Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: Apr 23, 2021 @ 10:53pm

1.9.88: Its Probably Broke As Shit Edition ft: I ate two small ice cream containers in the 30 hours this took

- Donor weapon, Downfall, added. Thanks Mayron and Kujo!

- New feat Reaping. Restores HP on kill. Purchaseable at level 6. This is meant to be a simple quality of life aid. Its geared more towards offsetting higher damage/consequence server settings for combat, and healing items, especially with the oddness of potions and wraps not always working.

- Deucalion's Bastard Blade skins for two handed swords now. The 2H version is properly 2H now (no offhands)
- Snake and Turtle totems no longer give goat totem and give proper totems like they should, which in turn means pacify beasts roar works properly.

- Added Totemic Fury buff for BT t4. It gives just the totem buffs in an area without the beast taming shout.

- Pacify Beasts is now a single tick shout and needs to be recast on use. It still activates your totemic buffs, but if you want to just use your totem buff you can use totemic fury.

- Added Aura: Inferno to AA T5 (Slaine)

- Added Accessory Wardrobe System. Converted *Sansa's Necklace, *Sansa's Collar, *Mesetkare's Headdress, Southern Neck Rings, Darfari Bead Collars to wardrobe system. * = removed armor values.
- Changed material on Ice Gauntlets (Volsungr) to be more reflective and dyeable. It looks cooler. hue
- Animation changed for bombs like treepeople stickbombs, scourgefire bombs. The animation it relied on from base game was removed and I cannot remember which it was taken from to set it back to that, if it still exists.

- Doublesword is immensely strong and easy to use, a very safe blender of a weapon and very effective in the areas its designed for. Its a little more hungry for stamina after its bouts of spin to win mayhem.
- Doublesword offhand spin getoffmeattack stamina multiplier increased from 3x to 4.5x as it is entirely too easy to keep out of range for what it does
- Doublesword stamina costs increased by an average of 25% on later combos

- Both Burning Doubleswords armor penetration reduced to 23% from 35% (second highest of all doublesword damage and highest pen between all legendaries and faction weapons, and being a doublesword), Fangs of Apophis Doublesword pen reduced from 40% to 35%
- Burning....oh burning...you burn my life so well. Burning does a tick and bonus damage every hit, on top of doing the burn damage every hit. In cases where a weapon combo applies two stacks, like daggers, or doublesword, or the last hit of heavy daggers that applies 2 stacks, essentially its applying 4 or 8 stacks of damage on those hits. That's why daggers have super chunked stuff for so long. Now, burning debuff does not do bonus damage at 20 stacks. The dot is already questionably strong.

- Hodur Doubleblade and Pandora's Stats equalized

- Heavy charge on greatsword no longer goes through targets, and its attack cancel windows have been moved further into the animation after a hit launches so that there isn't instant hit->next attack. Its damage has been increased slightly and its stamina cost has been increased slightly.

-Torch burn should no longer add permanent burn fx.


Issues: heh....

- Claw idle animation does a weird thing where you're rotated 90 degrees backwards. Can't figure that out. For now, claws use dagger idle animation.
- thrown spikes animation 2 was also borked as those files were removed with funcom update. It has a placeholder
- probably hella more, please report them in #deadlands mod or #feedback

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Beastmastery buffing (in testing)
-- Reduce weapon textures to 1k to cut mod file size down
-- Under the hood rework of blessing system to account for permanent buff making
-- More aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.

Known Issues
- Flamehealing is sometimes odd
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Apr 9, 2021 @ 1:32pm

.1.9.87
Miniupdate to sneak in with the other two updates right now

- Detect Corrupted now properly added to AA T4 crafting
- Pandora's Answer and Demon Carapace Warblade now have their proper stat bonuses (same as Nightmare Banishing Lance) (Warblade donor item)
- Fixed dye channels on Idris headress (donor item)
- Alchemy Vat should say that 'item crafted at Alchemy Vat' in recipe windows. Craft speed is increased for now by double until the thrall-slot for it is working again.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Convert many items into accesories and integrate accessory wardrobe in mod
-- Beastmastery buffing (in testing)
-- Reduce weapon textures to 1k to cut mod file size down
-- Under the hood rework of blessing system to account for permanent buff making
-- More aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Flamehealing is sometimes odd
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Apr 4, 2021 @ 3:02pm

.1.9.85
- Added Donor Item Volsungr's Black Ice Gauntlets (Thanks Volsongr and Dominik!)
- Added Donor Item Idris/Set Headdress (Thanks Nubkhas and SamharaKali/Kaja!)
- Added Donor Item The First Brimstone (Thanks Krug!)
- Added Glowing Essence to XR T2
- Converted Wuqing's Zi Hao spear to new spear style and added proper effects
- Fixed Heart Wrenching Stance multiplying stamina costs
- Fixed mace+shield heavy attack freakery
- Added Snake and Turtle Totems. Changed Goat totem buffs to survival 10 (from 12) agility 10 (from 12) grit 4
- Twin Blade of the Library is now properly classified as a 1H sword for fashion skinning purposes.
- Most of the unarmed styles have had their concussion damage reduced, as merciful, iron tower, and heart snatching styles were supposed to be the main knockout styles.
- Pacify Beasts will now buff applicable beasts damage and armor some. It will also cause beasts to defend the faction if another creature of its own kind is attacking, rather than just ignore it.
- All Auras should be updated and toggleable now
- Water Tribe (Take) weapons denial+corruption cleanse should function properly now
- raven can abawawawawa on map
- no more mickey mouse claws

- Fixed recipes that were put on campfire and put them on a new crafting bench that crafts most of the stuff in DL mod.
- Alchemy Vat. This is a DL crafting station that can craft the legendary items, blessings and infusions, armors, and other things that come from DL. The weapons were not meant to scale with the bonuses offered by the new thralls and are thrown way out of balance. This craft station can be put down anywhere, weighs next to nothing for quick OOC deploying. A lot of items were pulled from player inventory craft to help players load faster but having less data to load on login/respawn/teleport. Different visual versions of this craft station will come in time, but for now, its a big metal vat with some hotness inside. Material conversion recipies will follow. It can also craft most of what is on the other benches.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Convert many items into accesories and integrate accessory wardrobe in mod
-- Beastmastery buffing (in testing)
-- Reduce weapon textures to 1k to cut mod file size down
-- Under the hood rework of blessing system to account for permanent buff making
-- More aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Flamehealing is sometimes odd
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 21, 2021 @ 3:18pm

.1.9.84
- Tiny fix
- Fixed Burning deaths not granting xp on dot kill
- Thrown combo works again
- Purge Corruption Aura tooltip fixed
- Heart Wrenching Stance should craft now, and names and icons should be good
- Reactive Shield
- Description on Zi Hao changed (crit to wave crash), removed lifesteal. Grit replaces vitality for bonus stats.
- CC on thrown spinkick changed

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.
- Dueling stance fixed

Planned
-- A few donor items are about ready and need to be adjusted or scripted out
-- Pull mastersmithing weapons from thralls and restore their stats as DL weapons were never meant to scale to the heights the new T4 thralls will bring them to.
-- Convert many items into accesories and integrate accessory wardrobe in mod
-- Fix corrupted claws and those creepy white hands
-- Beastmastery buffing
-- Reduce weapon textures to 1k to cut mod file size down
-- Under the hood rework of blessing system to account for permanent buff making
-- A crafting campfire, a lantern or campfire, that many of the DL specialty items will craft from.
-- More aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.
-- Weapon mastery system that rewards long time use of a moveset with static benefits. Should work with any mod.

Known Issues
- Flamehealing is sometimes odd
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 19, 2021 @ 6:38pm

v.1.9.83
Hotfix till an update with a bunch of donor updates and changes to blessings/infusions/reforgings coming next
- Afriti fire should no longer be doing crazy damage per tick to npcs. It'll still be monitored
- Katana CC and hyperarmor moves have been adjusted (or added if not present) to be heavier. Damage on last light increased.
- Damage on Scim+Scim spins reduced by about 25%. Hyperarmor on them reduced to the middle of the spin. Hyperarmor on heavy lunge reduced and moved more towards the start of the movement
- shortbow backdash stamina cost reduced by 20%
- Hyperarmor on savage claws light attacks increased upfront. Damage on light 3 increased and hyperarmor added to attack.
- Hyperarmor on savage unarmed light attacks increased upfront.
- Thrown kick CC lasts longer.
- Thrown heavy 3 will not pass through enemies anymore.
- Saber style (yeah yeah should really have called it rapiers, had no rapier models at the time :p) light attack charge has no more CC. Heavy attack 2 slowed down slightly. Ruin removed from heavy attack 2, it was supposed to start from 3 and on. Some of the light attacks cost more stamina
- Deadlands Override combos returned to 1h swords (faster speed, bleed on last hits)

- Broken Spears now skin as 2h spears as intended
- Orientation of Offhand Greatsword Fixed
- Recipe requirements for Unarmed Training severely reduced
- Invocation: Heatdrain ability added for testing
- Scourgefire arrow (on first hit) damage increased
- The Bloodthirsters demands have increased (and Katana's damage and penetration has decreased. This may require a replacement)
- Corruption Aura fixed so it doesn't do the bonus damage to demons
- Soul guide craft time reduced to 30 seconds
- Improved crafting requirements of treefrog poison upbringing craft
- Halved the craft requirements for Unarmed Mastery I
- Throwing Rock stones required 10 -> 2
- Black Lotus Palm style (its really weird that healers keep going after this style considering its the most toxic and horrendous of unarmed styles) crafts from inventory now.
- Teaching feats, aside from Faction Feat Teachers, and various other no-cost items that were previously crafted in inventory now craft at a campfire to save recipe inventory menu space.
- Blessings are now crafted from firebowls
- Bleeding damage and duration improved
- Rend can be properly cleansed by bandages and bleed cleansing things now. ..For the living, at least.

! Spears !
Yeah I made staff/lances, but, spears need some love. They're cool looking weapons and they've been destroyed since the rework. Welcome to my bestworst idea.
- Regular 2h spears have damage increases, about 25% on lights and 2.4x the stamina cost, and can be used while moving. They cleanse cripple so that they cannot infinite pursue, but sprinting spear attacks will cripple and drag a target back. They have had their attack speed slowed 10% but can chain into the next attack sooner than before so it balances out. Hyper armor reduced heavily. The mobile light pokes do not do CC.
- Heavy attacks have significantly more damage, push farther, but the stun lasts much less time. The final hit of heavy pierces shields.
-All spear attacks do Expose, and the last heavy does ruin. Sprinting Heavy does ruin and impales, dragging the enemy towards the attacker.
- All mod movesets have sprinting attacks, except lethal claw style and saber light since they are zoom styles from the start

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- A few donor items are about ready and need to be adjusted or scripted out
-- Pull mastersmithing weapons from thralls and restore their stats as DL weapons were never meant to scale to the heights the new T4 thralls will bring them to.
-- Convert many items into accesories and integrate accessory wardrone in mod
-- Beastmastery buffing
-- Reduce weapon textures to 1k to cut mod file size down
-- Under the hood rework of blessing system to account for permanent buff making
-- A crafting campfire, a lantern or campfire, that many of the DL specialty items will craft from.
-- More aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.
-- Weapon mastery system that rewards long time use of a moveset with static benefits. Should work with any mod.

Known Issues
- Flamehealing is sometimes odd
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 16, 2021 @ 7:15am

v.1.9.82
- Recompiled for Siptah 2.3. Not certain it even needed to be done thankfully. A proper update with fixes will come in a day or two.
- Armor Offhands forgetting what they are and what you're wearing shouldn't...happen again. But we'll see on server.
-Deadlands lore items decay slowly over time. You can make them with a stone, you don't need them in your inventories.
-Dragon's Vanguard stat bonuses are fixed to properly grant grit and vitality, and not survival.
- Nightscourge hunter bow moved to t5 with the rest of the weapons

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 11, 2021 @ 4:16pm

v.1.9.81
Good lord the heavy armor offhand saga is finally over. It makes the right thing.
- Offhand equipping functionality is fixed. Light armor offhand max durability increased by 50 to 150, since sometimes it double hits. Heavy Armor offhand also forces momentum. Enemies beware.
- Medium offhand will trigger retaliation, for 2x the stamina cost if it triggers.
- Restoration orb doesn't do positive damage on explode, so that may solve the weird sometimes it explodes and heals, sometimes it doesn't
- Shieldbash animation used by various attacks should be a little quicker to cancel out of
- Marksman's coat properly gives accuracy now
- Ram offhand with unarmed now does unarmed defensive style for attacks
- Scourgefire is fixed and should purge some forms of demonic healing as intended
- Smoldering now lets you heal from farther away and works reliably. Ifrit fire puts out a small lasting aura that checks if anyone has smoldering and pops em a heal. This is more for my future reference as none of you (rightly sane people) actually want to know how this sorcery works.
- Lifeblood effect removed from AA weapons that were missed before (the greatsword/waraxe, claws, unarmed) to move the healing towards smoldering's cinderbask heal.
- Flamehealing has proper toggle again, but with a 2 sec cooldown between toggling

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 10, 2021 @ 2:43pm

v.1.9.80
- Spectral Bane blessing is fixed, and was set to try and apply normal scourgefire before.
- Inventory shrinkage on new armors fixed. If it happens again, or in another mod, unequip it (throw it on the ground, have someone pick it up or put it in some other inventory while your backpage inventory is shrunk), and relog to fix. Or relog with it on after equpping and that may fix it. But hopefully no one ever encounters the problem anywhere o/
- Heavy Armor Offhand actually fixed and craftable
- Offhands work properly (you can use them in the right gear types only, and they don't take 200 stamina)
- Added Burning Devastator, gauntlets and claws, to AA T5.
- Imbued Brimstone moved to AA T4
- The infusions and most of the blessings have their own dedicated icons now. The new funcom icon layering system gets weird as hell so I give up.
- Flame Healing recipe changed and moved from T3 to T4. Flame healing heals for more over time, but starts out weak and grows stronger the longer it is on. It now lasts 30 seconds (again), and debuffs the caster by 1/3 up from 1/4. It can still be cancelled early. Scourgefire burning targets cannot heal, but may resume if the fire falls off and the healing is still active.
- Added Herbal Tea and Cleansing Brew to AA T4. You may need to hand it out after flame healing.
- Smoldering will now check if you're near a burning target to heal so you don't have to touch them after the initial lighting. You still need to trigger cinderburning though
- Demon Corruption eating now triggers its corruption eat+heal when you hit 100 corruption (how much its always consumed) rather than as soon as you have a single point of corruption
- Detect Corruption no longer has blinding whiteness and does less damage (less than 1) per tick.
- Scourgefire now removes corruption, more the longer it is active. Scourgefire also finally has its own icon now, f. It will also remove the component some sorcery based corrupted healing uses.
- Scourgefire bow damage has been doubled, from 10 to 20. Use whatever arrows in it, it has a string..just imagine it has...a place to knock the arrows...!

- Medium armor buff, retaliation duration moved from 3.0 back to 3.5 for now.

- Water Tribe (Take) weapons have experimental effects.
- Savage Light combo 1 movement cancel spam removed and attack cancel point increased
- Fixed mastersmithing Reforging (Shatter and Critical Strike). They are not yet permanent though.


-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 9, 2021 @ 7:36am

v.1.9.79
Hotfixoops
- Fixed Medium armor doing some stacking it wasn't supposed to. Doesn't grant acc that it isn't supposed to. Reduced duration of boost.
- Heavy Offhand is craftable. Fixed other offhand crafting mats.
- Cinderbask heal increased. 3 health once every 3 seconds, to + 1% health +3 health every 2 seconds for 2 ticks
- Treefrog poison wasn't doing full damage on tick most of the time. It no longer does the poison damage to undead, but all other parts of the acid take effect. It does not add its acid eaten effect so fast, only on some stacks, on tick, and the initial stab. It does a little more damage up front now. Acid eaten lasts 1 minute down from 3.
- Added Alternate recipes for mastercrafting repair techniques that use 4 power fragments instead of afriti blood.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: Mar 9, 2021 @ 3:11am

v.1.9.77
- Throwing spikes now count as ranged weapons and scale primarily off accuracy. Normal thrown weapons scale off strength and accuracy almost evenly, but slightly more off strength just for general knowledge.
- At Accuracy 40+ Throwing Spikes now have a 5% to crit and deal extra damage equal to their bonus (non-weapon) damage.
- Infusions last 5 minutes. Its nice to share and when they disappear too fast in the trade process, poopy.
- Burning Greatsword added to AA T5. Its existed for eternity but wasn't in the craft list.

- Darfari Neckbeads and Southern Neckrings have been added to the DL armor crafting category. Mastersmiths can craft the epic versions
- Added Marksman's Coat to DL Armor crafting category.
- Flawlesss Hyperborian Light Loincloth requires 1 keystone now

- Continuing to pull some of the major, non dot effects of faction weapons off and put those more in the wielders power/ability set, Melee Asura Afriti weapons do not heal over time. They will now heal when in contact with burning enemies, and slightly more than before

+ Armor Class Bonuses have returned +
-- The way they work this time is different. They do not add passive stat buffs. There is now a deadlands armor category. In it you will find the feat, and 6 armor mastery feats. The lower forms have two recipes, the paper and the offhand. The offhand grants some stats and allows you to do a knockdown flip, a wounding backslash, or a wounding shoulderslam. The paper that tells you what its about. What its about:
- Light Armor Mastery (LAM): refunds a portion of stamina after a dodge. LAM2 refunds more.
- Medium Armor Mastery (MAM!): for a short time, adds a buff to might and accuracy HAM2 adds a higher bonus.
- Heavy Armor Mastery (HAM!!): Upon taking hits, you'll gain stacks, and when you've reached 10 stacks, you'll knock your attacker back and gain the Momentum buff that prevents any knockback for a short time. It will go on cooldown afterwards. HAM2 shortens the cooldown.
The focus of these buffs is to give a bit of identity around the armor types, and allow you to stay in the action longer through different styles.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)