THE DAY HAS COME!
Horizon’s Call is upon us! Whether you’re a veteran who has been here all along, a newcomer looking to start your journey or a returning adventurer, it’s time to gather your allies, ready your weapons and put on your game face because it’s a new dawn!
Conflict and new discoveries are brewing all around the world. Powerful adventuring Guilds are preparing for massive battles over Forts and Strongholds to assert their dominance. The Lorekeep of Ravencrest has opened new doorways, connecting Ravendawn with a mysterious Aether Realm that both invites challengers and spews forth monstrosities composed out of our darkest impulses. The Ocean of Ravendawn is teeming with hostile forces like never before, forcing savvy captains to discover safer routes across the waves. Now, more than ever, all able bodied folk are called upon to the new Adventurer’s Board to serve the crown in whatever way they can!
For those who want to prove that they’re the best, Guild Wars, Plunder Channel, Dueling System and Aether Rifts will offer the chance to experiment with builds and challenge your rivals in large-scale PvP battles!
The new Aether Echo bosses are sure to provide hours of strategizing and battling for PvE lovers with 4 different difficulty levels across 10 unique bosses. Build your party and test your skills against the echoes of Madness as you strive to acquire the material to reach Tier 7 equipment.
For solo players, the Adventuring Spirit buff provided by completing Adventurer’s Board tasks will aid in recovering the new Glory Shards to help you complete your Creature Trophy collection and the fragments needed to reforge Legendary Rings of old.
Professions were not neglected either with a brand new gathering profession in Herbalism and a crafting profession in Alchemy allowing you to brew concoctions to weaken your enemies or power up yourself and your allies.
We are only touching upon the surface of all the changes that Horizon’s Call brings, so let’s dive right into all Update Notes of Ravendawn’s First Expansion!
Aether Rifts are a dynamic PvP & PvE arena-style system in a new parallel dimension. Open portals to intense 1v1 or 2v2 battles in zones full of nightmare creatures. Destroy them to spawn the area’s boss, cleanse the corruption, defeat enemy players and decide whether to continue another run or leave the area. In Aether Rifts, after beating the boss, you can challenge again and start another Aether Rift up to two times, increasing the rewards, but risking losing it all.
From now on, you will receive an Aether Rift Charge whenever you successfully claim an Aether Stone or complete an Adventurer's Board task. The first time you receive an Aether Rift Charge, an Aether Essence Trap item will be added to your quest inventory, to act as a storage device. As long as you have a charge stored, you can access Aether Rifts either through your Aether Essence Trap or by opening the menu (pressing Z by default).
Aether Rifts are accessible to players with a Legacy Level of 40 or higher, either solo or in teams of two, as long as all players involved have an Aether Charge available. In Aether Rifts you might be pitted against other players to claim the rewards from nightmarish monsters. Be wary though, as dying will result in losing the chance to claim the boss chest along with some of the rewards you've collected inside the Rift, which can be claimed by any player.
Compete for Aether Echoes Scrolls, Aether Marked Runes, Aether Rift Trophies, Player Titles, Dawn Essence, Infusion, Experience and Silver! Only the best will emerge triumphant!
Horizon’s Call features Aether Echoes, a new phased group boss fight system: groups between two and four players can confront one of the ten Aether Echoes of varying difficulties, summoned to the experimental Arena in Ravencrest.
Bosses can be challenged if at least one player is in possession of an Aether Echo Scroll, which can be obtained by winning in an Aether Rift or from a Supplybag (to prevent a sudden influx, only Supplybags after Horizon’s Call will have a chance to drop Aether Echo Scrolls).
There are four difficulty levels and the more difficult the challenge, the higher the odds of obtaining rare rewards:
Easy difficulty is designed to be accessible for casual players.
Medium difficulty requires coordination between at least a tank and healer.
Hard difficulty is intended for well-organized parties with good teamwork.
Madness difficulty will punish every mistake made. Accept the challenge at your own risk. Good luck!
These difficulties may be further adjusted in upcoming Updates.
You can undertake this challenge repeatedly, as defeating these bosses will reward you with top-tier Crafting and cosmetic materials, new Augmenting Stones crucial for upgrading your gear, and exclusive Aether Echoes Trophies.
Are you ready to group up and face these new challenges?
The time has come to introduce the Guild Wars System! This up to 15v15 weekly battle event will be held every Saturday, beginning on August 17th!
The event consists of three phases:
Bidding Phase – starts on Sunday at 5:00 Pacific Time and lasts throughout the week, leading into the Preparation Phase. During this phase, all Guilds compete by using Silver to secure their position among the Top 20 Bidding Guilds.
Preparation Phase – starts on Saturday at 1:30 PM Pacific Time and lasts for 30 minutes, leading into the Battle Phase. During this phase, up to 15 players from each Guild can join the Guild Wars zone.
Battle Phase – starts on Saturday at 2:00 PM Pacific Time and finishes once one side reaches 2,500 Victory Points, or after 30 minutes. During this phase, all Guilds compete for Victory Points, which accumulate by Capturing Flags, Holding Towers and Defeating Members of the Opposing Guild.
Enter your Guild into a Guild War by participating in a weekly bid using the newly added Guild Bank. The minimum Guild bid required to participate in Guild Wars is 3,000,000 Silver.
All Guilds will fight for Warforged Shards used in the new Warforging system introduced below and Top 20 Bidding Guilds will additionally compete for the 10 Open World Forts. If your Guild bid is not among the Top 20 bids, your Guild Bank will be refunded any Silver above 3,000,000.
Within the Guild Wars UI, each of Top 20 Bidding Guilds will designate their preferred Forts order. All of these Guilds’ members will receive a bonus to their AP and DP for the Guild War of up to 10% increase, based on the bid ranking.
Once the Bidding Phase concludes, Preparation Phase starts, allowing up to 15 players from each Guild to enter the zone thirty minutes prior to the event’s start. The map features two opposing Team Bases, four Towers to control in each corner of the arena, a central Flag Point and two Respawn Shrines. Each Team starts at their respective Base.
Finally, the Battle Phase starts, marking the beginning of the quest for dominance. Towers passively contribute 5 points to the controlling team every 15 seconds. Capturing a Flag is worth 50 Victory Points. Defeating an enemy grants 1 Victory Point. A team wins when it first reaches 2,500 Victory Points or if it has more Victory Points after 30 minutes, ending the Guild War.
After Guild War is won, the system distributes the Open Land Forts to the ten winning guilds out of Top 20 Bidding Guilds based on their initial bid priority and selected Fort preferences.
Strongholds and Forts! The newly added largest estates for entire Guilds to use and control.
In total, twenty Strongholds are available, each going up for auction on a different day of the month. This also means that each month all Strongholds go back up for bid, giving the existing Guild an opportunity to retain ownership of the Stronghold or another guild to contest ownership.
Strongholds and Forts are accessible by all Guild Members. Each Fort contains four Rooms and a Warforge, which allows further enhancement of weapons or armor with Warforging Shards. A public Warforge is also available in Ravencrest.
Fort rooms can be added and configured by Guild Leaders for free, and provide Guild wide buffs equivalent to Tier 2 Housing Rooms. Fort Land can be managed by Vice-Leaders and Leaders. It's crucial to retain control of the Fort by participating in Guild Wars each week. By emerging victorious in the Guild War out of top 20 highest bidding Guilds, you'll retain ownership of the same Fort, and the Room layout will remain unchanged.
You can enjoy the Bonuses of both your House and Guild Rooms, even for Rooms of the same type. Bonuses from Stronghold and Fort Rooms of the same type are mutually exclusive though.
Warforging is the process of channeling the residual energies of large battles into enhancing your Weapons and Armor. This residue is concentrated within Warforging Shards, that are attained from the Guild Wars of rival clans.
When two guilds clash, those who participated on the victor's side receive 250 Warforging Shards, those on the losing side receive 100 Warforging Shards. All members of both guilds who did not participate directly also receive 75 and 50 Warforging Shards respectively so none are left out of the spoils!
When it comes to the process of Warforging itself, players must utilize a specific forge that is located in the city of Ravencrest or in your guild’s Fort, if you control one.
Warforging one-handed weapons costs 5,000,000 Silver and 500 Warforging Shards, while the cost for two-handed weapons is double that amount. For Warforging armor, the cost is 3,000,000 Silver and 300 Warforging Shards. This process is available to all players and doesn’t require Guild membership.
There is one other avenue to bypass the costs associated with Warforging as every time a Fort is won, it will provide a single Warforging Charge that can be used by the Leader or Vice-Leader of the guild to Warforge a weapon or armor for free. Excellent leadership deserves excellent perks!
Warforging armor increases its Attributes and Secondary Attributes by 10%.
Warforging a weapon increases its Attack Power, Attributes, and Secondary Attributes by 10%, while also upgrading its Weapon Skill to a superior Warforged Variant, enhancing the Weapon Skill to have further capability.
Here’s a list of all Warforged weapons:
Warforged Dagger
On top of greatly increasing critical chance, Lethal Edge now makes your basic attacks apply a 10% healing reduction effect to the target for 4 seconds, stacking up to 5 times. Every subsequent stack will refresh the duration.
Warforged Light Sword
You will take 5% reduced damage for each movement impairment effect cleansed by Fencer’s Escape, stacking up to 15% reduction for 5 seconds.
Warforged Sword
When the shield generated by Blade Warding expires, it explodes, dealing 250% of your Defense Power as damage to all nearby targets.
Warforged Greatsword
Keep your enemies closer, Power Surge now lets you pull your selected target from up to 5 tiles away, allowing you to make better use of the damage increase it provides.
Warforged Axe
Rending Throw now ricochets to up to two additional targets, the damage and bleed effect is halved for each successive target hit.
Warforged Greataxe
Whirl Slash packs a bigger punch, its damage is increased to 220% Weapon Power and now heals you for 50% of the damage dealt.
Warforged Mace
Mace Toss now also deals its damage in a small area around the target, and the slow effect is increased to 35%.
Warforged Hammer
Mighty Smash now consecrates the affected area with Blessed Hammer, dealing 20% Adaptive Damage per second in a large cone area in front of you, healing you for 1.5% Healing Power per second for every target hit for 6 seconds. Mighty Smash area of effect now also considers your own tile.
Warforged Sceptre
Once the shield applied by Magic Ward is broken or expires, the target will be healed for 80% of your Healing Power every second for 5 seconds.
Warforged Bow
Get more out of Steady Stance, now each basic attack shoots an additional arrow at the target, dealing 33% of the damage for the duration of the skill.
Warforged Staff
Mana Overcharge now places a Rune of Power on the ground, lasting 10 seconds. While inside this rune, you receive a buff that increases the damage of your skills by an additional 15% at the cost of an additional 15% mana or health consumption. The buff continually stacks up to 3 times and lasts for 2 seconds while inside the affected area. Leaving and re-entering the Rune of Power will resume stacking the buff. Only applies to the caster and doesn’t affect channeled or Legacy skills.
TIER 7
Horizon’s Call introduces a new Tier of Equipment – Tier 7. As Aether is a major theme of the expansion, these new Tier 7 Items are forged with the essence of Aether itself, enabling adventurers to attain a new level of power!
One of the three Secondary Attributes of these powerful items will be doubled, bringing the total to four Secondary Attributes!
Tier 7 items require Legacy Level 75 to be equipped and have a total of 13 Quality Crystal rolls.
AUGMENTING SYSTEM
In addition, Aether Echoes will drop Soulbound Augmenting Stones, which are essential for the totally new Augmenting System to further enhance your gear! These augmented items will be identifiable by extra Roman numerals in their names.
Augmenting has a random chance of success, with the option to use additional Augmenting Stones to guarantee success for those who do not wish to leave it in luck’s hands. Augmenting equipment will make it Soulbound. While silver is a critical part of Ravendawn’s economy, we wanted to introduce a progression system into Ravendawn that cannot strictly be purchased or transferred via currency.
There are 10 Augmented Levels in total, each providing a 3% AP/DP increase related to the item, with the minimum bonus equal to the item's Augmented Level. Once infused, Augmenting can be transferred to another piece of equipment, but only the highest bonus will be retained. An augmented item can only be infused into another item of the same type:
Equipment into Equipment (any helmet, armor, legs, or boots);
One-Handed Weapon into One-Handed Weapon;
Two-Handed Weapon into Two-Handed Weapon.
We hope this comprehensive approach to item upgrades will make enhancing your character’s power more exciting!
Many have asked the question of what separates common folk from Adventurers? How can they overcome all challenges and dauntlessly push through every obstacle? The answer is their Adventuring Spirit! Through acts, both heroic and villainous, Adventurers find the drive to not only do more, but also learn and grow faster than others.
To further enhance satisfaction from grinding, we have added an Adventuring Spirit buff that can be received by completing Adventurer's Board tasks. This buff adds a 100% Bonus Experience received from hunting creatures for an amount of Experience dependent on your current level and number of completed Adventurer's Board tasks!
Adventuring Spirit buff expires at the same time as the daily task refresh occurs.
Following the introduction of the Adventuring Spirit, the amount of Effort gained by Non-Patrons has been reduced by 35%. Patron values remain unchanged. We expect that Adventuring Spirit will offset the effects of this change.
Due to overwhelming player requests and our commitment to enhancing PvE experience, we're thrilled to announce an exciting new addition to grinding based content: Glory Shards! Collect these coveted shards and redeem them for a random Creature Trophy, adding even more thrill to your adventures!
All creatures now have a chance to drop one of three types of Glory Shards: Small, Medium, or Large. The greater the experience gained from a creature, the higher the chance it will drop a Glory Shard! Medium Shards are equivalent to 5 Small Shards, while Large Shards are worth 20 Small Shards.
Head over to the new NPC, Aras, to trade 100 Small Glory Shards for a Mystery Trophy, which allows you to roll a random Creature Trophy! You can also sell these Mystery Trophies on the Market, letting others try their luck!
Small Glory Shard
These small symbols of glory may not mean much alone, but 100 of them can be exchanged for a mysterious Creature Trophy when offered to the right person.
Medium Glory Shard
A moderately sized symbol of glory that can be exchanged for 5 Small Glory Shards.
Large Glory Shard
This large symbol of glory can be further exchanged for 20 Small Glory Shards.
Mystery Trophy
Inside is one of the much sought after Creature Trophies. Which one in particular is unknown until you look within…
Note that Mystery Trophies contain only Creature Trophies inside. These trophies DO NOT include Aether Rift or Aether Echoes Trophies.
We are thrilled to announce the first update of new content for the Elder Coast and Frost Steppes! This update introduces a total of six new Dynamic Events, with three events for each region:
◈ Survival of the Fittest (Frost Steppes) — Level 61
◈ The Woodland Wardens (Frost Steppes) — Level 72
◈ Forest of Wrath (Frost Steppes) — Level 74
◈ Suffering from Heartburn (Elder Coast) — Level 65
◈ Downright Mayhem (Elder Coast) — Level 59
◈ Shadows from Our Past (Elder Coast) — Level 67
In due time, the stories of the Elder Coast and Frost Steppes will begin to reveal themselves. Stay tuned for more information in future updates on this front!
Additionally, following up on our previous update to enhance the variety of challenges in Ravendawn, we are continuing this process with the introduction of new high-level hunting zones in the following regions:
◈ Gilead (Ancient Ruins) — Level 76-80
◈ Glaceforde (Castle Thergard) — Level 77-80
◈ Hadarak Desert (Tuskan Highlands) — Level 79-82
◈ Crowhollow Bog (Weeping Cavern) — Level 80-84
Furthermore, certain creatures in Ravendawn have started concealing their treasures around their lairs! Adventurers can discover small rewards in both recently added and existing areas. Keep an eye out for additional Ravencrest Emblems. The true explorers will be rewarded!
Deadlands Artifacts are now available for collection! From secret passages in Forsaken Mountains to places deep in the Fields of Despair that feel like Pandemonium itself, passing through the putrid ends of Crowhollow Bog, the ones who dare to collect the Crystal Eyes will face great dangers…
The Crystal Eyes scattered throughout the regions surrounding the Forsaken Mountains, Crowhollow Bog and Fields of Despair have been greatly misunderstood by most of those who know of them. Many believe they are simply cursed objects, hidden in lands best forgotten, however the truth is that they are a layer of protection when one disturbs the darkest of places. Through the Crystal Eyes, what is hidden can be revealed, but only to the righteous. Be wary, adventurer, for there will be those cunning enough to entice and use you for their own ends. Friends in unlikely places will emerge and you must use all that is within your arsenal to escape their intrigues unscathed.
Additionally, some adventurers will be thrilled to pass through a previously inaccessible dock for the first time. So, grab a pen and start writing the next chapter in your Journal!
To further reward PvE in Ravendawn, new powerful progression rings are being added in the Expansion: Legendary Rings! These artifacts possess immense power, and Crafting them will pose a significant challenge.
The ten Legendary Rings date back to an unknown time. All that is certain is they were once in possession of both heroes and villains throughout Ravendawn’s history, the likes of Saint Ananda and Lord Skorn, just to name a few. While scattered to unknown locations by mysterious forces today, their fragments still draw in all with the potential to bring the pieces back together. Whether a ring of Darkness or Light, the pull towards greatness is too much for anyone to resist…
Legendary Rings can be restored by Lorekeeper Lizdeika, found on the upper floor of the Lorekeep. To accomplish this, you must slay creatures of level 65 or higher, conquer challenges within Aether Rifts, and advance in the ranks of the Rangers Company to gather all necessary materials.
To wear a Legendary Ring, you need Legacy Level 70 or higher. Each Legendary Ring is part of a set with another Legendary Ring, and when wielding two different legendary rings an additional powerful set effect is added.
Horizon’s Call also introduces five new Room types, further enhancing your combat stats and house customization! These new Attribute Rooms boost Vitality, Might, Dexterity, Intelligence, or Wisdom. They can be built in all estate types, including the forthcoming Strongholds and Forts! When built inside houses, they can be further upgraded.
Only one Attribute Room can be placed at a time per House, and the stats provided by the same Room type won’t stack within Player Houses: the best Tier of the Room will come into effect instead. This means that a player can have up to three different Attribute Rooms within Houses to effectively use the bonuses, spread across three different Houses.
Additionally, multiple Attribute Rooms can be placed within a single Guild Estate, but the stats provided by the same Room type won’t stack within Guild Estates.
Bonuses from Player Houses and Guild Estates will add up to each other though. To put it simply, a certain Attribute can be increased twice in total: once from Attribute Room within Player Houses, and once from Attribute Room within Guild Estates.
Horizon's Call introduces two new professions: Herbalism & Alchemy!
Discover Ravendawn’s new gathering profession, Herbalism, and search for rare herbs and mushrooms throughout the land of Ravendawn or plant them on your land. Herbs and mushrooms will appear throughout the Open World according to their respective regions. Herbs are scattered across all lands and mountains of Ravendawn, while mushrooms can be discovered in any underground cavern.
Truffles, rare Herbalism materials, can only be acquired through Open World gathering.
The second newly added profession into Ravendawn is Alchemy! This Crafting profession primarily utilizes ingredients from Herbalism, along with materials from other professions, such as Fishing and cooking, as well as materials obtained from slaying creatures. Players can craft a variety of new items, including potions, elixirs, poisons, and breeding boosters. Adventurers will encounter new Crafting stations globally and will also have the option to build their own Alchemy Stations on their Land.
Additionally, from now on when releasing Moas, players will have to choose if they want to gain Dawn Essence, or a new ingredient named Attachment Feathers: a symbol of the friendship between Moas and Humans, given by the Moas to their owners when they are released to freedom. Attachment Feathers will find use in various Alchemy recipes.
To elevate the significance of Fishing Profession in Horizon’s Call, we are introducing Alchemy recipes that require ingredients obtained through Fishing. Additionally, we're increasing the price of fish and adjusting the damage dealt to fish based on the fisherman's level, making it easier for those who venture at sea to manage their finances.
New Fishing Baits
A new type of Fishing Baits can now be crafted through Cooking, using materials obtained from Ocean Creatures. Unlike the existing baits, these will function differently—rather than increasing the weight of the fish, they offer a 20% chance to target specific species. This allows players to more easily gather certain ingredients by focusing on particular types of fish.
In total, 10 new Fishing Baits have been added.
Increased Fishing damage
Prowess in Fishing will now impact the amount of damage dealt to fish. Beyond Gear and Ship upgrades, leveling the Fishing profession will also increase damage, allowing players to catch more fish faster and miss fewer in the depths of the sea.
Increase in Fish Prices and Adjustment to Legendary Fish Multiplier
Applied adjustments to the prices of common fishes, following the breakdown that can be found below. To balance this change, the price of Legendary Fish will be reduced, ensuring the Brokers remain profitable. Additionally, rare fish like the Bog Prowler, which can only be caught in specific locations, have now become the most valuable catch:
◈ Shoreline Fish — The value has increased by ~90%.
◈ Saltwater Fish — The value has increased by ~180%.
◈ Quest Fish — The value has increased by ~400%.
◈ Legendary Fish — The multiplier has been adjusted from 25x to 17x the base value.
Considerations for the future
In upcoming Patches, we aim to further integrate Fishing materials into Crafting and potentially other gameplay loops to enhance the role and importance of this profession.
Plunder Channel is a new high risk & reward type of channel, providing opportunity for increased profits, but with increased risk! To enter the Plunder Channel, players must pay a Silver Deposit based on their Legacy Level. If a player dies on the Plunder Channel, they will drop a chest containing silver for anyone to claim. Each time you respawn, you must pay the fee again to continue on Plunder Channel.
In Plunder Channel, PvP is enabled in all areas with no Infamy penalty. Tradepacks created and sold in this channel have 25% increased value and experience from killing creatures and loot rate are also increased by 25%.
The upcoming Dueling System enables not only 1v1 casual duels but also party duels! Enjoy safe and fair confrontations with no penalties or death consequences.
Dueling System works anywhere outside Safe Zones and all of the participants must have 100% HP to start the fight. To challenge someone, simply press Ctrl + Right-click on the player, then invite them to a duel.
When challenged to a duel while in a party, you can choose between a solo or a party battle. Any damage from sources outside the duel will immediately halt the fight. Attempts to heal the opponent, whether accidental or intentional, will have no effect.
The duel ends when all participants on one team are defeated. All of the participants regain their Health and Mana after the duel finishes. Challenge other players, track your wins, and refine your skills!
We’re introducing new measures to improve balance and fairness in PvP combat, which we believe will be a major step toward better balancing player skills in the near future.
These include Gear Attributes Balance, Player Attributes Balance, Damage & Mitigation Formula Balance and the introduction of the Defense Reduction Cap and the Anti-Healing Reduction Cap!
Gear Attributes Balance
In response to community feedback about underutilized gear stats, we have significantly increased the values of certain secondary attributes on player gear:
◈ Increased Haste multiplier from 1 to 5.
◈ Increased Maximum Mana multiplier from 5 to 15.
◈ Increased Maximum Health multiplier from 5 to 25.
◈ Increased Precision and Impact multipliers from 1 to 3.
◈ Increased Health Regeneration and Mana Regeneration multipliers from 1 to 3.
These secondary attribute values also affect Quality Crystals.
Player Attributes Balance
On top of the Gear Attributes Balance, we also have rebalanced certain player Attributes. This adjustment reduces the power of overly strong Attributes and shifts their strength from Player Attributes to Gear Attributes, in line with the changes mentioned above.
◈ Reduced Health Regeneration provided by Vitality from 0.7 to 0.5 per point.
◈ Reduced Mana Regeneration provided by Wisdom from 0.7 to 0.5 per point.
◈ Reduced Maximum Health provided by Vitality from 20 to 15 per point.
◈ Reduced base Critical Damage from 30% to 25%.
◈ Increased base Critical Chance from 5% to 10%.
Damage & Mitigation Formula Balance
The impact of damage and defense calculations at the high end has been reduced.
Players with significantly higher attack than their opponent's defense will now deal slightly less damage. Conversely, players with significantly higher defense than their attacker's power will now take slightly more damage. This change aims to reduce the extremes, making high damage and high defense interactions less drastic.
Additionally, the maximum obtainable damage mitigation percentage has been slightly reduced, while the starting value has been slightly increased. This adjustment means players will generally be a bit more durable, but the maximum possible tankiness through stats will be somewhat lower.
Defense Reduction Cap
A Defense Reduction Cap has been implemented to ensure that defense cannot be reduced below 35% of its original total value.
This total includes Weapon Defense and Spell Defense, as shown under "Total Value" in the character UI, and considers the diminishing returns from the softcap.
This cap is calculated and applied separately to Spell Defense and Weapon Defense.
This adjustment helps prevent extreme defense reduction stacking tactics that can lead to instant kills, being an important step towards more balanced PvP encounters.
In this example, Weapon Defense cannot be reduced below 227,5 (35% of 650).
Anti-Healing Reduction Cap
Just like with Defense Reduction Cap, healing received cannot be reduced below 35% of its original total value with new Anti-Healing Reduction Cap.
This ensures that healing abilities remain effective even when facing multiple anti-healing effects.
Considerations for the Future
These changes aim to create a more dynamic landscape for future balance adjustments, removing some edge case scenarios and giving us more tools to fine-tune the PvP aspect of the game. This will also provide you with more possibilities for counterplay and experimentation.
We will be closely observing how this update influences PvP gameplay as we prepare future balance changes, and your feedback will be incredibly valuable to us as we plan further adjustments—we look forward to hearing from all of you!
Horizon’s Call introduces a significant Quality of Life update with customizable Inventory Backpacks and Bank Vaults! Players can now add additional tabs to both Backpacks and Vaults, allowing for better organization within these categories and increasing the total possible number of slots by approximately fivefold.
The Inventory Backpacks and Bank Vaults UI has been changed to support more tabs, Normal and Quest tabs remain there as default and fixed categories. Next to them, extra custom tabs can be bought with RavenCoins.
Those custom tabs can be freely renamed and you can select up to two item categories per each tab to auto-add items of those categories there. Those item categories include Gathered Materials, Crafted Materials, Creature Products, Infusions and more! Additionally, holding Shift + Right Click while the bank is open will automatically add the item to its categorized vault.
New Chat UI emerges as another major Quality of Life improvement! It functions closer to chats from other MMORPGs, focusing on user-friendliness and greatly improved functionality.
With its own settings panel for precise customization, the chat interface can also be moved and resized to suit your preferences. Overall, it’s far more intuitive, and we’re confident you’ll appreciate its improvements!
We understand how much our players enjoy expressing themselves with additional skins in the game, especially when they match all the available weapons types in-game.
That’s why we're excited to announce that our artists have created the missing looktypes for the Two-Handed Hammer, Dual Axes, and Mace and Shield! We hope this enhances your immersion and allows you to craft the coolest look.
With the arrival of the new outfits, few changes to the Player Outfit selection were applied to give more possibilities for the players to choose how their characters look.
Additionally, don’t miss out on your Horizon's Call Limited Edition Bundles! These exclusive cosmetics are still available at discounted prices until August 12th at 5 PM Pacific Time!
Horizon’s Call introduces a comprehensive overhaul of the Ocean Balance, extending battles and rewarding players who adapt to changing environments. We have thoroughly revamped all ship-related mechanics, including speed, hulls, sails, cabins and cannons!
Additionally, in Horizon’s Call the Ocean is brimming with new Sea Creatures! Take to the high seas and choose if you will stick to the safety of established trade routes or brave unknown waters!
From now on, old and new sea creatures offer unique ingredients to be utilized in new bait recipes for Cooking as well as being required at the Ship Builder to unlock its recipes.
Furthermore, sea creatures will now aggro players within a fixed range of 7 units from the player's ship, replacing the previous "Effective Level" aggro range system used for land creatures. The "Damage Scaling" and "Health Scaling" based on level for these creatures have been removed.
NEW SEA CREATURES
From the alien-like Giant Jellyfish to the majestic Orca, the Ocean of Ravendawn has really come to life:
Piranha Swarm
These small predatory fish are of little threat on their own, but when they gather into large groups, the resulting swarm will seek out even the largest of prey.
Giant Jellyfish
These enigmatic leviathans drifting lazily across the ocean’s surface present an image of calm and serenity, at a distance, but get too close and they will unleash their lightning abilities at full force.
Anglerfish
While Anglerfish spend most of their time at the bottom of the ocean hunting in the darkness, they will rise to the surface on occasion to partake in more exotic prey. Many sailors have lost their lives mistaking their signature glowing lightbulb for the light of a lighthouse in the night.
Orca
Orcas are the toughest predators that can be commonly encountered on the high seas. Even Great White Sharks prefer to avoid these ruthlessly efficient hunters. Despite mostly preferring colder waters with larger prey, they are often spotted around Orca Bay where the people hold these animals in the highest regard for their intelligence and spiritual importance.
Vampire Squid
Originating from deep below the surface, these monsters are little understood. The Vampire Squid has earned its name by shooting acid at its victims and then attaching to the resulting wound in order to drain their prey of their internal fluids and organs, leaving nothing more than a deformed husk behind.
Shark
A common large sea predator that harrasses fishermen and marine life in equal measure. Sharks may not be the biggest and the strongest predators that a boat may encounter, however their aggressive nature and mobility ensure that you can never lower your guard away from land.
Great White Shark
Great Whites are the thalassophobia of many folks fully realized. Where the Orca possesses a certain air of grandeur and dignity, these monsters only feel the urge to kill and devour. Larger and stronger than other sharks, all fishermen know that it’s best to leave when the fin of a Great White is spotted.
CURRENT OCEAN CREATURES
Moreover, the already existing Ocean Creatures were revamped and are now spawning directly in the Ocean, rather than just during dynamic events! Those include:
Pirate Frigate
◈ Base Health increased from 400 to 3,900.
◈ Movement Speed decreased from 400 to 225.
◈ Regular Cannon ー Damage decreased to 75-150.
Added two new skills to the creature: Shrapnel Cannon and Grappling Hook.
These frigates are equipped with grappling hooks to latch onto unsuspecting prey and seize any valuable goods they carry.
Pirate Galleon
◈ Base Health increased from 400 to 3,900.
◈ Movement speed decreased from 400 to 200.
◈ Regular Cannon ー Damage decreased to 75-150.
Added two new skills to the creature: Small Siege Cannon and Small Mortar Cannon.
Less structurally sound pirate ships prefer to assault their targets from a safe distance before moving in to claim the treasures onboard.
Dreadnought Frigate
◈ Base Health increased from 1,600 to 8,100.
◈ Movement speed decreased from 400 to 250.
◈ Medium Cannon ー Damage decreased to 100-200.
Added three new skills to the creature: Medium Siege Cannon, Medium Mortar Cannon and Medium Hullbreaker Cannon.
The most ferocious of captains sail in these large vessels in pursuit of treasure and worthy opponents on the high seas.
Dreadnought Galleon
◈ Base Health increased from 1,600 to 6,000.
◈ Movement speed decreased from 400 to 225.
◈ Medium Cannon ー Damage decreased to 100-200.
Added two new skills to the creature: Medium Shrapnel Cannon, Medium Grappling Hook.
Cunning pirate lords who prefer to keep their ships safely out of harm's way prefer to crush their prey without coming too close. Relying on overwhelming firepower rather than brute force.
Ghost Frigate
◈ Base Health increased from 2,000 to 8,250.
◈ Movement speed decreased from 400 to 250.
Added four new skills to the creature: Ghostly Medium Cannon, Ghostly Medium Shrapnel Cannon, Cursed Crew Aura and Creature Medium Grappling Hook.
The legend that pirates and sailors pass around is that Ghost Frigates are the haunted ships of those who were murdered at sea, forever seeking vengeance.
Ghost Galleon
◈ Base Health increased from 2,000 to 7,500.
◈ Movement speed decreased from 400 to 225.
Added three new skills to the creature: Ghostly Medium Cannon, Ghostly Medium Siege Cannon and Ghostly Medium Mortar Cannon.
From the darkest of mists, these ships ambush unsuspecting merchants and fishermen, sinking their vessels into the murky depths.
Morningstar Frigate
◈ Base Health increased from 400 to 3,000.
◈ Movement speed decreased from 400 to 250.
Added new skills to the creature: Regular Fire-Cannon, Small Drake Head, and Small Grappling Hook.
The Morningstar Frigate is a well-armored and sturdy ship built for ramming and boarding maneuvers. When the zealots of Firslight go to war, their frigates fly the banner of Zephyr.
Morningstar Galleon
◈ Base Health increased from 400 to 3,900.
◈ Movement speed decreased from 400 to 225.
Added three new skills to the creature: Regular Fire-Cannon, Small Siege Fire-Cannon, and Rapid Fire-Cannon.
These Morningstar ships are specialized in ranged encounters and often serve as scouting and exploration vessels charting new lands and trade routes for the preachers of Firslight.
Narwhal
◈ Base Health increased from 1,300 to 2,800.
◈ Movement speed decreased from 350 to 200.
◈ Narwhal Peck ー Damage increased from 50-100 to 70-140.
◈ Narwhal Rush ー Damage increased from 250-400 to 500-800.
◈ Narwhal Rush ー After the short cast delay, Narwhal gains 100 movement speed for 7 seconds.
Added a new skill to the creature: Heavy Bite.
Many sailors refer to Narwhals as Sea Maidens for their captivating diving and swimming that appears almost like dancing underwater.
REPUTATION PASSIVES
◈ Swift Artillery I — Removed the Reputation Passive from the game.
◈ Swift Artillery II — Removed the Reputation Passive from the game.
◈ Swift Repair I — Added in place of Swift Artillery I.
Swift Repair I — Reduces the cooldown of the basic Repair skill of your boat by 10%.
◈ Swift Repair II — Added in place of Swift Artillery II.
Swift Repair II — Reduces the cooldown of the basic Repair skill of your boat by 20%.
Changed the design of the following Reputation Passives:
◈ Seadog I ー Instead of increasing the overall speed of your ship, “Seadog I” will increase the speed of your ship by 5% of the base speed of your Sail.
◈ Seadog II ー Instead of increasing the overall speed of your ship, “Seadog II” will increase the speed of your ship by 10% of the base speed of your Sail.
◈ Seatrader I ー Instead of increasing the overall speed of your ship when carrying Tradepacks, “Seatrader I'' will increase the speed of your ship by 5% of the base speed of your Sail when carrying a Tradepack.
◈ Seatrader II ー Instead of increasing the overall speed of your ship when carrying Tradepacks, “Seatrader II” will increase the speed of your ship by 10% of the base speed of your Sail when carrying a Tradepack.
MOVEMENT RULES
Ship Movement Speed is now distributed differently, allowing for deeper and more impactful progression. Additionally, the rules for ship acceleration and movement have been completely redesigned. These changes aim to maintain swift travel for players outside of combat while promoting more dynamic battles, where using weapons to manipulate speed plays a crucial role:
Players now gain movement speed with each tile they move, up to a maximum of 10 times. This is referred to as Acceleration Stages, with the players reaching up to stage 10 of acceleration.
The acceleration system will be disabled during sea combat and will only apply to players while traveling. If a player enters combat with active acceleration stages, they will lose 2 stages every 1000ms. Additionally, turning the ship during combat will result in a loss of 6 acceleration stages.
In PvE, a player enters combat only when taking damage from or dealing damage to an ocean creature.
Previously, when a player switched direction while moving, the ship's speed would be set to 50 until the moving animation to the next tile is complete. However, now, the player will lose 8 acceleration stages instead.
Previously, if a player’s ship was stationary and facing north, and the player turned to move south, their speed was set to 50 until they completed the movement to the next tile. Now, as with the previous case, the player will lose 8 acceleration stages instead of having their speed reduced to 50.
Outside of combat, players will gain speed per second for 6 seconds, but this bonus speed will be gradually lost over 5 seconds when entering combat. Diagonal movement for ships has been removed.
Additionally, the speed provided by wind has been reduced by half.
PLAYER SHIPS
Regarding ship construction, Hulls now feature significantly increased durability, and Galleons further decrease damage received in combat. Furthermore, the Repair skill has a greatly increased cooldown and now restores a portion of the ship's maximum health. Many improvements have also been made to individual Ship Weapons, which we discuss in more detail below.
From now on, the damage players deal with their ships will increase by 0.1% per Legacy Level, and PvP damage at sea has been reduced from 100% to 75%. Additionally, the duration players remain in combat has increased from 6 seconds to 15 seconds.
Repair
The amount of Health repaired by Repair changed from a fixed 50 health per second to 2.5% of your ship's total health per second. The channeling increased from 10 seconds to 20 seconds. The cooldown increased from 15 seconds to 90 seconds. Repair's channeling will not be interrupted by taking damage of Damage Over Time anymore.
Regular Cannon
Increased the cooldown of the regular cannon from 2 to 3 seconds. Player ships will now have cannons with varying damage values based on hull size. Regular Cannons are no longer part of the Global Cooldown. The range of all Regular Cannons has been reduced from 10 to 8.
Rust Cannon
The basic ship has Rust Cannon, which deals 150 to 300 damage per shot.
Small Cannon
Small Hulls (Fishing, Merchant and Galleon) have Small Cannons, which deals 175 to 350 damage per shot.
Medium Cannon
Medium Hulls (Fishing, Merchant and Galleon) have Medium Cannons, which deals 200 to 400 damage per shot.
Large Cannon
Large Hulls (Fishing, Merchant and Galleon) have Large Cannons, which deals 225 to 450 damage per shot.
HULLS
◈ Basic Hull ー The Health of Basic Hull changed from 800 to 3,200.
◈ Small Hull (Fishing and Merchant) ー The health of Small Fishing and Merchant Hulls changed from 1,000 to 4,800.
◈ Small Hull (Galleon) ー The Health of Small Galleon Hull changed from 1,500 to 6,000.
◈ Medium Hull (Fishing and Merchant) ー The health of Medium Fishing and Merchant Hulls changed from 1,250 to 6,000.
◈ Medium Hull (Galleon) ー The Health of Medium Galleon Hull changed from 1,800 to 7,200.
◈ Large Hull (Fishing and Merchant) ー The Health of Large Fishing and Merchant Hulls changed from 1,500 to 7,200.
◈ Large Hull (Galleon) ー The Health of Large Galleon Hull changed from 2,100 to 8,400. The base movement speed of Hulls decreased from 250 to 150. The passive skill from the Galleon Hull has changed.
◈ Small Galleon Hull ー Changed from "This ship has 10% increased reload speed on cannons" to "Reduces damage taken by 10%".
◈ Medium Galleon Hull ー Changed from "This ship has 20% increased reload speed on cannons" to "Reduces damage taken by 15%".
◈ Large Galleon Hull ー Changed from "This ship has 30% increased reload speed on cannons" to "Reduces damage taken by 20%".
CABINS
Tradepack Containers
The name Tradepack Container has been changed to Small Tradepack Container.
The name Large Tradepack Container has been changed to Medium Tradepack Container.
Added a skill to Small Tradepack Container and Medium Tradepack Container:
Cargo Overboard
◈ Small Tradepack Container Cargo Overboard ー Throw 1 of your currently carried Tradepacks into the sea, gaining 10 speed for 8 seconds. This effect stacks up to 3 times. Cooldown of 3 seconds.
If the player is equipping a Merchant Hull, the speed given by Cargo Overboard will be doubled.
◈ Medium Tradepack Container Cargo Overboard ー Throw 1 of your currently carried Tradepacks into the sea, gaining 15 speed for 8 seconds. This effect stacks up to 3 times. Cooldown of 3 seconds.
If the player is equipping a Merchant Hull, the speed given by Cargo Overboard will be doubled.
Maintenance Unit
Removed the current passive from the cabin "Doubles the effectiveness of the Repair ability" and "Triples the effectiveness of the Repair ability".
Added a skill to the Small Maintenance Unit and Medium Maintenance Unit:
Small Hull Mend
◈ Small Hull Mend ー Repair the ship for 2.5% health every second for 10 seconds. Cooldown of 150 seconds.
Medium Hull Mend
◈ Medium Hull Mend ー Repair the ship for 4% health every second for 10 seconds. Cooldown of 150 seconds.
Ammunitions Cabin
The name of Ammunitions Cabin changed to Small Ammunitions Cabin.
The name of Large Ammunitions Cabin changed to Medium Ammunitions Cabin.
Removed the current passive from the cabin "This ship has 20% increased reload speed on cannons" and "This ship has 30% increased reload speed on cannons", and added a new passive to both Ammunition Cabins.
◈ Small Ammunitions Cabin ー Increases the damage of regular cannon by 10%.
◈ Medium Ammunitions Cabin ー Increases the damage of regular cannon by 20%.
AUXILIARY
Broadside Artillery
Cooldown increased from 10 seconds to 15 seconds.
Increased the damage of all Broadside Artillery sizes:
◈ Small Broadside Artillery ー The damage increased from 250-300 to 200-450.
◈ Medium Broadside Artillery ー The damage increased from 350-400 to 270-600.
◈ Large Broadside Artillery ー The damage increased from 450-550 to 340-825.
New Feature: When the player hits a target with Broadside Artillery, for the next 5 seconds his next Broadside Artillery deals additional damage based on the weapon size. This effect stacks up to 2 times.
◈ Small Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 7% for 5 seconds, this effect stacks up to 2 times.
◈ Medium Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 10% for 5 seconds, this effect stacks up to 2 times.
◈ Large Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 15% for 5 seconds, this effect stacks up to 2 times.
Drake Head
Cooldown increased from 20 to 25 seconds.
The duration of the damage overtime increased from 8 seconds to 10 seconds.
From now on, the targets that get hit by Drake Head will be affected by Drake Head Flame, targets affected by Drake Head Flame have their healing reduced while Drake Head Flame is active on the target.
Design changed from: Fires a flame in front of the ship for 5 seconds, burning the target for 75/125/175 damage per second while also applying a "Burning Ship" status, dealing 25/40/55 damage per second during 8 seconds.
Design changed to: Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 560/720/960 initial damage and then 70/92/120 damage per second for 10 seconds. Targets hit suffer 35/45/60% reduced healing efficiency for the duration.
◈ Small Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 560 initial damage and then 70 damage per second for 10 seconds. Targets hit suffer 35% reduced healing efficiency for the duration.
◈ Medium Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 720 initial damage and then 92 damage per second for 10 seconds. Targets hit suffer 45% reduced healing efficiency for the duration.
◈ Large Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 960 initial damage and then 120 damage per second for 10 seconds. Targets hit suffer 60% reduced healing efficiency for the duration.
Floating Mines
Cooldown decreased from 45 to 18 seconds.
From now on, players will be able to destroy the mines by shooting them, and all the mines are going to explode when activated.
◈ Small Floating Mines ー The damage increased from 250 to 900-1,200.
◈ Small Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.
◈ Medium Floating Mines ー The damage increased from 500 to 1,800-2,340.
◈ Medium Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.
◈ Medium Floating Mines ー The slow amount increased from 35% to 40%.
◈ Large Floating Mines ー The damage increased from 750 to 2,250ー2,975.
◈ Large Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.
◈ Large Floating Mines ー The slow amount increased from 40% to 50%.
Grappling Hook
Area changed from 1x7 to 3x7.
This update increases the number of grappling hooks fired from one to three.
Cooldown decreased from 45 seconds to 30 seconds.
Removed the slow effect from the Auxiliary Weapon of all sizes.
Removed the stun when fired from the Auxiliary Weapon of all sizes.
Added snare to all the Grappling Hook sizes. Snare duration varies on the weapon size.
Added damage increase to targets affected by Grappling Hook.
Added damage to the weapon, and the value varies depending on the Grappling Hook size:
◈ Small Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 150 to 300 damage and snaring the first target hit for 3 seconds. Targets snared by Small Grappling Hooks receive 10% additional damage from ships.
◈ Medium Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 200 to 400 damage and snaring the first target hit for 4 seconds. Targets snared by Medium Grappling Hooks receive 15% additional damage from ships.
◈ Large Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 250 to 500 damage and snaring the target first hit for 5 seconds. Targets snared by Large Grappling Hooks receive 20% additional damage from ships.
Hullbreaker Cannon
Area increased from 1x7 to 3x8.
From now on, the player will receive a short stun of 400ms when he fires this weapon.
From now on, targets at edges of the area of effect of the skill will take 50% of the total damage instead of not taking damage at all.
Increased the damage of all sizes:
◈ Small Hullbreaker Cannon ー Damage increased from 500-700 to 1,000-1,500.
◈ Medium Hullbreaker Cannon ー Damage increased from 700-1,000 to 1,500-2,000.
◈ Large Hullbreaker Cannon ー Damage increased from 1,000-1,400 to 2,000-2,500.
New Feature: From now on, the skill inflicts an additional slow effect:
◈ Small Hullbreaker Cannon — From now on, the Auxiliary Weapon inflicts a 30% slow that lasts for 7 seconds on targets hit. Targets at the edges of the area of effect are affected by only half of the slow amount.
◈ Medium Hullbreaker Cannon — From now on, the Auxiliary Weapon inflicts a 40% slow that lasts for 7 seconds on targets hit. Targets at the edges of the area of effect are affected by only half of the slow amount.
◈ Large Hullbreaker Cannon — From now on, the Auxiliary Weapon inflicts a 50% slow that lasts for 7 seconds on targets hit. Targets at the edges of the area of effect are affected by only half of the slow amount.
Mortar Cannon
Reduced the channeling time from 1.5 seconds to 1 second.
The time for the cannonball fired by Mortar Cannon to hit the selected area reduced from 900ms to 800ms.
The visual indicator for cannon firing has been updated to display a small shadow at the target location where the cannonball will land.
From now on, players will be able to fire this while walking, but at a 50% speed.
Increased the damage of all sizes:
◈ Small Mortar Cannon ー Damage increased from 400-600 to 750-1,050.
◈ Medium Mortar Cannon ー Damage increased from 600-800 to 1,050-1,500.
◈ Large Mortar Cannon ー Damage increased from 800-1,200 to 1,500-2,100.
Increased the cooldown of all sizes from 18 to 30 seconds.
Plating
Increased the amount of Health given to the player's ship (all plating types):
◈ Minor Plating ー Extra Health increased from 250 to 500.
◈ Sturdy Plating ー Extra Health increased from 500 to 1,000.
◈ Reinforced Plating ー Extra Health increased from 750 to 1,500.
◈ Fortified Plating ー Extra Health increased from 1,250 to 2,500.
◈ Warship Plating ー Extra Health increased from 2,000 to 4,000.
Ship Emblems
Removed the bonus movement speed of all Ship Emblem types, and an active skill was designed for the Emblems instead:
◈ Simple Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 5 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
◈ Shiny Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 8 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
◈ Adorned Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 12 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
◈ Deluxe Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 16 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
◈ Graceful Ship Emblems ー Dispense smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 20 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
Creatures already in combat with the player will lose their target if Ship Emblems are used. However, using Ship Emblems under these conditions will result in an increased cooldown of 180 seconds, compared to the usual 90 seconds.
Shrapnel Cannon
Reduced the range of all sizes from 10 to 8.
Increased the cooldown of all sizes from 6 seconds to 9 seconds.
Increased the slow amount of all sizes:
◈ Small Shrapnel Cannon ー Slow amount increased from 5% to 8% per stack.
◈ Medium Shrapnel Cannon ー Slow amount increased from 6% to 10% per stack.
◈ Large Shrapnel Cannon ー Slow amount increased from 7% to 12% per stack.
Reduced the damage dealt of all sizes:
◈ Small Shrapnel Cannon ー Damage reduced from 100-200 to 125-175.
◈ Medium Shrapnel Cannon ー Damage reduced from 150-300 to 150-225.
◈ Large Shrapnel Cannon ー Damage reduced from 200-400 to 175-275.
Siege Cannon
Reduced the range of all sizes from 10 to 8.
Increased the cooldown of all sizes from 8 to 10 seconds.
From now on, hitting a target in the center of the explosion area deals additional 60% damage with Siege Cannon.
Increased the damage of all sizes:
◈ Small Siege Cannon ー Damage increased from 150-300 to 200-400.
◈ Medium Siege Cannon ー Damage increased from 200-400 to 250-500.
◈ Large Siege Cannon ー Damage increased from 250-500 to 300-600.
Water Pumps
Decreased the movement speed effect of all Water Pump types.
Increased the cooldown of all Water Pump types from 20 to 30 seconds.
Increased the duration of the movement speed effect for all Water Pump sizes:
◈ Basic Water Pumps ー The movement speed decreased from 100 to 25.
◈ Basic Water Pumps ー The duration increased from 5 seconds to 10 seconds.
◈ Efficient Water Pumps ー The movement speed decreased from 150 to 50.
◈ Efficient Water Pumps ー The duration increased from 5 seconds to 10 seconds.
◈ Advanced Water Pumps ー The movement speed decreased from 200 to 75.
◈ Advanced Water Pumps ー The duration increased from 5 seconds to 10 seconds.
◈ Superior Water Pumps ー The movement speed decreased from 250 to 100.
◈ Royal Water Pumps ー The duration increased from 5 seconds to 10 seconds.
◈ Royal Water Pumps ー The movement speed decreased from 300 to 100.
◈ Royal Water Pumps ー The duration increased from 5 seconds to 10 seconds.
◈ Royal Water Pumps ー From now on, Royal Water Pump removes any movement speed decrease that affects your ship.
Sail
The speed of the majority of sail sizes and types was reduced.
Each Sail now has its own unique active skill called 'Full On By!' that maximizes sail performance, increasing Movement Speed at sea — This skill can only be activated during combat.
Added a new skill to every sail size that will give the player some speed when in-combat or have additional effect, based on the sail type.
◈ Basic Sail ー Base Movement Speed increased from 25 to 30.
Basic Sail Skill: Can only be used in combat, increases speed by 50. Duration: 6 seconds, Cooldown: 30 seconds.
◈ Small Sail ー Base Movement Speed decreased from 50 to 40.
Small Sail Skill: Can only be used in combat, increases speed by 75. Duration: 6 seconds, Cooldown: 30 seconds.
◈ Medium Sail ー Base Movement Speed decreased from 100 to 55.
Medium Sail Skill: Can only be used in combat, increases speed by 100. Duration: 6 seconds, Cooldown: 30 seconds.
◈ Large Sail ー Base Movement Speed decreased from 155 to 70.
Large Sail Skill: Can only be used in combat, increases speed by 125. Duration: 6 seconds, Cooldown: 30 seconds.
◈ Merchant Sails ー Base Movement Speed decreased from 100 to 50.
◈ Merchant Sail Skill ー Can only be used in combat. Increases speed by 125. Duration: 5 seconds plus 0.5s per Tradepack you are currently carrying, Cooldown: 30 seconds.
Additionally, changes were done to the movement provided by the Merchant Sail:
◈ Bonus Movement Speed while carrying a Tradepack decreased from 150 to 50.
◈ From now on, the bonus Movement Speed while carrying a Tradepack will only work when the players are outside of combat.
◈ Sturdy Sails ー Base Movement Speed decreased from 150 to 75.
Sturdy Sail Skill ー Can only be used in combat. Increases speed by 125. Reduces damage taken by 15%. Duration: 6 seconds, Cooldown: 60 seconds.
◈ Pirate Sails ー Base Movement Speed decreased from 125 to 75.
Pirate Sail Skill ー Can only be used in combat. Increases speed by 90. Increase damage done to players by an additional 10%. Duration: 10 seconds, Cooldown: 60 seconds.
We've revamped the Adventurer's Board to make your daily tasks more engaging, efficient, and flexible. Our goal is to reduce the time needed to complete tasks while providing you with more opportunities to engage in tasks that align with your preferred gameplay style, without forcing you out of this gameplay loop.
Whether you're a crafter, farmer, fisher or heavy grinder, you'll find it easier to make progress on your daily goals without disrupting your favorite activities.
STREAMLINED TASKS
We've streamlined several tasks to make the gameplay more enjoyable and fitting more diverse array of playstyles:
Land
Now combines Farming, Husbandry, and newly added Breeding activities under one task.
Harvesting crops, collecting animal produce, and breeding Moas all count towards this task.
Foraging
Woodcutting and Herbalism have been merged into this new task.
Includes activities like chopping down trees and gathering herbs in the Open World or on your land.
Crafting
All Crafting activities are now part of a single task.
Includes Blacksmithing, Weaving, Cooking, Carpentry and the new Alchemy profession.
NEW TASKS
New Tasks have been added, involving recent activities introduced in Horizon’s Call Expansion:
Aether Rifts
Enter and complete Aether Rift instances.
Aether Echoes
Join a party and defeat Aether Echo bosses on any difficulty.
TASK TRACKING IMPROVEMENTS
Most tasks now track the number of actions performed instead of experience points. This change makes progress easier to follow and provides a more tangible sense of accomplishment, while also reducing the curve of time needed to complete each of these daily tasks.
Here is a breakdown of each task type:
Land
Each Farming, Husbandry, or Breeding action counts as 1 point.
Examples: Harvesting a crop, collecting animal produce, or initiating/completing Moa breeding all count as individual actions. Each action that would’ve given you any XP related to Farming, Husbandry or Breeding acts as 1 point.
Foraging
Each tree cut down or herb gathered counts as 1 point.
Note: Multiple resources obtained from a single tree or herb plant still count as 1 action.
Mining
Each interaction with a mining node counts as 1 point.
Multiple Mining actions from a single node count as multiple points each time they grant separate XP rewards.
Fishing
Each fish caught counts as 1 point, regardless of the fish's rarity, weight or the experience gained.
The amount of fish needed to complete this task has been heavily reduced.
Hunting
This task remains unchanged, as it tracks experience gained from killing creatures, providing a balanced way to account for creature difficulty.
Rangers Company & Dynamic Events
These tasks remain unchanged, as they count the number of completed events rather than experience gained.
Crafting
This task continues to track experience gained, as it best represents the variety and complexity of Crafting activities. However, it now counts your experience across all Crafting activities - Blacksmithing, Carpentry, Weaving, Cooking, and Alchemy.
Aether Rifts
Each entry into an Aether Rift instance counts as 1 point.
Aether Echoes
Each successful defeat of an Aether Echo boss counts as 1 point.
Each person in the party that has successfully defeated Aether Echo boss will gain this point.
This new system aims to make task progression more intuitive and rewarding, allowing players to easily understand and track their progress throughout their gaming session, while diminishing the amount of time needed before to complete these tasks - you do not have to go out of your way and preferred gameplay loop in order to finish these tasks.
NEW TASKS EXAMPLES
Land: "Perform 20 Farming, Husbandry or Breeding activities."
Foraging: "Perform 25 Woodcutting or Herbalism activities."
Crafting: "Earn 70,000 experience from Crafting."
Aether Rifts: "Enter 2 Aether Rifts."
Aether Echoes: "Defeat 1 Aether Echo boss on any difficulty."
REWARDS
Complete an Adventurer's Board task to earn 1 Aether Rift Charge (for Players with Legacy Level 40+ who have unlocked Aether Rifts).
Complete an Adventurer’s Board task to gain 1 stack of Adventuring Spirit, a new Experience Booster that is applied to hunting creatures, designed to enhance the satisfaction of grinding.
GENERAL ADJUSTMENTS
Task variety has been rebalanced to provide a more diverse daily experience.
Crafting, Hunting, Rangers Company, and Dynamic Event tasks appear more frequently.
Gathering tasks (Land Cultivation, Foraging, Mining, Fishing) appear less frequently but are easier to complete.
Players below level 40 will not receive Aether Rift or Aether Echo tasks.
We have addressed several issues with the Rangers Company shop. Prices for most items have been adjusted in Silver and Bounty Marks to better align with the current game economy.
Additionally, the appeal of underutilized items has been improved, and adjustments have been made to items that were overpowered.
Below are the notable changes done:
◈ Emergency Blockage ー Increased the movement speed bonus from 10% to 20% and the Bounty Marks price from 20 to 170.
◈ Stepping Fuel ー Increased the damage dealt from 80–155 to 150–270 and the Bounty Marks price from 20 to 170.
◈ Bear Trap ー Increased the damage dealt from 150–400 to 250–600 and reduced the Bounty Marks price from 330 to 300.
◈ Sigil of Dawn ー Increased the amount of healing received from lethal damage from 500 to 1,000.
◈ Necklace of Duality ー Increased the Maximum Health and Mana from 600 to 1,200, the Bounty Marks price from 850 to 1,200, and the Silver price from 425,000 to 600,000.
◈ Eye of the Overlord ー Increased Haste and Precision from 35 to 50, the Bounty Marks price from 850 to 1,200, and the Silver price from 425,000 to 600,000.
◈ Cloak of Chivalry ー Increased the speed bonus from 12% to 20 while on a Moa. Increased the Bounty Marks price from 1,050 to 2,000 and the Silver price from 650,000 to 800,000.
◈ Omega Stone ー Increased the cooldown from 5 to 15 minutes. Increased the Bounty Marks price from 1,150 to 5,000 and the Silver price from 725,000 to 1,000,000.
Additionally, the three items below were underlined as problematic by the community and we agree with the assessment, so the following changes are intended to maintain their functionality without creating game breaking issues:
◈ Quickening Concoction ー Increased the cooldown from 5 to 30 minutes and now applies a 30% Mana Regeneration reduction for 5 minutes.
◈ Astral Decoction ー Increased the cooldown from 15 minutes to 2 hours and now inflicts a mana leak causing a loss of 2 mana per second for 5 minutes. Increased the Bounty Marks price from 250 to 1,000.
◈ Torment Configuration ー Reduced the redirected damage from 50% to 25%, reduced Health Regeneration by 25% for 5 minutes, and increased the cooldown from 15 to 30 minutes. Increased the Bounty Marks price from 1,150 to 5,000 and the Silver price from 725,000 to 1,500,000.
Note: Quickening Concoction and Astral Decoction are currently disabled as we prepare additional changes.
QoL Improvements:
We've introduced a new interface element to enhance the combat experience by displaying a distinct casting bar for uninterruptible skills and abilities.
Additionally, we've added an option to restore the UI layout, which can be found in Settings (O) ➝ on the right side of Edit UI.
Added new Bandit's Teachings:
◈ Using the Adventurer’s Board.
◈ Setting up character builds and entering Aether Rifts.
◈ Guiding players on right-click actions, including Follow, Trade, and Invite to Party.
From now on, if a Guild Leader has not logged in for 30 days, Guild Leadership will automatically transfer to the next highest-ranking member. If multiple members hold the same rank, leadership will pass to the one who was most recently online, provided they have logged in within the last 7 days. If no member has been active within the past 7 days, no transfer will occur. This process will take place during the daily restart at 5:00 AM Pacific Time.
Decreased the minimum requirement to trade and to use the Marketplace ー Instead of 3,500, players now need 2,000 (Trade) and 1,000 (Marketplace) Reputation to perform those activities. Patrons are still an exception to this rule.
Reduced the fear duration of Sinister Sigil from 6 to 5 seconds.
Additionally, only 3 players can be affected by this effect at a time when activated — Players affected by this effect will be immune to it for 3 minutes.
The duration of drinking consumables (from Cooking) that grant passive Health and Mana regeneration has been increased from 20 minutes to 30 minutes. Their effectiveness has been reduced by approximately 20%, depending on the item.
Reduced the amount of Quality required to upgrade the Grade of Drinks, Baked Goods and Meals by approximately 25%, depending on the case.
Adjusted the Grade Bonuses for consumables to align with other changes:
◈ Reduced Grade Bonus of cooking consumables like Meals, Drinks, and Baked Goods from 20/40/60% to 15/30/45%.
◈ Increased Grade Bonus of whetstones from blacksmithing and Fishing Baits from cooking and Weaving from 10/20/30% to 15/35/45%.
Creature drops that are used in Alchemy potions can no longer be sold to vendors.
In an effort to improve the availability of Tier 3 creature Crafting materials we are expanding the sources for the Troll Fang and Shell Fragment items:
◈ Renamed Troll Fang Crafting material to Ripper Fang and updated its description.
◈ Added Ripper Fang as an item drop from creatures of the Fox family.
◈ Added Shell Fragment as an item drop from creatures of the Pummeldillo family.
Creatures:
Applied adjustments to all creatures in the Sporewalker family — Their skillset has been refined to better align with their concept and lore. These creatures have been slightly strengthened and now grant more Experience:
◈ Contagious Sporewalker — Base experience increased by ~15%, the skill Chew Alive (Multiple hit damage with snare) of the creature's move set was changed by Sporewalker Death Touch, a telegraphed ability based on the skill Death Touch from Witchcraft, to represent the creature's RavenCard.
◈ Parasitic Sporewalker — Base experience increased by ~15%, the skill Mana Poison (Target DoT that drains the target's mana) of the creature's move set was changed by Carnivorous Leech, a DoT skill based on the skill Leech from Witchcraft.
◈ Arachnowalker — Base experience decreased by ~30%, we created a new skill for the creature's move set called Poisonous Web Snare, a telegraphed skill that snares targets and deals damage to targets on top of it, while also healing Sporewalkers inside the affected area.
◈ Widowalker — Base experience decreased by ~30%, we created a new skill for the creature's move set called Superior Acid Barrage, a sequence of telegraphs that the creature will shoot against the players, that will deal damage and decrease the target's Defense Power.
Applied adjustments to the creatures Manastorm Djinn and Spellsurge Djinn:
◈ Basic Attack — The damage was reduced by 25%.
◈ Weak Electric Torrent — The delay between hits was increased from 300ms to 500ms.
◈ Weak Electric Torrent — The channelling duration was increased from 1,200ms to 2,500ms.
Applied adjustments to the creature Mysticap Mushroom:
◈ Mystic Drain — The damage reflection of the creature skill was reduced from 100% of the original damage to 30%.
Adjusted North Star Equipment chests to now provide equipment with predetermined attributes sorted into six categories (Bruiser, Tank, Ranger, Rogue, Mage, Cleric), offering a better baseline for new and returning players.
If you have already opened your Equipment Chest, you will receive a new one.
The items requested by Vrahx the Slick during the "Chaotically Brilliant" story quest have been adjusted to facilitate progression in this area.
Changed "The Reliant Shipwright" story quest, where players receive a Basic Ship, to prevent conflict with deep ocean sailing if the player owns another type of ship before completing this quest.
Renamed the environmental quest "Warforged Weapon" (Hadarak Desert) to "The Colossus of Quorras" to avoid confusion with the new Warforging system. The boss of this quest has also been renamed accordingly.
The Ankh artifact from "A Sludging Mess" will now be given to the entire party when dropped, instead of individually.
Similarly, the Frozen Sigil artifact from "A Wizard Frozen in Time" will also be given to the entire party when dropped, instead of individually.
We are doing these changes in order to make progression as a party a more enjoyable experience, and avoid cases where one unlucky person renders the whole group down.
Fixed an issue that prevented Land claims if the previous highest-level character was deleted. Players affected by this issue before the Expansion release should contact Support via email or submit a ticket on our Discord server for assistance.
Health/Mana bars are now properly updating when Health/Mana percentages change and should now reflect changes instantly.
The passive ability from the Leather Set now functions correctly, reducing the duration of slows, stuns, and snares.
Fixed an issue that allowed using the Iced Fruitmilk food alongside another food of the same category, resulting in both buffs remaining active.
Fixed an issue with Legacy Skills where, if a skill was already on cooldown, using another Legacy Skill would not reset the cooldown to 1 minute, allowing two Legacy Skills to be used consecutively.
The trinket ‘’Garment of Skorn’’ now adds Mana instead of removing it.
Fixed an issue where the Action Bar layout in the Ocean would revert to default instead of staying saved according to the player's organization.
Fixed an issue that prevented players from using ship abilities if they had logged out while in the Ocean.
Fixed an issue where the expiration days of Inbox items were displayed incorrectly. They will now show the accurate time remaining before deletion.
Applied corrections to several skills and RavenCards to address functionality issues:
◈ Dawn Arrow: The hit effect sound no longer increases based on the number of targets hit.
◈ Bladestorm: Global Cooldown now displays correctly on the action bar.
◈ Arcane Torrent: Fixed an issue where this skill would cause damage to players using Illusive.
◈ Morningfox Ninetails (Circle Of Light): Fixed looping sound issue when used with the Morningfox Ninetails RavenCard.
◈ RavenCard Troll Brawler (Pummel): Fixed an issue where this skill would always apply stun even if no skill channeling was canceled.
◈ RavenCard Warlock Ezanor (Mirror Image): Clones now correctly respect the range of skills.
Moa speed
We have observed that speed scaling while riding Moas had become excessively unbalanced, allowing players to reach the speed cap even with a Tier 1 Moa through certain methods. This negatively impacted gameplay and diminished the value of Moa breeding and trading. To address this, we've implemented several fixes including:
◈ Fixed an issue where buffs were incorrectly stacking on top of cumulative values.
◈ Fixed an issue where trinkets were granting more speed than intended.
◈ Fixed an issue where artifact buffs and items intended to affect only on-foot speed were also impacting total moa speed.
◈ Adjustments have been made to the Moa Bond Features values.
So, see you all in game!