New challenges and riches await groups of stalwart adventurers within the Deathfist Citadel! This change brings a few new faces to the Orcish Wastes that are anxiously seeking the help of adventurers just like you. Entrance to the citadel can be had via the old sewer entrance or by removal of the gate keeper, Vigo Cerebus. Once slain, the gate remains unlocked for those wishing passage. Additionally, several old quests in the dungeon have been retooled and have had their rewards altered to reflect the newest item rules.
But wait, there’s more![]
New armor sets can be crafted by using the Blood Iron Forge within the citadel. Crafters interested in creating these new pieces of armor should keep an eye out for new recipes and raw materials that can be found throughout the dungeon.
Items[]
Vaniki's ring may now be transmuted and offered at deity altars.
Books that have quests now indicate that in their tooltip and examine info.
Dark ElfWizards have corrected the problem with flying carpets and hover platforms moving slowly in reverse.
The Scintillating Balanced Fastening will now properly give the correct bonus - Scintillating Defensive Screen. Previously it incorrectly pointed to the Lambent Defensive Ubiquity adornment.
The tinkering and transmuting reactions arts will now display their techniques properly in the tooltip.
Long-lost tinkering recipes for adornments have now been found! Many creatures have horded these, but an intrepid gnome at the Gnomeland Security Headquarters, Gnort Fizzlebottom, has begun to copy some of those he's found.
The tailored windcloth scarf now properly requires level 60 to wear instead of level 65.
The Remarkable Noxious Remedy will now properly show the same dispelled levels of toxins on both mouseover and examine info.
The jeweler recipe name and description for Culling the Weak has been changed to properly reflect the name of the spell it creates (Culling of the Weak).
Commission work no longer needs the primary component placed in the first slot.
After reviewing the build components used in Tinkering recipes, the number of components used has been reduced by half across the board. Fuel costs remain unchanged, but the number of components returned by successful recipe creation has also been halved. The overall net result is a lot less resource usage for tinkerers.
PVP[]
Updated several zone lines to prevent PvP exploitation.
Enhanced Macro System[]
New user interface. Drag and drop items, spells and abilities to create macros
Create macros to equip multiple items to specific slots for quickly swapping gear
Create macros from spells/abilities in your hotbar by right-clicking and choosing "Create Macro"
Assign any icon to a macro by dragging it to the icon in the macro window
Macros display reuse timer shading based on the first spell in the macro
Fixed an issue in Unrest that would cause the dolls in the nursery to reset to an unattackable state after they were partially defeated and the players wiped to the attack.
Adjusted the text on triggered effects which can proc off either a melee attack or a spell.
UI Moders can now use the 'child' property of an object to refer to a child object that has the same name as a property value. Example:
In the raid window, script cannot reference controls such as the text control Group1.Member1.Name because .Name refers to the name of the page Member1. The control can now be referenced using the syntax: Group1.Member1.child.Name.
EQ2i credits the SOE/DBG Forums for some of the information in this article.