Patch Notes

Wednesday, February 28, 2024

We get that some sticklers for version control might ask, "Patch But where were .1-.4?" We've planned for this to be the sole mini-patch before Patch 1.0.6 next week, so placing the patch number smack dab in the middle felt right!

As we gear up for the eagerly awaited Patch 1.0.6 next week, complete with Medium & Large Community Land, Culling Spawns, and Legendary Fish... Oops, spoiler alert (more on that at the end of the Patch Notes 😉), we still wanted to squeeze in a mini-patch this week, packed with essential tweaks, balancing, and fixes to spruce up Ravendawn before this weekend's gaming!

Now, let's jump into Patch!


During the Open Beta of Ravendawn, our Built-In Global Proxy System worked wonders, but upon launch, it unfortunately caused connection issues for 5% of our players, preventing them from connecting to the server properly. As a result, we temporarily disabled the global proxy network to ensure everyone could connect without issue.

We're thrilled to announce that after extensive adjustments and enhancements, we're confident there will be no further issues with the Automatic Global Proxy System. We're reintegrating it into Ravendawn with Patch! While we anticipate a smooth experience, please be aware that if you encounter any new connection issues following the update, they may be related to this change. Rest assured, we'll be on standby to address any problems immediately. Should you face any connection challenges or issues with the proxy, you'll now have the option to easily disable it right from your Login Screen (Latency Tunneling Service option)!

This proxy system operates seamlessly in the background, requiring no manual intervention. If our proxy can reduce your latency ー typically for players in Europe and South America, it will automatically reroute your connection through our proxy.


We have updated the system for Reputation & Profession Tree Resets to use Dawn Essence instead of RavenCoins. As previously stated, any Resets purchased up until February 24th, 8:00am Pacific Time (the time of the announcement) will be refunded in full during this maintenance period.

Furthermore, we've provided an extra Free Reset for Reputation & Profession Tree’s to all Adventurers! As well, this reset for professions will allow you to reset all your Professions, not just one.


Applied adjustments to the Dynamic Event "Possessed by Resentment" ー Now, the Event is triggered more often.

The possibility to send whispers is now blocked until Legacy Level 10.


Additional Warmode Channels

As the Warmode channels continue to see higher and higher demand, we will be opening an additional Warmode Channel on both Angerhorn and Serafine.


Rangers Company

Adjusted the pricing for several Rank 9 Rangers Company items to more accurately reflect the power and tier of the game they offer ー Our goal was to make these adjustments before anyone achieves Rank 9, preventing any alterations to items already in possession.

Moreover, the Rank 9 rings (Light's Sigil, Dragon's Defiance, Shadow Mark and Stardust Bangle) have been withdrawn from the Rangers Company Store. The reason behind this is that these four rings don't sufficiently cater to a broad spectrum of playstyles currently, and feel a bit boring in terms of their implementation. We aim to introduce a more unique method for acquiring late-game rings. Expect a new broader series of rings to be introduced to late-game Ravendawn in Patch 1.0.7 or possibly sooner.

Necklace of Duality (Amulet)

◈ Silver: Increased from 155,000 to 425,000.

◈ Bounty Mark: Increased from 580 to 850.

Blood Pendant (Amulet)

◈ Silver: Increased from 155,000 to 425,000.

◈ Bounty Marks: Increased from 580 to 850.

Wellspring Blessing (Amulet)

◈ Silver: Increased from 155,000 to 425,000.

◈ Bounty Marks: Increased from 580 to 850.

Eye of the Overlord (Amulet)

◈ Silver: Increased from 155,000 to 425,000.

◈ Bounty Marks: Increased from 580 to 850.

Ghostwalker Shoes (Trinket)

◈ Silver: Increased from 177,000 to 525,000.

◈ Bounty Marks: Increased from 600 to 900.

Sovereign Circlet (Trinket)

◈ Silver: Increased from 177,000 to 525,000.

◈ Bounty Marks: Increased from 600 to 900.

Conqueror's Bracer (Trinket)

◈ Silver: Increased from 177,000 to 525,000.

◈ Bounty Marks: Increased from 600 to 900.

Goblin Bombs (Trinket)

◈ Silver: Increased from 177,000 to 525,000.

◈ Bounty Marks: Increased from 600 to 900.

Cloak of Chivalry (Trinket)

◈ Silver: Increased from 200,000 to 650,000.

◈ Bounty Marks: Increased from 675 to 1,050.

Omega Stone (Trinket)

◈ Silver: Increased from 250,000 to 725,000.

◈ Bounty Marks: Increased from 750 to 1,150.

Torment Configuration (Trinket)

◈ Silver: Increased from 250,000 to 725,000.

◈ Bounty Marks: Increased from 750 to 1,150.


Frost Steppes has the correct PvP Status on Warmode Channel now.

The skill Crippling Dagger is not generating Aether on reactivation anymore.

The interactions related to Moa Breeding are properly working and won't make the Breeding process get stuck anymore.

The BattleList is now correctly displaying the information from players ー This fix is related to the Health indicator.

Fixed an issue causing to the Ship's max Health being improperly increased when carrying Tradepacks.

Fixed an issue allowing players to enter Housing Protection even if they were flagged as PK.

The Market UI is not getting stuck anymore if the player gets away from the NPC while having an offer opened in their screen.

Fixed an issue that was giving the possibility to players with lower ranks demoting players with higher ranks in the Guild Panel.


To improve the gameplay experience and ensure a balanced environment in Ravendawn, we're rolling out several adjustments in Patch

It's important to remember that maintaining balance in an MMORPG is an ongoing process, as the meta evolves. We're committed to consistent balance patches in the future, where we'll continue to refine all Archetypes, Skills and Ravencards.

Our goal with balance patches is to support a wide variety of builds while keeping them within a balanced framework. If a specific playstyle, Archetype, Skill, or Ravencard hasn't been adjusted in the way you anticipated (Buff or Nerf), it doesn't mean changes aren't planned for it in the near future. 


Feasting Strike ー Heal per Aether consumed increased from 36% Weapon Power to 40% Weapon Power.

We have seen a significant trend among players utilizing a Feasting Strike in conjunction with the Polar Bear RavenCard. Our goal is to make the burst healing aspect of this skill more appealing. Therefore, we're enhancing both the skill and its associated RavenCard to further emphasize this feature.

Bladestorm ー Health cost reduced from 10% to 8%.

Bladestorm ー Base heal increased from 15% to 20%.

Bladestorm ー Heal per Aether consumed increased from 3,5% to 4%.

Bladestorm ー Changed the channeling mechanism of the skill to a double-tap format. From now on, if the player presses the button to activate the skill, the channeling will start and it will only be interrupted with its current bonuses if they press it again (instead of having to release the button for it to happen).

Bladestorm's utility was occasionally beneficial, especially in scenarios with multiple enemies. However, its health cost-to-gain ratio was confusing and less advantageous than intended in most situations. We've reduced the health cost and increased health gain for this skill, simplifying its usage and making it more rewarding, particularly in crowded situations.

Hatred ー AP buff increased from 0.5% to 1% per stack.

Hatred ー Amount of stacks reduced from 20 to 10.

Hatred ー DP debuff increased from 0.75% to 1% per stack.

Recognizing Hatred's popularity and its previous nerf, we're revising its power and progression speed to make it more attractive and less punishing, aligning it with the game's fast-paced PvE combat environment.

Bloodbath ー Added an icon to the player's debuff status bar to show the passive's remaining cooldown.


Leech ー Duration reduced from 10 seconds to 8 seconds.

Eternal Worms ー Healing reduced from 75% to 60%.

It has been clear that the Witchcraft Archetype's sustain capabilities were excessively strong. While this leech style of gameplay is partially designed for Witchcraft, it is greatly overperforming our goals with this Archetype. Because of this, we are reducing the effectiveness of Leech, Eternal Worms skills, and the Vampire Necromancer and Harvester Hag RavenCards.

Shackles of Pain ー From now on, Shackles of Pain will cost Aether.

Shackles of Pain ー Base shared damage with the shackled target reduced from 50% to 25%.

Shackles of Pain ー Now increases the shared damage by 5% per 10 Aether consumed.

In PvP, Shackles of Pain created unbalanced scenarios due to its significant advantage without any cost. We have made adjustments to this skill to provide better competitive engagements.

Magic Rupture ー Duration reduced from 8 to 6 seconds.

To align with the game's current control balance, we are shortening the debuff duration of Magic Rupture and adjusting Exploitation to ensure consistent balance among debuffs.

Exploitation ー Duration reduced from 30 seconds to 20 seconds.

Exploitation had a debuff duration way too long compared to other debuffs that do similar stuff in the game, so we decided to cut it down to keep at least a standard line of balance for skills of this type.

Death Touch ー Base spell power reduced from 250% to 150%.

Death Touch ー Bonus damage per Aether consumed reduced from 50% to 40%.

Death Touch ー From now on, Death Touch deals an additional 50% damage if the target is below 50% Health.

To preserve Death Touch's identity as a powerful Witchcraft skill while ensuring balance, we're introducing a new condition for achieving its full damage potential. This change aims to maintain the skill's relevance without making it overly dominant in all states of combat.

Creeping Death ー Damage multiplier increased from 15% to 30%.

We are slightly reversing some of the buff that was to Cursed Touch in the last patch to make room for a buff on the passive Creeping Death, a passive that needs a condition to be met to activate. 

Cursed Touch ー Damage multiplier reduced from 30% to 20%.


Barrier ー Cooldown increased from 15 to 18 seconds.

Barrier ー Duration decreased from 8 to 6 seconds.

Barrier is currently performing too well in builds that heavily rely on stacking Spell Power and Healing Power. To avoid simply tweaking numbers, which could turn Barrier into an irrelevant ability, we have decided to instead reduce the uptime of the skill.

Air Aura ー Mana cost increased from 6% to 12%.

Air Aura ー Shield reduced from 50% to 40% of Max Health.

Air Aura ー The time for the damage you received to be converted to a barrier was increased from 2 to 4 seconds.

We have noticed that many builds focusing solely on offensive aspects, like investing all points in Intelligence and Dexterity, were benefiting too much from the Air Aura skill. With that, we have decided to adjust some values in Air Aura to require players to be a bit more resilient if they want to take full advantage of the barrier it provides. We have also adjusted its mana cost to make it more align with other Support skills.


Divine Purpose ー The cooldown per stack was removed.

Divine Purpose ー Duration increased from 6 to 10 seconds.

After significant feedback, as well as internal testing, we have decided to remove the previously added cooldown for this passive to stack. The time it was taking for Divine Purpose to offer all its attributes to players' builds was not enjoyable. The increase in duration is so players that have more comfortable skill cycles before losing their stacks, and they aren't stuck to one or two specific skills to keep it stacked.

Undying Will ー Health threshold for the passive to be activated increased from 10% to 20%.

We are increasing the amount of health a player needs to have for this passive to be activated.  We understand that 10% is quite low in many situations, leading to this passive not providing adequate payoff in most situations.

Banner of Protection ー Health decreased from 100% of the caster's health to 40%.

The intent of this change is to encourage scenarios where destroying the Banner of Protection is worthy of the retargeting. 

Spirit Shield ー Cooldown increased from 45 to 60 seconds.

We are slightly increasing the cooldown of this skill to reduce how frequently it is available for PvE encounters.


Crippling Dagger ー Skill changed from tier 4 to tier 3.

This change aims to make the choice of abilities in the Shadow Tier 3 more flexible for players using a Spell Power focused build.

Venomous Weapons ー Skill changed from tier 3 to tier 4.

Venomous Weapons ー Cooldown reduced from 90 to 45 seconds.

Venomous Weapons ー Skill will not consume Aether anymore; it will generate 20 instead.

Venomous Weapons ー From now on, Venomous Weapons will also work whenever you cast a skill on the target.

Venomous Weapons has always been an underused skill in Ravendawn, mainly due to the low amount of return for its Aether Cost.


Flame Tornado ー Damage per tick increased from 60% to 80%.

Flame Tornado ー A 3-second channeling duration has been added to the skill. This means that for Flame Tornado to deal damage, the player must remain channeling the ability.

Flame Tornado is a skill that is exceptionally powerful at the moment. A common combo is to cast a Flame Tornado on the tile they're occupying, quickly following it up with Coldblast and Icestorm, causing an absurd amount of area damage in a short window. While Wizardry is an AoE featured Archetype, we feel the current amount of AoE damage it is capable of unleashing in such a short window is too high. With the Wizardry changes, we are making Wizards commit to channeling Flame Tornado and negating the ability to stack two powerful AoE’s at the same time.

Coldblast ー Snare duration reduced from 4 to 2.5 seconds.

The more concerning aspect of this build however was the oppressive nature of Coldblast. Coldblast was offering an absurd value to players in all game content. We want the skill to be used for Wizardry players to create some distance from their targets in terms of crowd control, but not for them to hit full ability rotations in the duration of a single Coldblast. Please remember, Crowd Control effects are double the duration in PvE, so this change has reduced the duration of Coldblast from 8 seconds to 5 seconds in PvE, and 4 seconds to 2.5 seconds in PvP.


Dawn Arrow ー Cooldown increased from 30 to 45 seconds.

Following the same logic as for Spirit Shield, we decided to increase the cooldown of Dawn Arrow, so that players have to cycle their defensive and control cooldowns more optimally to get the most out of them. We will be monitoring this skill for future adjustments.


Rat Burglar (Sinistar Plot) ー Design changed from: 

''If Sinister Plot is active, Shadowstrike cooldown is reduced by 5/6/7/8/9/10/11.''


''If you are engaged in combat, increase your movement speed by 2/2.5/3/3.5/4/4.5/5% per 25 Aether generated for the duration of Sinister Plot.''

The current design of Rat Burglar offered very little room for our balancing team to make adjustments to this Ravencard, making it almost impossible to balance. So, we have decided to change the design of the card completely to be more flexible for future balances.

Toadstool Warrior (Venomous Weapons) ー Damage dealt by the RavenCard changed from Weapon Power to Adaptive damage.

This change was applied to make RavenCard more versatile in a wider range of builds.

Pearlshell Giant (Barrier) ー Multiplier reduced from 100/120/140/160/180/200/220% to 75/87.5/100/112.5/125/137.5/150%.

As mentioned earlier, we're looking to reduce the defensive capability that the Barrier skill can provide for builds that focus solely on a more offensive aspect.

Hog Warlord (Feasting Strike) ー Multipliers increased from 5/7/9/11/13/15/17% to 10/12.5/15/17.5/20/22.5/25%.

Dire Bear (Berserk) ー Instead of scalling the AP gained increase fixed to 10% for 10 seconds.

Dire Bear (Berserk) ー Players will be able to be healed with the RavenCard equipped, but the healing will be reduced by 60/55/50/45/40/35/30%.

Goblin Berserker (Berserk) ー From now on, instead of not generating Aether anymore, Berserk Aether generation gets halfed while Berserk is active.

After some playtests we did internally, and based on some player feedback, we decided to dial down the "trade-offs" that the Dire Bear and Goblin Berserker cards had in their design. The Berserk skill is usually used for Aether generation, and the Goblin Berserker card took that away from it which we realized doesn't really mesh well with the current Ravendawn vibe. The Dire Bear card completely took away the player's ability to get healed for way too long, which also doesn't make any sense for how the game is played right now.

Vampire Necromancer (Leech) ー Healing increase reduced from 25/30/35/40/45/50/55 to 15/17.5/20/22.5/25/27.5/30%.

Harvester Hag (Shackles of Pain) ー Heal received from the Shackled Target reduced from 50/60/70/80/90/100/110% to 30/35/40/45/50/55/60%.

Hog Saboteur (Erupt) ー Chance of activating the RavenCard effect lowered from 4% to 2.5% per erupt stack.

The last change we made to this RavenCard brought back its personality and made it very powerful again. We're reducing the activation chance of the effect just to make it a bit more balanced, considering the player should only cause damage for the effect to be activated.

Astor Demon (Meteor Strike) ー  A 30% slow that lasts for 1 second was added to targets that stay on top of the fire hazard created by Meteor Strike.

Frostbound Drake (Coldblast) ー The Icestorm skill damage increase was removed from the RavenCard.

We underestimated how significantly a player can ramp up their magical damage output, and Icestorm was hitting way, way harder than we'd like it to. With that in mind, we've decided to reduce the damage buff that this RavenCard gives.

Blizzard Beast (Icestorm) ー Damage decreased from 25/30/35/40/45/50/55% to 10/12.5/15/17.5/20/22.5/25%.

Lurking Shadow (Teleport) ー Spell Power increase duration decreased from 8 to 6 seconds.

Just a correction on the amount of GCDs that the Wizardry player can capitalize on with this powerful spell power buff.

Icicle Gazer (Frostbolt) ー Design changed from:

''From now on, your Frostbolts apply 3 Frost Stacks. Upon reaching 3 Frost Stacks on a target, it will be affected by Deep Freeze for 3.5/4/4.5/5/5.5/6/6.5 seconds. Frost Lances always deal critical damage on Deep Frozen targets. Targets already affected by Deep Freeze can't be affected again for 10 seconds.''


''Your Frostbolts apply 1 Frost Stack. Upon reaching 3 Frost Stacks on a target, it will be affected by Deep Freeze for 8 seconds.For every Deep Freeze stack on the target, Frost Lance gains 10/12.5/15/17.5/20/22.5/25% critical chance. If Deep Freeze stacks up to 3 times, the target will be affected by Frostbite for 8 seconds. A target affected by Frostbite can't be affected by Froststack. Frostbite makes all of your Frost Lances deal critical damage and ignore 25% of the target's Spell Defense.''

Deep Freeze is a mechanic that brings a different way of playing Wizardry, and we find that quite important. We wanted to make the Deep Freeze mechanic more flexible and rewarding for players who master it, bringing even more personality to our icy wizards!

Iceshell Giant (Coldblast) ー Design changed from:

''Targets hit by Coldblast are now Deep Frozen for 3.5/4/4.5/5/5.5/6/6.5 seconds. Frost Lances always deal critical damage on Deep Frozen targets.''


''Apply Arctic Burn to the target for 6 seconds. Arctic Burn deals 45/52.5/60/67.5/75/82.5/90% spell damage every 2 seconds.''

Since we changed the effect of Deep Freeze, the old design of this RavenCard no longer made sense. So, we decided to change it to something that might draw some attention to builds focusing on damage over time abilities.


In Patch 1.0.6, we're introducing two new systems designed to enhance the Risk & Reward dynamics of two fundamental aspects of Ravendawn. While Ravendawn encompasses both PvP and PvE elements, without leaning exclusively towards just one, we acknowledge that the PvP aspect could benefit from further system development. Despite having a solid foundation, we feel there is a need for more organic scenarios that encourage player vs player conflict. To enhance this, we have one change, and 2 new systems planned for 1.0.6 (with additional systems and changes slated for 1.0.7)!

Firstly, in 1.0.6, players will see a 50% reduction in the amount of Infamy when killing a player who is transporting a Tradepack, applicable both on land and at sea.


In the upcoming 1.0.6 update, we're excited to introduce a new feature dubbed Culling Spawns. This is a random temporary enhancement to existing spawns that cause them to drop a new Inventory Item called Culled Eyes.

Culled Eyes are acquired through traditional looting methods. However, similar to Tradepacks, if you die while carrying Culled Eyes, they will drop and leave behind a bag of Culled Eyes that other players can pick up.

Players can collect these Culled Eyes and turn them into the Rangers Company Grandmaster Maxxor in South Glademire for a substantial reward of Experience and Dawn Essence.

Additionally, while in possession of Culled Eyes, players will be unable to use Teleportation or Shrines.

Furthermore, the quantity of Culled Eyes a player is carrying will be visible under their nameplate, akin to how Tradepacks are displayed. This feature ensures that everyone is aware of how many Culled Eyes you have on you for the taking.


To add further Risk, but also higher Reward to Fishers in Ravendawn, the 1.0.6 update introduces a new Legendary Fish mechanic. When participating in Ocean Fishing, players will have a 1% chance to catch a Legendary version of a fish! Although these Legendary Fish will be the same challenge to catch as their normal versions, they will be valued at 2500% the normal amount of silver.

However, similar to Culled Eyes, if a player dies while carrying any Legendary Fish, these fish will automatically drop for the taking. This adds an extra layer of risk to Fishing, as players must safely transport these valuable catches to avoid losing them, however will be rewarded more for doing so. Additionally, the quantity of Legendary Fish a player is carrying at any given time will be visible on their nameplate, just like Culled Eyes, making it clear to others how valuable their current haul is.


This is just a small teaser of some additional things to come in patch 1.0.6. Full Patch Notes will come early next week!