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Friday, August 25th Design Notes: Reimagined - DeathKnight and Technomancer!

 
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8/25/2023 20:50:38   
Laeon val Observis
Member
 

quote:


Friday, August 25, 2023
Reimagined - DeathKnight and Technomancer!
Hey there, heroes!

In this month's Reimagined release, DeathKnight and Technomancer have received a ton of balance updates and adjustments! And so much more!


A number of quests have had graphical issues fixed, bugs have been resolved, and so much more!



Don't forget to clear your cache!

First up, DeathKnight changes! DeathKnight has received a large number of adjustments to increase its survivability, damage output, and general usability.
  • DeathKnight Relics now merge sequentially, and merge prices have been adjusted.
  • DeathKnight scythe weapons can now be clicked to switch element between Darkness and Light.
  • Damage ranges on level 90 DeathKnight weapons have been narrowed.
  • Relic Barrier now has a duration of 99 turns, and updates its value when a skill is used, rather than being removed when any equipment is changed.
  • Healing Presence base heal per turn value decreased from 3% max HP to 2% max HP, but each equipped Defensive Relic (Helm/Cape) will increase healing by +1% each (max 4%).
  • Consuming Presence base damage increase value (before relics) reduced from +60% weapon damage to +50% weapon damage.
  • Consuming Presence effect when equipping 2 Offensive Relics (Weapon/Belt) increased from +10 Bonus/Crit and +10% base damage to +20 Bonus/Crit and +20% base damage, for a total maximum of +100% base damage with all relics equipped.
  • Attack
    • Base damge increased from 90% to 100%
    • Now recovers 15 MP.

  • Garb of Undeath
    • Avoidance effect increased from 140 + 40 from relics to 140 + 80 from relics

  • Instill Fear
    • Base damage increased from 90% to 100%
    • Cooldown reduced from 15 to 12

  • Obliterate
    • Now does 5 hits of 35% (total 175%), up from 2 hits of 57.5% (total 115%)
    • Cooldown reduced from 10 to 9

  • Unholy Shadow
    • Base damage increased from 110% to 120%

  • Soul Slash
    • Base damage increased from 90% to 100%
    • Cooldown reduced from 5 to 4

  • Blood Tap
    • Base damage increased from 90% to 100%
    • Cooldown reduced from 9 to 7
    • Heal increased from 8% + 4% from relics to 12% + 6% from relics

  • Necrotic Shift
    • Healing Presence HoT effect increased from 2% + 2% from relics to 3% + 3% from relics
    • Consuming Presence DoT effect increased from 20% + 20% from relics to 40% + 40% from relics
    • Consuming Presence DoT effect will automatically affect your target when swapping to Consuming Presence
    • Consuming Presence now also increases enemy Health resistance by (Player's Missing HP% + Monster's Missing HP%)/2, with a minimum of +20 Health res

  • Inspire Weakness
    • Base damage increased from 90% to 100%
    • Crit debuff doubled to a maximum of -100 Crit

  • Dark Rite
    • Base damage increased from 90% to 100%
    • Now increases Crit in addition to Boost and Bonus
    • Relic scaling formula changed to be consistent with other skills

  • Strength Reap
    • Base damage increased from 90% to 100%
    • No longer needs to hit in order to apply bu ff to self
    • Enemy debuff duration increased from 4 turns to 5
    • Enemy debuff also increases based on equipped Relics (maximum -40 Boost/Bonus)
    • Relic scaling formula changed to be consistent with other skills

  • The Edge of Death
    • Cooldown no longer carries over between battles.
    • Now purges all DoT effects on self when used.

  • Cursed Strike
    • Damage increased from 105% + 10% x Relics equipped (max 165%) to 100% + 15% x Relics equipped (max 190%)

  • Dreadblade
    • Renamed to Call of the Dead, animation changed.
    • Now does 5 hits of 40% (total 200%), up from 3 hits of 55% (total 165%)
    • Extra base damage from missing HP has been doubled
    • Now heals the player for 10% of damage dealt
    • Cooldown reduced from 10 to 9

  • Tooltips have been updated and adjusted for clarity, some tooltips will even update when items are equipped or unequipped.
  • Reduced lag when swapping builds with DeathKnight equipped and in some other cases.
Next, Technomancer! Technomancer has received a number of adjustements aimed at defining its identity as a "mana berserker" while also discouraging losing MP by use of minimum WIS sets/swapping.
  • Drive Boost will now disable for 1 turn for every Level/10 WIS deviation beyond the allowed threshold (Level/5 WIS), rather than a fixed 3 turns.
    • The WIS deviation threshold for triggering Recalibration has been fixed to be Level/5 WIS, rather than Level/10 WIS. (18 WIS at 90, up from 9 WIS at 90)
    • If the player's WIS deviates by more than the Recalibration threshold, they will be given Recalibration for a number turns equal to each additional Level/10 WIS threshold crossed.
      • For example, at level 90, you will be able to increase or decrease WIS by 18 without triggering Recalibration.
      • However, a deviation of 19-27 WIS will trigger Recalibration for 2 turns, 28-36 WIS will trigger Recalibration for 3 turns, etc.

    • Triggering additional Recalibration effects while Recalibration is already active will add additional turns to the remaining Recalibration duration.

  • Drive Boost rounding has been adjusted to be slightly more accurate
  • Heat now deducts MP from the player before calculating Drive Boost and usable skills for that turn.
  • Skill Order has been adjusted so all Dragon Amulet skills are now on the right side of the skill bar.
  • Attack
    • Now recovers 15 MP

  • Reactive Barrier
    • Now has reduced animation delay at the end of the skill

  • Mana Burst Grenades
    • Base damage reduced from 100% to 50%
    • WIS multiplier tripled (every point of WIS now increases the base damage by 1%)

  • Static Overload Burst
    • Damage range removed, now always does 120% base damage
    • Animation delay against multiple targets has been reduced

  • Tog-Drone Tracking
    • +Crit effect increased from 50 to 75

  • Sonic Boom Blaster
    • Now applies 3 turns of -30 Boost, -50 Crit
    • Cooldown reduced from 14 to 11

  • Force-Sword
    • Gains 50% more effect from Drive Boost (Maximum 430% base damage, up from 330% base damage)

  • Mana Eruption
    • Renamed to Mana Equalizer
    • Cooldown reduced from 18 to 14
    • Now always does 1 hit of 300% base damage, unaffected by Drive Boost
    • When you have more than 50% MP, will remove 25% of your max MP
    • When you have less than 50% MP, will recover 25% of your max MP

  • Enhanced Metallic Aging
    • DoT effect reduced from 100% base damage to 50% base damage
    • Now deals 4 hits of 25% damage (total 100%), instead of 1 hit of 100% base damage

  • Photon Bow
    • Now deals 5 hits of 30% damage (total 150%) up from 3 hits of 40% (total 120%)
    • Animation has been adjusted accordingly

  • Overclock
    • MP cost increased to 100
    • Now increases Heat by +4

  • Tooltips and effet descriptions have been adjusted for clarity
  • Yix now has some dialog explaining the basics of Technomancer's Drive Core and Heat mechanics.
As always, future adjustments and balance changes may come as needed!

Other adjustments and bugfixes:
  • Antithesis weapons, Cumulonimbus weapons, and Stormhawk have had their element swapping effects fixed yet again.
  • Exalted Unity and Exalted Penultima no longer swap element on hit. Instead, they can now be clicked to change between Evil and Good.
  • Sunbreeze Grove's DragonLord customization upgrade dialog has been changed to better reflect the customization unlocking.
  • Other adjustments and typo fixes (so many typos) to Sunbreeze Grove dialog will happen at a later date.
  • The following quests have had an issue fixed where the character would flicker and delay loading when on screen:
    • From the Embers
    • Chasing Answers
    • Outpost Outskirts
    • Welcome to Outpost Yeden
    • Project Casca
    • Hawk in the Sky
    • Crash and Burn
    • Into the Abyss
    • Jungle's Fury
  • If you encounter these "player flickers" in any other quests, please let us know, and we can fix them. Most of them.
  • The Book of Lore now has a new interactive banner for showing off seasonal and weekly specials!
  • Anything else that may have been forgotten!


Next up we have two new Customization Catalysts available for sale!


The Delta Soul Visor and the Delta Star Visor are now available! These cosmetic helms not only look great and color custom to your weapon element, but they're Customization Catalysts as well!

The Delta Soul Visor unlocks the Delta customization for Soulweaver and Master Soulweaver.

The Delta Star Visor unlocks the DeltaStar customization for Master Soulweaver.

You can pick them up in the Customization Catalysts shop in the Book of Lore! (You can click on the new banner to instantly open the shop!)



And that's everything for this week! Between fighting with the interface, sorting out behind the scenes lag, and so, so much more... it was... a lot! We also couldn't have done this without the help of our awesome testers! So huge thank yous to them!

Now, I'm going to curl up in a nice cold place. Have an awesome weekend!

Don't forget to subscribe to the DragonFable newsletter for update news!

DragonFable Account Manager here!

You can also join us on Discord ( official or fan-made)! We hang out there for feedback, fan art, and more!



< Message edited by Laeon val Observis -- 8/26/2023 16:51:10 >
DF AQW  Post #: 1
8/26/2023 0:39:32   
Roxas45
Member

Looking forward to checking things in the game. Deathknight has always been one of my favourite classes ever since its launch.

However, I'm fairly certain I'm going to be needing a diagram and flowchart to explain the Deathknight stuff.
Question - Does this also affect the relics of Xeclem?
AQ DF MQ AQW  Post #: 2
8/26/2023 1:45:24   
Flabagast
Member

@above I believe so.

Well, it's been a while since I've used either of these classes, so I'm looking forward to playing around with both of them. Technomancer changes seem pretty good with some needed buffs to a few skills (a little sad about Metallic Aging but I suppose it was warranted) and I'm very curious to see how the changes to Drive Boost will feel.
AQ DF MQ  Post #: 3
8/26/2023 3:00:48   
Laeon val Observis
Member
 

@Roxas, as far as what has already been described in the DNs, the set bonus effects of the Utility-type DK relics (Ring/Necklace) remain as is. The changes to the Offensive-type relics make DK even more brutal to the point that the subtle changes to damage multipliers on its certain skills and the revisions to its signature sword are icing on the cake. The changes to the Defensive-type relics are just there to pretty much remind the player what they'll lose out if they only use the DK helms/capes as cosmetics instead of equipping them now that their impact to the class's healing factor is more apparent.

As per the rotation, it's actually compressed that DK's downtimes are less apparent. Based on my test on (Avatars have mercy on mental health) Tomix in the Ravenloss Saga finale -and to maximize the skill usage, was confronted in Extreme Mode (his HP is a bit above 16.6k in that state)- the offensive and defensive rotations mentioned in DK's Endgame Wiki page can be used near back to back. Basically:

Offensive rotation (in Consuming mode throughout)>Obliterate>Cursed Strike>Defensive rotation (Healing mode until Soul Slash, Consuming till the end of rotation)

The Cursed Strike not tied to any of the two primary rotations can be omitted since Necrotic Shift's extra action is still there ready to prime the skills used both during offense and defense that are cooling down. The test fight is biased such that the enemy's element (Evil) meant DK won't be hurt too much, but otherwise this paints a decent picture of how a DK can end a fight on similar HPs and resistances (the adjustments would primarily still be when to stay Consuming or Healing).
DF AQW  Post #: 4
8/26/2023 3:12:34   
Vaalirus
Member

Deathknight certainly hits harder and I think heals better too now that it can recover health with Call of the Dead, like how we took Zeclem's special health attack animation by the way its pretty neat. It even has extra avoidance now too for defense and the Edge of Death gives you at least one opportunity to survive an extra turn if you're facing an inn boss that placed a DoT on you and won't do so again for a while in their rotation. The recover of MP is also a nice touch. The real kicker here is the deathknight blade being able to swap between light and dark, from a lore perspective this makes some sense given that in order to use deathknight we have to train in both necromancer and paladin to acquire the skill set and within context of what we've been told: Deathknights in this setting are often just paladins that have fallen to darkness. From a gameplay perspective, this this allows Deathknight to make use of the full relic barrier for bosses that are not completely resistant to both light and darkness. Additionally, this might allow for some opportunistic punishment for those making use of Blade of Destiny alongside Inspire Weakness and maybe even Ricterild EX if they're lucky enough to get a proc.

All in all, I'm liking these changes so far.


Also loving the new customizations for soulweavers.

< Message edited by Vaalirus -- 8/26/2023 3:13:59 >
DF  Post #: 5
8/26/2023 9:54:31   
awe921
Member

As a NDA, I genuinely cannot thank Dove, Veryl and the crew enough for finally, *finally* putting the DA-only skills in their right(hand) spots. It was about time!

Also love the ability to change the Deathknight Blade from Dark to Light and back & forth. finally, I can live out my dream fantasy of beating Zeclem down as a Deathknight myself...
Post #: 6
8/26/2023 16:09:46   
MsChickenFingers
Member

Hi everyone! I've been trying out the new Deathknight and just wanted to check with others whether the Relic Deathknight Blade can indeed switch elements. The weapon description does mention "Click to switch between Darkness and Light", but clicking on it does nothing, either in battle or the overworld. The weapon remains locked to Darkness.
Post #: 7
8/26/2023 16:22:02   
Vaalirus
Member

^ Try clearing your cache in the Artix Game Launcher because that seems to be the reason why the blade wouldn't initially switch elements for me
DF  Post #: 8
8/26/2023 16:36:57   
MsChickenFingers
Member

Thank you Vaalirus, clearing the cache worked right away. I'd switched between characters to check it on the level 40 Deathknight Blade, and it worked there. But when I got back to my main character, the Relic Blade still wouldn't switch elements, so I thought that specific version of the weapon might be nonfunctional or something.
Post #: 9
8/26/2023 22:39:56   
Roxas45
Member

Oh wow.
Testing some of the gear, and I've got the level 40 stuff for certain slots (Since I never upgraded them before), but even THAT is hitting stuff like a TRUCK.

I'm actually going to go grind out the levels for the equipment...
I mean, if I can do AQW Farming, then DF's farming should be a piece of cake, aye?

I'm honestly surprised though - I'm able to do the farming for the Umbral essence and I'm able to one shot things that I definitely wasn't able to before.
Not to mention, the regular attack restoring 15 mana is quite helpful.

One odd thing though - I only noticed when going over the gear for the class.
The Deathknight blade - the level 40 version - seems to show a sword icon, even though the description puts it as a scythe. The rest of the levels seem to be alright though.


Man, I haven't even touched Technomancer yet. XD
Thats going to be a lot of fun too I expect.
AQ DF MQ AQW  Post #: 10
8/27/2023 1:10:04   
DragonKeeper
Member

The improved DeathKnight is a lot of fun. I especially enjoy the "call of the dead" animation that is similar to Zeclem's at the Inn.
DF  Post #: 11
8/27/2023 9:36:47   
Roxas45
Member

I've said this before, but I'll say it again - the grind in Dragonfable is NOTHING compared to the utter trainwreck that is AQW.

I've got all the DK items, at at least level 60, and I think the way to get the rest of them is going to be manageable too. (Which I consider a feat, considering how I'm unwell and lying in bed all day most of the time)
My god have I missed this class.

I am finding it annoying in one aspect though - The equipment that I would otherwise Don does provide better stats (at the moment) - but having them would ruin the bonuses of the DK class itself.
Not to mention the two sets having wiiiiiiiiiiiildly different aesthetics.


I managed to beat Seppy in the Inn of time.
I did not think that would have been possible in all honesty. I find that this class is genuinely amazing.
And in terms of functionality, close to being something like an AQW class - Bear with me - In the way that you can sustain yourself SO well. Mana, HP, Damage, Boosts, Healing, etc.
I've had classes before that I've regarded as "Good for Farming, but not great for bosses" - and now I'm finding that the DK is basically everything I need (for now).

Is there a way to boost that ALL Resist by any chance?
Right now, with a full set, I'm getting 40% All.
Then with the skill, an additional 60% All.

Is there a way to tip it over, and heal from attacks?


And I'm also noticing the thing from older classes - the healing pads are ridiculously slow. I find it easier to sustain HP and mana by fighting the enemies in all honesty.

< Message edited by Roxas45 -- 8/27/2023 9:38:54 >
AQ DF MQ AQW  Post #: 12
8/27/2023 16:12:31   
scepulchure
Member

Great changes to Deathknight; I would love to see such changes on necromancer (and/or necro paragon) too.
AQW Epic  Post #: 13
8/28/2023 2:22:32   
Roxas45
Member

Testing some fights in the Inn - This thing is looking even better, the more I upgrade my gear.
However, the +40% to ALL seems to be capped?

But also - Greed seems to be devouring this status? I'm not 100% sure, since when I check the status, it shows it as having reset.


Are there any fights in the Inn that is specifically SUITED for the DK? I am currently getting through fights with sheer survivability. Right now I'm just taking a wild stab at things without much of a plan.
But I am intrigued.
AQ DF MQ AQW  Post #: 14
8/28/2023 2:46:08   
MsChickenFingers
Member

quote:

Are there any fights in the Inn that is specifically SUITED for the DK?


Fallen Purpose is well suited to DK because of the high Dark/Evil resists, and is now much more doable with DK since you can get the full bonuses by switching to Light element on the DK blade. Gotta Start Somewhere is also suited to DK because of the 80 Dark/Light resists. Everlasting Night should also be possible, although I never got around to it. Unending Empires is also the same shtick with +Dark/Light resists.
Post #: 15
8/28/2023 5:49:51   
Laeon val Observis
Member
 

After taking Techno out for a spin, including 2 full-power trial runs on a solo 25k HP Dummy (first using a 100 WIS build, then the standard issue 45 WIS), this update reminds me that both classes are MP guzzlers, though Techno takes the cake for being the most obvious. While most of the updates to it are welcome as they mostly preserved the flexible nature of the class in terms of skill usage, Overdrive's MP cost feels too high.

The usage of the MP control skill pretty much opens the door for a very aggressive rotation without having to do the Turn 1 gearswap that is used to cheat a high Drive Boost (can be subbed for Metallic Aging depending on the game state such that the latter can now be reserved for offing deathproof targets once they're in kill range) but burns through MP like butter. After 2 aggressive rotations, it pretty much prompts the player to either devour an Instant Pierogi to maintain wherever they are in the rotation or to chug an MP pot as Mana Equalizer at this stage will be derailed to safely recharge mana reserves to safe amounts before a 3rd offensive can be completed. Part of the extreme pressure is due to the 100 MP cost Overdrive currently has regardless of 100 or 45 WIS. Perhaps lowering it to 50 might offer a bit more leeway.

< Message edited by Laeon val Observis -- 8/28/2023 5:50:39 >
DF AQW  Post #: 16
8/28/2023 9:00:44   
Roxas45
Member

I've noticed the MP Consumption to be a bit of an issue as well.
When we first got the Wis Stat replacing the Mp stat in this game, the DK was the reason I wanted to invest ANY points into it as majorly as I did.


As for rotation, I've kinda got this going for the DK as of now.

(Keep in mind that I have all the relics thus far. At Level 70, whereas I'm at level 80 - but they still work QUITE well I must say)

HP = Healing Presence, CP = Consuming presence.

Start - (HP) Garb of Death OR (CP) Instil Fear
Depending on whether the enemy is singular, or multiple, and if they have an innate immobility resist. (If single, and no modifiers, Then go for stun, else Shield).

Offensive:
If single:
CP - Inspire Weakness -> Dark Rite -> Cursed Strike -> Obliterate (Crit)
If Multiple:
CP - Unholy Shadow -> Obliterate (Crit)

Assuming that you're able to survive an extra hit. Else, if there is any danger, shift to defensive as soon as able.


Defensive: (Or when you find your HP is getting low)
HP - Necrotic Shift (To activate HoT) - You get one "bonus turn" -> Unholy Will -> Blood Tap

Unholy Will to kind of ensure that the damage taken is near minimal (How am I STILL taking ANY damage at 100 all resist???) and then Blood Tap to get a nice chunk of health back.

Where possible, Shield/Unholy Shadow and Unholy Will, and use regular HP Attacks to regain MP.
I realize I haven't done EXTENSIVE Testing, with cooldowns and all - since most of the fighting has been done surrounding mobs, than outright full bosses (I'm not even sure I WANT to calculate for the inn bosses)



MP and HP regen I'm finding more useful when going through long dungeons - like for the farm of the Items needed to get the DK items.
Monsters of fairly low levels, and you dont get obliterated if you just exchange blows casually, and in the process, healing yourself.
AQ DF MQ AQW  Post #: 17
8/28/2023 16:36:06   
Laeon val Observis
Member
 

Did additional testing with Techno, this time just going for a 200 END/145 INT/100 WIS configuration, finally found a long-term rotation that maximized the skills of the class:

(Shield>)Tog>Equalizer>Horizon>Aging>Sword>Grenades>Shield>Magnetic>Sonic>Vent/Over>Vent/Over>Shield

Just like before, Shielding Turn 1 depends on a fight-by-fight basis. The skills that follow soon after is rinse and repeat unless you reach the point you need to sit down for an MP pot (should be good for around 3 cycles). Equalizer, despite not being affected by Drive Boost, unleashes devastating damage even if just enhanced by Tog, and its placement in the rotation ensures the subsequent skills take full advantage of a Tog+Horizon powerup just enough that both empowerments expire just when you need to shield. The reasoning behind the Vent/Over decision at the end of the rotation usually boils down to whether you need to impair the enemy's healing immediately or not (plus helps reset Heat values to delay the inevitable MP pot), or maximizing Vent's damage and the anti-Heal being just a deadly bonus (an Over>Vent leaves the target with only 25% healing efficacy).

EDIT: After reviewing the rotation, the Vent/Over parts can be Over>Filler (Photon or Drill if somehow trying to fish for on-hit shenanigans, Static if precision takes precedence due to the target hiding behind a shield of their own) for a more daring approach at the expense of MP stamina.

< Message edited by Laeon val Observis -- 8/28/2023 17:01:22 >
DF AQW  Post #: 18
8/28/2023 21:10:52   
Lee
Member
 

In brief, the changes on Deathknight look pretty good. You're still handicapped due to Relic Barrier being low compared to other classes not having that gear lock so to speak, but your damage as well as healing capabilities make up for it. Even in res stack fights like Eulin, Deathknight works considerably better than before despite Relic Barrier being low. Obviously, you'll struggle in Ice and Dragons but that's partially due to said fight being both a Shield Check and Res Check fight.

Yea, Relic Barrier is capped at 40 All res before trinkets or Legion/Epoch Bracer. With those, you can hit 56 All res (give or take) by using a 10 All weapon, Legion/Epoch Bracer and Elemental Unity - Corrupted Seven trinket also works.

For what it's worth, I'd recommend using WIS if you're questing with Deathknight at lower levels and/or struggling in regards to MP.

I'm liking Technomancer's changes. Now you can run INT and drop DEX because your DoT is no longer (honestly) ridiculous. An example of this is, I frequently used Aging -> Horizon -> Overclock -> Shield then followed through with your usual Tog -> Aging -> Horizon rotation, this was further reinforced with -WIS swap since your DoT doesn't get affected by Recalibration. In other words, INT Techno better now.

I do like the idea of running 200 WIS/END on Technomancer as it opens new ideas. Not only does Grenades gain a fair bit of damage from it, but you're able to use Overclock without stressing too much on your MP as well as Equalizer to kick up your Drive Boost for your burst/damage. This works out even better in longer fights as Overclock's meager 100 MP cost is rather small all things considered, whereas running with 200 INT/END, you need to be more careful. With that in mind, I feel like Overclock is alright where it's at, it has an actual cost now so you can't just use it every chance you get.

Looking forward to making some videos on Technomancer/Deathknight but I'm going to give it a week in case any changes occur.
Post #: 19
8/29/2023 4:22:02   
Laeon val Observis
Member
 

Ran a test of the 200 END/WIS 45 INT and compared it with my 200 END/145 INT/100 WIS with a 50k HP Dummy. I'd say that while both have a place in various combat scenarios, the latter build is more stable as it ensures the Techno won't be vulnerable to an anti-STR/INT/DEX debuff which occurs the most frequent when compared to other anti-mainstat effects. Not to mention that enemies will die with fewer skill cycles (using a generic instead of an offensive gear set, the rotation I designed can actually go beyond three cycles. Never had to MP pot to drop 50k of health to zero), something that can be critical that most of the recent bosses have boost over time effects. The only thing notable with a 200 WIS construct is that it can actually stay in Over>Filler closing sequence for longer (used Photon as the filler move), which opens high rolling for on-hit effects, most likely BoA or Warlic's Gift (by the time I had to revert to Over>Vent, the Dummy was already pretty much dead).
DF AQW  Post #: 20
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