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	<channel>
		<title><![CDATA[The Chronicles of Spellborn - Bug reports and known issues]]></title>
		<link>https://forum.spellborn.org/</link>
		<description><![CDATA[The Chronicles of Spellborn - https://forum.spellborn.org]]></description>
		<pubDate>Fri, 16 Oct 2026 18:58:18 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How to Pair Canto and Rascal in Arc Raiders - U4GM]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1910</link>
			<pubDate>Tue, 08 Sep 2026 04:29:51 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=2777">glico</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1910</guid>
			<description><![CDATA[Choosing the Rascal changes how an ARC Raiders squad approaches armored threats, because it gives a mobile player explosive reach without committing to the heaviest weapon class. Players planning long-term loadouts should also track <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders BluePrints</a> for the equipment that supports their preferred role, since the launcher performs best inside a prepared kit rather than as an improvised pickup. Its value is not constant damage; it is solving difficult ARC encounters quickly enough to protect ammunition, healing supplies, and extraction plans.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Rascal Is a Precision Tool for Armored ARC Targets</span><br />
<br />
The Rascal belongs in the specialist slot, not in the hands of players expecting a universal answer to every fight. Conventional firearms remain more reliable against mobile Raiders, sudden close-range pressure, and targets that demand sustained fire. The launcher earns its inventory space when armor, durability, or dangerous positioning makes ordinary rounds inefficient.<br />
<br />
This distinction matters during extended farming runs. Spending multiple magazines on a heavy ARC can leave a squad poorly supplied for the next encounter, especially when the route still includes loot zones and an extraction point. A few well-placed explosive shots can preserve primary ammunition and reduce the time spent exposed in a contested area.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Reload Discipline Determines Whether the Build Works</span><br />
<br />
The Rascal's reload cycle is its defining risk. Firing from an open lane and immediately reloading invites pressure at the exact moment the player has the fewest options. Experienced players treat every shot as the start of a movement decision: fire from a protected angle, retreat behind hard cover, then reload while the ARC loses direct sight.<br />
<br />
Identify a retreat route before firing the first explosive round.<br />
Wait for attack pauses instead of chasing constantly moving targets.<br />
Reload only when cover blocks the enemy's immediate response.<br />
<br />
Target behavior is equally important. Heavy ARC units often reveal predictable moments during attacks, turns, or recovery animations. Those windows are more valuable than firing at maximum pace. Launching a round at where a target will be, rather than where it was, improves hit consistency and avoids wasting limited explosive ammunition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pair the Launcher With a Responsive Primary Weapon</span><br />
<br />
A fast primary weapon covers the Rascal's weak moments. The Canto is a practical companion for players who expect close Raider encounters, because its quick handling helps regain control when an enemy closes the distance during a reload. Other flexible SMGs or assault weapons can fill the same role if they offer dependable movement and manageable ammunition demands.<br />
<br />
The key is giving each weapon a separate responsibility. Use the primary for scouting routes, clearing lighter resistance, and protecting teammates at close range. Draw the Rascal only after identifying an armored priority target. Constant switching for minor threats slows the team down and creates unnecessary reload pressure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Defensive Equipment Converts Time Into Damage</span><br />
<br />
Support equipment should protect the launcher's downtime rather than merely add more offense. A Surge Coil placed near a flank route can discourage enemies from rushing the player while a reload finishes. Position it where enemies are likely to cross, such as a doorway, narrow approach, or side path hidden from the firing angle.<br />
<br />
This setup becomes especially useful in high-value farming areas where leaving early means sacrificing valuable materials, but staying too long drains supplies. Secure the immediate area, use the Rascal to remove the armored obstacle, collect efficiently, and move toward extraction before the squad's reserves become thin. Careful resource planning makes each explosive round matter.<br />
<br />
Players building toward tougher expeditions should avoid spending every rare component on damage upgrades alone. Keeping a reserve for ammunition capacity, mobility tools, and defensive devices creates a more stable endgame loadout. Acquiring <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">cheap ARC Raiders BluePrints</a> can help players complete those supporting pieces without delaying their next serious run.]]></description>
			<content:encoded><![CDATA[Choosing the Rascal changes how an ARC Raiders squad approaches armored threats, because it gives a mobile player explosive reach without committing to the heaviest weapon class. Players planning long-term loadouts should also track <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders BluePrints</a> for the equipment that supports their preferred role, since the launcher performs best inside a prepared kit rather than as an improvised pickup. Its value is not constant damage; it is solving difficult ARC encounters quickly enough to protect ammunition, healing supplies, and extraction plans.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Rascal Is a Precision Tool for Armored ARC Targets</span><br />
<br />
The Rascal belongs in the specialist slot, not in the hands of players expecting a universal answer to every fight. Conventional firearms remain more reliable against mobile Raiders, sudden close-range pressure, and targets that demand sustained fire. The launcher earns its inventory space when armor, durability, or dangerous positioning makes ordinary rounds inefficient.<br />
<br />
This distinction matters during extended farming runs. Spending multiple magazines on a heavy ARC can leave a squad poorly supplied for the next encounter, especially when the route still includes loot zones and an extraction point. A few well-placed explosive shots can preserve primary ammunition and reduce the time spent exposed in a contested area.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Reload Discipline Determines Whether the Build Works</span><br />
<br />
The Rascal's reload cycle is its defining risk. Firing from an open lane and immediately reloading invites pressure at the exact moment the player has the fewest options. Experienced players treat every shot as the start of a movement decision: fire from a protected angle, retreat behind hard cover, then reload while the ARC loses direct sight.<br />
<br />
Identify a retreat route before firing the first explosive round.<br />
Wait for attack pauses instead of chasing constantly moving targets.<br />
Reload only when cover blocks the enemy's immediate response.<br />
<br />
Target behavior is equally important. Heavy ARC units often reveal predictable moments during attacks, turns, or recovery animations. Those windows are more valuable than firing at maximum pace. Launching a round at where a target will be, rather than where it was, improves hit consistency and avoids wasting limited explosive ammunition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pair the Launcher With a Responsive Primary Weapon</span><br />
<br />
A fast primary weapon covers the Rascal's weak moments. The Canto is a practical companion for players who expect close Raider encounters, because its quick handling helps regain control when an enemy closes the distance during a reload. Other flexible SMGs or assault weapons can fill the same role if they offer dependable movement and manageable ammunition demands.<br />
<br />
The key is giving each weapon a separate responsibility. Use the primary for scouting routes, clearing lighter resistance, and protecting teammates at close range. Draw the Rascal only after identifying an armored priority target. Constant switching for minor threats slows the team down and creates unnecessary reload pressure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Defensive Equipment Converts Time Into Damage</span><br />
<br />
Support equipment should protect the launcher's downtime rather than merely add more offense. A Surge Coil placed near a flank route can discourage enemies from rushing the player while a reload finishes. Position it where enemies are likely to cross, such as a doorway, narrow approach, or side path hidden from the firing angle.<br />
<br />
This setup becomes especially useful in high-value farming areas where leaving early means sacrificing valuable materials, but staying too long drains supplies. Secure the immediate area, use the Rascal to remove the armored obstacle, collect efficiently, and move toward extraction before the squad's reserves become thin. Careful resource planning makes each explosive round matter.<br />
<br />
Players building toward tougher expeditions should avoid spending every rare component on damage upgrades alone. Keeping a reserve for ammunition capacity, mobility tools, and defensive devices creates a more stable endgame loadout. Acquiring <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">cheap ARC Raiders BluePrints</a> can help players complete those supporting pieces without delaying their next serious run.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What to Socket in PoE 2 Atziri Armour | U4GM Tips]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1908</link>
			<pubDate>Tue, 08 Sep 2026 03:46:14 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=2777">glico</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1908</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Why Atziri's Splendour Changes Body Armour Decisions</span><br />
<br />
Atziri's Splendour asks players to evaluate a body armour slot as a build system rather than a single defensive upgrade. Its mix of increased Armour, Evasion, and Energy Shield, elemental resistance, and +1 to Corrupted Skill Gems gives it broad value, but the real draw is its six Soul Core sockets. Players managing <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">Path of Exile 2 Currency</a> should view the armour as a long-term project, because the cores often determine whether the purchase improves a build or creates new gear problems.<br />
<br />
Six sockets create room to solve several weaknesses at once. A character short on Life, Mana, recovery, elemental scaling, or defenses can tune those needs through the selected Soul Cores. That flexibility is especially useful in endgame, where a rare chest may provide stronger raw Life but forces rings, helmet, and weapon slots to carry too many supporting modifiers.<br />
<br />
The +1 level to Corrupted Skill Gems is more selective than it first appears. It is meaningful for builds whose main damage setup benefits from corruption, but it has little impact on characters relying on ordinary gems. Check the active skill package before treating Splendour as an automatic upgrade.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Soul Core Placement Has Become a Real Build Choice</span><br />
<br />
Recent Soul Core adjustments reward careful placement instead of simply filling every available socket. Citaqualotl offers 40% increased Elemental Damage with Attacks in a Martial Weapon, while Jiquani provides 5% increased Maximum Life when placed in body armour. Zalatl supplies 5% increased Maximum Mana from a helmet socket, creating clear reasons to distribute cores across several item slots.<br />
<br />
That makes Atziri's Splendour strongest for builds that gain useful body-armour effects from multiple core types. Life-based attack characters can use the chest to reinforce their health pool while preserving weapon sockets for offensive choices. Hybrid characters may value its native defensive ratings because they already benefit from several layers of mitigation.<br />
<br />
A common mistake is copying a core layout from a high-investment character without checking socket opportunity cost. Moving a damage core out of a Martial Weapon to fill the chest may reduce clear speed more than the added utility helps. Compare each core against what it replaces, not against an empty slot.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">When the Armour Becomes Worth the Switch</span><br />
<br />
During the campaign and early maps, a well-rolled rare chest can be more efficient. Life, resistance, and one strong defensive modifier usually solve immediate survival issues with fewer moving parts. Splendour becomes more appealing once the rest of the equipment can maintain resistance caps and attributes without depending on the body armour.<br />
<br />
Its best timing is often after a player has identified the build's persistent bottleneck. If deaths come from weak effective health, Life-focused cores can justify the transition. If Mana limits repeated skill use, support the resource plan through the helmet and other core locations before committing to the chest.<br />
<br />
Secure resistance caps before replacing a dependable rare body armour.<br />
Price the full core setup, not only the unique item.<br />
Test map clear speed after relocating weapon-focused Soul Cores.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Farming and Resource Planning for a Six-Socket Setup</span><br />
<br />
Ritual encounters remain useful for players building toward this armour because they can supply equipment and valuable crafting resources during progression. Prioritize encounters that fit your normal map route rather than chasing every reward window. Consistent completion produces steadier returns and leaves more time for maps that advance character level and Atlas goals.<br />
<br />
Do not spend every valuable core on temporary equipment. Keep a small reserve for the final chest, weapon, and helmet arrangement, particularly if your build is still changing skills. Replacing several cores after each upgrade can drain resources faster than upgrading a single rare item with a clear purpose.<br />
<br />
For players ready to refine a settled endgame character, <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">cheap POE 2 Currency Orbs</a> can support targeted core purchases and gear adjustments without interrupting mapping momentum.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Why Atziri's Splendour Changes Body Armour Decisions</span><br />
<br />
Atziri's Splendour asks players to evaluate a body armour slot as a build system rather than a single defensive upgrade. Its mix of increased Armour, Evasion, and Energy Shield, elemental resistance, and +1 to Corrupted Skill Gems gives it broad value, but the real draw is its six Soul Core sockets. Players managing <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">Path of Exile 2 Currency</a> should view the armour as a long-term project, because the cores often determine whether the purchase improves a build or creates new gear problems.<br />
<br />
Six sockets create room to solve several weaknesses at once. A character short on Life, Mana, recovery, elemental scaling, or defenses can tune those needs through the selected Soul Cores. That flexibility is especially useful in endgame, where a rare chest may provide stronger raw Life but forces rings, helmet, and weapon slots to carry too many supporting modifiers.<br />
<br />
The +1 level to Corrupted Skill Gems is more selective than it first appears. It is meaningful for builds whose main damage setup benefits from corruption, but it has little impact on characters relying on ordinary gems. Check the active skill package before treating Splendour as an automatic upgrade.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Soul Core Placement Has Become a Real Build Choice</span><br />
<br />
Recent Soul Core adjustments reward careful placement instead of simply filling every available socket. Citaqualotl offers 40% increased Elemental Damage with Attacks in a Martial Weapon, while Jiquani provides 5% increased Maximum Life when placed in body armour. Zalatl supplies 5% increased Maximum Mana from a helmet socket, creating clear reasons to distribute cores across several item slots.<br />
<br />
That makes Atziri's Splendour strongest for builds that gain useful body-armour effects from multiple core types. Life-based attack characters can use the chest to reinforce their health pool while preserving weapon sockets for offensive choices. Hybrid characters may value its native defensive ratings because they already benefit from several layers of mitigation.<br />
<br />
A common mistake is copying a core layout from a high-investment character without checking socket opportunity cost. Moving a damage core out of a Martial Weapon to fill the chest may reduce clear speed more than the added utility helps. Compare each core against what it replaces, not against an empty slot.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">When the Armour Becomes Worth the Switch</span><br />
<br />
During the campaign and early maps, a well-rolled rare chest can be more efficient. Life, resistance, and one strong defensive modifier usually solve immediate survival issues with fewer moving parts. Splendour becomes more appealing once the rest of the equipment can maintain resistance caps and attributes without depending on the body armour.<br />
<br />
Its best timing is often after a player has identified the build's persistent bottleneck. If deaths come from weak effective health, Life-focused cores can justify the transition. If Mana limits repeated skill use, support the resource plan through the helmet and other core locations before committing to the chest.<br />
<br />
Secure resistance caps before replacing a dependable rare body armour.<br />
Price the full core setup, not only the unique item.<br />
Test map clear speed after relocating weapon-focused Soul Cores.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Farming and Resource Planning for a Six-Socket Setup</span><br />
<br />
Ritual encounters remain useful for players building toward this armour because they can supply equipment and valuable crafting resources during progression. Prioritize encounters that fit your normal map route rather than chasing every reward window. Consistent completion produces steadier returns and leaves more time for maps that advance character level and Atlas goals.<br />
<br />
Do not spend every valuable core on temporary equipment. Keep a small reserve for the final chest, weapon, and helmet arrangement, particularly if your build is still changing skills. Replacing several cores after each upgrade can drain resources faster than upgrading a single rare item with a clear purpose.<br />
<br />
For players ready to refine a settled endgame character, <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">cheap POE 2 Currency Orbs</a> can support targeted core purchases and gear adjustments without interrupting mapping momentum.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Crash from launcher]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1907</link>
			<pubDate>Thu, 02 Apr 2026 05:16:58 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=2772">Crowharrick</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1907</guid>
			<description><![CDATA[v1.1.1.8a: Upon selecting the "Click here to launch The Chronicles of Spellborn", the following error is written to the event viewer:<br />
<br />
Application: Spellborn Installer v2.exe<br />
Framework Version: v4.0.30319<br />
Description: The process was terminated due to an unhandled exception.<br />
Exception Info: System.ComponentModel.Win32Exception<br />
  at System.Diagnostics.Process.StartWithShellExecuteEx(System.Diagnostics.ProcessStartInfo)<br />
  at System.Diagnostics.Process.Start()<br />
  at System.Diagnostics.Process.Start(System.Diagnostics.ProcessStartInfo)<br />
  at Spellborn_Installer_v2.mainGUI.Lbl_progressBar_Click(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs)<br />
  at System.Windows.Controls.Primitives.ButtonBase.OnClick()<br />
  at System.Windows.Controls.Button.OnClick()<br />
  at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.UIElement.OnMouseLeftButtonUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.ReRaiseEventAs(System.Windows.DependencyObject, System.Windows.RoutedEventArgs, System.Windows.RoutedEvent)<br />
  at System.Windows.UIElement.OnMouseUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseTrustedEvent(System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.Input.InputManager.ProcessStagingArea()<br />
  at System.Windows.Input.InputManager.ProcessInput(System.Windows.Input.InputEventArgs)<br />
  at System.Windows.Input.InputProviderSite.ReportInput(System.Windows.Input.InputReport)<br />
  at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr, System.Windows.Input.InputMode, Int32, System.Windows.Input.RawMouseActions, Int32, Int32, Int32)<br />
  at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr, MS.Internal.Interop.WindowMessage, IntPtr, IntPtr, Boolean ByRef)<br />
  at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)<br />
  at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)<br />
  at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)<br />
  at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)<br />
  at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)<br />
  at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)<br />
  at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)<br />
  at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)<br />
  at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)<br />
  at System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)<br />
  at System.Windows.Application.RunDispatcher(System.Object)<br />
  at System.Windows.Application.RunInternal(System.Windows.Window)<br />
  at System.Windows.Application.Run(System.Windows.Window)<br />
  at Spellborn_Installer_v2.App.Main()<br />
<br />
I'll try reinstalling.<br />
<hr class="mycode_hr" />
This error is reproducible in 100% of launches.<br />
<hr class="mycode_hr" />
Windows build 10.0.26200 N/A Build 26200]]></description>
			<content:encoded><![CDATA[v1.1.1.8a: Upon selecting the "Click here to launch The Chronicles of Spellborn", the following error is written to the event viewer:<br />
<br />
Application: Spellborn Installer v2.exe<br />
Framework Version: v4.0.30319<br />
Description: The process was terminated due to an unhandled exception.<br />
Exception Info: System.ComponentModel.Win32Exception<br />
  at System.Diagnostics.Process.StartWithShellExecuteEx(System.Diagnostics.ProcessStartInfo)<br />
  at System.Diagnostics.Process.Start()<br />
  at System.Diagnostics.Process.Start(System.Diagnostics.ProcessStartInfo)<br />
  at Spellborn_Installer_v2.mainGUI.Lbl_progressBar_Click(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs)<br />
  at System.Windows.Controls.Primitives.ButtonBase.OnClick()<br />
  at System.Windows.Controls.Button.OnClick()<br />
  at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.UIElement.OnMouseLeftButtonUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.ReRaiseEventAs(System.Windows.DependencyObject, System.Windows.RoutedEventArgs, System.Windows.RoutedEvent)<br />
  at System.Windows.UIElement.OnMouseUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)<br />
  at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)<br />
  at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)<br />
  at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseTrustedEvent(System.Windows.RoutedEventArgs)<br />
  at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs, Boolean)<br />
  at System.Windows.Input.InputManager.ProcessStagingArea()<br />
  at System.Windows.Input.InputManager.ProcessInput(System.Windows.Input.InputEventArgs)<br />
  at System.Windows.Input.InputProviderSite.ReportInput(System.Windows.Input.InputReport)<br />
  at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr, System.Windows.Input.InputMode, Int32, System.Windows.Input.RawMouseActions, Int32, Int32, Int32)<br />
  at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr, MS.Internal.Interop.WindowMessage, IntPtr, IntPtr, Boolean ByRef)<br />
  at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)<br />
  at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)<br />
  at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)<br />
  at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)<br />
  at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)<br />
  at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)<br />
  at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)<br />
  at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)<br />
  at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)<br />
  at System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)<br />
  at System.Windows.Application.RunDispatcher(System.Object)<br />
  at System.Windows.Application.RunInternal(System.Windows.Window)<br />
  at System.Windows.Application.Run(System.Windows.Window)<br />
  at Spellborn_Installer_v2.App.Main()<br />
<br />
I'll try reinstalling.<br />
<hr class="mycode_hr" />
This error is reproducible in 100% of launches.<br />
<hr class="mycode_hr" />
Windows build 10.0.26200 N/A Build 26200]]></content:encoded>
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			<title><![CDATA[issue quest The myth (the deadspell storm)]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1904</link>
			<pubDate>Sun, 09 Jul 2023 13:07:12 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=957">Alighieri</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1904</guid>
			<description><![CDATA[Hi<br />
I finish this quest and the red book is above npc head, I can answer the right question to finish and then nothing happen.<br />
I think there's a little bug here. <br />
Is someone finish it? if yes I ll glad to know how <img src="https://forum.spellborn.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<hr class="mycode_hr" />
Edit : <br />
it seems I don't have a potion bottle...]]></description>
			<content:encoded><![CDATA[Hi<br />
I finish this quest and the red book is above npc head, I can answer the right question to finish and then nothing happen.<br />
I think there's a little bug here. <br />
Is someone finish it? if yes I ll glad to know how <img src="https://forum.spellborn.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<hr class="mycode_hr" />
Edit : <br />
it seems I don't have a potion bottle...]]></content:encoded>
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			<title><![CDATA[Gephari Quest Marker Bug]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1903</link>
			<pubDate>Sat, 26 Feb 2022 21:05:31 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=192">magae</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1903</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Gephari not gives Quest (Quest Marker is on Gwinny near Gepharis Location)</span><br />
<span style="font-weight: bold;" class="mycode_b">Location: Palace District (QS)</span><br />
<span style="font-weight: bold;" class="mycode_b">Involved NPC(s): Gephari and Gwinny</span><br />
<span style="font-weight: bold;" class="mycode_b">Quest Name: Something Brown lvl15 and after, That Smell... lvl15</span><br />
<span style="font-weight: bold;" class="mycode_b">Repro Rate:</span> Random<br />
<span style="font-weight: bold;" class="mycode_b">Summary: [b]Error occours not on all of my Characters but on Moire (Ancestral-Mage) and now Vermivorousia (Deathhand) also.</span>[/b]]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Gephari not gives Quest (Quest Marker is on Gwinny near Gepharis Location)</span><br />
<span style="font-weight: bold;" class="mycode_b">Location: Palace District (QS)</span><br />
<span style="font-weight: bold;" class="mycode_b">Involved NPC(s): Gephari and Gwinny</span><br />
<span style="font-weight: bold;" class="mycode_b">Quest Name: Something Brown lvl15 and after, That Smell... lvl15</span><br />
<span style="font-weight: bold;" class="mycode_b">Repro Rate:</span> Random<br />
<span style="font-weight: bold;" class="mycode_b">Summary: [b]Error occours not on all of my Characters but on Moire (Ancestral-Mage) and now Vermivorousia (Deathhand) also.</span>[/b]]]></content:encoded>
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			<title><![CDATA[Deathhand Bodyslot Bug]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1902</link>
			<pubDate>Sat, 26 Feb 2022 20:41:32 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=192">magae</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1902</guid>
			<description><![CDATA[Its not possible to buy the level 10 and 30 Bodyslot for Deathhands at Spirit Shops.<br />
<br />
Tested in the shops from Hawksmouth and Quarterstone with Vermovorousia lvl 13.]]></description>
			<content:encoded><![CDATA[Its not possible to buy the level 10 and 30 Bodyslot for Deathhands at Spirit Shops.<br />
<br />
Tested in the shops from Hawksmouth and Quarterstone with Vermovorousia lvl 13.]]></content:encoded>
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			<title><![CDATA[DAC caravan chest bug]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=1901</link>
			<pubDate>Wed, 16 Feb 2022 12:31:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=192">magae</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=1901</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Demon army camp caravan chest bug</span><br />
<span style="font-weight: bold;" class="mycode_b">Location: Demon army camp</span><br />
<span style="font-weight: bold;" class="mycode_b">Involved NPC(s): </span><br />
<span style="font-weight: bold;" class="mycode_b">Quest Name: Suppression of the legion</span><br />
<span style="font-weight: bold;" class="mycode_b">Repro Rate:</span> Always<br />
<span style="font-weight: bold;" class="mycode_b">Summary: [b]Demon army camp caravan chest is inactive and wont give the player the armor. Its not possible to continue this quest. Tested with multiple Characters. Ellashaye, Lucretia, magae. And the chest was working in a earlier version of spellborn.</span>[/b]]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Demon army camp caravan chest bug</span><br />
<span style="font-weight: bold;" class="mycode_b">Location: Demon army camp</span><br />
<span style="font-weight: bold;" class="mycode_b">Involved NPC(s): </span><br />
<span style="font-weight: bold;" class="mycode_b">Quest Name: Suppression of the legion</span><br />
<span style="font-weight: bold;" class="mycode_b">Repro Rate:</span> Always<br />
<span style="font-weight: bold;" class="mycode_b">Summary: [b]Demon army camp caravan chest is inactive and wont give the player the armor. Its not possible to continue this quest. Tested with multiple Characters. Ellashaye, Lucretia, magae. And the chest was working in a earlier version of spellborn.</span>[/b]]]></content:encoded>
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			<title><![CDATA[Not enough lvl 40-45 raptors in game]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=945</link>
			<pubDate>Sun, 12 Apr 2020 22:51:47 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=48">Ghost</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=945</guid>
			<description><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Message: </span>There are to many raptors in desolate in the 45-46 range( both adult strixtors and young strixtors) and no lvl 40-45 raptors at all. The Adults are located in the wasted dunes area of desolate, and the young are located in the grewound area of desolate. I propose lowering the young strixtors in greywound, Desolate down to the lvl 40-45 range so that items of this drop table range can drop.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Location: </span>Desolate</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s):</span> Strixtors</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quest Name: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"> NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Summary: </span>Lower the young strixtors in greywound area of desolate by 5 lvls and make sure they have the drop table for the new lvl.</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Message: </span>There are to many raptors in desolate in the 45-46 range( both adult strixtors and young strixtors) and no lvl 40-45 raptors at all. The Adults are located in the wasted dunes area of desolate, and the young are located in the grewound area of desolate. I propose lowering the young strixtors in greywound, Desolate down to the lvl 40-45 range so that items of this drop table range can drop.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Location: </span>Desolate</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s):</span> Strixtors</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quest Name: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"> NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Summary: </span>Lower the young strixtors in greywound area of desolate by 5 lvls and make sure they have the drop table for the new lvl.</span></span>]]></content:encoded>
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			<title><![CDATA[Steelskin wont drop things]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=942</link>
			<pubDate>Fri, 03 Apr 2020 22:55:35 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=192">magae</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=942</guid>
			<description><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font">[Desoltae] Steelskin drops nothing</span></span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Message: Many of kills on Steelskin not may drop any crap or ressource "Pristine Bathandar Hide" btw.</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Location: Desolate</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s): Stellskin (Mammut)</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Quest Name: no</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"> Always </span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Summary: Many Players wait for this (4-5)  <img src="https://forum.spellborn.org/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> </span></span></span></span><br />
<br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Thy all  <img src="https://forum.spellborn.org/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /></span></span></span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cheers</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">magae  </span></span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font">[Desoltae] Steelskin drops nothing</span></span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Message: Many of kills on Steelskin not may drop any crap or ressource "Pristine Bathandar Hide" btw.</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Location: Desolate</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s): Stellskin (Mammut)</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Quest Name: no</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"> Always </span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Summary: Many Players wait for this (4-5)  <img src="https://forum.spellborn.org/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> </span></span></span></span><br />
<br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Thy all  <img src="https://forum.spellborn.org/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /></span></span></span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cheers</span></span></span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Hind, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">magae  </span></span></span></span>]]></content:encoded>
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			<title><![CDATA[Chest Keys causing a Critical error]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=934</link>
			<pubDate>Sun, 22 Mar 2020 00:37:27 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=48">Ghost</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=934</guid>
			<description><![CDATA[Location is moot<br />
<br />
If you have one of the chest keys (Glaive, Urvhail, ect) and you are killed in PvP the game has a critical error and crashes the player that loses the key. Since the chest room is locked and they are useless. I suggest breaking them down if you get one. at least until the bug is fixed.<br /><!-- start: postbit_attachments_attachment -->
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			<content:encoded><![CDATA[Location is moot<br />
<br />
If you have one of the chest keys (Glaive, Urvhail, ect) and you are killed in PvP the game has a critical error and crashes the player that loses the key. Since the chest room is locked and they are useless. I suggest breaking them down if you get one. at least until the bug is fixed.<br /><!-- start: postbit_attachments_attachment -->
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		<a href="attachment.php?aid=29" target="_blank" title="">Critical Error 3_21_2020 4_30_03 PM.png</a> (Size: <span class="text-dark">20.03 KB</span> Downloads: <span class="text-dark">4)</span>
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			<title><![CDATA[Tricksters Bodyslot Bombs]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=933</link>
			<pubDate>Sat, 21 Mar 2020 20:59:11 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=48">Ghost</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=933</guid>
			<description><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Message: </span>Tricksters body slot gadgets are not working correctly because of targeting issues. They are currently targeting an enemy specifically and should just be targeting a location, and their effect should affect any(damage on enemies and heals on party members) in that target location. current targeting is causing some of the gadget types to work incorrectly (aka some skills using Projection snare are causing suicide death, restorative charge will only heal enemies and not other party members) also the level of the body slot gadgets needs to be changed to improve game balance.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Location: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s): </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quest Name: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"> Always</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Summary: </span>1) Trickster body slot skills should be targeting an area not a specific target they are all area of effect. </span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">2)They should also be reordered as followed:</span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level  5 Disorienting charge</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level 10 Serrated charge</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 15 Attenuating snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level 20 restorative charge (moved here from level 45, this promotes party play)</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 25 Flashfire charge (moved here from level 20)</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 30 Suppressive squibs</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 35 Ambushing snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 40 Projection snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 45 Burgeoning Bomb</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 50 Piercing Bomb (moved here from level 25)</span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">This will balance out the trickster and promote party play in line with the opening of Exarchyon, The first major game instance requiring partys.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">The skills using the gadgets are: Throw, Sling, Cluster bomb, Gadget storm, and Double Trouble</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Message: </span>Tricksters body slot gadgets are not working correctly because of targeting issues. They are currently targeting an enemy specifically and should just be targeting a location, and their effect should affect any(damage on enemies and heals on party members) in that target location. current targeting is causing some of the gadget types to work incorrectly (aka some skills using Projection snare are causing suicide death, restorative charge will only heal enemies and not other party members) also the level of the body slot gadgets needs to be changed to improve game balance.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Location: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Involved NPC(s): </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quest Name: </span>NA</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repro Rate:</span></span></span><span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"> Always</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Summary: </span>1) Trickster body slot skills should be targeting an area not a specific target they are all area of effect. </span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">2)They should also be reordered as followed:</span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level  5 Disorienting charge</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level 10 Serrated charge</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 15 Attenuating snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">level 20 restorative charge (moved here from level 45, this promotes party play)</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 25 Flashfire charge (moved here from level 20)</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 30 Suppressive squibs</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 35 Ambushing snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 40 Projection snare</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 45 Burgeoning Bomb</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Level 50 Piercing Bomb (moved here from level 25)</span></span><br />
<br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">This will balance out the trickster and promote party play in line with the opening of Exarchyon, The first major game instance requiring partys.</span></span><br />
<span style="color: #323232;" class="mycode_color"><span style="font-size: small;" class="mycode_size">The skills using the gadgets are: Throw, Sling, Cluster bomb, Gadget storm, and Double Trouble</span></span>]]></content:encoded>
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			<title><![CDATA[Torque House quest chain]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=930</link>
			<pubDate>Sat, 21 Mar 2020 06:35:54 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=48">Ghost</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=930</guid>
			<description><![CDATA[[Hawksmouth] shroud guard stuck in loop<br />
<br />
Quest The Truth of the matter<br />
<br />
Shroud guard says first line of his dialog telling you to stay away from the shroud house delegate and draws his sword.<br />
<br />
Next dialog box fails to run, he stands there a sec then puts his sword away, after a few it starts again.<br />
Looks like he's stuck in a loop. The delegate doesn't turn around.<br />
<br />
Girsol tried helping but we could never get it to work]]></description>
			<content:encoded><![CDATA[[Hawksmouth] shroud guard stuck in loop<br />
<br />
Quest The Truth of the matter<br />
<br />
Shroud guard says first line of his dialog telling you to stay away from the shroud house delegate and draws his sword.<br />
<br />
Next dialog box fails to run, he stands there a sec then puts his sword away, after a few it starts again.<br />
Looks like he's stuck in a loop. The delegate doesn't turn around.<br />
<br />
Girsol tried helping but we could never get it to work]]></content:encoded>
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			<title><![CDATA[Character cannot enter universe]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=776</link>
			<pubDate>Fri, 29 Nov 2019 11:57:01 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=1042">Ravel</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=776</guid>
			<description><![CDATA[When you cannot enter the universe with your character this is most likely a known issue. You can ask in the Spellborn Reborn Discord tech-support channel for help with solving this issue.<br />
<br />
As for the cause of this bug: it remains unknown. <br />
But it is related to the inventory, and most likely a side-effect of the mail attachment bug in which attachments send to another character are received but cannot be collected by the other character. The attached items are returned to the inventory of the sender to the same slot from which it was dragged and dropped to the mail. When another item has been placed in that slot, this, most likely, causes a conflict that prevents the character to enter the universe after login.]]></description>
			<content:encoded><![CDATA[When you cannot enter the universe with your character this is most likely a known issue. You can ask in the Spellborn Reborn Discord tech-support channel for help with solving this issue.<br />
<br />
As for the cause of this bug: it remains unknown. <br />
But it is related to the inventory, and most likely a side-effect of the mail attachment bug in which attachments send to another character are received but cannot be collected by the other character. The attached items are returned to the inventory of the sender to the same slot from which it was dragged and dropped to the mail. When another item has been placed in that slot, this, most likely, causes a conflict that prevents the character to enter the universe after login.]]></content:encoded>
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			<title><![CDATA[Logout to unverse selection is broken]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=775</link>
			<pubDate>Fri, 29 Nov 2019 11:34:47 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=1042">Ravel</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=775</guid>
			<description><![CDATA[Instead of logging out to the Universe selection screen the logout logs you out to the account login screen.<br /><!-- start: postbit_attachments_attachment -->
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	<div class="col-auto align-self-center">

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<img src="https://forum.spellborn.org/images/attachtypes/image.png" title="JPG Image" style="height: 16px; width: 16px" border="0" alt=".jpg" />
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	<div class="col align-self-center">
		<a href="attachment.php?aid=27" target="_blank" title="">Logout.jpg</a> (Size: <span class="text-dark">40.4 KB</span> Downloads: <span class="text-dark">11)</span>
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<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Instead of logging out to the Universe selection screen the logout logs you out to the account login screen.<br /><!-- start: postbit_attachments_attachment -->
<div class="row mt-2 g-1 text-muted">
	<div class="col-auto align-self-center">

<!-- start: attachment_icon -->
<img src="https://forum.spellborn.org/images/attachtypes/image.png" title="JPG Image" style="height: 16px; width: 16px" border="0" alt=".jpg" />
<!-- end: attachment_icon -->
		
	</div>
	<div class="col align-self-center">
		<a href="attachment.php?aid=27" target="_blank" title="">Logout.jpg</a> (Size: <span class="text-dark">40.4 KB</span> Downloads: <span class="text-dark">11)</span>
	</div>
</div>
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Mail attachment bug]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=625</link>
			<pubDate>Sun, 27 Oct 2019 00:01:17 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=1042">Ravel</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=625</guid>
			<description><![CDATA[When receiving attachments in the mail one or more of the attached items cannot be retrieved from the mail. In the cases I have observed the items turn up to be still in the inventory of the sender.<br />
<br />
When receiving multiple mails in the mailbox upon activating a mailbox an animation associated with receiving loot is displayed for all the items that are attached to all the mails in the mailbox. The items do not wind up in the inventory of the character though, but are still present in the mails from where they can be retreived normally, except for the items displayed but that cannot be retrieved due to the bug described above.]]></description>
			<content:encoded><![CDATA[When receiving attachments in the mail one or more of the attached items cannot be retrieved from the mail. In the cases I have observed the items turn up to be still in the inventory of the sender.<br />
<br />
When receiving multiple mails in the mailbox upon activating a mailbox an animation associated with receiving loot is displayed for all the items that are attached to all the mails in the mailbox. The items do not wind up in the inventory of the character though, but are still present in the mails from where they can be retreived normally, except for the items displayed but that cannot be retrieved due to the bug described above.]]></content:encoded>
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