- Major Graphics update- Faster / more efficient graphics engine
- Revamped Zones
- Lir's Reach
- Farcrag Castle
- Shalemont
- Stonevale
- Spell animations are all new.
- Particle effects engine.
- The old spell icons were replaced.
- New enemies of all sorts, including huge dragons.
- Revamped Zones
- A bank accessed via a banker in Farcrag Castle near Lord MacClir
- The starter quest line has been redone.
- NEW AREAS -
- The Tavern- this is an area for players to relax, congregate, grab a drink, and share tales from battle.
- The arena- this is an area for player-versus-player combat. Players can group up or go solo to attempt to control the arena floor.
- The Otherworld- this is the long awaited massive new zone.
- Player-versus-Player - you can now go head to head against a friend or mortal enemy in a duel at Farcrag castle or a group battle in the arena.
- PVP titles and a ranking system.
- New Skills
- New Skill system
- Massive overhaul and upgrade of items in the game
- New inventory section for jewlery with 4 ring slots, 1 neck, 1 misc, 2 bracelets.
- Fashion inventory
- New types of enemy AI and boss battle mechanics.
- New clan rankings - The rank of general and recruit have been added to the clan system.
- New skills for all classes
- New abilities
- More skill slots - 3 pages of 8 skill slots each.
- Password reset and change within the app.
- In-game Support feature within the app
- Bug fixes- the targeting bug
Guide to Update 3
First and foremost, be prepared to experience the wonder of Celtic Heroes all over again.
For those of you who want to begin hunting right away, you will first probably need to use a skill reset and stats reset, but before you reset, i suggest you test your current template so that you know what things you are lacking. Low health points probably will not cut it for you in this patch unless you are prepared to use potions. I suggest that you balance your character. Don't spread your skill points too thin, but also prioritize those skills you think are essential.
Stonevale is more of a challenge now. The monsters have been revamped. They have more hp. They are more intelligent. They have new spells. You are likely to find the druid grove a bit difficult.
Once you make your way into the Otherworld, you will notice that the Otherworld is designed for players lvl 80+. That means there are different camps for 80s and up. If you are already 90+ you are likely to see that you have already leveled past the first few camps in the Otherworld. Once you have found a suitable camp, remember that this is no cake walk. There are deadly monsters roaming around, and some have a very large aggro radius. since it's easy to get frustrated, don't let them get the best of you. If you have to form a group to hunt safely, then do it.
I. Attributes
- Str: each point in strength increase damage by 1 point.
Dex: Each point in dex raises attack 1 point and defence 2 points.
Focus: 5 energy per focus point.
Vitality: 6 hp per vit point. Every fourth point gives a bonus point to hp, ie. 4 vitality points = +25hp.
In Update 3, attributes will also have a new role. Each attribute will increase the potency of the skill that it is based on. Mages, for example, can increase the damage of ice shards by adding more points into focus.
Druid :
- All druid spells are based on Focus
- All Spells : Focus
Sharp Shot: Dex
Rapid Shot: ---
Barbed Shot: Dex
Light Heal: Dex
Conceal: ---
Defensive Spikes: Dex
Entangle: Dex
Bolas: ---
Steady Aim: Dex
Camouflage: ---
Rogue skills:
- Assassinate : STR
Sneaky Attack : STR
Quick Strike : STR
Rend : DEX
Distact : DEX
Reflexes : DEX
Poison Weap : DEX
Smoke Bomb: DEX
- Pummel: Str
Frenzy: STR
Giant Swing: STR
Sweeping Blow: STR
Warcry : Vit
Enduring Guard: Vit
Taunt: Vit
Prot Stance: Vit
Each time you level in game you recieve a skill point. A skill point can be put into a skill to increase that skill's effectiveness. As you level the amount of skill points you can invest in a skill increases.
Level 1-14: Max 5 skill points per skill
lvl 15-29: Max 10
lvl 30-49: Max 15
lvl 50-69: Max 17
lvl 70-89: Max 20
lvl 90- 115?: Max 25
lvl ??-??: Max25-49?
lvl 240: Max 50
III. Skill Damage/Effectiveness
Skill damage will now depend on a skill specific attribute, skill specific ability, and skill points, unlike the old system of ability and skill point. Overall, all classes will see an increase in skill functionality. Take this lvl 92 druid as an example.
IN UPDATE 2 a lvl 92 druid heals for 540.
IN UPDATE 3 a lvl 92 druid heals for 600+.
Unlike the old update where a lvl 90 druid with 1 point in nature's touch can heal for 300 health, the new skill system requires points to be invested in a skill. The roots spell in the live version is a good example. 1 point is roots will only root things lvl 10 and up. So it is with the new skills in the update. A druid with 1 point in nature's touch is going to be healing at a very low level even though that druid is lvl 90.
For example:
IN UPDATE 2 a lvl 92 druid heals for 540. (with 15/15 touch and 5 focus)
IN UPDATE 3 a lvl 92 druid heals for 430. (with 15/25 touch and 5 focus)
When the druid in update 2 transitions to update 3, that druid will notice nature's touch does not heal for as much. There are three things that factor into a spell's effectiveness: focus, nature ability, and skill points. In update 3, almost all skills are tied to an attribute. In the case of nature's touch, it is focus. So focus will increase the amount healed. Nature Ability is an innate ability that in update 2 is the biggest factor in the amount heals. That is no longer the case. The effect of nature ability on the heal has diminished but is still significant. Last and most importantly, skill points are the biggest factor in the amount of health healed. Update 3, revamped the skill system of all classes so the amount of skill points invested in a skill plays a major role in how much damage or health that spell does.
To see the effect of focus on a spell, look at Backup the lvl 43 druid.
IN UPDATE 2 a lvl 43 druid heals for 285. (with 15/15 touch and 5 focus)
IN UPDATE 3 a lvl 43 druid heals for 385. (with 15/15 touch and 170 focus)
You can see his heal went up by a significant amount. The new skill system allows spells to reach newer heights than they could in the previous version, but however for upper level druids you must invest more.
IV. Abilities New to Update
Hand to Hand: This ability is for those who wish NOT to use a weapon. The punches are the fastest option in the game, but the DMG is negligible. With some training however, it can be a useful skill to learn especially if looking to interupt an opponent.
The 5 Skill/Spell Blockers
These abilities are able to "dodge" a skill based hit. For example, if an astral guardian casts giant swing on you, you may receive a message saying, "You have withstood Giant Swing." That means did you not take any damage from that skill based hit.
Warding: Offensive Magic Deflection. Druid and Mage Direct Damage spells and their deflection is this ability's focus. Skills such as Lightning Bolt, Storm's Touch, Firebolt and Iceshards. With a high Warding ability you will be able to deflect spells of other players, mobs and bosses so that their spell DMG doesn't harm you.
Fortitude: Offensive Skill Deflection. Primarily Warrior & Rogue abilities. Skills like Pummel, Mighty Blow, Sneaky. With a high Fortititude you should be able to Shrug off violent attacks of other players, mobs and bosses so that their skill DMG doesn't harm you.
Vigour: . Offensive DoT & Debuff dodging. Slew of Class DoT/Debuff abilities. Skills like Rend, Vines, Barbed Shot, Howling Wind? With a high Vigour you should be able to shrug off these DMG over time or Debuff abilities from Players, mobs and bosses so that their skill/spell DMG/effect is nullified.
Willpower:. Freeze and Shield Bash, lures
Evasion:. Bolas, Roots
ill post this to the main body once i get it finished.
V. New Skills
Sorry Rogues and Warriors no one submitted a detailed guide for the post.
Druid:
Druids have the most new skills(10) of any class which may make things quite difficult for them to correctly choose what they wish to specialize in. The large amount of new skills/spells allows for very different type of Druids going forward.
Wards: Wards are a whole new type of Druid Spell, it in essence is the direct opposite of a Lure. A Ward raises your ENTIRE group's resistances per resistance type.
This includes:
Ward of Fire- Raises Group's resist to Fire
Ward of Ice- Raises Group's resist to Ice
Ward of Magic- Raises Group's resist to Magic (Druid mobs, Druid PvP etc)
Ward of Soldiers- Raises Group's resist to Slash
Ward of Assassins- Raises Group's resist to Pierce
Ward of Giants- Raises Group's resist to Crush
The Ward starts at 13 resist at lvl 1 and raises 6 resist a lvl. Probably not a skill you throw ton of points in, but as you fight a certain type of mob in the otherworld or try to cross lava as a group, Many may find a few points useful.
Spring of Life- A Druid Ressurecting Spell that operates similar to a Roots or Hide spell does in increasing points raises the lvl of the target you can Rez. Currently to Rez a lvl 95, you need 18 points. It's a ton, but in the otherworld where only 1 leystone exists, it may be a crucial skill in the coming months.
Storm's Touch- a close range lightning spell punch that does more power than lightning bolt but has more than double the cooldown. Offering Druids who want more DPS another spell to weigh their points into
Abundance Aura- Group Abundance, raises the HP of the Grp
Nature's Breeze- A group Heal, heals everyone in the group, the HP's Healed are far less than a Touch, but it's a good spell to cast in a Touch's Cooldown especially vs AoE bosses. (Quite possibly not a spell you need till you fight them however)
Mages:
Mages will have had a considerable amount of work put into them in the new update. A mage can truly become a fire mage or specialize in offensive ice spells or go support. Besides these possible builds there are many more variations and mixtures, enough for every mage to be different. The new spells can be broken down into support and offense. There are new lures, damage spells, and a single target movement control spell. Due to these new spells mages will synergize much better. A group could use more than just one mage for cloak like in update 2.
Lures:
Crush- this decreases the targets resistance to crushing damage
Pierce- this decreases the targets resistance to pierce damage
Slash- this decreases the targets resistance to slashing damage
Magic- this decreases the targets resistance to magic damage
Offensive spells:
Incinerate: this is a damage over time fire spell that sets the target on fire.
Firestorm: This is a new area-of-effect fire spell
Support:
Freeze: This is a spell that freezes the target for 5 seconds, but an attack will unfreeze it.
Sacrifice: Restores mana to the target at expense of health.
Ranger Skills:
Conceal: this spell enhrouds yourself and the whole group reducing the range at which enemies can spot you.
Defensive Spike: Equips yourself and group members with sharp wooden spikes that do piercing damage to attackers. This spell stacks with cloak of fire.
Entangle: This spell entangles the target in a net reducing the speed at which they attack by half.
VI. Chat System
The Chat system has been completely revamped. You no longer need to click a bubble, click an audience and talk, you can just type it. This allows a less clunky chat interface.
Type:
(message) to talk in say
c (message) to talk to clan
g (message) to talk to group
s (message) to talk to shout
w (char name) to whisper someone
r to reply, when you hit r the last person who whisper'd you name will pop up so you can make sure yer responding to the right person, if not just erase the name and type the right one
Also in game chat moderation is in the Update's code now. So beware what you say, because it can get you muted, or worse banned.
*Special thanks to all the contributors: tea and xell.