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	<id>https://oldwiki.eq2classic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ilythor</id>
	<title>EQ2Emulator - User contributions [en]</title>
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	<updated>2026-07-11T12:34:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Main_Page&amp;diff=3551</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Main_Page&amp;diff=3551"/>
		<updated>2010-11-18T06:56:03Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the [[EQ2Emulator]] [[Wiki]],&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:95%;&amp;quot;&amp;gt;Making developing a server that little bit easier.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        PORTAL LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:20%; font-size:95%;&amp;quot; |&lt;br /&gt;
* [[Players:How_To_Connect | How to connect]]&lt;br /&gt;
* [[Admins:Server_Setup_Guide | Server setup guide]]&lt;br /&gt;
* [[Developer:Contributors | Contributors]]&lt;br /&gt;
| style=&amp;quot;width:15%; font-size:95%;&amp;quot; |&lt;br /&gt;
* [[Lists]]&lt;br /&gt;
* [[Database | The Database]]&lt;br /&gt;
* [[Developer:LUA_Functions | LUA Functions]]&lt;br /&gt;
|}&lt;br /&gt;
{| id=&amp;quot;mp-strapline&amp;quot; style=&amp;quot;width:100%; background:none; margin:-.8em 0 -.7em 0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:95%; padding:10px 0; margin:0; text-align:left; white-space:nowrap; color:#000;&amp;quot; | [[EQ2Emulator:About|Overview]]&amp;amp;nbsp;'''Â·''' [[EQ2Emulator:Tutorial|Editing]]&amp;amp;nbsp;'''Â·''' [[EQ2Emulator:Questions|Questions]]&amp;amp;nbsp;'''Â·''' [http://www.eq2emulator.net/phpBB3/viewforum.php?f=42 Help]&lt;br /&gt;
| style=&amp;quot;font-size:95%; padding:10px 0; margin:0; text-align:right; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
[[Portal:Contents|Contents]]&amp;amp;nbsp;'''Â·''' [[Portal:Contents/Categorical index|Categories]]&amp;amp;nbsp;'''Â·''' [[Portal:Featured content|Featured content]]&amp;amp;nbsp;'''Â·''' [[Portal:Contents/Quick index|Aâ€“Z index]]&lt;br /&gt;
|}&lt;br /&gt;
{| id=&amp;quot;mp-upper&amp;quot; style=&amp;quot;margin:0; background:none;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;width:100%; vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:3px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;General&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:2px 5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Money | Money]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Languages | Languages]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Character_Races | Player Races]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Player_Classes | Player Classes]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[SpellEffectList | Spell List]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Zone_list | Zone List]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Race_list | Race List]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[EQ2Emulator:About | About EQ2Emulator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding:2px&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-dyk-h2&amp;quot; style=&amp;quot;margin:3px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;For the Players&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;padding:2px 5px 5px&amp;quot; | &amp;lt;div id=&amp;quot;mp-dyk&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Players:How_To_Connect | How to connect]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Players:Faq | Player FAQ]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Community_Server_Details | Community Server Details]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[How_To_Create_a_Compatible_Sentinel's_Fate_Client | Sentinel's Fate Clients]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:45%; border:1px solid #cedff2; background:#f5faff; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| id=&amp;quot;mp-right&amp;quot; style=&amp;quot;width:100%; vertical-align:top; background:#f5faff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-itn-h2&amp;quot; style=&amp;quot;margin:3px; background:#cedff2; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;For the Developers&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;padding:2px 5px&amp;quot; | &amp;lt;div id=&amp;quot;mp-itn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Developer:Contributors | Contributors]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Developer:Previous | Previous Releases]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Game_Data | Game Data]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Developer:Equations | Equations]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Developer:Spells | Spells Development]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Developer:LUA_Functions | LUA Functions]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Database | The Database]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Database:Content | Building Content]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[http://www.eq2emulator.net/index.php?page=25 Subsytem Status]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[https://eq2emulator.svn.sourceforge.net/svnroot/eq2emulator/ChangeLog.txt ChangeLog]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding:2px&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-otd-h2&amp;quot; style=&amp;quot;margin:3px; background:#cedff2; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;For the Admins&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;padding:2px 5px 5px&amp;quot; | &amp;lt;div id=&amp;quot;mp-otd&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:Server_Setup_Guide | Server setup guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:Ingame_Commands | Ingame Commands]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:Faq | Admin FAQ]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:Content | Filling your world with content]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:ContentQuest | Writing your first quest]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Admins:MiniLogin | MiniLogin]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{MainPageInterwikis}}__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=How_To_Create_a_Compatible_Sentinel%27s_Fate_Client&amp;diff=3549</id>
		<title>How To Create a Compatible Sentinel's Fate Client</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=How_To_Create_a_Compatible_Sentinel%27s_Fate_Client&amp;diff=3549"/>
		<updated>2010-11-18T06:52:41Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: moved Compatible Sentinel's Fate Client to How To Create a Compatible Sentinel's Fate Client: Appropriate nomenclature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for players wishing to connect to the Server Pack 1.2, Official TessEq2 server, or another players server, with a Sentinel's Fate client. This process was discovered by EmulateS, due to a number of people having issues with the EQ2Emulator Patcher. This should solve a large number of lock out issues that you may stumble upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install The Shadow Odyssey out of the box (Not Patched!) Explanation forth coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install Sentinel's Fate (Not Patched!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a copy of both installs prior to doing anything (very important).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patch only Sentinel's Fate to Live, that's right to Live using EQ2.exe (not the launcher 11/15/2010)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find and run EQ2EmulatorPatcher by Image in his Terrific Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=58&amp;amp;t=1535&amp;amp;start=0 [Post states NOT SUPPORTED DON'T ASK] point install to &amp;quot;EverQuest2.exe&amp;quot; in your Sentinel's Fate folder and patch it to Build 6118L.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, now that we've made it this far...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit your file: eq2_default.ini as described by John Adams in his Awesome Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=51&amp;amp;t=2363 EQ2Emulator ServerPack 1.2 Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Run &amp;quot;EverQuest2.exe&amp;quot; ONE TIME ONLY and LOG IN! Once logged in DO NOT CREATE A CHARACTER and EXIT the game before attempting to do anything else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of files in your Sentinel's Fate folder that now need to be Deleted:&lt;br /&gt;
[folder] cache&lt;br /&gt;
[folder] logincache-us&lt;br /&gt;
[file] alertlog.txt&lt;br /&gt;
[file] assetslib.vpl&lt;br /&gt;
[file] ui.log&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to copy some files over before doing anything else, From The Shadow Odyssey game folder (Again NOT PATCHED):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey to Sentinel's Fate folder replacing file]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[file] UIBuilder.zip (to main folder - this is the only file in the main folder needing replaced)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey/UI/Default folder to Sentinel's Fate/UI/Default folder replacing files and folders]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy EVERYTHING in The Shadow Odyssey/UI/Default folder EXCEPT THE FOLLOWING FOUR FILES (You will replace everything in Sentinel's Fate/UI/Default with these files EXCEPT AGAIN THE FOLLOWING FOUR FILES):&lt;br /&gt;
JUST IN CASE YOU THINK TO DO SO... DO NOT DELETE ANYTHING IN THE DESTINATION FOLDER YOU ARE OVERWRITING ONLY OR YOU WILL BE MISSING DATA!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DO NOT COPY OVER THESE:&lt;br /&gt;
[file] eq2ui_journals.xml&lt;br /&gt;
[file] eq2ui_journals_active.xml&lt;br /&gt;
[file] eq2ui_journals_quest.xml&lt;br /&gt;
[file] eq2ui_popup_claim.xml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can't get Sentinel's Fate working following these instructions; go to the forum's support section and ask publicly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Map and Mini Map don't show well and opening your inventory is only working in bank even though you can open all bags. Temporary resolution run to bank open bank and yes inventory will open fine here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We're still working on it so be patient!&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Compatible_Sentinel%27s_Fate_Client&amp;diff=3550</id>
		<title>Compatible Sentinel's Fate Client</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Compatible_Sentinel%27s_Fate_Client&amp;diff=3550"/>
		<updated>2010-11-18T06:52:41Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: moved Compatible Sentinel's Fate Client to How To Create a Compatible Sentinel's Fate Client: Appropriate nomenclature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[How To Create a Compatible Sentinel's Fate Client]]&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=How_To_Create_a_Compatible_Sentinel%27s_Fate_Client&amp;diff=3548</id>
		<title>How To Create a Compatible Sentinel's Fate Client</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=How_To_Create_a_Compatible_Sentinel%27s_Fate_Client&amp;diff=3548"/>
		<updated>2010-11-18T06:52:01Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: Created page with &amp;quot;This is for players wishing to connect to the Server Pack 1.2, Official TessEq2 server, or another players server, with a Sentinel's Fate client. This process was discovered by E...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for players wishing to connect to the Server Pack 1.2, Official TessEq2 server, or another players server, with a Sentinel's Fate client. This process was discovered by EmulateS, due to a number of people having issues with the EQ2Emulator Patcher. This should solve a large number of lock out issues that you may stumble upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install The Shadow Odyssey out of the box (Not Patched!) Explanation forth coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install Sentinel's Fate (Not Patched!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a copy of both installs prior to doing anything (very important).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patch only Sentinel's Fate to Live, that's right to Live using EQ2.exe (not the launcher 11/15/2010)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find and run EQ2EmulatorPatcher by Image in his Terrific Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=58&amp;amp;t=1535&amp;amp;start=0 [Post states NOT SUPPORTED DON'T ASK] point install to &amp;quot;EverQuest2.exe&amp;quot; in your Sentinel's Fate folder and patch it to Build 6118L.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, now that we've made it this far...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit your file: eq2_default.ini as described by John Adams in his Awesome Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=51&amp;amp;t=2363 EQ2Emulator ServerPack 1.2 Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Run &amp;quot;EverQuest2.exe&amp;quot; ONE TIME ONLY and LOG IN! Once logged in DO NOT CREATE A CHARACTER and EXIT the game before attempting to do anything else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of files in your Sentinel's Fate folder that now need to be Deleted:&lt;br /&gt;
[folder] cache&lt;br /&gt;
[folder] logincache-us&lt;br /&gt;
[file] alertlog.txt&lt;br /&gt;
[file] assetslib.vpl&lt;br /&gt;
[file] ui.log&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to copy some files over before doing anything else, From The Shadow Odyssey game folder (Again NOT PATCHED):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey to Sentinel's Fate folder replacing file]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[file] UIBuilder.zip (to main folder - this is the only file in the main folder needing replaced)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey/UI/Default folder to Sentinel's Fate/UI/Default folder replacing files and folders]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy EVERYTHING in The Shadow Odyssey/UI/Default folder EXCEPT THE FOLLOWING FOUR FILES (You will replace everything in Sentinel's Fate/UI/Default with these files EXCEPT AGAIN THE FOLLOWING FOUR FILES):&lt;br /&gt;
JUST IN CASE YOU THINK TO DO SO... DO NOT DELETE ANYTHING IN THE DESTINATION FOLDER YOU ARE OVERWRITING ONLY OR YOU WILL BE MISSING DATA!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DO NOT COPY OVER THESE:&lt;br /&gt;
[file] eq2ui_journals.xml&lt;br /&gt;
[file] eq2ui_journals_active.xml&lt;br /&gt;
[file] eq2ui_journals_quest.xml&lt;br /&gt;
[file] eq2ui_popup_claim.xml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can't get Sentinel's Fate working following these instructions; go to the forum's support section and ask publicly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Map and Mini Map don't show well and opening your inventory is only working in bank even though you can open all bags. Temporary resolution run to bank open bank and yes inventory will open fine here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We're still working on it so be patient!&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3547</id>
		<title>User:Ilythor</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3547"/>
		<updated>2010-11-18T06:50:30Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: /* How To Run a Compatible Sentinel's Fate Client */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3537</id>
		<title>User:Ilythor</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3537"/>
		<updated>2010-11-18T06:37:02Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Run a Compatible Sentinel's Fate Client ==&lt;br /&gt;
This is for players wishing to connect to the Server Pack 1.2 wit ha Sentinel's Fate client. This process was discovered by EmulateS, due to a number of people having issues with the EQ2Emulator Patcher. This should solve a large number of lock out issues that you may stumble upon.&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3533</id>
		<title>User:Ilythor</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=User:Ilythor&amp;diff=3533"/>
		<updated>2010-11-18T06:35:22Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: Created page with &amp;quot;== How To Run a Compatible Sentinel's Fate Client == This is for players wishing to connect to the Server Pack 1.2 wit ha Sentinel's Fate client. This process was discovered by E...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Run a Compatible Sentinel's Fate Client ==&lt;br /&gt;
This is for players wishing to connect to the Server Pack 1.2 wit ha Sentinel's Fate client. This process was discovered by EmulateS, due to a number of people having issues with the EQ2Emulator Patcher. This should solve a large number of lock out issues that you may stumble upon.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install The Shadow Odyssey out of the box (Not Patched!) Explanation forth coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install Sentinel's Fate (Not Patched!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a copy of both installs prior to doing anything (very important).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patch only Sentinel's Fate to Live, that's right to Live using EQ2.exe (not the launcher 11/15/2010)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find and run EQ2EmulatorPatcher by Image in his Terrific Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=58&amp;amp;t=1535&amp;amp;start=0 [Post states NOT SUPPORTED DON'T ASK] point install to &amp;quot;EverQuest2.exe&amp;quot; in your Sentinel's Fate folder and patch it to Build 6118L.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, now that we've made it this far...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit your file: eq2_default.ini as described by John Adams in his Awesome Post: http://eq2emulator.net/phpBB3/viewtopic.php?f=51&amp;amp;t=2363 EQ2Emulator ServerPack 1.2 Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Run &amp;quot;EverQuest2.exe&amp;quot; ONE TIME ONLY and LOG IN! Once logged in DO NOT CREATE A CHARACTER and EXIT the game before attempting to do anything else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of files in your Sentinel's Fate folder that now need to be Deleted:&lt;br /&gt;
[folder] cache&lt;br /&gt;
[folder] logincache-us&lt;br /&gt;
[file] alertlog.txt&lt;br /&gt;
[file] assetslib.vpl&lt;br /&gt;
[file] ui.log&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to copy some files over before doing anything else, From The Shadow Odyssey game folder (Again NOT PATCHED):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey to Sentinel's Fate folder replacing file]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[file] UIBuilder.zip (to main folder - this is the only file in the main folder needing replaced)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[copy from The Shadow Odyssey/UI/Default folder to Sentinel's Fate/UI/Default folder replacing files and folders]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy EVERYTHING in The Shadow Odyssey/UI/Default folder EXCEPT THE FOLLOWING FOUR FILES (You will replace everything in Sentinel's Fate/UI/Default with these files EXCEPT AGAIN THE FOLLOWING FOUR FILES):&lt;br /&gt;
JUST IN CASE YOU THINK TO DO SO... DO NOT DELETE ANYTHING IN THE DESTINATION FOLDER YOU ARE OVERWRITING ONLY OR YOU WILL BE MISSING DATA!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DO NOT COPY OVER THESE:&lt;br /&gt;
[file] eq2ui_journals.xml&lt;br /&gt;
[file] eq2ui_journals_active.xml&lt;br /&gt;
[file] eq2ui_journals_quest.xml&lt;br /&gt;
[file] eq2ui_popup_claim.xml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can't get Sentinel's Fate working following these instructions; go to the forum's support section and ask publicly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Map and Mini Map don't show well and opening your inventory is only working in bank even though you can open all bags. Temporary resolution run to bank open bank and yes inventory will open fine here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We're still working on it so be patient!&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Project:About&amp;diff=881</id>
		<title>Project:About</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Project:About&amp;diff=881"/>
		<updated>2010-03-06T03:32:30Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EQ2Emulator is an Open Source project dedicated to replicating the MMORPG game &amp;quot;Everquest 2&amp;quot;. Emulators have been around for some time, but their general purpose is two-fold; to provide a gaming experience to players who otherwise cannot pay-to-play the commercial game, and to allow Server Administrators the freedom to customize the world being emulated to create a unique, never before seen gaming experience. Emulators are generally always under construction, and never 100% complete in either functionality or data - since all knowledge of the game we are emulating comes from the official published games - so they are not meant to be a replacement for the live gaming experience, only an alternative. For a genuine, accurate, social gaming experience, players should always turn to the actual commercial games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
''' The People of EQ2Emu&lt;br /&gt;
&lt;br /&gt;
John Adams: Project Administrator, database schema and raw data processing&lt;br /&gt;
&lt;br /&gt;
LethalEncounter: Lead developer of the EQ2Emulator source code.&lt;br /&gt;
&lt;br /&gt;
Image: Developer of the Minilogin solution and of the core source code&lt;br /&gt;
&lt;br /&gt;
Scatman: Content team leader, quest scripting&lt;br /&gt;
&lt;br /&gt;
Zcoretri: Content team, spell data and scripting&lt;br /&gt;
&lt;br /&gt;
Bion: Content team, items data expert&lt;br /&gt;
&lt;br /&gt;
ZexisStryfe: Content team, zones management&lt;br /&gt;
&lt;br /&gt;
Nalandial: Content team, loot table development&lt;br /&gt;
&lt;br /&gt;
There are also a fair few come and go-ers, but this is the Core Team as it stands.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
''' The Database '''&lt;br /&gt;
&lt;br /&gt;
The EQ2Emulator and it's Database are symbiotic - one cannot truly function without the other. Without an emulator.exe there of course would be no need for data... however, without data, the emulator.exe would be an empty shell that allowed the player only to move from zone to zone absent of content. Each and every &amp;quot;spawn&amp;quot; from the live game needs to be replicated in the emulator DB. Anyone familiar with EQ2 will understand this is a huge, daunting task. There are literally hundreds of thousands of Spawns in EQ2. Luckily, the development teams have tools to help collect Live data for use in &amp;quot;our world&amp;quot;. Otherwise, this task would be too big for this small team to manage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
''' EQ2 Emulator Wants YOU! '''&lt;br /&gt;
&lt;br /&gt;
EQ2 Emulator is always welcoming more help, and the more people help, the faster this project comes along. There is always something you can do, testing the emulator, helping out with the programming, working behind the scenes, and collecting data from the live servers. Keep a look out at the [http://www.eq2emulator.net/phpBB3/index.php Forum Index] for threads asking for your help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
If you would like to know how things are coming along, [http://eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 Right here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Sources&lt;br /&gt;
www.eq2emulator.net&lt;br /&gt;
John Adams (Interview)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
--[[User:Ilythor|Ilythor]] 03:00, 17 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Eq2:_Live_Info&amp;diff=595</id>
		<title>Eq2: Live Info</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Eq2:_Live_Info&amp;diff=595"/>
		<updated>2009-04-15T03:41:44Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Grey quests are now easier to find, will award adventure experience and, in many cases, will award more achievement experience. (GU# 45)&lt;br /&gt;
You can now gain Achievement Experience from gray con quests that are level 10 or higher.&lt;br /&gt;
The first time you complete a repeatable quest it will now grant achievement experience(GU #37)&lt;br /&gt;
Quests that come from an item will be removed if that item is destroyed (with confirmation).&lt;br /&gt;
Quest Rewards that have not yet been accepted (and have no item selection to choose) and have been available for more than 5 minutes will be automatically accepted upon zoning or logging in.&lt;br /&gt;
Language quests are slightly different to help clean up unwanted information&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
You can now resist the damage done by most lava. But be careful! Some areas of lava may be more potent than others. (GU #41)&lt;br /&gt;
Only items in ranged and melee weapon slots can be swapped while in combat. (GU #40)&lt;br /&gt;
Usable Items that are not usable from inventory will always show darkened out while not equipped.(GU #39)&lt;br /&gt;
To ensure you are serious about starting the Avatar of tranquility challenge process, the &amp;quot;Challenge the Avatar of Tranquility&amp;quot; verb is only available to players in a raid of 12 or more.(update note 6/09/07)&lt;br /&gt;
- There is no longer a base NPC in-combat regen. This was causing&lt;br /&gt;
issues a low levels yet was insignificant for low levels, so it was&lt;br /&gt;
removed. Note that spell-based NPC regens will still function normally.(GU #19)&lt;br /&gt;
&lt;br /&gt;
'''Bank'''&lt;br /&gt;
&lt;br /&gt;
- On all servers:&lt;br /&gt;
Banks how have four extra slots for a total of twelve bank slots per character.&lt;br /&gt;
Shared banks now have four extra slots for a total of eight shared bank slots per account.&lt;br /&gt;
Shared banks now allow you to share coin between characters on the same account.&lt;br /&gt;
Exiled characters continue to be unable to use shared banks with other characters on the same account.&lt;br /&gt;
- On PVE servers:&lt;br /&gt;
Shared banks are now shared between good and evil characters on the same account.&lt;br /&gt;
If you have all four slots filled in both good and evil shared banks currently, they will be combined into a new eight slot shared bank.&lt;br /&gt;
Both coin and items can be shared with characters on the same account regardless of alignment.&lt;br /&gt;
- On PVP servers:&lt;br /&gt;
Shared banks are still alignment based. However we have added four extra slots to each&lt;br /&gt;
alignment's shared bank (for a total of eight shared bank slots per alignment) and the ability to share coin between characters of the same alignment on one account.&lt;br /&gt;
&lt;br /&gt;
'''Guilds'''&lt;br /&gt;
&lt;br /&gt;
Guilds now receive 10% of the personal status gained by any member,&lt;br /&gt;
regardless of the size of the guild.&lt;br /&gt;
- A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.(GU #19)&lt;br /&gt;
&lt;br /&gt;
'''Guild Banks'''&lt;br /&gt;
&lt;br /&gt;
Guild banks have been extended with several new options:&lt;br /&gt;
- Each guild bank tab can have its own name.&lt;br /&gt;
- There is a space on each guild bank tab for a comment.&lt;br /&gt;
- Each guild bank tab can now be set so withdrawing any quantity from a stack is considered as withdrawing one item for the purposes of the withdrawal limit.(GU #39)&lt;br /&gt;
ZONES&lt;br /&gt;
Lava and Ã¢â‚¬Ëœbottomless' pits will no longer teleport you immediately.(GU #35)&lt;br /&gt;
- Antonica&lt;br /&gt;
- Evil players should now evacuate near Thundering Steppes all the time.&lt;br /&gt;
- Commonlands&lt;br /&gt;
- Good players should now evacuate near Nektulos all the time.&lt;br /&gt;
Zone reuse timers are being modified to have greater consistency. Reuse timers will now follow these guidelines(GU #26)&lt;br /&gt;
* Small solo zone: No fail timer | 4 hour success timer&lt;br /&gt;
* Large solo zone: No fail timer | 8 hour success timer&lt;br /&gt;
* Group zone: No fail timer | 18 hour success timer&lt;br /&gt;
* Small raid zone: 8 hour fail timer | 3 day, 20 hour success timer&lt;br /&gt;
* Large raid zone: 12 hour fail timer | 5 day, 20 hour success timer&lt;br /&gt;
&lt;br /&gt;
'''Tradeskills'''&lt;br /&gt;
&lt;br /&gt;
- Tradeskill skill-ups will now increase based on your tradeskill level, not your adventure level.(update note 10/29/2007)&lt;br /&gt;
- Tradeskill reaction arts now auto-upgrade as you level up, no more hunting in knowledge books to find your latest!&lt;br /&gt;
- Tinkerers and transmuters now have 6 reaction arts like other classes. These still need to be purchased from the appropriate vendors, however.(GU #40)&lt;br /&gt;
- Low green recipes for Tinkering will have a significantly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.&lt;br /&gt;
- High blue recipes for Tinkering will have a slightly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.(update notes 3/22/2007)&lt;br /&gt;
- Items modified by Adornments will inherit flags from the Adornment (i.e. NO TRADE, NO VALUE, etc).&lt;br /&gt;
- Items modified by Adornments will only be equippable in slots supported by the adornment (i.e. an Amulet that is equippable in wrist or neck slots will only be equippable in neck slots if a neck adornment is applied).&lt;br /&gt;
- Item Adornments that are only usable by certain classes will potentially reduce the classes that can use the item that theyÃ¢â‚¬â„¢re applied to (i.e. if an adornment is only usable by wizards and itÃ¢â‚¬â„¢s applied to something that all mages can use, then only wizards will be able to use that item).&lt;br /&gt;
- The above changes affect existing items. Adornments that would restrict the slots of the items that they were applied to have been popped off and placed in your overflow slot. Adornments used in the future will warn about how they will modify an item.&lt;br /&gt;
Items that will not accept adornments now have an Ã¢â‚¬ËœORNATEÃ¢â‚¬â„¢ flag on them.(GU #31)&lt;br /&gt;
Not happy with your tradeskill profession? Consult a tradeskill career counselor in Neriak, Kelethin, Qeynos Ironforge Exchange, Freeport Coalition of Tradesfolke or Haven about the possibility of starting over! (GU #36)&lt;br /&gt;
Doors will now open as you approach them in the Qeynos Tradeskill instances.(GU #36)&lt;br /&gt;
No tradeskilled or store-bought ammunition may be adorned. All tradeskilled arrows should now have the ORNATE flag to reflect this.(GU #32)&lt;br /&gt;
You will now get a failure message if you do not attempt to counter a tradeskill event.&lt;br /&gt;
You should now see an interrupted message when you move while transmuting.&lt;br /&gt;
You no longer need to have&lt;br /&gt;
a tradeskill device targeted to start a recipe, as long as you are close to the&lt;br /&gt;
appropriate device.&lt;br /&gt;
- You can now move while tradeskilling however moving too&lt;br /&gt;
far away from your current device will cancel the item creation.(GU #29)&lt;br /&gt;
You will no longer fail to find something when you harvest in an area that is trivial to you.(GU #24)&lt;br /&gt;
&lt;br /&gt;
'''Achievements'''&lt;br /&gt;
&lt;br /&gt;
- Level 120 and higher for achievements have been made more difficult&lt;br /&gt;
Achievement spells/combat arts in the second row of Class achievements that are passive or temporary buffs have been placed on their own reuse timers different than those that deal damage.(GU #36)&lt;br /&gt;
Achievement respec costs now start out at 10 gold, followed by 1plat and then cap at 10plat. 30 days after your respec the cost will reset to 10 gold.(GU #32)&lt;br /&gt;
HOUSING&lt;br /&gt;
- The obsolete option to &amp;quot;Relinquish&amp;quot; homes has been removed. It's no longer required since of the advent of automatic moving crates. To move your belongings, simply go to your new home and buy it. Your items will be moved into the new home automatically.&lt;br /&gt;
GU #35&lt;br /&gt;
It is now much easier to move houses!&lt;br /&gt;
- Just go to the new house and purchase it. Your old house will be relinquished automatically and all of your items will move to your new house.&lt;br /&gt;
- When you enter your house for the first time, you will notice a moving crate on the floor. You can move it around and retrieve items from it, but it cannot be picked up or destroyed.&lt;br /&gt;
- Items in the moving crate count towards your total item count in your house, but do not provide status cost reduction and are not useable.&lt;br /&gt;
- Items cannot be put into the moving crate.&lt;br /&gt;
- The moving crate will disappear when all items are removed from it.&lt;br /&gt;
- When moving, your house vault will overflow rather than putting the extra items into your overflow slot. This means that you cannot put new items into it until it shrinks to the intended size.&lt;br /&gt;
- NO-TRADE items that were placed in your house by another player will move along with your items, but will keep the same restrictions. The original placer will receive an email indicating that you moved houses.&lt;br /&gt;
- House items may only be moved by one player at a time.&lt;br /&gt;
- House Items can now be placed on the ceiling in multi-level houses without disappearing.&lt;br /&gt;
- The distance at which you may pickup and move house items has been increased.&lt;br /&gt;
- You now have the option to move a house item from the Ã¢â‚¬Ëœcollect an item' window.&lt;br /&gt;
&lt;br /&gt;
'''Looting'''&lt;br /&gt;
&lt;br /&gt;
- Attempting to loot a chest/corpse that gives you the Ã¢â‚¬ËœThere are no items that you can lootÃ¢â‚¬â„¢ message will now destroy the chest/corpse as long as no one in your group can loot the item.&lt;br /&gt;
- When access restrictions wear off of a chest/corpse, all items that are picky about who can loot them will be removed. If this would leave the chest/corpse empty, it will be removed.(update note 08/14/07)&lt;br /&gt;
- The drop-down box to select players in leader-only loot is now smart about LORE items and items that start or update quests. Only eligible players will appear in the drop-down box.&lt;br /&gt;
- Loot windows will hide items that are LORE that you already have or quest items that you donÃ¢â‚¬â„¢t need/canÃ¢â‚¬â„¢t use(GU #37)&lt;br /&gt;
Coin will now automatically roll up to the higher coin type. For example, if you have 100 copper, it will automatically become 1 silver in your inventory.(GU #36)&lt;br /&gt;
EoF Fabled and Legendary class armor distribution will now consider the makeup of those who participate in the encounter.(GU #34)&lt;br /&gt;
Coin is now weightless and automatically changes up to the best denominations. No more destroying copper!(GU #36)&lt;br /&gt;
Looted items will prefer to go into bags rather than an empty, top level inventory slot. Bags still prefer to go into empty top level inventory slots.(GU #29)&lt;br /&gt;
Harvestables will now first try to go into any special harvest bags that you have equipped.(GU #29)&lt;br /&gt;
&lt;br /&gt;
'''Harvesting'''&lt;br /&gt;
&lt;br /&gt;
If someone finishes harvesting the same node before you do, you will stop harvesting immediately.&lt;br /&gt;
Items&lt;br /&gt;
Having a set item equipped in an appearance slot will no longer be ignored by the smart loot system.(update note 09/18/2007)&lt;br /&gt;
Adornments will no longer be silently destroyed when imbuing an item:&lt;br /&gt;
- If the finished product is ORNATE, you will get a popup before crafting starts asking you to confirm that you want to destroy the adornment&lt;br /&gt;
- If the finished product is not ORNATE, the adornment will automatically appear on the finished product. (3/9/2007)&lt;br /&gt;
The bosses that drop Legendary and Fabled armor-set pieces in Echoes of Faydwer are now aware of which set pieces characters in the group/raid currently possess. These bosses will only drop an armor-set piece that someone attending needs. As long as you have the item either equipped, in inventory, or bank, you are counted as &amp;quot;possessing&amp;quot; the item.&lt;br /&gt;
Stat/Resist bonuses from equipping an item will be removed when the item is in a disarmed state.(not really sure what this means will have to test this out.) (GU #37)&lt;br /&gt;
&lt;br /&gt;
'''NPC'''&lt;br /&gt;
&lt;br /&gt;
(GU #19)&lt;br /&gt;
- Most creatures are no longer immune to certain damage types. Many&lt;br /&gt;
will have retained high resistance to particular forms of damage but&lt;br /&gt;
should no longer be completely immune.&lt;br /&gt;
- NPCs just got smarter. They will now use abilities only from their&lt;br /&gt;
subclasses and have a larger selection of abilities and spells to&lt;br /&gt;
choose from as they level.&lt;br /&gt;
- NPCs that are Rangers, Assassins, Brigands, or Swashbucklers will now use poisons when attacking.&lt;br /&gt;
- Necromancer NPCs will now use Lich correctly.&lt;br /&gt;
- NPCs are less likely to use control abilities on player characters.&lt;br /&gt;
- The effects of NPC-cast knockbacks and stuns have been slightly reduced.&lt;br /&gt;
- The pets of NPC Necromancers and Conjurors now have less health than&lt;br /&gt;
a standard NPC of their level. This makes killing NPC pets in combat&lt;br /&gt;
more of a viable tactic.&lt;br /&gt;
&lt;br /&gt;
'''Stats''' (str/agi/sta/int/wis)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [15 * level + 20] = 1220 at level 80.&lt;br /&gt;
Soft Cap: approx 800&lt;br /&gt;
&lt;br /&gt;
'''Mitigation''' (same as resists)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [Level * 150] = 12000 at level 80 or 75%.&lt;br /&gt;
Soft Cap: approx 4400&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (slash/pierce/def/parry/focus/ministration and so on)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [6.5 * Level] = 520&lt;br /&gt;
Soft Cap: unknown&lt;br /&gt;
&lt;br /&gt;
'''Hate'''&lt;br /&gt;
&lt;br /&gt;
Hard Cap: hate loss, transfer -50% to hate gain +50% each (no soft cap)&lt;br /&gt;
&lt;br /&gt;
'''+Spell Damage / +Combat Art Damage / +Heals'''&lt;br /&gt;
&lt;br /&gt;
Hard Cap: 50% of damage/heal of the skill&lt;br /&gt;
&lt;br /&gt;
'''Critical Mitigation'''&lt;br /&gt;
&lt;br /&gt;
This has a base % dependent on your AGI.&lt;br /&gt;
Hard Cap: 100%.&lt;br /&gt;
Critical Mitigation applies to only TSO mobs.&lt;br /&gt;
100% Crit Mit will absorb all additional damage done from the mob criting an attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor/Shields'''&lt;br /&gt;
&lt;br /&gt;
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you receive from your items.&lt;br /&gt;
For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
&lt;br /&gt;
Double Attack and Crits Hard Cap = 100% (no soft cap)&lt;br /&gt;
Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay&lt;br /&gt;
Use /weaponstats to get the real numbers depending on your gear/current buffs.&lt;br /&gt;
Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.&lt;br /&gt;
Haste/DPS mod Soft Cap: approx 80 points.&lt;br /&gt;
Generally speaking, 40% of the hard cap is roughly the breakeven point on most the diminishing returns graphs for resists, stats, and skills.&lt;br /&gt;
&lt;br /&gt;
'''Contested vs Uncontested (for skills/stats)'''&lt;br /&gt;
&lt;br /&gt;
Contested means that your level is compared to the mobs level to calculate the outcome of the action.&lt;br /&gt;
Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.&lt;br /&gt;
There are only a few things that are Uncontested. These are a few that I know of.&lt;br /&gt;
As of GU #50 - Shield Block chance is no longer an uncontested avoidance. It will now multiply your base chance to block with a shield rather than add.&lt;br /&gt;
2. Riposte% on items or AA&lt;br /&gt;
3. Parry% on items or AA (NOT +parry)&lt;br /&gt;
Generally if your item or AA has plus to a percentage of something then it is considered uncontested.&lt;br /&gt;
For example: A chestpiece with +1% parry is MUCH better than a chestpeice with +10 parry.&lt;br /&gt;
Pretty much everything else is contested against the mobs level. ThatÃ¢â‚¬â„¢s why an orange mob is more dangerous than a yellow mob.&lt;br /&gt;
edit added in a change and took the code tag off&lt;br /&gt;
edit: outdated 1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)&lt;br /&gt;
&lt;br /&gt;
GU50 # As a result of the critical mitigation addition, damage formulas have changed slightly. Damage is now calculated the following way:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        base damage calculation&lt;br /&gt;
        weapon attacks add in dps and weapon multipliers&lt;br /&gt;
        spell and weapon tier multipliers&lt;br /&gt;
        attribute modifiers&lt;br /&gt;
        base damage multipliers&lt;br /&gt;
        normalized damage ( +spell/ca/heal amounts )&lt;br /&gt;
        critical multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General'''&lt;br /&gt;
&lt;br /&gt;
Harvesting and Adornment application will be immediately interrupted by taking any damage when in combat.&lt;br /&gt;
&lt;br /&gt;
'''Combat Arts'''&lt;br /&gt;
&lt;br /&gt;
Combat arts will now properly use the max damage + 1 as the minimum critical amount when attacking an npc. PvP combat arts will still use damage time the critical multiplier.&lt;br /&gt;
&lt;br /&gt;
'''SPELLS'''&lt;br /&gt;
&lt;br /&gt;
Spells which do not expire have been made uninterruptable. There are some exceptions which include spells which summon pets or have limited uses.&lt;br /&gt;
GU#48&lt;br /&gt;
Damage Over Time ticks, double attacks and flurry will no longer trigger damage shields and similar spells which trigger off of taking damage.&lt;br /&gt;
GU #43&lt;br /&gt;
Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered.&lt;br /&gt;
Hostile maintained spells will now drop if there are no valid targets in the area.&lt;br /&gt;
GU #32&lt;br /&gt;
Mitigation adjustments from items and spells now offer protection and penalties much closer to the amount listed. Previously, lower level spells and items that granted mitigation bonuses would sometimes not offer any increase at all if the level difference was extreme enough. Now the bonuses scale properly by comparing the level of the item or spell versus the level of the player. For example: A level 70 Dirge casting the level 35 spell &amp;quot;Zander's Choral Rebuff&amp;quot; will see an appropriate amount of mitigation decrease on the target now, whereas before that spell would have had no effect at all.&lt;br /&gt;
Enemy Level is compared only once in determining mitigation adjustments and is now calculated before the mitigation diminishing returns curve is applied. This fixes situations where often plate armor's longevity plummets much faster than lower mitigation armors against high yellow and low orange content.&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
&lt;br /&gt;
GU # 44&lt;br /&gt;
- Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. Overall damage of current level 80 items will stay the same.&lt;br /&gt;
- Combat text will now display if you double attack, flurry, ranged double attack, etc.&lt;br /&gt;
- Melee hit rates should now be slightly better against orange con mobs.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
GU #38&lt;br /&gt;
&lt;br /&gt;
'''Dual Wield Changes'''&lt;br /&gt;
&lt;br /&gt;
To allow for a better selection of weapons for all classes, the Dual Wield designation on weapons has been removed. These weapons are now either, One Handed, Main Hand, or Off Hand.&lt;br /&gt;
The damage on these weapons has increased, bringing them in line with pre-existing One Handed weapons. While wielding two weapons, the base delay of your melee weapons will be increased by 33%, yielding a small net gain in damage compared to what existed with Dual Wield weapons. For example: A 3 second delay weapon will instead act every 4 seconds while you are dual wielding. These weapons will also use the longer delay when determining whether or not to proc any special effects on them, gaining a more beneficial proc rate.&lt;br /&gt;
The damage rating on Two-Handed has also been raised slightly to ensure that Two-Handed weapons remain appealing.&lt;br /&gt;
- All Dual Wield weapons are now One Handed, Main Hand, or Off Hand.&lt;br /&gt;
- While wielding two weapons, the base delay is increased by 33%.&lt;br /&gt;
- Two handed weapons now do slightly more damage.&lt;br /&gt;
- A few, powerful weapons will be flagged Main Hand but the majority will be useable in either hand if your class can dual wield.&lt;br /&gt;
- Ranged weapons will no longer trigger procs on weapons equipped in the primary or secondary slot.&lt;br /&gt;
- +damage and +heal items have been changed. Instead of normalizing by casting time you will get the full benefit on non AoE spells if the casting time is greater than .5 seconds and the reuse time is greater than 2 seconds.&lt;br /&gt;
- AoE spells gain 1/3 of the amount per target as do triggered reactive spells.&lt;br /&gt;
- Lifetaps continue to function the same. Also, damage is applied up front based on the amount of damage/healing the spell will do over time.&lt;br /&gt;
- Combat art damage has also been added to the system and the Bruiser Brutality line will buff this raid wide.&lt;br /&gt;
- There is now a 2-second usage delay for using most widgets in the world (i.e. quest widgets).&lt;br /&gt;
- Menders will now repair items in general inventory slots when you use the  Repair All&lt;br /&gt;
&lt;br /&gt;
'''Mentoring'''&lt;br /&gt;
'''Achievement reward'''&lt;br /&gt;
&lt;br /&gt;
As of GU #49&lt;br /&gt;
- Mentoring other players now grants greater achievement reward for the mentor.&lt;br /&gt;
- 0-5 level difference: 0% bonus&lt;br /&gt;
- 6-10 level difference: 50% bonus&lt;br /&gt;
- 11-20 level difference: 100% bonus&lt;br /&gt;
- 21-30 level difference: 150% bonus&lt;br /&gt;
- 31-50 level difference: 200% bonus&lt;br /&gt;
- 51+ level difference: 300% bonus&lt;br /&gt;
- This bonus is only applied to achievement experience gained through combat or loot items, not through quests or exploration.&lt;br /&gt;
- Mentors will now receive experience when their apprentice has disabled combat experience.&lt;br /&gt;
Food and drink will now scale appropriately while mentoring.(GU #36)&lt;br /&gt;
(GU #19)&lt;br /&gt;
- Your high level spells are now useable (at a reduced effectiveness)&lt;br /&gt;
when you mentor a lower level player. No more messing with your hotbar&lt;br /&gt;
when you want to help out a friend!&lt;br /&gt;
- Most spells will no longer drop or suspend when you start mentoring a lower-level player. Instead, they now adjust themselves accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
''References''&lt;br /&gt;
&lt;br /&gt;
Bion [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=3&amp;amp;t=1131&amp;amp;p=12043#p12043]&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Eq2:_Live_Info&amp;diff=594</id>
		<title>Eq2: Live Info</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Eq2:_Live_Info&amp;diff=594"/>
		<updated>2009-04-15T03:35:24Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: New page: '''Quests'''  Grey quests are now easier to find, will award adventure experience and, in many cases, will award more achievement experience. (GU# 45) You can now gain Achievement Experien...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Grey quests are now easier to find, will award adventure experience and, in many cases, will award more achievement experience. (GU# 45)&lt;br /&gt;
You can now gain Achievement Experience from gray con quests that are level 10 or higher.&lt;br /&gt;
The first time you complete a repeatable quest it will now grant achievement experience(GU #37)&lt;br /&gt;
Quests that come from an item will be removed if that item is destroyed (with confirmation).&lt;br /&gt;
Quest Rewards that have not yet been accepted (and have no item selection to choose) and have been available for more than 5 minutes will be automatically accepted upon zoning or logging in.&lt;br /&gt;
Language quests are slightly different to help clean up unwanted information&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
You can now resist the damage done by most lava. But be careful! Some areas of lava may be more potent than others. (GU #41)&lt;br /&gt;
Only items in ranged and melee weapon slots can be swapped while in combat. (GU #40)&lt;br /&gt;
Usable Items that are not usable from inventory will always show darkened out while not equipped.(GU #39)&lt;br /&gt;
To ensure you are serious about starting the Avatar of tranquility challenge process, the &amp;quot;Challenge the Avatar of Tranquility&amp;quot; verb is only available to players in a raid of 12 or more.(update note 6/09/07)&lt;br /&gt;
- There is no longer a base NPC in-combat regen. This was causing&lt;br /&gt;
issues a low levels yet was insignificant for low levels, so it was&lt;br /&gt;
removed. Note that spell-based NPC regens will still function normally.(GU #19)&lt;br /&gt;
&lt;br /&gt;
'''Bank'''&lt;br /&gt;
&lt;br /&gt;
- On all servers:&lt;br /&gt;
Banks how have four extra slots for a total of twelve bank slots per character.&lt;br /&gt;
Shared banks now have four extra slots for a total of eight shared bank slots per account.&lt;br /&gt;
Shared banks now allow you to share coin between characters on the same account.&lt;br /&gt;
Exiled characters continue to be unable to use shared banks with other characters on the same account.&lt;br /&gt;
- On PVE servers:&lt;br /&gt;
Shared banks are now shared between good and evil characters on the same account.&lt;br /&gt;
If you have all four slots filled in both good and evil shared banks currently, they will be combined into a new eight slot shared bank.&lt;br /&gt;
Both coin and items can be shared with characters on the same account regardless of alignment.&lt;br /&gt;
- On PVP servers:&lt;br /&gt;
Shared banks are still alignment based. However we have added four extra slots to each&lt;br /&gt;
alignment's shared bank (for a total of eight shared bank slots per alignment) and the ability to share coin between characters of the same alignment on one account.&lt;br /&gt;
&lt;br /&gt;
'''Guilds'''&lt;br /&gt;
&lt;br /&gt;
Guilds now receive 10% of the personal status gained by any member,&lt;br /&gt;
regardless of the size of the guild.&lt;br /&gt;
- A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.(GU #19)&lt;br /&gt;
&lt;br /&gt;
'''Guild Banks'''&lt;br /&gt;
&lt;br /&gt;
Guild banks have been extended with several new options:&lt;br /&gt;
- Each guild bank tab can have its own name.&lt;br /&gt;
- There is a space on each guild bank tab for a comment.&lt;br /&gt;
- Each guild bank tab can now be set so withdrawing any quantity from a stack is considered as withdrawing one item for the purposes of the withdrawal limit.(GU #39)&lt;br /&gt;
ZONES&lt;br /&gt;
Lava and Ã¢â‚¬Ëœbottomless' pits will no longer teleport you immediately.(GU #35)&lt;br /&gt;
- Antonica&lt;br /&gt;
- Evil players should now evacuate near Thundering Steppes all the time.&lt;br /&gt;
- Commonlands&lt;br /&gt;
- Good players should now evacuate near Nektulos all the time.&lt;br /&gt;
Zone reuse timers are being modified to have greater consistency. Reuse timers will now follow these guidelines(GU #26)&lt;br /&gt;
* Small solo zone: No fail timer | 4 hour success timer&lt;br /&gt;
* Large solo zone: No fail timer | 8 hour success timer&lt;br /&gt;
* Group zone: No fail timer | 18 hour success timer&lt;br /&gt;
* Small raid zone: 8 hour fail timer | 3 day, 20 hour success timer&lt;br /&gt;
* Large raid zone: 12 hour fail timer | 5 day, 20 hour success timer&lt;br /&gt;
&lt;br /&gt;
'''Tradeskills'''&lt;br /&gt;
&lt;br /&gt;
- Tradeskill skill-ups will now increase based on your tradeskill level, not your adventure level.(update note 10/29/2007)&lt;br /&gt;
- Tradeskill reaction arts now auto-upgrade as you level up, no more hunting in knowledge books to find your latest!&lt;br /&gt;
- Tinkerers and transmuters now have 6 reaction arts like other classes. These still need to be purchased from the appropriate vendors, however.(GU #40)&lt;br /&gt;
- Low green recipes for Tinkering will have a significantly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.&lt;br /&gt;
- High blue recipes for Tinkering will have a slightly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.(update notes 3/22/2007)&lt;br /&gt;
- Items modified by Adornments will inherit flags from the Adornment (i.e. NO TRADE, NO VALUE, etc).&lt;br /&gt;
- Items modified by Adornments will only be equippable in slots supported by the adornment (i.e. an Amulet that is equippable in wrist or neck slots will only be equippable in neck slots if a neck adornment is applied).&lt;br /&gt;
- Item Adornments that are only usable by certain classes will potentially reduce the classes that can use the item that theyÃ¢â‚¬â„¢re applied to (i.e. if an adornment is only usable by wizards and itÃ¢â‚¬â„¢s applied to something that all mages can use, then only wizards will be able to use that item).&lt;br /&gt;
- The above changes affect existing items. Adornments that would restrict the slots of the items that they were applied to have been popped off and placed in your overflow slot. Adornments used in the future will warn about how they will modify an item.&lt;br /&gt;
Items that will not accept adornments now have an Ã¢â‚¬ËœORNATEÃ¢â‚¬â„¢ flag on them.(GU #31)&lt;br /&gt;
Not happy with your tradeskill profession? Consult a tradeskill career counselor in Neriak, Kelethin, Qeynos Ironforge Exchange, Freeport Coalition of Tradesfolke or Haven about the possibility of starting over! (GU #36)&lt;br /&gt;
Doors will now open as you approach them in the Qeynos Tradeskill instances.(GU #36)&lt;br /&gt;
No tradeskilled or store-bought ammunition may be adorned. All tradeskilled arrows should now have the ORNATE flag to reflect this.(GU #32)&lt;br /&gt;
You will now get a failure message if you do not attempt to counter a tradeskill event.&lt;br /&gt;
You should now see an interrupted message when you move while transmuting.&lt;br /&gt;
You no longer need to have&lt;br /&gt;
a tradeskill device targeted to start a recipe, as long as you are close to the&lt;br /&gt;
appropriate device.&lt;br /&gt;
- You can now move while tradeskilling however moving too&lt;br /&gt;
far away from your current device will cancel the item creation.(GU #29)&lt;br /&gt;
You will no longer fail to find something when you harvest in an area that is trivial to you.(GU #24)&lt;br /&gt;
&lt;br /&gt;
'''Achievements'''&lt;br /&gt;
&lt;br /&gt;
- Level 120 and higher for achievements have been made more difficult&lt;br /&gt;
Achievement spells/combat arts in the second row of Class achievements that are passive or temporary buffs have been placed on their own reuse timers different than those that deal damage.(GU #36)&lt;br /&gt;
Achievement respec costs now start out at 10 gold, followed by 1plat and then cap at 10plat. 30 days after your respec the cost will reset to 10 gold.(GU #32)&lt;br /&gt;
HOUSING&lt;br /&gt;
- The obsolete option to &amp;quot;Relinquish&amp;quot; homes has been removed. It's no longer required since of the advent of automatic moving crates. To move your belongings, simply go to your new home and buy it. Your items will be moved into the new home automatically.&lt;br /&gt;
GU #35&lt;br /&gt;
It is now much easier to move houses!&lt;br /&gt;
- Just go to the new house and purchase it. Your old house will be relinquished automatically and all of your items will move to your new house.&lt;br /&gt;
- When you enter your house for the first time, you will notice a moving crate on the floor. You can move it around and retrieve items from it, but it cannot be picked up or destroyed.&lt;br /&gt;
- Items in the moving crate count towards your total item count in your house, but do not provide status cost reduction and are not useable.&lt;br /&gt;
- Items cannot be put into the moving crate.&lt;br /&gt;
- The moving crate will disappear when all items are removed from it.&lt;br /&gt;
- When moving, your house vault will overflow rather than putting the extra items into your overflow slot. This means that you cannot put new items into it until it shrinks to the intended size.&lt;br /&gt;
- NO-TRADE items that were placed in your house by another player will move along with your items, but will keep the same restrictions. The original placer will receive an email indicating that you moved houses.&lt;br /&gt;
- House items may only be moved by one player at a time.&lt;br /&gt;
- House Items can now be placed on the ceiling in multi-level houses without disappearing.&lt;br /&gt;
- The distance at which you may pickup and move house items has been increased.&lt;br /&gt;
- You now have the option to move a house item from the Ã¢â‚¬Ëœcollect an item' window.&lt;br /&gt;
&lt;br /&gt;
'''Looting'''&lt;br /&gt;
&lt;br /&gt;
- Attempting to loot a chest/corpse that gives you the Ã¢â‚¬ËœThere are no items that you can lootÃ¢â‚¬â„¢ message will now destroy the chest/corpse as long as no one in your group can loot the item.&lt;br /&gt;
- When access restrictions wear off of a chest/corpse, all items that are picky about who can loot them will be removed. If this would leave the chest/corpse empty, it will be removed.(update note 08/14/07)&lt;br /&gt;
- The drop-down box to select players in leader-only loot is now smart about LORE items and items that start or update quests. Only eligible players will appear in the drop-down box.&lt;br /&gt;
- Loot windows will hide items that are LORE that you already have or quest items that you donÃ¢â‚¬â„¢t need/canÃ¢â‚¬â„¢t use(GU #37)&lt;br /&gt;
Coin will now automatically roll up to the higher coin type. For example, if you have 100 copper, it will automatically become 1 silver in your inventory.(GU #36)&lt;br /&gt;
EoF Fabled and Legendary class armor distribution will now consider the makeup of those who participate in the encounter.(GU #34)&lt;br /&gt;
Coin is now weightless and automatically changes up to the best denominations. No more destroying copper!(GU #36)&lt;br /&gt;
Looted items will prefer to go into bags rather than an empty, top level inventory slot. Bags still prefer to go into empty top level inventory slots.(GU #29)&lt;br /&gt;
Harvestables will now first try to go into any special harvest bags that you have equipped.(GU #29)&lt;br /&gt;
&lt;br /&gt;
'''Harvesting'''&lt;br /&gt;
&lt;br /&gt;
If someone finishes harvesting the same node before you do, you will stop harvesting immediately.&lt;br /&gt;
Items&lt;br /&gt;
Having a set item equipped in an appearance slot will no longer be ignored by the smart loot system.(update note 09/18/2007)&lt;br /&gt;
Adornments will no longer be silently destroyed when imbuing an item:&lt;br /&gt;
- If the finished product is ORNATE, you will get a popup before crafting starts asking you to confirm that you want to destroy the adornment&lt;br /&gt;
- If the finished product is not ORNATE, the adornment will automatically appear on the finished product. (3/9/2007)&lt;br /&gt;
The bosses that drop Legendary and Fabled armor-set pieces in Echoes of Faydwer are now aware of which set pieces characters in the group/raid currently possess. These bosses will only drop an armor-set piece that someone attending needs. As long as you have the item either equipped, in inventory, or bank, you are counted as &amp;quot;possessing&amp;quot; the item.&lt;br /&gt;
Stat/Resist bonuses from equipping an item will be removed when the item is in a disarmed state.(not really sure what this means will have to test this out.) (GU #37)&lt;br /&gt;
&lt;br /&gt;
'''NPC'''&lt;br /&gt;
&lt;br /&gt;
(GU #19)&lt;br /&gt;
- Most creatures are no longer immune to certain damage types. Many&lt;br /&gt;
will have retained high resistance to particular forms of damage but&lt;br /&gt;
should no longer be completely immune.&lt;br /&gt;
- NPCs just got smarter. They will now use abilities only from their&lt;br /&gt;
subclasses and have a larger selection of abilities and spells to&lt;br /&gt;
choose from as they level.&lt;br /&gt;
- NPCs that are Rangers, Assassins, Brigands, or Swashbucklers will now use poisons when attacking.&lt;br /&gt;
- Necromancer NPCs will now use Lich correctly.&lt;br /&gt;
- NPCs are less likely to use control abilities on player characters.&lt;br /&gt;
- The effects of NPC-cast knockbacks and stuns have been slightly reduced.&lt;br /&gt;
- The pets of NPC Necromancers and Conjurors now have less health than&lt;br /&gt;
a standard NPC of their level. This makes killing NPC pets in combat&lt;br /&gt;
more of a viable tactic.&lt;br /&gt;
&lt;br /&gt;
'''Stats''' (str/agi/sta/int/wis)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [15 * level + 20] = 1220 at level 80.&lt;br /&gt;
Soft Cap: approx 800&lt;br /&gt;
&lt;br /&gt;
'''Mitigation''' (same as resists)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [Level * 150] = 12000 at level 80 or 75%.&lt;br /&gt;
Soft Cap: approx 4400&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (slash/pierce/def/parry/focus/ministration and so on)&lt;br /&gt;
&lt;br /&gt;
Hard Cap: [6.5 * Level] = 520&lt;br /&gt;
Soft Cap: unknown&lt;br /&gt;
&lt;br /&gt;
'''Hate'''&lt;br /&gt;
&lt;br /&gt;
Hard Cap: hate loss, transfer -50% to hate gain +50% each (no soft cap)&lt;br /&gt;
&lt;br /&gt;
'''+Spell Damage / +Combat Art Damage / +Heals'''&lt;br /&gt;
&lt;br /&gt;
Hard Cap: 50% of damage/heal of the skill&lt;br /&gt;
&lt;br /&gt;
'''Critical Mitigation'''&lt;br /&gt;
&lt;br /&gt;
This has a base % dependent on your AGI.&lt;br /&gt;
Hard Cap: 100%.&lt;br /&gt;
Critical Mitigation applies to only TSO mobs.&lt;br /&gt;
100% Crit Mit will absorb all additional damage done from the mob criting an attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor/Shields'''&lt;br /&gt;
&lt;br /&gt;
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you receive from your items.&lt;br /&gt;
For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
&lt;br /&gt;
Double Attack and Crits Hard Cap = 100% (no soft cap)&lt;br /&gt;
Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay&lt;br /&gt;
Use /weaponstats to get the real numbers depending on your gear/current buffs.&lt;br /&gt;
Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.&lt;br /&gt;
Haste/DPS mod Soft Cap: approx 80 points.&lt;br /&gt;
Generally speaking, 40% of the hard cap is roughly the breakeven point on most the diminishing returns graphs for resists, stats, and skills.&lt;br /&gt;
&lt;br /&gt;
'''Contested vs Uncontested (for skills/stats)'''&lt;br /&gt;
&lt;br /&gt;
Contested means that your level is compared to the mobs level to calculate the outcome of the action.&lt;br /&gt;
Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.&lt;br /&gt;
There are only a few things that are Uncontested. These are a few that I know of.&lt;br /&gt;
As of GU #50 - Shield Block chance is no longer an uncontested avoidance. It will now multiply your base chance to block with a shield rather than add.&lt;br /&gt;
2. Riposte% on items or AA&lt;br /&gt;
3. Parry% on items or AA (NOT +parry)&lt;br /&gt;
Generally if your item or AA has plus to a percentage of something then it is considered uncontested.&lt;br /&gt;
For example: A chestpiece with +1% parry is MUCH better than a chestpeice with +10 parry.&lt;br /&gt;
Pretty much everything else is contested against the mobs level. ThatÃ¢â‚¬â„¢s why an orange mob is more dangerous than a yellow mob.&lt;br /&gt;
edit added in a change and took the code tag off&lt;br /&gt;
edit: outdated 1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)&lt;br /&gt;
&lt;br /&gt;
GU50 # As a result of the critical mitigation addition, damage formulas have changed slightly. Damage is now calculated the following way:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        base damage calculation&lt;br /&gt;
        weapon attacks add in dps and weapon multipliers&lt;br /&gt;
        spell and weapon tier multipliers&lt;br /&gt;
        attribute modifiers&lt;br /&gt;
        base damage multipliers&lt;br /&gt;
        normalized damage ( +spell/ca/heal amounts )&lt;br /&gt;
        critical multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General'''&lt;br /&gt;
&lt;br /&gt;
Harvesting and Adornment application will be immediately interrupted by taking any damage when in combat.&lt;br /&gt;
&lt;br /&gt;
'''Combat Arts'''&lt;br /&gt;
&lt;br /&gt;
Combat arts will now properly use the max damage + 1 as the minimum critical amount when attacking an npc. PvP combat arts will still use damage time the critical multiplier.&lt;br /&gt;
&lt;br /&gt;
'''SPELLS'''&lt;br /&gt;
&lt;br /&gt;
Spells which do not expire have been made uninterruptable. There are some exceptions which include spells which summon pets or have limited uses.&lt;br /&gt;
GU#48&lt;br /&gt;
Damage Over Time ticks, double attacks and flurry will no longer trigger damage shields and similar spells which trigger off of taking damage.&lt;br /&gt;
GU #43&lt;br /&gt;
Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered.&lt;br /&gt;
Hostile maintained spells will now drop if there are no valid targets in the area.&lt;br /&gt;
GU #32&lt;br /&gt;
Mitigation adjustments from items and spells now offer protection and penalties much closer to the amount listed. Previously, lower level spells and items that granted mitigation bonuses would sometimes not offer any increase at all if the level difference was extreme enough. Now the bonuses scale properly by comparing the level of the item or spell versus the level of the player. For example: A level 70 Dirge casting the level 35 spell &amp;quot;Zander's Choral Rebuff&amp;quot; will see an appropriate amount of mitigation decrease on the target now, whereas before that spell would have had no effect at all.&lt;br /&gt;
Enemy Level is compared only once in determining mitigation adjustments and is now calculated before the mitigation diminishing returns curve is applied. This fixes situations where often plate armor's longevity plummets much faster than lower mitigation armors against high yellow and low orange content.&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
&lt;br /&gt;
GU # 44&lt;br /&gt;
- Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. Overall damage of current level 80 items will stay the same.&lt;br /&gt;
- Combat text will now display if you double attack, flurry, ranged double attack, etc.&lt;br /&gt;
- Melee hit rates should now be slightly better against orange con mobs.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
GU #38&lt;br /&gt;
&lt;br /&gt;
'''Dual Wield Changes'''&lt;br /&gt;
&lt;br /&gt;
To allow for a better selection of weapons for all classes, the Dual Wield designation on weapons has been removed. These weapons are now either, One Handed, Main Hand, or Off Hand.&lt;br /&gt;
The damage on these weapons has increased, bringing them in line with pre-existing One Handed weapons. While wielding two weapons, the base delay of your melee weapons will be increased by 33%, yielding a small net gain in damage compared to what existed with Dual Wield weapons. For example: A 3 second delay weapon will instead act every 4 seconds while you are dual wielding. These weapons will also use the longer delay when determining whether or not to proc any special effects on them, gaining a more beneficial proc rate.&lt;br /&gt;
The damage rating on Two-Handed has also been raised slightly to ensure that Two-Handed weapons remain appealing.&lt;br /&gt;
- All Dual Wield weapons are now One Handed, Main Hand, or Off Hand.&lt;br /&gt;
- While wielding two weapons, the base delay is increased by 33%.&lt;br /&gt;
- Two handed weapons now do slightly more damage.&lt;br /&gt;
- A few, powerful weapons will be flagged Main Hand but the majority will be useable in either hand if your class can dual wield.&lt;br /&gt;
- Ranged weapons will no longer trigger procs on weapons equipped in the primary or secondary slot.&lt;br /&gt;
- +damage and +heal items have been changed. Instead of normalizing by casting time you will get the full benefit on non AoE spells if the casting time is greater than .5 seconds and the reuse time is greater than 2 seconds.&lt;br /&gt;
- AoE spells gain 1/3 of the amount per target as do triggered reactive spells.&lt;br /&gt;
- Lifetaps continue to function the same. Also, damage is applied up front based on the amount of damage/healing the spell will do over time.&lt;br /&gt;
- Combat art damage has also been added to the system and the Bruiser Brutality line will buff this raid wide.&lt;br /&gt;
- There is now a 2-second usage delay for using most widgets in the world (i.e. quest widgets).&lt;br /&gt;
- Menders will now repair items in general inventory slots when you use the  Repair All&lt;br /&gt;
&lt;br /&gt;
'''Mentoring'''&lt;br /&gt;
'''Achievement reward'''&lt;br /&gt;
&lt;br /&gt;
As of GU #49&lt;br /&gt;
- Mentoring other players now grants greater achievement reward for the mentor.&lt;br /&gt;
- 0-5 level difference: 0% bonus&lt;br /&gt;
- 6-10 level difference: 50% bonus&lt;br /&gt;
- 11-20 level difference: 100% bonus&lt;br /&gt;
- 21-30 level difference: 150% bonus&lt;br /&gt;
- 31-50 level difference: 200% bonus&lt;br /&gt;
- 51+ level difference: 300% bonus&lt;br /&gt;
- This bonus is only applied to achievement experience gained through combat or loot items, not through quests or exploration.&lt;br /&gt;
- Mentors will now receive experience when their apprentice has disabled combat experience.&lt;br /&gt;
Food and drink will now scale appropriately while mentoring.(GU #36)&lt;br /&gt;
(GU #19)&lt;br /&gt;
- Your high level spells are now useable (at a reduced effectiveness)&lt;br /&gt;
when you mentor a lower level player. No more messing with your hotbar&lt;br /&gt;
when you want to help out a friend!&lt;br /&gt;
- Most spells will no longer drop or suspend when you start mentoring a lower-level player. Instead, they now adjust themselves accordingly.&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Players:Faq&amp;diff=453</id>
		<title>Players:Faq</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Players:Faq&amp;diff=453"/>
		<updated>2009-01-21T05:54:08Z</updated>

		<summary type="html">&lt;p&gt;Ilythor: /* Frequently Asked Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Frequently Asked Questions ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''How do I make a player account?''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''Go [http://eq2emulator.net/accountregistration.php here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''How do I make a server account?''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''Go [http://eq2emulator.net/accountregistration.php here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''I downloaded the EQ2 trial but I can't connect?''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''The emulator only works on retail copies of the game. Go out and purchase a real copy of this awesome game and you will be able to play on the emulator.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''I logged in but all I can do is run around, and there are no npc's or items or zone points etc...''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''The Emulator is currently in Open Alpha stage. At this point, most of the game will not work because it has not been coded into the server yet. You will just have to be patient and wait until a more stable and complete version is released.'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''Ok, how long will that take or when will this feature be added.''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''It will be done when it is done. The emulator development is moving at a remarkable pace and the devs are doing an excellent job, however this does not mean that it will be completed within a week and it will certianly not get done any faster if devs spend all their time answering posts about when a certain feature will be added.'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''Is there anything I can do to help out or to make the project move along any faster?''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''This is really more a question that the devs should be answering, However, I have seen that they have been asking for help on the forums to find some of the equations used in the game. They also need people to collect packets from the live server. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find detailed instructions on how to do this [http://eq2emulator.net/forums/viewtopic.php?t=160 here]'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''I'm trying to connect to a server but I keep getting stuck at 'Connecting to zone server.' ''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''Most servers are not properly port forwarded, thus your client cannot connect to that specific server. Try connecting to the other servers in the list, or if all fails, host your own.'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Q. ''Any chance of a few progress bars?''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A. '''It is nearly impossible to formulate a &amp;quot;progress bar&amp;quot; for things which you have no idea where the end may be. Content, for instance... we do not know exactly how many spawns are in one zone, and with there being dozens of aspects to a single spawn, how would you gauge 0-100% completion? You cannot.'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
More to come...&lt;/div&gt;</summary>
		<author><name>Ilythor</name></author>
		
	</entry>
</feed>