paladins of Tunare and the Origin AA. * \n\n- If your character was created before EQ started storing starting \nlocation data, when you log into the game you will now be prompted to \nchoose your home city from a list of valid starting locations for your \ncharacter. You will only need to do this once and once this has been \nset, it cannot be changed. This will correct the problems with the \nOrigin AA not returning some characters to their expected home city. \n\nZone and NPC Changes \n___________________________ \n\n- Hot Spots have been moved (level ranges are approximate): * \nShadeweaverĺĺs Thicket 1-30 \nKurnĺs Tower 10-25 \nUnrest 15-30 \nCrystal Caverns 25-35 \nSolusekĺs Eye 25-45 \nKatta Castellum 30-60 \nLower Guk 35-55 \nNagafenĺs Lair 40-55 \nUmbral Plains 50-60 \n\n- Respawn time for the bosses in Tacvi has been increased from 3 to 5 \ndays. \n\n- Some Tacvi loot has been upgraded. Bosses now drop more items per \nkill and some all new items have been added to the zone. * \n\n- An alternate entrance into Tacvi has been added in Txevu that will \nallow guilds to bypass the ZunĺMuram after they have defeated him at \nleast once. Guilds that have previously defeated the ZunĺMuram will \nneed to do so at least once more before they can use the new entrance. * \n\n- Gilipus of Ak`Anon has joined the Beta Neutral Faction. You will now \nbe able to complete his quest without having to raise Gem Choppers \nFaction. \n\n- The 3 Tormentors in the Jelvan event now share hatelist when idle or \naggro. Anyone that is on one Tormentor's hatelist, but not on the other \n2 Tormentor's hatelist will be added. This should make it difficult (if \nnot impossible) to avoid AOEs. \n\n- Modified the Warden Hanvar event, all guards should appear in their \nappointed places. \n\n- Fixed a bug in Anguish that could make Warden Hanvar unkillable. \n\n- Clicking on the door to Anguish while having the Seal: Mastery of All \non your person will now prompt red text indicating your flag has been \ngranted. \n\n- The respawn of Globes of Discordant Energy are now tracked on the \nevent timer for Anguish. The method for obtaining the Globes has not \nchanged. \n\n- The pile of stones that was used as a secondary zone between Dranik \nand Bloodfields has been removed. There is now an actual zoneline \nthere. \n\n- Plane of Justice - previously, you could not click the red teleports \nto leave the Seventh Hammer's room unless the Seventh Hammer was dead \n(or not up). This has been changed so you can leave the room as long as \nit is not aggro. If you click on a portal while he is aggro, you should \nget a message and remain in the room. \n\n- Grennet Stormhand in North Qeynos is no longer a task master since he \nis part of a quest. His task master job has been taken over by Jorren \nBoxmover. \n\n- Increased the maximum duration for all Labyrinth Trials from 1 hour \nto 2 hours. When an event is successfully completed, the instance will \nshut down in 30 minutes. If it is failed, the instance will shut down \nin 5 minutes. \n\n- Changed the reclusive Girplan event in Bloodfields so that each NPC \nin the sequence stays up for 15 minutes instead of 3 minutes before \ndepopping. \n\n- Elemental NPCs are once again Charmable in Bastion of Thunder. \n\nEpic Alterations \n___________________________\n\n- Updated some text to clarify what is needed for the bard epic 2.0. * \n\n- Part of the rogue epic that could be skipped has been repaired as \nthis was not intended to be possible. \n\n- The zonewide shout that occurs when killing base pop NPCs in the \nspecial instance of Vxed for the paladin epic has now been removed. \n\n- Added another check to the monk epic to make sure that the monk \nlooting the item also has the Mark of Justice needed to access the 7th \nHammer's area. \n\n- More details regarding the combine for the Beastlord Epic 2.0 have \nbeen added to the text. * \n\n- Fixed the hand in to Uisima for the Ranger Epic 1.5. \n\n- Added a hint to the Druid Epic 2. * \n\n- In the Hider Event in Frontier Mountains for the Druid Epic 1.5, the \ngoblins should teleport a bit less frequently. * \n\n- Additional lore has been added to the rogue epic 2.0. * \n\n- Moved the Dark Huntress from Mistmoore to the Tower of Frozen Shadow. \n\n- Changed a few of Lirprin's dialogues to hint at where the last few \nsteps are that players are missing. * \n\n- Arly Golyeck in Paludal caverns will now accept bribes from half-\nelves, or those that are in half-elven illusion while also wearing a \nBurnoose of the Halfbreed. \n\nTradeskill Changes \n___________________________ \n\n- The Tradeskill window will now allow up to 500 favorites (up from \n100). * \n\n- The drop rate of spiderling silk has been increased, as there are \nmany new combines that require this item as a component. * \n\n- The Rune of Zephyr should now drop off of the appropriate level of \nNPCĺs. * \n\n- Several Tradeskill recipes have had their missing ingredients added \nto the game. These items will now drop off of appropriate NPCĺs. * \n\n- Increased the drop rate of Tae Ew Scales. * \n\n- Increased the drop rate of Putrescent Blood. * \n\n- Made several quest-related combines \"Learnable\". * \n\n- Fixed a few grammatical issues with the \"Forge of Icewell Arms\" book. \n\n- Fixed an issue with one of the Abysmal Sea tradeskill books (The \nBeauty of a Simple Stone). It should now be able to be read. \n\n- Fixed the recipe for the Imbued Northman Kite Shield (Rallos). \n\n- Fixed the research recipe for Malosini, it should now combine \nproperly. \n\n- Fixed the recipe for Tuna Rice Surprise, it will now return the Wok \non success. \n\n- Fixed the Large Sandblasted Steel Girth, it is now usable by the \nappropriate races. \n\n- Fixed the Sandblasted Ringmail Bracelet, it is now usable by the \nappropriate races. \n\n- Fixed the multiple-recipes for Vegetable Oil, they will now return \nthe correct yields. \n\n- Fixed the disparity in between the cast-times on the various \"Greater \nElixir of Concentration\" potions. \n\n- Added the Blood Treated Kaniz Hide to the game. \n\n- Added a recipe for players to create a package of vegetables. * \n\n- Added a \"Fully Charged Gnomish Vanishing Device\" to the game. * \n\n- Added LDoN Foraged items to the Interactive Objects in all LDoN zones \n(this includes the foraged alchemy components). * \n\n- Removed the lore tag from the Smithing Chisel. * \n\n- Taught Barbarians how to make Large Leather Gorgets and Pants. * \n\n- Evaluated the PoP Smithing disparity between plate and chain. * \n1. One block of ore will now yield two sheets of metal. * \n2. Removed the Chain Jointing requirement from the combine. It now \nrequires one Superb Leather Padding instead. * \n\nItem, Spell, Discipline and Skill Changes \n___________________________ \n\n- Auto range attack implemented, no longer will it be necessary to \nrange attack manually - /autofire is a toggle command that will fire \nyour ranged weapon until you run out of ammunition, turn on autoattack \nto switch to melee combat, or use the /autofire command again. * \n\n- /melody ability implemented for bards - To use /melody, type /melody \n. The numbers are the same numbers you would use for the /cast command. \nThe melody will repeat the songs in the specified order until a note is \nmissed due to an interruption. * \n\n- Modified Mirrored Mask, so it is no longer no rent and poof on death, \nhowever the click effect only works inside Anguish. \n\n- Increased the chance on the Cleave effects to affect DPS as they were \noriginally intended. \n\n- Fixed a bug with the Frenzy of Conquest benefit. \n\n- No-rent containers no longer poof on login if they contain items. \nThey instead change into an unenchanted container with the same number \nof slots, and a chat message notifies the player. * \n\n- Changed the Mark of Justice to take the player's group instead of \njust the player when attempting to engage The 7th Hammer. * \n\n- Cryston, Staff of the Riftnow has the focus of Quickening of the \nIkaav. \n\n- Dragorn Head Statue Piece and Dragorn Torso Statue Piece are now very \nlarge and can fit in bags. \n\n- Clear Rock and A Large Rock are now very large and can fit in bags. \n\n- Polished Stone of Renewal can now be used by berserkers. * \n\n- Berserker: Hastened War Cry has been fixed. \n\n- Bards will stop playing songs when feign death effects hit them (some \nNPC encounters do this). \n\n- Players are no longer able to have Form of the Great Bear and a mount \non at the same time. \n\n- Holyforge will now increase your chance to slay undead, and if you \nhave the Slay Undead AA you will have an even greater chance of a slay \nwith Holyforge. * \n\n- The spell Nature's Blight was not increasing the damage as stated and \nshould be working as intended now. * \n\n- Fixed a bug with haste items and haste augments. Their effects were \nstacking when they shouldn't have. It will now only take the greatest \nhaste effect from the item including augments. \n\n- When combining the aegis of chaotic worship with the soul temper and \na flask of water, you will receive the temper and the aegis of chaotic \nworship back if you don't have the correct flags instead of just the \naegis back. \n\n- The Monk's feign death success rate has been improved. It was \npreviously capped at 95% at 100 skill and now it ramps up the success \nrate for higher skill levels. * \n\n- Fixed several inconsistencies with pets affected by focus items. \n\n- Increased the mana regen gained by Elemental Simulacrum. \n\n- Touch of the Devourer was changed to allow partial damage when it is \nresisted. This is an increase in the overall damage of the spell. \n\n- New items are available on the PvP point merchants. * \n\n- Might of the Wild Spirits and Savage Wildcaller's Blessing should now \nstack better. \n\n- The effect on the Wristband of Secrets no longer works on other \nplayers. \n\n- Increased the focus % of the following effects: \nHastening of the Ikaav \nQuickening of the Ikaav \nAlacrity of the Ikaav \n\n- Increased the potency of Pure Spirit. \n\n- Nature's Balance should now only remove beneficial spells from the \ntarget. \n\n- Removed the scaling focus mods from the following spells: \nForce of Ikkibi \nOrder of Trushar \nSylvan Anger \nTaelosian Geomancy \nBurning Night \nAnger of Taelosia \nSylvan Kindle \nClear Fire \n\n- The the class-specific quest chest armors from Omens of War now have \na .8 second cast time. \n\n- The pre-nerf LDoN armor sets can now be sold back to the merchants, \nlike other LDoN items. They are the versions with two type 2 slots and \none type 3 slot (instead of one each of types 1, 2, and 3). These items \nare those with the following in the item name: \nRoyal Attendant * of Sand \nIncorporeal * of the Specter \nMucus-Drenched * \nImmortal's Bloodied * \n\nMiscellaneous \n___________________________\n\n- Multiple procs on a pet are now working properly. * \n\n- A resource leak in the graphics engine was corrected and we have seen \na measurable improvement in client stability as a result. \n\n- The sky system now influences the ambient lighting. \n\n- Animated traps such as the ones in soldunga/b are now detected by the \ncollision system and will cause a small amount of damage. \n\n- You can once again target things on the other side of a water surface \nand other passable surfaces. \n\n- Added code to check and validate specialization skills. If the values \nare not legal, the player will be informed why they are not legal and \nthey are reset. \n\n- Added popup confirmation dialog when you attempt to give an augmented \nitem to an NPC. * \n\n- Added optional parameters to /book command -- /book open, /book \nclose. * \n\n- Fixed bug where a player who had more than 2 million plat in his \ninventory was unable to purchase anything from a vendor or trader. \n\n- /yell messages are no longer displayed if the yelling player is in \nyour ignore list. * \n\n- Some models that were scaled dramatically could cause the collision \nsystem to fail, resulting in warps to ceiling and other strange side \neffects. For example the vases in dranikcatacombsa at 1000,-1011, 0 \nwould always cause players to be pinned to the ceiling due to this bug. \n\n- Players standing on the lip of an edge should now slide down off them \nmore smoothly. \n\n- There have been some optimizations to the collision system. You \nshould see improved performance in zones with very large stationary \nobjects (potimea, bloodfields, etc). \n\n- Fixed a number of small bugs in the zoom camera behavior. These fixes \ninclude removing the possibility of having the first mousewheel click \ncausing the camera to bounce back into first person, a bug that could \ncause the camera to get stuck ôone clickö out of first person, as well \nas smoothing out the camera motion a bit. \n\n- Scrolling to third person and tabbing to another window should no \nlonger cause the screen to bounce back and forth. \n\n- Summoning mounts in certain places should no longer cause players to \nfall through geometry. \n\n- Getting out of water should be much easier to do. * \n\n- Mounts are no longer dismissed when zoning. * \n\n- Spell scribe timers (putting a new spell into the spell book) now \ntake only 1 second. \n\n- Players should no longer experience 20k falls when standing on cliff \nedges while suffering from low frame rate. \n\n- The bounding radius for small races was too tall, preventing them \nfrom accessing some areas. For example, gnomes couldn't enter the small \nhuts in Steamfont. This was a global problem that is now fixed; that is \njust one example. \n\n- Weather effects are now working properly when the Wake of Karana \nspell is used. Additionally, sounds related to starting \n\n- /who commands now display both class title and base class name for \nplayers over level 50, e.g. \"Bedazzler (Enchanter)\" * \n\n- Fixed a bug that caused a lot of writing to the dbg.txt file during a \nraid. \n\nZone Revamps - Mistmoore (Legends) \n___________________________\n\nIn Mistmoore's Catacombs, the servants of the Trueborn, a sect of \nvampires with Mayong Mistmoore's blood flowing through their veins, \ngrew tired of their masters throwing them into the fray against the \nNorrathian intruders. They came to desire more power for themselves. \n\nIt was not long before the first words of dissension crept through the \ncatacombs on the will of whispers. The Trueborn servants congregated in \ndark, musty halls away from the eyes of their masters and over time \ntheir numbers grew along with their ambitions. Their time had come and \nsoon they would rise up to claim their rightful place in Mistmoore \nCastle, gaining accolades from Lord Mayong Mistmoore himself for their \nbrilliance and bravery -- or so they supposed. \n\nOver several months, the Trueborn traitors recruited an army to their \ncause. On a black night as the moon was swallowed by a thick veil over \nFaydwer, they struck, killing their masters and leading their army \ntoward Mistmoore Castle. They slaughtered all in their path and many \nmasters of the Scions sect, the Trueborn's rival blood-children of \nMayong, were destroyed that night. \n\nThe fierce wave of the lesser Trueborn rushed into the cellars of \nMistmoore Castle without detection. Unbeknownst to all but the \nservants, Norrath's adventurers had uncovered winding caves beneath the \nsurface that bypassed the castleĺs defenses. In a matter of hours, the \ncastle was overrun and the servants of the Trueborn declared themselves \nthe true Children of Mistmoore. \n\nSince taking control of the castle, many Children have busied \nthemselves repairing the damage from the battle while others continue \nto seek the magical ore that was uncovered in the catacombs. \n\nThey all prepare, waiting for the day their master returns to grant \nthem glory. \n\n\nZone Revamps - Splitpaw (Legends) \n___________________________ \n\nFarsoth Mal, son of the Ishva Mal, leader of the Verishe Mal tribe, sat \nby his fatherĺs side watching him rule his minions in Splitpaw Lair. \nHis father may have conquered this lair some years ago, but Farsoth \nbelieved they should rule far more than just one underground kingdom. \nHe grew to despise his father for his lack of ambition and many hours \nwere spent in bitter arguments between the two. The Ishva Mal grew \ntired and angry at the ceaseless challenges to his authority, gaining \nas much contempt for his son as his son had for him. \n\nDuring a particularly heated argument of growls and grisly barks, the \nIshva Mal reminded his willful son that his power was absolute and that \nhe shared his throne with no one. With one quick motion, the Ishva Mal \nbrandished his spear and sliced off his son's paw, determined that he \nwould finally win the respect he deserved from his son. But the Ishva \nMal's cruel methods would prove to be his downfall. \n\nThe Ishva Mal grew to be a greater tyrant each day, so much so that the \nVerishe Mal mages and warriors secretly formed the Council of Nine to \nchallenge his rule. Farsoth saw the plans the Verishe Mal had in store \nfor his father, but did nothing to stop them and instead chose to use \nthem to his advantage. \n\nFarsoth learned much from the council's mages and became obsessed with \nthe summoning arts they practiced. His fascination eventually led to a \nplan that would secure the throne . . . for him. \n\nThrough all he'd learned from the Verishe Mal mages, he believed he \ncould summon a powerful entity from the Plane of Fire itself. Farsoth \nthought with such power at his side, nothing could stop him from ruling \nthe Splitpaw Lair and any lands he desired. \n\nHe prepared for weeks, researching and gathering the reagents he \nrequired and finally he set to work to summon a terrible beast to bring \nan end to his father's rule. \n\nFarsoth was distracted by his own anger, forgetting vital components as \nhe wove the spell and the unthinkable happened. Flames shot out of the \nportal that Farsoth opened and, at the same time, rocks rained down \nupon the inhabitants of the lair. Then, the portal shifted its focus \nand water flooded into the corridors, extinguishing the flames and \nwashing away the rocks. The portal shimmered once more and waves of all \ntypes of elementals poured into Splitpaw. \n\nFarsoth certainly attained part of his goal. His father was killed, but \nso to were most of the gnolls he wished to lead to greatness. \n\nNow he is a prisoner to the swarms of enraged elementals that have made \nSplitpaw Lair their new home. \n\n* Denotes a change requested by the community. \n\n- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "December 15, 2004\n------------------------------\n\n*** Update Headlines *** \n___________________________\n\n* Backflagging \n* Gates AA point refunding \n* New Hot Spots \n* Mistmoore \n\nBackflagging * \n___________________________\n\nAs you know, when a guild gains or loses members, they often find \nthemselves dedicating a large amount of time re-playing content that \nthey have long since completed in order to gain access to zones for \nnewer members. During our Community Summit this last summer, and in \nmany subsequent discussions, we have heard the recurring desire to find \na way to ease the frustrations associated with this backflagging. \n\nWhile the issue is not as simple as removing flags altogether (we feel \nflags are necessary for the zones they are currently attached to), we \nhave looked into ways that we can reduce the frustrations of \nbackflagging and feel that we have arrived at a fair and equitable \nsolution, which is detailed below. \n\n- A new implementation of the 85/15 rule has been introduced into \nPlanes of Power zones including the Plane of Time. This should resolve \nthe outstanding problems that occur from time to time with the current \n85/15 implementation. \n\n- The new 85/15 has also been introduced for the locked zones in Gates \nof Discord. \n\n- An alternate means of flagging guild mates for locked content in \nPlanes of Power and Gates of Discord has been implemented that will \nallow you to flag raid members for the zone you are in by completing \nraid content within that zone. \n\nThe implementation varies slightly from zone to zone to fit the story \nand nature of the zone, but in general will involve killing a raid \ntarget within that zone, looting an item, and completing a single group \nquest to change that item into a zone flag. This only applies to zones \nthat don't already have a single group task or system to gain access. \n\nAA Changes \n___________________________\n\n- Reduced the cost of many Gates AAs. Players will receive a refund \nequal to the difference on AAs that now have a lower cost. * \n\n- Changed the monk AA Crippling Strike to an activated ability that \ndoes an eagle strike attack as well as a snare. \n\n- Changed the monk AA Stunning Kick to an activated ability that does a \nround kick attack as well as a stun. \n\n- Changed the monk AA Eye Gouge to an activated ability that does a \ntiger claw attack as well as reduces the targets offensive ability. \n\n- Due to major changes in how these work, AA points for Crippling \nStrike, Stunning Kick, and Eye Gouge have been refunded. \n\n- Reduced the reuse time of the Ranger AAs Frost Arrow and Flame Arrow \nto 3 minutes. * \n\n- Hobble of Spirits will now stack with the Beastlord's proc buffs. * \n\n- Fixed problem with the Beastlord AA Bestial Alignment where if you \nhad maxed buffs this AA would not reset if it did not take. \n\n- Duration enhancement focuses and AAs should now increase the duration \nof pet buffs. \n\n- If your stored AA's go above 30, they will no longer be set to 30 \nwhen you zone. However, you should still not be able to gain more than \n30 unless you get a refund, get the AA from a GM, or get an AA from a \nscript. * \n\n- Fixed an issue with Half Elf Paladins of Tunare and the Origin AA. * \n\n- If your character was created before EQ started storing starting \nlocation data, when you log into the game you will now be prompted to \nchoose your home city from a list of valid starting locations for your \ncharacter. You will only need to do this once and once this has been \nset, it cannot be changed. This will correct the problems with the \nOrigin AA not returning some characters to their expected home city. \n\nZone and NPC Changes \n___________________________ \n\n- Hot Spots have been moved (level ranges are approximate): * \nShadeweaverĺĺs Thicket 1-30 \nKurnĺs Tower 10-25 \nUnrest 15-30 \nCrystal Caverns 25-35 \nSolusekĺs Eye 25-45 \nKatta Castellum 30-60 \nLower Guk 35-55 \nNagafenĺs Lair 40-55 \nUmbral Plains 50-60 \n\n- Respawn time for the bosses in Tacvi has been increased from 3 to 5 \ndays. \n\n- Some Tacvi loot has been upgraded. Bosses now drop more items per \nkill and some all new items have been added to the zone. * \n\n- An alternate entrance into Tacvi has been added in Txevu that will \nallow guilds to bypass the ZunĺMuram after they have defeated him at \nleast once. Guilds that have previously defeated the ZunĺMuram will \nneed to do so at least once more before they can use the new entrance. * \n\n- Gilipus of Ak`Anon has joined the Beta Neutral Faction. You will now \nbe able to complete his quest without having to raise Gem Choppers \nFaction. \n\n- The 3 Tormentors in the Jelvan event now share hatelist when idle or \naggro. Anyone that is on one Tormentor's hatelist, but not on the other \n2 Tormentor's hatelist will be added. This should make it difficult (if \nnot impossible) to avoid AOEs. \n\n- Modified the Warden Hanvar event, all guards should appear in their \nappointed places. \n\n- Fixed a bug in Anguish that could make Warden Hanvar unkillable. \n\n- Clicking on the door to Anguish while having the Seal: Mastery of All \non your person will now prompt red text indicating your flag has been \ngranted. \n\n- The respawn of Globes of Discordant Energy are now tracked on the \nevent timer for Anguish. The method for obtaining the Globes has not \nchanged. \n\n- The pile of stones that was used as a secondary zone between Dranik \nand Bloodfields has been removed. There is now an actual zoneline \nthere. \n\n- Plane of Justice - previously, you could not click the red teleports \nto leave the Seventh Hammer's room unless the Seventh Hammer was dead \n(or not up). This has been changed so you can leave the room as long as \nit is not aggro. If you click on a portal while he is aggro, you should \nget a message and remain in the room. \n\n- Grennet Stormhand in North Qeynos is no longer a task master since he \nis part of a quest. His task master job has been taken over by Jorren \nBoxmover. \n\n- Increased the maximum duration for all Labyrinth Trials from 1 hour \nto 2 hours. When an event is successfully completed, the instance will \nshut down in 30 minutes. If it is failed, the instance will shut down \nin 5 minutes. \n\n- Changed the reclusive Girplan event in Bloodfields so that each NPC \nin the sequence stays up for 15 minutes instead of 3 minutes before \ndepopping. \n\n- Elemental NPCs are once again Charmable in Bastion of Thunder. \n\nEpic Alterations \n___________________________\n\n- Updated some text to clarify what is needed for the bard epic 2.0. * \n\n- Part of the rogue epic that could be skipped has been repaired as \nthis was not intended to be possible. \n\n- The zonewide shout that occurs when killing base pop NPCs in the \nspecial instance of Vxed for the paladin epic has now been removed. \n\n- Added another check to the monk epic to make sure that the monk \nlooting the item also has the Mark of Justice needed to access the 7th \nHammer's area. \n\n- More details regarding the combine for the Beastlord Epic 2.0 have \nbeen added to the text. * \n\n- Fixed the hand in to Uisima for the Ranger Epic 1.5. \n\n- Added a hint to the Druid Epic 2. * \n\n- In the Hider Event in Frontier Mountains for the Druid Epic 1.5, the \ngoblins should teleport a bit less frequently. * \n\n- Additional lore has been added to the rogue epic 2.0. * \n\n- Moved the Dark Huntress from Mistmoore to the Tower of Frozen Shadow. \n\n- Changed a few of Lirprin's dialogues to hint at where the last few \nsteps are that players are missing. * \n\n- Arly Golyeck in Paludal caverns will now accept bribes from half-\nelves, or those that are in half-elven illusion while also wearing a \nBurnoose of the Halfbreed. \n\nTradeskill Changes \n___________________________ \n\n- The Tradeskill window will now allow up to 500 favorites (up from \n100). * \n\n- The drop rate of spiderling silk has been increased, as there are \nmany new combines that require this item as a component. * \n\n- The Rune of Zephyr should now drop off of the appropriate level of \nNPCĺs. * \n\n- Several Tradeskill recipes have had their missing ingredients added \nto the game. These items will now drop off of appropriate NPCĺs. * \n\n- Increased the drop rate of Tae Ew Scales. * \n\n- Increased the drop rate of Putrescent Blood. * \n\n- Made several quest-related combines \"Learnable\". * \n\n- Fixed a few grammatical issues with the \"Forge of Icewell Arms\" book. \n\n- Fixed an issue with one of the Abysmal Sea tradeskill books (The \nBeauty of a Simple Stone). It should now be able to be read. \n\n- Fixed the recipe for the Imbued Northman Kite Shield (Rallos). \n\n- Fixed the research recipe for Malosini, it should now combine \nproperly. \n\n- Fixed the recipe for Tuna Rice Surprise, it will now return the Wok \non success. \n\n- Fixed the Large Sandblasted Steel Girth, it is now usable by the \nappropriate races. \n\n- Fixed the Sandblasted Ringmail Bracelet, it is now usable by the \nappropriate races. \n\n- Fixed the multiple-recipes for Vegetable Oil, they will now return \nthe correct yields. \n\n- Fixed the disparity in between the cast-times on the various \"Greater \nElixir of Concentration\" potions. \n\n- Added the Blood Treated Kaniz Hide to the game. \n\n- Added a recipe for players to create a package of vegetables. * \n\n- Added a \"Fully Charged Gnomish Vanishing Device\" to the game. * \n\n- Added LDoN Foraged items to the Interactive Objects in all LDoN zones \n(this includes the foraged alchemy components). * \n\n- Removed the lore tag from the Smithing Chisel. * \n\n- Taught Barbarians how to make Large Leather Gorgets and Pants. * \n\n- Evaluated the PoP Smithing disparity between plate and chain. * \n1. One block of ore will now yield two sheets of metal. * \n2. Removed the Chain Jointing requirement from the combine. It now \nrequires one Superb Leather Padding instead. * \n\nItem, Spell, Discipline and Skill Changes \n___________________________ \n\n- Auto range attack implemented, no longer will it be necessary to \nrange attack manually - /autofire is a toggle command that will fire \nyour ranged weapon until you run out of ammunition, turn on autoattack \nto switch to melee combat, or use the /autofire command again. * \n\n- /melody ability implemented for bards - To use /melody, type /melody \n. The numbers are the same numbers you would use for the /cast command. \nThe melody will repeat the songs in the specified order until a note is \nmissed due to an interruption. * \n\n- Modified Mirrored Mask, so it is no longer no rent and poof on death, \nhowever the click effect only works inside Anguish. \n\n- Increased the chance on the Cleave effects to affect DPS as they were \noriginally intended. \n\n- Fixed a bug with the Frenzy of Conquest benefit. \n\n- No-rent containers no longer poof on login if they contain items. \nThey instead change into an unenchanted container with the same number \nof slots, and a chat message notifies the player. * \n\n- Changed the Mark of Justice to take the player's group instead of \njust the player when attempting to engage The 7th Hammer. * \n\n- Cryston, Staff of the Riftnow has the focus of Quickening of the \nIkaav. \n\n- Dragorn Head Statue Piece and Dragorn Torso Statue Piece are now very \nlarge and can fit in bags. \n\n- Clear Rock and A Large Rock are now very large and can fit in bags. \n\n- Polished Stone of Renewal can now be used by berserkers. * \n\n- Berserker: Hastened War Cry has been fixed. \n\n- Bards will stop playing songs when feign death effects hit them (some \nNPC encounters do this). \n\n- Players are no longer able to have Form of the Great Bear and a mount \non at the same time. \n\n- Holyforge will now increase your chance to slay undead, and if you \nhave the Slay Undead AA you will have an even greater chance of a slay \nwith Holyforge. * \n\n- The spell Nature's Blight was not increasing the damage as stated and \nshould be working as intended now. * \n\n- Fixed a bug with haste items and haste augments. Their effects were \nstacking when they shouldn't have. It will now only take the greatest \nhaste effect from the item including augments. \n\n- When combining the aegis of chaotic worship with the soul temper and \na flask of water, you will receive the temper and the aegis of chaotic \nworship back if you don't have the correct flags instead of just the \naegis back. \n\n- The Monk's feign death success rate has been improved. It was \npreviously capped at 95% at 100 skill and now it ramps up the success \nrate for higher skill levels. * \n\n- Fixed several inconsistencies with pets affected by focus items. \n\n- Increased the mana regen gained by Elemental Simulacrum. \n\n- Touch of the Devourer was changed to allow partial damage when it is \nresisted. This is an increase in the overall damage of the spell. \n\n- New items are available on the PvP point merchants. * \n\n- Might of the Wild Spirits and Savage Wildcaller's Blessing should now \nstack better. \n\n- The effect on the Wristband of Secrets no longer works on other \nplayers. \n\n- Increased the focus % of the following effects: \nHastening of the Ikaav \nQuickening of the Ikaav \nAlacrity of the Ikaav \n\n- Increased the potency of Pure Spirit. \n\n- Nature's Balance should now only remove beneficial spells from the \ntarget. \n\n- Removed the scaling focus mods from the following spells: \nForce of Ikkibi \nOrder of Trushar \nSylvan Anger \nTaelosian Geomancy \nBurning Night \nAnger of Taelosia \nSylvan Kindle \nClear Fire \n\n- The the class-specific quest chest armors from Omens of War now have \na .8 second cast time. \n\n- The pre-nerf LDoN armor sets can now be sold back to the merchants, \nlike other LDoN items. They are the versions with two type 2 slots and \none type 3 slot (instead of one each of types 1, 2, and 3). These items \nare those with the following in the item name: \nRoyal Attendant * of Sand \nIncorporeal * of the Specter \nMucus-Drenched * \nImmortal's Bloodied * \n\nMiscellaneous \n___________________________\n\n- Multiple procs on a pet are now working properly. * \n\n- A resource leak in the graphics engine was corrected and we have seen \na measurable improvement in client stability as a result. \n\n- The sky system now influences the ambient lighting. \n\n- Animated traps such as the ones in soldunga/b are now detected by the \ncollision system and will cause a small amount of damage. \n\n- You can once again target things on the other side of a water surface \nand other passable surfaces. \n\n- Added code to check and validate specialization skills. If the values \nare not legal, the player will be informed why they are not legal and \nthey are reset. \n\n- Added popup confirmation dialog when you attempt to give an augmented \nitem to an NPC. * \n\n- Added optional parameters to /book command -- /book open, /book \nclose. * \n\n- Fixed bug where a player who had more than 2 million plat in his \ninventory was unable to purchase anything from a vendor or trader. \n\n- /yell messages are no longer displayed if the yelling player is in \nyour ignore list. * \n\n- Some models that were scaled dramatically could cause the collision \nsystem to fail, resulting in warps to ceiling and other strange side \neffects. For example the vases in dranikcatacombsa at 1000,-1011, 0 \nwould always cause players to be pinned to the ceiling due to this bug. \n\n- Players standing on the lip of an edge should now slide down off them \nmore smoothly. \n\n- There have been some optimizations to the collision system. You \nshould see improved performance in zones with very large stationary \nobjects (potimea, bloodfields, etc). \n\n- Fixed a number of small bugs in the zoom camera behavior. These fixes \ninclude removing the possibility of having the first mousewheel click \ncausing the camera to bounce back into first person, a bug that could \ncause the camera to get stuck ôone clickö out of first person, as well \nas smoothing out the camera motion a bit. \n\n- Scrolling to third person and tabbing to another window should no \nlonger cause the screen to bounce back and forth. \n\n- Summoning mounts in certain places should no longer cause players to \nfall through geometry. \n\n- Getting out of water should be much easier to do. * \n\n- Mounts are no longer dismissed when zoning. * \n\n- Spell scribe timers (putting a new spell into the spell book) now \ntake only 1 second. \n\n- Players should no longer experience 20k falls when standing on cliff \nedges while suffering from low frame rate. \n\n- The bounding radius for small races was too tall, preventing them \nfrom accessing some areas. For example, gnomes couldn't enter the small \nhuts in Steamfont. This was a global problem that is now fixed; that is \njust one example. \n\n- Weather effects are now working properly when the Wake of Karana \nspell is used. Additionally, sounds related to starting \n\n- /who commands now display both class title and base class name for \nplayers over level 50, e.g. \"Bedazzler (Enchanter)\" * \n\n- Fixed a bug that caused a lot of writing to the dbg.txt file during a \nraid. \n\nZone Revamps - Mistmoore (Legends) \n___________________________\n\nIn Mistmoore's Catacombs, the servants of the Trueborn, a sect of \nvampires with Mayong Mistmoore's blood flowing through their veins, \ngrew tired of their masters throwing them into the fray against the \nNorrathian intruders. They came to desire more power for themselves. \n\nIt was not long before the first words of dissension crept through the \ncatacombs on the will of whispers. The Trueborn servants congregated in \ndark, musty halls away from the eyes of their masters and over time \ntheir numbers grew along with their ambitions. Their time had come and \nsoon they would rise up to claim their rightful place in Mistmoore \nCastle, gaining accolades from Lord Mayong Mistmoore himself for their \nbrilliance and bravery -- or so they supposed. \n\nOver several months, the Trueborn traitors recruited an army to their \ncause. On a black night as the moon was swallowed by a thick veil over \nFaydwer, they struck, killing their masters and leading their army \ntoward Mistmoore Castle. They slaughtered all in their path and many \nmasters of the Scions sect, the Trueborn's rival blood-children of \nMayong, were destroyed that night. \n\nThe fierce wave of the lesser Trueborn rushed into the cellars of \nMistmoore Castle without detection. Unbeknownst to all but the \nservants, Norrath's adventurers had uncovered winding caves beneath the \nsurface that bypassed the castleĺs defenses. In a matter of hours, the \ncastle was overrun and the servants of the Trueborn declared themselves \nthe true Children of Mistmoore. \n\nSince taking control of the castle, many Children have busied \nthemselves repairing the damage from the battle while others continue \nto seek the magical ore that was uncovered in the catacombs. \n\nThey all prepare, waiting for the day their master returns to grant \nthem glory. \n\n\nZone Revamps - Splitpaw (Legends) \n___________________________ \n\nFarsoth Mal, son of the Ishva Mal, leader of the Verishe Mal tribe, sat \nby his fatherĺs side watching him rule his minions in Splitpaw Lair. \nHis father may have conquered this lair some years ago, but Farsoth \nbelieved they should rule far more than just one underground kingdom. \nHe grew to despise his father for his lack of ambition and many hours \nwere spent in bitter arguments between the two. The Ishva Mal grew \ntired and angry at the ceaseless challenges to his authority, gaining \nas much contempt for his son as his son had for him. \n\nDuring a particularly heated argument of growls and grisly barks, the \nIshva Mal reminded his willful son that his power was absolute and that \nhe shared his throne with no one. With one quick motion, the Ishva Mal \nbrandished his spear and sliced off his son's paw, determined that he \nwould finally win the respect he deserved from his son. But the Ishva \nMal's cruel methods would prove to be his downfall. \n\nThe Ishva Mal grew to be a greater tyrant each day, so much so that the \nVerishe Mal mages and warriors secretly formed the Council of Nine to \nchallenge his rule. Farsoth saw the plans the Verishe Mal had in store \nfor his father, but did nothing to stop them and instead chose to use \nthem to his advantage. \n\nFarsoth learned much from the council's mages and became obsessed with \nthe summoning arts they practiced. His fascination eventually led to a \nplan that would secure the throne . . . for him. \n\nThrough all he'd learned from the Verishe Mal mages, he believed he \ncould summon a powerful entity from the Plane of Fire itself. Farsoth \nthought with such power at his side, nothing could stop him from ruling \nthe Splitpaw Lair and any lands he desired. \n\nHe prepared for weeks, researching and gathering the reagents he \nrequired and finally he set to work to summon a terrible beast to bring \nan end to his father's rule. \n\nFarsoth was distracted by his own anger, forgetting vital components as \nhe wove the spell and the unthinkable happened. Flames shot out of the \nportal that Farsoth opened and, at the same time, rocks rained down \nupon the inhabitants of the lair. Then, the portal shifted its focus \nand water flooded into the corridors, extinguishing the flames and \nwashing away the rocks. The portal shimmered once more and waves of all \ntypes of elementals poured into Splitpaw. \n\nFarsoth certainly attained part of his goal. His father was killed, but \nso to were most of the gnolls he wished to lead to greatness. \n\nNow he is a prisoner to the swarms of enraged elementals that have made \nSplitpaw Lair their new home. \n\n* Denotes a change requested by the community. \n\n- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 17, 2004", "slug": "2004-12-17-1", "patch_date": "2004-12-17T00:00:00+00:00", "patch_year": 2004, "patch_type": "patch", "expansion": "omens", "tags": ["bugfix", "class_changes", "spells"], "body_plaintext": "December 17, 2004\n------------------------------\n\nWe apologize for the recent issues with our attempt to ease \nbackflagging. Our coders and designers have worked tirelessly through \nthe night to come up with tonight's update which should resolve the \nbackflagging solution issues. We have also identified a few other \nissues and added corrections for them as well. \n\n- Backflagging issues have been resolved. \n- Raids can again enter Anguish. \n- Huntress / High Priestess titles should now display correctly based \nupon gender. \n- An itemization issue in South Karana and Splitpaw has been corrected. \n- The debuff in the Muramite Trial of Efficiency will not cast as \noften. \n- The mirrors in the Tower of Frozen Shadow should once again function \nproperly. \n- The Monk AA Hastened Purification of the Body has been corrected to \nbe 10% of the newly reduced reuse time for Purify Body. \n- Added the spell Tranquility of the Glade to the ranger's repertoire, \nwhich rangers can recieve by turning in a rune. \n- The berserker ability Crippling Strike should now have a fixed \nduration \n\n-- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2005-1.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "December 17, 2004\n------------------------------\n\nWe apologize for the recent issues with our attempt to ease \nbackflagging. Our coders and designers have worked tirelessly through \nthe night to come up with tonight's update which should resolve the \nbackflagging solution issues. We have also identified a few other \nissues and added corrections for them as well. \n\n- Backflagging issues have been resolved. \n- Raids can again enter Anguish. \n- Huntress / High Priestess titles should now display correctly based \nupon gender. \n- An itemization issue in South Karana and Splitpaw has been corrected. \n- The debuff in the Muramite Trial of Efficiency will not cast as \noften. \n- The mirrors in the Tower of Frozen Shadow should once again function \nproperly. \n- The Monk AA Hastened Purification of the Body has been corrected to \nbe 10% of the newly reduced reuse time for Purify Body. \n- Added the spell Tranquility of the Glade to the ranger's repertoire, \nwhich rangers can recieve by turning in a rune. \n- The berserker ability Crippling Strike should now have a fixed \nduration \n\n-- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2005-1.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 26, 2005", "slug": "2005-01-26-1", "patch_date": "2005-01-26T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "omens", "tags": ["bugfix", "class_changes", "spells", "items", "server"], "body_plaintext": "January 26, 2005\n------------------------------\n\nMistmoore and SplitPaw revamps live for all servers\nNew and improved Lavastorm!\n\nItem Changes\n________________________ \n\n- Many Epic 2.0 effects have been modified. Please see the EQforums at \nEqforums.station.sony.com for details.\n- These items are now primary and secondary slot usable:\nTotem of Shattered Hope \nWand of Twisted Fate \nInfernal Staff of Fiery Fate \nBazu Claw Hammer\n\n- Increased the drop rates on some items from Planes of Power zones \nthat were too rare.\n- The ending effect (casts when the rune wears off) of the Enchanter \n1.5 and 2.0 epics has been changed so that it won't cause initial aggro \non surrounding NPCs. It will only lower the enchanter's hate on NPCs in \nthe area of effect that are already aggro on him/her.\n- Mace of Grim Tidings is now No-Drop \n- Added a Globe of Discordant Energy drop to Anguish.\n- Fixed the combine for the cleric epic 1.5, AA points should now be \nrewarded. People who missed their AAs can hail Tavon to receive their \nAAs, if they have spoken to Natvil already.\n- Revised the various Anguish armor sets. Some pieces now have effects \nadded. \n- Earring of Eternal Flame - This item now has the focus effect of \nFlame of the Lightbringer \n- Anuek Dagger of Eye Gouging - This item now has a +12% mod to \nbackstab. \n- Upgraded the +damage augments from Tacvi\n\nSpell, Discipline & AA Changes\n________________________\n\n- The skills windows will now show the modified skill of the player, \nincluding buffs/item mods, etc.\n- Added a negative resist modifier to Crippling Strike, Stunning Kick, \nand Eye Gouge.\n- Modified Hastened Purification of the Body to reduce the base time.\n- The spell, Elemental Simulacrum Recourse, should no longer be removed \nwhen the recipient is hit in melee.\n- Hide will work while levitated again.\n- Tiny companion will again switch target to the pet correctly.\n- An exploit with Lifeburn has been corrected.\n- /stopsong, /cast, and anything starting a song other than /melody now \nclears the /melody buffer as intended.\n- Bard Chants should once again generate the correct amount of hate.\n- Fixed problem with the Ranger AA Guardian of the Forest where if you \nhad maxed buffs this AA would not reset if it did not take.\n- High level shaman pet should now automatically dual wield.\n- Modified the effect slots for Hobble of Spirits so that it will stack \nwith other contact innates.\n\nCode Changes\n________________________\n\n- Players will now receive a message when they are too close for ranged \nweapons to be used when /autofire is being used.\n- Ranged weapons are no longer subject to additional z-distance limit \nchecks.\n- Server side collision fixes have corrected various problems in \ncertain areas in new zones such as the ramp entering Abysmal that was \ncausing warping problems for NPCs.\n\nEvent Changes\n________________________\n\n- Players can now select a type of LDoN Adventure (Rescue, etc.) when \nrequesting one from the Recruiter.\n- Lowered combat regeneration of the Dragorn and Bazu forms in the \nTrial of Adaptation.\n- Modified the spawn timer on the Tyrant of Nightmare in the Plane of \nNightmare and the Decaying Lightcrawler in the Plane of Disease. Both \nshould make more frequent appearances.\n- Lowered spell resists significantly in all MPG Raid and Single Group \ntrials.\n- Fixed some oddness that happened sometimes when Memblurring Hanvar.\n- The non-loot dropping version of Arch Magus Vangl will be easier than \nthe loot dropping version.\n\nMiscellaneous\n________________________\n- Changed the level 70 bard /who title from Performer to Harold, er, \nHerald.\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "January 26, 2005\n------------------------------\n\nMistmoore and SplitPaw revamps live for all servers\nNew and improved Lavastorm!\n\nItem Changes\n________________________ \n\n- Many Epic 2.0 effects have been modified. Please see the EQforums at \nEqforums.station.sony.com for details.\n- These items are now primary and secondary slot usable:\nTotem of Shattered Hope \nWand of Twisted Fate \nInfernal Staff of Fiery Fate \nBazu Claw Hammer\n\n- Increased the drop rates on some items from Planes of Power zones \nthat were too rare.\n- The ending effect (casts when the rune wears off) of the Enchanter \n1.5 and 2.0 epics has been changed so that it won't cause initial aggro \non surrounding NPCs. It will only lower the enchanter's hate on NPCs in \nthe area of effect that are already aggro on him/her.\n- Mace of Grim Tidings is now No-Drop \n- Added a Globe of Discordant Energy drop to Anguish.\n- Fixed the combine for the cleric epic 1.5, AA points should now be \nrewarded. People who missed their AAs can hail Tavon to receive their \nAAs, if they have spoken to Natvil already.\n- Revised the various Anguish armor sets. Some pieces now have effects \nadded. \n- Earring of Eternal Flame - This item now has the focus effect of \nFlame of the Lightbringer \n- Anuek Dagger of Eye Gouging - This item now has a +12% mod to \nbackstab. \n- Upgraded the +damage augments from Tacvi\n\nSpell, Discipline & AA Changes\n________________________\n\n- The skills windows will now show the modified skill of the player, \nincluding buffs/item mods, etc.\n- Added a negative resist modifier to Crippling Strike, Stunning Kick, \nand Eye Gouge.\n- Modified Hastened Purification of the Body to reduce the base time.\n- The spell, Elemental Simulacrum Recourse, should no longer be removed \nwhen the recipient is hit in melee.\n- Hide will work while levitated again.\n- Tiny companion will again switch target to the pet correctly.\n- An exploit with Lifeburn has been corrected.\n- /stopsong, /cast, and anything starting a song other than /melody now \nclears the /melody buffer as intended.\n- Bard Chants should once again generate the correct amount of hate.\n- Fixed problem with the Ranger AA Guardian of the Forest where if you \nhad maxed buffs this AA would not reset if it did not take.\n- High level shaman pet should now automatically dual wield.\n- Modified the effect slots for Hobble of Spirits so that it will stack \nwith other contact innates.\n\nCode Changes\n________________________\n\n- Players will now receive a message when they are too close for ranged \nweapons to be used when /autofire is being used.\n- Ranged weapons are no longer subject to additional z-distance limit \nchecks.\n- Server side collision fixes have corrected various problems in \ncertain areas in new zones such as the ramp entering Abysmal that was \ncausing warping problems for NPCs.\n\nEvent Changes\n________________________\n\n- Players can now select a type of LDoN Adventure (Rescue, etc.) when \nrequesting one from the Recruiter.\n- Lowered combat regeneration of the Dragorn and Bazu forms in the \nTrial of Adaptation.\n- Modified the spawn timer on the Tyrant of Nightmare in the Plane of \nNightmare and the Decaying Lightcrawler in the Plane of Disease. Both \nshould make more frequent appearances.\n- Lowered spell resists significantly in all MPG Raid and Single Group \ntrials.\n- Fixed some oddness that happened sometimes when Memblurring Hanvar.\n- The non-loot dropping version of Arch Magus Vangl will be easier than \nthe loot dropping version.\n\nMiscellaneous\n________________________\n- Changed the level 70 bard /who title from Performer to Harold, er, \nHerald.\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 15, 2005", "slug": "2005-02-15-1", "patch_date": "2005-02-15T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills"], "body_plaintext": "February 15, 2005 \n------------------------------\n\n** Welcome to Dragons of Norrath! ** \n\nA series of events has transpired across the world of Norrath and the \nfamiliar faces of Firiona Vie and her nemesis Lanys T'Vyl return to \nfind themselves at the forefront of the events. Unbeknownst to them, a \ndark influence has seeped into the world of Norrath causing new \ntensions to arise and conflicts to intensify as the dawn of a new age \nemerges. The Age of War is upon the people of Norrath and heroes return \nin this ultimate, unending battle between good and evil. \n\nPrepare for EverQuest: Dragons of Norrath and return to the lands \nbetween Halas and Lavastorm as you seek out the Nest, the ancestral \nbirthplace of all dragons, long sealed away and hidden from the eyes of \nNorrath. But beware, if the Nest is exposed too early during the Brood \nDawn, all dragons and their eggs will be cursed for eternity and death \nwill storm down on all Norrathian's not in their service. \n\nFeaturing new lands with enhanced graphics, bold new storylines, and \nupdated creatures including goblins, drakes, dragons and the ominous \nFrost Giant! EverQuest: Dragons of Norrath is the next great expansion \npack for the fantasy saga that is EverQuest. Make ready with new \nfeatures such as the interactive world map, use your potion belt to \naccess magical items quickly, and swap between weapon sets using the \nbandolier. Plus, with the all new guild hall you can easily get your \nguild ready to encounter anything that comes your way! EverQuest: \nDragons of Norrath is bursting with new adventures and intense battles \nfor players of all levels. \n\n\n** Features ** \n\n* Bandolier * \n\nTo open the Bandolier window use the 'B' key. \n\nThe bandolier will provide you with a quick and easy way to wield your \nweapons in different predefined combinations. When a weapon set is \nactivated, the bandolier switches the currently equipped weapons with \nas many of the weapon set items it can find in your inventory. To add a \nbandolier, first click on the slot that you want to fill. Then click \nthe add button. You can name each set. The weapon set that will be \nsaved as the weapons you currently have in your inventory (primary, \nsecondary, range, and ammo slots). You can make hotbuttons out of the \nweapon sets for easy, quick swapping. \n\n* Potion Belt * \n\nTo open the potion belt window use 'shift P'. \n\nThe Potion Belt allows for quick use of inventory items, such as \npotions or magical devices. To add a potion belt enabled item to the \npotion belt, simply put the item on your cursor and click in one of the \nbelt slots. Then simply right click on the item to use it. Please note \nthat not all clickable items are usable from the potion belt. \n\n* The Barter Zone * \n\nThe entrance to the Barter Zone is in the western section of the Plane \nof Knowledge. The default in-game map has the location marked on it \n(this may not be true if have a custom map). To setup your character as \nbuyer, use the /buyer command to bring up the Buyer Barter Window. When \nyou'd like to sell an item quickly without heading to the bazaar, use \nthe /barter command to bring up the Barter Window. Please refer to the \ncontext tips or the manual for more information. \n\n* The Guild Lobby and the Guild Hall* \n\nThe entrance to the Guild lobby is also in the western section of the \nPlane of Knowledge. The Guild Hall entrance is at the back of the Guild \nlobby accessible by active guild members. \n\nGuild Lobby: \n\n- Looking for Guild and Looking for Guild Member tool: You can use the \nlooking for guild tool or the looking for a guild member tool by \nclicking on the note boards. In the Guild Lobby use your map to find \nthe note boards. \n\n- Corpse Summoning: Speak to a Disciple of Luclin. This Disciple can \nsell you a level appropriate soulstone. Take the soulstone to a nearby \nPriest or Priestess and they'll summon all of your existing corpses in \nNorrath directly to your feet (except those corpses that are in \nShadowrest). Be sure you loot your corpses quickly because they won't \nbe there long! \n\nGuild Hall: \n\n- Guild Portal: The guild portal is activated by speaking to the gnome \nin the Guild Hall. You will need to purchase a focus stone from him and \nthen hand it back in order to focus the portal on a specific location. \nOnce the portal is focused, step on the crystal platform to bring up a \nyes/no dialog box. Clicking yes should teleport you away. \n\n- Mana/Health regen pool: Walking into the back right room in the Guild \nHall will cause you to regenerate health, mana, and endurance at twice \nyour normal rate. You should see a text message when you enter the area \nof the pool as well as a particle effect on your character. \n\n- Buff Timers: Buff timers are paused while in the Guild Hall. \n\n- Guild Tradeskill Objects: Various tradeskill tools are located in the \nGuild Hall for easy access by guild members. \n\n* Missions * \n\nMission givers for Dark Reign and Norrath's Keepers can now be found in \nLavastorm. These mission givers offer quests for groups of 3 to 6 \nplayers that take you into the Dragons of Norrath. Only a few missions \nare available at first, but as you gain faction and earn their trust, \nmore missions will open up. Missions make use of a new shared task \nsystem that shares space with the Task window (Alt-Q). You can manage \nthe players in your shared task from the new Shared Task tab in the \nTask window. \n\nSuccessful completion of a mission will reward you with crystals that \ncan be redeemed at mission vendors in the two camps. Each side has \ntheir own crystals that they award and their mission vendors will not \naccept crystals from the opposing side. You can create stacks of \ncrystals for trading to other players by clicking on the crystals \ndisplay in the inventory window. The reclaim tab under the crystals \ndisplay will add any crystals you have in your inventory. You can only \nspend crystals that are listed in the display, so be sure to reclaim \nbefore visiting a vendor. \n\n** Live Patch Information ** \n\nThe EQ Mail System! \n\nEQ players now have the ability to send persistent messages to players \nwho are not logged in! To use this new feature, take a look at the new \nicon that has been added to the window selector. This icon will change \ncolor when you have unread messages. It also blinks for a short period \nof time when new mail arrives. To open the mail window, click on the \nicon or use CTRL-M. Here are a few other helpful hints. \n\nSending Messages - To send a message, press the \"Compose\" button. Enter \nthe character name of the recipient in the \"To\" field, a subject and \nthe message itself. Press the \"Send\" button and mail icon of the \nrecipient will start blinking! Please be aware that you can currently \nonly email one recipient at a time. \n\nReceiving Messages- If you are online, new mail is delivered to you \nimmediately without delay. When you open the mail window, the number of \nunread messages is put between square brackets close to the \"Inbox\" \nlist title. In the mail window, your messages usually appear sorted by \ndate. You can click on the column header to change the sort type and \norder. You can also resize the width of a column with the mouse, just \nclick and drag a column header separator. \n\nViewing Messages - To view the body of a message, select it in the \nlist. The message text window displays the message fields in a \ndifferent color, followed by the text of the message. \n\nManaging Messages- When a message is selected you can reply to the \nsender or forward the message to another player by pressing the \ncorresponding button. An appropriate default subject will be inserted \nfor you and a copy of the original message is added to the mail \ncomposition window. \n\nDeleting Messages - You can also delete messages, in which case they \nwill be placed in your \"Deleted Items\" folder. To select multiple \nmessages for deletion you can use SHIFT-click and CTRL-click. The \n\"Deleted Items\" list is where your deleted messages go. The total \nnumber of messages in that list appears in the title. Two additional \nactions are available to you when managing your deleted messages: you \ncan restore deleted messages using the \"Undelete\" button, and you can \npermanently delete all the messages by click on the \"Empty Trash\" \nbutton. \n\nNOTE: You can send a message to yourself. You can also send a message \nfrom the command line using the \"[mailto\" command. Syntax: [mailto If \nthe subject contains whitespace, you must enclose it in double \nquotation marks. Example: [mailto LadyCandy \"You are so sweet!\" Dear \nLadyCandy, etc. etc. \n\n- The \"M\" key now opens the map. \n\n- Fixed the following Omens augmentation combines: \n\nAug Inlay Titanite of Quickness \nAug Inlay Brilliant Titanite of Quickness \nAug Inlay Radiant Titanite of Quickness \nAug Inlay Titanite of Pure Quickness \nAug Inlay Brilliant Titanite of Pure Quickness \nAug Inlay Radiant Titanite of Pure Quickness \nAug Inlay Tourmaline of Quickness \nAug Inlay Brilliant Tourmaline of Quickness \nAug Inlay Radiant Tourmaline of Quickness \nAug Inlay Tourmaline of Pure Quickness \nAug Inlay Brilliant Tourmaline of Pure Quickness \nAug Inlay Radiant Tourmaline of Pure Quickness \n\n- Modified the Hammer of the Dragonborn so that it has an instant \ncasting time, but a 10 second recast. \n\n- Dagger of Evil Summons now has a 120 second recast time. \n\n- Increased the range on Blood Pact. \n\n- Pristine Purifying Sapphire is now no-drop. \n\n- Assistant Researcher's Symbol now has the focus Quickening of the \nAnuek. The Hit Points, mana and end have been adjusted to 285. Added +\n20 attack, 2 hit point regeneration, 2 mana regeneration. Added +3 to \ncombat effects, strikethrough, and accuracy. \n\n- The following Anguish armor pieces have been upgraded: \n\nGladiator's Plate Sleeves of War \nFaithbringer's Armguards of Conviction \nDawnseeker's Sleeves of the Defender \nBladewhisper Chain Sleeves of Journey \nDuskbringer's Plate Armguards of the Hateful \nEverspring Sleeves of the Tangled Briars \nFiercehand Sleeves of the Focused \nFarseeker's Plate Armbands of Harmony \nWhispering Armguard of Shadows \nRitualchanter's Armguards of the Ancestors \nBlightbringer's Armband of the Grave \nAcademic's Sleeves of the Arcanists \nGlyphwielder's Sleeves of the Summoner \nMindreaver's Armguards of Coercion \nSavagesoul Sleeves of the Wild \nWrathbringer's Chain Sleeves of the Vindicator \n\n- The low level quests in the new Lavastorm had their requirements \nlowered. They were previously set to high for their intended level. \n\n- Lowered the agro range on NPC's in Lavastorm. \n\n- Certain NPC's in Lavastorm will no longer assist each other. \n\n- The Goblin runner in Lavastorm should no longer run past the zone \nline into Nektulos Forest. \n\n- The Goblin Messenger in Frontier Mountains should get stuck in the \ngeometry and disappear much less often now. \n\n- Moved the spawn location of Valorian Guardian Florik in Halls of \nHonor A to an easier to get to location. He was previously spawning in \na location that was harder than the intended level of the quest. \n\n- Shifted the focus on the Bladewhisper Chain Wristband to the \nBladewhisper Chain Boots. \n\n- The focus on the Paladin Epic 1.5 is no longer restricted to only \ngroup heals. \n\n- The Wand of Wintergrip can no longer be equipped in the secondary \nslot. \n\n- The click effect on the Beastlord and Magician epic's has had its \nduration increased to 20 minutes. \n\n- Kraylor Nalsiv in Plane of Knowledge no longer requires you to hand \nhim your epic to receive your title. He now responds to dialogues \ninstead of item turn-ins. \n\n- The Mirrored Mask from Anguish now has a half second cast time and an \n80 second recast. Reflective skin also now has an 18 second duration. \nThis should make the mask easier to use when used correctly. \n\n- Fixed a bug with the Zun Muram in Txevu. Previously he was not \ndropping his signet for the alternative access to Tacvi 100% of the \ntime, due to a bug. This has now been corrected. \n\n- Karsor the Mad returns. \n\n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "February 15, 2005 \n------------------------------\n\n** Welcome to Dragons of Norrath! ** \n\nA series of events has transpired across the world of Norrath and the \nfamiliar faces of Firiona Vie and her nemesis Lanys T'Vyl return to \nfind themselves at the forefront of the events. Unbeknownst to them, a \ndark influence has seeped into the world of Norrath causing new \ntensions to arise and conflicts to intensify as the dawn of a new age \nemerges. The Age of War is upon the people of Norrath and heroes return \nin this ultimate, unending battle between good and evil. \n\nPrepare for EverQuest: Dragons of Norrath and return to the lands \nbetween Halas and Lavastorm as you seek out the Nest, the ancestral \nbirthplace of all dragons, long sealed away and hidden from the eyes of \nNorrath. But beware, if the Nest is exposed too early during the Brood \nDawn, all dragons and their eggs will be cursed for eternity and death \nwill storm down on all Norrathian's not in their service. \n\nFeaturing new lands with enhanced graphics, bold new storylines, and \nupdated creatures including goblins, drakes, dragons and the ominous \nFrost Giant! EverQuest: Dragons of Norrath is the next great expansion \npack for the fantasy saga that is EverQuest. Make ready with new \nfeatures such as the interactive world map, use your potion belt to \naccess magical items quickly, and swap between weapon sets using the \nbandolier. Plus, with the all new guild hall you can easily get your \nguild ready to encounter anything that comes your way! EverQuest: \nDragons of Norrath is bursting with new adventures and intense battles \nfor players of all levels. \n\n\n** Features ** \n\n* Bandolier * \n\nTo open the Bandolier window use the 'B' key. \n\nThe bandolier will provide you with a quick and easy way to wield your \nweapons in different predefined combinations. When a weapon set is \nactivated, the bandolier switches the currently equipped weapons with \nas many of the weapon set items it can find in your inventory. To add a \nbandolier, first click on the slot that you want to fill. Then click \nthe add button. You can name each set. The weapon set that will be \nsaved as the weapons you currently have in your inventory (primary, \nsecondary, range, and ammo slots). You can make hotbuttons out of the \nweapon sets for easy, quick swapping. \n\n* Potion Belt * \n\nTo open the potion belt window use 'shift P'. \n\nThe Potion Belt allows for quick use of inventory items, such as \npotions or magical devices. To add a potion belt enabled item to the \npotion belt, simply put the item on your cursor and click in one of the \nbelt slots. Then simply right click on the item to use it. Please note \nthat not all clickable items are usable from the potion belt. \n\n* The Barter Zone * \n\nThe entrance to the Barter Zone is in the western section of the Plane \nof Knowledge. The default in-game map has the location marked on it \n(this may not be true if have a custom map). To setup your character as \nbuyer, use the /buyer command to bring up the Buyer Barter Window. When \nyou'd like to sell an item quickly without heading to the bazaar, use \nthe /barter command to bring up the Barter Window. Please refer to the \ncontext tips or the manual for more information. \n\n* The Guild Lobby and the Guild Hall* \n\nThe entrance to the Guild lobby is also in the western section of the \nPlane of Knowledge. The Guild Hall entrance is at the back of the Guild \nlobby accessible by active guild members. \n\nGuild Lobby: \n\n- Looking for Guild and Looking for Guild Member tool: You can use the \nlooking for guild tool or the looking for a guild member tool by \nclicking on the note boards. In the Guild Lobby use your map to find \nthe note boards. \n\n- Corpse Summoning: Speak to a Disciple of Luclin. This Disciple can \nsell you a level appropriate soulstone. Take the soulstone to a nearby \nPriest or Priestess and they'll summon all of your existing corpses in \nNorrath directly to your feet (except those corpses that are in \nShadowrest). Be sure you loot your corpses quickly because they won't \nbe there long! \n\nGuild Hall: \n\n- Guild Portal: The guild portal is activated by speaking to the gnome \nin the Guild Hall. You will need to purchase a focus stone from him and \nthen hand it back in order to focus the portal on a specific location. \nOnce the portal is focused, step on the crystal platform to bring up a \nyes/no dialog box. Clicking yes should teleport you away. \n\n- Mana/Health regen pool: Walking into the back right room in the Guild \nHall will cause you to regenerate health, mana, and endurance at twice \nyour normal rate. You should see a text message when you enter the area \nof the pool as well as a particle effect on your character. \n\n- Buff Timers: Buff timers are paused while in the Guild Hall. \n\n- Guild Tradeskill Objects: Various tradeskill tools are located in the \nGuild Hall for easy access by guild members. \n\n* Missions * \n\nMission givers for Dark Reign and Norrath's Keepers can now be found in \nLavastorm. These mission givers offer quests for groups of 3 to 6 \nplayers that take you into the Dragons of Norrath. Only a few missions \nare available at first, but as you gain faction and earn their trust, \nmore missions will open up. Missions make use of a new shared task \nsystem that shares space with the Task window (Alt-Q). You can manage \nthe players in your shared task from the new Shared Task tab in the \nTask window. \n\nSuccessful completion of a mission will reward you with crystals that \ncan be redeemed at mission vendors in the two camps. Each side has \ntheir own crystals that they award and their mission vendors will not \naccept crystals from the opposing side. You can create stacks of \ncrystals for trading to other players by clicking on the crystals \ndisplay in the inventory window. The reclaim tab under the crystals \ndisplay will add any crystals you have in your inventory. You can only \nspend crystals that are listed in the display, so be sure to reclaim \nbefore visiting a vendor. \n\n** Live Patch Information ** \n\nThe EQ Mail System! \n\nEQ players now have the ability to send persistent messages to players \nwho are not logged in! To use this new feature, take a look at the new \nicon that has been added to the window selector. This icon will change \ncolor when you have unread messages. It also blinks for a short period \nof time when new mail arrives. To open the mail window, click on the \nicon or use CTRL-M. Here are a few other helpful hints. \n\nSending Messages - To send a message, press the \"Compose\" button. Enter \nthe character name of the recipient in the \"To\" field, a subject and \nthe message itself. Press the \"Send\" button and mail icon of the \nrecipient will start blinking! Please be aware that you can currently \nonly email one recipient at a time. \n\nReceiving Messages- If you are online, new mail is delivered to you \nimmediately without delay. When you open the mail window, the number of \nunread messages is put between square brackets close to the \"Inbox\" \nlist title. In the mail window, your messages usually appear sorted by \ndate. You can click on the column header to change the sort type and \norder. You can also resize the width of a column with the mouse, just \nclick and drag a column header separator. \n\nViewing Messages - To view the body of a message, select it in the \nlist. The message text window displays the message fields in a \ndifferent color, followed by the text of the message. \n\nManaging Messages- When a message is selected you can reply to the \nsender or forward the message to another player by pressing the \ncorresponding button. An appropriate default subject will be inserted \nfor you and a copy of the original message is added to the mail \ncomposition window. \n\nDeleting Messages - You can also delete messages, in which case they \nwill be placed in your \"Deleted Items\" folder. To select multiple \nmessages for deletion you can use SHIFT-click and CTRL-click. The \n\"Deleted Items\" list is where your deleted messages go. The total \nnumber of messages in that list appears in the title. Two additional \nactions are available to you when managing your deleted messages: you \ncan restore deleted messages using the \"Undelete\" button, and you can \npermanently delete all the messages by click on the \"Empty Trash\" \nbutton. \n\nNOTE: You can send a message to yourself. You can also send a message \nfrom the command line using the \"[mailto\" command. Syntax: [mailto If \nthe subject contains whitespace, you must enclose it in double \nquotation marks. Example: [mailto LadyCandy \"You are so sweet!\" Dear \nLadyCandy, etc. etc. \n\n- The \"M\" key now opens the map. \n\n- Fixed the following Omens augmentation combines: \n\nAug Inlay Titanite of Quickness \nAug Inlay Brilliant Titanite of Quickness \nAug Inlay Radiant Titanite of Quickness \nAug Inlay Titanite of Pure Quickness \nAug Inlay Brilliant Titanite of Pure Quickness \nAug Inlay Radiant Titanite of Pure Quickness \nAug Inlay Tourmaline of Quickness \nAug Inlay Brilliant Tourmaline of Quickness \nAug Inlay Radiant Tourmaline of Quickness \nAug Inlay Tourmaline of Pure Quickness \nAug Inlay Brilliant Tourmaline of Pure Quickness \nAug Inlay Radiant Tourmaline of Pure Quickness \n\n- Modified the Hammer of the Dragonborn so that it has an instant \ncasting time, but a 10 second recast. \n\n- Dagger of Evil Summons now has a 120 second recast time. \n\n- Increased the range on Blood Pact. \n\n- Pristine Purifying Sapphire is now no-drop. \n\n- Assistant Researcher's Symbol now has the focus Quickening of the \nAnuek. The Hit Points, mana and end have been adjusted to 285. Added +\n20 attack, 2 hit point regeneration, 2 mana regeneration. Added +3 to \ncombat effects, strikethrough, and accuracy. \n\n- The following Anguish armor pieces have been upgraded: \n\nGladiator's Plate Sleeves of War \nFaithbringer's Armguards of Conviction \nDawnseeker's Sleeves of the Defender \nBladewhisper Chain Sleeves of Journey \nDuskbringer's Plate Armguards of the Hateful \nEverspring Sleeves of the Tangled Briars \nFiercehand Sleeves of the Focused \nFarseeker's Plate Armbands of Harmony \nWhispering Armguard of Shadows \nRitualchanter's Armguards of the Ancestors \nBlightbringer's Armband of the Grave \nAcademic's Sleeves of the Arcanists \nGlyphwielder's Sleeves of the Summoner \nMindreaver's Armguards of Coercion \nSavagesoul Sleeves of the Wild \nWrathbringer's Chain Sleeves of the Vindicator \n\n- The low level quests in the new Lavastorm had their requirements \nlowered. They were previously set to high for their intended level. \n\n- Lowered the agro range on NPC's in Lavastorm. \n\n- Certain NPC's in Lavastorm will no longer assist each other. \n\n- The Goblin runner in Lavastorm should no longer run past the zone \nline into Nektulos Forest. \n\n- The Goblin Messenger in Frontier Mountains should get stuck in the \ngeometry and disappear much less often now. \n\n- Moved the spawn location of Valorian Guardian Florik in Halls of \nHonor A to an easier to get to location. He was previously spawning in \na location that was harder than the intended level of the quest. \n\n- Shifted the focus on the Bladewhisper Chain Wristband to the \nBladewhisper Chain Boots. \n\n- The focus on the Paladin Epic 1.5 is no longer restricted to only \ngroup heals. \n\n- The Wand of Wintergrip can no longer be equipped in the secondary \nslot. \n\n- The click effect on the Beastlord and Magician epic's has had its \nduration increased to 20 minutes. \n\n- Kraylor Nalsiv in Plane of Knowledge no longer requires you to hand \nhim your epic to receive your title. He now responds to dialogues \ninstead of item turn-ins. \n\n- The Mirrored Mask from Anguish now has a half second cast time and an \n80 second recast. Reflective skin also now has an 18 second duration. \nThis should make the mask easier to use when used correctly. \n\n- Fixed a bug with the Zun Muram in Txevu. Previously he was not \ndropping his signet for the alternative access to Tacvi 100% of the \ntime, due to a bug. This has now been corrected. \n\n- Karsor the Mad returns. \n\n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 3, 2005", "slug": "2005-03-03-1", "patch_date": "2005-03-03T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "ui", "server"], "body_plaintext": "March 3, 2005 \n------------------------------\n\n*** Bazaar & Barter Zone *** \n--------------------------------- \n\nWe have made the Bazaar zone free for everyone. \n\nIn addition to this, we have consolidated the Barter zone and the Bazaar \nzone into one hybrid zone, which uses the existing Bazaar zone. You will \nnow be able to activate both the /buyer commands and the /trader commands \nin the Bazaar zone. In addition to this change, we have made a few other \nchanges for your convenience. \n\n- Removed the zone line from the Bazaar to the Barter zone. \n- Added a zone-line from the Bazaar to the Plane of Knowledge. \n- The Barter zone entrance in the Plane of Knowledge will now teleport \nyou to the Bazaar zone. \n- Barter search on Firiona should not filter the NODROP items that aren't \nNODROP on Firiona. \n- Right-clicking on a merchant-name in the UI will now create a find-path \nto the merchant. \n- Right-click in the Bazaar / Barter search now closes your current find \npath, and if the timer has expired, generates a new find path to the \nBuyer / Trader indicated on the line which was right-clicked. \n- The map has been updated with more information, specifically which areas \nof the zone allow you to be a /buyer and which allow you to be a /trader. \n\nThe Barter zone is still active, so those of you who are camped out in the \nzone will be able to log in just fine, though you will want to migrate to \nthe Bazaar in order to set up your buyer. Please make sure that you are not \nweighed down with coin and items before leaving the zone, or you may find \nyourself unable to move. \n\n*** Spell & Skill Changes *** \n--------------------------------- \n\n- Moved the contact abilities on spells Spirit of the Leopard and Spirit of \nthe Panther to avoid a stacking conflict with the berserker epic effect. \n- Monk Return Kick and Double Riposte AAs can now be triggered on the same attack. \n- Combat abilities will now always hit creatures that require magical weapons. \n- The Berserker ability Rage of Volley has been modified so that it will hit \nmagic required NPCs regardless of the axe that's equipped. \n- Increased the charges on the items summoned by Molten Orb and Lava Orb from \n3 to 10, and increased the mana cost on the spells that summon them. \n- Summoned Lava Orbs, Molten Orbs, Shadow Orbs, and Soul Orbs are now no drop \non the Firiona Vie server. \n- The recourse effect of the shadow knight epic 1.5 and 2.0 effects should now go \nto the short duration buff box. \n- The monk 1.5 and 2.0 effects will now heal for approximately as many hit points \nas the buff adds to your maximum hit points. \n\n*** Item changes *** \n--------------------------------- \n- The following items have been made No-Drop: \n\n\nPotted Dark Lady \nAncient Tooth of Archanalia \nScrap of Dark Cloth \nDeformed Dragon Embryo \nSilvery Dragon Scale Fragments \nGolden Dragon Scale Fragments \nMetallic Dragon Shell Fragments \nRuined Dragon egg \nDesiccated Drake Corpse \nShattered Draconic Symbol \nDark Dragon Scale \nCracked Lavaspinner Egg \nFragments of Zebeker's Bone Chips \nBlack Wing Drake Talons \nEgg of a Saved Clutch \nFrothing Drake Blood \nMottled Goblin Meat \nLavaspinner's Silk \n\n- The crystals used as points for Norrath's Keepers and Dark Reign are once \nagain tradeable on all servers. \n- Hammer of Delusions effect has been changed to Euphoria. \n- Shadow Orb can now be in a stack of 5. \n- Chests in Skyfire for the Veeshan's Peak access quests should now be available \nfor 30 minutes after being dropped by the defeated NPC. \n- Harbinger Spire Blueprints now drop more often. \n- Stone of Marking will no longer be used if a player can not bind in that area. \n\n*** Quests, Missions & Events *** \n--------------------------------- \n- Added a quest to Corrigan Hawthorne in the Bazaar to award PvP points for \nlegacy Sullon Zek insignias. \n- Decreased difficulty of the Megalodon encounter in Lake Rathe. \n- NPCs will now offer you missions based on your average group level rather than \nthe level of the player requesting the mission. \n- Added a fix for the problem of a player in the process of zoning when the \nmission is completed not being given the reward; when finished zoning he will \nthen receive the reward. \n- We've changed the way that corpse lock works when an NPC is killed by someone \nin a shared task. You should no longer see corpses locked to a shared task when \nyou are killing NPCs not related to a shared task. \n\n*** Tradeskills *** \n--------------------------------- \n- The trivial values of many tradeskill recipes have been modified, please make \nsure to check your recipe lists. \n- The Dragons of Norrath Tradeskill Quest NPC's will now accurately recognize \nyour ability to wear the armor they're helping you craft. \n\n*** Email *** \n--------------------------------- \n- We will now be using the mail system to send players notifications. The first \nuse of this is with the messages you get when you reach certain levels. \n- Mail composition window gives focus to the first empty field (To, Subject, Msg, \nin that order). \n- The delete action now reselects the position of the first item in the deleted \nselection. Same for undelete. \n- Players may now map a key to toggle the display of the mail window. \n\n*** Guild Hall *** \n--------------------------------- \n- You can now assign guild banker status even if the guild member is not online. \n- The merchant music will stop when you close the guild bank window now. \n- Guild bank lists are now sortable (note that the permissions field sorts by \npermission type from most public to least public and vice versa, not alphabetically) \n- If you logged out in the guild hall, it will no longer send you to last your \nadventure/expedition zone in point. \n\n*** Miscellaneous *** \n--------------------------------- \n- Guild masters will once again allow to you get started with your training in \nResearch, Alchemy, Poison Making, and Tinkering. \n- Hastening of the Aneuk had a typo in the name. Anuek has been changed to Aneuk. \n- The boats in East Cabilis should look like boats again. \n- The Bandolier and Potion Belt window shortcuts/binding will now save properly. \n- The map window will properly tint the map area again on the map tab. \n- We've made significant changes to the fog and rain settings in all original \nEverQuest zones. Visibility should be greatly improved in many of these zones \nand rain will generally be more infrequent. Seasonal changes from rain to snow \nhave also been incorporated into these zones as appropriate. In addition, we've \nincreased the visibility in all zones when it is raining or snowing. \n- Added a new command, /tasktimers, which will display a list of shared tasks \nand how long you must wait before you can undertake that shared task again. This \nwill be incorporated into the task window in the near future but we wanted to make \nthe functionality available to players as soon as possible. \n- Fixed the bug where players would appear with someone else's pet after zoning. \n- Fixed an issue where a Link Dead player is killed, the killer will no longer be \nable to loot an item. \n- Zek players will now be able to begin the process of selecting a new server to \nhave all characters on their account moved to. \n\nThose Zek players who have already executed the /movelog command will be moved to \nthe server they chose, unless that server was Solusek Ro or Kane Bayle. Zek players \nwho chose either of these servers will need to execute the command again, choosing \na new server. \n\nIf you have changed your mind as to which server you would like to move to, the \n/movelog UI (after Thursdays update) will have a disregard button. Using the \ndisregard button will cancel any pending movelog requests and allow you to execute \na new movelog request. \n\nWe will begin processing the movelog requests on Friday night (March 4th) and \nwill continue nightly for a period of 30 days. Any accounts that have executed \nthe movelog request will need to make certain they have no corpses in the world. \nIf you have a shared bank already in use on your destination server, you will need \nto empty either shared bank out as only one will be available after the movelog \nis complete. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "March 3, 2005 \n------------------------------\n\n*** Bazaar & Barter Zone *** \n--------------------------------- \n\nWe have made the Bazaar zone free for everyone. \n\nIn addition to this, we have consolidated the Barter zone and the Bazaar \nzone into one hybrid zone, which uses the existing Bazaar zone. You will \nnow be able to activate both the /buyer commands and the /trader commands \nin the Bazaar zone. In addition to this change, we have made a few other \nchanges for your convenience. \n\n- Removed the zone line from the Bazaar to the Barter zone. \n- Added a zone-line from the Bazaar to the Plane of Knowledge. \n- The Barter zone entrance in the Plane of Knowledge will now teleport \nyou to the Bazaar zone. \n- Barter search on Firiona should not filter the NODROP items that aren't \nNODROP on Firiona. \n- Right-clicking on a merchant-name in the UI will now create a find-path \nto the merchant. \n- Right-click in the Bazaar / Barter search now closes your current find \npath, and if the timer has expired, generates a new find path to the \nBuyer / Trader indicated on the line which was right-clicked. \n- The map has been updated with more information, specifically which areas \nof the zone allow you to be a /buyer and which allow you to be a /trader. \n\nThe Barter zone is still active, so those of you who are camped out in the \nzone will be able to log in just fine, though you will want to migrate to \nthe Bazaar in order to set up your buyer. Please make sure that you are not \nweighed down with coin and items before leaving the zone, or you may find \nyourself unable to move. \n\n*** Spell & Skill Changes *** \n--------------------------------- \n\n- Moved the contact abilities on spells Spirit of the Leopard and Spirit of \nthe Panther to avoid a stacking conflict with the berserker epic effect. \n- Monk Return Kick and Double Riposte AAs can now be triggered on the same attack. \n- Combat abilities will now always hit creatures that require magical weapons. \n- The Berserker ability Rage of Volley has been modified so that it will hit \nmagic required NPCs regardless of the axe that's equipped. \n- Increased the charges on the items summoned by Molten Orb and Lava Orb from \n3 to 10, and increased the mana cost on the spells that summon them. \n- Summoned Lava Orbs, Molten Orbs, Shadow Orbs, and Soul Orbs are now no drop \non the Firiona Vie server. \n- The recourse effect of the shadow knight epic 1.5 and 2.0 effects should now go \nto the short duration buff box. \n- The monk 1.5 and 2.0 effects will now heal for approximately as many hit points \nas the buff adds to your maximum hit points. \n\n*** Item changes *** \n--------------------------------- \n- The following items have been made No-Drop: \n\n\nPotted Dark Lady \nAncient Tooth of Archanalia \nScrap of Dark Cloth \nDeformed Dragon Embryo \nSilvery Dragon Scale Fragments \nGolden Dragon Scale Fragments \nMetallic Dragon Shell Fragments \nRuined Dragon egg \nDesiccated Drake Corpse \nShattered Draconic Symbol \nDark Dragon Scale \nCracked Lavaspinner Egg \nFragments of Zebeker's Bone Chips \nBlack Wing Drake Talons \nEgg of a Saved Clutch \nFrothing Drake Blood \nMottled Goblin Meat \nLavaspinner's Silk \n\n- The crystals used as points for Norrath's Keepers and Dark Reign are once \nagain tradeable on all servers. \n- Hammer of Delusions effect has been changed to Euphoria. \n- Shadow Orb can now be in a stack of 5. \n- Chests in Skyfire for the Veeshan's Peak access quests should now be available \nfor 30 minutes after being dropped by the defeated NPC. \n- Harbinger Spire Blueprints now drop more often. \n- Stone of Marking will no longer be used if a player can not bind in that area. \n\n*** Quests, Missions & Events *** \n--------------------------------- \n- Added a quest to Corrigan Hawthorne in the Bazaar to award PvP points for \nlegacy Sullon Zek insignias. \n- Decreased difficulty of the Megalodon encounter in Lake Rathe. \n- NPCs will now offer you missions based on your average group level rather than \nthe level of the player requesting the mission. \n- Added a fix for the problem of a player in the process of zoning when the \nmission is completed not being given the reward; when finished zoning he will \nthen receive the reward. \n- We've changed the way that corpse lock works when an NPC is killed by someone \nin a shared task. You should no longer see corpses locked to a shared task when \nyou are killing NPCs not related to a shared task. \n\n*** Tradeskills *** \n--------------------------------- \n- The trivial values of many tradeskill recipes have been modified, please make \nsure to check your recipe lists. \n- The Dragons of Norrath Tradeskill Quest NPC's will now accurately recognize \nyour ability to wear the armor they're helping you craft. \n\n*** Email *** \n--------------------------------- \n- We will now be using the mail system to send players notifications. The first \nuse of this is with the messages you get when you reach certain levels. \n- Mail composition window gives focus to the first empty field (To, Subject, Msg, \nin that order). \n- The delete action now reselects the position of the first item in the deleted \nselection. Same for undelete. \n- Players may now map a key to toggle the display of the mail window. \n\n*** Guild Hall *** \n--------------------------------- \n- You can now assign guild banker status even if the guild member is not online. \n- The merchant music will stop when you close the guild bank window now. \n- Guild bank lists are now sortable (note that the permissions field sorts by \npermission type from most public to least public and vice versa, not alphabetically) \n- If you logged out in the guild hall, it will no longer send you to last your \nadventure/expedition zone in point. \n\n*** Miscellaneous *** \n--------------------------------- \n- Guild masters will once again allow to you get started with your training in \nResearch, Alchemy, Poison Making, and Tinkering. \n- Hastening of the Aneuk had a typo in the name. Anuek has been changed to Aneuk. \n- The boats in East Cabilis should look like boats again. \n- The Bandolier and Potion Belt window shortcuts/binding will now save properly. \n- The map window will properly tint the map area again on the map tab. \n- We've made significant changes to the fog and rain settings in all original \nEverQuest zones. Visibility should be greatly improved in many of these zones \nand rain will generally be more infrequent. Seasonal changes from rain to snow \nhave also been incorporated into these zones as appropriate. In addition, we've \nincreased the visibility in all zones when it is raining or snowing. \n- Added a new command, /tasktimers, which will display a list of shared tasks \nand how long you must wait before you can undertake that shared task again. This \nwill be incorporated into the task window in the near future but we wanted to make \nthe functionality available to players as soon as possible. \n- Fixed the bug where players would appear with someone else's pet after zoning. \n- Fixed an issue where a Link Dead player is killed, the killer will no longer be \nable to loot an item. \n- Zek players will now be able to begin the process of selecting a new server to \nhave all characters on their account moved to. \n\nThose Zek players who have already executed the /movelog command will be moved to \nthe server they chose, unless that server was Solusek Ro or Kane Bayle. Zek players \nwho chose either of these servers will need to execute the command again, choosing \na new server. \n\nIf you have changed your mind as to which server you would like to move to, the \n/movelog UI (after Thursdays update) will have a disregard button. Using the \ndisregard button will cancel any pending movelog requests and allow you to execute \na new movelog request. \n\nWe will begin processing the movelog requests on Friday night (March 4th) and \nwill continue nightly for a period of 30 days. Any accounts that have executed \nthe movelog request will need to make certain they have no corpses in the world. \nIf you have a shared bank already in use on your destination server, you will need \nto empty either shared bank out as only one will be available after the movelog \nis complete. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 16, 2005", "slug": "2005-03-16-1", "patch_date": "2005-03-16T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["class_changes", "spells", "items", "tradeskills"], "body_plaintext": "March 16, 2005 \n------------------------------\n\nEverQuest's 6th Anniversary \n-------------------------------------- \nTo help celebrate the 6th Anniversary of EverQuest, a fresh scavenger hunt has been \nadded. Check in Firiona Vie, Overthere, or Dreadlands for more on this quest. Finish \nthis challenging hunt and you will receive a potion that doubles your experience for \n30 minutes and comes with 10 charges. \n\nYour old friends, the Fabled NPCs have returned to Norrath and bring the fabled versions \nof their items with them. Look for new Fabled NPCs in your favorite Kunark zones. \n\n\nGeneral \n-------------------------------------- \n- Increased the spell rune drop rates for Greater Muramite Runes and Glowing \nMuramite Runes in Muramite Proving Grounds and Riftseeker's Sanctum. \n- Reduced the number of mobs that will summon in Veksar. \n- Volkara in the Volkara's bite mission has been made a little more challenging. \n- The fight against Vishimtar has been made more challenging. \n- The Citrine Spell Stone has been renamed to Citrine Spell Bauble. \n- Level 20, 40 and 60 Tradeskill Pattern Book Quests for Wood Elves, Kelethin Half-Elves, \nDwarves, High Elves and Gnomes have been altered slightly to make them a bit friendlier \nto complete. \n- The encounter with Grinbik in Bloodfields for the Ranger epic has been made a bit \nless confusing. \n- \"A shady Highpass citizen\" in Highpass will look kindly on you and spread the word \non your increased friendship if you complete his tasks. \n- Several missions have been tuned to bring their completion time on par with the \nother DoN missions: \nDiving for Lavarocks \nDragon Eggs \nDiseased Pumas \n- When the task \"Keeping the Goblins Out\" has been finished you should now get the \ncompletion text. \n\nItems \n-------------------------------------- \n- The Icefloe Hammer is no longer a 1 handed piercing weapon, it is now 1 handed \nblunt and the bonus to backstab has been removed. \n- The Lance of Engulfing Flame now has a proc instead of a worn spell. \n- The Robe of Transcendent Thought has been changed to Drape of Transcendent Thought. \n- Various Anguish class leg pieces have been altered. \n- Academic's Pants of the Arcanists now has the focus effect \"Frost of Anguish\". \n- The mana preservation focus on several Tacvi chest pieces has been increased slightly. \n\n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "March 16, 2005 \n------------------------------\n\nEverQuest's 6th Anniversary \n-------------------------------------- \nTo help celebrate the 6th Anniversary of EverQuest, a fresh scavenger hunt has been \nadded. Check in Firiona Vie, Overthere, or Dreadlands for more on this quest. Finish \nthis challenging hunt and you will receive a potion that doubles your experience for \n30 minutes and comes with 10 charges. \n\nYour old friends, the Fabled NPCs have returned to Norrath and bring the fabled versions \nof their items with them. Look for new Fabled NPCs in your favorite Kunark zones. \n\n\nGeneral \n-------------------------------------- \n- Increased the spell rune drop rates for Greater Muramite Runes and Glowing \nMuramite Runes in Muramite Proving Grounds and Riftseeker's Sanctum. \n- Reduced the number of mobs that will summon in Veksar. \n- Volkara in the Volkara's bite mission has been made a little more challenging. \n- The fight against Vishimtar has been made more challenging. \n- The Citrine Spell Stone has been renamed to Citrine Spell Bauble. \n- Level 20, 40 and 60 Tradeskill Pattern Book Quests for Wood Elves, Kelethin Half-Elves, \nDwarves, High Elves and Gnomes have been altered slightly to make them a bit friendlier \nto complete. \n- The encounter with Grinbik in Bloodfields for the Ranger epic has been made a bit \nless confusing. \n- \"A shady Highpass citizen\" in Highpass will look kindly on you and spread the word \non your increased friendship if you complete his tasks. \n- Several missions have been tuned to bring their completion time on par with the \nother DoN missions: \nDiving for Lavarocks \nDragon Eggs \nDiseased Pumas \n- When the task \"Keeping the Goblins Out\" has been finished you should now get the \ncompletion text. \n\nItems \n-------------------------------------- \n- The Icefloe Hammer is no longer a 1 handed piercing weapon, it is now 1 handed \nblunt and the bonus to backstab has been removed. \n- The Lance of Engulfing Flame now has a proc instead of a worn spell. \n- The Robe of Transcendent Thought has been changed to Drape of Transcendent Thought. \n- Various Anguish class leg pieces have been altered. \n- Academic's Pants of the Arcanists now has the focus effect \"Frost of Anguish\". \n- The mana preservation focus on several Tacvi chest pieces has been increased slightly. \n\n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 17, 2005", "slug": "2005-03-17-1", "patch_date": "2005-03-17T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "class_changes", "items", "tradeskills", "server"], "body_plaintext": "March 17, 2005 \n------------------------------\n\n*** Missions ***\n---------------------------------- \n\n- Added the ability to see invisible to some of the NPCs in The Nest instances. \n- Set some of the boss NPCs in Dragons of Norrath missions to summon. Being kited \nwas making them sad. \n- Removed a bug in the Rivals mission in The Nest that allowed groups to complete \nthe mission more than once without speaking to the quest-giver again. \n\n*** Tradeskills ***\n----------------------------------\n- Added some missing Troll cultural items to vendors in Neriak. \n- Added a book to outline the creation of the new cultural sewing kits. \n- All of the new cultural sewing kits can now be traded in to Caerlyna in the Bazaar \nfor tokens. \n- Meeka Diggs in Rivervale no longer sells Iron Thread and should now sell the three \nsizes of Mercurium Thread. \n- Changed the text on Culturally Inspired Armor - part 3 to accurately reflect the \npelts used for Half Elven cultural tailored armors. \n- There was a new \"Chunk of Ice\" created for the Dragons of Norrath expansion. This \nnew \"Chunk of Ice\" has been removed and replaced with the old \"Chunk of Ice\" on the \nforage tables for all Dragons of Norrath zones. They should also now drop off some \nof the colder dervishes. All of the new Dragons of Norrath drink recipes that used \n\"Chunk of Ice\" (Curdled Cream, Iced Coffee, Iced Tea and Iced Mountain Tea) now use \nthe old \"Chunk of Ice\".\n- Fixed a bug with the recipe for creating Barbarian cultural leather swatches. The \nrecipes were mistakenly using the \"Norrathian Needle\" instead of the \"Northman Needle\".\n- Fixed a bug in the recipe for creating the Dragons of Norrath cultural armor patterns \nthat could allow a player to recover their ruined book with a successful salvage. Sorry, \nthat was unintentional. \n- Removed the Erudite Sewing Kit from vendors. The new kit is created by players and \nshould replace the old kit. \n- Fixed the Feir'Dal Fletching Kit. Really, we did. \n- Fixed the Surefall Fletching Kit. (This was actually fixed with the last update). \n- Fixed the Reinforced Jeweler's Kit. (This was actually fixed with the last update). \n- Changed the Dragons of Norrath cultural recipes that used \"Quill\" to now use \"A Quill\" \n(used in research recipes). \"A Quill\" is also now sold on the appropriate vendors. (This \nwas actually changed with the last update). \n\n*** Ranger Epic ***\n----------------------------------\n- Modified the encounter with Grinbik in Bloodfields for the Ranger epic slightly. Previously \nhe could respond with the phrase \"I wish to speak with the one that freed me.\" when he was \nnot actually free (for example, if the Marshal was still alive). Now he will not give that \nresponse until he has actually been freed. Hopefully this will remove some confusion from \nthe event. \n- A Ranger at the proper stage of the quest will now only trigger the Herrian Warfrost \nencounter if he or she goes down the corridor near where he hangs out and is at the proper \nstage of the quest with the necessary item on them. (This change actually went in with our \nlast update). \n\n*** Fabled Item Changes ***\n----------------------------------\n- The Fabled Mrylokar's Bracer has been made lore. \n- Several Fabled NPC's have had their difficulty modified. \n- The Fabled Glowing Kunzar Amulet will now be equippable in the neck slot. \n- The Fabled Incarnadine Breastplate has had Iksar added to the race-usability list. \n- Several Fabled Items have been returned to their previously tradable status on the \nFiriona Vie server. \n- The following items have had their stats modified: \n\nFabled Jaundiced Bone Greaves\nFabled Insignia Protector\nBracelet of the Corrupter\nWristband of Spectral Corruption\nBracer of Corrupted Souls\nBracer of the Debauched \n\n- The following items have had recommended levels added to them: \n\nFabled Necklace of Superiority\nFabled Rod of Mourning\n\n.....................................................................\n\n------------------------------", "body_markdown": "March 17, 2005 \n------------------------------\n\n*** Missions ***\n---------------------------------- \n\n- Added the ability to see invisible to some of the NPCs in The Nest instances. \n- Set some of the boss NPCs in Dragons of Norrath missions to summon. Being kited \nwas making them sad. \n- Removed a bug in the Rivals mission in The Nest that allowed groups to complete \nthe mission more than once without speaking to the quest-giver again. \n\n*** Tradeskills ***\n----------------------------------\n- Added some missing Troll cultural items to vendors in Neriak. \n- Added a book to outline the creation of the new cultural sewing kits. \n- All of the new cultural sewing kits can now be traded in to Caerlyna in the Bazaar \nfor tokens. \n- Meeka Diggs in Rivervale no longer sells Iron Thread and should now sell the three \nsizes of Mercurium Thread. \n- Changed the text on Culturally Inspired Armor - part 3 to accurately reflect the \npelts used for Half Elven cultural tailored armors. \n- There was a new \"Chunk of Ice\" created for the Dragons of Norrath expansion. This \nnew \"Chunk of Ice\" has been removed and replaced with the old \"Chunk of Ice\" on the \nforage tables for all Dragons of Norrath zones. They should also now drop off some \nof the colder dervishes. All of the new Dragons of Norrath drink recipes that used \n\"Chunk of Ice\" (Curdled Cream, Iced Coffee, Iced Tea and Iced Mountain Tea) now use \nthe old \"Chunk of Ice\".\n- Fixed a bug with the recipe for creating Barbarian cultural leather swatches. The \nrecipes were mistakenly using the \"Norrathian Needle\" instead of the \"Northman Needle\".\n- Fixed a bug in the recipe for creating the Dragons of Norrath cultural armor patterns \nthat could allow a player to recover their ruined book with a successful salvage. Sorry, \nthat was unintentional. \n- Removed the Erudite Sewing Kit from vendors. The new kit is created by players and \nshould replace the old kit. \n- Fixed the Feir'Dal Fletching Kit. Really, we did. \n- Fixed the Surefall Fletching Kit. (This was actually fixed with the last update). \n- Fixed the Reinforced Jeweler's Kit. (This was actually fixed with the last update). \n- Changed the Dragons of Norrath cultural recipes that used \"Quill\" to now use \"A Quill\" \n(used in research recipes). \"A Quill\" is also now sold on the appropriate vendors. (This \nwas actually changed with the last update). \n\n*** Ranger Epic ***\n----------------------------------\n- Modified the encounter with Grinbik in Bloodfields for the Ranger epic slightly. Previously \nhe could respond with the phrase \"I wish to speak with the one that freed me.\" when he was \nnot actually free (for example, if the Marshal was still alive). Now he will not give that \nresponse until he has actually been freed. Hopefully this will remove some confusion from \nthe event. \n- A Ranger at the proper stage of the quest will now only trigger the Herrian Warfrost \nencounter if he or she goes down the corridor near where he hangs out and is at the proper \nstage of the quest with the necessary item on them. (This change actually went in with our \nlast update). \n\n*** Fabled Item Changes ***\n----------------------------------\n- The Fabled Mrylokar's Bracer has been made lore. \n- Several Fabled NPC's have had their difficulty modified. \n- The Fabled Glowing Kunzar Amulet will now be equippable in the neck slot. \n- The Fabled Incarnadine Breastplate has had Iksar added to the race-usability list. \n- Several Fabled Items have been returned to their previously tradable status on the \nFiriona Vie server. \n- The following items have had their stats modified: \n\nFabled Jaundiced Bone Greaves\nFabled Insignia Protector\nBracelet of the Corrupter\nWristband of Spectral Corruption\nBracer of Corrupted Souls\nBracer of the Debauched \n\n- The following items have had recommended levels added to them: \n\nFabled Necklace of Superiority\nFabled Rod of Mourning\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 12, 2005", "slug": "2005-04-12-1", "patch_date": "2005-04-12T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "ui", "server"], "body_plaintext": "April 12, 2005 \n------------------------------\n\n*** Headlines *** \n------------------------------------ \n- A new button has been added to character select: Return Home. If a character \nhas not been played in the past 6 hours, this button is enabled and pressing it \nwill log the character into the game in their starting city. \n- If a character is logged out for more than an hour, full health, mana, and endurance \nwill be granted upon logging in. This is still a bit under development. You may not be \nquite at 100% but very close. \n- Re-envisioning has begun! \n- Over 600 Spell modifications. \n- New zone art for the character select screen and character creation. Crossing the \nbridge while in Explore mode will allow you to enter the world. Note that all characters \nare in the same area now. There are no longer class specific areas. \n- New Hot Spots!* \nThe Warrens \nNetherbian Lair \nEcho Caverns \nThe Scarlet Desert \nThe Tower of Frozen Shadow \nThe Hole \nThe Grey \nHowling Stones \nThe Halls of Betrayal (Chardok B) \n- There are 2 new keyboard shortcuts in the Command section in the Options menu, Open \nInventory Bags and Close Inventory Bags. Setting these, then using them will open/close \nall your general inventory slot bags (bag1-bag8). \n- Added a teleportation stone to Arena in Plane of Knowledge.* \n\n\n*** Re-envisioning Specifics *** \n------------------------------------ \n- Many modifications have been made to the cast times, recast times, mana costs, and \ndamage potential of many single target direct damage spells. The largest changes have \nbeen in level 1-50 spells, but many 50+ spells have been adjusted as well. These changes \nhave caused the damage-per-second potential and/or the damage-per-mana values of these \nspells to be increased and should benefit the classes who use these spells in nearly \nall cases. Note that this also includes special purpose spells such as undead and \nsummoned direct damage spells. Please check the in game descriptions for specific \nchanges.* \n- The 750 cap on mana increase spells has been removed.* \n- The hard-coded level 52 NPC cap on Fear spells has been removed. We will be adding \nnew fear spells in the near future which will allow players to fear higher level NPCs.* \n- Assassin’s Feint will now work on NPCs level 60 and higher.* \n- Spells with poison counters no longer have innate agro added. The spells themselves \nstill generate aggro based on their other properities, but you will see a reduction \nin the amount of aggro generated in many cases.* \n- NPC’s innate 20% resistance against rain spells has been removed.* \n- You will now receive messages in your chat window when you are healed by any \nheal-over-time spell. This includes both short term HOT spells as well as long term \nregen spells. You will receive the message if the spell actually gave you health back, \nso will not receive messages when at full health. These messages can be turned off \nthrough a new filter in the options window.* \n- Ranger, Beastlord, and Paladin heals have been upgraded. See the spell descriptions \nin game for details.* \n- The AC cap and percentage return on AC over the cap for monks has been increased.* \n- Increased the knock back effect on the Warrior AA Press the Attack. \n- Theft of Thought will no longer return only partial mana from NPCs over level 52. \nIn addition, the spell was changed so that it will only return as much mana as the NPC \nhas if that is less than the amount that the spell is trying to steal. So it will \nsteal 400 mana from an NPC that has 1000 mana, but it will only steal 100 mana from \na NPC that has 100 mana.* \n\n\n*** Spells, Skills & AAs *** \n------------------------------------ \n- Increased the effectiveness and decreased the casting time of the Ranger AA \nAuspice of the Hunter.* \n- Increased the amount of damage absorbed by the Bard AA Shield of Notes.* \n- Increased the damage done while using the Bard AA Dance of Blades.* \n- Added a negative resistance mod to the Shaman AA Virulent Paralysis so it is \nmore likely to land on NPCs now.* \n- Modified the proc chance on spell Lightning Channeling and Storm Channeling. \nBoth of these spells now have an increased proc chance. \n- Sound of Divinity and Sound of Might will now use their own separate shared spell \ntimer. \n- The spell enhanced learning can no longer have its duration increased by Alternate \nadvancement skills and/or focus effects. \n- Flames of the Valiant and Flames of Redemption should now proc more often and be \nresisted much less often. \n- Protection of the Wild should no longer be overwritten by Strength of the Hunter.* \n- Spirit of the Panther and Spirit of the Leopard have been modified. NPCs were \nable to trigger the effects of these spells at a much higher rate then players. \nThe rate of NPCs triggering these effects has been lowered to match PCs. Additionally, \nthe base damage of the effect has been lowered, and the spell will now only land on \nPCs and pets that are a part of your group. \n- Removed the focus effect limiters from Persuasive Gaze, the focus effect found on \nthe enchanter epic 1.5. It now works on any detrimental spells up to level 70 the \nsame way the focus effect on the enchanter epic 2.0 does.* \n- Fixed a problem with focus effects that reduce hate. It was not using the highest \neffect if more than one focus effect was worn. \n- Dragon Fang and Leopard Claw will now generate less hate. \n\n\n*** Items *** \n------------------------------------ \n- Items that have a combat or clickable spell effect that was changed due to the spell \nchanges in this patch have either had their proc rate adjusted to compensate or use a \nnew spell to maintain their damage potential. \n- The Anguish chest pieces now have additional worn mods and a new spell focus effect. \n- The Anguish wrist pieces now have additional worn mods. \n- Mirrored Mask will no longer conflict with other recast timer based items such as the \nSoul Orb. \n- Hammer of Rancorous Thoughts is now a 39/25 weapon with a 225pt proc. \n- Dragonkiller is now a 34 (+2 magic)/21 weapon. \n- Mace of Grim Tidings is a 32/22 weapon. \n- Broken Mandible of the Broodqueen is now a 12/18 weapon and has a +5% mod to backstab. \n- Fang of Kessdona now has +12% mod to backstab. \n- Crescent Palemoon now has the focus Aneuk Glare. It also has +15 avoid, +4 spell \nrune and +4 regen. \n- Aegis of the Amber Moon now has +3 shielding, +4 dot rune, +6 regen. \n- Bladewhisper Chain Gloves of Journeys now has Cleave V as the worn effect. \n- Bladewhisper Chain Legguards of Journeys now has the focus of Alacrity of the Ikaav. \n- Summoned: Burning Shank should proc more often. \n- Eye of Yar`Lir is now called “Oculus of Yar`Lir”. \n- Bracelet of the Corrupter now has +2 mana regen. \n- Wristband of Spectral Corruption now has +2 mana regen and +20 attack. \n- Bracer of Corrupted Souls now has +2 mana regen and +20 attack. \n- Bracer of the Debauched now has +2 mana regen and +20 attack. \n\n\n*** Missions, Quests & Events *** \n------------------------------------ \n- Added the following new Dragons of Norrath missions \nHouse of the Autumn Rose (Norrath's Keepers Only) \nPlunder the Hoard (Dark Reign Only) \nA Goblin's Escort \nHalfling's Treasure Map \nSignal Fires \nSudden Tremors \nThese will show up on the usual mission givers once you have enough faction. \n- Modified the shards awarded for many of the Dragons of Norrath missions to better \nreflect how long they are taking to complete. \n- Changed the adventure “The Gilded Scroll” to fix some situations that could cause \nplayers to be unable to finish the mission. Now the Noble Kirin Scholar will not \nspawn before the real scroll is found. We also fixed a problem that could, in very \nrare cases, cause the real scroll not to be placed on an NPC. \n- The corrupted drake adds in the Vishimtar encounter will now respawn correctly \nafter a failure. \n- Made a change to Burning Woods that should reduce the number of NPCs that get \nstuck under the world . This should make the hornets easier to find. \n- Increased the drop rate for the Collector's Fire Hornet Wing and Collector's Iksar \nWitch Doll. \n- We've extended the 6th anniversary scavenger hunt so that it will be available \nthrough Sunday, the 17th. \n- Changes were made to all Muramite Proving Ground trials. The major changes are: \nAdaptation is slightly easier, the trial of Ingenuity was significantly changed, \nand NPC resists in all single group trials were lowered. \n- Corrected a problem that was causing some NPCs in the Muramite Proving Grounds to \nshow up in the wrong part of the zone. \n- In the Citadel of Anguish it's no longer possible to fight Arch Mage Vangl without \ncompleting the Keldovan, Jelvan, and Hanvar events first. \n- The Warden Hanvar encounter has been made more challenging; you may wish to bring \nsome extra allies with you. \n- Beware, if you are too close to a wall the swarm adds in the Mata Muram encounter \nwill spawn directly on top of you. \n- Increased the drop rate for the Tongue of the Zun’muram off Zun’Murum Tkarish Zyk \nin Txevu. \n- Changed the quest that gives alternative access to Txevu. When you hail the golem \nat the end of Inktu`ta it will check your items and flags and do the following: \nIf you do not yet have a Qvic flag, the golem will give you the Splinter of the High \nTemple. \nIf you do have a Qvic flag, the golem will give you whichever High Temple pieces you \nare missing. \nIf you already have a Txevu flag, the Cipher of Txevu item, or all three fragments of \nthe High Temple, the golem will ignore you. \nLikewise, when you complete the Qvic backflag, if you have the Splinter of the High \nTemple from completing Inktu`ta you will automatically receive whichever High Temple \npieces you are missing. \nThis change allows the combination of Inktu`ta and the Qvic backflag quest to count \nfor Txevu access and the two can be completed in any order. This change is not retroactive. \n- A bug was fixed so that Alkron Wyrmsong will no longer give bards a cloth cap when \nan error is made during the quest for Epic 2.0 \n\n\n*** NPCs *** \n------------------------------------ \n- Modified King Xorbb in Beholder. He will now drop Slime Crystal Staff 100% of the time. \n- Players can no longer attempt to give stacks of items to NPCs. The NPC would treat the \nstack as one item and you would lose the rest. There is now a check to help with people \nputting in a stack of items and losing them. \n- Items given to an NPC by a PC will no longer count as a Task item when looted. \n- NPC pathing code has been reviewed and some changes have been made which should \nprevent NPCs from becoming stuck and eventually becoming invisible. Please let us know \nif you see this happen any more. \n- The Cube Fragments in the Gates of Discord Sewer trials will no longer get stuck in \nthe geometry. \n- The Soulbinder at the Firiona Vie outpost is now able to bind you to that area. \n\n*** Tradeskills *** \n------------------------------------ \nWe have changed the chance to gain a skill up when using tradeskills. Previously there \nwas a large increase in the average number of combines needed for a skill increase for \nskill values of 160 through 190. This made sense when 200 was the skill cap. We have \nchanged the algorithm to remove the harsh spike in combines required for skill ups \nfrom 160 to 190, making it a more reasonable to increase all the way up to 300. For \nmore details please see the post here: \nhttp://eqforums.station.sony.com/eq/board/message?board.id=Trade&message.id=5800 \n- Alabaster Beak and Ivory Stormrider Canine are now marked as usable in tradeskills. \n- Dragons of Norrath brewing items now drop off NPCs. They were only available through \nforaging before. \n- Added the race name to the Unfired Cookie Cutters. New item names are: Unfired \nBarbarian Cookie Cutter, Unfired Gnome Cookie Cutter, Unfired Troll Cookie Cutter \nand Unfired Animal Cookie Cutter. \n- Added the recipes for four cookie cutters for Luclin beasties. The sketches and \nmolds should be easily found on vendors. \n- Added the appropriate effects to Dragons of Norrath potions. \n- The recipe for dough made from Rock Hopper Egg now uses Rockhopper Egg. It turns \nout that there were two items with similar names, but the one used in the recipe \ndoesn't drop in game. \n- Removed the recipe for chain jointing that was used in Planes of Power armor. This \nrecipe was removed because the jointing is no longer used in any recipes. \n- You will now only need to collect half the number of items for the level 65+ Vah \nShir racial armor pattern book quest. \n\n\n*** Server stability *** \n------------------------------------ \n- We believe we have corrected the problem with the excessive server lag that has \nbeen happening in most raid zones. A guild from one of our live servers was willing \nto come over to our test server and verify the raid in pofire was working properly \nwithout causing the zone to lag out. They were able to complete many of the stages\nof the raid successfully and even multiple times without issue. There was one instance \nof a mob warping after getting in a bad location, but we have made vast improvements \nfrom its current state. We have also improved our logging code to better detect similar \nproblems should they occur again in the future. Please let us know if you experience \nany problems related to this. \n- The memory leak problems that have recently been affecting the world servers has had \nmuch progress. Several memory leaks related to the previous update have been corrected, \nand server stability has improved measurably as a result. We will continue to monitor \nthe servers closely for memory leak issues. \n- A zone crash in Chardokb related to the Korucust encounter has been fixed. \n- A zone crash related to guild tribute being toggled while a player was being charmed \nor feared has been fixed. \n\n\n*** Chat filtering *** \n------------------------------------ \n- Pet responses to commands (except for /pet leader) are no longer broadcast, but go \nonly to the owner of the pet.* \n- Pet responses to commands can now have a selected color and be redirected to any chat \nwindow.* \n- Pet spell-casting messages can now have a selected color, be redirected to any chat \nwindow, and be filtered to not show at all.* \n- Assassinate, Deadly Strike, Slay Undead, and Finishing Blow messages will now be \ndisplayed in the Melee Critical message color and redirect/filter as other crits.* \n\n\n*** Mail System *** \n------------------------------------ \n- You now have quick access to all of your character mailboxes on the current server \nfrom any of your characters. \n\n\n*** Title Suffixes *** \n------------------------------------ \n- The title system now supports title suffixes. The first use of this new feature are \nthe server titles. \n\n\n*** Guild Hall (Guilds) *** \n------------------------------------ \n- Added a guild tribute master to the guild hall. \n- The guild bank no longer accepts NORENT items. \n- Fixed a bug that allowed players with out the proper flags to remove items from the \nGuild bank. \n- Using any Eye of Zomm type spells in a guild hall will no longer take the client to \nserver select. \n\n\n*** Bazaar/Barter *** \n------------------------------------ \n- Added and Augment pool and Augment Solvent Merchant in the Bazaar. \n- Added new search criteria to the Bazaar search: min level, max level. Any items \nwhich match all other search criteria, yet have a rec or req level outside the boundaries \nset in the new fields will not be returned by the search. \n- The barter UI code has been improved. There were some issues related to keeping the \nclient properly synchronized with the server which have been fixed. It now more \naccurately tracks changes in inventory when multiple players are interacting with a \nbuyer. Also, if a buyer has a LORE item, any buy-lines that require the LORE item will \nnow automatically disable because the buyer would not be able to complete the \ntransaction (because it would result in two lore items on the buyer). Previously \nthis was causing a client-server sync issue that would result in a player being \ndisconnected. \n- Barter Search Window: Right-clicking on the item sought by Buyers found in a search \nwill display that item. You now have to right click on the Buyer's name to get the \nsearch path. \n\n\n*** UI *** \n------------------------------------ \n- Fixed an issue causing custom UIs to show bad data in unused buff slots. \n- The Task display now properly displays tasks with a large number of elements. \n- On character select, if you want to go back into the tutorial, just click the \ntutorial button below the list of characters. It is no longer a toggle button. \n\n\n*** Miscellaneous *** \n------------------------------------ \n- Increased the maximum level range spread for LDoN adventures from 7 to 10 so \nyou can now group with someone 10 levels above or below you. \n- Critical heals now produce a message similar to other spells that crit. \n- Fixed corpse looting bugs for corpses that have been summoned or moved out of \ndynamic zones. \n- Closing multiple bags while using the bank no longer causes the client to crash. \n- The raid locking system had various bugs which are now fixed. Please let us know \nif you encounter any problems with the raid tool. \n\n\n* Denotes a community request. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "April 12, 2005 \n------------------------------\n\n*** Headlines *** \n------------------------------------ \n- A new button has been added to character select: Return Home. If a character \nhas not been played in the past 6 hours, this button is enabled and pressing it \nwill log the character into the game in their starting city. \n- If a character is logged out for more than an hour, full health, mana, and endurance \nwill be granted upon logging in. This is still a bit under development. You may not be \nquite at 100% but very close. \n- Re-envisioning has begun! \n- Over 600 Spell modifications. \n- New zone art for the character select screen and character creation. Crossing the \nbridge while in Explore mode will allow you to enter the world. Note that all characters \nare in the same area now. There are no longer class specific areas. \n- New Hot Spots!* \nThe Warrens \nNetherbian Lair \nEcho Caverns \nThe Scarlet Desert \nThe Tower of Frozen Shadow \nThe Hole \nThe Grey \nHowling Stones \nThe Halls of Betrayal (Chardok B) \n- There are 2 new keyboard shortcuts in the Command section in the Options menu, Open \nInventory Bags and Close Inventory Bags. Setting these, then using them will open/close \nall your general inventory slot bags (bag1-bag8). \n- Added a teleportation stone to Arena in Plane of Knowledge.* \n\n\n*** Re-envisioning Specifics *** \n------------------------------------ \n- Many modifications have been made to the cast times, recast times, mana costs, and \ndamage potential of many single target direct damage spells. The largest changes have \nbeen in level 1-50 spells, but many 50+ spells have been adjusted as well. These changes \nhave caused the damage-per-second potential and/or the damage-per-mana values of these \nspells to be increased and should benefit the classes who use these spells in nearly \nall cases. Note that this also includes special purpose spells such as undead and \nsummoned direct damage spells. Please check the in game descriptions for specific \nchanges.* \n- The 750 cap on mana increase spells has been removed.* \n- The hard-coded level 52 NPC cap on Fear spells has been removed. We will be adding \nnew fear spells in the near future which will allow players to fear higher level NPCs.* \n- Assassin’s Feint will now work on NPCs level 60 and higher.* \n- Spells with poison counters no longer have innate agro added. The spells themselves \nstill generate aggro based on their other properities, but you will see a reduction \nin the amount of aggro generated in many cases.* \n- NPC’s innate 20% resistance against rain spells has been removed.* \n- You will now receive messages in your chat window when you are healed by any \nheal-over-time spell. This includes both short term HOT spells as well as long term \nregen spells. You will receive the message if the spell actually gave you health back, \nso will not receive messages when at full health. These messages can be turned off \nthrough a new filter in the options window.* \n- Ranger, Beastlord, and Paladin heals have been upgraded. See the spell descriptions \nin game for details.* \n- The AC cap and percentage return on AC over the cap for monks has been increased.* \n- Increased the knock back effect on the Warrior AA Press the Attack. \n- Theft of Thought will no longer return only partial mana from NPCs over level 52. \nIn addition, the spell was changed so that it will only return as much mana as the NPC \nhas if that is less than the amount that the spell is trying to steal. So it will \nsteal 400 mana from an NPC that has 1000 mana, but it will only steal 100 mana from \na NPC that has 100 mana.* \n\n\n*** Spells, Skills & AAs *** \n------------------------------------ \n- Increased the effectiveness and decreased the casting time of the Ranger AA \nAuspice of the Hunter.* \n- Increased the amount of damage absorbed by the Bard AA Shield of Notes.* \n- Increased the damage done while using the Bard AA Dance of Blades.* \n- Added a negative resistance mod to the Shaman AA Virulent Paralysis so it is \nmore likely to land on NPCs now.* \n- Modified the proc chance on spell Lightning Channeling and Storm Channeling. \nBoth of these spells now have an increased proc chance. \n- Sound of Divinity and Sound of Might will now use their own separate shared spell \ntimer. \n- The spell enhanced learning can no longer have its duration increased by Alternate \nadvancement skills and/or focus effects. \n- Flames of the Valiant and Flames of Redemption should now proc more often and be \nresisted much less often. \n- Protection of the Wild should no longer be overwritten by Strength of the Hunter.* \n- Spirit of the Panther and Spirit of the Leopard have been modified. NPCs were \nable to trigger the effects of these spells at a much higher rate then players. \nThe rate of NPCs triggering these effects has been lowered to match PCs. Additionally, \nthe base damage of the effect has been lowered, and the spell will now only land on \nPCs and pets that are a part of your group. \n- Removed the focus effect limiters from Persuasive Gaze, the focus effect found on \nthe enchanter epic 1.5. It now works on any detrimental spells up to level 70 the \nsame way the focus effect on the enchanter epic 2.0 does.* \n- Fixed a problem with focus effects that reduce hate. It was not using the highest \neffect if more than one focus effect was worn. \n- Dragon Fang and Leopard Claw will now generate less hate. \n\n\n*** Items *** \n------------------------------------ \n- Items that have a combat or clickable spell effect that was changed due to the spell \nchanges in this patch have either had their proc rate adjusted to compensate or use a \nnew spell to maintain their damage potential. \n- The Anguish chest pieces now have additional worn mods and a new spell focus effect. \n- The Anguish wrist pieces now have additional worn mods. \n- Mirrored Mask will no longer conflict with other recast timer based items such as the \nSoul Orb. \n- Hammer of Rancorous Thoughts is now a 39/25 weapon with a 225pt proc. \n- Dragonkiller is now a 34 (+2 magic)/21 weapon. \n- Mace of Grim Tidings is a 32/22 weapon. \n- Broken Mandible of the Broodqueen is now a 12/18 weapon and has a +5% mod to backstab. \n- Fang of Kessdona now has +12% mod to backstab. \n- Crescent Palemoon now has the focus Aneuk Glare. It also has +15 avoid, +4 spell \nrune and +4 regen. \n- Aegis of the Amber Moon now has +3 shielding, +4 dot rune, +6 regen. \n- Bladewhisper Chain Gloves of Journeys now has Cleave V as the worn effect. \n- Bladewhisper Chain Legguards of Journeys now has the focus of Alacrity of the Ikaav. \n- Summoned: Burning Shank should proc more often. \n- Eye of Yar`Lir is now called “Oculus of Yar`Lir”. \n- Bracelet of the Corrupter now has +2 mana regen. \n- Wristband of Spectral Corruption now has +2 mana regen and +20 attack. \n- Bracer of Corrupted Souls now has +2 mana regen and +20 attack. \n- Bracer of the Debauched now has +2 mana regen and +20 attack. \n\n\n*** Missions, Quests & Events *** \n------------------------------------ \n- Added the following new Dragons of Norrath missions \nHouse of the Autumn Rose (Norrath's Keepers Only) \nPlunder the Hoard (Dark Reign Only) \nA Goblin's Escort \nHalfling's Treasure Map \nSignal Fires \nSudden Tremors \nThese will show up on the usual mission givers once you have enough faction. \n- Modified the shards awarded for many of the Dragons of Norrath missions to better \nreflect how long they are taking to complete. \n- Changed the adventure “The Gilded Scroll” to fix some situations that could cause \nplayers to be unable to finish the mission. Now the Noble Kirin Scholar will not \nspawn before the real scroll is found. We also fixed a problem that could, in very \nrare cases, cause the real scroll not to be placed on an NPC. \n- The corrupted drake adds in the Vishimtar encounter will now respawn correctly \nafter a failure. \n- Made a change to Burning Woods that should reduce the number of NPCs that get \nstuck under the world . This should make the hornets easier to find. \n- Increased the drop rate for the Collector's Fire Hornet Wing and Collector's Iksar \nWitch Doll. \n- We've extended the 6th anniversary scavenger hunt so that it will be available \nthrough Sunday, the 17th. \n- Changes were made to all Muramite Proving Ground trials. The major changes are: \nAdaptation is slightly easier, the trial of Ingenuity was significantly changed, \nand NPC resists in all single group trials were lowered. \n- Corrected a problem that was causing some NPCs in the Muramite Proving Grounds to \nshow up in the wrong part of the zone. \n- In the Citadel of Anguish it's no longer possible to fight Arch Mage Vangl without \ncompleting the Keldovan, Jelvan, and Hanvar events first. \n- The Warden Hanvar encounter has been made more challenging; you may wish to bring \nsome extra allies with you. \n- Beware, if you are too close to a wall the swarm adds in the Mata Muram encounter \nwill spawn directly on top of you. \n- Increased the drop rate for the Tongue of the Zun’muram off Zun’Murum Tkarish Zyk \nin Txevu. \n- Changed the quest that gives alternative access to Txevu. When you hail the golem \nat the end of Inktu`ta it will check your items and flags and do the following: \nIf you do not yet have a Qvic flag, the golem will give you the Splinter of the High \nTemple. \nIf you do have a Qvic flag, the golem will give you whichever High Temple pieces you \nare missing. \nIf you already have a Txevu flag, the Cipher of Txevu item, or all three fragments of \nthe High Temple, the golem will ignore you. \nLikewise, when you complete the Qvic backflag, if you have the Splinter of the High \nTemple from completing Inktu`ta you will automatically receive whichever High Temple \npieces you are missing. \nThis change allows the combination of Inktu`ta and the Qvic backflag quest to count \nfor Txevu access and the two can be completed in any order. This change is not retroactive. \n- A bug was fixed so that Alkron Wyrmsong will no longer give bards a cloth cap when \nan error is made during the quest for Epic 2.0 \n\n\n*** NPCs *** \n------------------------------------ \n- Modified King Xorbb in Beholder. He will now drop Slime Crystal Staff 100% of the time. \n- Players can no longer attempt to give stacks of items to NPCs. The NPC would treat the \nstack as one item and you would lose the rest. There is now a check to help with people \nputting in a stack of items and losing them. \n- Items given to an NPC by a PC will no longer count as a Task item when looted. \n- NPC pathing code has been reviewed and some changes have been made which should \nprevent NPCs from becoming stuck and eventually becoming invisible. Please let us know \nif you see this happen any more. \n- The Cube Fragments in the Gates of Discord Sewer trials will no longer get stuck in \nthe geometry. \n- The Soulbinder at the Firiona Vie outpost is now able to bind you to that area. \n\n*** Tradeskills *** \n------------------------------------ \nWe have changed the chance to gain a skill up when using tradeskills. Previously there \nwas a large increase in the average number of combines needed for a skill increase for \nskill values of 160 through 190. This made sense when 200 was the skill cap. We have \nchanged the algorithm to remove the harsh spike in combines required for skill ups \nfrom 160 to 190, making it a more reasonable to increase all the way up to 300. For \nmore details please see the post here: \nhttp://eqforums.station.sony.com/eq/board/message?board.id=Trade&message.id=5800 \n- Alabaster Beak and Ivory Stormrider Canine are now marked as usable in tradeskills. \n- Dragons of Norrath brewing items now drop off NPCs. They were only available through \nforaging before. \n- Added the race name to the Unfired Cookie Cutters. New item names are: Unfired \nBarbarian Cookie Cutter, Unfired Gnome Cookie Cutter, Unfired Troll Cookie Cutter \nand Unfired Animal Cookie Cutter. \n- Added the recipes for four cookie cutters for Luclin beasties. The sketches and \nmolds should be easily found on vendors. \n- Added the appropriate effects to Dragons of Norrath potions. \n- The recipe for dough made from Rock Hopper Egg now uses Rockhopper Egg. It turns \nout that there were two items with similar names, but the one used in the recipe \ndoesn't drop in game. \n- Removed the recipe for chain jointing that was used in Planes of Power armor. This \nrecipe was removed because the jointing is no longer used in any recipes. \n- You will now only need to collect half the number of items for the level 65+ Vah \nShir racial armor pattern book quest. \n\n\n*** Server stability *** \n------------------------------------ \n- We believe we have corrected the problem with the excessive server lag that has \nbeen happening in most raid zones. A guild from one of our live servers was willing \nto come over to our test server and verify the raid in pofire was working properly \nwithout causing the zone to lag out. They were able to complete many of the stages\nof the raid successfully and even multiple times without issue. There was one instance \nof a mob warping after getting in a bad location, but we have made vast improvements \nfrom its current state. We have also improved our logging code to better detect similar \nproblems should they occur again in the future. Please let us know if you experience \nany problems related to this. \n- The memory leak problems that have recently been affecting the world servers has had \nmuch progress. Several memory leaks related to the previous update have been corrected, \nand server stability has improved measurably as a result. We will continue to monitor \nthe servers closely for memory leak issues. \n- A zone crash in Chardokb related to the Korucust encounter has been fixed. \n- A zone crash related to guild tribute being toggled while a player was being charmed \nor feared has been fixed. \n\n\n*** Chat filtering *** \n------------------------------------ \n- Pet responses to commands (except for /pet leader) are no longer broadcast, but go \nonly to the owner of the pet.* \n- Pet responses to commands can now have a selected color and be redirected to any chat \nwindow.* \n- Pet spell-casting messages can now have a selected color, be redirected to any chat \nwindow, and be filtered to not show at all.* \n- Assassinate, Deadly Strike, Slay Undead, and Finishing Blow messages will now be \ndisplayed in the Melee Critical message color and redirect/filter as other crits.* \n\n\n*** Mail System *** \n------------------------------------ \n- You now have quick access to all of your character mailboxes on the current server \nfrom any of your characters. \n\n\n*** Title Suffixes *** \n------------------------------------ \n- The title system now supports title suffixes. The first use of this new feature are \nthe server titles. \n\n\n*** Guild Hall (Guilds) *** \n------------------------------------ \n- Added a guild tribute master to the guild hall. \n- The guild bank no longer accepts NORENT items. \n- Fixed a bug that allowed players with out the proper flags to remove items from the \nGuild bank. \n- Using any Eye of Zomm type spells in a guild hall will no longer take the client to \nserver select. \n\n\n*** Bazaar/Barter *** \n------------------------------------ \n- Added and Augment pool and Augment Solvent Merchant in the Bazaar. \n- Added new search criteria to the Bazaar search: min level, max level. Any items \nwhich match all other search criteria, yet have a rec or req level outside the boundaries \nset in the new fields will not be returned by the search. \n- The barter UI code has been improved. There were some issues related to keeping the \nclient properly synchronized with the server which have been fixed. It now more \naccurately tracks changes in inventory when multiple players are interacting with a \nbuyer. Also, if a buyer has a LORE item, any buy-lines that require the LORE item will \nnow automatically disable because the buyer would not be able to complete the \ntransaction (because it would result in two lore items on the buyer). Previously \nthis was causing a client-server sync issue that would result in a player being \ndisconnected. \n- Barter Search Window: Right-clicking on the item sought by Buyers found in a search \nwill display that item. You now have to right click on the Buyer's name to get the \nsearch path. \n\n\n*** UI *** \n------------------------------------ \n- Fixed an issue causing custom UIs to show bad data in unused buff slots. \n- The Task display now properly displays tasks with a large number of elements. \n- On character select, if you want to go back into the tutorial, just click the \ntutorial button below the list of characters. It is no longer a toggle button. \n\n\n*** Miscellaneous *** \n------------------------------------ \n- Increased the maximum level range spread for LDoN adventures from 7 to 10 so \nyou can now group with someone 10 levels above or below you. \n- Critical heals now produce a message similar to other spells that crit. \n- Fixed corpse looting bugs for corpses that have been summoned or moved out of \ndynamic zones. \n- Closing multiple bags while using the bank no longer causes the client to crash. \n- The raid locking system had various bugs which are now fixed. Please let us know \nif you encounter any problems with the raid tool. \n\n\n* Denotes a community request. \n\n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 20, 2005", "slug": "2005-04-20-1", "patch_date": "2005-04-20T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "class_changes", "spells", "items"], "body_plaintext": "April 20, 2005 \n------------------------------\n\n*** Events *** \n---------------------------------- \n\n* The Girplan Guardian encounter in the wizard epic had its difficulty lowered \nto bring it more in line with other epic 1.5 fights. \n* Rumors have been spread that the Ring of Scale have started to investigate the \nnew vampires of Mistmoore(RoS faction quest is in). \n* Eryke Stremstin for the monk epic in the bazaar should no longer fall under \nthe world. \n\n*** Items *** \n---------------------------------- \n\n* Changed the name of the Basilisk Tooth to be Great Reptile Tooth. \n* Changed the name of Racnar Hide to Great Reptile Hide. \n* Great Reptile Teeth can now drop off crocs in Plane of Earth and Plane of Nightmare. \n* Great Reptile Hides can now drop off raptors in Cazic Thule. \n* Pile of Gravel can now drop off Gargoyles in Plane of Nightmare and the Hole. \n* Tribute values on certain Kunark chest and legpieces has been decreased . \n* Horn of Doomcalling now has +2 mana regen. \n* Supple Crimson Choker now has a +2 mana regen. \n* Clawhammer is now a 70 damage, 32 delay weapon. \n* Many items with over 160hp in DoN raids and small events were incorrectly marked \nwith type 4/7 augmentation slots. These now have type 8 augmentation slots. \n* Shed Ikaav Skin drop rate/locations adjusted to include Ikaavs in the Ruined City \nof Dranik. \n* Mindreaver's Shoes of Coercion now has the focus of Alacrity of the Aneuk. \n* Earring of Dragonkin is now called \"Earring of Wurmkin\". \n* Mask of Forbidden Rites is now flagged all/all. \n\n*** Item Spells *** \n---------------------------------- \n\n* Deafening Strike now increases the duration of Fellstrike Discipline. \n* Ture's Anger now increases the duration of Blind Rage Discipline. \n\n*** Spells *** \n---------------------------------- \n\n* Lowered the duration of many fear spells cast by NPCs. \n* Reduced the number of NPCs who cast fear throughout the game. \n* Changed all PC pets over level 52 so they are once again immune to fear. \n* Several spells were not set to the correct proc values in the previous update \nto compensate for the change in pet base proc rates. The following spells have had \ntheir proc rates adjusted to be the same as they were before the previous patch: \n\nMight of the Wild Spirits \nSavage Wildcaller's Blessing \nHobble of Spirits \nPrimal Fusion \nElemental Conjunction \n\n* Corrected the hate generated by the enchanter spell Howl of Tashan and the monk \nability Dragon Fang. \n\n*** Miscellaneous *** \n---------------------------------- \n\n* Added level up text for all levels between 11 and 70. \n* A bug affecting skilling up in combat skills at all levels and tradeskills at low \nlevels has been fixed. Skilling up at these levels should be back to normal. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "April 20, 2005 \n------------------------------\n\n*** Events *** \n---------------------------------- \n\n* The Girplan Guardian encounter in the wizard epic had its difficulty lowered \nto bring it more in line with other epic 1.5 fights. \n* Rumors have been spread that the Ring of Scale have started to investigate the \nnew vampires of Mistmoore(RoS faction quest is in). \n* Eryke Stremstin for the monk epic in the bazaar should no longer fall under \nthe world. \n\n*** Items *** \n---------------------------------- \n\n* Changed the name of the Basilisk Tooth to be Great Reptile Tooth. \n* Changed the name of Racnar Hide to Great Reptile Hide. \n* Great Reptile Teeth can now drop off crocs in Plane of Earth and Plane of Nightmare. \n* Great Reptile Hides can now drop off raptors in Cazic Thule. \n* Pile of Gravel can now drop off Gargoyles in Plane of Nightmare and the Hole. \n* Tribute values on certain Kunark chest and legpieces has been decreased . \n* Horn of Doomcalling now has +2 mana regen. \n* Supple Crimson Choker now has a +2 mana regen. \n* Clawhammer is now a 70 damage, 32 delay weapon. \n* Many items with over 160hp in DoN raids and small events were incorrectly marked \nwith type 4/7 augmentation slots. These now have type 8 augmentation slots. \n* Shed Ikaav Skin drop rate/locations adjusted to include Ikaavs in the Ruined City \nof Dranik. \n* Mindreaver's Shoes of Coercion now has the focus of Alacrity of the Aneuk. \n* Earring of Dragonkin is now called \"Earring of Wurmkin\". \n* Mask of Forbidden Rites is now flagged all/all. \n\n*** Item Spells *** \n---------------------------------- \n\n* Deafening Strike now increases the duration of Fellstrike Discipline. \n* Ture's Anger now increases the duration of Blind Rage Discipline. \n\n*** Spells *** \n---------------------------------- \n\n* Lowered the duration of many fear spells cast by NPCs. \n* Reduced the number of NPCs who cast fear throughout the game. \n* Changed all PC pets over level 52 so they are once again immune to fear. \n* Several spells were not set to the correct proc values in the previous update \nto compensate for the change in pet base proc rates. The following spells have had \ntheir proc rates adjusted to be the same as they were before the previous patch: \n\nMight of the Wild Spirits \nSavage Wildcaller's Blessing \nHobble of Spirits \nPrimal Fusion \nElemental Conjunction \n\n* Corrected the hate generated by the enchanter spell Howl of Tashan and the monk \nability Dragon Fang. \n\n*** Miscellaneous *** \n---------------------------------- \n\n* Added level up text for all levels between 11 and 70. \n* A bug affecting skilling up in combat skills at all levels and tradeskills at low \nlevels has been fixed. Skilling up at these levels should be back to normal. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 11, 2005", "slug": "2005-05-11-1", "patch_date": "2005-05-11T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "ui", "server"], "body_plaintext": "May 11, 2005 \n------------------------------\n\n*** Headlines *** \n\n-Many quests in city zones that give XP as a reward now give significantly more. \n-Four new missions are available that take you back to Qeynos, Unrest, Befallen, \nand Hate's Fury. \n-Veteran's Rewards will be available on May 13th. You can find out more details about \nthese rewards here. \n-The required levels on many spells level 50 and below have been changed so that all \ncasting classes will now receive at least 1 new spell every level. \n-Great new functionality has been added to the mail system. Some of the major features \nare listed below, but also check the bottom of the patch message for details. \n-Multiple recipients, including a dynamically generated guild mailing list. \n-EverQuest mail forwarding. You can now have your EverQuest mail forwarded to the e-mail \naddress registered with the station account of the character you are playing. NOTE: you \ncannot reply to the forwarded mail. \n-New Address Book. You can now setup mailing lists on your client and store your friend's \naddresses in your address book. \n\n*** Spells & Skills *** \n\n-Players who only have the first two ranks of the Spell Casting Fury AAs will now do double \ndamage on a successful spell crit, the same as if they had the third rank. \n-Players who only have the first two ranks of the Ingenuity AA will now do double damage \non a successful spell crit, the same as if they had the third rank. \n-DoT spells for nearly all classes have been adjusted to scale better as players gain \nlevels. Additionally, most of these spells have had their casting time significantly \nreduced. A number of additional changes have been made. Please see in game descriptions \nfor updated information. \n-Pet heals are now generally more efficient, have shorter cast times, and will remove \npoison and curse effects in addition to disease effects. \n-Frost Guard now has a 1 hour duration. \n-Rangers now gain the ability to triple attack starting at level 60. \n-Berserker's Frenzy skill now has a minimum damage cap starting at level 51. \n-The return on AC over the cap has been increased for monks, paladin, and shadowknights \nof level 50 and higher. \n-Based on player feedback, we have removed the notification to the caster that occurred \nwhenever a heal-over-time spell made an exceptional heal and added new functionality to \nlet the caster know when their spell has worn off. \n-All caster, priest, and hybrid classes now learn Meditation at level 1. \n-All priest and hybrid classes now learn Channeling at level 1. \n-All detrimental spells that have a duration will now notify their caster when they wear \noff. \n-All hybrid classes now learn Abjuration, Alteration, Conjuration, Divination, and \nEvocation at level 1. \n-All buffs that last at least 24 seconds and do not go to the short buff window will \nnow notify their caster when they wear off. \n-Share Wolf Form will no longer have its buff timer decremented in the Guild Hall. \n-Shield of Notes and Dance of Blades will now properly reset if they fail to take hold. \n-Lich Sting and Reaper Strike now grant a buff to the group as well as the Shadow Knight \ntriggering the effect. The benefit for the Shadow Knight will be significantly larger \nthen the benefit to the rest of the group. \n-Kessadona's Flash of Insight is now known as Kessadona's Roar and has been changed to be a \ndirect damage cold based spell. \n\n*** Items *** \n\n-Seal: Mastery of All is now no-drop on the Firiona Vie server. \n-A Gem-Etched Key was dropping off of common crocodiles in Plane of Earth. This erroneous \ndrop has been removed. \n-The Rod of Shaded Wrath has been slightly upgraded. \n-Many items with over 165 hps were given type 8 slots instead of type 7 slots. \n-The Tainted Heartstone and Charm of Exotic Speech will now properly give full stats when \nall uncommon languages are mastered. \n-All flowers of functionality are now inventory clickable. \n-All armor and weaponry on the Dragons of Norrath vendors now have an additional type \n9 augmentation slot. \n-New type 9 augments can now be found on the Dragons of Norrath vendors. \n-Some additional weapons on the Dragons of Norrath vendors are now rogue usable. \n-Blightbringer's Pants of the Grave now has the focus effect Venom of Anguish. \n-Improved the damage/delay ratio of some of the weapons on the Dragons of Norrath vendors. \n-Beaded Hoop of Demise now has +10 combat effects and +5 strikethrough. \n-Chains of Anguish now has the focus effect Avariciousness of the Ikaav. \n-Shroud of the Surging Storm now has the focus effect Avariciousness of the Ikaav. \n-Ring of Deterrence now has the focus effect Avariciousness of the Ikaav. \n\n*** Quests & Events *** \n\n-When Brevik Kalaner combines the high temple pieces to form the Cipher of Txevu, the \nplayer will now also receive Qvic access if they do not already have it. \n-When zoning into Kod`taz, if a player has the Inktu`ta high temple piece as well as Qvic \naccess, they will now receive any other high temple pieces they may be missing. \n-Removed the large particle effects from King Gelaqua's room in Riftseekers. This should \nhelp with reported visual lag issues in that area. \n-Fixed a spawn issue in Firiona Vie involving Hero Goxnok and a Drachnid spy. \n-Guttertusk the Cruel has been spotted wandering the city of Dranik. \n-Raids in Gates of Discord dynamic zones now require a minimum of 12 people to start. \n-Corrected a problem that was causing the Kunark dragons to not drop their spells or, in \nthe case of Trakanon, his teeth. \n-Vyril Nightfire in Mistmoore is seeking adventurers to help destroy the new inhabitants \nof the castle. \n\n*** Tradeskills *** \n\n-Added a new alchemy recipe to create Essence of Froglok. It can be made in much the same \nway as the other essences. \n\n*** Missions *** \n\n-We have made improvements to how mission rewards are given in situations where the mission \nwas completed while a member was zoning, charmed, feared, or dead. \n-Your mission token or any item you receive at the completion of your mission will now \nautomatically go into an open slot in your inventory. You will not see it on your cursor \nanymore. If your inventory is full then the token or item will be attached to your cursor \nthe next time you zone. \n-Savil Tranquilsong has made an important breakthrough in his work uncovering the history \nof Unrest and is looking for adventurers around levels 55 to 70 to assist him. Seek him \nout in the Butcherblock Mountains if you are interested in helping. \n-Rumors have been circulating of increased activity around Hate's Fury and a growing discontent \namong the merchants of the Broken Skull Clan. A merchant in the Crypt of Nadox is looking \nto hire a few hearty souls around levels 55 to 70 to help keep the Clan in check. \n-Guard Freklin in Qeynos Hills has gotten himself into hot water after being caught sleeping \non the job and is now stuck on gnoll watch. He is looking for adventurers around levels 15 \nto 35 to help him get back into the good graces of the guard. \n-The ancient necromancer Marnek Jaull has returned to the dark halls of Befallen and \nkidnapped the daughter of a paladin of Prexus for use in his evil rituals. Derin Mausrel, \nuncle of the kidnapped girl, has traveled to West Commons in search of adventurers around \nlevels 30 to 40 to help him rescue his niece and destroy the necromancer once and for all. \n\n*** User Interface *** \n\n-There is a completely new interface for the chat filter. \n-The Bandolier \"auto swap\" will now maintain its state through relog. \n-There is a new Merchant Interface window. Items are now displayed in more intuitive list. \n\n*** Miscellaneous *** \n\n-Added Label EQType 134 - Currently Casting spell. Added it to Casting window. \n-Bug fix for entering the game by walking through the arch in explorer mode of character \nselection. If you were logged out in an instanced zone, you will not see multiple of each \ncharacter if that zone was not up. \n-For servers that have movelog command enabled, players will now see what servers have \ntheir current name in use already. - We have changed the text description of certain flags \non the item inspection window. NO DROP is now NO TRADE and NO RENT is now TEMPORARY. \n-Names above players/NPCs should now be visible at twice the distance they were before. \n\n*** E-Mail Features *** \n\nAudio and text notifications of new mail. \n\nMail Window \n-New Options and Address Book buttons. \n-The Options button brings up the options window (with the Mail tab selected). \n-The Address Book button brings up the address book window. \n-New \"Reply All\" button. \n-New \"TO\" field visible in the view pane (where you read your email). It shows all recipients, \nexcept those that are BCC. \n\nMail Composition Window \n-New \"From\" field that shows you who you are when sending an email.(Useful now that you can \nquickly switch between the mailboxes of your different characters on the current server). \n-You can now send to multiple recipients at once, by separating them with comas. You can also \nuse an address book entry name. \n-When pressing \"Reply All\" from the Mail Window, the lists found to match exactly (both name \nand addresses) with an entry in your address book are compacted to the name only, other \nentries are written in full. \n-The Sync button is there to synchronize your TO field with your address book. This is mainly \nuseful when replying to all: it helps you add new entries to your address book or update old \nones. In the latter case, you will be notified of the differences: name differs by case, \naddresses removed, addresses added. The note field is preserved during the update. \n\nAddress Book Window \n-New window to edit your address book. \n-Fields for name, addresses and note. \n-Checkbox to make the entry name private, which means that during address expansion, the addresses \nwill be written as if you had selected them individually, not in the mailing list format. \n-Automatic update of the \"Guild\" entry. [Transient (not saved) and read-only.] If you leave the \nguild, the entry disappears. If someone is added/removed from the guild, your address book is updated. \n\nNew Options Tab for the Mail System \n-Address book filename, configurable per character. \n-If you select an existing address book file, it loads it. \n-If you select a new filename, it creates it with the current in-memory address book state. \n-The address book can be edited by hand, or copied between installations. \n\nMail Forwarding Option. \n-When turned on, incoming email is forwarded to the email address you registered in your Station \nAccount. \n\nRevised Command-Line Syntax for Sending Mail \n-More than one recipient is now allowed. Use the comma to separate them. \n-If you need a space, for an example if you are sending to a mailing list that contains a space \nin its name, then you need to enclose the whole list of recipients between double-quotes. \n-To make a recipient BCC, precede it with a -. \n-Addresses written in the command-line are expanded according to the address book rules. \n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "May 11, 2005 \n------------------------------\n\n*** Headlines *** \n\n-Many quests in city zones that give XP as a reward now give significantly more. \n-Four new missions are available that take you back to Qeynos, Unrest, Befallen, \nand Hate's Fury. \n-Veteran's Rewards will be available on May 13th. You can find out more details about \nthese rewards here. \n-The required levels on many spells level 50 and below have been changed so that all \ncasting classes will now receive at least 1 new spell every level. \n-Great new functionality has been added to the mail system. Some of the major features \nare listed below, but also check the bottom of the patch message for details. \n-Multiple recipients, including a dynamically generated guild mailing list. \n-EverQuest mail forwarding. You can now have your EverQuest mail forwarded to the e-mail \naddress registered with the station account of the character you are playing. NOTE: you \ncannot reply to the forwarded mail. \n-New Address Book. You can now setup mailing lists on your client and store your friend's \naddresses in your address book. \n\n*** Spells & Skills *** \n\n-Players who only have the first two ranks of the Spell Casting Fury AAs will now do double \ndamage on a successful spell crit, the same as if they had the third rank. \n-Players who only have the first two ranks of the Ingenuity AA will now do double damage \non a successful spell crit, the same as if they had the third rank. \n-DoT spells for nearly all classes have been adjusted to scale better as players gain \nlevels. Additionally, most of these spells have had their casting time significantly \nreduced. A number of additional changes have been made. Please see in game descriptions \nfor updated information. \n-Pet heals are now generally more efficient, have shorter cast times, and will remove \npoison and curse effects in addition to disease effects. \n-Frost Guard now has a 1 hour duration. \n-Rangers now gain the ability to triple attack starting at level 60. \n-Berserker's Frenzy skill now has a minimum damage cap starting at level 51. \n-The return on AC over the cap has been increased for monks, paladin, and shadowknights \nof level 50 and higher. \n-Based on player feedback, we have removed the notification to the caster that occurred \nwhenever a heal-over-time spell made an exceptional heal and added new functionality to \nlet the caster know when their spell has worn off. \n-All caster, priest, and hybrid classes now learn Meditation at level 1. \n-All priest and hybrid classes now learn Channeling at level 1. \n-All detrimental spells that have a duration will now notify their caster when they wear \noff. \n-All hybrid classes now learn Abjuration, Alteration, Conjuration, Divination, and \nEvocation at level 1. \n-All buffs that last at least 24 seconds and do not go to the short buff window will \nnow notify their caster when they wear off. \n-Share Wolf Form will no longer have its buff timer decremented in the Guild Hall. \n-Shield of Notes and Dance of Blades will now properly reset if they fail to take hold. \n-Lich Sting and Reaper Strike now grant a buff to the group as well as the Shadow Knight \ntriggering the effect. The benefit for the Shadow Knight will be significantly larger \nthen the benefit to the rest of the group. \n-Kessadona's Flash of Insight is now known as Kessadona's Roar and has been changed to be a \ndirect damage cold based spell. \n\n*** Items *** \n\n-Seal: Mastery of All is now no-drop on the Firiona Vie server. \n-A Gem-Etched Key was dropping off of common crocodiles in Plane of Earth. This erroneous \ndrop has been removed. \n-The Rod of Shaded Wrath has been slightly upgraded. \n-Many items with over 165 hps were given type 8 slots instead of type 7 slots. \n-The Tainted Heartstone and Charm of Exotic Speech will now properly give full stats when \nall uncommon languages are mastered. \n-All flowers of functionality are now inventory clickable. \n-All armor and weaponry on the Dragons of Norrath vendors now have an additional type \n9 augmentation slot. \n-New type 9 augments can now be found on the Dragons of Norrath vendors. \n-Some additional weapons on the Dragons of Norrath vendors are now rogue usable. \n-Blightbringer's Pants of the Grave now has the focus effect Venom of Anguish. \n-Improved the damage/delay ratio of some of the weapons on the Dragons of Norrath vendors. \n-Beaded Hoop of Demise now has +10 combat effects and +5 strikethrough. \n-Chains of Anguish now has the focus effect Avariciousness of the Ikaav. \n-Shroud of the Surging Storm now has the focus effect Avariciousness of the Ikaav. \n-Ring of Deterrence now has the focus effect Avariciousness of the Ikaav. \n\n*** Quests & Events *** \n\n-When Brevik Kalaner combines the high temple pieces to form the Cipher of Txevu, the \nplayer will now also receive Qvic access if they do not already have it. \n-When zoning into Kod`taz, if a player has the Inktu`ta high temple piece as well as Qvic \naccess, they will now receive any other high temple pieces they may be missing. \n-Removed the large particle effects from King Gelaqua's room in Riftseekers. This should \nhelp with reported visual lag issues in that area. \n-Fixed a spawn issue in Firiona Vie involving Hero Goxnok and a Drachnid spy. \n-Guttertusk the Cruel has been spotted wandering the city of Dranik. \n-Raids in Gates of Discord dynamic zones now require a minimum of 12 people to start. \n-Corrected a problem that was causing the Kunark dragons to not drop their spells or, in \nthe case of Trakanon, his teeth. \n-Vyril Nightfire in Mistmoore is seeking adventurers to help destroy the new inhabitants \nof the castle. \n\n*** Tradeskills *** \n\n-Added a new alchemy recipe to create Essence of Froglok. It can be made in much the same \nway as the other essences. \n\n*** Missions *** \n\n-We have made improvements to how mission rewards are given in situations where the mission \nwas completed while a member was zoning, charmed, feared, or dead. \n-Your mission token or any item you receive at the completion of your mission will now \nautomatically go into an open slot in your inventory. You will not see it on your cursor \nanymore. If your inventory is full then the token or item will be attached to your cursor \nthe next time you zone. \n-Savil Tranquilsong has made an important breakthrough in his work uncovering the history \nof Unrest and is looking for adventurers around levels 55 to 70 to assist him. Seek him \nout in the Butcherblock Mountains if you are interested in helping. \n-Rumors have been circulating of increased activity around Hate's Fury and a growing discontent \namong the merchants of the Broken Skull Clan. A merchant in the Crypt of Nadox is looking \nto hire a few hearty souls around levels 55 to 70 to help keep the Clan in check. \n-Guard Freklin in Qeynos Hills has gotten himself into hot water after being caught sleeping \non the job and is now stuck on gnoll watch. He is looking for adventurers around levels 15 \nto 35 to help him get back into the good graces of the guard. \n-The ancient necromancer Marnek Jaull has returned to the dark halls of Befallen and \nkidnapped the daughter of a paladin of Prexus for use in his evil rituals. Derin Mausrel, \nuncle of the kidnapped girl, has traveled to West Commons in search of adventurers around \nlevels 30 to 40 to help him rescue his niece and destroy the necromancer once and for all. \n\n*** User Interface *** \n\n-There is a completely new interface for the chat filter. \n-The Bandolier \"auto swap\" will now maintain its state through relog. \n-There is a new Merchant Interface window. Items are now displayed in more intuitive list. \n\n*** Miscellaneous *** \n\n-Added Label EQType 134 - Currently Casting spell. Added it to Casting window. \n-Bug fix for entering the game by walking through the arch in explorer mode of character \nselection. If you were logged out in an instanced zone, you will not see multiple of each \ncharacter if that zone was not up. \n-For servers that have movelog command enabled, players will now see what servers have \ntheir current name in use already. - We have changed the text description of certain flags \non the item inspection window. NO DROP is now NO TRADE and NO RENT is now TEMPORARY. \n-Names above players/NPCs should now be visible at twice the distance they were before. \n\n*** E-Mail Features *** \n\nAudio and text notifications of new mail. \n\nMail Window \n-New Options and Address Book buttons. \n-The Options button brings up the options window (with the Mail tab selected). \n-The Address Book button brings up the address book window. \n-New \"Reply All\" button. \n-New \"TO\" field visible in the view pane (where you read your email). It shows all recipients, \nexcept those that are BCC. \n\nMail Composition Window \n-New \"From\" field that shows you who you are when sending an email.(Useful now that you can \nquickly switch between the mailboxes of your different characters on the current server). \n-You can now send to multiple recipients at once, by separating them with comas. You can also \nuse an address book entry name. \n-When pressing \"Reply All\" from the Mail Window, the lists found to match exactly (both name \nand addresses) with an entry in your address book are compacted to the name only, other \nentries are written in full. \n-The Sync button is there to synchronize your TO field with your address book. This is mainly \nuseful when replying to all: it helps you add new entries to your address book or update old \nones. In the latter case, you will be notified of the differences: name differs by case, \naddresses removed, addresses added. The note field is preserved during the update. \n\nAddress Book Window \n-New window to edit your address book. \n-Fields for name, addresses and note. \n-Checkbox to make the entry name private, which means that during address expansion, the addresses \nwill be written as if you had selected them individually, not in the mailing list format. \n-Automatic update of the \"Guild\" entry. [Transient (not saved) and read-only.] If you leave the \nguild, the entry disappears. If someone is added/removed from the guild, your address book is updated. \n\nNew Options Tab for the Mail System \n-Address book filename, configurable per character. \n-If you select an existing address book file, it loads it. \n-If you select a new filename, it creates it with the current in-memory address book state. \n-The address book can be edited by hand, or copied between installations. \n\nMail Forwarding Option. \n-When turned on, incoming email is forwarded to the email address you registered in your Station \nAccount. \n\nRevised Command-Line Syntax for Sending Mail \n-More than one recipient is now allowed. Use the comma to separate them. \n-If you need a space, for an example if you are sending to a mailing list that contains a space \nin its name, then you need to enclose the whole list of recipients between double-quotes. \n-To make a recipient BCC, precede it with a -. \n-Addresses written in the command-line are expanded according to the address book rules. \n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "May 18, 2005", "slug": "2005-05-18-1", "patch_date": "2005-05-18T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "spells", "items", "ui"], "body_plaintext": "May 18, 2005 \n------------------------------\n\n*** Spells *** \n\n- With the last patch, we made a change to the way that intoxication effects work so \nyou are no longer completely immune to them if you have maximum alcohol tolerance. \nInstead, you now mitigate the effects based on your alcohol tolerance skill. Due to \nthis change, intoxication effects have been reduced or removed from a number of detrimental \nNPC spells where they would now cause the encounters to be more difficult than intended. \n- Storm Guard and Frost Shield now have 60 minute durations. \n- Increased the range on Kessdona's Roar. \n\n*** Missions *** \n\n- Skrepiz Plaguebringer will now only appear when you have completed all previous requirements \nin the Rise of Marnek mission. \n- If you are on the mission to Unrest, Nisha Lightbrook will now respond to your first hail \ninstead of requiring two hails for a response. \n- You will no longer be able to loot the notes for the Hate's Fury mission out of order. \n\n*** Items *** \n\n- Gloves of Wicked Ambition now have +5 to stun resist, +6 to dot shield, and +2 to mana regen. \n- Mirrored Mask now has a type 8 augmentation slot, by request. Now players can bind a focus \naugment to the item if they wish. \n- Gem of the Spring Wind from the good DoN camp is now named \"Shard of the Spring Wind\" and is \nnow a type 7 and 8 augmentation. \n\n*** Alternate Abilities *** \n\n- Raised the cap on AA's so that those people who were maxed out can receive all of their \nVet rewards. \n- The shape changing effects of the Jester of Bristlebane will now disappear after 10 minutes. \n\n*** Code *** \n\nWindows 98/ME: \n- Users with these operating systems should no longer experience the bug where there UI \nrenders but the 3D scene does not when they first enter the game. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "May 18, 2005 \n------------------------------\n\n*** Spells *** \n\n- With the last patch, we made a change to the way that intoxication effects work so \nyou are no longer completely immune to them if you have maximum alcohol tolerance. \nInstead, you now mitigate the effects based on your alcohol tolerance skill. Due to \nthis change, intoxication effects have been reduced or removed from a number of detrimental \nNPC spells where they would now cause the encounters to be more difficult than intended. \n- Storm Guard and Frost Shield now have 60 minute durations. \n- Increased the range on Kessdona's Roar. \n\n*** Missions *** \n\n- Skrepiz Plaguebringer will now only appear when you have completed all previous requirements \nin the Rise of Marnek mission. \n- If you are on the mission to Unrest, Nisha Lightbrook will now respond to your first hail \ninstead of requiring two hails for a response. \n- You will no longer be able to loot the notes for the Hate's Fury mission out of order. \n\n*** Items *** \n\n- Gloves of Wicked Ambition now have +5 to stun resist, +6 to dot shield, and +2 to mana regen. \n- Mirrored Mask now has a type 8 augmentation slot, by request. Now players can bind a focus \naugment to the item if they wish. \n- Gem of the Spring Wind from the good DoN camp is now named \"Shard of the Spring Wind\" and is \nnow a type 7 and 8 augmentation. \n\n*** Alternate Abilities *** \n\n- Raised the cap on AA's so that those people who were maxed out can receive all of their \nVet rewards. \n- The shape changing effects of the Jester of Bristlebane will now disappear after 10 minutes. \n\n*** Code *** \n\nWindows 98/ME: \n- Users with these operating systems should no longer experience the bug where there UI \nrenders but the 3D scene does not when they first enter the game. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 29, 2005", "slug": "2005-06-29-1", "patch_date": "2005-06-29T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "June 29, 2005 \n------------------------------\n\nA large patch was implemented today. Grab a coffee for this one. \n\n================================== \n\n*** Headlines *** \n\n- Plane of Time Instancing! - Plane of Time has been fully instanced. Every raid that enters \nthe zone will now get its own instance of the zone. \n- New Tutorial! - A new tutorial is now available, featuring new art, new models, new quests, \nand a new player experience that will take you from level 1 to level 10. \n- New Newbie Armor Quests! - New armor quests pick up where the tutorial leaves off, taking \nplayers from 11 to 20. \n- You can now invite players to your group across zones. We have enabled the ability to use \nthe /invite command with a players name to allow you to invite someone that is not in your \ncurrent zone. \n- \"Auto Consent Group\", \"Auto Consent Raid\", and \"Auto Consent Guild\" buttons have been \nadded to the options window; when checked, your group/raid/guild will automatically be given \nconsent to move any new corpses you drop. \n\n\n\n*** Items *** \n\n- Ogre Femur Club is now monk and beastlord usable. \n- The tier1 and tier2 quested breastplates in Omens of War now have click effects that are \nusable from inventory. \n- The Rod of Mystical Transvergance and Summoned: Modulating Rod now both have a 5 minute \nitem recast timer. This will give both items a visible indicator for the recast time of \nthe rods when used in the UI. \n- The suffusive weaponry from the Trial of Ingenuity is now attunable. \n- The Longbow of Chaos now has a type 4 augmentation slot. \n- Haggard Trusik Shawl now has +15 int instead of +15 wis. \n- Plaguebreeze now has +4 regen, +20 attack, +1 shielding, and +5 avoidance. \n- The Dragonshade Mask now has the worn effect of Cleave V and the activatable effect of \nAssassin?s Blood. The recast time on the activatable effect has been changed to two minutes. \n- The Obsidian Battle Sword has a new graphic. \n- The Blade of Vesagran is now a one-handed slasher. Please petition if you have an \naugmentation that will not fit in your blade now that it has changed to a slasher. \n\n\n*** Tasks, Missions, and Quests *** \n\n- Increased the amount of time that a mission zone can be empty of players before it \nshuts down from 15 to 30 minutes. This should help groups who completely wipe out get \nback to the zone before it shuts down and resets. \n- If you are on the mission to Unrest, Nisha Lightbrook will now respond to your first \nhail instead of requiring two hails for a response. \n- Sleeping on the job: Gnoll Archers will now call for reinforcements if you have killed \nthem before completing the previous elements in the task. \n- Sleeping on the job: Holinix, Djerr, Grarrax, \n- Fixed an error that was causing some tasks that had elements in Grimling Forest to be \nimpossible to complete. \n\n\n*** Events *** \n\n- The Specter of Rage in Uqua will now accept the Orb of Rage again. \n- It should no longer be possible to get double-loot and double-lockout on the MPG \nTrial of Endurance. \n- The Vishimtar encounter has been retuned. Beware the cursed black dragon! \n- After Vishimtar's demise, Creeping Doom will fade and skeletons will cease spawning \non player death. \n- Standing directly under Rikkukin when he fires off a directional attack is now a bad \nidea. \n- Lockout timers for Anguish bosses are now 4.5 days long instead of 4.9166666 (repeating, \nof course). \n\n\n*** Skills, Spells \n\n- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57. \n- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57. \n- Added new level 50+ fear spells for Clerics, Necromancers, Enchanters, Shadowknights, \nBards, and Druids. \n- Added new melee guard Disciplines for Shadowknights and Paladins, both at level 56. \n- Added a new Point Blank Enthrall spell for Enchanters at level 68. \n- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57. \n- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57. \n- You'll have to convince Karsor the Mad to part with the above new spells. \n- Storm Guard and Frost Shield now have 60 minute durations. \n- Modified the Frenzied Burnout AA so that it now has a 15 minute reuse and will better \nstack with other strength and attack enhancing effects. \n- The mana regeneration portion of the Enchanter spell Breeze now scales from 5 at level \n14 to 6 at level 20. \n- Fixed a stacking problem with Shadowknight and Ranger Self buffs that were being \noverwritten by the druid Hand of Ro line. \n- Increased the innate AC bonuses granted to level 66+ pets by focus effects. \n- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets. \n- Lowered the endurance cost on many Berserker Axe abilities and the battle cry line. \n- Refunded and removed Spell Casting Subtlety from Shadowknights. \n- Shock of Lightning was recently changed into a new spell, Icicle Shock. In answer to \nconcerns from several players at the loss of Shock of Lightning, the spell has been returned \nto it's previous form. \n- Guard of Blood Recourse has been changed to a instant heal for 600 HP instead of 400 \nfor 2 ticks. \n- Alternate Ability timers for newly acquired activatable AAs will properly initialize \nto allow for immediate use. \n- Veteran rewards on accounts that have no expansions now work properly. \n- Leadership assist ranges now have the same distance rules as the /assist command. \n- When rogues using Shroud of Stealth /con an NPC that can see invis but not shroud of \nstealth, they will now get a message telling them the NPC cannot see them but can see \nnormal invis players. \n- Players will now receive 1 skill point in any new skills available when the reach a new level. \n- Spell hate for spells with a fixed amount of hate now include hate-focus effects. \nPreviously, spells with fixed amount of hate assigned to them would disregard hate focus effects. \n- Fixed the issue with Wrath of the Wild that caused it to last until a rune expired. \n\n\n*** Tradeskills *** \n\n- Added a minimum chance to gain a skill up on many of the Dragons of Norrath cultural \ntradeskill recipes and many of the Omens of War augmentation recipes. This will make it \neasier to gain an increase in skill when doing these recipes in most cases where the \ncharacter has a high skill. \n- Some Velium weapons can now be converted into small Velium bars by smiths. You will \nneed to use the Velium Smithy Hammer in order to break down these weapons. \n- Speckled Pine Fruit can now be foraged. \n- Palm Leaf can now be foraged. \n- Added a recipe to create Rainwater Dressing. \n- Added a recipe to create Spiced Heartfruit Greens. \n- Midnight Stones and Sandstone Pearls can now be crushed in a Mixing Bowl, not a Mortar \nand Pestle. \n- Increased the stack size of Dragons of Norrath cultural Patterns and Molds to 200 (400 \nfor wrist patterns and molds). \n- Caerlyna will now exchange Ice Cream Churns for tokens. \n- Added information to bag tokens that will tell the player some of the information about \nthe bag they represent. \n\n\n*** NPCs *** \n\n- There is a new potion vendor in the Plane of Knowledge. He sells some nice new potions \nas well as some of the ingredients that alchemists will need to make those potions. \n- The Taskmistress Krisz encounter can now be triggered. Speak to the NPCs in Riwwi for more \ninformation. \n- Several NPCs in the Abysmal Sea are now more willing to chat. They no longer require proof \nof dedication to their cause. \n- New merchants have moved into Lavastorm. \n- Some of the Ferans in Riftseekers will drop Softened Feran Hides more often now. \n- Some of the Ferans in Riftseekers will drop Quality Feran Hides more often now. \n\n\n*** Veteran rewards *** \n\n- The Veteran Reward buffs are now immune to being dispelled. \n- The Veteran Reward buffs will no longer freeze their timers in the guild hall. \n\n\n*** Optimizations *** \n\n- File caching has been enabled which should yield performance improvements, especially \non lower end systems when dealing with the UI (opening/closing windows, loading a UI, ...). \n\n\n*** Exodus and Related Issues *** \n\n- The exodus bug where a player could possibly die during the small amount of time after \nthe spell is cast but before they actually zone, should now be fixed. We did the best we \ncould trying to reproduce the situations that have been described to us and they have been \nfixed in our test cases. Please let us know if you continue to experience an issue like this. \n- Spells such as Exodus, have a chance to fail which happens for each person that gets hit \nby the spell. This means each person has a chance to not get ported. If you fail to get \nported, you now receive a message notifying you of the failure. \n- Teleport bind(AA) will no longer leave the caster behind. If the spell is successfully \ncast, then everyone will be ported. Previously the caster had a 2% chance to not port. \n\n\n*** Features Enabled for All *** \n\n- The raid window is now available to all players. \n- The LFGroup windows are now available to all players. \n- Line-art mapping is now available for all zones. \n\n\n*** UI *** \n\n- The Potion Belt will now remain visible after zoning (if it was visible before zoning). \n- The advanced display options window has been enhanced substantially. Please note that the \nAdvanced Lighting option is for video cards that support 1.1 Pixel Shaders and above. Also \nnote that the advanced lighting is still being tested with some of our known player hardware \nconfigurations. If you experience any issues with it on, please turn it off. Not all hardware \ncombination have been verified to be fully functional. For those that can use it, check out \nhow cool the lighting looks in some of the old zones like the commonlands with the NPCs and \ntheir spherical light influences. It looks great. \n- The help window has been merged with the petition window. \n\n\n*** Misc *** \n\n- You will no longer get experience back from a corpse whose rez timer has expired when \nusing the Veteran AA Expedient Recovery. \n- The level restriction for entering the tutorial has been changed to allow level 10 and \nunder. \n- Fixed an old issue with particles. If you had your client running for 10 or so hours, \nsome particle emitters would start to show huge particles. \n\n\n*** Chat Channels *** \n\n- There are now system owned, persistent chat channels and players will auto join some of \nthese channels. Players level 20 and under auto join the \"NewPlayers\" channel, over level 20 \nauto join \"General\" and a class specific channel, and there are continent based channels as well. \nAuto joining channels can be disabled under the options window. \n\n\n*** Pet Commands *** \n\n- The \"/pet follow\" command works properly again. \n- The \"/pet report\" command works properly again. \n\n\n.....................................................................\n\n--- FROM FILE: patches-2005-2.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 29, 2005 \n------------------------------\n\nA large patch was implemented today. Grab a coffee for this one. \n\n================================== \n\n*** Headlines *** \n\n- Plane of Time Instancing! - Plane of Time has been fully instanced. Every raid that enters \nthe zone will now get its own instance of the zone. \n- New Tutorial! - A new tutorial is now available, featuring new art, new models, new quests, \nand a new player experience that will take you from level 1 to level 10. \n- New Newbie Armor Quests! - New armor quests pick up where the tutorial leaves off, taking \nplayers from 11 to 20. \n- You can now invite players to your group across zones. We have enabled the ability to use \nthe /invite command with a players name to allow you to invite someone that is not in your \ncurrent zone. \n- \"Auto Consent Group\", \"Auto Consent Raid\", and \"Auto Consent Guild\" buttons have been \nadded to the options window; when checked, your group/raid/guild will automatically be given \nconsent to move any new corpses you drop. \n\n\n\n*** Items *** \n\n- Ogre Femur Club is now monk and beastlord usable. \n- The tier1 and tier2 quested breastplates in Omens of War now have click effects that are \nusable from inventory. \n- The Rod of Mystical Transvergance and Summoned: Modulating Rod now both have a 5 minute \nitem recast timer. This will give both items a visible indicator for the recast time of \nthe rods when used in the UI. \n- The suffusive weaponry from the Trial of Ingenuity is now attunable. \n- The Longbow of Chaos now has a type 4 augmentation slot. \n- Haggard Trusik Shawl now has +15 int instead of +15 wis. \n- Plaguebreeze now has +4 regen, +20 attack, +1 shielding, and +5 avoidance. \n- The Dragonshade Mask now has the worn effect of Cleave V and the activatable effect of \nAssassin?s Blood. The recast time on the activatable effect has been changed to two minutes. \n- The Obsidian Battle Sword has a new graphic. \n- The Blade of Vesagran is now a one-handed slasher. Please petition if you have an \naugmentation that will not fit in your blade now that it has changed to a slasher. \n\n\n*** Tasks, Missions, and Quests *** \n\n- Increased the amount of time that a mission zone can be empty of players before it \nshuts down from 15 to 30 minutes. This should help groups who completely wipe out get \nback to the zone before it shuts down and resets. \n- If you are on the mission to Unrest, Nisha Lightbrook will now respond to your first \nhail instead of requiring two hails for a response. \n- Sleeping on the job: Gnoll Archers will now call for reinforcements if you have killed \nthem before completing the previous elements in the task. \n- Sleeping on the job: Holinix, Djerr, Grarrax, \n- Fixed an error that was causing some tasks that had elements in Grimling Forest to be \nimpossible to complete. \n\n\n*** Events *** \n\n- The Specter of Rage in Uqua will now accept the Orb of Rage again. \n- It should no longer be possible to get double-loot and double-lockout on the MPG \nTrial of Endurance. \n- The Vishimtar encounter has been retuned. Beware the cursed black dragon! \n- After Vishimtar's demise, Creeping Doom will fade and skeletons will cease spawning \non player death. \n- Standing directly under Rikkukin when he fires off a directional attack is now a bad \nidea. \n- Lockout timers for Anguish bosses are now 4.5 days long instead of 4.9166666 (repeating, \nof course). \n\n\n*** Skills, Spells \n\n- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57. \n- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57. \n- Added new level 50+ fear spells for Clerics, Necromancers, Enchanters, Shadowknights, \nBards, and Druids. \n- Added new melee guard Disciplines for Shadowknights and Paladins, both at level 56. \n- Added a new Point Blank Enthrall spell for Enchanters at level 68. \n- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57. \n- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57. \n- You'll have to convince Karsor the Mad to part with the above new spells. \n- Storm Guard and Frost Shield now have 60 minute durations. \n- Modified the Frenzied Burnout AA so that it now has a 15 minute reuse and will better \nstack with other strength and attack enhancing effects. \n- The mana regeneration portion of the Enchanter spell Breeze now scales from 5 at level \n14 to 6 at level 20. \n- Fixed a stacking problem with Shadowknight and Ranger Self buffs that were being \noverwritten by the druid Hand of Ro line. \n- Increased the innate AC bonuses granted to level 66+ pets by focus effects. \n- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets. \n- Lowered the endurance cost on many Berserker Axe abilities and the battle cry line. \n- Refunded and removed Spell Casting Subtlety from Shadowknights. \n- Shock of Lightning was recently changed into a new spell, Icicle Shock. In answer to \nconcerns from several players at the loss of Shock of Lightning, the spell has been returned \nto it's previous form. \n- Guard of Blood Recourse has been changed to a instant heal for 600 HP instead of 400 \nfor 2 ticks. \n- Alternate Ability timers for newly acquired activatable AAs will properly initialize \nto allow for immediate use. \n- Veteran rewards on accounts that have no expansions now work properly. \n- Leadership assist ranges now have the same distance rules as the /assist command. \n- When rogues using Shroud of Stealth /con an NPC that can see invis but not shroud of \nstealth, they will now get a message telling them the NPC cannot see them but can see \nnormal invis players. \n- Players will now receive 1 skill point in any new skills available when the reach a new level. \n- Spell hate for spells with a fixed amount of hate now include hate-focus effects. \nPreviously, spells with fixed amount of hate assigned to them would disregard hate focus effects. \n- Fixed the issue with Wrath of the Wild that caused it to last until a rune expired. \n\n\n*** Tradeskills *** \n\n- Added a minimum chance to gain a skill up on many of the Dragons of Norrath cultural \ntradeskill recipes and many of the Omens of War augmentation recipes. This will make it \neasier to gain an increase in skill when doing these recipes in most cases where the \ncharacter has a high skill. \n- Some Velium weapons can now be converted into small Velium bars by smiths. You will \nneed to use the Velium Smithy Hammer in order to break down these weapons. \n- Speckled Pine Fruit can now be foraged. \n- Palm Leaf can now be foraged. \n- Added a recipe to create Rainwater Dressing. \n- Added a recipe to create Spiced Heartfruit Greens. \n- Midnight Stones and Sandstone Pearls can now be crushed in a Mixing Bowl, not a Mortar \nand Pestle. \n- Increased the stack size of Dragons of Norrath cultural Patterns and Molds to 200 (400 \nfor wrist patterns and molds). \n- Caerlyna will now exchange Ice Cream Churns for tokens. \n- Added information to bag tokens that will tell the player some of the information about \nthe bag they represent. \n\n\n*** NPCs *** \n\n- There is a new potion vendor in the Plane of Knowledge. He sells some nice new potions \nas well as some of the ingredients that alchemists will need to make those potions. \n- The Taskmistress Krisz encounter can now be triggered. Speak to the NPCs in Riwwi for more \ninformation. \n- Several NPCs in the Abysmal Sea are now more willing to chat. They no longer require proof \nof dedication to their cause. \n- New merchants have moved into Lavastorm. \n- Some of the Ferans in Riftseekers will drop Softened Feran Hides more often now. \n- Some of the Ferans in Riftseekers will drop Quality Feran Hides more often now. \n\n\n*** Veteran rewards *** \n\n- The Veteran Reward buffs are now immune to being dispelled. \n- The Veteran Reward buffs will no longer freeze their timers in the guild hall. \n\n\n*** Optimizations *** \n\n- File caching has been enabled which should yield performance improvements, especially \non lower end systems when dealing with the UI (opening/closing windows, loading a UI, ...). \n\n\n*** Exodus and Related Issues *** \n\n- The exodus bug where a player could possibly die during the small amount of time after \nthe spell is cast but before they actually zone, should now be fixed. We did the best we \ncould trying to reproduce the situations that have been described to us and they have been \nfixed in our test cases. Please let us know if you continue to experience an issue like this. \n- Spells such as Exodus, have a chance to fail which happens for each person that gets hit \nby the spell. This means each person has a chance to not get ported. If you fail to get \nported, you now receive a message notifying you of the failure. \n- Teleport bind(AA) will no longer leave the caster behind. If the spell is successfully \ncast, then everyone will be ported. Previously the caster had a 2% chance to not port. \n\n\n*** Features Enabled for All *** \n\n- The raid window is now available to all players. \n- The LFGroup windows are now available to all players. \n- Line-art mapping is now available for all zones. \n\n\n*** UI *** \n\n- The Potion Belt will now remain visible after zoning (if it was visible before zoning). \n- The advanced display options window has been enhanced substantially. Please note that the \nAdvanced Lighting option is for video cards that support 1.1 Pixel Shaders and above. Also \nnote that the advanced lighting is still being tested with some of our known player hardware \nconfigurations. If you experience any issues with it on, please turn it off. Not all hardware \ncombination have been verified to be fully functional. For those that can use it, check out \nhow cool the lighting looks in some of the old zones like the commonlands with the NPCs and \ntheir spherical light influences. It looks great. \n- The help window has been merged with the petition window. \n\n\n*** Misc *** \n\n- You will no longer get experience back from a corpse whose rez timer has expired when \nusing the Veteran AA Expedient Recovery. \n- The level restriction for entering the tutorial has been changed to allow level 10 and \nunder. \n- Fixed an old issue with particles. If you had your client running for 10 or so hours, \nsome particle emitters would start to show huge particles. \n\n\n*** Chat Channels *** \n\n- There are now system owned, persistent chat channels and players will auto join some of \nthese channels. Players level 20 and under auto join the \"NewPlayers\" channel, over level 20 \nauto join \"General\" and a class specific channel, and there are continent based channels as well. \nAuto joining channels can be disabled under the options window. \n\n\n*** Pet Commands *** \n\n- The \"/pet follow\" command works properly again. \n- The \"/pet report\" command works properly again. \n\n\n.....................................................................\n\n--- FROM FILE: patches-2005-2.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 13, 2005", "slug": "2005-07-13-1", "patch_date": "2005-07-13T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "class_changes", "spells", "zones", "ui"], "body_plaintext": "July 13, 2005 \n------------------------------\n\n\n*** Headlines *** \n\nTrouble grows in Norrath! Dark Elves have been seen traveling the lands wreaking havoc \nas they pass. Cities are calling out to their citizens for help gathering supplies \nin preparation for possible war. Something big is happening in Norrath now as the Age of War \ncontinues. \n\n\n*** Events *** \n\n- Players should no longer be KOS to Killvak or the troll raiders in Barrenzin's mission \n\"Trollish Bloodlust\" \n\n\n*** Spells *** \n\n- Increased the damage, mana, and cast time of the Necromancer and Shadowknight spell \nSiphon Life to better fit the progression of the other spells of the same type. \n- Fixed a problem that caused Shadowknights to proc the wrong effects from Spirit of the Puma \nand Spirit of the Jaquar. \n- When a rogue /consider's an NPC that can see through normal forms of invisibility, and \nthe rogue is hidden from the NPC due to their Shroud of Stealth, the player will continue \nto receive the \"indifferent\" consider message but will also receive the following message: \n\"Your Shroud of Stealth keeps you hidden from watchful eyes.\" \n- We have fixed the gating issue when on a mount and you are in the same zone you are bound \nand your vertical location of your bind point is much lower than you are currently. You will \nno longer fall to your death. Yeah for falling! \n- When casting bind, your current heading will now be saved. \n- Dark Sieve and Dark Sieve Recourse now have 200 range. \n\n\n*** Pet Focus *** \n\n- Increased the innate AC bonuses granted to level 66+ pets by focus effects. \n- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets. \n\n\n*** Items *** \n\n- The new potions will now be level restricted as they were previously intended to be. \n- Some type 9 augmentations are now usable in the charm slot. \n- Plaguebreeze will now drop more frequently. \n- Removed Patorav?s Amulet from the \"bonus\" table on Overlord Mata Muram. \n- Mask of the Heretic now has 12 AC. \n- Blightbringer?s Cap of the Grave now modifies the Specialization: Conjuration by 12%. \n- Any type 9 augment that fit in a visible slot now is also a type 12 augment. \n- Jelvan has learned the technology of the printing press and will now distribute his \nwritings more often. \n\n\n*** Auto Consent *** \n\n- Auto-consent raid, group, or guild will now auto-consent all future and existing corpses. \nIf you turn off auto-consent then consent for your group, raid, or guild will be removed from \nall existing corpses. Please note that in order for a group member or raid member to be able \nto drag one of your existing corpses, they had to be in your group or raid at the time your \ncorpse was created. This is the functionality that has always been in place. \n\n\n*** Tasks and Missions *** \n\n- The entrance to Everfrost is now a little easier to explore. \n- The issue preventing some groups from entering the Unrest mission has been fixed. \n\n\n*** Graphics *** \n\n- /viewport should work with Advanced Lighting on now. \n- We have fixed a common Reset Device error. \n- Fixed an issue with rendering trees and other alpha'ed textures when running on \nolder hardware. \n- We have fixed a common crash with our DLL. \n\n\n*** Particles *** \n\n- We have made some fixes to the particle rendering. Some people were seeing square textures. \n\n\n*** UI *** \n\n- You can now use the \"Enter World\" button at character select if you are camped in tutorialb. \n- Merchants' items should now be sort correctly using the Quantity column. \n\n\n*** Tradeskills *** \n\n- Changed one of Chef Chowderly's recipes. Pan Seared Orange Tuna will now use a Non-Stick Frying Pan \nin the recipe instead of a Large Stewing Pot.\n\n.....................................................................\n\n------------------------------", "body_markdown": "July 13, 2005 \n------------------------------\n\n\n*** Headlines *** \n\nTrouble grows in Norrath! Dark Elves have been seen traveling the lands wreaking havoc \nas they pass. Cities are calling out to their citizens for help gathering supplies \nin preparation for possible war. Something big is happening in Norrath now as the Age of War \ncontinues. \n\n\n*** Events *** \n\n- Players should no longer be KOS to Killvak or the troll raiders in Barrenzin's mission \n\"Trollish Bloodlust\" \n\n\n*** Spells *** \n\n- Increased the damage, mana, and cast time of the Necromancer and Shadowknight spell \nSiphon Life to better fit the progression of the other spells of the same type. \n- Fixed a problem that caused Shadowknights to proc the wrong effects from Spirit of the Puma \nand Spirit of the Jaquar. \n- When a rogue /consider's an NPC that can see through normal forms of invisibility, and \nthe rogue is hidden from the NPC due to their Shroud of Stealth, the player will continue \nto receive the \"indifferent\" consider message but will also receive the following message: \n\"Your Shroud of Stealth keeps you hidden from watchful eyes.\" \n- We have fixed the gating issue when on a mount and you are in the same zone you are bound \nand your vertical location of your bind point is much lower than you are currently. You will \nno longer fall to your death. Yeah for falling! \n- When casting bind, your current heading will now be saved. \n- Dark Sieve and Dark Sieve Recourse now have 200 range. \n\n\n*** Pet Focus *** \n\n- Increased the innate AC bonuses granted to level 66+ pets by focus effects. \n- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets. \n\n\n*** Items *** \n\n- The new potions will now be level restricted as they were previously intended to be. \n- Some type 9 augmentations are now usable in the charm slot. \n- Plaguebreeze will now drop more frequently. \n- Removed Patorav?s Amulet from the \"bonus\" table on Overlord Mata Muram. \n- Mask of the Heretic now has 12 AC. \n- Blightbringer?s Cap of the Grave now modifies the Specialization: Conjuration by 12%. \n- Any type 9 augment that fit in a visible slot now is also a type 12 augment. \n- Jelvan has learned the technology of the printing press and will now distribute his \nwritings more often. \n\n\n*** Auto Consent *** \n\n- Auto-consent raid, group, or guild will now auto-consent all future and existing corpses. \nIf you turn off auto-consent then consent for your group, raid, or guild will be removed from \nall existing corpses. Please note that in order for a group member or raid member to be able \nto drag one of your existing corpses, they had to be in your group or raid at the time your \ncorpse was created. This is the functionality that has always been in place. \n\n\n*** Tasks and Missions *** \n\n- The entrance to Everfrost is now a little easier to explore. \n- The issue preventing some groups from entering the Unrest mission has been fixed. \n\n\n*** Graphics *** \n\n- /viewport should work with Advanced Lighting on now. \n- We have fixed a common Reset Device error. \n- Fixed an issue with rendering trees and other alpha'ed textures when running on \nolder hardware. \n- We have fixed a common crash with our DLL. \n\n\n*** Particles *** \n\n- We have made some fixes to the particle rendering. Some people were seeing square textures. \n\n\n*** UI *** \n\n- You can now use the \"Enter World\" button at character select if you are camped in tutorialb. \n- Merchants' items should now be sort correctly using the Quantity column. \n\n\n*** Tradeskills *** \n\n- Changed one of Chef Chowderly's recipes. Pan Seared Orange Tuna will now use a Non-Stick Frying Pan \nin the recipe instead of a Large Stewing Pot.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "August 11, 2005", "slug": "2005-08-11-1", "patch_date": "2005-08-11T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["items"], "body_plaintext": "August 11, 2005 \n------------------------------\n\nEverQuest - Live Update - 08/11/05 \n\n*** Headlines *** \n\nGukta is no more. The Trolls have retaken their ancestral home and torn down the remembrances \nof the Frogloks. The Guktans, suffering more than just defeat, have retreated into the \nRathe Mountains. They have built a tent city to accommodate their needs, but there is \nsomething obviously wrong. Many of their friends and family were touched by the curse \nlaid upon the battlefield by the Warlord Ykesha. These poor souls have been corrupted. \nThey have been torn from the breast of Mithaniel Marr and grasped by the clutching claws \nof Innoruuk and turned to evil. Yet they are cousins and brothers to the remaining Guktans \nand so they live together, trying to make the best of their fate. \n\n\n*** Items *** \n\n- Ancient Mist Root Stone, Refracted Dusk Amethyst, Ancient Life Root Stone, and Refracted \nDawn Amethyst are now usable in the hands and wrist slots. \n- All potions that were recently introduced now have a required level instead of a \nrecommended level. \n- Lightning Singed Mantle now has 38 AC. \n\n\n*** Missions *** \n\n- Changed the required count for the kill and loot elements on the Dragons of Norrath \nmission \"Diseased Pumas\". This change was to fix a discrepancy between the number of \nitems required for task completion compared to the number of kills and items looted that \nthe task said you needed.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "August 11, 2005 \n------------------------------\n\nEverQuest - Live Update - 08/11/05 \n\n*** Headlines *** \n\nGukta is no more. The Trolls have retaken their ancestral home and torn down the remembrances \nof the Frogloks. The Guktans, suffering more than just defeat, have retreated into the \nRathe Mountains. They have built a tent city to accommodate their needs, but there is \nsomething obviously wrong. Many of their friends and family were touched by the curse \nlaid upon the battlefield by the Warlord Ykesha. These poor souls have been corrupted. \nThey have been torn from the breast of Mithaniel Marr and grasped by the clutching claws \nof Innoruuk and turned to evil. Yet they are cousins and brothers to the remaining Guktans \nand so they live together, trying to make the best of their fate. \n\n\n*** Items *** \n\n- Ancient Mist Root Stone, Refracted Dusk Amethyst, Ancient Life Root Stone, and Refracted \nDawn Amethyst are now usable in the hands and wrist slots. \n- All potions that were recently introduced now have a required level instead of a \nrecommended level. \n- Lightning Singed Mantle now has 38 AC. \n\n\n*** Missions *** \n\n- Changed the required count for the kill and loot elements on the Dragons of Norrath \nmission \"Diseased Pumas\". This change was to fix a discrepancy between the number of \nitems required for task completion compared to the number of kills and items looted that \nthe task said you needed.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 7, 2005", "slug": "2005-09-07-1", "patch_date": "2005-09-07T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dragons", "tags": ["bugfix", "spells", "items"], "body_plaintext": "September 7, 2005\n------------------------------\n\n*** Headlines *** \nEyes on Nektulos - From the saddle of her unholy steed, Lanys T`Vyl, the child \nof Innoruuk, surveyed the trolls' as they marched with all of their belongings \nand wares from Neriak, the dark elf city they called home for a time, to the \ncity of Grobb in the Innothule Swamp. The frogloks had finally lost their foothold \nin Grobb and now the smelling, foul race of trolls had their home back. \n\nShe kicked her steed into motion and made haste through Nektulos Forest making a \ncursory survey of the lands and then turned to Neriak where dark fates would soon \nunfurl by her ebony hand. \n\n\n*** Spells *** \n- Increased the duration on Divine Avatar. \n- Reduced the casting time on several swarm pet AAs. \n- Modified Intensity of the Resolute so it won't be overwritten by other, lesser \nabilities. \n- Using Cyclone Blade or Whirlwind Blade will no longer cause AE Taunt to be used \nup as well. \n- Telekara is now slightly harder to resist, giving it an equal resist chance to \nother spells in the same line. \n- Nature's Blight and Season's Fury now have 200 spell casting range. \n- Rhythmic Reflexes and Superior Rhythmic Reflexes had their double attack values \nswitched. This has now been corrected. \n- Nature's Blight and Season's Fury will now not focus level 1 spells, including \nthe Shadowknight ability Harmtouch. \n\n\n*** Items *** \n- The dark side of the froglok?s can now wear the armor their culture made. \n- Modified the stats of numerous pieces of the cultural armor and the corresponding \nsymbols. \n- After much chafing, and a few cracked ribs, the froglok have decided that gnome \ncultural armor is no longer wearable. \n- Blessed Reviver's Charm should now calculate its stats correctly if a non-wis \ncaster is added to the group or raid. \n- All spell scrolls should now be stackable. Please note that if you try to scribe \nmore than one spell scroll at one time by using a stack of spell scrolls, that you \nwill receive an error message. You must use only one spell scroll to scribe a spell. \n- Ancient Mist Root Stone, Refracted Dusk Amethyst, Ancient Life Root Stone, and \nRefracted Dawn Amethyst are now usable in the hands and wrist slots.\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 7, 2005\n------------------------------\n\n*** Headlines *** \nEyes on Nektulos - From the saddle of her unholy steed, Lanys T`Vyl, the child \nof Innoruuk, surveyed the trolls' as they marched with all of their belongings \nand wares from Neriak, the dark elf city they called home for a time, to the \ncity of Grobb in the Innothule Swamp. The frogloks had finally lost their foothold \nin Grobb and now the smelling, foul race of trolls had their home back. \n\nShe kicked her steed into motion and made haste through Nektulos Forest making a \ncursory survey of the lands and then turned to Neriak where dark fates would soon \nunfurl by her ebony hand. \n\n\n*** Spells *** \n- Increased the duration on Divine Avatar. \n- Reduced the casting time on several swarm pet AAs. \n- Modified Intensity of the Resolute so it won't be overwritten by other, lesser \nabilities. \n- Using Cyclone Blade or Whirlwind Blade will no longer cause AE Taunt to be used \nup as well. \n- Telekara is now slightly harder to resist, giving it an equal resist chance to \nother spells in the same line. \n- Nature's Blight and Season's Fury now have 200 spell casting range. \n- Rhythmic Reflexes and Superior Rhythmic Reflexes had their double attack values \nswitched. This has now been corrected. \n- Nature's Blight and Season's Fury will now not focus level 1 spells, including \nthe Shadowknight ability Harmtouch. \n\n\n*** Items *** \n- The dark side of the froglok?s can now wear the armor their culture made. \n- Modified the stats of numerous pieces of the cultural armor and the corresponding \nsymbols. \n- After much chafing, and a few cracked ribs, the froglok have decided that gnome \ncultural armor is no longer wearable. \n- Blessed Reviver's Charm should now calculate its stats correctly if a non-wis \ncaster is added to the group or raid. \n- All spell scrolls should now be stackable. Please note that if you try to scribe \nmore than one spell scroll at one time by using a stack of spell scrolls, that you \nwill receive an error message. You must use only one spell scroll to scribe a spell. \n- Ancient Mist Root Stone, Refracted Dusk Amethyst, Ancient Life Root Stone, and \nRefracted Dawn Amethyst are now usable in the hands and wrist slots.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 13, 2005", "slug": "2005-09-13-1", "patch_date": "2005-09-13T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "content", "spells", "items", "tradeskills", "ui", "server"], "body_plaintext": "September 13, 2005\n------------------------------\n\nWelcome to EverQuest: Depths of Darkhollow! \n\nAs Lanys T'Vyl and Firiona Vie crossed blades in Nektulos Forest, a failed curse \nexploded that shook the lands from sky to stone. When all settled, for a time there \nwas no sound. Firiona, Lanys, their armies, all the beasts and creatures had vanished \nfrom the grove where the curse was bound. But down at the end of the forest river \nwhere it ducked under loose stone, a way into darkness was revealed -- passage into \na subterranean world called Darkhollow. \n\nFor more details on what befell those in Nektulos Forest, see today's story entry! \n\n\n~** Depths of Darkhollow Highlights **~ \n\n** Monster Missions ** \n\n- Have you ever wondered what it must be like to be a monster in Norrath? Now you \ncan find out! Through Monster Missions, you are able to enter the bodies of a \nvariety of characters and be transported into a different time to re-enact the \npast or play a critical role in Norrath's future. These missions are found in \nDarkhollow and other areas around Norrath, like Nektulos Forest and Butcherblock. \n- While you play in a monster mission, your main character earns experience and, \nquite often, rewards! The rewards you gain from monster missions appear in the \ninventory of your main character when the mission is successfully completed. \n\n\n** Spirit Shrouds ** \n\n- Shroudkeepers have learned to channel spirits in the ethereal world. They are found \nin the Plane of Knowledge and can offer you the form of one of Norrath's creatures \nthrough a Spirit Shroud! The Shroudkeepers can transform you into creatures in various \ncategories, like Undead or Animal. The Spirit Shroud itself changes your form and \ngives you a specific set of abilities, like a fighter or healer, depending on the \nshroud you picked. Once you've selected a shroud type, you can choose to play a \ncreature of that type of any available level less than or equal to your own level. \n- While you adventure with a Spirit Shroud, you will gain experience for your main \ncharacter. When you remove your shroud, the items you collected will appear in your \nShroud Storage which is accessed at a banker. Also, as you use the Spirit Shrouds in \na particular category you will gain enough knowledge and experience to unlock new forms. \n\n\n** Evolving Items ** \n\n- As you adventure and advance in Norrath, you may find new items that will learn \nand grow right along with you! These Evolving Items change over time the more you \nuse them, including their names and statistics. These weapons and worn items are \nmarked as Evolving and will show their status in a percentage upon inspecting them.\nYou can watch that status grow as you kill monsters! When it reaches 100 percent, \npresto, you will have the next level of your item! \n\n\n** Intelligent Items ** \n\n- Imagine what some of your gear might say to you if it could talk. Now some will! \nIntelligent items, much like evolving items, are now found in Norrath and will show \ntheir status when inspected. As they grow, they change their statistics and even what \nthey say. They can talk to you and, sometimes, people around you (you can customize \nthese chat options). These items usually have something to say about your actions, \nso keep your eyes open! \n\n\n** Tradeskills ** \n\n- The gnomes of Corathus have amassed a collection of new tradeskill items. You will \nfind some vendors with books detailing javelins, food and drink, and new ways of doing \nspell research. Merchants who frequently traffic in high quality ore have been taking \na keen interest in the new ores and minerals of Darkhollow and often have surplus \navailable for purchase by others. \n- The new spell research is a totally different system that covers a large majority \nof spells that were found in Planes of Power, and Gates of Discord, though not all \nof them. The new system may seem more complex than the way you are used to doing spells, \nbut is much more systematic than the previous system and will be more consistent. \n- Additionally, there are new highly powerful augments for cultural armor? One of the \nGnomeworks is a bit damaged and if you have something of interest to him, he may be \nwilling to help you with a way to make them. Good luck! \n\n\n** AAs ** \n\n- New AAs are now available to players who own Depths of Darkhollow. \n\n\n** Spells ** \n\n- New Spells are now available to players who own Depths of Darkhollow \n\n\n~** EverQuest: Escape to Norrath **~ \n\nAre your friends bored now that the summer is coming to an end? Has their work, \nschool, or in-laws plain taken the fun out of their days? If this is the case, \ninvite your friends to Escape To Norrath to join you in your adventures throughout \nthe world of Norrath. Our new tutorial, EverQuest: Escape To Norrath, is a FREE \nstand alone experience tailored around a fun and easy to learn introduction to the \nworld of Norrath. \n\nThere are several ways to play Escape to Norrath: \n\n- Invite your friends to play EverQuest with you by using the disk included with \nyour Depths of Darkhollow box. Feel free to share this disk! \n- Our new EverQuest: Escape To Norrath website has a full download available, along \nwith instructions on how to obtain account keys: http://escapetonorrath.station.sony.com/index.vm \n- Existing EverQuest players can play on the Escape To Norrath server by using the \nEscapeToNorrath.exe in their EverQuest directory. Join your friends and relive the \nexperience of discovering the magic of EverQuest! \n\n\n~** Other Update News **~ \n\n** [EQ] Menu Button ** \n\n- We have added new functionality to the UI. The window selector is no longer available. \nThe functionality is now neatly folded and tucked away in the [EQ] Button. Clicking on \nthe [EQ] button will extend a menu that includes the most vital and commonly used \nscreens in the game. \n\n\n** AAs ** \n\n- Based on player feedback, we?ve changed the way that Turn Undead and Turn Summoned \nwork to make it more useful in normal grouping situations. Both abilities have been \nrefunded and new versions are available for purchase. The new versions are 5-minute \nreuse, single-target DoTs that have a chance to do a massive amount of damage to the \ntargeted creature when they land, likely destroying it in one hit. The core abilities \nare still level 59 class abilities and upgrades are available at level 65 for Planes \nof Power and level 70 with Depths of Darkhollow. \n- Due to the changes to Turn Summoned and Turn Undead, the AAs that decreased their \nreuse times are no longer applicable so they have been removed and refunded. \n- The duration of Divine Avatar has been increased to 3 minutes and the reuse time \nhas been lowered to 36 minutes. \n- The reuse time on Rabid Bear has been reduced to 36 minutes. As part of this change, \nthe ability will no longer have its duration increased by focus effects. Hastened \nRabidity has been changed to lower the reuse on Rabid Bear by 4 minutes per rank. \n- Reduced the casting time on Wake the Dead and Army of the Dead. \n- Rhythmic Reflexes and Superior Rhythmic Reflexes had their double attack values \nswitched. This has now been corrected. \n\n\n** Tradeskills ** \n\n- Added some recipes to create Soy Sauce for the Chef Chowderly quest. \n- Modified the stats on numerous pieces of the Cultural Tradeskill armor. \n- The Salvage bug when using world containers has been fixed. \n- Tradeskill recipes that result in a LORE item that you already have and is not \na tool will now block with a message. \n\n\n** NPCs ** \n\n- High quality ore vendors will no longer fall for your tricks. \n- Volkara will now appear as a spider rather than a 20-foot human male. \n- NPC's in Halls of Honor should no longer gate home when there are too many pets in \nthe nearby vicinity. \n- Made a minor modification to the Mata Muram script to fix a loophole in the gaze \nlist logic. \n\n\n** Missions \n\n- Volkara will no longer grow in power if she is outside of her lair. Her encounter \nwill now be the same no matter where she is fought. \n- Kessdona's manashard guardian adds should now activate correctly and in sequence. \n- Changed the required count for the kill and loot elements on the Dragons of Norrath \nmission ?Diseased Pumas?. This change was to fix a discrepancy between the number \nof items required for task completion compared to the number of kills and items \nlooted that the task said you needed. \n\n\n** Quests ** \n\n- The Ancient Sebilite Protector in Sebilis should no longer double-spawn his helper-golems, \nand the event should despawn / reset normally again. \n\n\n** Items ** \n\n- All arrows and throwing items now are max stack size of 100. \n- All spell scrolls should now be stackable. Please note that if you try to scribe \nmore than one spell scroll at one time by using a stack of spell scrolls, that you \nwill receive an error message. You must use only one spell scroll to scribe a spell. \n\n\n** Spells ** \n\n- Modified Intensity of the Resolute so it won?t be overwritten by other, lesser \nabilities. \n\n\n** Tutorial ** \n\n- In case you missed it above, the tutorial has changed. Not only have we added new \ncontent and made it more user friendly and streamlined, we actually made it a standalone \nexperience you can give to your friends to learn how to play EverQuest. Please refer to \nthe EverQuest: Escape To Norrath website for more details: http://escapetonorrath.station.sony.com/index.vm \n\n\n** UI ** \n\n- There are now 4 Hotbutton windows that can be visible at the same time. Use the Options \nwindow to set keys for showing/hiding the windows, as well as setting keys for the \nindividual Hotbuttons in them. Note to skinners, your old skin should work for the \nsingle Hotbutton window contained in it, but you'll need to update to see more than 1. \n- Item Links have changed format. \n- Bazaar search results, when the item is viewed, should now show the correct number of \ncharges for charged items. \n- The Task Select window now autoselects the first task in the list. \n- The Guild Management Window level display bug should be fixed. \n- Changing video modes should no longer clear the Find window list. \n- The Find Window now generates a Find path once a target is selected. \n\n\n** Miscellaneous ** \n\n- Added new level gained text for lower level characters. \n- A fully looted corpse will remain in the game as long as there is experience that \ncan be regained through an experience rez or until the experience rez timer has expired. \n\n\n***Special Thanks*** \n\nThe EverQuest Team would like to warmly thank all the people who participated in the \nDepths of Darkhollow Beta. All your feedback, patience and good spirits have been \nreally invaluable to us and the EverQuest community as a whole. Without your efforts, \nDepths of Darkhollow would not be possible.\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 13, 2005\n------------------------------\n\nWelcome to EverQuest: Depths of Darkhollow! \n\nAs Lanys T'Vyl and Firiona Vie crossed blades in Nektulos Forest, a failed curse \nexploded that shook the lands from sky to stone. When all settled, for a time there \nwas no sound. Firiona, Lanys, their armies, all the beasts and creatures had vanished \nfrom the grove where the curse was bound. But down at the end of the forest river \nwhere it ducked under loose stone, a way into darkness was revealed -- passage into \na subterranean world called Darkhollow. \n\nFor more details on what befell those in Nektulos Forest, see today's story entry! \n\n\n~** Depths of Darkhollow Highlights **~ \n\n** Monster Missions ** \n\n- Have you ever wondered what it must be like to be a monster in Norrath? Now you \ncan find out! Through Monster Missions, you are able to enter the bodies of a \nvariety of characters and be transported into a different time to re-enact the \npast or play a critical role in Norrath's future. These missions are found in \nDarkhollow and other areas around Norrath, like Nektulos Forest and Butcherblock. \n- While you play in a monster mission, your main character earns experience and, \nquite often, rewards! The rewards you gain from monster missions appear in the \ninventory of your main character when the mission is successfully completed. \n\n\n** Spirit Shrouds ** \n\n- Shroudkeepers have learned to channel spirits in the ethereal world. They are found \nin the Plane of Knowledge and can offer you the form of one of Norrath's creatures \nthrough a Spirit Shroud! The Shroudkeepers can transform you into creatures in various \ncategories, like Undead or Animal. The Spirit Shroud itself changes your form and \ngives you a specific set of abilities, like a fighter or healer, depending on the \nshroud you picked. Once you've selected a shroud type, you can choose to play a \ncreature of that type of any available level less than or equal to your own level. \n- While you adventure with a Spirit Shroud, you will gain experience for your main \ncharacter. When you remove your shroud, the items you collected will appear in your \nShroud Storage which is accessed at a banker. Also, as you use the Spirit Shrouds in \na particular category you will gain enough knowledge and experience to unlock new forms. \n\n\n** Evolving Items ** \n\n- As you adventure and advance in Norrath, you may find new items that will learn \nand grow right along with you! These Evolving Items change over time the more you \nuse them, including their names and statistics. These weapons and worn items are \nmarked as Evolving and will show their status in a percentage upon inspecting them.\nYou can watch that status grow as you kill monsters! When it reaches 100 percent, \npresto, you will have the next level of your item! \n\n\n** Intelligent Items ** \n\n- Imagine what some of your gear might say to you if it could talk. Now some will! \nIntelligent items, much like evolving items, are now found in Norrath and will show \ntheir status when inspected. As they grow, they change their statistics and even what \nthey say. They can talk to you and, sometimes, people around you (you can customize \nthese chat options). These items usually have something to say about your actions, \nso keep your eyes open! \n\n\n** Tradeskills ** \n\n- The gnomes of Corathus have amassed a collection of new tradeskill items. You will \nfind some vendors with books detailing javelins, food and drink, and new ways of doing \nspell research. Merchants who frequently traffic in high quality ore have been taking \na keen interest in the new ores and minerals of Darkhollow and often have surplus \navailable for purchase by others. \n- The new spell research is a totally different system that covers a large majority \nof spells that were found in Planes of Power, and Gates of Discord, though not all \nof them. The new system may seem more complex than the way you are used to doing spells, \nbut is much more systematic than the previous system and will be more consistent. \n- Additionally, there are new highly powerful augments for cultural armor? One of the \nGnomeworks is a bit damaged and if you have something of interest to him, he may be \nwilling to help you with a way to make them. Good luck! \n\n\n** AAs ** \n\n- New AAs are now available to players who own Depths of Darkhollow. \n\n\n** Spells ** \n\n- New Spells are now available to players who own Depths of Darkhollow \n\n\n~** EverQuest: Escape to Norrath **~ \n\nAre your friends bored now that the summer is coming to an end? Has their work, \nschool, or in-laws plain taken the fun out of their days? If this is the case, \ninvite your friends to Escape To Norrath to join you in your adventures throughout \nthe world of Norrath. Our new tutorial, EverQuest: Escape To Norrath, is a FREE \nstand alone experience tailored around a fun and easy to learn introduction to the \nworld of Norrath. \n\nThere are several ways to play Escape to Norrath: \n\n- Invite your friends to play EverQuest with you by using the disk included with \nyour Depths of Darkhollow box. Feel free to share this disk! \n- Our new EverQuest: Escape To Norrath website has a full download available, along \nwith instructions on how to obtain account keys: http://escapetonorrath.station.sony.com/index.vm \n- Existing EverQuest players can play on the Escape To Norrath server by using the \nEscapeToNorrath.exe in their EverQuest directory. Join your friends and relive the \nexperience of discovering the magic of EverQuest! \n\n\n~** Other Update News **~ \n\n** [EQ] Menu Button ** \n\n- We have added new functionality to the UI. The window selector is no longer available. \nThe functionality is now neatly folded and tucked away in the [EQ] Button. Clicking on \nthe [EQ] button will extend a menu that includes the most vital and commonly used \nscreens in the game. \n\n\n** AAs ** \n\n- Based on player feedback, we?ve changed the way that Turn Undead and Turn Summoned \nwork to make it more useful in normal grouping situations. Both abilities have been \nrefunded and new versions are available for purchase. The new versions are 5-minute \nreuse, single-target DoTs that have a chance to do a massive amount of damage to the \ntargeted creature when they land, likely destroying it in one hit. The core abilities \nare still level 59 class abilities and upgrades are available at level 65 for Planes \nof Power and level 70 with Depths of Darkhollow. \n- Due to the changes to Turn Summoned and Turn Undead, the AAs that decreased their \nreuse times are no longer applicable so they have been removed and refunded. \n- The duration of Divine Avatar has been increased to 3 minutes and the reuse time \nhas been lowered to 36 minutes. \n- The reuse time on Rabid Bear has been reduced to 36 minutes. As part of this change, \nthe ability will no longer have its duration increased by focus effects. Hastened \nRabidity has been changed to lower the reuse on Rabid Bear by 4 minutes per rank. \n- Reduced the casting time on Wake the Dead and Army of the Dead. \n- Rhythmic Reflexes and Superior Rhythmic Reflexes had their double attack values \nswitched. This has now been corrected. \n\n\n** Tradeskills ** \n\n- Added some recipes to create Soy Sauce for the Chef Chowderly quest. \n- Modified the stats on numerous pieces of the Cultural Tradeskill armor. \n- The Salvage bug when using world containers has been fixed. \n- Tradeskill recipes that result in a LORE item that you already have and is not \na tool will now block with a message. \n\n\n** NPCs ** \n\n- High quality ore vendors will no longer fall for your tricks. \n- Volkara will now appear as a spider rather than a 20-foot human male. \n- NPC's in Halls of Honor should no longer gate home when there are too many pets in \nthe nearby vicinity. \n- Made a minor modification to the Mata Muram script to fix a loophole in the gaze \nlist logic. \n\n\n** Missions \n\n- Volkara will no longer grow in power if she is outside of her lair. Her encounter \nwill now be the same no matter where she is fought. \n- Kessdona's manashard guardian adds should now activate correctly and in sequence. \n- Changed the required count for the kill and loot elements on the Dragons of Norrath \nmission ?Diseased Pumas?. This change was to fix a discrepancy between the number \nof items required for task completion compared to the number of kills and items \nlooted that the task said you needed. \n\n\n** Quests ** \n\n- The Ancient Sebilite Protector in Sebilis should no longer double-spawn his helper-golems, \nand the event should despawn / reset normally again. \n\n\n** Items ** \n\n- All arrows and throwing items now are max stack size of 100. \n- All spell scrolls should now be stackable. Please note that if you try to scribe \nmore than one spell scroll at one time by using a stack of spell scrolls, that you \nwill receive an error message. You must use only one spell scroll to scribe a spell. \n\n\n** Spells ** \n\n- Modified Intensity of the Resolute so it won?t be overwritten by other, lesser \nabilities. \n\n\n** Tutorial ** \n\n- In case you missed it above, the tutorial has changed. Not only have we added new \ncontent and made it more user friendly and streamlined, we actually made it a standalone \nexperience you can give to your friends to learn how to play EverQuest. Please refer to \nthe EverQuest: Escape To Norrath website for more details: http://escapetonorrath.station.sony.com/index.vm \n\n\n** UI ** \n\n- There are now 4 Hotbutton windows that can be visible at the same time. Use the Options \nwindow to set keys for showing/hiding the windows, as well as setting keys for the \nindividual Hotbuttons in them. Note to skinners, your old skin should work for the \nsingle Hotbutton window contained in it, but you'll need to update to see more than 1. \n- Item Links have changed format. \n- Bazaar search results, when the item is viewed, should now show the correct number of \ncharges for charged items. \n- The Task Select window now autoselects the first task in the list. \n- The Guild Management Window level display bug should be fixed. \n- Changing video modes should no longer clear the Find window list. \n- The Find Window now generates a Find path once a target is selected. \n\n\n** Miscellaneous ** \n\n- Added new level gained text for lower level characters. \n- A fully looted corpse will remain in the game as long as there is experience that \ncan be regained through an experience rez or until the experience rez timer has expired. \n\n\n***Special Thanks*** \n\nThe EverQuest Team would like to warmly thank all the people who participated in the \nDepths of Darkhollow Beta. All your feedback, patience and good spirits have been \nreally invaluable to us and the EverQuest community as a whole. Without your efforts, \nDepths of Darkhollow would not be possible.\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 15, 2005", "slug": "2005-09-15-1", "patch_date": "2005-09-15T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "class_changes", "items", "tradeskills"], "body_plaintext": "September 15, 2005\n------------------------------\n\n** Spells ** \n\n- Modified Abundant Healing so it should no longer have stacking problems with other \nregeneration effects. \n\n** Items ** \n\n- Placeholder items inside Monster missions will now display the highest level reward \nfor reference. \n\n- New tradeskilled javelins in Depths of Darkhollow now have required levels. Some of \nthem are now flagged as beastlord usable. \n\n- Slipgear's Gem will now properly calculate its stats based on the tasks you've \ncompleted for Cartographer Slipgear. \n\n\n** Miscellaneous ** \n\n- Fixed general login related issues. \n\n- Fixed an issue that prevented Lore and Magic items from dropping on Monster Missions \non Firiona Vie. \n\n- Fixed an issue that caused quest and tradeskill recipes that resulted in an item of \nthe same lore group as a component of the recipe from combining properly. \n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 15, 2005\n------------------------------\n\n** Spells ** \n\n- Modified Abundant Healing so it should no longer have stacking problems with other \nregeneration effects. \n\n** Items ** \n\n- Placeholder items inside Monster missions will now display the highest level reward \nfor reference. \n\n- New tradeskilled javelins in Depths of Darkhollow now have required levels. Some of \nthem are now flagged as beastlord usable. \n\n- Slipgear's Gem will now properly calculate its stats based on the tasks you've \ncompleted for Cartographer Slipgear. \n\n\n** Miscellaneous ** \n\n- Fixed general login related issues. \n\n- Fixed an issue that prevented Lore and Magic items from dropping on Monster Missions \non Firiona Vie. \n\n- Fixed an issue that caused quest and tradeskill recipes that resulted in an item of \nthe same lore group as a component of the recipe from combining properly. \n\n-- The EverQuest Team\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 16, 2005", "slug": "2005-09-16-1", "patch_date": "2005-09-16T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix"], "body_plaintext": "September 16, 2005\n------------------------------\n\n** Skills ** \n\n- Language skills can now be advanced pass skill level 32 again. \n\n** Miscellaneous ** \n\n- Fixed a bug with monster mission shrouds and their abilities. \n\n- Fixed a problem that allowed the boar mount to go into dungeons. \n\n- Mounts will sink when in water as they should. \n\n- Fixed an issue with the /who command when people are shrouded. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "body_markdown": "September 16, 2005\n------------------------------\n\n** Skills ** \n\n- Language skills can now be advanced pass skill level 32 again. \n\n** Miscellaneous ** \n\n- Fixed a bug with monster mission shrouds and their abilities. \n\n- Fixed a problem that allowed the boar mount to go into dungeons. \n\n- Mounts will sink when in water as they should. \n\n- Fixed an issue with the /who command when people are shrouded. \n\n-- The EverQuest Team \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 21, 2005", "slug": "2005-09-21-1", "patch_date": "2005-09-21T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "class_changes", "items", "tradeskills"], "body_plaintext": "September 21, 2005\n------------------------------\n\n*** Missions *** \n\n- Lockout timers for missions are now fixed. You will no longer get the 50+ day \nlockout timers. Those that have these long lockout timers need to log those \ncharacters into the game to have those timers reset automatically for them. \nThere is no need to petition to get them reset, they will be reset automatically. \n\n- Orvin in West Commonlands should port players with the Zanivar quest. \n\n- The chance that you would loot the required items for the mission Desert Crawl \nwas increased. \n\n- Corgoth has remembered his obligations and has returned to the Norrath?s Keeper \nfaction. \n\n- Adjusted the experience reward for some of the monster missions to be more in line \nwith the time it is taking to complete them. \n\n- Kathi Norman is on vacation. She will return to help Griffins find their eggs as \nsoon as she can. (ooc: The mission she gave was just too easy and is being retrofitted \nwith more fun and challenge). \n\n- Lowered the difficulty of Warlord Drellak in the second mission of the Walls of \nXill mission line in Stoneroot Falls. \n\n- Some mission givers in Stoneroot Falls will now see through invisibility. You may \nnow communicate with them while having invisibility up. \n\n\n*** Items *** \n\n- Evolving items that had the same recommended and required level will now only \nreport the required level. \n\n- Some Illsalin level 70 hard mission items have been slightly upgraded. \n\n- A few belts throughout Darkhollow now increase the size of your potion belt. \n\n\n*** Quests *** \n\n- A few quest combines that had a lore result were failing. These should now work \nproperly. In some cases, you will still have the container when you are done with it. \nDo with it what you want. This includes the combines for the Ranger and Druid epic 2.0 \nthat were eating their containers. \n\n- The unbridled fury of Korbuk Brimblade will no longer bring unwanted lag to Noble's \nCauseway. \n\n\n*** Shrouds *** \n\n- Modified the experience scaling for Spirit Shrouds, Evolving Items, and Leadership \nAbilities to grant more experience at lower levels. \n\n\n*** AAs *** \n\n- The AA description for some of the new DoD AAs will now show the proper required level. \n\n\n*** Tradeskills *** \n\nEureka! Players can now learn some of the Depths of Darkhollow recipes that were \nso forgettable. \n\n- Nest Drake eggs now work with normal flour. \n\n- The new snake eggs found in Darkhollow make scrumptious dough, noodles, egg batter, \nand snake egg oil. \n\n- We have fixed an issue with a tradeskill combines where the container is lore and is\nalso given back to the player after the combine is completed. You will now be able to \ncomplete these combines again. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "September 21, 2005\n------------------------------\n\n*** Missions *** \n\n- Lockout timers for missions are now fixed. You will no longer get the 50+ day \nlockout timers. Those that have these long lockout timers need to log those \ncharacters into the game to have those timers reset automatically for them. \nThere is no need to petition to get them reset, they will be reset automatically. \n\n- Orvin in West Commonlands should port players with the Zanivar quest. \n\n- The chance that you would loot the required items for the mission Desert Crawl \nwas increased. \n\n- Corgoth has remembered his obligations and has returned to the Norrath?s Keeper \nfaction. \n\n- Adjusted the experience reward for some of the monster missions to be more in line \nwith the time it is taking to complete them. \n\n- Kathi Norman is on vacation. She will return to help Griffins find their eggs as \nsoon as she can. (ooc: The mission she gave was just too easy and is being retrofitted \nwith more fun and challenge). \n\n- Lowered the difficulty of Warlord Drellak in the second mission of the Walls of \nXill mission line in Stoneroot Falls. \n\n- Some mission givers in Stoneroot Falls will now see through invisibility. You may \nnow communicate with them while having invisibility up. \n\n\n*** Items *** \n\n- Evolving items that had the same recommended and required level will now only \nreport the required level. \n\n- Some Illsalin level 70 hard mission items have been slightly upgraded. \n\n- A few belts throughout Darkhollow now increase the size of your potion belt. \n\n\n*** Quests *** \n\n- A few quest combines that had a lore result were failing. These should now work \nproperly. In some cases, you will still have the container when you are done with it. \nDo with it what you want. This includes the combines for the Ranger and Druid epic 2.0 \nthat were eating their containers. \n\n- The unbridled fury of Korbuk Brimblade will no longer bring unwanted lag to Noble's \nCauseway. \n\n\n*** Shrouds *** \n\n- Modified the experience scaling for Spirit Shrouds, Evolving Items, and Leadership \nAbilities to grant more experience at lower levels. \n\n\n*** AAs *** \n\n- The AA description for some of the new DoD AAs will now show the proper required level. \n\n\n*** Tradeskills *** \n\nEureka! Players can now learn some of the Depths of Darkhollow recipes that were \nso forgettable. \n\n- Nest Drake eggs now work with normal flour. \n\n- The new snake eggs found in Darkhollow make scrumptious dough, noodles, egg batter, \nand snake egg oil. \n\n- We have fixed an issue with a tradeskill combines where the container is lore and is\nalso given back to the player after the combine is completed. You will now be able to \ncomplete these combines again. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 12, 2005", "slug": "2005-10-12-1", "patch_date": "2005-10-12T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "ui"], "body_plaintext": "October 12, 2005\n------------------------------\n\n*** Headlines *** \n\nA new edition of the city newspapers is hot off the presses. See your local Town Crier! \n\nLesser Faydark and Mistmoore Castle have been returned to their previous states. \n\n\n*** Missions *** \n\n- The mission, Brownies of Doom, has been made easier. We will continue to monitor \nthis mission to see if it remains too difficult or too long. \n\n- A character that is out of the instance when one of the five Curse of Blood raids \nis completed can get their ?flag? and AA by zoning back in before the instance shuts \ndown. There was a bug with the mechanism that handed out the AAs in this case and \nthat has been fixed. The ?flag? was being given out properly on zone in. \n\n\n*** Quests *** \n\n- Many of the guests of Dreadspire were very easily satiated. Their hunger has \ngrown and they can be fed more often. \n\n- Ergrez Shortpaw in Iceclad now asks for Fatty Walrus Meat instead of Walrus Meat. \n\n- There are reports of bandits robbing the Cargo Clockwork in Steamfont. Speak to \nJarah in Ak`Anon to find out about the Cargo. (Cargo Clockwork?s quest should now \nwork properly) \n\n\n*** Spells *** \n\n- Shield of Dreams is now a 451 pt. rune \n\n- The triggered effect caused by Fickle Shadows will now only effect spells which \ndo not have a duration. I.E. instant direct damage spells. \n\n- The charges on the mage summoned Sphere of Air have been increased to 5. The spell \nthat summons this item has also had its mana cost increased. \n\n- The ATK bonuses for Ward of the Hunter, Howl of the Predator, and Strength of the \nHunter have been replaced with Double attack bonuses. \n\n\n*** AAs *** \n\n- The casting times on several of the wizard AA familiars have been removed. \n\n- Dragon Punch has been changed to a physical resist check, it should now be resisted \nless often. \n\n\n*** Items *** \n\n- The worn damage shield cap has been increased from 15 to 30. \n\n- The following augmentations now have solvents: Stone of Focused Rage, Heart of \nDarkhollow Wilds, Darter Stone and Solidified Shadow Spine Magical Taint. \n\n- The Illsalin Royalty Garment now has the click effect of Shield of Auras. \n\n- The Shiliskin Good Luck Charm will now yield a lower max value. \n\n- Pristine Illsalin Stonecraft Mask now has +3 regen and mana regen instead of Composure. \n\n- The Berserker Epic 1.5 and 2.0 effects have been modified. They now increase crit \nrate, strength (and strength cap), and regen health for the duration of the effects. \n\n\n*** NPCs *** \n\n- Entalon in the burning woods will now take you to his master on completion of his quest. \n\n- Though she has lived in Neriak since she was born, Ungia has decided to move to Grobb \nto follow the customer base she acquired during the troll exile. \n\n- Graktar in Iceclad is waiting for a letter from Vkjor in Kael Drakkal. \n\n- Earthcaller Stones should now appear in Shadeweaver's Thicket. This is related \nto a quest from Captain Karim. \n\n- Sentry Kedra Kai of Shadeweaver?s Thicket will now reward players for adventuring \ninto the Paludal Caverns. \n\n\n*** Tradeskills *** \n\n- Alchemists no longer automatically throw a tantrum and destroy the small vials \nused to make some potions if they fail to make the potion. \n\n- Scrindites Mechanoinstruction Reader should now work as described in the book. \n\n- The page needed to make the Unfired Scrindite?s Holepunch Mold has been moved from \nPoxysmit's Book to Scrindite's Book. \n\n- Potters Unite! There are new culturally inspired charms made using the pottery skill. \nConsult the merchants that sell the culturally inspired books for a new book. \n\n- Refined high quality ore can now be converted between block, large bricks and small \nbricks. \n\n\n*** UI *** \n\n- A done button has found its way back onto the Merchant Window. \n\nNote: The updated UI that is currently on test will be pushed live in the next few weeks. \n\n\n*** Leadership Points *** \n\n- You will no longer lose leadership points if you are shrouded much lower than your \nregular level and you gain enough leadership experience to gain another point. \n\n\n*** Atlas *** \n\n- Depths of Darkhollow has been added to the atlas. \n\n\n*** Miscellaneous *** \n\n- The AC cap has been increased for bards levels 50+. \n\n- The return on AC over the cap has been increased for clerics levels 50+.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "October 12, 2005\n------------------------------\n\n*** Headlines *** \n\nA new edition of the city newspapers is hot off the presses. See your local Town Crier! \n\nLesser Faydark and Mistmoore Castle have been returned to their previous states. \n\n\n*** Missions *** \n\n- The mission, Brownies of Doom, has been made easier. We will continue to monitor \nthis mission to see if it remains too difficult or too long. \n\n- A character that is out of the instance when one of the five Curse of Blood raids \nis completed can get their ?flag? and AA by zoning back in before the instance shuts \ndown. There was a bug with the mechanism that handed out the AAs in this case and \nthat has been fixed. The ?flag? was being given out properly on zone in. \n\n\n*** Quests *** \n\n- Many of the guests of Dreadspire were very easily satiated. Their hunger has \ngrown and they can be fed more often. \n\n- Ergrez Shortpaw in Iceclad now asks for Fatty Walrus Meat instead of Walrus Meat. \n\n- There are reports of bandits robbing the Cargo Clockwork in Steamfont. Speak to \nJarah in Ak`Anon to find out about the Cargo. (Cargo Clockwork?s quest should now \nwork properly) \n\n\n*** Spells *** \n\n- Shield of Dreams is now a 451 pt. rune \n\n- The triggered effect caused by Fickle Shadows will now only effect spells which \ndo not have a duration. I.E. instant direct damage spells. \n\n- The charges on the mage summoned Sphere of Air have been increased to 5. The spell \nthat summons this item has also had its mana cost increased. \n\n- The ATK bonuses for Ward of the Hunter, Howl of the Predator, and Strength of the \nHunter have been replaced with Double attack bonuses. \n\n\n*** AAs *** \n\n- The casting times on several of the wizard AA familiars have been removed. \n\n- Dragon Punch has been changed to a physical resist check, it should now be resisted \nless often. \n\n\n*** Items *** \n\n- The worn damage shield cap has been increased from 15 to 30. \n\n- The following augmentations now have solvents: Stone of Focused Rage, Heart of \nDarkhollow Wilds, Darter Stone and Solidified Shadow Spine Magical Taint. \n\n- The Illsalin Royalty Garment now has the click effect of Shield of Auras. \n\n- The Shiliskin Good Luck Charm will now yield a lower max value. \n\n- Pristine Illsalin Stonecraft Mask now has +3 regen and mana regen instead of Composure. \n\n- The Berserker Epic 1.5 and 2.0 effects have been modified. They now increase crit \nrate, strength (and strength cap), and regen health for the duration of the effects. \n\n\n*** NPCs *** \n\n- Entalon in the burning woods will now take you to his master on completion of his quest. \n\n- Though she has lived in Neriak since she was born, Ungia has decided to move to Grobb \nto follow the customer base she acquired during the troll exile. \n\n- Graktar in Iceclad is waiting for a letter from Vkjor in Kael Drakkal. \n\n- Earthcaller Stones should now appear in Shadeweaver's Thicket. This is related \nto a quest from Captain Karim. \n\n- Sentry Kedra Kai of Shadeweaver?s Thicket will now reward players for adventuring \ninto the Paludal Caverns. \n\n\n*** Tradeskills *** \n\n- Alchemists no longer automatically throw a tantrum and destroy the small vials \nused to make some potions if they fail to make the potion. \n\n- Scrindites Mechanoinstruction Reader should now work as described in the book. \n\n- The page needed to make the Unfired Scrindite?s Holepunch Mold has been moved from \nPoxysmit's Book to Scrindite's Book. \n\n- Potters Unite! There are new culturally inspired charms made using the pottery skill. \nConsult the merchants that sell the culturally inspired books for a new book. \n\n- Refined high quality ore can now be converted between block, large bricks and small \nbricks. \n\n\n*** UI *** \n\n- A done button has found its way back onto the Merchant Window. \n\nNote: The updated UI that is currently on test will be pushed live in the next few weeks. \n\n\n*** Leadership Points *** \n\n- You will no longer lose leadership points if you are shrouded much lower than your \nregular level and you gain enough leadership experience to gain another point. \n\n\n*** Atlas *** \n\n- Depths of Darkhollow has been added to the atlas. \n\n\n*** Miscellaneous *** \n\n- The AC cap has been increased for bards levels 50+. \n\n- The return on AC over the cap has been increased for clerics levels 50+.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "October 27, 2005", "slug": "2005-10-27-1", "patch_date": "2005-10-27T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "content", "class_changes", "spells", "items", "zones", "pvp", "ui", "server"], "body_plaintext": "October 27, 2005\n------------------------------\n\n*** Headliners *** \n\n\n*** New Default UI Skin *** \n\n- We have updated the default UI skin with new art and icons! This is the same artwork \nthat has been on display on our Escape to Norrath server (www.escapetonorrath.com) \nand our test server. For those of you that prefer to use the old default UI Skin, \nyou can type /loadskin default_old in your chat window and it will allow you to use \nthe old default UI. \n\n\n*** Events and Seasonal Festivities *** \n\n- Zigan Ribshard in the Plane of Knowledge has a few friends he?d like you to meet. \nSpeak with him for more information regarding seasonal festivities. \n\n\nCommunity Summit Related Items: \n\n- There is a new filter option on the guild bank to narrow your search. \n- Added a \"guildbank\" argument to /outputfile, allowing a player to dump the guild \nbank to disk. NOTE: This can only be used in the Guild Hall. \n- Players should now be able to withdraw items from the Guild Bank deposit area (if \nthey're a Guild Banker). \n- Added Stun and Strikethrough filters/color selectors. \n- Players now have an option in the options window to determine whether or not they \nwant other players to see them with their helm. \"Show My Helm\" \n- EverQuest now uses the system mouse. While in windowed mode you can freely move \nthe mouse around as you can with any other application running in a window. \nMouse pointer customization can be done on a UISkin level. Just make your own .cur \nfiles with the appropriate names. (Please see the default directory for the .cur names.) \n- There's a new command to launch a web browser from the chat window. Just type /www \nand check it out. Also for additional flexibility, /url is available. \n- There's a new command to launch an application. Check out /system for usage. \n\n\nNew arena zone headed to Stormhammer! \n\n- Please be aware that if you login to Stormhammer and download the new arena.eqg, \nthat file will need to be deleted if you want to login to a server other than Stormhammer. \nThis file is located in your EverQuest root directory. \n\n- Raid invites can now be done across zones via \"/raidinvite name\" \n- Bandaging other players will appear to give a healing effect again. \n\n\n*** Audio Triggers *** \n\nAudio triggers are sound effects that are played when certain patterns appear in the \nchat window. You can make audio triggers to play any sound you want when something \nyou want to be sure not to miss appears in the chat window. This might be /tells from \nspecific friends, certain buffs fading, or any other event you can think of that has a \ntext message associated with it. The window used to configure your Audio Triggers can \nbe accessed via the EQ button -> Actions -> Audio Triggers. \n\nThere are a couple key ideas that make up Audio Triggers. \n\nAudio Triggers are a collection of text patterns associated with a sound effect. \nThe window shows a list of all active audio triggers. They are sorted by priority \nso that the first pattern that matches text in the chat window will be the one and \nonly sound that is played. This allows patterns to be made, for example, \"tells you\" \nand \"yourbuddy tells you\" that may have different sound effects. The \"Move Up\" and \n\"Move Down\" commands allow you to control which patterns will be tested first. \n\nCreating a new trigger is a simple matter of typing text in the \"Pattern\" field, \nselecting a sound in the \"Sound\" control, and pressing \"Create\". \n\nThe other controls include: \n\n* Apply - changes the sound selected for the current pattern. Note that changing a \npattern requires a new pattern to be made. \n* Play - plays the currently selected sound again. \n* Delete - delete the currently selected trigger. \n\nTrigger Sets \n\nTrigger Sets are similar to choosing a UI skin. Each trigger set represents a set of \npatterns associated with sounds that is stored on a per-character basis. You can \nswitch trigger sets by selecting the drop-down control and selecting among the listed \noptions. Unless you have installed custom Audio Trigger sets, you will only see the \n\"default\" entry. \n\nEach trigger set is stored as a folder in the AudioTrigger folder in your EverQuest \ndirectory which can contain .wav files unique to that trigger set. The goal here is \nto provide a way for the player community to create and share their own Audio Trigger \nsets that people find useful for different classes or play styles, much like they have \ndone for custom UI skins. \n\nAn example of a useful trigger set may be a set of patterns \nThere are many possibilities. Due to the differences in play styles, there is no \nway to predict what settings people might prefer so the default settings are empty. \nWe encourage players to discover and share ways to make this a fun part of their \ngameplay. \n\nNotes on customizing Audio Triggers: \n\n* Any .wav files found in the folder .\\AudioTriggers\\shared will be made available \nto all Audio Trigger sets in the Sound selection control. You will probably want to \nput most of your custom sounds in this folder, unless you are making custom Audio \nTrigger sets. \n* Creating a new Audio Trigger set is similar to making a new UI skin. It's not \ncomplicated but it's not built into the UI. Create a folder in \n.\\AudioTriggers\\NewTriggerSetName and put any .wav files specific to this trigger \nset in there, and you will be able to start using the new trigger set the next time \nthe program is started. \n* User settings for each Audio Trigger set can be found in \n.\\userdata\\AT_TriggerSetName_CharacterName_ServerName.ini. You can copy these \nfiles to other characters as needed. You will probably want to include a sample\nof this if you make an Audio Trigger set that you plan to share because this is \nwhat contains all the details on each specific trigger pattern and sound. \n\nThe above instructions are available in-game via the help button on the audio \ntriggers window. \n\n\n*** Shrouds/Monster Missions *** \n\n- Tribute will now be properly disabled when in shrouded form. \n- GuildTribute is now properly disabled when in shrouded form. \n- You cannot guild invite someone who is shrouded. \n- Adjusted the power scaling of Spirit Shrouds level 55 and above. As you unlock \nhigher tier shrouds you will see a larger difference in their power level. \n\n\n*** Items *** \n\n- Light Amphibian Hide Slippers now have the effect \"Form of Protection\" \n- Cultural Charms will now be able to receive augments. \n- Whisps of Potameid Hair will now drop occasionally from some of the Potameids in Jagged Pine. \n- The experience required on many of the intelligent items has been reduced significantly \nto bring them more in line with evolving items. \n\n\n*** Tradeskills *** \n\n- Charm Patterns now stack better! \n- Players will now be able to make journeyman?s charm patterns instead of cloth caps! \n- The spells Night Stalker and Night's Beckon now use the proper thickener. \n- Saltpeter and Crystallized Sulfur should drop about 10 times as often as they did \nin the past. \n- Pan Seared Orange Tuna will no longer magically transform your non stick frying pan \ninto a stew pot if you make a mistake while making it. \n- Radiant Titanite of Quickening and Pure Quickening can now be made by rogues. \n- Scribe Rikik in Rathe Mountains found the inventory that he had lost during the \nmove from Gukta. \n- The spell Light of Order will now use the proper ink. \n- The Darkhollow Geode task changed. Only Artisans will accept the Geode. \n\n\n*** NPCs *** \n\n- Cartographer Slipgear is reviewing his notes and discovered that some of his maps \nare not properly accredited. Speak with him if you have provided him with a map but \nnot received credit for it. \n- The Knight of the Dread Sun will now make his appearance more often. \n- Atheling Plague has decided that heights aren't to his tastes, so he has left his tower. \n\n\n*** Quests *** \n\n- Added a new quest to reward players for completing the mission story arcs in \nDarkhollow. Speak with the old shiliskin fortune teller in Undershore for details. \n\n\n*** UI *** \n\n- There is now a button on the Options/Display page to \"turn off\" your helm?s graphic. \n- You will now see all text color options. \n- If you cancel a coin selection and then attempt to select crystals instead, the \ncrystals will now appear on your cursor and not the coin. \n\n\n*** Miscellaneous *** \n\n- You will now be able to remove gold from your shared bank or regular bank if you \ndie with an item on your cursor. \n- When using Find to find the Fishing Supply merchant you will no longer lock up. \n- Seru's animations are now fixed. \n- If a character dies while LD, Charmed or Feared the corpse can will be able to be \ndragged by the appropriate people. \n- We have fixed any remaining issues with setting a portion of your experience to go \nto AAs and then losing regular experience. \n- Client stability fix. This specifically happened while raiding with many many \ndifferent types of particle clouds being used. \n- The issue involving the loss of a portion of a player's mana, hitpoints, and \nendurance after zoning is now fixed. \n- We have fixed the issue involved with the loss of half a player's mana, hitpoints, \nand endurance after zoning from a death. \n- Added some additional logging and error-checking to the Plane of Time. These changes \nshould address the issue where an instance would not progress past Phase 1 in some \ncircumstances. \n- Numerous raid management systems fixes have been made. \n\n\n*** Chat *** \n\n- Players in shrouded form will not auto-join class chat channels. \n\n\n*** Pets *** \n\n- Pets will once again receive HP from their items. \n\n\n*** Regen *** \n\n- Regen will work properly after becoming your main character after being a shroud. \nIksars rejoice. \n\n\n*** PvP *** \n\n- You can no longer loot an item from someone else's corpse if you kill them in an \narena. \n\n\n*** Evolving Items *** \n\n- You can now see the final result after adding an augment to an item. \n\n\n*** Spells *** \n\n- Detrimental spells will not be marked as used if used in a non-combat zone like PoK. \n- Several Ranger spells have been modified once again: \n* Ward of the Hunter - Replaced the ATK bonus, lowered the double attack bonus to 3%. \n* Howl of the Predator - Replaced the ATK bonus, lowered the double attack bonus to 3%. \n* Strength of the Hunter - Replaced the ATK bonus, removed the double attack bonus. \n- Greater Familiar is no longer an instant cast spell. \n\n\n*** Skills *** \n\n- Berserker axe throwing skills have had their timers modified. The stun and snare \ntype abilities will now be on one timer, and the jolt and volley sets will be on another.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "October 27, 2005\n------------------------------\n\n*** Headliners *** \n\n\n*** New Default UI Skin *** \n\n- We have updated the default UI skin with new art and icons! This is the same artwork \nthat has been on display on our Escape to Norrath server (www.escapetonorrath.com) \nand our test server. For those of you that prefer to use the old default UI Skin, \nyou can type /loadskin default_old in your chat window and it will allow you to use \nthe old default UI. \n\n\n*** Events and Seasonal Festivities *** \n\n- Zigan Ribshard in the Plane of Knowledge has a few friends he?d like you to meet. \nSpeak with him for more information regarding seasonal festivities. \n\n\nCommunity Summit Related Items: \n\n- There is a new filter option on the guild bank to narrow your search. \n- Added a \"guildbank\" argument to /outputfile, allowing a player to dump the guild \nbank to disk. NOTE: This can only be used in the Guild Hall. \n- Players should now be able to withdraw items from the Guild Bank deposit area (if \nthey're a Guild Banker). \n- Added Stun and Strikethrough filters/color selectors. \n- Players now have an option in the options window to determine whether or not they \nwant other players to see them with their helm. \"Show My Helm\" \n- EverQuest now uses the system mouse. While in windowed mode you can freely move \nthe mouse around as you can with any other application running in a window. \nMouse pointer customization can be done on a UISkin level. Just make your own .cur \nfiles with the appropriate names. (Please see the default directory for the .cur names.) \n- There's a new command to launch a web browser from the chat window. Just type /www \nand check it out. Also for additional flexibility, /url is available. \n- There's a new command to launch an application. Check out /system for usage. \n\n\nNew arena zone headed to Stormhammer! \n\n- Please be aware that if you login to Stormhammer and download the new arena.eqg, \nthat file will need to be deleted if you want to login to a server other than Stormhammer. \nThis file is located in your EverQuest root directory. \n\n- Raid invites can now be done across zones via \"/raidinvite name\" \n- Bandaging other players will appear to give a healing effect again. \n\n\n*** Audio Triggers *** \n\nAudio triggers are sound effects that are played when certain patterns appear in the \nchat window. You can make audio triggers to play any sound you want when something \nyou want to be sure not to miss appears in the chat window. This might be /tells from \nspecific friends, certain buffs fading, or any other event you can think of that has a \ntext message associated with it. The window used to configure your Audio Triggers can \nbe accessed via the EQ button -> Actions -> Audio Triggers. \n\nThere are a couple key ideas that make up Audio Triggers. \n\nAudio Triggers are a collection of text patterns associated with a sound effect. \nThe window shows a list of all active audio triggers. They are sorted by priority \nso that the first pattern that matches text in the chat window will be the one and \nonly sound that is played. This allows patterns to be made, for example, \"tells you\" \nand \"yourbuddy tells you\" that may have different sound effects. The \"Move Up\" and \n\"Move Down\" commands allow you to control which patterns will be tested first. \n\nCreating a new trigger is a simple matter of typing text in the \"Pattern\" field, \nselecting a sound in the \"Sound\" control, and pressing \"Create\". \n\nThe other controls include: \n\n* Apply - changes the sound selected for the current pattern. Note that changing a \npattern requires a new pattern to be made. \n* Play - plays the currently selected sound again. \n* Delete - delete the currently selected trigger. \n\nTrigger Sets \n\nTrigger Sets are similar to choosing a UI skin. Each trigger set represents a set of \npatterns associated with sounds that is stored on a per-character basis. You can \nswitch trigger sets by selecting the drop-down control and selecting among the listed \noptions. Unless you have installed custom Audio Trigger sets, you will only see the \n\"default\" entry. \n\nEach trigger set is stored as a folder in the AudioTrigger folder in your EverQuest \ndirectory which can contain .wav files unique to that trigger set. The goal here is \nto provide a way for the player community to create and share their own Audio Trigger \nsets that people find useful for different classes or play styles, much like they have \ndone for custom UI skins. \n\nAn example of a useful trigger set may be a set of patterns \nThere are many possibilities. Due to the differences in play styles, there is no \nway to predict what settings people might prefer so the default settings are empty. \nWe encourage players to discover and share ways to make this a fun part of their \ngameplay. \n\nNotes on customizing Audio Triggers: \n\n* Any .wav files found in the folder .\\AudioTriggers\\shared will be made available \nto all Audio Trigger sets in the Sound selection control. You will probably want to \nput most of your custom sounds in this folder, unless you are making custom Audio \nTrigger sets. \n* Creating a new Audio Trigger set is similar to making a new UI skin. It's not \ncomplicated but it's not built into the UI. Create a folder in \n.\\AudioTriggers\\NewTriggerSetName and put any .wav files specific to this trigger \nset in there, and you will be able to start using the new trigger set the next time \nthe program is started. \n* User settings for each Audio Trigger set can be found in \n.\\userdata\\AT_TriggerSetName_CharacterName_ServerName.ini. You can copy these \nfiles to other characters as needed. You will probably want to include a sample\nof this if you make an Audio Trigger set that you plan to share because this is \nwhat contains all the details on each specific trigger pattern and sound. \n\nThe above instructions are available in-game via the help button on the audio \ntriggers window. \n\n\n*** Shrouds/Monster Missions *** \n\n- Tribute will now be properly disabled when in shrouded form. \n- GuildTribute is now properly disabled when in shrouded form. \n- You cannot guild invite someone who is shrouded. \n- Adjusted the power scaling of Spirit Shrouds level 55 and above. As you unlock \nhigher tier shrouds you will see a larger difference in their power level. \n\n\n*** Items *** \n\n- Light Amphibian Hide Slippers now have the effect \"Form of Protection\" \n- Cultural Charms will now be able to receive augments. \n- Whisps of Potameid Hair will now drop occasionally from some of the Potameids in Jagged Pine. \n- The experience required on many of the intelligent items has been reduced significantly \nto bring them more in line with evolving items. \n\n\n*** Tradeskills *** \n\n- Charm Patterns now stack better! \n- Players will now be able to make journeyman?s charm patterns instead of cloth caps! \n- The spells Night Stalker and Night's Beckon now use the proper thickener. \n- Saltpeter and Crystallized Sulfur should drop about 10 times as often as they did \nin the past. \n- Pan Seared Orange Tuna will no longer magically transform your non stick frying pan \ninto a stew pot if you make a mistake while making it. \n- Radiant Titanite of Quickening and Pure Quickening can now be made by rogues. \n- Scribe Rikik in Rathe Mountains found the inventory that he had lost during the \nmove from Gukta. \n- The spell Light of Order will now use the proper ink. \n- The Darkhollow Geode task changed. Only Artisans will accept the Geode. \n\n\n*** NPCs *** \n\n- Cartographer Slipgear is reviewing his notes and discovered that some of his maps \nare not properly accredited. Speak with him if you have provided him with a map but \nnot received credit for it. \n- The Knight of the Dread Sun will now make his appearance more often. \n- Atheling Plague has decided that heights aren't to his tastes, so he has left his tower. \n\n\n*** Quests *** \n\n- Added a new quest to reward players for completing the mission story arcs in \nDarkhollow. Speak with the old shiliskin fortune teller in Undershore for details. \n\n\n*** UI *** \n\n- There is now a button on the Options/Display page to \"turn off\" your helm?s graphic. \n- You will now see all text color options. \n- If you cancel a coin selection and then attempt to select crystals instead, the \ncrystals will now appear on your cursor and not the coin. \n\n\n*** Miscellaneous *** \n\n- You will now be able to remove gold from your shared bank or regular bank if you \ndie with an item on your cursor. \n- When using Find to find the Fishing Supply merchant you will no longer lock up. \n- Seru's animations are now fixed. \n- If a character dies while LD, Charmed or Feared the corpse can will be able to be \ndragged by the appropriate people. \n- We have fixed any remaining issues with setting a portion of your experience to go \nto AAs and then losing regular experience. \n- Client stability fix. This specifically happened while raiding with many many \ndifferent types of particle clouds being used. \n- The issue involving the loss of a portion of a player's mana, hitpoints, and \nendurance after zoning is now fixed. \n- We have fixed the issue involved with the loss of half a player's mana, hitpoints, \nand endurance after zoning from a death. \n- Added some additional logging and error-checking to the Plane of Time. These changes \nshould address the issue where an instance would not progress past Phase 1 in some \ncircumstances. \n- Numerous raid management systems fixes have been made. \n\n\n*** Chat *** \n\n- Players in shrouded form will not auto-join class chat channels. \n\n\n*** Pets *** \n\n- Pets will once again receive HP from their items. \n\n\n*** Regen *** \n\n- Regen will work properly after becoming your main character after being a shroud. \nIksars rejoice. \n\n\n*** PvP *** \n\n- You can no longer loot an item from someone else's corpse if you kill them in an \narena. \n\n\n*** Evolving Items *** \n\n- You can now see the final result after adding an augment to an item. \n\n\n*** Spells *** \n\n- Detrimental spells will not be marked as used if used in a non-combat zone like PoK. \n- Several Ranger spells have been modified once again: \n* Ward of the Hunter - Replaced the ATK bonus, lowered the double attack bonus to 3%. \n* Howl of the Predator - Replaced the ATK bonus, lowered the double attack bonus to 3%. \n* Strength of the Hunter - Replaced the ATK bonus, removed the double attack bonus. \n- Greater Familiar is no longer an instant cast spell. \n\n\n*** Skills *** \n\n- Berserker axe throwing skills have had their timers modified. The stun and snare \ntype abilities will now be on one timer, and the jolt and volley sets will be on another.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "November 1, 2005", "slug": "2005-11-01-1", "patch_date": "2005-11-01T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix"], "body_plaintext": "November 1, 2005\n------------------------------\n\n*** Halloween Events *** \n\n- Corrected an issue with character flagging in the Halloween events. Previously \nonly the Trick-or-Treat event and the \"Out with the Old\" mission were giving credit \nfor completion. \n- Due to the issues in the Halloween events the time they will be available has been \nincreased. The events will now remain available until the morning of Monday, November 14th. \n\n\n*** Tradeskills *** \n\n- Artisan Dosan Vis'Moor, Vivian Selgan, and Gart Okken should now be accepting \nitems for the tasks that they give. \n\n\n*** Miscellaneous *** \n\n- Zoning out from the Corathus Mines will now place you at the location from which \nyou zoned in. \n- Addressed character creation issues on Firiona Vie. \n- Corrected several issues with Veteran rewards.\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "November 1, 2005\n------------------------------\n\n*** Halloween Events *** \n\n- Corrected an issue with character flagging in the Halloween events. Previously \nonly the Trick-or-Treat event and the \"Out with the Old\" mission were giving credit \nfor completion. \n- Due to the issues in the Halloween events the time they will be available has been \nincreased. The events will now remain available until the morning of Monday, November 14th. \n\n\n*** Tradeskills *** \n\n- Artisan Dosan Vis'Moor, Vivian Selgan, and Gart Okken should now be accepting \nitems for the tasks that they give. \n\n\n*** Miscellaneous *** \n\n- Zoning out from the Corathus Mines will now place you at the location from which \nyou zoned in. \n- Addressed character creation issues on Firiona Vie. \n- Corrected several issues with Veteran rewards.\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "November 16, 2005", "slug": "2005-11-16-1", "patch_date": "2005-11-16T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "class_changes", "spells", "items", "tradeskills", "ui"], "body_plaintext": "November 16, 2005\n------------------------------\n\n*** Depths of Darkhollow*** \n\nMany of the single group attainable rewards from the Depths of Darkhollow expansion \nhave received significant upgrades. This includes more than 1,000 items from all \nover the expansion. Also, to allow players who have deleted items a chance to get \nthem again, the rewards you get for completing a mission the first time are now \ngiven to you whenever you complete the mission and do not already have the reward. \n\nWe've also made many tuning changes to the DoD missions to provide a smoother ramp \nup in difficulty over the course of the expansion. In general, earlier missions are \nnow a bit easier and missions further into the expansion are now a bit more \nchallenging, particularly the hard level missions. \n\n\n*** New Monster Missions *** \n\n- A gnollish zealot has been spotted near the bridge in South Karana. He speaks of \nthe rift within Paw and the final whereabouts of the son of Ishva Mal. Perhaps there \nis still hope for the prisoners within. \n- The Solusek Mining Company has begun recruiting clockwork pilots for a special \nmission. Report to Clockwork Commander Widgetsworth in Lavastorm for further details. \n\n\n*** Spells *** \n\n- Several of the abilities used by NPCs in the Demi-Plane of Blood have been modified. \n- The Enchanter spell Apathy of the Nihil has been replaced with Dreary Deeds, an \nupgrade to Forlorn Deeds. \n- E`ci's Frosty Breath and Glacier Breath are now much harder to resist. \n- Blood of the Spire is now a more potent mana preservation focus. \n- Ravenous Hunger has been changed. It is now named \"Ravenous Sloth\" and is a 40% \nduration extender on the spell \"Lingering Sloth\". \n- The Aura of Arcanum line of spells should now have the correct spell description. \n\n\n*** Items *** \n\n- Pumpkin lovers rejoice! Pumpkin items now stack. \n- The spell Servant of Marr now properly requires Ink of the Companion. \n- Some of the ores that did not stack before now stack. This is from a list provided \nby the community. \n- The drop rate on Shards of Dark Matter has been increased. The high-end Gates of \nDiscord bosses will now drop at least one of them every time they are killed. \n- The weight on all versions of the Mask of Horror for the Halloween event has been \ndecreased. \n- Ensorcelled Great Sword of the Night should now proc correctly for players at \nlevel 55 and greater who can wield the sword. The Greatsword is also more visually \nimposing. \n- All none/none flagged containers in the game are now flagged as all/all. This \nshould fix some issues with containers not showing up in varied item searches in \nthe bazaar and item point vendors. \n- Some of the \"Last Blood\" augmentations now have stronger focus effects. \n- Darkhollow Constitutional will now return a normal cork, not the dissolving kind. \n- Statuette of the Tranquil is now called \"Amice of the Tranquil\" and is a shoulder \nslot item. The AC has been increased and the avoidance has been replaced with accuracy. \n- Woven Shadow Shroud is now called \"Woven Shadow Stone\" and is a range slot item. \nThe item now has points in backstab damage. \n- Razorsharp Shortsword is now not usable by berserkers. \n- Dragon Scale Tiara is now named \"Dragon Scale Eyepatch\" \n- Azure Sleeves of the Diplomat and Azure Cowl of the Diplomat have lost their \n+attack bonus. \n- Azure Slippers of the Diplomat have lost their attack bonus and have received \na +2 to mana regen. \n- Eulogy, the Bloodthirsty Blade now has higher hit points. \n- Bard instruments will drop less frequently in the Demi-Plane of Blood and a \nmaximum of once per kill. \n- The Insidious Hooded Cloak now has its specialization modifier set to alteration \ninstead of conjuration. \n- The Ancient Werewolf Skull evolving item now has augmentation slots at each \nstage in evolution. \n- The Sharpshooting VI spell effect on Soulseeker, Death's Sigh is now worn instead \nof combat. \n- The Polished Chitin War Horn now has an augment slot. \n- Ancient Cudgel of Slaughter now has resistance modifiers. \n- Though it is still magnetic, a magnetic metal brick will no longer stick to your \nhands. \n\n\n*** Missions, Tasks \n\n- Adjusted the experience reward for monster missions to better reflect the amount \nof effort the mission requires. Missions that could be finished very quickly are now \nworth less experience and missions that are taking longer to complete are now worth \nmore experience. \n- High Seas Rogues have regained the ability to evade! \n- All Drachnid Hive level 65 missions should now give out the appropriate one time rewards. \n- Artisan Dosan Vis?Moor, Vivian Selgan, and Gart Okken should now be accepting items \nfor the tasks that they give. \n- Additional text has been added to the \"Investigate a Disappearance\" task that begins \nin Freeport that should help clear up a confusing spot late in the task. \n- Aid Fimli in the Plane of Knowledge will now reward you with a cloak of lesser \npernicity that matches the stats of the original cloak of greater pernicity. In \naddition the cloak of greater pernicity has been changed to be no drop. \n- The Misty for You quest now works properly. \n\n\n*** UI *** \n\n- The GuildManagement window has a new tab \"Information\", which contains the MOTD \nfields, as well as two new fields for Guild web URL and Guild channel specification. \nThese new fields are changeable by the Guild leader only. \n\n\n*** Tradeskills *** \n\n- The spell Light of Order will now use the proper ink. \n- Poison Vials made with Crows Special Brew now show properly in the Tradeskill UI. \n- Players baking with pumpkin will now get their tools back when they mess up. \n- Players making Spiced Pumpkin Cider no longer have to hold it in their hands. The \nrecipe now requires a bottle. \n\n\n*** NPCS *** \n\n- The Knight of the Dread Sun will now make his appearance more often. \n- Fixed an issue in Dreadspire that could cause some of the residents of the crypt \nto aggro through the roof. \n- Ogres will now be able to get the thread for their cultural armor without having \nto fight off guards. \n\n.....................................................................\n\n------------------------------", "body_markdown": "November 16, 2005\n------------------------------\n\n*** Depths of Darkhollow*** \n\nMany of the single group attainable rewards from the Depths of Darkhollow expansion \nhave received significant upgrades. This includes more than 1,000 items from all \nover the expansion. Also, to allow players who have deleted items a chance to get \nthem again, the rewards you get for completing a mission the first time are now \ngiven to you whenever you complete the mission and do not already have the reward. \n\nWe've also made many tuning changes to the DoD missions to provide a smoother ramp \nup in difficulty over the course of the expansion. In general, earlier missions are \nnow a bit easier and missions further into the expansion are now a bit more \nchallenging, particularly the hard level missions. \n\n\n*** New Monster Missions *** \n\n- A gnollish zealot has been spotted near the bridge in South Karana. He speaks of \nthe rift within Paw and the final whereabouts of the son of Ishva Mal. Perhaps there \nis still hope for the prisoners within. \n- The Solusek Mining Company has begun recruiting clockwork pilots for a special \nmission. Report to Clockwork Commander Widgetsworth in Lavastorm for further details. \n\n\n*** Spells *** \n\n- Several of the abilities used by NPCs in the Demi-Plane of Blood have been modified. \n- The Enchanter spell Apathy of the Nihil has been replaced with Dreary Deeds, an \nupgrade to Forlorn Deeds. \n- E`ci's Frosty Breath and Glacier Breath are now much harder to resist. \n- Blood of the Spire is now a more potent mana preservation focus. \n- Ravenous Hunger has been changed. It is now named \"Ravenous Sloth\" and is a 40% \nduration extender on the spell \"Lingering Sloth\". \n- The Aura of Arcanum line of spells should now have the correct spell description. \n\n\n*** Items *** \n\n- Pumpkin lovers rejoice! Pumpkin items now stack. \n- The spell Servant of Marr now properly requires Ink of the Companion. \n- Some of the ores that did not stack before now stack. This is from a list provided \nby the community. \n- The drop rate on Shards of Dark Matter has been increased. The high-end Gates of \nDiscord bosses will now drop at least one of them every time they are killed. \n- The weight on all versions of the Mask of Horror for the Halloween event has been \ndecreased. \n- Ensorcelled Great Sword of the Night should now proc correctly for players at \nlevel 55 and greater who can wield the sword. The Greatsword is also more visually \nimposing. \n- All none/none flagged containers in the game are now flagged as all/all. This \nshould fix some issues with containers not showing up in varied item searches in \nthe bazaar and item point vendors. \n- Some of the \"Last Blood\" augmentations now have stronger focus effects. \n- Darkhollow Constitutional will now return a normal cork, not the dissolving kind. \n- Statuette of the Tranquil is now called \"Amice of the Tranquil\" and is a shoulder \nslot item. The AC has been increased and the avoidance has been replaced with accuracy. \n- Woven Shadow Shroud is now called \"Woven Shadow Stone\" and is a range slot item. \nThe item now has points in backstab damage. \n- Razorsharp Shortsword is now not usable by berserkers. \n- Dragon Scale Tiara is now named \"Dragon Scale Eyepatch\" \n- Azure Sleeves of the Diplomat and Azure Cowl of the Diplomat have lost their \n+attack bonus. \n- Azure Slippers of the Diplomat have lost their attack bonus and have received \na +2 to mana regen. \n- Eulogy, the Bloodthirsty Blade now has higher hit points. \n- Bard instruments will drop less frequently in the Demi-Plane of Blood and a \nmaximum of once per kill. \n- The Insidious Hooded Cloak now has its specialization modifier set to alteration \ninstead of conjuration. \n- The Ancient Werewolf Skull evolving item now has augmentation slots at each \nstage in evolution. \n- The Sharpshooting VI spell effect on Soulseeker, Death's Sigh is now worn instead \nof combat. \n- The Polished Chitin War Horn now has an augment slot. \n- Ancient Cudgel of Slaughter now has resistance modifiers. \n- Though it is still magnetic, a magnetic metal brick will no longer stick to your \nhands. \n\n\n*** Missions, Tasks \n\n- Adjusted the experience reward for monster missions to better reflect the amount \nof effort the mission requires. Missions that could be finished very quickly are now \nworth less experience and missions that are taking longer to complete are now worth \nmore experience. \n- High Seas Rogues have regained the ability to evade! \n- All Drachnid Hive level 65 missions should now give out the appropriate one time rewards. \n- Artisan Dosan Vis?Moor, Vivian Selgan, and Gart Okken should now be accepting items \nfor the tasks that they give. \n- Additional text has been added to the \"Investigate a Disappearance\" task that begins \nin Freeport that should help clear up a confusing spot late in the task. \n- Aid Fimli in the Plane of Knowledge will now reward you with a cloak of lesser \npernicity that matches the stats of the original cloak of greater pernicity. In \naddition the cloak of greater pernicity has been changed to be no drop. \n- The Misty for You quest now works properly. \n\n\n*** UI *** \n\n- The GuildManagement window has a new tab \"Information\", which contains the MOTD \nfields, as well as two new fields for Guild web URL and Guild channel specification. \nThese new fields are changeable by the Guild leader only. \n\n\n*** Tradeskills *** \n\n- The spell Light of Order will now use the proper ink. \n- Poison Vials made with Crows Special Brew now show properly in the Tradeskill UI. \n- Players baking with pumpkin will now get their tools back when they mess up. \n- Players making Spiced Pumpkin Cider no longer have to hold it in their hands. The \nrecipe now requires a bottle. \n\n\n*** NPCS *** \n\n- The Knight of the Dread Sun will now make his appearance more often. \n- Fixed an issue in Dreadspire that could cause some of the residents of the crypt \nto aggro through the roof. \n- Ogres will now be able to get the thread for their cultural armor without having \nto fight off guards. \n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 21, 2005", "slug": "2005-12-21-1", "patch_date": "2005-12-21T00:00:00+00:00", "patch_year": 2005, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "tradeskills"], "body_plaintext": "December 21, 2005\n------------------------------\n\n*** Tradeskills ***\n\n- Fixed a tradeskill exploit.\n\n\n*** Miscellaneous ***\n\n- Pathing changes were made to Dreadspire and the Demi-Plane of Blood to mitigate NPC \nwarping.\n\n- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2006-1.txt ---\n\n.....................................................................\n\n------------------------------", "body_markdown": "December 21, 2005\n------------------------------\n\n*** Tradeskills ***\n\n- Fixed a tradeskill exploit.\n\n\n*** Miscellaneous ***\n\n- Pathing changes were made to Dreadspire and the Demi-Plane of Blood to mitigate NPC \nwarping.\n\n- The EverQuest Team\n\n.....................................................................\n\n--- FROM FILE: patches-2006-1.txt ---\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "January 18, 2006", "slug": "2006-01-18-1", "patch_date": "2006-01-18T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "dod", "tags": ["bugfix", "spells", "tradeskills"], "body_plaintext": "January 18, 2006\n------------------------------\n\n*** Highlights *** \n\n- M.C. Tinkerton bids all in the Plane of Knowledge farewell as he packs up his Clockwork \nParty Machine and heads for home. \n- The issue where player pets were attacking other players when hit by an AE spell has been \nfixed. Thanks to all those that helped provide information about this issue. \n\n\n*** EQPlayers *** \n\n- The leaderboards now exclude tribute, guild tribute, food and drink bonus, and leadership \nabilities. \n- /paperdoll will now auto-update your current character's profile with a real-time screen \nshot of your character. \n- Guild rosters will update more frequently and remain in sync with the game more reliably. \n- There are a couple new menu items under the character menu. One will perform a full update \nof your character much like the slash command does and the other will open a web browser to your \ncurrent character's profile. \n- There is a new option in the option window to disable the auto-update feature to the EQPlayers \nsite. \n- Characters will stay up-to-date better. \n\n\n*** Misc *** \n\n- The issue that some people experienced with being able to cause other people to sit when they sit \nhas been fixed. \n\n\n.....................................................................\n\n------------------------------\nFollow-Up to the Tradeskill Vendor Error (January 18, 2006):\n------------------------------\n\nThis morning we had an error with the update that resulted in merchants, and subsequent items, in \nthe Plane of Knowledge that should not have been appearing in the world. In order to address this \nwe will be performing selective and aggressive rollbacks of certain characters throughout the day. \nThere will be multiple phases and some characters may be subject to multiple adjustments. If you \nbelieve that you have been involved in any way (even indirectly) then please consider holding off \nyour playtime until tomorrow. We apologize for the inconvenience and we are resolving this in the \nmost complete way possible while minimizing the impact on the majority of the customers.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "January 18, 2006\n------------------------------\n\n*** Highlights *** \n\n- M.C. Tinkerton bids all in the Plane of Knowledge farewell as he packs up his Clockwork \nParty Machine and heads for home. \n- The issue where player pets were attacking other players when hit by an AE spell has been \nfixed. Thanks to all those that helped provide information about this issue. \n\n\n*** EQPlayers *** \n\n- The leaderboards now exclude tribute, guild tribute, food and drink bonus, and leadership \nabilities. \n- /paperdoll will now auto-update your current character's profile with a real-time screen \nshot of your character. \n- Guild rosters will update more frequently and remain in sync with the game more reliably. \n- There are a couple new menu items under the character menu. One will perform a full update \nof your character much like the slash command does and the other will open a web browser to your \ncurrent character's profile. \n- There is a new option in the option window to disable the auto-update feature to the EQPlayers \nsite. \n- Characters will stay up-to-date better. \n\n\n*** Misc *** \n\n- The issue that some people experienced with being able to cause other people to sit when they sit \nhas been fixed. \n\n\n.....................................................................\n\n------------------------------\nFollow-Up to the Tradeskill Vendor Error (January 18, 2006):\n------------------------------\n\nThis morning we had an error with the update that resulted in merchants, and subsequent items, in \nthe Plane of Knowledge that should not have been appearing in the world. In order to address this \nwe will be performing selective and aggressive rollbacks of certain characters throughout the day. \nThere will be multiple phases and some characters may be subject to multiple adjustments. If you \nbelieve that you have been involved in any way (even indirectly) then please consider holding off \nyour playtime until tomorrow. We apologize for the inconvenience and we are resolving this in the \nmost complete way possible while minimizing the impact on the majority of the customers.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 21, 2006", "slug": "2006-02-21-1", "patch_date": "2006-02-21T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills"], "body_plaintext": "February 21, 2006\n------------------------------\n\n*** Headlines *** \n\n- Prophecy of Ro Launches! \n- The Desert of Ro and the city of Freeport have been revamped \n- Alchemy system has received an overhaul \n- New Hot Zones \n\n\n*** Prophecy of Ro Launches! *** \n\nAs a demi-god, Mayong Mistmoore -- the greatest vampire ever known -- is threatening \nNorrath and its gods. Druzzil Ro, the goddess of Magic, has seen the future and the \ndarkness that lies ahead. Now, the time has come to heed Druzzil Ro?s calls as she \nopens the planes of Rage and Magic and a passage through time to the long lost Elddar \nelven city of Takish-Hiz. Draw your swords and prepare your magic to face the greatest \nfight of your lives. \n\nThe full story is available in-game in your Storyline window. \n\n\n*** Prophecy of Ro Features *** \n\n- Spheres of Influence - Spheres of Influence will appear in expansion zones as visual \neffects, like soft blue lights, whirling winds, or spinning axes. Any player or non-player \ncharacter that enters the area of the sphere is subject to its effects. In order to see \nSpheres of Influence, you must have Player particles enabled in your display options. \n\n- Auras - Players can create Spheres of Influence called Auras. There is an Auras window \navailable in the Character section of your EQ menu which shows your currently active \nauras and gives you the ability to remove them with a right-click. Player auras are \navailable through mission rewards and events much like spells. In order to see Auras, \nyou must have Player particles enabled in your display options. \n\n- Destructible Objects - Destructible objects, like walls, doors, and siege engines, \nare used in many of the new expansion zones. These are terrain objects that have a \nhealth points which can be depleted and, when the object has reached low enough health, \nit will crumble and break. As you damage the objects you will see it break down until it \nis completely destroyed. You can identify an object that is destructible because it will \npulse when you put your mouse over it. \n\n- Zone Traps - Traps in EverQuest are now represented by objects that can be seen or hidden. \nAs you would expect, traps trigger if you move into their range and you or your party, and \nsometimes the entire zone, can be affected by them. Rogues and bards have the ability to \nsense traps, reveal them to those around them, and disarm them. All traps in the game have \nbeen converted to use this new trap system. \n\n- Player Traps - Traps are available to players in the same way as spells and abilities, \nthrough specific quests, mission rewards, and off spell or discipline vendors. Once a \ntrap has been memorized, it can be created by using the spell or discipline. The trap \nwill remain in the area it is summoned until it is triggered, disarmed, removed by the \nplayer who set it using the new Remove Trap skill, or expires. \n\n- Buff Filters - Players can now filter beneficial spells cast upon them and their pets. \nBy right-clicking on any active buff showing in your Effects window, you can select to \nremove it and/or select that it will never be allowed to take effect on your character \nagain. Pet owners can also click off buff icons in the Pet window and apply filters to \nthem. The list of spells being blocked can be found in the Blocked Buffs or Blocked Pet \nBuffs windows in the Character section of your EQ menu. \n\n- New Bank Space - Available bank space has been increased by 8 slots. \n\n- /Claim Item - If you have received the Prophecy of Ro /claim item from the retail box, \nStable Ward Kyle in the Bazaar may be able to help you use it to upgrade your old horse \nto a warhorse. Paladins or Shadowknights who have the Holy or Unholy Steed AAs and the \n/claim item can upgrade their special mounts to a warhorse by visiting Stable Ward Rames \nas well. \n\n- New Tradeskills - Event Coordinator Baublie Diggs has a test for you to prove your \nabilities! \n\nSee the Prophecy of Ro manual (Prophecy_of_Ro.pdf) downloaded to your EverQuest directory \nfor more information! \n\n--Live Updates-- \n\n*** Zone Revamps *** \n\n- Freeport has been redone. East, West, and North Freeport have been replaced with a brand \nnew East and West Freeport. All your old friends should still be there and more. \n\n- Desert of Ro recreated. North Ro, Oasis, and South Ro have been replaced with a new \nNorth Ro and South Ro. Watch out for Sand Giants while checking out the new scenery. \n\n\n*** New Guild Functionality *** \n\n- There is now an \"Alt\" button to flag a member of the guild as an alt character (this \ncan be done by an officer on anyone, and by anyone on themselves). \n\n- The \"Hide Alts\" button will hide anyone in the guild list who is flagged as an alt. \nThis defaults to off. \n\n- A \"B\" is no longer appended to the status of bankers. Instead there are two new columns, \nBanker and Alt, which have the status in them. You can sort by either Banker or Alt by \nclicking on the header. \n\n\n*** New Raid Functionality *** \n\n- There is a new raid loot option: Entire Raid. This will allow any raid member to \nloot NPCs killed by the raid. \n\n\n*** New Hot Zones *** \n\n- The time has come to once again update the \"Hot Zones\" throughout Norrath. The \nprevious zones have been reverted to their former states and the following zones are \nnow a great place to go for experience and fun: \n\nLevel 20: Najena \nLevel 25: Iceclad Ocean \nLevel 30: Rathe Mountains \nLevel 35: Frontier Mountains \nLevel 40: Gulf of Gunthak \nLevel 45: Velketor's Labrynth \nLevel 50: Fungus Grove \nLevel 55: Old Sebilis \nLevel 60: Cazic Thule \n\n\n*** Spells *** \n\n- Increased the duration and lowered the mana cost of Talisman of the Tribunal. \n\n- The Test of Efficiency spell should no longer conflict with Peace of the Disciple or \nGrace of the Order. \n\n- Increased the damage and lowered the mana on Touch of Inruku to better match the \nrest of the spell line's progression. \n\n\n*** AAs *** \n\n- The way that the wizard AA Mana Burn works has been modified. The new version will \nuse a maximum of 3000 mana instead of draining your whole pool and will do 4 damage \nfor every point of mana spent. This is a raw channeling of magical energy that cannot \nbe focused and will not critically hit. The ability is unresistable by normal creatures, \nbut certain special creatures may be immune to the effects. Like the previous version, \nonce a Mana Burn ability has affected a target, no other Mana Burn abilities will be \nable to affect that target for the next minute. Upgraded versions of the ability, Mana \nBlast and Mana Blaze, are available at level 65 and level 70 and use a maximum of 6000 \nand 9000 mana respectively. The original Mana Burn ability has been refunded and can be \nrepurchased by Wizards interested in the new version. \n\n- Gift of Mana will no longer be used up when you cast a 0 mana spell and now has a \nchance to trigger on heals other than just instant heals, including heal-over-time and \npercent healing spells. \n\n- Rogues and Bards have a new AA ability called Thief's Intuition. This ability goes \nhand-in-hand with the new trap system and allows those classes a chance to automatically \nsense nearby traps. The new AAs can be found in the Class tab. \n\n- There are new special mounts available for Paladins and Shadowknights under the \nClass AA tab. \n\n\n*** Events *** \n\n- The planar projection for defeating Mithaniel Marr was not rewarding the correct \ncharacter flags. This has been fixed. \n\n- Raids in Dynamic zones in Gates of Discord now require a minimum of 12 people to \nbe started. \n\n- Sendaii the Hive Queen raid will now lock out the expedition after the glowing egg \nis broken. \n\n- NPC?s should no longer re-spawn after being killed in the Controlling the Beast \nmission set in Stoneroot Falls. \n\n- The mission \"Taking Control\" from Stoneroot Falls now only requires 3 people to start \nit. \n\n- Adjusted the rewards on monster missions so they scale better based on how long it's \nactually taking to complete the mission. \n\n- It should be much more difficult for Stefan Marsinger to die within one of the Greater \nFaydark spires. \n\n- Various magician epic mobs should no longer double, triple, or quadruple spawn for every \nmage that enters the zone. \n\n- A number of changes were made to the Demi-Plane of Blood, including pathing fixes, tuning\ntweaks, and bonuses for defeating Mayong. For more information, see the EQLive forums. \n\n\n*** Missions *** \n\n- Monster Mission XP rewards have tuned to better account for the amount of time required \nto complete the mission. Longer missions now give more XP while shorter missions give less. \nIn addition, the way XP is rewarded has been refactored so it scales better as you gain levels. \n\n- In Stoneroot Falls, mission givers Kelliad and Widdlethorpe will now offer you missions \nthat you have completed previously in each of their story arcs when requesting the mission \nthat you are currently on. \n\n\n*** Tasks *** \n\n- Added a timer to normal tasks. You can now only complete a task once every 15 minutes. \nAs with shared tasks, the time counts from when you initially get the task, so if it took \nyou longer than 15 minutes to complete the task, you can immediately get another one. \n\n\n*** Tradeskills *** \n\n- Alchemy has undergone some changes resulting in modifications to old recipes as well as \nintroducing new recipes and potions, smoother progression in the skill, and significant \ncost reductions. \n\n- Potions - All old-style (10 charge, non stackable) alchemical potions have been removed \nand replaced by an equivalent potion in the revamped system. These new potions are stackable \nup to 20 per stack. Note: Due to an error that did not show up on our testing, this was \nnot completed, but only partially done. Some players will have their items exchanged, \nsome will not. The old potions will still function, despite the fact that there will be \nno way to make them. You can still make the new potions using the new recipes once the \ncommunity discovers them. We will correct this error and do this exchange the next patch \nafter it has been re-tested. \n\n- Recipes - All recipes that point to the old-style alchemical potions no longer exist. \nNew recipes have been created for all of the new potions and will use new herbs. \n\n- Herbs - Many old herbs have had their prices altered and new herbs have been introduced, \nboth as purchased components as well as dropped components. \n\n- Planar Fletching Kits are now tradeable. \n\n- Changed Othmir Short Beer to use a bottle instead of a Cask. \n\n- Deep Orc Essence now requires less meat. \n\n- Disabled the spell research creation of the spell Draught of Lightning. This was done \nbecause it is a quest derived spell. \n\n- Some very old erudite only combines have had their trivials adjusted up from being \nno-fail to on par with other combines of that era. \n\n-The Research Recipe to make Unholy Bellow has been disabled. \n\n- The Rusty Mining Pick used by Druids has changed names, but works exactly the same. \n\n\n*** Items *** \n\n- Changed the Slot12 Tradeskill augments that have Cleave, Ferocity, Furious Bash, \nImproved Dodge, Improved Parry and Sharpshooting to be worn effects instead of focus \neffects. \n\n- Made a few minor modifications to damage ratios on some of the Demi-Plane of Blood \nweapons. \n\n- Set a cap on the maximum amount of skill bonuses you can get from certain worn effects. \nThe caps are for bash (100), backstab (125), dragon punch (100), eagle strike (100), \nflying kick (100), kick (100), round kick (100), tiger claw (100), and frenzy (125). \n\n\n*** General Bug Fixes *** \n\n- Players will no longer see their breath in first person while on a boar mount. \n\n- Froglok jump animation will now play at normal speed. \n\n- Skeleton illusions will now function correctly on boar mounts. \n\n- PCs will no longer warp to the location they were charmed or feared when those spells \nwear off. \n\n- The autofire ability will now turn off when a player sits down or loots a corpse. \n\n- Charmed PCs will no longer disappear after being stationary for a few seconds. \n\n- When alt-tabbing out of full screen mode and then re-entering the game, you should now \nproperly be put back into full screen mode instead of windowed mode. \n\n- Players marked as group leaders in a raid would sometimes not have functioning leader \nabilities. This was happening when reforming groups in the raid and has been fixed. \n\n- Players will no longer remain encumbered by coin after donating that coin to a guild \ntribute master. \n\n- If a player is wearing an item with a focus effect and casts a delayed spell that utilizes \nthat focus effect, it will no longer be negating if they use a clicky effect before it lands. \n\n- Fixed sync issues with removing shared tasks and tasks from a player. \n\n- Throwing axes will no longer throw an entire stack, instead only a single axe will be \nconsumed from the range slot. \n\n- The map window should now be available to all players. \n\n- Fixed a problem that was causing several of the Dragons of Norrath items to have the \nwrong colors. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 21, 2006\n------------------------------\n\n*** Headlines *** \n\n- Prophecy of Ro Launches! \n- The Desert of Ro and the city of Freeport have been revamped \n- Alchemy system has received an overhaul \n- New Hot Zones \n\n\n*** Prophecy of Ro Launches! *** \n\nAs a demi-god, Mayong Mistmoore -- the greatest vampire ever known -- is threatening \nNorrath and its gods. Druzzil Ro, the goddess of Magic, has seen the future and the \ndarkness that lies ahead. Now, the time has come to heed Druzzil Ro?s calls as she \nopens the planes of Rage and Magic and a passage through time to the long lost Elddar \nelven city of Takish-Hiz. Draw your swords and prepare your magic to face the greatest \nfight of your lives. \n\nThe full story is available in-game in your Storyline window. \n\n\n*** Prophecy of Ro Features *** \n\n- Spheres of Influence - Spheres of Influence will appear in expansion zones as visual \neffects, like soft blue lights, whirling winds, or spinning axes. Any player or non-player \ncharacter that enters the area of the sphere is subject to its effects. In order to see \nSpheres of Influence, you must have Player particles enabled in your display options. \n\n- Auras - Players can create Spheres of Influence called Auras. There is an Auras window \navailable in the Character section of your EQ menu which shows your currently active \nauras and gives you the ability to remove them with a right-click. Player auras are \navailable through mission rewards and events much like spells. In order to see Auras, \nyou must have Player particles enabled in your display options. \n\n- Destructible Objects - Destructible objects, like walls, doors, and siege engines, \nare used in many of the new expansion zones. These are terrain objects that have a \nhealth points which can be depleted and, when the object has reached low enough health, \nit will crumble and break. As you damage the objects you will see it break down until it \nis completely destroyed. You can identify an object that is destructible because it will \npulse when you put your mouse over it. \n\n- Zone Traps - Traps in EverQuest are now represented by objects that can be seen or hidden. \nAs you would expect, traps trigger if you move into their range and you or your party, and \nsometimes the entire zone, can be affected by them. Rogues and bards have the ability to \nsense traps, reveal them to those around them, and disarm them. All traps in the game have \nbeen converted to use this new trap system. \n\n- Player Traps - Traps are available to players in the same way as spells and abilities, \nthrough specific quests, mission rewards, and off spell or discipline vendors. Once a \ntrap has been memorized, it can be created by using the spell or discipline. The trap \nwill remain in the area it is summoned until it is triggered, disarmed, removed by the \nplayer who set it using the new Remove Trap skill, or expires. \n\n- Buff Filters - Players can now filter beneficial spells cast upon them and their pets. \nBy right-clicking on any active buff showing in your Effects window, you can select to \nremove it and/or select that it will never be allowed to take effect on your character \nagain. Pet owners can also click off buff icons in the Pet window and apply filters to \nthem. The list of spells being blocked can be found in the Blocked Buffs or Blocked Pet \nBuffs windows in the Character section of your EQ menu. \n\n- New Bank Space - Available bank space has been increased by 8 slots. \n\n- /Claim Item - If you have received the Prophecy of Ro /claim item from the retail box, \nStable Ward Kyle in the Bazaar may be able to help you use it to upgrade your old horse \nto a warhorse. Paladins or Shadowknights who have the Holy or Unholy Steed AAs and the \n/claim item can upgrade their special mounts to a warhorse by visiting Stable Ward Rames \nas well. \n\n- New Tradeskills - Event Coordinator Baublie Diggs has a test for you to prove your \nabilities! \n\nSee the Prophecy of Ro manual (Prophecy_of_Ro.pdf) downloaded to your EverQuest directory \nfor more information! \n\n--Live Updates-- \n\n*** Zone Revamps *** \n\n- Freeport has been redone. East, West, and North Freeport have been replaced with a brand \nnew East and West Freeport. All your old friends should still be there and more. \n\n- Desert of Ro recreated. North Ro, Oasis, and South Ro have been replaced with a new \nNorth Ro and South Ro. Watch out for Sand Giants while checking out the new scenery. \n\n\n*** New Guild Functionality *** \n\n- There is now an \"Alt\" button to flag a member of the guild as an alt character (this \ncan be done by an officer on anyone, and by anyone on themselves). \n\n- The \"Hide Alts\" button will hide anyone in the guild list who is flagged as an alt. \nThis defaults to off. \n\n- A \"B\" is no longer appended to the status of bankers. Instead there are two new columns, \nBanker and Alt, which have the status in them. You can sort by either Banker or Alt by \nclicking on the header. \n\n\n*** New Raid Functionality *** \n\n- There is a new raid loot option: Entire Raid. This will allow any raid member to \nloot NPCs killed by the raid. \n\n\n*** New Hot Zones *** \n\n- The time has come to once again update the \"Hot Zones\" throughout Norrath. The \nprevious zones have been reverted to their former states and the following zones are \nnow a great place to go for experience and fun: \n\nLevel 20: Najena \nLevel 25: Iceclad Ocean \nLevel 30: Rathe Mountains \nLevel 35: Frontier Mountains \nLevel 40: Gulf of Gunthak \nLevel 45: Velketor's Labrynth \nLevel 50: Fungus Grove \nLevel 55: Old Sebilis \nLevel 60: Cazic Thule \n\n\n*** Spells *** \n\n- Increased the duration and lowered the mana cost of Talisman of the Tribunal. \n\n- The Test of Efficiency spell should no longer conflict with Peace of the Disciple or \nGrace of the Order. \n\n- Increased the damage and lowered the mana on Touch of Inruku to better match the \nrest of the spell line's progression. \n\n\n*** AAs *** \n\n- The way that the wizard AA Mana Burn works has been modified. The new version will \nuse a maximum of 3000 mana instead of draining your whole pool and will do 4 damage \nfor every point of mana spent. This is a raw channeling of magical energy that cannot \nbe focused and will not critically hit. The ability is unresistable by normal creatures, \nbut certain special creatures may be immune to the effects. Like the previous version, \nonce a Mana Burn ability has affected a target, no other Mana Burn abilities will be \nable to affect that target for the next minute. Upgraded versions of the ability, Mana \nBlast and Mana Blaze, are available at level 65 and level 70 and use a maximum of 6000 \nand 9000 mana respectively. The original Mana Burn ability has been refunded and can be \nrepurchased by Wizards interested in the new version. \n\n- Gift of Mana will no longer be used up when you cast a 0 mana spell and now has a \nchance to trigger on heals other than just instant heals, including heal-over-time and \npercent healing spells. \n\n- Rogues and Bards have a new AA ability called Thief's Intuition. This ability goes \nhand-in-hand with the new trap system and allows those classes a chance to automatically \nsense nearby traps. The new AAs can be found in the Class tab. \n\n- There are new special mounts available for Paladins and Shadowknights under the \nClass AA tab. \n\n\n*** Events *** \n\n- The planar projection for defeating Mithaniel Marr was not rewarding the correct \ncharacter flags. This has been fixed. \n\n- Raids in Dynamic zones in Gates of Discord now require a minimum of 12 people to \nbe started. \n\n- Sendaii the Hive Queen raid will now lock out the expedition after the glowing egg \nis broken. \n\n- NPC?s should no longer re-spawn after being killed in the Controlling the Beast \nmission set in Stoneroot Falls. \n\n- The mission \"Taking Control\" from Stoneroot Falls now only requires 3 people to start \nit. \n\n- Adjusted the rewards on monster missions so they scale better based on how long it's \nactually taking to complete the mission. \n\n- It should be much more difficult for Stefan Marsinger to die within one of the Greater \nFaydark spires. \n\n- Various magician epic mobs should no longer double, triple, or quadruple spawn for every \nmage that enters the zone. \n\n- A number of changes were made to the Demi-Plane of Blood, including pathing fixes, tuning\ntweaks, and bonuses for defeating Mayong. For more information, see the EQLive forums. \n\n\n*** Missions *** \n\n- Monster Mission XP rewards have tuned to better account for the amount of time required \nto complete the mission. Longer missions now give more XP while shorter missions give less. \nIn addition, the way XP is rewarded has been refactored so it scales better as you gain levels. \n\n- In Stoneroot Falls, mission givers Kelliad and Widdlethorpe will now offer you missions \nthat you have completed previously in each of their story arcs when requesting the mission \nthat you are currently on. \n\n\n*** Tasks *** \n\n- Added a timer to normal tasks. You can now only complete a task once every 15 minutes. \nAs with shared tasks, the time counts from when you initially get the task, so if it took \nyou longer than 15 minutes to complete the task, you can immediately get another one. \n\n\n*** Tradeskills *** \n\n- Alchemy has undergone some changes resulting in modifications to old recipes as well as \nintroducing new recipes and potions, smoother progression in the skill, and significant \ncost reductions. \n\n- Potions - All old-style (10 charge, non stackable) alchemical potions have been removed \nand replaced by an equivalent potion in the revamped system. These new potions are stackable \nup to 20 per stack. Note: Due to an error that did not show up on our testing, this was \nnot completed, but only partially done. Some players will have their items exchanged, \nsome will not. The old potions will still function, despite the fact that there will be \nno way to make them. You can still make the new potions using the new recipes once the \ncommunity discovers them. We will correct this error and do this exchange the next patch \nafter it has been re-tested. \n\n- Recipes - All recipes that point to the old-style alchemical potions no longer exist. \nNew recipes have been created for all of the new potions and will use new herbs. \n\n- Herbs - Many old herbs have had their prices altered and new herbs have been introduced, \nboth as purchased components as well as dropped components. \n\n- Planar Fletching Kits are now tradeable. \n\n- Changed Othmir Short Beer to use a bottle instead of a Cask. \n\n- Deep Orc Essence now requires less meat. \n\n- Disabled the spell research creation of the spell Draught of Lightning. This was done \nbecause it is a quest derived spell. \n\n- Some very old erudite only combines have had their trivials adjusted up from being \nno-fail to on par with other combines of that era. \n\n-The Research Recipe to make Unholy Bellow has been disabled. \n\n- The Rusty Mining Pick used by Druids has changed names, but works exactly the same. \n\n\n*** Items *** \n\n- Changed the Slot12 Tradeskill augments that have Cleave, Ferocity, Furious Bash, \nImproved Dodge, Improved Parry and Sharpshooting to be worn effects instead of focus \neffects. \n\n- Made a few minor modifications to damage ratios on some of the Demi-Plane of Blood \nweapons. \n\n- Set a cap on the maximum amount of skill bonuses you can get from certain worn effects. \nThe caps are for bash (100), backstab (125), dragon punch (100), eagle strike (100), \nflying kick (100), kick (100), round kick (100), tiger claw (100), and frenzy (125). \n\n\n*** General Bug Fixes *** \n\n- Players will no longer see their breath in first person while on a boar mount. \n\n- Froglok jump animation will now play at normal speed. \n\n- Skeleton illusions will now function correctly on boar mounts. \n\n- PCs will no longer warp to the location they were charmed or feared when those spells \nwear off. \n\n- The autofire ability will now turn off when a player sits down or loots a corpse. \n\n- Charmed PCs will no longer disappear after being stationary for a few seconds. \n\n- When alt-tabbing out of full screen mode and then re-entering the game, you should now \nproperly be put back into full screen mode instead of windowed mode. \n\n- Players marked as group leaders in a raid would sometimes not have functioning leader \nabilities. This was happening when reforming groups in the raid and has been fixed. \n\n- Players will no longer remain encumbered by coin after donating that coin to a guild \ntribute master. \n\n- If a player is wearing an item with a focus effect and casts a delayed spell that utilizes \nthat focus effect, it will no longer be negating if they use a clicky effect before it lands. \n\n- Fixed sync issues with removing shared tasks and tasks from a player. \n\n- Throwing axes will no longer throw an entire stack, instead only a single axe will be \nconsumed from the range slot. \n\n- The map window should now be available to all players. \n\n- Fixed a problem that was causing several of the Dragons of Norrath items to have the \nwrong colors. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 22, 2006", "slug": "2006-02-22-1", "patch_date": "2006-02-22T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "zones", "server"], "body_plaintext": "February 22, 2006\n------------------------------\n\n- Fixed server stability issues. Please accept our apologies if you were on one of \nthe unstable servers. \n- Fixed the old alchemy potions that were not casting at the proper level. \n- Corrected an issue that was preventing Elixir of the Avian from stacking with \nElixir of the Beast. These should now stack properly. \n*Please note: We are still investigating the issue with items disappearing from the \nGuild Bank. The Guild Hall zone will be unavailable while this investigation continues. \n\n-- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 22, 2006\n------------------------------\n\n- Fixed server stability issues. Please accept our apologies if you were on one of \nthe unstable servers. \n- Fixed the old alchemy potions that were not casting at the proper level. \n- Corrected an issue that was preventing Elixir of the Avian from stacking with \nElixir of the Beast. These should now stack properly. \n*Please note: We are still investigating the issue with items disappearing from the \nGuild Bank. The Guild Hall zone will be unavailable while this investigation continues. \n\n-- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 23, 2006", "slug": "2006-02-23-1", "patch_date": "2006-02-23T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "items", "zones", "tradeskills"], "body_plaintext": "February 23, 2006\n------------------------------\n\n- The Guild Hall is still not available. We apologize for the inconvenience. \n- Fixed another stability issue \n- The Key to the Past and The Burning Prince should now hand out an appropriate reward. \n- Exiting LDoN zones in North and South Ro should no longer leave you quite so close \nto the zone in locations. \n- Changed the starting location for some Paladins in Freeport West to be closer to a \nGuild Master. \n- Corrected several issues with LDoN NPCs in the Revamped Freeport and Desert of Ro zones. \n- Made the new throwing potions stack to 100 as the old ones did. \n- Fearchar in shadowhaven has decided not to stand on his brother and has moved over a \nfew feet. \n- The pottery task now makes the combine check on the more difficult of the pottery \nwheel combine or the kiln combine. You will still need to compete the item (fire it) to \nhand into the judge. This is to enforce it being a test of the potter's skill, not the \npotter's friend's skill. \n- Some of the PoR items were missing their lore flags and have had them added. \n- Corrected a problem that was making the guild lobby look foggy and larger than normal. \n- Porthio the Second Born will offer a more challenging fight. \n- You will no longer trigger your own trap if set while on a mount. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 23, 2006\n------------------------------\n\n- The Guild Hall is still not available. We apologize for the inconvenience. \n- Fixed another stability issue \n- The Key to the Past and The Burning Prince should now hand out an appropriate reward. \n- Exiting LDoN zones in North and South Ro should no longer leave you quite so close \nto the zone in locations. \n- Changed the starting location for some Paladins in Freeport West to be closer to a \nGuild Master. \n- Corrected several issues with LDoN NPCs in the Revamped Freeport and Desert of Ro zones. \n- Made the new throwing potions stack to 100 as the old ones did. \n- Fearchar in shadowhaven has decided not to stand on his brother and has moved over a \nfew feet. \n- The pottery task now makes the combine check on the more difficult of the pottery \nwheel combine or the kiln combine. You will still need to compete the item (fire it) to \nhand into the judge. This is to enforce it being a test of the potter's skill, not the \npotter's friend's skill. \n- Some of the PoR items were missing their lore flags and have had them added. \n- Corrected a problem that was making the guild lobby look foggy and larger than normal. \n- Porthio the Second Born will offer a more challenging fight. \n- You will no longer trigger your own trap if set while on a mount. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "February 24, 2006", "slug": "2006-02-24-1", "patch_date": "2006-02-24T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": [], "body_plaintext": "February 24, 2006\n------------------------------\n\n- The Guild Hall is now available. \n- The guild banker has returned to his post. \n- The guard patrols in Freeport have been replaced by less experienced guards who \ndon't put the entire Norrathian army to shame. \n- We've temporarily changed Devastation and Rage back to normal death rules. \n- The final warlord in the Defense of Thurgadin mission will no longer poof upon \ndeath should he be killed entirely by dwarves. \n- The mini-bosses in Anguish are dropping their augments again. \n- Devlin in Dreadspire will select his new sets of weaponry a little more quickly now. \n\nPlease accept our apologies for the loss of the Guild Hall in the past two days. We \nbelieve that all issues are now resolved. If you are having any problems with your \nguild bank or guild bank inventory please contact Customer Service. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "February 24, 2006\n------------------------------\n\n- The Guild Hall is now available. \n- The guild banker has returned to his post. \n- The guard patrols in Freeport have been replaced by less experienced guards who \ndon't put the entire Norrathian army to shame. \n- We've temporarily changed Devastation and Rage back to normal death rules. \n- The final warlord in the Defense of Thurgadin mission will no longer poof upon \ndeath should he be killed entirely by dwarves. \n- The mini-bosses in Anguish are dropping their augments again. \n- Devlin in Dreadspire will select his new sets of weaponry a little more quickly now. \n\nPlease accept our apologies for the loss of the Guild Hall in the past two days. We \nbelieve that all issues are now resolved. If you are having any problems with your \nguild bank or guild bank inventory please contact Customer Service. \n\n-- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 15, 2006", "slug": "2006-03-15-1", "patch_date": "2006-03-15T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "class_changes", "spells", "items", "tradeskills", "pvp", "server"], "body_plaintext": "March 15, 2006\n------------------------------\n\n*** Headlines *** \n\n- EverQuest turns 7! Starting on March 16th, join us for a month long anniversary \ncelebration! \n- We believe we have fixed all issues related to the increased network lag when re-forming \ngroups in a raid. Please let us know if you have any further issues related to this. \n\n\n*** Anniversary Events *** \n\n- Double experience! To kick off the celebration, from 12:00 PM Pacific Time on March 16th \nuntil 12:00 PM Pacific Time on March 20th all normal experience rewards will be doubled! \n- Fabled NPCs have returned! Many of your favorite NPCs from the original EverQuest zones and \nKunark have been upgraded to Fabled versions that are tougher and tote better loot. And for \nthe first time, they are joined by over a hundred NPCs from Velious! \n- New scavenger hunt! NPCs in Thurgadin, Kael, and Skyshrine are looking for help finishing \nup some of their collections. \n\n\n*** Missions, Quests \n\n- Fixed a bug in the Gilded Scroll mission that was not updating the scrolls when they are \nlooted. \n- Five new unusual creatures have been spotted in the Demi-Plane of Blood. \n- The mini bosses in Anguish will now drop augments again. \n- Made some aesthetic changes to the Snowtail and Ghost encounters in Razorthorne. \n- Tailfang in Shar Vahl will now drop his tail on the Firiona Vie server. \n- The mission The Key to the Past should now hand out an appropriate reward. \n- Reduced the difficulty of the Oroshar encounter in Arcstone. Oroshar should now be in line \nwith the other four spirits. \n- Modified the Sundersky encounter in Arcstone. Sundersky is now more powerful, but becomes \nless so after his four summoned winds are destroyed. \n- Collapsed all of the missions on Spirit Hunter Elijo into one mission: Mark of the Spirits. \nAny previously collected spirit marks can still be turned into Spirit Hunter Elijo for task credit. \n- Ao the Fourth Born now gives out a spell scroll reward for completing his mission arc. If \nyou've previously completed all 3 Skylance Missions, then simply hail Ao for your reward. \n- For the quest, Through the Portal, a fix has been made so that crazed scyrkins will drop the \nneeded shards. \n\n\n*** AAs , Spells, and Disciplines *** \n\n- Temporarily removed the AA Abundant Healing. This ability was causing a conflict with the \nability Gift of Mana. As Gift of Mana is generally considered the more useful of the two, \nAbundant Healing has been removed until we can resolve the conflict. Any points spent in \nAbundant Healing will be refunded \n- Dispel spells can no longer be blocked using buff blocking. \n- Harmonic Dissonance now has a 15 minute reuse time associated with it. \n- Pets will no longer instantly die when told to attack a trap they are not allowed to attack. \nThe owner will receive notification about why the pet did not attack. \n- You can now remove pet buffs even if they are stacked beyond 4. \n- The buffs in the pet information window will no longer show 0 time left in their tooltip. \n\n\n*** Traps and Auras *** \n \n- We?ve made a change to how aura particles are displayed. You will now only see aura \nparticles for auras that are owned by someone in your group or raid. \n- Most player cast auras will no longer cast their effects every spell tick. Instead, \nthey will work like other spheres of influence and the effect will remain on an affected \nplayer as long as they are within the area of the sphere and be removed from the player \nonly when they leave the sphere. Note that if you remove the effect from yourself by clicking \nit off, you will need to leave the area of the aura and return before it is reapplied. \n-The cleric spells Aura of the Pious and Aura of the Zealot have been changed slightly. \nThey will no longer fade after a certain amount of damage has been taken, but will absorb \nslightly less damage per hit. \n- Traps will now apply the correct amount of damage whether in a pvp setting or not. \n- Corrected a problem that would cause older traps to go off every time someone entered their \narea instead of going off, then being inactive for a time before going off again. \n- You can now try to sense a trap even when you have a PC or NPC targeted. It you are targeting \nan object that could be trapped (such as a chest), you will still attempt to find the trap \non the object rather than searching the area for traps. \n- Using pick, disarm, or inspect while invis will no longer automatically make you visible. \n- Rain spells will no longer count interactive objects, traps, and auras towards the max number \nof NPCs they can hit. \n- Beneficial auras will now properly affect your group and raid members in a pvp setting. \n- The Aura window will not longer close when hitting the escape key. \n\n\n\n*** Items *** \n \n- Fixed the evolving item reward for the Spirit Hunter Missions in Arcstone. If you have a \ncloak that is stuck in the second stage of the evolving item (Cloak of the Spirit Stalker) \nspeak to Spirit Hunter Elijo to receive the final version. \n- Modified the Black Orb of the Scrykin quest. The orbs of the seven dead Scrykin are now \ncalled \"Gray\" orbs and are tradeable. The orbs of the six living scrykin will also drop off \nthe appropriate scrykin (in addition to being the task rewards for completing Or`Sarro's tasks) \n- The Enraged Flesh Armor pieces are now no trade. \n- The Prophecy of Ro tier1/2 cleric breastplate now has the activated effect of Pious Elixir \n- The Prophecy of Ro tier1/2 shaman breastplate now has the activated effect of Ghost of Renewal \n- The Prophecy of Ro tier1/2 enchanter breastplate now has the activated effect of Ethereal Rune \n- The Saga of Skin Translations are now no-trade \n- The Coldain Historical Seal augmentations are now lore to each other \n- Hammer of Shadows now has 300 endurance \n- A number of items from the events in Theater of Blood now have their proper stats \n- Burning Tree Leaf now only returns at max 337 hp and mana and has reduced stats. \n- Pendant of Insurgency, Aelly?s Earring, Prickly Earring, and Mary-Anne?s Ring of Insanity \nnow have monk, beastlord, and berserker as usable classes. \n\n\n*** NPCs *** \n\n- Farwein Windrun has returned to his camp in South Ro. Feel free to stop by and welcome him \nback. \n- Queen Tak`Yaliz in the Desert of North Ro will no longer be missing while you?re looking \nfor her. \n- Ping Fuzzlecutter is now carrying some tasty water! \n- Tak`Valnakor will now properly offer all of his tasks. \n- Boomba the Big has returned to his old stomping grounds near the west gate of Freeport. \n- Vulak`Aerr, High Priest of Veeshan, has returned to the Temple of Veeshan. \n- Gnarlibramble has loot again. \n\n\n*** Tradeskills *** \n\n- Changed the Stunning Bola and Explosive Bola to use the new potions. (Basic Suspension \nof Pestilence IV and Basic Suspension of Flame IV respectively) \n- Increased the yield on the Treant Laminating Adhesive by adding one more Acid Wash to \nthe recipe. \n- The trivials for the Staurolite and Prestigitase recipes have been appropriately altered \nto be more in line with the result. The trivials were on Saurolite are now on Prestigitase, \nand vise versa. \n- Fixed the names of the Prestidigitase items. \n- Fixed the Reinforced medicine bags (normal and foldable) to take large sized items like \nthe medicine bag. \n- The pottery task now makes the combine check on the more difficult of the pottery wheel \ncombine or the kiln combine. You will still need to complete the item (fire it) to hand into \nthe judge. This is to enforce it being a test of the potter?s skill, not the potter?s \nfriend?s skill. \n- Made the new throwing potions stack to 100 as the old ones did. \n- Fixed many of the old alchemy potions that were not casting at the proper level. \n- The trophy certificates will now give the trophy exp to get it to a percentage appropriate \nto your skill within the \"Tier\" in addition to setting the trophy to the appropriate level. \nThis will not exceed 99% though, so do not hold onto the certificate, but use it before you \ngain more skill. \n- Worked Suspension of Slime potions now have the proper range of 90. \n- Drop rates on the Alchemy dropped components for the new items have been increased in \nmost cases. \n- Modified the Distillate of Skinspikes potions to be more in line with the old Kilva's \nseries of damage shield potions. \n- Modified the Distillate of Antidote to cure multiple layers of poison counters, as well \nas more counters overall (44 instead of 36). \n- Modified the Distillate of Immunization to cure multiple layers of disease counters, as \nwell as more counters overall (44 instead of 36). \n- Added some NPC?s to various zones to help consolidate some of the alchemy herb inventory. \n- Updated many of the trophy tasks to remove items that were too rare and items that were \nonly in zones that required keys. Ngreth is open to further debate on additional items and \nitems he may have missed. Please feel free to post about it on the forums. \n- The composite treant bows have been altered. Those that had the \"calmed\" versions will \nget a version similar to the bows they had, but it will have gained a slot 7 augments slot, \nin addition to the slot 4 it already had. The calmed compound version has had a slight \nadjustment DOWN in the stats, but slight increase in the damage and range. The rest of the \ncalmed versions got an increase to their overall stats, though there may be some shuffle. \nThose that had the version of the bow with the proc will get a significant upgrade to their\nbow, but these bows no longer have an innate proc. Instead they have a slot 4 and a slot 7, \nand the players will be able to choose to add a proc via slot 4, or not. These bows have also \nchanged to attunable. The recipes to make the bows have changed, and the in game book includes \nthe changes. \n- Altered the recipe for the Grandmaster's Medicine bag. Please see Jolum for the new requirement. \n\n\n*** Zones *** \n\n- Veeshan's Peak should now be in the appropriate state. \n- Guild lobby fog issues should be resolved now. \n- You should be able to bind in North and South Ro again. \n\n\n*** General *** \n\n- Windows Sticky Keys functionality on Windows 98 and ME is fixed. \n- The Auto-Bank feature now works for everyone. \n- Procs and clickable items will no longer cause spell gems to refresh randomly. \n- You can now open up to 34 bags at once. \n- Autofire will properly turn off when a destructible object is destroyed. \n- The Defense of Thurgadin. Dwarves at Base Camp will now be more focused on recovery \nthan combat and will be less effective in battle. They will refocus on Combat when they \nmove away from basecamp \n- The Defense of Thurgadin. The Giant Captains will now strengthen their soldiers that \nare nearby in combat. \n- The Defense of Thurgadin. Added additional failsafes to prevent the Kromzek General \nfrom failing to leave a corpse \n\n\n*** Special Notes *** \n\n- We have made really good progress on the reported issues of increased zoning times. \nWe would like to thank all those that have helped with this by providing detailed information. \nWe know what the issues are and we are in the process of implementing our solution. We hope to \nhave a fix that can be tested on our Test Server within the next week or so. \n- Just in the last couple of days we were able to find the line of sight issue that some of \nyou have been reporting. Given how close we were to our next live update, we felt that there \nwas not a sufficient amount of time to properly test this change. For this reason the line \nof sight fix will not be in this update, but will go to our Test Server this week so that we \ncan have the proper amount of testing time to ensure that our fix actually fixes the problem \nand does not create any others. Thank you for your understanding.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 15, 2006\n------------------------------\n\n*** Headlines *** \n\n- EverQuest turns 7! Starting on March 16th, join us for a month long anniversary \ncelebration! \n- We believe we have fixed all issues related to the increased network lag when re-forming \ngroups in a raid. Please let us know if you have any further issues related to this. \n\n\n*** Anniversary Events *** \n\n- Double experience! To kick off the celebration, from 12:00 PM Pacific Time on March 16th \nuntil 12:00 PM Pacific Time on March 20th all normal experience rewards will be doubled! \n- Fabled NPCs have returned! Many of your favorite NPCs from the original EverQuest zones and \nKunark have been upgraded to Fabled versions that are tougher and tote better loot. And for \nthe first time, they are joined by over a hundred NPCs from Velious! \n- New scavenger hunt! NPCs in Thurgadin, Kael, and Skyshrine are looking for help finishing \nup some of their collections. \n\n\n*** Missions, Quests \n\n- Fixed a bug in the Gilded Scroll mission that was not updating the scrolls when they are \nlooted. \n- Five new unusual creatures have been spotted in the Demi-Plane of Blood. \n- The mini bosses in Anguish will now drop augments again. \n- Made some aesthetic changes to the Snowtail and Ghost encounters in Razorthorne. \n- Tailfang in Shar Vahl will now drop his tail on the Firiona Vie server. \n- The mission The Key to the Past should now hand out an appropriate reward. \n- Reduced the difficulty of the Oroshar encounter in Arcstone. Oroshar should now be in line \nwith the other four spirits. \n- Modified the Sundersky encounter in Arcstone. Sundersky is now more powerful, but becomes \nless so after his four summoned winds are destroyed. \n- Collapsed all of the missions on Spirit Hunter Elijo into one mission: Mark of the Spirits. \nAny previously collected spirit marks can still be turned into Spirit Hunter Elijo for task credit. \n- Ao the Fourth Born now gives out a spell scroll reward for completing his mission arc. If \nyou've previously completed all 3 Skylance Missions, then simply hail Ao for your reward. \n- For the quest, Through the Portal, a fix has been made so that crazed scyrkins will drop the \nneeded shards. \n\n\n*** AAs , Spells, and Disciplines *** \n\n- Temporarily removed the AA Abundant Healing. This ability was causing a conflict with the \nability Gift of Mana. As Gift of Mana is generally considered the more useful of the two, \nAbundant Healing has been removed until we can resolve the conflict. Any points spent in \nAbundant Healing will be refunded \n- Dispel spells can no longer be blocked using buff blocking. \n- Harmonic Dissonance now has a 15 minute reuse time associated with it. \n- Pets will no longer instantly die when told to attack a trap they are not allowed to attack. \nThe owner will receive notification about why the pet did not attack. \n- You can now remove pet buffs even if they are stacked beyond 4. \n- The buffs in the pet information window will no longer show 0 time left in their tooltip. \n\n\n*** Traps and Auras *** \n \n- We?ve made a change to how aura particles are displayed. You will now only see aura \nparticles for auras that are owned by someone in your group or raid. \n- Most player cast auras will no longer cast their effects every spell tick. Instead, \nthey will work like other spheres of influence and the effect will remain on an affected \nplayer as long as they are within the area of the sphere and be removed from the player \nonly when they leave the sphere. Note that if you remove the effect from yourself by clicking \nit off, you will need to leave the area of the aura and return before it is reapplied. \n-The cleric spells Aura of the Pious and Aura of the Zealot have been changed slightly. \nThey will no longer fade after a certain amount of damage has been taken, but will absorb \nslightly less damage per hit. \n- Traps will now apply the correct amount of damage whether in a pvp setting or not. \n- Corrected a problem that would cause older traps to go off every time someone entered their \narea instead of going off, then being inactive for a time before going off again. \n- You can now try to sense a trap even when you have a PC or NPC targeted. It you are targeting \nan object that could be trapped (such as a chest), you will still attempt to find the trap \non the object rather than searching the area for traps. \n- Using pick, disarm, or inspect while invis will no longer automatically make you visible. \n- Rain spells will no longer count interactive objects, traps, and auras towards the max number \nof NPCs they can hit. \n- Beneficial auras will now properly affect your group and raid members in a pvp setting. \n- The Aura window will not longer close when hitting the escape key. \n\n\n\n*** Items *** \n \n- Fixed the evolving item reward for the Spirit Hunter Missions in Arcstone. If you have a \ncloak that is stuck in the second stage of the evolving item (Cloak of the Spirit Stalker) \nspeak to Spirit Hunter Elijo to receive the final version. \n- Modified the Black Orb of the Scrykin quest. The orbs of the seven dead Scrykin are now \ncalled \"Gray\" orbs and are tradeable. The orbs of the six living scrykin will also drop off \nthe appropriate scrykin (in addition to being the task rewards for completing Or`Sarro's tasks) \n- The Enraged Flesh Armor pieces are now no trade. \n- The Prophecy of Ro tier1/2 cleric breastplate now has the activated effect of Pious Elixir \n- The Prophecy of Ro tier1/2 shaman breastplate now has the activated effect of Ghost of Renewal \n- The Prophecy of Ro tier1/2 enchanter breastplate now has the activated effect of Ethereal Rune \n- The Saga of Skin Translations are now no-trade \n- The Coldain Historical Seal augmentations are now lore to each other \n- Hammer of Shadows now has 300 endurance \n- A number of items from the events in Theater of Blood now have their proper stats \n- Burning Tree Leaf now only returns at max 337 hp and mana and has reduced stats. \n- Pendant of Insurgency, Aelly?s Earring, Prickly Earring, and Mary-Anne?s Ring of Insanity \nnow have monk, beastlord, and berserker as usable classes. \n\n\n*** NPCs *** \n\n- Farwein Windrun has returned to his camp in South Ro. Feel free to stop by and welcome him \nback. \n- Queen Tak`Yaliz in the Desert of North Ro will no longer be missing while you?re looking \nfor her. \n- Ping Fuzzlecutter is now carrying some tasty water! \n- Tak`Valnakor will now properly offer all of his tasks. \n- Boomba the Big has returned to his old stomping grounds near the west gate of Freeport. \n- Vulak`Aerr, High Priest of Veeshan, has returned to the Temple of Veeshan. \n- Gnarlibramble has loot again. \n\n\n*** Tradeskills *** \n\n- Changed the Stunning Bola and Explosive Bola to use the new potions. (Basic Suspension \nof Pestilence IV and Basic Suspension of Flame IV respectively) \n- Increased the yield on the Treant Laminating Adhesive by adding one more Acid Wash to \nthe recipe. \n- The trivials for the Staurolite and Prestigitase recipes have been appropriately altered \nto be more in line with the result. The trivials were on Saurolite are now on Prestigitase, \nand vise versa. \n- Fixed the names of the Prestidigitase items. \n- Fixed the Reinforced medicine bags (normal and foldable) to take large sized items like \nthe medicine bag. \n- The pottery task now makes the combine check on the more difficult of the pottery wheel \ncombine or the kiln combine. You will still need to complete the item (fire it) to hand into \nthe judge. This is to enforce it being a test of the potter?s skill, not the potter?s \nfriend?s skill. \n- Made the new throwing potions stack to 100 as the old ones did. \n- Fixed many of the old alchemy potions that were not casting at the proper level. \n- The trophy certificates will now give the trophy exp to get it to a percentage appropriate \nto your skill within the \"Tier\" in addition to setting the trophy to the appropriate level. \nThis will not exceed 99% though, so do not hold onto the certificate, but use it before you \ngain more skill. \n- Worked Suspension of Slime potions now have the proper range of 90. \n- Drop rates on the Alchemy dropped components for the new items have been increased in \nmost cases. \n- Modified the Distillate of Skinspikes potions to be more in line with the old Kilva's \nseries of damage shield potions. \n- Modified the Distillate of Antidote to cure multiple layers of poison counters, as well \nas more counters overall (44 instead of 36). \n- Modified the Distillate of Immunization to cure multiple layers of disease counters, as \nwell as more counters overall (44 instead of 36). \n- Added some NPC?s to various zones to help consolidate some of the alchemy herb inventory. \n- Updated many of the trophy tasks to remove items that were too rare and items that were \nonly in zones that required keys. Ngreth is open to further debate on additional items and \nitems he may have missed. Please feel free to post about it on the forums. \n- The composite treant bows have been altered. Those that had the \"calmed\" versions will \nget a version similar to the bows they had, but it will have gained a slot 7 augments slot, \nin addition to the slot 4 it already had. The calmed compound version has had a slight \nadjustment DOWN in the stats, but slight increase in the damage and range. The rest of the \ncalmed versions got an increase to their overall stats, though there may be some shuffle. \nThose that had the version of the bow with the proc will get a significant upgrade to their\nbow, but these bows no longer have an innate proc. Instead they have a slot 4 and a slot 7, \nand the players will be able to choose to add a proc via slot 4, or not. These bows have also \nchanged to attunable. The recipes to make the bows have changed, and the in game book includes \nthe changes. \n- Altered the recipe for the Grandmaster's Medicine bag. Please see Jolum for the new requirement. \n\n\n*** Zones *** \n\n- Veeshan's Peak should now be in the appropriate state. \n- Guild lobby fog issues should be resolved now. \n- You should be able to bind in North and South Ro again. \n\n\n*** General *** \n\n- Windows Sticky Keys functionality on Windows 98 and ME is fixed. \n- The Auto-Bank feature now works for everyone. \n- Procs and clickable items will no longer cause spell gems to refresh randomly. \n- You can now open up to 34 bags at once. \n- Autofire will properly turn off when a destructible object is destroyed. \n- The Defense of Thurgadin. Dwarves at Base Camp will now be more focused on recovery \nthan combat and will be less effective in battle. They will refocus on Combat when they \nmove away from basecamp \n- The Defense of Thurgadin. The Giant Captains will now strengthen their soldiers that \nare nearby in combat. \n- The Defense of Thurgadin. Added additional failsafes to prevent the Kromzek General \nfrom failing to leave a corpse \n\n\n*** Special Notes *** \n\n- We have made really good progress on the reported issues of increased zoning times. \nWe would like to thank all those that have helped with this by providing detailed information. \nWe know what the issues are and we are in the process of implementing our solution. We hope to \nhave a fix that can be tested on our Test Server within the next week or so. \n- Just in the last couple of days we were able to find the line of sight issue that some of \nyou have been reporting. Given how close we were to our next live update, we felt that there \nwas not a sufficient amount of time to properly test this change. For this reason the line \nof sight fix will not be in this update, but will go to our Test Server this week so that we \ncan have the proper amount of testing time to ensure that our fix actually fixes the problem \nand does not create any others. Thank you for your understanding.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 15, 2006 (follow-up)", "slug": "2006-03-15-2", "patch_date": "2006-03-15T00:00:00+00:00", "patch_year": 2006, "patch_type": "news", "expansion": "por", "tags": [], "body_plaintext": "March 15, 2006 (follow-up)\n------------------------------\n\nEverQuest Live Update - 03/15/06 \n\n- Addressed an issue with group management in the raid window which affected status \nupdates with members of those groups. \n\n-- The EverQuestTeam\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 15, 2006 (follow-up)\n------------------------------\n\nEverQuest Live Update - 03/15/06 \n\n- Addressed an issue with group management in the raid window which affected status \nupdates with members of those groups. \n\n-- The EverQuestTeam\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "March 17, 2006", "slug": "2006-03-17-1", "patch_date": "2006-03-17T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "spells"], "body_plaintext": "March 17, 2006\n------------------------------\n\nEverQuest Live Update - 03/17/06 \n\n- A fix for a pathing problem where NPCs would pace back and forth erratically is included \nwith this update. \n- Fixed an issue with the third Skylance mission reward that was causing players to receive \nonly the spell OR the tarnished chime. Players should now receive BOTH the spell and the chime \nif they still need both items. \n- If you have completed the Saga Skins quest but lost your book, you many now hand the skins \nin to Maelin and receive new translation pages so that you can make new books. \n\n-- The EverQuestTeam \n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "March 17, 2006\n------------------------------\n\nEverQuest Live Update - 03/17/06 \n\n- A fix for a pathing problem where NPCs would pace back and forth erratically is included \nwith this update. \n- Fixed an issue with the third Skylance mission reward that was causing players to receive \nonly the spell OR the tarnished chime. Players should now receive BOTH the spell and the chime \nif they still need both items. \n- If you have completed the Saga Skins quest but lost your book, you many now hand the skins \nin to Maelin and receive new translation pages so that you can make new books. \n\n-- The EverQuestTeam \n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 19, 2006", "slug": "2006-04-19-1", "patch_date": "2006-04-19T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "spells", "items", "tradeskills"], "body_plaintext": "April 19, 2006\n------------------------------\n\n*** Headlines ***\n\n- Thank you for participating in the 7th Anniversary events. We hope you enjoyed them!\n- Applications for the Itemization Designer position are now closed. Thank you to all who \nsubmitted an application!\n- A new Monster Mission has been added to the Prophecy of Ro expansion.\n- The reuse time on all the veteran rewards has been reduced by 4 hours.\n- The stacking issues related to Gift of Mana and Abundant Healing have been resolved.\n- We are refunding the Spell Casting Deftness AA to Enchanters.\n- Loading to character select should be much faster than it has been.\n- You will no longer take damage when you have an aura on you and are moving fast while mounted.\n\n\n*** Quests \n\n- Added an item reward at the end of the Corruption story arc in Elddar. Turn in the Chalice of \nLife to Shalowen the Pure when you have finished the arc.\n- Changed the second kill element in Bill Whistletop's trade skill armor pattern book quest to \ninclude all Stillmoon stone drakes (instead of just the Stillmoon stone casters).\n- Fixed a bug with the Become the Vessel quest that would fail to give credit for kills when a \npet got the kill shot.\n- Further adjustments to some of the tradeskill trophy tasks, especially Fletching, were made. \nIn some cases this was to clarify and fix a bug, in others it was to ease some of the rare items \nneeded by changing the element to another item.\n\n\n*** NPCs ***\n\n- Widdlethorpe in Stoneroot Falls will now give you Magical Corathus Coral if you wish to \ncontinue your practice even if you have already completed the Learning the Power mission. \nJust tell him you would like to practice.\n- It seems that the shipments of wolf blood were missing. You will now find Measure of Wolf Blood \non the appropriate merchants. \n- Shards of Ro will no longer drop. Instead Powder of Ro will drop at a much greater rate than \nShards did.\n- The gnomework bankers in Corathus Creep will no longer get involved in any fighting; they just \nwant peace and a bouquet of bolts and gears.\n\n\n*** Events \n\n- Brazlin the High Priest of Ro has summoned his enforcer to help bring the difficulty of the \nCorruption of Ro raid more in line with the reward.\n- Upped the drop rate of Deathknell key pieces dropping from the Porthio event.\n- A new Monster Mission has been added to the Prophecy of Ro expansion. Speak with Oathmir in \nDevastation for more information.\n- The key to Tunare’s Shrine from the Corruption of Ro mission arch will now be placed on your \nkey ring the next time you use it.\n- The Guardian of the High Priest in the Corruption of Ro mission will now have a chance to drop \na Last Blood augment to bring the reward more in line with the difficulty of the event.\n\n\n*** Tradeskills ***\n\n- Added a Brewing Barrel to the Bazaar.\n- Rejoice, the master tradesmen of New Tannan have found a way to concentrate Celestial Solvent. \nThis concentrated solution will work with three of the same magically imbued items as before in \norder to make three doses of celestial essence at a time.\n- Rock salt can now be ground to fine salt in batches of five or ten.\n- Fixed the tradeskill flag on Favor of Druzzil.\n- Raised the trivial on Druzzil's Steel Bowstring.\n- Adjusted the trivial on the highest end bows from Prophecies of Ro.\n- Reduced the yield of Composite Treant Laminating Adhesive to 2.\n- The poison Freezing Feedback has had the effect changed to Freezing Feedback (instead of Anemone \nFeedback).\n- Changed the research recipe for Blood of Saryrn to use Saryrn's ink additive instead of Bertoxxulous'.\n- Changed the research recipe for Legacy of Bracken to remove the use Ink of the Tribunal.\n\n\n*** Zones ***\n\n- Changed the teleporters within the bazaar. When going to a \"Hall\" from the base location, you \nare no longer facing the teleporter. When teleporting down from the hall, the location has been \nchanged so that you are on the other side of the teleporter with it to your back. This should \nprevent lag from making you go in a loop.\n- There is now an augmentation sealer at the Wayfarer camp in Lavastorm. \n- The fungus farm in Kaladim has been re-cultivated.\n\n\n*** Player Characters ***\n\n- The AC cap and the returns over the cap for rangers and berserkers has been slightly increased.\n\n\n*** AAs ***\n\n- Refunded Spell Casting Deftness AA to Enchanters. SCD was being overwritten by Quick Buff \n(a similar AA with superior benefits).\n- Reduced the reuse time on all the veteran rewards by 4 hours.\n- The stacking issues related to Gift of Mana and Abundant Healing have been resolved. Abundant \nHealing is once again available to purchase for healing classes and should now work properly \nif you also have Gift of Mana. You cannot proc both of them with one spell, but should see both \nof them procing now.\n\n\n*** Items ***\n\n- Fazzle’s Map of East Wastes will no longer disappear from your inventory if you log out.\n- Altered many of the PoR Jewelry. This change was to fix No Drop Items that should have been \nAttunable, and to fix some statistics inconsistencies. Also, the HP/MANA gained were balanced \nwith some recommended and required levels if the gain is 50 or greater. In some cases this \nresulted in greater restrictions, in others it actually reduced the restrictions.\n- Modified the Tribute and Guild Tribute values of several items that were either Attunable \nor NoDrop. \n- Changed the Tradeskill flag on a few more items.\n- The Fabled Baton of Flame now is now 27 damage, and +1 damage to fire, 18 delay.\n- The Fabled Flute of the Sacred Glade now has a 3.2 modifier to wind instruments.\n- The Fabled Shawl of Perception now has spell shielding and dot shielding instead of combat \neffects and accuracy.\n- Certain Fabled items have their AC increased.\n- Changed the Tanned Hides that were brought to my attention that had an abnormally high \nmerchant greed setting to a more reasonable merchant greed setting.\n- Reduced the drop rate of the Sister’s Opulent Backstabber.\n- Increased the drop rate of the Spiroc Wingblade in Plane of Sky.\n- Modified the drop rate of plate, chain, leather, and silk on Rikkukin and Kessdona to better \nreflect the number of classes that can use the items.\n- Caerlyna will now trade an Ethereal Satchel of Gathering for an Ethereal Satchel of Gathering \nToken and vise versa.\n- Fixed many bag tokens that were stating the incorrect size for their appropriate bag.\n\n\n*** Spells ***\n\n- Several Prophecy of Ro NPC spells have been modified to be somewhat less annoying, like \nResonating Screech, Howling, Grappling Roots, Thorny Vines, Sage’s Curse, and Shimmering Silence Dust. \n- Fixed an exploit with the buff blocking feature.\n\n\n*** Line of Sight ***\n\n- Line of Sight issues that were introduced with the last update should now be resolved.\n\n\n*** Guilds ***\n\n- Newly formed guilds will now be able to get into their guild halls.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 19, 2006\n------------------------------\n\n*** Headlines ***\n\n- Thank you for participating in the 7th Anniversary events. We hope you enjoyed them!\n- Applications for the Itemization Designer position are now closed. Thank you to all who \nsubmitted an application!\n- A new Monster Mission has been added to the Prophecy of Ro expansion.\n- The reuse time on all the veteran rewards has been reduced by 4 hours.\n- The stacking issues related to Gift of Mana and Abundant Healing have been resolved.\n- We are refunding the Spell Casting Deftness AA to Enchanters.\n- Loading to character select should be much faster than it has been.\n- You will no longer take damage when you have an aura on you and are moving fast while mounted.\n\n\n*** Quests \n\n- Added an item reward at the end of the Corruption story arc in Elddar. Turn in the Chalice of \nLife to Shalowen the Pure when you have finished the arc.\n- Changed the second kill element in Bill Whistletop's trade skill armor pattern book quest to \ninclude all Stillmoon stone drakes (instead of just the Stillmoon stone casters).\n- Fixed a bug with the Become the Vessel quest that would fail to give credit for kills when a \npet got the kill shot.\n- Further adjustments to some of the tradeskill trophy tasks, especially Fletching, were made. \nIn some cases this was to clarify and fix a bug, in others it was to ease some of the rare items \nneeded by changing the element to another item.\n\n\n*** NPCs ***\n\n- Widdlethorpe in Stoneroot Falls will now give you Magical Corathus Coral if you wish to \ncontinue your practice even if you have already completed the Learning the Power mission. \nJust tell him you would like to practice.\n- It seems that the shipments of wolf blood were missing. You will now find Measure of Wolf Blood \non the appropriate merchants. \n- Shards of Ro will no longer drop. Instead Powder of Ro will drop at a much greater rate than \nShards did.\n- The gnomework bankers in Corathus Creep will no longer get involved in any fighting; they just \nwant peace and a bouquet of bolts and gears.\n\n\n*** Events \n\n- Brazlin the High Priest of Ro has summoned his enforcer to help bring the difficulty of the \nCorruption of Ro raid more in line with the reward.\n- Upped the drop rate of Deathknell key pieces dropping from the Porthio event.\n- A new Monster Mission has been added to the Prophecy of Ro expansion. Speak with Oathmir in \nDevastation for more information.\n- The key to Tunare’s Shrine from the Corruption of Ro mission arch will now be placed on your \nkey ring the next time you use it.\n- The Guardian of the High Priest in the Corruption of Ro mission will now have a chance to drop \na Last Blood augment to bring the reward more in line with the difficulty of the event.\n\n\n*** Tradeskills ***\n\n- Added a Brewing Barrel to the Bazaar.\n- Rejoice, the master tradesmen of New Tannan have found a way to concentrate Celestial Solvent. \nThis concentrated solution will work with three of the same magically imbued items as before in \norder to make three doses of celestial essence at a time.\n- Rock salt can now be ground to fine salt in batches of five or ten.\n- Fixed the tradeskill flag on Favor of Druzzil.\n- Raised the trivial on Druzzil's Steel Bowstring.\n- Adjusted the trivial on the highest end bows from Prophecies of Ro.\n- Reduced the yield of Composite Treant Laminating Adhesive to 2.\n- The poison Freezing Feedback has had the effect changed to Freezing Feedback (instead of Anemone \nFeedback).\n- Changed the research recipe for Blood of Saryrn to use Saryrn's ink additive instead of Bertoxxulous'.\n- Changed the research recipe for Legacy of Bracken to remove the use Ink of the Tribunal.\n\n\n*** Zones ***\n\n- Changed the teleporters within the bazaar. When going to a \"Hall\" from the base location, you \nare no longer facing the teleporter. When teleporting down from the hall, the location has been \nchanged so that you are on the other side of the teleporter with it to your back. This should \nprevent lag from making you go in a loop.\n- There is now an augmentation sealer at the Wayfarer camp in Lavastorm. \n- The fungus farm in Kaladim has been re-cultivated.\n\n\n*** Player Characters ***\n\n- The AC cap and the returns over the cap for rangers and berserkers has been slightly increased.\n\n\n*** AAs ***\n\n- Refunded Spell Casting Deftness AA to Enchanters. SCD was being overwritten by Quick Buff \n(a similar AA with superior benefits).\n- Reduced the reuse time on all the veteran rewards by 4 hours.\n- The stacking issues related to Gift of Mana and Abundant Healing have been resolved. Abundant \nHealing is once again available to purchase for healing classes and should now work properly \nif you also have Gift of Mana. You cannot proc both of them with one spell, but should see both \nof them procing now.\n\n\n*** Items ***\n\n- Fazzle’s Map of East Wastes will no longer disappear from your inventory if you log out.\n- Altered many of the PoR Jewelry. This change was to fix No Drop Items that should have been \nAttunable, and to fix some statistics inconsistencies. Also, the HP/MANA gained were balanced \nwith some recommended and required levels if the gain is 50 or greater. In some cases this \nresulted in greater restrictions, in others it actually reduced the restrictions.\n- Modified the Tribute and Guild Tribute values of several items that were either Attunable \nor NoDrop. \n- Changed the Tradeskill flag on a few more items.\n- The Fabled Baton of Flame now is now 27 damage, and +1 damage to fire, 18 delay.\n- The Fabled Flute of the Sacred Glade now has a 3.2 modifier to wind instruments.\n- The Fabled Shawl of Perception now has spell shielding and dot shielding instead of combat \neffects and accuracy.\n- Certain Fabled items have their AC increased.\n- Changed the Tanned Hides that were brought to my attention that had an abnormally high \nmerchant greed setting to a more reasonable merchant greed setting.\n- Reduced the drop rate of the Sister’s Opulent Backstabber.\n- Increased the drop rate of the Spiroc Wingblade in Plane of Sky.\n- Modified the drop rate of plate, chain, leather, and silk on Rikkukin and Kessdona to better \nreflect the number of classes that can use the items.\n- Caerlyna will now trade an Ethereal Satchel of Gathering for an Ethereal Satchel of Gathering \nToken and vise versa.\n- Fixed many bag tokens that were stating the incorrect size for their appropriate bag.\n\n\n*** Spells ***\n\n- Several Prophecy of Ro NPC spells have been modified to be somewhat less annoying, like \nResonating Screech, Howling, Grappling Roots, Thorny Vines, Sage’s Curse, and Shimmering Silence Dust. \n- Fixed an exploit with the buff blocking feature.\n\n\n*** Line of Sight ***\n\n- Line of Sight issues that were introduced with the last update should now be resolved.\n\n\n*** Guilds ***\n\n- Newly formed guilds will now be able to get into their guild halls.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "April 21, 2006", "slug": "2006-04-21-1", "patch_date": "2006-04-21T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["spells"], "body_plaintext": "April 21, 2006\n------------------------------\n\n\n- Added the fix for the spell proc stacking issue. The Abundant Healing and Gift of Mana AAs \nshould now both have a chance to proc if a player has both of those abilities.\n- Shalowen the Pure will now return The Chalice of Life if you have completed the single group \nmissions in his arc in order and turning in the chalice of life drop from the Corruption of Ro raid.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "April 21, 2006\n------------------------------\n\n\n- Added the fix for the spell proc stacking issue. The Abundant Healing and Gift of Mana AAs \nshould now both have a chance to proc if a player has both of those abilities.\n- Shalowen the Pure will now return The Chalice of Life if you have completed the single group \nmissions in his arc in order and turning in the chalice of life drop from the Corruption of Ro raid.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 13, 2006", "slug": "2006-06-13-1", "patch_date": "2006-06-13T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "pvp", "ui", "server"], "body_plaintext": "June 13, 2006\n------------------------------\n\n*** Headlines *** \n\n*** We've now upgraded to DirectX 9.0c! *** \n\n- Continuing our efforts to keep pace with current technology, EverQuest will be upgrading \nto DirectX9.0c to allow us to take advantage of many of the new features and fixes since \nour last upgrade in the middle of 2003. You will need to be sure that you are currently \nrunning DirectX9.0C . If not you will need to download it. This can be done by simply going \nto http://go.microsoft.com/fwlink/?linkid=56513. \n\nMake sure you: \n\n1. Get the April 2006 DirectX 9.0C redistributable version (Caution: Download is about 52 MB)\nat: http://www.microsoft.com/downloads/details.aspx?FamilyID=fb73d860-5af1-45e5-bac0-9bc7a5254203. \n\n2. Run directx_apr2006_redist.exe. Extract the files to an easily identifiable directory. \n\n3. Go to the directory the files were extracted to in step 2. Run \"DXSETUP.EXE\" from \nthat directory. \n\n4. Accept the license agreement. Allow the installer to update the DirectX components. \n\n- Nektulos Forest got a face lift! Check out the amazing new look. \n\n- The Guild Lobby is now available to everyone. \n\n- The 8th-year veteran reward Throne of Heroes, a gate ability that transports veterans \nto the throne room in the guild lobby, is now available to those who are eligible. \n\n- The map window now has an option to display your group mates. \n\n- To help smooth the transition to incurring death penalties for new players (losing \nexperience and leaving a corpse), the level when you start to incur death penalties has \nbeen lowered from level 11 to level 6 and the amount of experience you lose when you die \nnow starts at a very small amount at level 6 and slowly ramps up from there. We've added \na corpse summoner to the tutorial who will summon corpses for free for anyone who is \nlevel 10 or under. \n\n- New Hot Zones! With this patch the old hot zones have been reverted to their previous \nvalues and a new set of hot zones has been selected! The following zones are now the \"Hot Zones\"! \n\nLevel 20: Swamp of No Hope \nLevel 25: Overthere \nLevel 30: Timorous Deep \nLevel 35: Emerald Jungle \nLevel 40: Dreadlands \nLevel 45: City of Mist \nLevel 50: Skyfire \nLevel 55: Karnor's Castle \nLevel 60: Veksar \n\n\n*** Spells *** \n\n- Fire pets should now regenerate mana appropriately. \n- Pet spells and weapon procs now report to the owner and can be filtered appropriately. \n- The refresh time on Spirit of Bih`Li has been reduced. \n- The damage on Bloodpyre and Heartblaze have been increased. \n- The effect from your aura will no longer be removed if you use an illusion. \n- Having an aura up should no longer cause targeting issues while you are under illusions. \n- Illusion: Werewolf now uses the new werewolf model. This applies to enchanter spells and \nitem effects. \n- Bard songs will now stop pulsing when an NPC forces the bard to feign death. \n- You can now turn off messages generated by bard songs affecting your pet. \n- Buffs that increase run speed will no longer overwrite AA run speed increases that are \nbetter than the buff. \n- You can now specify beneficial spells to block by name using the Blocked Buff window. This \nwill allow you to block spells that don't have a buff icon without editing a file. \n- Attempting to gate or teleport to a zone that isn't currently running will no longer result \nin your spell bar being locked up. \n- Several spell texts which were gender-specific have been changed to something more gender-neutral. \n- Added a wear-off message to Elddar's Grasp, Puratus, Harmony of Nature, and Mind Shatter. \n- Short duration buff icons should now be a consistent size. \n- Eyes of Zomm have been sedated and should no longer decide to attack their owners from \ntime to time. \n- Sitting while levitation wears off will no longer leave your character looking like he's \nfalling until you stand up again. \n\n\n*** AAS *** \n\n- Added the 8-year veteran reward Throne of Heroes, a gate ability that transports veterans \nto throne room in the guild lobby. \n- Pious Supplication has been renamed to Improved Hand of Piety. \n\n\n*** Items *** \n\n- Increased the amount of experience that evolving items gain when you kill an NPC. In addition, \nyou will now gain more experience toward your evolving item when you are in a group, similar \nto how normal experience works. \n- Reduced the amount of experience required to level up intelligent items. If your items now \nhave more experience than is required to level, they will evolve the next time they gain experience. \n- Due to the changes to how fast you gain item XP, the amount of XP required to evolve the \nCloak of the Spirit Tracker has been increased. \n- Evolving an item should no longer cause occasional crashes. \n- The aura effects from Prophecy of Ro \"clicky\" items are no longer restricted to only \nhitting your group. In addition, they will no longer recast their effect every 6 seconds, \nbut instead will remain on a character for as long as they are within range of the aura. \n- Throwing axes should now pull from ammo/inventory appropriately. \n- Lowered the duration on the spin stun on Peace of the Disciple Strike and One Hundred \nBlows while in PvP. \n- Bane of Muram and Curse of Muram now last 18 and 36 seconds respectively. \n-Modified the Battleworn Symbol of Rage. The charm was calculating values higher than \nintended and now should be on par with other Demiplane of Blood level charms. \n- Changed all four of the Furious Bash Augments from DoD that use Ambleshift's Amazing Automated \nAmalgamator to Improved Block. Additionally the names of the Chronal, Discordant and Bazu \nseals have been changed appropriately. \n- Altered the Favorable Breezes line of augments from DoD that use Ambleshift's Amazing \nAutomated Amalgamator. They now give a different progression of effect. \n- Increased the level required to equip the following augments to 45 to match the level \nthat their effect is able to be used: Carnivorous Coral, Deepwood Hunter's Stone. \n- Increased the level required to equip the following augments to 60 to match the level that \ntheir effect is able to be used: Green Fire Phosphorous, Frozen Malachite, Jagged Dragon Scale, \nTurquoise Lifetap Sieve. \n- Increased the level required to use the following augments to 65 to match the level that \ntheir effect is able to be used: Volcanic Sink Geode, Deep Crust Frozen Malachite, Vein Sap \nMineral, Ethereal Sky Stone, Faerie Luck Stone. \n- The Mystical Aptitude effect will now last its full 20 minutes. \n- Vibrating Gauntlets of Infuse and Vibrating Hammer of Infuse are now lore to each other. \nThis is to prevent players from getting into an odd state that could cause a crash. \n- Barbarians can now use Naturalist's Leather Arm Wraps. \n- Roleplayer's Jester now looks like a doll rather than a bag. \n- The Burning Affliction focus effect on The Skull of Torture should now work properly. \n- Increased the stats on the Wrought Blade of Hiz. \n- Bravefoot Short Sword is now considered a one-handed slashing weapon instead of one-handed blunt. \n- The Cracked Stone of Savagery now has the proc effect of Lifesap I. \n- The Shard of Crystallized Rage now has the proc effect of Fiery Strike II. \n\n\n*** Skills *** \n\n- Made changes to the taunt formula at high levels. A level 60 character taunting an even con \nor higher level NPC will now use the character's taunt skill to determine success rate, similar \nto what occurs below level 60. The chance to taunt is roughly the same. In addition, the \nreduction in your chance to taunt creatures higher level than yourself now occurs at a \nslower rate and the minimum chance to taunt an NPC is higher. Also, you will now gain a \nbonus to your chance to taunt NPCs that are lower level than yourself. To go along with \nthe change to use a character's taunt skill after level 60, paladins and shadowknights have \nhad their taunt caps increased to match warriors and ranger's skill cap has been increased to 200. \n- Taunts that fail because of distance will no longer cause you to have to wait the cool down \nperiod before attempting to taunt again. \n- Ranged combat should behave much more consistently now. \n- Increased the sense and disarm range on many traps throughout the world. \n- /con will now properly report whether an NPC can see you sneaky rogues. \n\n\n*** Tradeskills *** \n\n- Increased the amount of mobs that can drop exceptional shissar blood. \n- The tradeskill recipes for Dreary Deeds and Infusion of Spirit have finally been discovered. \n- Merchants across the world realized that they were selling small pieces of ore at a loss. \nThey have mutually agreed on a price increase. \n- The poisons from the Omens of War era will no longer magically create a vial; they now require \ntwo of the appropriate poison vial. \n- You will no longer be able to combine ingredients that you have up for sale in the bazaar. \n- The Antonican forge has moved to outside of Armor by Ikthar. \n- Failing to create Frost Bunny Stew will now return your pot to you. \n- Fixed the bug to the evolution of the tradeskill trophies for players using lower than master \ncertificates while having a 300 skill. \n- Bristlebane's Challenge and Bristlebane's Challenge Meats have changed to No Drop. \n- Fixed a bug in the wording of the Grandmaster's Book of Barbarian Culture. \n- Expanded the shark skins that can be used to make advanced poison vials. There are two shark \nskin items, both with the same name. \n- Seeping Haze poisons will now properly bestow the Seeping Haze proc effect. \n- Bitter feedback poisons will not properly bestow the Bitter Feedback proc effect. \n\n\n*** Quests *** \n\n- Removed the \"Loot 4\" requirement from all of the \"Bring Me Their Heads\" quests in Devastation \nand Stronghold of Rage. This should make these quests more accessible by allowing characters \nto collect the items needed, then get the quest and hand them in to complete it. \n- Added an experience reward for the \"Bring Me Their Heads\" and \"Engines of Destruction\" \ntasks in the Devastation and Stronghold of Rage. \n- Fixed a problem with the Shaman epic 2.0 Elder Spirit of Enlightenment in West Freeport. \nSeemed he wanted to enlighten himself by wandering where he shouldn't. He should now happily \nlead shamans from the Jade Tiger Inn into the courtyard for the ritual. \n- The drop rate of the Twilight Sea armor quest gems has been increased significantly. In an \neffort to keep the amount of money entering the world from those gems roughly the same, the \nvalue of the gems has been reduced as a result. \n- Shalowen the Pure will now return The Chalice of Life if you have completed the single group \nmissions in his arc in order and turning in the chalice of life drop from the Corruption of Ro raid. \n- Exploring the Valley of Xanzerok for the Arcstone quests should now work correctly when \nlevitating. \n\n\n*** Events *** \n\n- The LDoN raids have been switched over to use the expedition system. This means you can \nadd new players to the raid at any time, and the lockout occurs at the end after a success \ninstead of at the beginning when the raid is launched. Also, the maximum player limit has \nbeen increased from 36 to 54, and all death count failure mechanics have been removed. \n- The events in Deathknell, Tower of Dissonance now have individual lockout timers instead \nof applying a lockout to the entire zone. \n- Made some tuning changes to the first raid event in Deathknell. \n- The Deathknell Enforcers will no longer use Immobilizing Stone. \n- Added a tether to Maestro Tan`Lor in Theater of Blood. \n- The lava spout traps have been removed from the Tirranun encounter. \n- The traps in the Inktu`ta raid should fire off much less often, as well as be easier to \nlocate and disarm. \n- Mayong will now teleport back to his spawn point if he wanders too far from his room. \n- Fixed a crash bug that could occur in the Demi-Plane of Blood during the Performer event. \n- Drekish the Enforcer of Ro will now properly reset in the event of a failure in the \nCorruption of Ro raid. \n- You now only need one flagged player to initiate the 18-man Kunark Monster Mission raid: Fall of an Empire. \n- The invaders that breach the walls into the Stronghold of Rage will be a bit less easy \nto split. \n\n\n*** Missions *** \n\n- Increased the distance that the Dwarf armies must be from basecamp in The Defense of Thurgadin \nmonster mission before they return to full combat potential. Units moving to forward locations \nare guaranteed to be back in combat states when they reach their destinations but may still be \nthinking of resting while they are in transit. \n- Dain`s Historian Duggans will now review with you which of his missions you have completed and \nturned in a seal for that mission. Simply ask him to \"Review\" the Coldain History you have studied. \n- Corrected an issue that could cause you to not get credit for finishing the mission \"Train\" \nif you were charmed when it completed. \n- Corrected an issue that could cause the mission \"Creepy Concerto\" to not update properly if \nthere were pets or auras in the mission. \n\n\n*** Zones *** \n\n- The Guild Lobby is now available to everyone, whether they own Dragons of Norrath or not. \n- Added a guild hall port stone to Arcstone. \n- Added an Augment Sealer Pool to Arcstone. \n- Fixed a number of crashes that could occur with older graphics cards in Anguish and Muramite \nProving Grounds. \n- The portal out of Veeshan's Peak will now take you to the proper version of Freeport. \n- Fixed a problem that was causing NPCs to fall under the world in Dawnshroud Peaks. \n- Creatures in Devastation now travel in smaller packs and are slightly weaker than before. \n- The portal to Dranik's Scar from East Freeport has a visual effect again. \n- The entrances to Paineel and The Hole can be lock picked once again. \n- The Hunter/Forager cycle in Trakanon's Teeth should no longer spawn multiple copies of the same \ncreatures. \n- Corrected an issue that could cause several non-targetable creatures to attack you in Halls of \nHonor. \n- Casting Succor in Grimling Forest will no longer put you under the world. \n- Fixed a problem with the Guild Hall Portal that could cause the teleport confirmation window to \ndisplay the incorrect target zone. \n- Fixed an issue in Illsalin that was causing groups of arena combatants not to despawn after the \nevent. \n- You should no longer get stuck behind the grate leading into Dranik Sewers. \n- Kerra Ridge should now be much friendlier to lower level adventurers. \n\n\n*** NPCs *** \n\n- Updated the character models for many NPCs throughout the world. This includes changing \nIllusion: Werewolf to use the new werewolf model. \n- The corpse summoners in the guild lobby are no longer fooled by shrouding down to lower \nlevels before handing in a soul stone. \n- Creatures without legs have lost the ability to kick. \n- The treants in Theater of Blood that have been shedding hooves and horse meat will no longer \ndo so. \n- Lowered the hit points and increased the respawn time of the door that leads from Devastation \ninto Stronghold of Rage to make access to Stronghold of Rage easier. \n- The angry and hurt Faydedar that Dolgin helps people bait no longer has any viable meat on \nhim. \n-Terrorantula's children should no longer warp across the desert. \n- Summoning a horse should no longer upset nearby NPCs. \n\n\n*** Maps *** \n\n- Cartographers have been very busy. Numerous map fixes made. \n- The map window now has an option to display your group mates. \n\n\n*** UI *** \n\n- The default size for the barter and bazaar windows has been increased. \n- You can now filter the barter window by seller name. \n- The guild window should now display information properly for guilds with over 999 members. \n\n\n*** Miscellaneous *** \n\n- We've now upgraded to DirectX 9.0c! \n- Many pathing issues have been resolved. Monsters rejoice! \n- The Universal Chat system will replace the old Channel Server for all channel operations. \nAll player-owned channels will be moved over automatically and using channels in the new system \nis the same as before, so you should not notice any difference. One of the primary benefits of \nthis change is that channels now support cross-server and cross-game functionality. EQIM will no \nlonger work with this change however we do intend to remedy this situation if possible in the future. \n- Luclin character models are now available to everyone, whether they own Shadows of Luclin or not. \n- Increased the amount of experience you gain toward your shroud progression when you kill an \nNPC as a shroud. In addition, you will now gain more experience toward your evolving item when \nyou are in a group, similar to how normal experience works. This does not affect the evolving\ntradeskill trophies, which don't gain experience from killing creatures. \n- Fixed a number of rendering anomalies that could occur throughout the game. \n- Targeting corpses should now be much easier and much less confusing. \n- Item links can now be sent across Universal Chat channels! \n- Ogre females using voice emotes for Agree and Disagree will now play the proper voices. \n- Player and NPC names should now be rendering correctly at all times when they are overlapping. \n\n\n\n\n\n- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "June 13, 2006\n------------------------------\n\n*** Headlines *** \n\n*** We've now upgraded to DirectX 9.0c! *** \n\n- Continuing our efforts to keep pace with current technology, EverQuest will be upgrading \nto DirectX9.0c to allow us to take advantage of many of the new features and fixes since \nour last upgrade in the middle of 2003. You will need to be sure that you are currently \nrunning DirectX9.0C . If not you will need to download it. This can be done by simply going \nto http://go.microsoft.com/fwlink/?linkid=56513. \n\nMake sure you: \n\n1. Get the April 2006 DirectX 9.0C redistributable version (Caution: Download is about 52 MB)\nat: http://www.microsoft.com/downloads/details.aspx?FamilyID=fb73d860-5af1-45e5-bac0-9bc7a5254203. \n\n2. Run directx_apr2006_redist.exe. Extract the files to an easily identifiable directory. \n\n3. Go to the directory the files were extracted to in step 2. Run \"DXSETUP.EXE\" from \nthat directory. \n\n4. Accept the license agreement. Allow the installer to update the DirectX components. \n\n- Nektulos Forest got a face lift! Check out the amazing new look. \n\n- The Guild Lobby is now available to everyone. \n\n- The 8th-year veteran reward Throne of Heroes, a gate ability that transports veterans \nto the throne room in the guild lobby, is now available to those who are eligible. \n\n- The map window now has an option to display your group mates. \n\n- To help smooth the transition to incurring death penalties for new players (losing \nexperience and leaving a corpse), the level when you start to incur death penalties has \nbeen lowered from level 11 to level 6 and the amount of experience you lose when you die \nnow starts at a very small amount at level 6 and slowly ramps up from there. We've added \na corpse summoner to the tutorial who will summon corpses for free for anyone who is \nlevel 10 or under. \n\n- New Hot Zones! With this patch the old hot zones have been reverted to their previous \nvalues and a new set of hot zones has been selected! The following zones are now the \"Hot Zones\"! \n\nLevel 20: Swamp of No Hope \nLevel 25: Overthere \nLevel 30: Timorous Deep \nLevel 35: Emerald Jungle \nLevel 40: Dreadlands \nLevel 45: City of Mist \nLevel 50: Skyfire \nLevel 55: Karnor's Castle \nLevel 60: Veksar \n\n\n*** Spells *** \n\n- Fire pets should now regenerate mana appropriately. \n- Pet spells and weapon procs now report to the owner and can be filtered appropriately. \n- The refresh time on Spirit of Bih`Li has been reduced. \n- The damage on Bloodpyre and Heartblaze have been increased. \n- The effect from your aura will no longer be removed if you use an illusion. \n- Having an aura up should no longer cause targeting issues while you are under illusions. \n- Illusion: Werewolf now uses the new werewolf model. This applies to enchanter spells and \nitem effects. \n- Bard songs will now stop pulsing when an NPC forces the bard to feign death. \n- You can now turn off messages generated by bard songs affecting your pet. \n- Buffs that increase run speed will no longer overwrite AA run speed increases that are \nbetter than the buff. \n- You can now specify beneficial spells to block by name using the Blocked Buff window. This \nwill allow you to block spells that don't have a buff icon without editing a file. \n- Attempting to gate or teleport to a zone that isn't currently running will no longer result \nin your spell bar being locked up. \n- Several spell texts which were gender-specific have been changed to something more gender-neutral. \n- Added a wear-off message to Elddar's Grasp, Puratus, Harmony of Nature, and Mind Shatter. \n- Short duration buff icons should now be a consistent size. \n- Eyes of Zomm have been sedated and should no longer decide to attack their owners from \ntime to time. \n- Sitting while levitation wears off will no longer leave your character looking like he's \nfalling until you stand up again. \n\n\n*** AAS *** \n\n- Added the 8-year veteran reward Throne of Heroes, a gate ability that transports veterans \nto throne room in the guild lobby. \n- Pious Supplication has been renamed to Improved Hand of Piety. \n\n\n*** Items *** \n\n- Increased the amount of experience that evolving items gain when you kill an NPC. In addition, \nyou will now gain more experience toward your evolving item when you are in a group, similar \nto how normal experience works. \n- Reduced the amount of experience required to level up intelligent items. If your items now \nhave more experience than is required to level, they will evolve the next time they gain experience. \n- Due to the changes to how fast you gain item XP, the amount of XP required to evolve the \nCloak of the Spirit Tracker has been increased. \n- Evolving an item should no longer cause occasional crashes. \n- The aura effects from Prophecy of Ro \"clicky\" items are no longer restricted to only \nhitting your group. In addition, they will no longer recast their effect every 6 seconds, \nbut instead will remain on a character for as long as they are within range of the aura. \n- Throwing axes should now pull from ammo/inventory appropriately. \n- Lowered the duration on the spin stun on Peace of the Disciple Strike and One Hundred \nBlows while in PvP. \n- Bane of Muram and Curse of Muram now last 18 and 36 seconds respectively. \n-Modified the Battleworn Symbol of Rage. The charm was calculating values higher than \nintended and now should be on par with other Demiplane of Blood level charms. \n- Changed all four of the Furious Bash Augments from DoD that use Ambleshift's Amazing Automated \nAmalgamator to Improved Block. Additionally the names of the Chronal, Discordant and Bazu \nseals have been changed appropriately. \n- Altered the Favorable Breezes line of augments from DoD that use Ambleshift's Amazing \nAutomated Amalgamator. They now give a different progression of effect. \n- Increased the level required to equip the following augments to 45 to match the level \nthat their effect is able to be used: Carnivorous Coral, Deepwood Hunter's Stone. \n- Increased the level required to equip the following augments to 60 to match the level that \ntheir effect is able to be used: Green Fire Phosphorous, Frozen Malachite, Jagged Dragon Scale, \nTurquoise Lifetap Sieve. \n- Increased the level required to use the following augments to 65 to match the level that \ntheir effect is able to be used: Volcanic Sink Geode, Deep Crust Frozen Malachite, Vein Sap \nMineral, Ethereal Sky Stone, Faerie Luck Stone. \n- The Mystical Aptitude effect will now last its full 20 minutes. \n- Vibrating Gauntlets of Infuse and Vibrating Hammer of Infuse are now lore to each other. \nThis is to prevent players from getting into an odd state that could cause a crash. \n- Barbarians can now use Naturalist's Leather Arm Wraps. \n- Roleplayer's Jester now looks like a doll rather than a bag. \n- The Burning Affliction focus effect on The Skull of Torture should now work properly. \n- Increased the stats on the Wrought Blade of Hiz. \n- Bravefoot Short Sword is now considered a one-handed slashing weapon instead of one-handed blunt. \n- The Cracked Stone of Savagery now has the proc effect of Lifesap I. \n- The Shard of Crystallized Rage now has the proc effect of Fiery Strike II. \n\n\n*** Skills *** \n\n- Made changes to the taunt formula at high levels. A level 60 character taunting an even con \nor higher level NPC will now use the character's taunt skill to determine success rate, similar \nto what occurs below level 60. The chance to taunt is roughly the same. In addition, the \nreduction in your chance to taunt creatures higher level than yourself now occurs at a \nslower rate and the minimum chance to taunt an NPC is higher. Also, you will now gain a \nbonus to your chance to taunt NPCs that are lower level than yourself. To go along with \nthe change to use a character's taunt skill after level 60, paladins and shadowknights have \nhad their taunt caps increased to match warriors and ranger's skill cap has been increased to 200. \n- Taunts that fail because of distance will no longer cause you to have to wait the cool down \nperiod before attempting to taunt again. \n- Ranged combat should behave much more consistently now. \n- Increased the sense and disarm range on many traps throughout the world. \n- /con will now properly report whether an NPC can see you sneaky rogues. \n\n\n*** Tradeskills *** \n\n- Increased the amount of mobs that can drop exceptional shissar blood. \n- The tradeskill recipes for Dreary Deeds and Infusion of Spirit have finally been discovered. \n- Merchants across the world realized that they were selling small pieces of ore at a loss. \nThey have mutually agreed on a price increase. \n- The poisons from the Omens of War era will no longer magically create a vial; they now require \ntwo of the appropriate poison vial. \n- You will no longer be able to combine ingredients that you have up for sale in the bazaar. \n- The Antonican forge has moved to outside of Armor by Ikthar. \n- Failing to create Frost Bunny Stew will now return your pot to you. \n- Fixed the bug to the evolution of the tradeskill trophies for players using lower than master \ncertificates while having a 300 skill. \n- Bristlebane's Challenge and Bristlebane's Challenge Meats have changed to No Drop. \n- Fixed a bug in the wording of the Grandmaster's Book of Barbarian Culture. \n- Expanded the shark skins that can be used to make advanced poison vials. There are two shark \nskin items, both with the same name. \n- Seeping Haze poisons will now properly bestow the Seeping Haze proc effect. \n- Bitter feedback poisons will not properly bestow the Bitter Feedback proc effect. \n\n\n*** Quests *** \n\n- Removed the \"Loot 4\" requirement from all of the \"Bring Me Their Heads\" quests in Devastation \nand Stronghold of Rage. This should make these quests more accessible by allowing characters \nto collect the items needed, then get the quest and hand them in to complete it. \n- Added an experience reward for the \"Bring Me Their Heads\" and \"Engines of Destruction\" \ntasks in the Devastation and Stronghold of Rage. \n- Fixed a problem with the Shaman epic 2.0 Elder Spirit of Enlightenment in West Freeport. \nSeemed he wanted to enlighten himself by wandering where he shouldn't. He should now happily \nlead shamans from the Jade Tiger Inn into the courtyard for the ritual. \n- The drop rate of the Twilight Sea armor quest gems has been increased significantly. In an \neffort to keep the amount of money entering the world from those gems roughly the same, the \nvalue of the gems has been reduced as a result. \n- Shalowen the Pure will now return The Chalice of Life if you have completed the single group \nmissions in his arc in order and turning in the chalice of life drop from the Corruption of Ro raid. \n- Exploring the Valley of Xanzerok for the Arcstone quests should now work correctly when \nlevitating. \n\n\n*** Events *** \n\n- The LDoN raids have been switched over to use the expedition system. This means you can \nadd new players to the raid at any time, and the lockout occurs at the end after a success \ninstead of at the beginning when the raid is launched. Also, the maximum player limit has \nbeen increased from 36 to 54, and all death count failure mechanics have been removed. \n- The events in Deathknell, Tower of Dissonance now have individual lockout timers instead \nof applying a lockout to the entire zone. \n- Made some tuning changes to the first raid event in Deathknell. \n- The Deathknell Enforcers will no longer use Immobilizing Stone. \n- Added a tether to Maestro Tan`Lor in Theater of Blood. \n- The lava spout traps have been removed from the Tirranun encounter. \n- The traps in the Inktu`ta raid should fire off much less often, as well as be easier to \nlocate and disarm. \n- Mayong will now teleport back to his spawn point if he wanders too far from his room. \n- Fixed a crash bug that could occur in the Demi-Plane of Blood during the Performer event. \n- Drekish the Enforcer of Ro will now properly reset in the event of a failure in the \nCorruption of Ro raid. \n- You now only need one flagged player to initiate the 18-man Kunark Monster Mission raid: Fall of an Empire. \n- The invaders that breach the walls into the Stronghold of Rage will be a bit less easy \nto split. \n\n\n*** Missions *** \n\n- Increased the distance that the Dwarf armies must be from basecamp in The Defense of Thurgadin \nmonster mission before they return to full combat potential. Units moving to forward locations \nare guaranteed to be back in combat states when they reach their destinations but may still be \nthinking of resting while they are in transit. \n- Dain`s Historian Duggans will now review with you which of his missions you have completed and \nturned in a seal for that mission. Simply ask him to \"Review\" the Coldain History you have studied. \n- Corrected an issue that could cause you to not get credit for finishing the mission \"Train\" \nif you were charmed when it completed. \n- Corrected an issue that could cause the mission \"Creepy Concerto\" to not update properly if \nthere were pets or auras in the mission. \n\n\n*** Zones *** \n\n- The Guild Lobby is now available to everyone, whether they own Dragons of Norrath or not. \n- Added a guild hall port stone to Arcstone. \n- Added an Augment Sealer Pool to Arcstone. \n- Fixed a number of crashes that could occur with older graphics cards in Anguish and Muramite \nProving Grounds. \n- The portal out of Veeshan's Peak will now take you to the proper version of Freeport. \n- Fixed a problem that was causing NPCs to fall under the world in Dawnshroud Peaks. \n- Creatures in Devastation now travel in smaller packs and are slightly weaker than before. \n- The portal to Dranik's Scar from East Freeport has a visual effect again. \n- The entrances to Paineel and The Hole can be lock picked once again. \n- The Hunter/Forager cycle in Trakanon's Teeth should no longer spawn multiple copies of the same \ncreatures. \n- Corrected an issue that could cause several non-targetable creatures to attack you in Halls of \nHonor. \n- Casting Succor in Grimling Forest will no longer put you under the world. \n- Fixed a problem with the Guild Hall Portal that could cause the teleport confirmation window to \ndisplay the incorrect target zone. \n- Fixed an issue in Illsalin that was causing groups of arena combatants not to despawn after the \nevent. \n- You should no longer get stuck behind the grate leading into Dranik Sewers. \n- Kerra Ridge should now be much friendlier to lower level adventurers. \n\n\n*** NPCs *** \n\n- Updated the character models for many NPCs throughout the world. This includes changing \nIllusion: Werewolf to use the new werewolf model. \n- The corpse summoners in the guild lobby are no longer fooled by shrouding down to lower \nlevels before handing in a soul stone. \n- Creatures without legs have lost the ability to kick. \n- The treants in Theater of Blood that have been shedding hooves and horse meat will no longer \ndo so. \n- Lowered the hit points and increased the respawn time of the door that leads from Devastation \ninto Stronghold of Rage to make access to Stronghold of Rage easier. \n- The angry and hurt Faydedar that Dolgin helps people bait no longer has any viable meat on \nhim. \n-Terrorantula's children should no longer warp across the desert. \n- Summoning a horse should no longer upset nearby NPCs. \n\n\n*** Maps *** \n\n- Cartographers have been very busy. Numerous map fixes made. \n- The map window now has an option to display your group mates. \n\n\n*** UI *** \n\n- The default size for the barter and bazaar windows has been increased. \n- You can now filter the barter window by seller name. \n- The guild window should now display information properly for guilds with over 999 members. \n\n\n*** Miscellaneous *** \n\n- We've now upgraded to DirectX 9.0c! \n- Many pathing issues have been resolved. Monsters rejoice! \n- The Universal Chat system will replace the old Channel Server for all channel operations. \nAll player-owned channels will be moved over automatically and using channels in the new system \nis the same as before, so you should not notice any difference. One of the primary benefits of \nthis change is that channels now support cross-server and cross-game functionality. EQIM will no \nlonger work with this change however we do intend to remedy this situation if possible in the future. \n- Luclin character models are now available to everyone, whether they own Shadows of Luclin or not. \n- Increased the amount of experience you gain toward your shroud progression when you kill an \nNPC as a shroud. In addition, you will now gain more experience toward your evolving item when \nyou are in a group, similar to how normal experience works. This does not affect the evolving\ntradeskill trophies, which don't gain experience from killing creatures. \n- Fixed a number of rendering anomalies that could occur throughout the game. \n- Targeting corpses should now be much easier and much less confusing. \n- Item links can now be sent across Universal Chat channels! \n- Ogre females using voice emotes for Agree and Disagree will now play the proper voices. \n- Player and NPC names should now be rendering correctly at all times when they are overlapping. \n\n\n\n\n\n- The EverQuest Team\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "June 16, 2006", "slug": "2006-06-16-1", "patch_date": "2006-06-16T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix", "spells", "ui"], "body_plaintext": "June 16, 2006\n------------------------------\n\n- Fixed a crash while trying to search the bazaar when not using the default UI.\n- Fixed the problem with AA experience being reset when you enter monster missions or use a shroud.\n- Fixed a bug with some tasks not being available to be given out to players.\n- The â€˜;â€™ chat commands should now work again.\n- Setting a chat window's default channel to a chat channel (instead of say, group, raid, ...) will \nnow broadcast the chat to that channel.\n- Fixed a problem that was causing the Concentration AA to not function properly.\n- We've reverted the fix to channeling made with the last patch. After much discussion, our general \nfeeling is that channeling has been broken for long enough that players have come to rely on that broken \nbehavior as expected gameplay. For the time being, we've reverted back to that broken behavior and will \naddress spell interrupts in general at a later date.\n\n\n.....................................................................\n\n\n------------------------------\n\n------------------------------\n\n.....................................................................\n\n--- FROM FILE: patches-2006-2.txt ---\n\nPatch Messages from July 2006 to December 2006\n\n\n.....................................................................\n\n------------------------------", "body_markdown": "June 16, 2006\n------------------------------\n\n- Fixed a crash while trying to search the bazaar when not using the default UI.\n- Fixed the problem with AA experience being reset when you enter monster missions or use a shroud.\n- Fixed a bug with some tasks not being available to be given out to players.\n- The â€˜;â€™ chat commands should now work again.\n- Setting a chat window's default channel to a chat channel (instead of say, group, raid, ...) will \nnow broadcast the chat to that channel.\n- Fixed a problem that was causing the Concentration AA to not function properly.\n- We've reverted the fix to channeling made with the last patch. After much discussion, our general \nfeeling is that channeling has been broken for long enough that players have come to rely on that broken \nbehavior as expected gameplay. For the time being, we've reverted back to that broken behavior and will \naddress spell interrupts in general at a later date.\n\n\n.....................................................................\n\n\n------------------------------\n\n------------------------------\n\n.....................................................................\n\n--- FROM FILE: patches-2006-2.txt ---\n\nPatch Messages from July 2006 to December 2006\n\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "July 18, 2006", "slug": "2006-07-18-1", "patch_date": "2006-07-18T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "por", "tags": ["bugfix"], "body_plaintext": "July 18, 2006\n------------------------------\n\n- /raid commands should now work appropriately.\n- Added /decaycorpse command on The Combine and The Sleeper. You can now target and manually \ndecay any of your own corpses that no longer have items on them. Please help us keep Norrath \nclean of unnecessary corpse litter.\n- Fixed a bug that would cause ground items to not respawn appropriately.\n\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "July 18, 2006\n------------------------------\n\n- /raid commands should now work appropriately.\n- Added /decaycorpse command on The Combine and The Sleeper. You can now target and manually \ndecay any of your own corpses that no longer have items on them. Please help us keep Norrath \nclean of unnecessary corpse litter.\n- Fixed a bug that would cause ground items to not respawn appropriately.\n\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "September 19, 2006", "slug": "2006-09-19-1", "patch_date": "2006-09-19T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "tss", "tags": ["bugfix", "class_changes", "spells", "items", "zones", "tradeskills", "server"], "body_plaintext": "September 19, 2006\n------------------------------\n\n*** Highlights ***\n\nWelcome to EverQuest: The Serpent's Spine, the 12th expansion for EverQuest!\n\n- New Player Race: The Drakkin have been created from both human and dragon blood to protect the future \nof all dragon kind. Several colors and customizations will be available to make each Drakkin character \nunique, such as elegant scale markings and horns.\n- Level Cap Increase: Players can now reach level 75, complete with new spells, abilities, raids and \nquests for greater power. \n- Content for Levels 1 to 75: Play through every level of the game without ever leaving the Serpent \nSpine Mountains. The entrance to Serpent's Spine can be found within Highpass Hold.\n- New Starting City: Crescent Reach is a fully functioning city with all that is required to learn and \nthrive in EverQuest, including merchant, quest, combat and tradeskill areas. All classes and races are\nwelcome within the city.\n- Dynamic Features: New zones, NPCs, destructible and interactive objects.\n- New AAs \n\nSpell Ranks: The new spells that you can acquire in The Serpent's Spine have different ranks to them. \nThe higher ranks of a spell are generally more powerful and more difficult to obtain than the lower \nranks. When you scribe a higher rank of a spell that you already know, the lower rank will automatically \nbe overwritten by the higher rank and your spell casting gems and hotkeys will be updated to reflect that \nyou now have a higher rank of the spell.\n\n\n*** General Game Improvements ***\n\n*** AA System ***\n\nThe AA system has undergone some significant back-end changes. The experience you get toward an AA \npoint is now based on the difficulty of the NPC relative to you rather than being based directly on \nthe NPCs level. This means that you will gain a similar amount of experience killing even con \ncreatures at all levels. The amount of experience required to gain an AA is based off the current \namount required for a level 70 character to do so, so players at level 70 shouldn't see much of a\ndifference. Players below level 70 will gain AA experience at a rate faster than they were before since \nthey are now gaining it at a similar rate as the level 70. Going forward, this rate will remain static \nso the amount of kills to gain an AA point at level 75 will be the same it is at level 70. Current \nabilities and points spent are not affected by this change.\n\n\n*** Death ***\n\nWe've made a change to the way death works. When you die now you will be \"hovering\" over your body \nand can choose to stay that way while waiting for a resurrection instead of immediately zoning to \nyour bind point. This is being done to help players on slow connections who take a big hit from \nhaving to zone twice when they die.\n\n\n*** Character Creation ***\n\nWe've changed character creation to make it more graphical, allow characters to be created from a \nsingle page, and updated it to include features associated with the new Drakkin race. As part of \nthis, we've set up some character defaults so starting point allocation, starting city, and starting \ndeity all have defaults now, which can be changed if you wish.\n\n\n*** Con Color Changes ***\n\nWe have introduced a new con color, dark blue, which represents a range of blue con NPCs that give a \nbonus to their experience due to being very close to your level, generally within 5 levels. The \nconcept of a dark blue con NPC has existed in EQ for a while now, but we've decided to change the \ncon system to visually include this range so you can visually see when an NPC falls into this \n\"sweet spot\". To properly display a different shade of blue, we've had to reorder the cons a little \nbit. From trivial to highest con, the colors are now:\n\n- Gray - This creature is trivial to you and will give you no experience for killing it.\n- Green - This creature is not much of a threat, but will still give you some experience.\n- Blue - This creature is below your level, but high enough level to give you experience.\n- Dark Blue - This creature is below your level, but close enough to provide a solid challenge and gives \nyou more experience than normal blue cons.\n- White - This creature is the same level as you\n- Yellow - This creature is slightly above your level.\n- Red - This creature is well above your level.\n\nIn addition, yellow con now extends up to 3 levels above the player for high end NPCs to help casters \ndetermine what can be affected by their spells.\n\n\n*** Downtime ***\n\nAs EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well \nand we'd rather players find challenge in the fights themselves than in the time between them. Toward \nthat end, we've created a new system that is simple to use, but powerful and flexible enough to control \ndowntime as the game continues to grow.\n\nThe basics of the new system are simple. Once you have been out-of-combat for a sufficient amount of \ntime, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an \naccelerated regeneration state that will quickly recover your mana, health, and endurance. For most \nsingle group content, once you are out of combat for 30 seconds you can rest. While dealing with \nmulti-group content, that time is 5 minutes. The amount of time you have to be out-of-combat before \nyou can rest varies for group content and raid content due to the different needs of the different \nencounter types.\n\nThere are a series of icons that will display by your character's name to let you know what your \ncharacter's current state is.\n\n- Crossed Swords - You are currently in combat.\n- Hour Glass - You are recovering from combat and cannot rest yet. In addition to the hourglass, \nthere is a timer bar beneath the endurance bar that will count down as you get closer to being rested.\n- Poison Drop - You are no longer in combat, but cannot rest because of a debuff that is affecting \nyou. You must get rid of the debuff before you can rest. Certain debuffs now have a yellow border \ninstead of a red one. These debuffs do not affect your ability to rest.\n- Void - The void is the default icon and indicates that you are not in-combat and you can rest at \nany time.\n- Energy Swirl - The energy swirl indicates that you are currently resting.\n\n\n*** Group Mentoring ***\n\nPlayers can now share their group leadership experience with another member of their group.\n\n\n*** Reward Window ***\n\nTasks within The Serpent's Spine have a new way of giving out rewards. When there are multiple rewards \nto choose from, you will get to choose which one you like from a selection window. If you don㦙 choose \na reward immediately, you can bring up the window later to make the selection but you can only have a \nmaximum of 5 outstanding rewards at any time. If you go above that, the oldest reward will be replaced \nand you will be unable to claim that reward.\n\n\n*** NPCs ***\n\n- Corrected a couple of problems in the NPC call-for-help code. NPCs will now call for help immediately \nwhen attacked regardless of when they were last aggroed if they are no longer aggro. Also, NPCs will now \nproperly aggro on the owner of a pet if the pet is sent to attack the NPC.\n- Shrewd halfling bankers have set up shop in the guild lobby.\n- Coldwind in Nektulos will now offer a confirmation box to players when they try to remove their Curse \nof the Blood AAs.\n- Various issues with the Trial of Lashing in Plane of Justice have been resolved.\n- The balances in the Kvxe Pirik event in Tacvi will once again reset to full health between waves. \n- The Alchemy vendors have set up shop in Innothule, Everfrost, West Cabilis, and Shar Vahl.\n- A new vendor has appeared in East Cabilis that caries some basic adventuring supplies.\n- Tani N`mar and Founy Jestands are now pick-pocketable again.\n- The skeletons summoned by the Swarm of Decay ability are casting their spells properly again. \n- Tegea Prendyn has grown tired of her ocean view and now rests near an inn.\n- Char and Blaze in the ROTA raid now have their spells functioning correctly again.\n- Many healer NPCs in Depths of Darkhollow now require some casting time to get off their big heal.\n- The Vengeful skeletons in Everfrost should no longer evade the guards quite so well.\n\n\n*** Tradeskill ***\n\n- Made the Foldable Reinforced Medicine Bag a bit roomier.\n- For clarity, the tradeskill trophies and carry-alls now list the lore group they are part of.\n- The yield when making metal bits has increased to 2.\n- Modified the recipe for Blessing of Reverence to make the spell line more consistent.\n- Lost Dungeons of Norrath and Omens of Wars spells have become tradable. Additionally, Lost \nDungeons of Norrath spells will have no token sellback value to NPCs.\n\n\n*** Spells ***\n\n- Stun-caps have been added to the various levels of the Strike of Opportunity spells. \n- The Circle of Power aura effects will now improve all melee and ranged attacks instead of affecting \nonly one-hand blunt.\n- Wolf form illusions will no longer automatically make you KOS to guards.\n- Illusion: Tree now uses a different, global tree model rather than the tree model it used to use, \nwhich was only available in older zones.\n- The damage dealt by high level NPCs that have been charmed has been increased.\n- Increased the regeneration of pets while they are out-of-combat to keep pace with the increases \nof out-of-combat regeneration for PCs.\n- Translocate spells no longer require a reagent.\n- The reuse on the warrior disciplines Bazu Bellow and Mock are no longer linked together. \n\n\n*** AAs ***\n\n- Most beneficial AA effects that last for less than 30 seconds will now go to the short \nduration buff window instead of the normal buff window.\n- Improved Harm Touch and Leech Touch are now on different timers.\n- The Shadowknight AAs Consumption of the Soul and Improved Consumption of the Soul now provide \na greater increase to Leech Curse.\n- Refunded all AAs that increased your chance to channel through damage. Channeling is currently \nset to 100% for all classes due to a long standing issue in how it is calculated, so the abilities \nweren't doing anything. This includes Channeling Focus, Channeling Mastery, and Internal Metronome. \nItem Channeling abilities, such as Concentration, are not affected.\n- You will now get a message if you have the Stonewall or Willful Death AA and successfully \nfeign death through a spell that hit you.\n- Lowered the reuse time on the Monk AA Imitate Death to 18 minutes. Modified Hastened Death \nto reduce the reuse by 2 more minutes per rank of the ability.\n- Increased the mitigation of the higher ranks of the bard AA Shield of Notes.\n- By popular demand, removed Spell Casting Subtlety from the Bard AA lineup. Any points spent \nin that ability will be refunded.\n- The Beastlord AA Feral Swipe has received a damage increase.\n\n\n*** Skills ***\n\n- Modified skill progression for many classes.\n- Bards and Beastlords now have access to Double Attack starting at level 71.\n- All bard instrument skills are now available starting at level 5.\n\n\n*** Veteran Rewards ***\n\n- Issues with the Steadfast Servant casting lower level effects at certain level ranges have \nbeen corrected. \n\n\n*** Events ***\n\n- The Aura of Destruction from Uqua and Prick of a Poisoned Pin from Demi-Plane of Blood will \nland reliably again and last their intended duration.\n- Slightly reduced the hit-points of the third wave adds in the Sendaii event.\n\n\n*** Items ***\n\n- Changed the name of the \"Stromguard Forge\" to \"Stormguard Forge\".\n- Many items that had extremely strong light sources have had their light sources reduced a \nbit to help with the issues where lightly colored surfaces become blindingly bright.\n- Many spell reagents now stack to 100 instead of 20.\n- Some items now have a new tab on them called \"Lore\" that will give extended information about \nthe item.\n- Shield of the Immaculate, Amulet of Necropotence, and Holgresh Elder Beads are now flagged all/all.\n- Upgraded Stats on Class Specific Items in Demiplane of Blood.\n\n\n*** Disciplines ***\n\n- You may now learn combat abilities by right-clicking upon the Tomes instead of delivering \nthem to your guild master.\n\n\n*** Miscellaneous ***\n\n- Race based experience penalties have been removed.\n- You can you enable texture streaming from the advanced graphics options window. This should \nreduce the total memory used by the client during any given play session.\n\n\n.....................................................................\n\n------------------------------", "body_markdown": "September 19, 2006\n------------------------------\n\n*** Highlights ***\n\nWelcome to EverQuest: The Serpent's Spine, the 12th expansion for EverQuest!\n\n- New Player Race: The Drakkin have been created from both human and dragon blood to protect the future \nof all dragon kind. Several colors and customizations will be available to make each Drakkin character \nunique, such as elegant scale markings and horns.\n- Level Cap Increase: Players can now reach level 75, complete with new spells, abilities, raids and \nquests for greater power. \n- Content for Levels 1 to 75: Play through every level of the game without ever leaving the Serpent \nSpine Mountains. The entrance to Serpent's Spine can be found within Highpass Hold.\n- New Starting City: Crescent Reach is a fully functioning city with all that is required to learn and \nthrive in EverQuest, including merchant, quest, combat and tradeskill areas. All classes and races are\nwelcome within the city.\n- Dynamic Features: New zones, NPCs, destructible and interactive objects.\n- New AAs \n\nSpell Ranks: The new spells that you can acquire in The Serpent's Spine have different ranks to them. \nThe higher ranks of a spell are generally more powerful and more difficult to obtain than the lower \nranks. When you scribe a higher rank of a spell that you already know, the lower rank will automatically \nbe overwritten by the higher rank and your spell casting gems and hotkeys will be updated to reflect that \nyou now have a higher rank of the spell.\n\n\n*** General Game Improvements ***\n\n*** AA System ***\n\nThe AA system has undergone some significant back-end changes. The experience you get toward an AA \npoint is now based on the difficulty of the NPC relative to you rather than being based directly on \nthe NPCs level. This means that you will gain a similar amount of experience killing even con \ncreatures at all levels. The amount of experience required to gain an AA is based off the current \namount required for a level 70 character to do so, so players at level 70 shouldn't see much of a\ndifference. Players below level 70 will gain AA experience at a rate faster than they were before since \nthey are now gaining it at a similar rate as the level 70. Going forward, this rate will remain static \nso the amount of kills to gain an AA point at level 75 will be the same it is at level 70. Current \nabilities and points spent are not affected by this change.\n\n\n*** Death ***\n\nWe've made a change to the way death works. When you die now you will be \"hovering\" over your body \nand can choose to stay that way while waiting for a resurrection instead of immediately zoning to \nyour bind point. This is being done to help players on slow connections who take a big hit from \nhaving to zone twice when they die.\n\n\n*** Character Creation ***\n\nWe've changed character creation to make it more graphical, allow characters to be created from a \nsingle page, and updated it to include features associated with the new Drakkin race. As part of \nthis, we've set up some character defaults so starting point allocation, starting city, and starting \ndeity all have defaults now, which can be changed if you wish.\n\n\n*** Con Color Changes ***\n\nWe have introduced a new con color, dark blue, which represents a range of blue con NPCs that give a \nbonus to their experience due to being very close to your level, generally within 5 levels. The \nconcept of a dark blue con NPC has existed in EQ for a while now, but we've decided to change the \ncon system to visually include this range so you can visually see when an NPC falls into this \n\"sweet spot\". To properly display a different shade of blue, we've had to reorder the cons a little \nbit. From trivial to highest con, the colors are now:\n\n- Gray - This creature is trivial to you and will give you no experience for killing it.\n- Green - This creature is not much of a threat, but will still give you some experience.\n- Blue - This creature is below your level, but high enough level to give you experience.\n- Dark Blue - This creature is below your level, but close enough to provide a solid challenge and gives \nyou more experience than normal blue cons.\n- White - This creature is the same level as you\n- Yellow - This creature is slightly above your level.\n- Red - This creature is well above your level.\n\nIn addition, yellow con now extends up to 3 levels above the player for high end NPCs to help casters \ndetermine what can be affected by their spells.\n\n\n*** Downtime ***\n\nAs EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well \nand we'd rather players find challenge in the fights themselves than in the time between them. Toward \nthat end, we've created a new system that is simple to use, but powerful and flexible enough to control \ndowntime as the game continues to grow.\n\nThe basics of the new system are simple. Once you have been out-of-combat for a sufficient amount of \ntime, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an \naccelerated regeneration state that will quickly recover your mana, health, and endurance. For most \nsingle group content, once you are out of combat for 30 seconds you can rest. While dealing with \nmulti-group content, that time is 5 minutes. The amount of time you have to be out-of-combat before \nyou can rest varies for group content and raid content due to the different needs of the different \nencounter types.\n\nThere are a series of icons that will display by your character's name to let you know what your \ncharacter's current state is.\n\n- Crossed Swords - You are currently in combat.\n- Hour Glass - You are recovering from combat and cannot rest yet. In addition to the hourglass, \nthere is a timer bar beneath the endurance bar that will count down as you get closer to being rested.\n- Poison Drop - You are no longer in combat, but cannot rest because of a debuff that is affecting \nyou. You must get rid of the debuff before you can rest. Certain debuffs now have a yellow border \ninstead of a red one. These debuffs do not affect your ability to rest.\n- Void - The void is the default icon and indicates that you are not in-combat and you can rest at \nany time.\n- Energy Swirl - The energy swirl indicates that you are currently resting.\n\n\n*** Group Mentoring ***\n\nPlayers can now share their group leadership experience with another member of their group.\n\n\n*** Reward Window ***\n\nTasks within The Serpent's Spine have a new way of giving out rewards. When there are multiple rewards \nto choose from, you will get to choose which one you like from a selection window. If you don㦙 choose \na reward immediately, you can bring up the window later to make the selection but you can only have a \nmaximum of 5 outstanding rewards at any time. If you go above that, the oldest reward will be replaced \nand you will be unable to claim that reward.\n\n\n*** NPCs ***\n\n- Corrected a couple of problems in the NPC call-for-help code. NPCs will now call for help immediately \nwhen attacked regardless of when they were last aggroed if they are no longer aggro. Also, NPCs will now \nproperly aggro on the owner of a pet if the pet is sent to attack the NPC.\n- Shrewd halfling bankers have set up shop in the guild lobby.\n- Coldwind in Nektulos will now offer a confirmation box to players when they try to remove their Curse \nof the Blood AAs.\n- Various issues with the Trial of Lashing in Plane of Justice have been resolved.\n- The balances in the Kvxe Pirik event in Tacvi will once again reset to full health between waves. \n- The Alchemy vendors have set up shop in Innothule, Everfrost, West Cabilis, and Shar Vahl.\n- A new vendor has appeared in East Cabilis that caries some basic adventuring supplies.\n- Tani N`mar and Founy Jestands are now pick-pocketable again.\n- The skeletons summoned by the Swarm of Decay ability are casting their spells properly again. \n- Tegea Prendyn has grown tired of her ocean view and now rests near an inn.\n- Char and Blaze in the ROTA raid now have their spells functioning correctly again.\n- Many healer NPCs in Depths of Darkhollow now require some casting time to get off their big heal.\n- The Vengeful skeletons in Everfrost should no longer evade the guards quite so well.\n\n\n*** Tradeskill ***\n\n- Made the Foldable Reinforced Medicine Bag a bit roomier.\n- For clarity, the tradeskill trophies and carry-alls now list the lore group they are part of.\n- The yield when making metal bits has increased to 2.\n- Modified the recipe for Blessing of Reverence to make the spell line more consistent.\n- Lost Dungeons of Norrath and Omens of Wars spells have become tradable. Additionally, Lost \nDungeons of Norrath spells will have no token sellback value to NPCs.\n\n\n*** Spells ***\n\n- Stun-caps have been added to the various levels of the Strike of Opportunity spells. \n- The Circle of Power aura effects will now improve all melee and ranged attacks instead of affecting \nonly one-hand blunt.\n- Wolf form illusions will no longer automatically make you KOS to guards.\n- Illusion: Tree now uses a different, global tree model rather than the tree model it used to use, \nwhich was only available in older zones.\n- The damage dealt by high level NPCs that have been charmed has been increased.\n- Increased the regeneration of pets while they are out-of-combat to keep pace with the increases \nof out-of-combat regeneration for PCs.\n- Translocate spells no longer require a reagent.\n- The reuse on the warrior disciplines Bazu Bellow and Mock are no longer linked together. \n\n\n*** AAs ***\n\n- Most beneficial AA effects that last for less than 30 seconds will now go to the short \nduration buff window instead of the normal buff window.\n- Improved Harm Touch and Leech Touch are now on different timers.\n- The Shadowknight AAs Consumption of the Soul and Improved Consumption of the Soul now provide \na greater increase to Leech Curse.\n- Refunded all AAs that increased your chance to channel through damage. Channeling is currently \nset to 100% for all classes due to a long standing issue in how it is calculated, so the abilities \nweren't doing anything. This includes Channeling Focus, Channeling Mastery, and Internal Metronome. \nItem Channeling abilities, such as Concentration, are not affected.\n- You will now get a message if you have the Stonewall or Willful Death AA and successfully \nfeign death through a spell that hit you.\n- Lowered the reuse time on the Monk AA Imitate Death to 18 minutes. Modified Hastened Death \nto reduce the reuse by 2 more minutes per rank of the ability.\n- Increased the mitigation of the higher ranks of the bard AA Shield of Notes.\n- By popular demand, removed Spell Casting Subtlety from the Bard AA lineup. Any points spent \nin that ability will be refunded.\n- The Beastlord AA Feral Swipe has received a damage increase.\n\n\n*** Skills ***\n\n- Modified skill progression for many classes.\n- Bards and Beastlords now have access to Double Attack starting at level 71.\n- All bard instrument skills are now available starting at level 5.\n\n\n*** Veteran Rewards ***\n\n- Issues with the Steadfast Servant casting lower level effects at certain level ranges have \nbeen corrected. \n\n\n*** Events ***\n\n- The Aura of Destruction from Uqua and Prick of a Poisoned Pin from Demi-Plane of Blood will \nland reliably again and last their intended duration.\n- Slightly reduced the hit-points of the third wave adds in the Sendaii event.\n\n\n*** Items ***\n\n- Changed the name of the \"Stromguard Forge\" to \"Stormguard Forge\".\n- Many items that had extremely strong light sources have had their light sources reduced a \nbit to help with the issues where lightly colored surfaces become blindingly bright.\n- Many spell reagents now stack to 100 instead of 20.\n- Some items now have a new tab on them called \"Lore\" that will give extended information about \nthe item.\n- Shield of the Immaculate, Amulet of Necropotence, and Holgresh Elder Beads are now flagged all/all.\n- Upgraded Stats on Class Specific Items in Demiplane of Blood.\n\n\n*** Disciplines ***\n\n- You may now learn combat abilities by right-clicking upon the Tomes instead of delivering \nthem to your guild master.\n\n\n*** Miscellaneous ***\n\n- Race based experience penalties have been removed.\n- You can you enable texture streaming from the advanced graphics options window. This should \nreduce the total memory used by the client during any given play session.\n\n\n.....................................................................\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"},
{"title": "December 13, 2006", "slug": "2006-12-13-1", "patch_date": "2006-12-13T00:00:00+00:00", "patch_year": 2006, "patch_type": "patch", "expansion": "tss", "tags": ["bugfix", "server"], "body_plaintext": "December 13, 2006\n------------------------------\n\n*** Warping Fixes *** \n\n- Fixed the Eye of Zomm warping bug. \n- Fixed a warping bug while being charmed/feared. \n\n\n*** Titles *** \n\n- Corrected an issue that prevented server-based suffixes for the Cazic Thule server from \nbeing displayed properly. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "body_markdown": "December 13, 2006\n------------------------------\n\n*** Warping Fixes *** \n\n- Fixed the Eye of Zomm warping bug. \n- Fixed a warping bug while being charmed/feared. \n\n\n*** Titles *** \n\n- Corrected an issue that prevented server-based suffixes for the Cazic Thule server from \nbeing displayed properly. \n\n- The EverQuest Team\n\n.....................................................................\n\n\n------------------------------", "source_notes": "Combined EverQuest live server patch archive, 1999–2010"}
]