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Friday, July 4th

Fixing Age of Conan's gender bias


Funcom is busy addressing complaints from players of Age of Conan: Hyborian Adventures that female characters are weaker than their male counterparts when making combination attacks.

The developer has admitted that the problem is real and is caused by the length of the character animations rather than an intentional slight on the fairer sex.

"Let me begin with saying 'yes, we here at Funcom agree with you; this is an unacceptable bug,'" said Age of Conan designer Svein Erik Jenset told the game's forum. "We never intended for any character to be stronger/weaker than another based on its gender."

"The main reason for the discrepancy in damage output that you're seeing is that the length of an animation isn't equal for both Male and Female characters in many cases," Jenset noted. "This is what we're currently fixing, but there's roughly 800 to 1000 animations...this naturally takes a lot more time."

That means it could be three or four weeks until the issue is resolved, but resolved it will be.

So chalk another point up for equality. Oh who are we kidding anyway, most female characters will be controlled by 12 year old boys.
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Age of Conan: Hyborian Adventures - July 3 patch update


When the July 2 update went up, a lot of subscribers of Age of Conan: Hyborian Adventures thought that the patches were done for the week. Unfortunately, this isn't the case as shown by the recent downtime we experienced earlier today. So what made Funcom suddenly call for another patch session so soon after the last one?

Apparently, the developers from Funcom forgot to re-export one of the tables for the game which caused the sockets of certain items to disappear. Not to worry though as the developers have already fixed the problem and all previously socketed items have been restored, complete with any gems they previous were equipped with.

This kind of sucks since I (and a couple other players) was hoping to get in some game time before heading off to work today. Oh well, at least they fixed a major issue with the last update that many players have complained about in the forums.


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Subscribtion Wrath of the Lich King beta open


The highly anticipated subscribtion for World of Warcraft: Wrath of the Lich King has been opened.

With this second expansion, which lets you travel through a whole new continent, Blizzard hopes to attract new players as well as keeping their current subscribers instead of losing them to Age of Conan.

You can register for the Beta version over at WoW Europe and from then on it's just hoping you'll get lucky!
Dai on 07.04.08 @ 09:22 PM CST [link] [No Comments] check us out http://www.ez-gamers.com for WoW Power leveling Power Leveling Wow, Power Leveling World of Warcraft, Power Leveling Cheap, Power Leveling, Wow, World of Warcraft, wow leveling, wow power leveling, power leveling, wow gold, gold, mmorpg, wow, world of warcraft, leveling, ezgamers, gamers, easygamers, easy gamers, power Conan Warhammer


World of Warcraft: What's All the Fuss - Part II


Yesterday, I published an opinion article about World of Warcraft, and received quite a bit of feedback from the community. And, as promised, today we have a response from one of our own WoW Zam staff members, Brian "Wordaen" Kincaid. Take a moment to read them both, and see what you think!

Well, Autumnkiss has some great points as a new WoW player. I remember my starting days in this game and I have to say, I do see some parallels in her mindset as compared to mine when I first started. The initial login is full of some oohs and ahh’s as you see the spectacular graphics and ease of movement in the game world.

Now, as is pretty common with all new players, she mentions the issue that we all run into at least once and usually more at the lower levels…your death in an MMO. Now, to be fair, running back to collect yourself after taking a beating is emasculating to any player but Blizzard has done something differently than other MMOs I have played, and that is the introduction of the Spirit Healer at strategic locations to ease that embarrassment somewhat. In addition to having one at all, the spirit healer does something in this game that no other game has so far. It offers you two choices – run to your corpse where you take a 10% durability hit and no exp loss or rez at the graveyard and take a 25% durability hit and lowered stats for 10 minutes. Either way, you are in ghost form while you make this decision and are protected from something that might think you are a tasty snack.

In some of my past games, such as the original Everquest (which I still play incidentally), not only is there the dreaded experience loss, which can even lead to losing your newly acquired level but you also have to do your corpse retrieval naked starting from your last bind spot. And that can seriously suck. Now, depending on the location you are bound at and where you died, this can take anywhere from a few minutes to several hours and there is no spirit healer to give you the option of running as a ghost completely safe from aggro to where you bought the farm or rezzing right at the graveyard and starting from there. I vividly remember the days of running the wall in Kithicor forest at night because I couldn’t get a bind in East Karana or someplace and being bound in Kaladim, hoping to all the Gods of Everquest those decayed footmen wouldn’t spot me. In fact, I recall losing my level on my shaman not once but 3 times trying to recover my corpse before it occurred to me to bind closer…

Even more recently, in the original Guild Wars, every time you died, your damage and stats were lowered incrementally and coupled with an experience penalty you had to make up for to get back while you remained in the instanced area. The only way to bypass this was to either kill enough mobs to overwrite the death penalty or restart the instanced area you were in. If you were doing this solo with only henchmen, this could be extremely frustrating. Even grouped, if you wiped, it was a serious hassle and you still needed to collect your corpse. Personally, I prefer the option that is given in WoW over something of that sort after seeing some of the higher end content and being a “raider” of sorts.

Now, while you DO in fact take a durability hit on your armor either way, should you choose to use the spirit rez and “pop” right at the graveyard, the effects are considerably worse using this feature. Not only is the durability hit higher (25% as opposed to 10%) but you have all of your stats lowered for 10 minutes while you recuperate from this nasty death (which is very similar to the original D&D rules of resurrection). Fortunately, unlike most other MMOs, there is no level or experience loss regardless of how you choose to rez. To me, this is a serious improvement for gamers, since the standard sandbox game mentality is instant gratification and lowered difficulty to “progress” faster. Since I recently started EQ back up, I thought I would compare the two as a “newbie” and see exactly how different they are. So I rolled up a little necromancer and started heron her way. I also have a little mage on WoW that I have not done any “sharing with” from my higher level characters. On my Everquest character, I have now caused her to lose her level 3 times due to corpse retrievals and aggro from running to the locations where she died, which are all level appropriate or even a level lower. Now, I don’t really mind getting killed, it’s more of an inconvenience but I lost xp each time I died and had just recouped the lost xp after the corpse retrieval before I died again. Were this kind of penalty to be used in WoW, I think the current playerbase would be a lot different and they would not have the subscription numbers they do now.

And also, in the case of a PvP server, where you can be corpse camped and usually are by a much higher level player or group of players, having to run naked to your corpse provides a highly unfair advantage to the camping enemy player and can seriously frustrate even the most patient of players. If you add in durability loss and possible experience loss, that can literally make or break the game for some players. As I see it, Blizzard chose the lesser of two evils and gave players a small boost by allowing the use of a spirit healer and no experience loss here.

Now, Autumnkiss brings up a good point as to why you cannot choose where to revive at. Her thought is:

“Why can't I have a choice of where to revive? Maybe I'm stubborn and want to continue again and again with the mobs I'm actively trying to beat, and in World of Warcraft, I have to run all the way back across the map to get where I was. I much prefer being able to choose the location of where I revive from a variety of areas around the map...

In WoW, there is no choice. There are Spirits in select areas around the world and that's it. You revive there. Period.”
Well, in that respect I do agree, spirit healers are often not in the best area, take Stranglethorn Vale and Stonetalon Mountains for example, absolutely horrendous graveyards given how some of the quests are laid out. And sometimes I do wish they were closer to where I am questing but honestly, compared to WoW even a year ago, there have been substantial improvements in their locations and the addition of both flight points and spirit healers for the players. Now again, the benefit to them, regardless of where they are placed, is that a run back from one typically takes less than 10 minutes, which is roughly half the time it would take a player to run for the first time from The Crossroads to Thunderbluff in Mulgore, generally speaking. And the entire time, the run back can be done in complete safety, as even if you are flagged for PvP the opposing side cannot touch you until you click the resurrect button. Now in fairness, if the player were to rez right there at the specific graveyard, then yes, the 10 minutes you would need to wait until your lowered stats recover can be a detriment to limited game play as well as the higher durability hit. From a personal standpoint as a long time vet of MMOs back to the PnP days, I prefer to spend that an extra few minutes running to a corpse in safety instead of taking three times as long trying to duck mobs while I am naked, taking an excessive durability/stat hit or losing my hard gained experience.

Overall, there is a large amount of realism in the game, even with the fantasy style and Autumnkiss has some good points about these. Similar to some other MMOs, the game requires the use of food, drink and potions to survive, excel or simply perform some tasks at a better than normal speed. Spell casters regain mana faster, warriors regain health faster and all players benefit from potions both in general game play and specific group settings, such as raids or running to an instance.

She mentions her dislike of slow running prior to mount level. I have to say I do agree with that myself. Running is a serious pain in the keister in any game. I miss Spirit of Wolf that was available to Shaman, Beastlords and Rangers in EQ but honestly, this statement of hers I have to agree with 100%:

“…In EQII, players can make or purchase totems that will grant the user a limited run-speed buff. It's magical, for sure... but I think I prefer the actuality of natural speed. Yes, I know... once you're level 30 and all that jazz. And there are some potions that you can buy. But still, for total immersion, natural run-speed is the way to go in my book. And even if you're not seeking immersion, at least you'll appreciate that mount or potion all the more once you're able to have it!
Rather than artificially enhance players like other games have and thus lower the accomplishment factor for some things like a mount or travel form (available to druids and shaman only) Blizzard has opted to instead add in some carefully staggered movement increasing abilities or skills. Player have to be specific levels or skill levels to utilize certain things which helps keep the majority of the game on a more equal footing in that regard. And like I said, while I will always miss my “Spirit of Wolf” from my EQ days, I still feel that keeping a few things on a realistic level, such as run speed and eating/drinking, give the game a more immersive feel and keep it from being simply a “button mashing” type of MMO.

For example, in Anarchy Online, I am not required to eat or drink, sleep or rest in any fashion and to me that detracts from “getting into” my character. To me, that character is just a collection of 1’s and 0’s and I really feel little or no affinity with the character or “pride” when I accomplish something with it. I felt very similar with characters I played in Guild Wars and some other MMOs. Now, in EQ and WoW, there is a definite feeling of accomplishment when you achieve something, as it takes real work to get to a certain point, such as a required level for wolf form (for shaman) or a reputation level with a certain faction for a specific enchant or piece of armor. All of these little things allow me to “feel” pride in my character and what I have accomplished in a game on him/her.

Of course, the basic thing is also that having to use my virtual legs for so many levels and getting run down by people all the time does make me more appreciative when I do reach the level I can get that mount.

Now, since we are on the subject of realism in gaming, the aspect of, as Autumnkiss says,
“…regenerating health and power by sitting to eat and drink is another quality that, while annoying, is still based somewhat on reality. Granted, in today's society we tend to eat on the run…”

“But in truth, in the time of the world in which we choose to play, this was not the case. People ate while sitting down. Even in Lord of the Rings, Frodo sat to eat his elven bread with his buddy Samwise, and the ever-plotting Golem.”
I do kind of like the aspect of having to eat and drink to regain health/mana but it is extremely irritating to not be able to do this while on the move. Now in the middle of a fight I can kind of agree with because really, I wouldn’t be eating a cheeseburger while something wanted to kick my teeth in but if I am walking, why can I not eat or drink something? I can drink a potion in game so why is that ok but food isn’t?

Now, as any new player will attest, the quest system is one of the biggest draws to a game, matched only by PvP and crafting. And in this regard, WoW is no different. There is a lot of lore and a decent storyline surrounding many of the quests for both Horde and Alliance players. Now Autumnkiss states she does find the scrolling quest text a tad cumbersome and is not as big on the lore as some gamers are. The nice thing here is that there is an option to bypass the quest text if you are like me and really don’t care how much information Guard Sillyman needs to tell you so you can go get the chrome plated peanut butter serinigating valve from Manny the Ogre. You can go to your game options and check the “instant quest text” option. Voila, no more endless scrolling and waiting.

Now, I’m not a big fan of the scrolling quest text either but having played on role-playing, PvP and regular servers, I have found that if you are really into role-playing your character, this option gives you a lot more immersion and really lets you get into the “meat” of the game. Overall, I really think Blizzard has done a great job incorporating that into the quests and giving the players a sense of the conflict that is just under the surface, waiting to boil over.

And, in order to make it easier to do the quests and, in general, make your way around the worlds of Azeroth and Outland, Blizzard has one of the best map systems available “out of the box” for gamers in WoW. I agree with Autumnkiss when she says that “…The fashion in which it is presented to the player is very friendly and pleasing to the eye, as it doesn't force you to remember where things are, it just shows you.” But I also agree that, from a starting player standpoint, it can be very frustrating having to grab add-ons to do some of the more mundane things in game, such as herbalism or mining. But I think that this is more a product of the overall gaming mindset of instant gratification, as other games did not have anything of the sort and, for the most part, still don’t. Heck, in Lord of the Rings Online, you can skin your interface to look a little different but there are no add-ons allowed. Have a question on a quest or where something drops? Better hope Allakhazam’s or some other fansite has a user submission or you are kind of dead in the water. Blizzard has the take that allowing users to modify the client side data improves player appreciation and leads to prolonged subscription rates by allowing the myriad of add-ons. Many users like Autumnkiss do indeed prefer, as she words it, “…a bit of ease to my game play as I have limited time with each title I get involved in.”

Now, while I like the map system compared to most of the other games I have played, it would be nice to have more customization possible without the need for add-ons, such as marking where you find nodes or where quest mobs are and tie it in to the account itself in the form of .lua data so if you have alts who have not yet done a quest etc, then you can easily refer back to it. Blizzard does continue to refine and streamline the game options however so who knows; maybe they will incorporate some of that in later patches.
Dai on 07.04.08 @ 09:20 PM CST [link] [No Comments] check us out http://www.ez-gamers.com for WoW Power leveling Power Leveling Wow, Power Leveling World of Warcraft, Power Leveling Cheap, Power Leveling, Wow, World of Warcraft, wow leveling, wow power leveling, power leveling, wow gold, gold, mmorpg, wow, world of warcraft, leveling, ezgamers, gamers, easygamers, easy gamers, power Conan Warhammer


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Wednesday, July 2nd

'Three To Four Weeks' to Fix Sexist Age of Conan Bug


A glitch in Age of Conan causes female avatars to do less damage than their virtual male counterparts, and according to Age of Conan's developers it will take "another three to four weeks" to fix.

As a result of each gender's attack animations female avatars attack slightly less quickly than male characters, causing their damage over time to lag behind.

The developers have already successfully fixed the animations for the basic attacks, but since Age of Conan relies on a directional special attack system, nearly 1,000 different animations need to be altered.

It's good of Funcom to be so transparent with their bug squashing process, but one wonders how this slipped through Quality Assurance in the first place, particularly with how culturally inflammatory this particular glitch could be.

Dai on 07.02.08 @ 09:19 AM CST [link] [No Comments] check us out http://www.ez-gamers.com for WoW Power leveling Power Leveling Wow, Power Leveling World of Warcraft, Power Leveling Cheap, Power Leveling, Wow, World of Warcraft, wow leveling, wow power leveling, power leveling, wow gold, gold, mmorpg, wow, world of warcraft, leveling, ezgamers, gamers, easygamers, easy gamers, power Conan Warhammer


BioWare On MMOs: ‘Conan,’ Their Own And Maybe A Console One


Unless you’re “World of Warcraft,” most massively multiplayer online games have proven passing fads. Eventually, most people move back to Blizzard’s addictive game.

The term “WoW” killer has been banded about quite a bit. So far, no one has stepped up to the plate. Funcom’s “Age of Conan,” however, has done far better than most expected. To date, “Age of Conan” already has more than 700,000 registered players.

Considering BioWare has an MMO coming, it makes sense they’ve been checking out their competition — “Age of Conan” included.

Yesterday, we spoke with BioWare co-CEOs Ray Muzyka and Greg Zeschuk about their thoughts on “Funcom”’s latest, and whether BioWare could finally be the company that figures out why we still don’t have a console MMO.


“Instead of forcing players to do things; allow them options and choices”
Both Muzyka and Zeschuk — who described themselves as being friends with Funcom — have played “Age of Conan.” They were playing it this past weekend, actually.

“It’s very compelling, well-made experience,” said Zeschuk. “The overall release’s been successful in terms of stability. I think it’s exciting fantasy, right? The world of Conan is pretty cool; it’s really drawing people in.”

The success of “Age of Conan” is encouraging to BioWare. It tells them there’s an opportunity to enter the market with something new.

“I think it’s also indicative that certainly ‘World of Warcraft’ has grown the market,” he continued. “There’s a lot of folks that play MMO games and they’re always looking for something to try. I think that’s exciting for us. There’s an opportunity for others to be in there and do well. It’s great to see their success and see what we can potentially do in there when the time comes.”

I admitted to both Zeschuk and Muzyka that I haven’t really played an MMO before. I’ve yet to discover an MMO that allows you ditch the multiplayer component at your leisure. Even “World of Warcraft”’s end-game requires group work to succeed. Zeschuk said he understood that apprehension.

“One of the things we’ve learned studying the MMO market quite a bit over the last few years is understanding the importance of the single-player and multiplayer components of the game,” he said. “Some people, like yourself, like the fact that you’re not forced to do social grouping. I think that’s an important part of a successful MMO, that it allows for a single-player experience as well as a multiplayer experience. They’ve both gotta be awesome.”

It seems that BioWare’s teased MMO will take these issues into consideration. “Instead of forcing players to do things; allow them options and choices,” said Muzyka. “They can tailor their experience. This is what we’re trying to do with our game, as well. This is why we tend to not make linear games. The consumer expects that.”

“True Fantasy Live Online,” a Microsoft-canceled MMO for the original Xbox


For many console gamers, through, “World of Warcraft” is still a mystery. There are not many MMO experiences on a console. Muzyka believes technical limitations — a lack of guaranteed storage capacity, player connectivity and voice chat — have been the primary obstacles for most companies. But Muzyka thinks console MMOs are not only possible; they’re coming.

“We’re excited about the future; we think there’s potential for an MMO on a console,” he said.

Does that mean BioWare’s MMO will appear on a console? Neither Muzyka or Zeschuk would say, but they don’t seem to have ruled out the possibility.

Dai on 07.02.08 @ 09:18 AM CST [link] [No Comments] check us out http://www.ez-gamers.com for WoW Power leveling Power Leveling Wow, Power Leveling World of Warcraft, Power Leveling Cheap, Power Leveling, Wow, World of Warcraft, wow leveling, wow power leveling, power leveling, wow gold, gold, mmorpg, wow, world of warcraft, leveling, ezgamers, gamers, easygamers, easy gamers, power Conan Warhammer


World of Warcraft: the WoW factor


Glorious summer reigns in Paris, but inside the Porte de Versailles Exposition Centre it's dark, cool and a little gloomy.

Row upon row of glowing screens are the subject of intense attention from huge, predominantly youthful crowds. Enormous posters and banners are adorned with artwork of elves, dwarves, orcs and other fantastical races, while lengthy queues snake their way around merchandise stalls where trading cards, statuettes and posters are displayed behind glass like museum artefacts.

For one weekend only, this southern district of Paris has become the capital of a sprawling, multitudinous nation. Amid the thousands who teem to the grandly titled 2008 Blizzard Entertainment Worldwide Invitational are people from 50 countries. Conversations in dozens of languages buzz around as you pass through the halls.

They are united by one thing - World of Warcraft. Created by the Californian game developer Blizzard Entertainment, WoW is a sprawling online fantasy realm in which players can adopt the persona of a hero and fight alongside thousands of others against an assortment of monsters, villains, dungeons and quests

When WoW was launched three years ago, the world's most successful comparable online game had nearly half a million paying subscribers, a figure widely considered to be the largest audience any such product could enjoy. Today, World of Warcraft is anticipating signing up its 11 millionth customer. Enjoying vast audiences in North America, Europe and Asia-Pacific regions, it is one of the most commercially successful pieces of entertainment in history.
For the people who have come to Paris for the Worldwide Invitational, the impact of World of Warcraft is far greater than any statistics can define. The game has become a part of their cultural landscape, as much a touchstone for their vocabulary, storytelling and humour as influential books, albums and films have been in previous decades.

At its simplest level, this expresses itself in the vast number of in-jokes that float around the convention centre. These range from T-shirts with awful puns on phrases used in the game to a dance competition in which participants try to replicate the body-popping moves of their characters. The popular comedy show South Park has based an episode entirely around WoW jokes.

Vastly more dedication to World of Warcraft's culture is displayed by those who turn up to the event in costume. Cosplayers, as they're known in the varied subcultures they inhabit, are an easy group to deride. Speaking to those who have created these costumes, however, reveals a passion for their creative, artistic hobby which is hard not to admire.

Mike Morhaime is co-founder of Blizzard Entertainment. “One new thing that we've had to do is to protect players from each other,” he says. “People don't always get along - we have to enforce behavioural rules. It's part of our job to look out for the players and ensure that we've got an environment they can have fun in.”

Speaking about the game's community, Morhaime's eyes brighten. “You get players who meet in the game and end up getting married... I actually get wedding invites sometimes. Then there's the costume stuff. That makes me realise how strong our community is. I'm blown away by how creative the players are in recreating these characters.”

Lisa Young, 26, from London, has travelled to Paris for the event, bringing with her an extraordinary costume based on the attire of her own in-game character. With flowing robes and intricately modelled armour pieces, the outfit is stunning. It represents, she tells me, about three months of work. Like the many other costumes on display, it demonstrates creativity, skill and patience - driven and inspired by enthusiasts' love for the fantasy world that they have embraced.

Arguably the greatest success of World of Warcraft lies in its ability to become a major part of the social lives of millions. Spending several hours a week (in many cases, several hours a day) in the game's fantasy world is something which, most of the players here tell me, they couldn't conceive of doing without their friends in the game.

Organised into teams called guilds, WoW's players help and support each other's progress through the game, and in the process chat to one another, discover each other's histories and forge firm friendships. For some, this event is an extraordinary opportunity finally to meet face to face people with whom they have adventured for countless hours.

Anecdotes about the firm friendships established across great distances flow freely from the players I talk to. Bernadette McKeegan, who has travelled to the event from Wales, plays in a guild largely made up of Dutch players, she tells me - but many of them made the trip to Britain for the wedding of a fellow player, signing a large card for the happy couple with their in-game names.

Even stories of family reconciliation crop up. A recently divorced man in his forties tells me that he has reconnected with his teenage son, who lives with his former wife, by playing the game with him in the evenings from opposite ends of the country. They now play together in the same guild, and have come to Paris together for the event.

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Blizzard introducing two-factor authentication for WoW gamers


Password stealing malware targeting popular MMORPGs such as World of Warcraft for instance, has become so prevalent, that video game developers are taking their authentication model a step further, by introducing two-factor authentication into play. And while marketable, is the new authentication layer actually useful in a real life situation? Depends. From Blizzard’s press release :

“Blizzard Entertainment, Inc. today introduced an optional extra layer of security for World of Warcraft®, its award-winning massively multiplayer online role-playing game. Designed to attach to a keychain, the lightweight and waterproof Blizzard® Authenticator is an electronic device that generates a six-digit security code at the press of a button. This code is unique, valid only once, and active for a limited time; it must be provided along with the account name and password when signing in to the World of Warcraft account linked to it.

This optional security measure will be available for a cost of €6.00 at the 2008 Blizzard Entertainment Worldwide Invitational, which takes place June 28-29 in Paris, France. In addition, the Blizzard Authenticator will be made available for purchase via Blizzard Entertainment’s European websites in the near future for a cost of €6.00 plus shipping.

“It’s important to us that World of Warcraft offers a safe and enjoyable game environment,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “One aspect of that is helping players avoid account compromise, so we’re pleased to make this additional layer of security available to them.”

Mike Morhaim’s comment speaks for itself, since the two-factor authentication cannot prevent account compromise since a host that’s already malware infected has already obtained and sent back the accounting data. What the two-factor authentication aims to achieve is ruin the efficient approach of abusing the hundreds of thousands of already obtained passwords. And as always, it’s usability versus security, since there are flaws allowing the bypass of the two-factor authentication.

For instance, the two-factor authentication is still optional, meaning that a great number of gamers wouldn’t bother embracing it, and the higher the number of these, the more likely that the old fashioned management of hundreds of compromised accounts will continue in its curent form. And with the number of people playing MMORPSs nowadays, this proportion of gamers that aren’t using two-factor authentication would again remain vulnerable to the current types of password stealing malware. Timing is everything, and the worldwide launch of the token shouldn’t have been announced before it was available to every gamer out there, since I anticipate “a wholesale summer promotion of stolen goods” before the compromised account holders associate their accounts with the Blizzard authenticator and start using it.

As for the future development of malware targeting WoW gamers, an interesting propagation vector Storm Worm used in early 2007 is the perfect analogy for what’s to come. Next to using bogus Blogspot accounts, Storm Worm infected hosts were waiting for the end user to authenticate herself by filling in all the CAPTCHAs, a CAPTCHA that Storm Worm cannot and doesn’t even need to break at legitimate blogs and forums. So once the end user authenticated herself, the now authenticated Storm Worm started posting links and blog posts redirecting to malware patiently waiting for the end user to provide Storm with access to its assets. Which is exactly that we’ve seen seeing on the Ebanking malware front since 2007, and what we’ll be seeing in password stealers in the short team - adapting to the process and bypassing it entirely with the help of the malware infected gamer, a situation where SSL and two-factor authentication aren’t an obstacle.

Since the stolen passwords are a commodity, but the authentication cannot be achieved remotely, password stealers for MMORPG’s have the potential to mature into automated virtual asset stealers. Which is what they are after anyway.


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Monday, June 30th

Age of Conan Claims Number Two MMO Spot


Funcom's blood-fueled success with their M-rated MMO Age of Conan thunders on, with the developer now claiming 700,000 subscribers -- making it the second largest MMO in the western world. Of course, this is another way of saying "World of Warcraft Remains 9.3 Million Subscribers Ahead of Second Place," but let's let Funcom have their time in the sun, shall we?

Age of Conan continued it's dominance of PC sales charts in most of the regions the game is available in, remaining the top-selling PC game in most European markets and held the top spot on the NPD PC sales charts as of the last update (although North American sales numbers for June have yet to be released). The good news for Funcom is, in some ways, surprising; consider that Age of Conan is saddled with what would conventionally be a few hurdles to retail success, namely it's M-rating (which obviously limits its potential audience) and its subscription-based genre. Evidently, people love barbarianism.

"That Age of Conan remains #1 in retail stores several weeks after release is of incredible importance to us, and proves that the game has a large potential beyond the early adopters," said Morten Larssen, vice president of sales & marketing at Funcom. "With more than 700,000 accounts created so far we have a fantastic platform to build from, and we will continue to market the game to further drive numbers in the months to come. It also means that Funcom can dedicate significant development resources on evolving the game even further, naturally giving us a great hope for the future of Age of Conan."

In terms of evolving the game, Funcom recently unveiled just how they intend to do that, with a series of planned improvements and new game features. And if you're late to the party and wondering what all this fuss is about, don't forget to check out our Age of Conan review to see if we think all of its success has been warranted.


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Age Of Conan Continues To Dominate Retail Charts


Funcom N.V (NO) - The best selling PC game of May continues to hold the #1 spot in most markets - More than 700.000 gamers have registered an Age of Conan account so far

Durham, USA - June 30, 2008 - Funcom is proud to announce that Age of Conan continues to dominate the PC sales charts in all markets where the game is available. Over the last few weeks it has remained the overall #1 PC game in most European markets, while also performing tremendously well on several all-format charts. In the US, Age of Conan impressively conquered the #1 PC spot for the first two weeks of available NPD data. Due to the amazing interest surrounding the game, more than 700.000 gamers have now signed up for an Age of Conan account. In the second month after release it is also clear that Age of Conan has taken the position as the undisputed #2 subscription MMO in the western world.

When Age of Conan stormed into retail stores as the most pre-ordered original PC game in history, it instantly became the best selling PC game of May. The pace at which Age of Conan sold made it one of the fastest selling PC games of all times, and Funcom is therefore very satisfied to see the positive sales trend continue. As all countries report sales differently, it is not possible to get a complete overview of the exact box sales at the time of writing, but Age of Conan remains the top selling PC game in most all released markets. This includes being the #1 overall PC game in June in the Nordic countries, Oceania, Germany, France and Spain, as well a top three contender in all other markets where the game is out. No substantial sales data for June is yet available from the US market, but Age of Conan was the #1 PC game in the latest official NPD update.

"That Age of Conan remains #1 in retail stores several weeks after release is of incredible importance to us, and proves that the game has a large potential beyond the early adopters," said Morten Larssen, VP of Sales & Marketing in Funcom. "With more than 700.000 accounts created so far we have a fantastic platform to build from, and we will continue our marketing spend to further drive numbers in the months to come. It also means that Funcom can dedicate significant development resources on evolving the game even further, naturally giving us a great hope for the future of Age of Conan."

"We are incredibly pleased to see Age of Conan turning into an MMO phenomena," said Gaute Godager, Game Director on Age of Conan. "As a MMO company we know that a good start is but the beginning for a virtual world. All we care about now is to make Age of Conan into an even better game, and we have extensive plans to ensure that Age of Conan remains a top MMO alternative for many years to come."

For more information about the game or to sign up for the community, please visit www.ageofconan.com

_ _ _

About Funcom - Funcom is an independent developer and publisher of online games for PC, consoles and mobile platforms. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Recent titles include 'The Longest Journey', 'Anarchy Online' and 'Dreamfall: The Longest Journey'. For corporate information please visit www.funcom.com. For information about Funcom games visit www.anarchy-online.com, www.dreamfall.com, www.darkdaysarecoming.com or www.ageofconan.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM.

About Conan Properties International LLC - Conan Properties International LLC, a wholly owned subsidiary of Paradox Entertainment Inc., controls rights to Conan, many associated characters and the Hyborian world, as created by Robert E. Howard and various rights expanded upon by many acclaimed authors and artists. Many consider Conan the world's best-known fantasy character. For more information about Conan Properties International LLC, visit www.conan.com. For information about Paradox Entertainment Inc., visit www.paradox-entertainment.com.

The names of actual companies and products mentioned herein may be the trademarks of their respective owners.

Funcom press contacts: Jørgen Tharaldsen, Product Director, Funcom +47 41 33 41 47 (Global press) Erling Ellingsen, Product Manager, Funcom +47 48 86 71 07 (European press) pr@funcom.com

Funcom N.V (NO)

http://www.funcom.com

ISIN: NL 00 00062461

Stock Identifier: OSE.FUNCOM
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Age Of Conan Sells Well, Funcom Plans Long Term Support


Yes, World of Warcraft still dances a jig on the corpses of all other MMO’s in the universe. I’ll grant you that. But Funcom has announced that Age of Conan: Hyborian Adventures has ensnared 700,000 people into its masculine arms and bouncing boobies of wonderment.

The game has had a million copies shipped to retail and now Funcom is free to do what it takes to stay for the long haul. One major factor in the death of an MMO is a lack of funds. Not everyone has a cash machine operating day and night like Blizzard, so if a developer gets a game out it will likely die an agonizing death due to little or no support.

Funcom has announced that they should have the development resources (aka cash money, yo) to keep the game evolving over time.

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Sunday, June 29th

Age of Conan: Hyborian Adventures - undocumented July 26 patch notes


The undocumented patch notes for the July 26 Age of Conan: Hyborian Adventures have once again been compiled by enterprising gamers on the MMORPG's official forums. It seems that the developers have implemented quite a number of things "under the radar" so to speak.

Perhaps what most players will be paying attention to are the changes implemented to the various classes. In addition, reports have also come in that more items have been dropping in various areas such as Kheshatta. Anyway, we're not going to keep you any longer. Here are the undocumented July 26 Age of Conan patch notes:

General
Mining nodes will now make a sound while harvesting.
Spellweaving Animations have been changed some. (TOS's has been changed a lot)
Trader
Silks,Gems,Jewelry, all such items are now searchable and showing up at the traders. Rejoice.
Playfields
Kyllikki's Crypt: Mobs in this instance have been buffed. You can only CC Small guards now. Spellguards,Priests,etc are now immune to CC
Items
Reports of further Loot Table additions: New items dropping in several areas.(atleast in Kheshatta so far)
Classes
Assassin
Assasin's From the Darkness combo (Corruption lvl 70 feat) nerfed. Animation after charge has been changed, damage on next attack lowered by roughly 50-70% (not normalized to white hit as previously thought.)
Barbarian:
The Level 40 talent in the Barbarian Tree "Cyclone of Razors" has been changed from 5-points for 28% Damage to 5-points for 10% Damage.
Dark Templar
No ability/proc that previously used the + unholy (magic) modifier uses it anymore. (See Dev Response to this issue below.)
Necromancers:
Necromancers can no longer attack with their pet whilst in the safety of the shadows. (No hiding!)
Mark of the Devourer now do damage instantly, instead of a 3 second wait before the first tick
Herald of Xotli:
The spell "Hellfire Breath" now has a new animation.
New animation on "burn them alive" fatality, when you reached out your hand and pointed at them they would ignite and die- It now also shoots a cone of fire.(This was possibly in the monday patch.)
Rangers
Characters effected by the Ranger's "Trap" ability, now have a blue glow around them.
Marked target skill now pulls mobs
Mezz shot does not function as before in fire spec at least - mezz will break immediatley (although this could be working as intended I suppose)
Tempest of Set
Target affected by "puppets of set" is now completely friendly and is affected by your buffs and heals. (works in both pve and pvp situations.)
Possible Bugs/Issues:
Casting while Mounted. In the latest patch, certain spells were made castable if your character was mounted on a stationary horse. This works fine. If you move after you begin the cast, however, it does not get interuppted. This allows casters to permanently kite meleers from the back of their horse.
Server instability. There seems to be a lot of disconnects happening post-patch, some reporting as often as every 10 minutes being disconnected.(Funcom has now confirmed the huge server instabilities and are already working on the problem.)
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Friday, June 27th

Funcom Amends Age of Conan Outage with Free Play Time


To apologize for the recent patch that caused widespread server outages in Age of Conan, developer Funcom will be adding one free day of game time to every active account.

No action is required on the part of players to claim the reward, and even those who somehow managed to stay online during the catastrophic patching process are eligible for compensation.

It's nice to see Funcom admitting their faults and working to rectify them.

I wonder if this generous gesture will be enough to silence the legions of MMO players angered by AoC director Gaute Godager's recent comments comparing his game's main competition to mass produced, unhygenic fast food.

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Thursday, June 26th

Age Of Conan Director McRibs WoW


Funcom's Gaute Godager is pretty ballsy for a guy sitting on top of an unfinished MMO. The Age of Conan director cheap shotted his Blizzard rivals in an interview over at Eurogamer, where he compares World of Warcraft to fast food.


"But you know... I'm going to be a bit cheeky now, but if you've been to McDonald's for four or five years, and had your burger and your Coke, sometimes it's great to just have a great steak and a glass of good wine.

"I think that's what we're trying to do. It's more expensive, it's not for everyone and perhaps it's not as easily accessible as WOW is. But it could be more meaty," Godager finished.

At least when I order from McDonald's 9 times out of 10 they put everything I ordered in the bag, Gaute. Hit up the link the see Godager explain why "playing it safe" caused his steak to be served raw without the wine. Gordon Ramsay would have completely lost his shit.

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Age of Conan Director: AoC is Steak, WoW is McDonalds


Age of Conan director Gaute Godager believes his game is on an entirely different level from other MMOs, going so far as to compare the disparity to the difference between McDonalds' fast food and steak and wine.

"If you've been to McDonalds for four or five years, and had your burger and your coke, sometimes it's great to just have a great steak and a glass of good wine," Godager told Eurogamer in a recent interview.

"I think that's what we're trying to do. It's more expensive, it's not for everyone and perhaps it's not as easily accessible as WoW is. But it could be more meaty," he added.

Godager did preface his statment, saying he was being "a bit cheeky," though he truly should have known that such a smug statement would set off a firestorm of angry MMO players all across the 'net.

These people have nothing but rage and far too much free time, and if you think they won't remember this you haven't read through any 40-page forum posts on stuff that happened 5 years back in games that no longer exist.

Still, I doubt Godager's quip was malicious. If anything it was a slip of the tongue due to how successful Age of Conan has been since launch.

I can't blame the guy for a bit of egotism, but you can be sure thousands of other people will.

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Tuesday, June 24th

1 Million Copies of Age of Conan Shipped


Funcom have announced that Age of Conan will pass the astounding "One Million Copies Shipped" milestone, in less than three weeks after the launch of the game. Age of Conan has for the past few weeks been claiming number one spots on the sales charts across the western world � including the US, Germany, France and the UK.

"Sales data shows that Age of Conan is the biggest MMO launch since World of Warcraft," says Funcom Vice President of Sales and Marketing, Morten Larssen. "The numbers are very promising, and we are very proud to be one of the fastest selling PC games ever in a launch month and the biggest simultaneous Europe/US MMO launch in history."

If you missed the launch of Age of Conan, now is a good time to jump in - the initial patches have solved a few of the teething problems at launch, and you won't be too far behind the launch players - some people have already reached 80, but there's still plenty of people to level with - especially on the PVP servers.
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Double The Pleasure: Age of Conan Patch Day Notes


Happy Age of Conan patch day! Here are the latest notes courtesy of the Conan Vault. Highlights include: Core Revision Adjustments to a bunch of different classes, better nukes, altered some pet effects, the usual assortment of quest fixes, general gameplay bug corrections and oh-so much more. Oh, and here's my favorite, All bags have had their size doubled! Yay!

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Age of Conan: Big PvP Fixes


Age of Conan has undergone a massive patch including big changes in PvP among other bug fixes and improvements/balances. Check out the full list below.

Massive PvP


* Player city keeps now contain a vendor that sells siege weapons.
* Players will now get teleported out of the zone before the battle starts.
* Traders that would not spawn at the Battlekeep Tradeposts will now spawn. Traders will now be available at Battlekeeps.
* Ballista NPCs will no longer spawn at an unbuilt tower.
* The Boarder Kingdoms has had its environments adjusted. This should reduce draw-distance in those playfields and contribute to a performance-increase.

Player Character

Archetypes

* Mages will now do less damage with ranged weapons to set them apart from specialized ranged weapon classes like the Ranger.

Assassin

Core Revision Adjustments

* Kidney Shots will now properly go on cooldown, is now stackable for 12 second from the original 6 seconds and it's stacking buff duration has been increased to 10 seconds.
* Flesh Necrosis has been given a new and improved visual.
* Atrophy has an added persistent effect on the target while the debuff is in effect.

Conqueror

Core Revision Adjustments

* Rage of the Tempest now correctly grants your team increased electrical damage, not increased fire damage.

Dark Templar

Core Revision Adjustments

* Rite of Blood will now display health loss, stamina gain and the affect of its enhancement.

Demonologist

New Spells

* Forced Summoning will allow you to summon a pet of the opposite sex than what would normally be summoned if cast before the specific summoned pet. You will receive this spell at level 9 with your first pet summon spell. All characters above level 9 will get this spell automatically.

Core Revision Adjustments

* Diabolic Insight and Infernal Knowledge now last 12 hours instead of 1 hour and will no longer be removed upon death.
* Wicked Bolts received a name change to be consistent regardless of how many points you have invested in it.


Herald of Xotli

Core Revision Adjustments

* Herald of Xotli fatalities now have effects to them.
* Corrected spelling of the name of the feat "Spell - Undying Glory of Xotli"

Necromancer


New Spells

* You will now gain a new single target snare - Ice Shackle - at level 5. If you are already higher than level 5, you will gain this spell automatically.

Core Revision Adjustments

* Dark Knowledge and Vile Insight now last 12 hours instead of 1 hour and will no longer be removed upon death.
* Plagued Heart Curse will now correctly increase in damage with more feats trained.
* Decomposition now increases Flesh to Worms by 35% at max rank instead of 30%.
* Unholy Power has been rebalanced to have a more consistent effect across all levels.
* Brutal Death now increases the critical strike chance of Pestilential Blast, Life Strike, Ice Strike, and Chill by 2/4/6/8/10%
* Ice Shards now increases the splash range and damage inflicted by Chill in addition to Ice Strike.
* Flash Freeze now additionally increases the damage of Frost Blast by 75/150/250%.
* Bones of Frost now additionally increases the damage of Gelid Bones by 5/10/15/20/30%.
* Frozen Body now increases the damage of Ice Strike, Chill, and Deathly Blizzard by 2/4/6/8/10%.
* Corrupted Soul now increases the damage of Pestilential Blast, Life Strike, and Blasphemous Ruin by 2/4/6/8/10%
* Soul Absorption now restores a significantly higher amount of mana when consuming a pet.
* Frost Reach now additionally increases the damage of Frost Blast by 75/150/250%.
* Ritual of the Lich has had its spell damage multiplier increases from 10% to 25%.
* Embrace Death now has an increased effect. The maximum effect of this ability has been increased from 4% to 10%.
* Pets now move faster and follow NPCs better.
* Void has had its stamina/mana drain increased. It will also have the chance to crit.
* Archmage feat has been moved to up in the general feat tree.
* Unholy Fortitude has been changed to reduce the recast time of Frenzy by 12 seconds per rank, up from 4 seconds per rank.
* The levels at which you get your pet points has been significantly changed. You will now get them at the following levels: level 5 - 2 points, level 10 - 4 points, level 15 - 6 points, level 20 - 8 points. You will now have your maximum number of pet points available at level 20.
* Despoiled the Soul has had its mana cost and recast time reduced. When you train Despoil the Soul you will get a secondary spell, Reap the Soul. This spell can be used to refresh your current Despoil the Soul, making it easier to keep your Despoil the Soul counter where you want it. In addition, Despoil the Soul will also increase a bonus to magical damage instead of being a damage multiplier.


Nuke Balance Adjustments

* All damage spells have been rebalanced to take into account your having all 8 pet points at level 20. This leads to better scaling of your damage spells, and reinforces that you are a pet class reliant on pets for a significant amount of damage.
* Archmage pets incorrectly did not have the area-of-effect damage coefficient applied. Their damage has been corrected to take into account their nukes are AOE nukes.
* Increased the damage of Necrotic Pustule, Gelid Bones, and Chill.
* Significantly increased the explosion damage of Necrotic Bomb.
* Chill has received splash damage (50% damage to 1 target), and splash damage from Ice Strike has received a increase in splash damage from 15% to 30%.
* Lifestrike Rank 4 will correctly have the damage-over-time effect.
* Parasitic Soul Swarm and Unholy Hands will now take pet damage contribution into account and should be in line with damage as it was originally intended.

Pet Effect Adjustments

* Blighted One has had its proc rate and amount of mana damage significantly increased.
* Dead Blight stamina damage was also significantly increased if it is trained and will have a chance to crit.
* Harvester has received an increase to the amount of mana healed and stamina healed by the pet. The Harvester will now heal more mana than stamina (although the stamina gain is now still significantly increased over the previous value). These can also have a chance to crit.
* Life-Stealer has had it's amount of health increased significantly. We also reduced the variance of the heal and added a chance to crit.
* Mutilator's Mutilation damage-over-time (DoT) effect has had an increase to the damage. This will also have a chance to crit.

Tempest of Set

Core Revision Adjustments

* Storm Field is now limited to affection 3 targets at a time.
* Titanic Storm now additionally increases the number of targets affected by Storm Field by 50%.
* Lightning Strike no longer has a cooldown.
* The primary damage range of Lightning Strike has adjusted to be more consistent, the average damage remains the same
* Lightning Strike has been modified to deal 40% splash damage to 3 targets instead of pure AoE damage
* Pillar Lightning rank 2 and 3 now additionally increase the number of targets affected by Lightning Strike splash damage.
* Fury of the Storm has been decreased from 60% to 40% critical damage modifier at max rank

Combat

* Blood effects on pet attacks should now trigger correctly.
* The evade bonus on characters has been revised when fighting lower level monsters.

Quests

* Quests in the 20 - 40 level range have been revised so that they are all categorized under the proper locations in the quest journal.
* Supply Routes quest in Conalls Valley should now be sorted under the correct region in the quest journal.
* The "Jack of Ale" you get at "Rum n' Rumble" for the Mage destiny quest can now be removed from your inventory.
* Magic Orb: The orbs have been lowered for characters that could not reach them due to shortness in height.
* Awakening III - Neutralize Strom's Guard: You should no longer become stuck after killing the Boozed Bullies.
* The Phoenix of the North: You should no longer become stuck in the barrier that shields the Phoenix of the North if you log off.
* The Cimmerian's Axe, What Creeps Beneath, The Dangers of Decadence and Desert Raiders have had their waypoints corrected.
* New dialog has been added for Sharak and Scyra when you've finished all the Destiny Quests.
* Cannibal Commotion: The quest will now correctly update when you reach the cave that Attadeus and Demeras are located in.
* Ibis, Master of Hidden Secrets: The quest can no longer be deleted from your journal as it was intended.
* Phoenix of the East: It should no longer be possible to enter the Blood Rite Subterrene with multiple players.
* To Battle a God: You should no longer experience issues with this quest if your journal is full.

GUI

* Tooltips will now properly display spell affects of the spell line and proc affects to the spell line. They will also now properly display the gem modifications on the item itself.
* Despoil the Soul will now display a stack count when stacked four times.

Items

* All bags have had their size doubled!
* Many level 80 items that increased Max Mana have been adjusted to provide Max Stamina as they were intended. Barbarians will greatly benefit from this change.
* Oil of Acuity will now replenish mana when consumed.
* Vanir NPCs in Conall's Valley, Field of the Dead and the Eiglophian Mountains will drop a greater variety of Vanir-based loot.
* Gossamer Silk should now be referenced correctly in the Full Trade Response.
* Rusty Courage: The Rusty Old Sword has had it's sized reduced to reflect that of a humans and not of a giant's.
* The Bloodied Spear now has a blue glow, indicating that you can interact with it.

NPC

* The Beggar in Khemi will no longer give the chat bubble icon.
* NPC cries for help should no longer trigger aggro through collision such as walls and other structures.
* NPCs should no longer reset in mid combat.
* Koruno Elder's has received a new sword as his offhand weapon.
* The White Hand Priest's Emanation of Life spell will now have a longer cooldown and will also display the icon for the spell in the Priest's debuff window.
* Awi-Awan from the Purple Lotus Swamp is now flagged as an Armorsmith Trainer.
* Barkripper Ursa is now a group encounter.

Playfields

Armsman Arena

* You will now need to interact with the Arena Gong after speaking with the Announcer to receive a challenge.

Eiglophian Mountains

* Eiglophian Mountains has received a number of enhancements and adjustments based off player feedback.
* More Hungry Ice Worms, Ice Worm Devoures, Snow Apes, Mountain Apes and Cliff Apes have been added.
* The respawn timers of the NPCs in the area has also been adjusted.
* Ymirish Rimebinder has been reverted from a group encounter to a solo encounter.

Khopshef Province

* New quests and monsters have been added.
* Black Castle is no longer Epic Mode enabled as it's turned into a group dungeon.

Kyllikki's Crypt

* The light and environment in Kyllikki's Crypt should be a little better.

Sanctum of the Burning Souls

* Treasures are now scattered throughout the sanctum.
* NPCs will now never lose aggro.

Tradeskills

* Silver Necklet has had its level adjusted to 40 as it was originally intended.
* Skymetal-Studded Wristbands (normal) and Bluesteel-studded Wristbands (rare) should now have different stats from each other.
* Stone, Iron and Gold nodes have had new visual effect applied to them to make the nodes more visible to all.
* All items that contain gems will no longer have the gems removed when undoing a sale in the shop.
* Wolves in Lacheish Plains have had their Worled Leather drops adjusted as intended.
* Gems will no longer visually overwrite the first one.
* Crafted cloaks will now support the equipping of gems.

General

* Performance: A number of code changes have been made to improve client performance.
* New advance video options have been added for particles. Turning down the particle settings will increase performance.



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