Patch Notes 1.0.7: Pre-Patch for Horizon's Call

Tuesday, July 16, 2024

Welcome to the Horizon's Call Pre-Patch Notes, Adventurers!

After months of work building what will further diversify and expand the universe of Ravendawn on August 9th with Horizon's Call, we are excited to announce the first step of this Expansion!

Given the extensive scope of Horizon's Call, we have prepared a Pre-Patch to introduce essential features that will be in the game to prepare the community leading up to Horizon’s Call’s Release!

The Pre-Patch will officially launch on July 23rd, 5:00am Pacific Time with all the additions and changes listed below, however players will already be able to test what is coming to Ravendawn on July 17th, on the Public Test Realm!

Want to try-out features coming before they hit the live servers?! Go to your Account Panel and simply opt-in for the PTR, or click here to learn more about it. The download of the PTR will become available on July 17th, 5:00am Pacific Time.

It's time to dive into all the additions and changes we've prepared for you!
 


You voted, we did it! In response to community requests and after much consideration, Serafine will be merged into Angerhorn on July 23rd alongside the Pre-Patch for Horizon’s Call.

Want to know more about it? We have prepared a detailed post covering all aspects of the World Merge and the Public Test RealmClick here to read it and get ready for the 23rd!
 


We're thrilled to introduce the Adventurer's Board ー a new System aimed to catch-up new players & returning players to the existing Ravendawn Community!


The Adventurer's Board provides a variety of quests and challenges tailored to boost progress and offers a streamlined path for catching up with the Ravendawn Community. This makes it easier than ever to dive into the heart of the action and ensures that players can reach a good level to join their friends in the content that is about to be released with Horizon's Call.

Starting from Legacy Level 15, players will be able to access the Board (CTRL + B), which provides three daily tasks that are related to several different in-game activities such as Crafting, Gathering, Hunting, Rangers Company, Dynamic Events and more.

Among the rewards, players will get Experience, Dawn Essence and Soulbounded Infusions, which once used on a piece of gear will make it Soulbound to your character and that gear will transfer the Soulbound property to any other gear it is used as Infusion material for!

The reward pool of the Board varies slightly between Legacy Levels 15-59 and Levels 60+.

Additionally, Patrons will be able to reroll all three daily tasks once per day for free.

We truly believe this feature will enhance the experience by making it more accessible and enjoyable for everyone to catch-up for Horizon's Call. It's time to call your friends to play!
 


Some time ago, we released a teaser on Discord sharing about some changes in the Rangers Company Board. We are happy to announce that those changes are here for the Pre-Patch!


Rangers Company's cooldown will now be based on Charges instead of being based only on hour cooldown. To select a new task, players will need to spend 1 Charge.

Patrons receive 1 Charge every 3 hours, while non-Patrons receive 1 Charge every 6 hours.

Patrons will be able to have 10 Charges maximum, while Non-Patrons will have 5 Charges maximum.

 


Since day one, our team has been hard at work applying performance optimizations to enhance the overall player experience within the game. Today, we are excited to announce that with the upcoming Pre-Patch, we will be introducing a host of improvements designed to make your gameplay even smoother and more enjoyable:

◈ Applied specific back-end performance optimizations to the Party HUD element.

 ◈ Decreased the RAM usage by ~50%, which should result in a significant boost to performance, especially for those on lower-end systems.

◈ Added an auto-remove system for Marketplace transactions ー Every Marketplace transaction history older than 60 days will be automatically erased.

◈ Added an auto-remove system for Inbox ー From now on, any items left in your Inbox for more than 30 days will be automatically deleted.

We understand that the auto-remove systems might be inconvenient for some players. However, by cleaning up old transaction histories and unclaimed items in the Inbox, we can reduce server and database load and ensure a smoother gaming experience for everyone.


We are committed to delivering the best possible experience and will continue to make improvements to achieve that!

 


Clubs and Hammers will now cause Adaptive Damage (same as Light Blade already does) ー The Adaptive Damage considers the highest value between Weapon Power and Spell Power.

Increased the scaling of Experience provided by creatures based on their level by 50%. Further adjustments may be made based on general feedback.

Example: Vampire Vixen ー From 700/875 Experience to 875/1137 Experience on Levels 50/75 (respectively).

Applied a general 25% increase to the base drop rate of all crafting materials coming from creatures to improve the sense of rewards that come from hunting creatures.

We are implementing incremental buffs as needed. If the current buff doesn't feel sufficient, rest assured that we will continue to monitor and make further adjustments over time.

Applied adjustments to the behavior of Tradepacks in Warmode and Normal Channels ー Tradepacks crafted in Warmode will now only lose their bonus if removed from the Warehouse (Normal channels).

Increased the minimum requirement to trade and to use the Marketplace ー Instead of 2,000 and 1,000, players now need 3,500 Reputation to perform those activities. Patrons are an exception to this rule.

Increased the Experience provided by Iron, Cobalt and Titanium nodes to better match with their respective gathering chance.

Added T2, T3 and T4 Equipment Set chests as rewards of the North Star Quests (Level 15, 25 and 40) ー Rewards will be distributed retroactively to those who have already completed these tasks.

Added a Client Performance gadget to display FPS, latency and RAM/VRAM usage ー This gadget can be easily enabled by default with Alt + F1, however the hotkey can be changed on Settings (O)HotkeysMisc.

Added a new effect to the item ''Reaper's Blade Fragment'' ー Slaying a player that is within 5 Levels of your Level will restore 750 Health passively.

Changed the design of the item ''Iron Handcuff'':

Design changed from: Instantly stuns a target within melee range and link it to yourself, making it follow your character's movements for 3 seconds.

Design changed to: Snares yourself in place for 3 seconds and stuns a target at melee range for the duration that you are affected by this effect. The target of this effect can't be affected by the same effect for the next 3 minutes.

Re-enabled the Moa Release feature, and reduced the Dawn Essence amount received in exchange:

◈ Tier 2 Moas ー From 42 to 15 Dawn Essence.

◈ Tier 3 Moas ー From 82 to 25 Dawn Essence.

◈ Tier 4 Moas ー From 142 to 30 Dawn Essence.

◈ Tier 5 Moas ー From 262 to 40 Dawn Essence.

◈ Tier 6 Moas ー From 442 to 50 Dawn Essence.

◈ Tier 7 Moas ー From 982 to 60 Dawn Essence.

Added a Diminishing Return effect when releasing Moas for Dawn Essence — For every 300 Dawn Essence received from releasing Moas, the amount will gradually decrease until a minimum value is reached. This effect resets daily.

Introduced Tin as a new material from Mining ー Tin will be used alongside copper to create Bronze Ingots, which will then be used in various recipes in order to reduce the amount of iron/steel required to progress.

Applied adjustments to the majority of the recipes related to Ship Building and Room Upgrading (Blacksmithing, Carpentry and Weaving) ー These changes include a reduction in the amount of materials required and alterations to some ingredients to better align with the game's progression. Additionally, Experience received upon crafting recipes were adjusted to reflect these modifications. The changes can be found below:
 

Carpentry Recipes

Swift Wheel  Changed material from Nail (5) to Malleable Screw (4).

T2 Tower Shield  Changed Material from Iron Ingot to Bronze Ingot.

Work Bench  Changed material from Steel Ingot (10) to Bronze Ingot (12).  

Superior Work Bench  Changed material from Nail (5) to Malleable Screw (4).  

Artisan Work Bench  Changed material from Nail (5) to Bolt (4). Reduced Titanium Ingot from 30 to 25.

Mast  Changed material from Refined Plank to Rough Plank, changed material from Iron Ingot to Bronze Ingot and reduced the EXP gained from 20,000 to 11,150.

Small Tradepack Container Kit  Reduced amount of Treated Plank from 50 to 35, changed material from Bolt to Malleable Screw EXP reduced from 82,000 to 61,500.

Small Ammunition Cabin Kit  Reduced amount of Treated Plank from 50 to 35, changed material from Bolt to Malleable Screw EXP reduced from 82,000 to 61,500.

Small Fishing Crane Kit  Reduced amount of Treated Plank from 50 to 35, changed material from Bolt to Malleable Screw EXP reduced from 82,000 to 61,500.

Small Maintenance Unit Kit  Reduced amount of Treated Plank from 50 to 35, changed material from Bolt to Malleable Screw EXP reduced from 82,000 to 61,500.

Medium Tradepack Container Kit  Reduced amount of Sturdy Plank from 135 to 70, reduced amount of Supple Wooden Arch from 4 to 3, EXP reduced from 245,000 to 200,000 and added new ingredient "Small Tradepack Container Kit".

Medium Ammunition Cabin Kit  Reduced amount of Sturdy Plank from 135 to 70, reduced amount of Supple Wooden Arch from 4 to 3, EXP reduced from 245,000 to 200,000 and added new ingredient "Small Ammunition Cabin Kit".

Medium Fishing Crane Kit  Reduced amount of Sturdy Plank from 135 to 70, reduced amount of Supple Wooden Arch from 4 to 3, EXP reduced from 245,000 to 200,000 and added new ingredient "Small Fishing Crane Kit".

Medium Maintenance Unit Kit  Reduced amount of Sturdy Plank from 135 to 70, reduced amount of Supple Wooden Arch from 4 to 3, EXP reduced from 245,000 to 200,000 and added new ingredient "Small Maintenance Unit Kit".

Small Cargo Hold  Changed material from Treated Plank to Rough Plank, changed material from Iron Ingot to Bronze Ingot, EXP reduced from 29,600 to 15,150.

Small Gun Deck  Changed material from Treated Plank to Rough Plank, changed material from Iron Ingot to Bronze Ingot, EXP reduced from 29,600 to 15,150.

Small Fishing Storage  Changed material from Treated Plank to Rough Plank, changed material from Iron Ingot to Bronze Ingot, EXP reduced from 29,600 to 15,150.

Medium Cargo Hold  Reduced amount of Treated Plank from 50 to 40, changed material from Nail (40) to Malleable Screw (32) and added new material "Small Cargo Hold".

Medium Fishing Storage  Reduced amount of Treated Plank from 50 to 40, changed material from Nail (40) to Malleable Screw (32) and added new material "Small Fishing Storage".

Medium Gun Deck  Reduced amount of Treated Plank from 50 to 40, changed material from Nail (40) to Malleable Screw (32) and added new material "Small Gun Deck".

Large Cargo Hold  Reduced amount of Sturdy Plank from 160 to 60, EXP reduced from 312,000 to 250,000 and added new material "Medium Cargo Hold".

Large Gun Deck  Reduced amount of Sturdy Plank from 160 to 60, EXP reduced from 312,000 to 250,000 and added new material "Medium Gun Deck".

Large Fishing Storage  Reduced amount of Sturdy Plank from 160 to 60, EXP reduced from 312,000 to 250,000 and added new material "Medium Fishing Storage".

Small Hull Frame  Changed material from Refined Plank to Rough Plank, changed material from Iron Ingot to Bronze Ingot, EXP reduced from 48,800 to 27,000.

Medium Hull Frame  Reduced amount of Treated Planks from 120 to 80, changed material from Nail(80) to Malleable Screw(60), EXP reduced from 212,000 to 185,000 and added new ingredient "Small Hull Frame".

Large Hull Frame  Reduced amount of Sturdy Planks from 300 to 100, EXP reduced from 625,000 to 500,000 and added new ingredient "Medium Hull Frame".
 

Blacksmithing Recipes

Iron Ingot  Changed the Level required to craft from Level 10 to 20.  

Stove  Changed the Level required to craft from Level 30 to 20 (Blacksmithing). Changed material from Steel Ingot (20) to Bronze Ingot (30).

Copper Anvil  Copper Anvil is now named Malleable Anvil. Changed requirement to craft from Level 10 to 20. Changed the Recipe from Copper Ingot to Bronze Ingot, and reduced amount of Iron needed from 9 to 7.

Basic Tools  Changed the Level required to craft from 3 to 10 and changed durability and progress accordingly.

Minor Shielding Kit  Reduced the amount of Iron Ingot from 220 to 130, reduced amount of Steel Ingot from 110 to 100. Exp reduced from 88,000 to 63,000.

◈ T2 Sword, T2 Axe, T2 Club, T2 Dagger, T2 Two-Handed Axe, T2 Two-Handed Sword, T2 Two-Handed Hammer, T2 Light Blade, T2 Plate Armor, T2 Plate Helmet, T2 Plate Legs and T2 Plate Boots ー Material changed material from Copper Ingot to Bronze Ingot.

Reinforced Plate  Changed material from Bolt (15) to Malleable Screw (10).

Minor Shielding Kit  Changed requirement from level 30 to level 25 and changed durability and progress accordingly. Reduced amount of Iron Ingot from 220 to 110, Changed material from Steel Ingot (110) for Bronze Ingot (150). Exp reduced from 88,000 to 63,000.

Sturdy Shielding Kit  Reduced amount of Steel Ingot from 600 to 250, reduced amount of Cobalt Ingot from 300 to 180, EXP reduced from 332,000 to 225,000. Added new ingredient "Minor Shielding Kit".

Reinforced Shielding Kit  Reduced amount of Titanium Ingot from 450 to 75, reduced amount of Cobalt Ingot from 900 to 230. EXP reduced from 705,600 to 375,000 and added new ingredient "Sturdy Shielding Kit".

Small Cannon Kit  Changed requirement from level 30 to level 25 and changed durability and progress accordingly. Removed ingredient Common wheel from the recipe. Reduced amount of Iron Ingot from 40 to 15. Changed material from Steel Ingot (15) to Bronze Ingot (35). Increased amount of Treated Plank from 10 to 15. EXP reduced from 32,800 to 32,150.

Medium Cannon Kit  Increased required Blacksmithing level from 45 to 50. Changed ingredient from Common Wheel (2) to Small Cannon Kit (1), changed ingredient from Iron Ingot (150) to Cobalt Ingot (25) reduced amount of Steel Ingot from 100 to 75, increased the amount of Steel Bar from 2 to 25. EXP increased from 73,600 to 75,000.

Large Cannon Kit  Increased required Blacksmithing level from 60 to 70 and changed durability and progress accordingly. Changed ingredient from Common Wheel (2) to Medium Cannon Kit (1), changed ingredient from Steel Ingot (150) to Titanium Ingot (50), increased amount of Steel Bar from 2 to 60, EXP increased from 100,000 to 165,000.

Simple Ship Emblems Kit  Changed requirement from level 20 to 25 and changed durability and progress accordingly. Removed "Common Wheel" ingredient. Added new Ingredient Bronze Ore (90). Reduced amount of Iron Ingot from 220 to 30, increased amount of Coal needed from 50 to 100, EXP reduced from 65,840 to 40,000.

Compound Ship Emblems Kit  Increased required blacksmithing level from 45 to 50. Changed ingredient from Swift Wheel(2) to Simple Ship Emblems Kit (1). Reduced amount of Steel Ingot from 220 to 130, reduced amount of Cobalt Ingot from 110 to 15. EXP reduced from 134,400 to 88,000.

Complex Ship Emblems Kit  Changed ingredient from Reinforced Wheel(2) to Compound Ship Emblems Kit (1). Reduced amount of Cobalt Ingot from 220 to 120, reduced amount of Titanium Ingot from 110 to 50. EXP reduced from 228,000 to 175,000.

Basic Water Pumps Kit  Removed ingredient Steel Ingot from the recipe.  Added new Ingredient Bronze Ore(90). Reduced amount of Iron Ingot from 80 to 30, increased amount of Coal needed from 20 to 100, EXP increased from 37,600 to 40,000.

Enhanced Water Pumps Kit  Changed ingredient from Coal(40) to Basic Water Pumps Kit (1), changed ingredient from Steel Ingot (150) to Steel Bar (50), reduced the amount of Cobalt Ingot from 110 to 75. EXP increased from 56,000 to 85,000.

Pressurized Water Pumps Kit  Changed ingredient from Coal (60) to Enhanced Water Pumps Kit(1), changed ingredient from Cobalt Ingot (220) to Steel Bar (100), reduced amount of Titanium Ingot from 110 to 100. EXP reduced from 180,000 to 175,000.

Composed Headgear  Changed ingredient from Iron Ingot (10) to Bronze Ingot (12).

Bolt  Changed requirement from level 20 to level 30 and changed durability and progress accordingly. Changed Material from Iron Ingot to Steel Ingot. EXP increased from 80 to 110.

Forging Tools  Changed material from Iron Ingot (85) to Bronze Ingot (55). Increased amount of Steel Ingot from 50 to 80.

Woodwork Tools  Changed material from Iron Ingot (70) to Bronze Ingot (30). Increased amount of Steel Ingot from 35 to 70.

Anvil  Changed material from Iron Ingot (60) to Bronze Ingot (35). Increased amount of Steel Ingot from 35 to 60.
 

Weaving Recipes

Cheap Rug  Increase level from 3 to 10 and changed durability and progress accordingly.

Small Sail Kit  Changed material from Craftman's Cloth, Craftman's Leather and Craftman's Thread (90) to Simple Cloth, Coarse Leather and Coarse Thread (75) respectively. EXP reduced from 216,000 to 100,000.

Medium Sail Kit  Reduced amount of Silk from 100 to 70, reduced amount of Fine Thread from 150 to 75, added new ingredient "Small Sail Kit" EXP reduced from 552,000 to 488,000.

Large Sail Kit  Reduced amount of Merchant's Cloth from 240 to 75, reduced amount of Merchant's Leather from 120 to 60, reduced amount of Merchant's Thread from 360 to 80, added new ingredient "Medium Sail Kit", EXP reduced from 1,728,000 to 1,000,000.

Small Fishing Nets Kit  Reduced amount of Fine Thread from 50 to 25, EXP reduced from 119200 to 74,000.

Medium Fishing Nets Kit  Reduced amount of Merchant's Thread from 130 to 65, EXP reduced from 384,000 to 300,000. Added new ingredient "Small fishing Nets Kit".

Large Fishing Nets Kit  Reduced amount of Artisan Thread from 320 to 150, reduced amount of Artisan Leather from 100 to 80, EXP reduced amount from 1,272,000 to 1,000,000. Added new ingredient "Medium Fishing Nets Kit".

Kitchen Room ー Changed the ingredient Artisan Stove to Superior Stove and Copper Anvil to Malleable Anvil on the Tier 4.
 


The overhaul of the Aggro System is racing ahead, so strap in because the changes below are only the beginning of what’s to come!

Any mention of "Threat" pertains to generating or losing aggro. Notably, Shields, Barriers, and Ravencards will not affect Threat. However, all other skills — both Basic and Legacy — as well as passives, will significantly influence your battle tactics and playstyle. Every action will generate some level of Threat. Below, we highlight the skills and passives that are most impacted by these changes.

Without further ado, let’s begin with the premier Tank Archetype:
 

Bash — Now generates greater Threat than your standard run of the mill basic attack ability.

We don’t expect your local troll to ignore you as you Bash them over the head!

Provoke — Forces all targets in a medium area to attack the caster for at least 4 seconds, and generates enormous Threat to all targets affected.

Banner of Protection — Now significantly increases the current Threat of the caster.

With this change we expect to see Banner of Protection more firmly move into a sustain and aggro maintenance skill for Tanks rather than a skill to be spammed by Healers, requiring a more strategic approach when casting it.

Safeguard — Now moderately increases the current Threat of the caster.

Spirit Shield — Significantly decreases the current Threat of the caster.

Sometimes even Tanks need a break! Besides, if you secure your aggro strategically, then you can drop some of it for additional defense bonuses while keeping attention on yourself. It requires planning, but can definitely be pulled off!

Unchained — Moderately increases the caster’s current Threat.

Smiting Smash — Now generates a high amount of Threat to all targets hit by the caster.

Unbreakable — Moderately reduces the current Threat of the caster.

Revenge — Generates high Threat against the target and all other affected creatures.

Shield Throw — Generates enormous Threat against a single target.

Devout Protection — This passive now ensures that Threat will decay slower.

Giant’s Blood — This passive grants slower Threat decay.

With these passives unlocked, any aspiring Tank will have an easier time keeping the attention of their enemies where it belongs — on themselves.

Guardian — This passive now generates moderate Threat against the creature that activated it.

Eternal Retribution — Generate high Threat against all targets hit.

As you can see, many skills have been affected and with these additions to Protection’s toolbox, we expect that it will make for a great introductory Archetype to the art of Tanking and managing Threat levels.
 

This Archetype is similarly well equipped to take on the role of a Tank or an Off-Tank, albeit a more violence prone one, and as such, it has gained a number of new avenues for generating Threat.

Guillotine — Now generates moderate Threat.

Earthquake — Generates moderate Threat against all targets affected in a medium area.

Fissure — Generates high Threat against all targets hit in a cone-shaped area.

Between Earthquake and Fissure, you’ll be literally rocking your enemies' world!

Shieldbreak — When targeting a creature that is already attacking the caster, Shieldbreak generates high Threat, otherwise the amount is significantly reduced.

This will definitely come in handy for you to maintain your aggro on longer boss encounters!

Bullrush — Now generates high Threat against a single target hit.

Spiked Chains — All targets in a cone-shaped area hit will generate high Threat against the caster. Pulling will now have even more real meaning to it.

Pummel — Slightly lowers the caster’s current Threat.

Savagery — This passive slightly lowers the rate of Threat decay.

Chaos Chains — Generates high Threat against all creatures in a large area.

As you can see from the changes above, Warfare is suited for hitting first and hitting hard to keep attention on themselves, with fewer defensive skills at play than Protection.
 

Being the single target dps specialists that Shadow are, the changes to skills are intended to reflect their dangerous nature, while simultaneously respecting their highly mobile and evasive nature. You will need to plan ahead when to deploy your most devastating skills and when to hold back. However, in those more difficult boss encounters, you will have tools available to reduce Threat generation if you end up drawing too much attention to yourself.

Shadowstrike — Now generates moderate Threat against the affected target.

Shadow Bind — Generates significant Threat against the target.

Illusive — Greatly reduces the current Threat of the caster.

They can’t hit you if they can’t see you!

Coup de Grace — Now generates moderate Threat against the target, if they survive the blow.

Death Blossom — Moderate Threat is generated when hitting the target.

Shadow Kick — Slightly lowers the caster’s current Threat.

When stabbing doesn’t work, just start kicking.

Reaper’s EclipseGenerates high Threat against all affected targets.
 

Being able to stay out of the fray is key to Archery and so the tools available to this Archetype allows it to engage in hit and run tactics that would be expected.

Concussive Shot — Moderately lowers the caster’s current Threat against the target.

Quick Fire — Generates moderate Threat.

Disengage — Greatly reduces Threat against the target hit.

There is no shame in running and living another day.

Dawn Arrow — Generates moderate Threat against all targets in a small area.

Spirit Rangers — Hitting the target generates high Threat.

Fleetfooted — When this passive is triggered, Threat is moderately reduced.

Celestial Barrage — Generates high Threat against all targets hit.
 

Being focused on damage over time effects and debuffs, the bulk of Threat generation from Witchcraft comes from inflicting their powerful effects on their foes.

Leech — As the caster leeches they generate moderate Threat against the target.

Magic Rupture — Moderately reduces the current Threat of the caster.

Hex — Generates high Threat against the affected target.

Being turned into a toad would make anyone angry.

Shackles of Pain — Higher Threat is generated from the mirrored damage of creatures affected by this skill.

Dispel — Generates moderate Threat.

When you ruin someone else’s good time, don’t expect them to take it lying down.

Witch’s Call — All targets in a medium area generate high Threat against the caster.
 

Wizardry offers the opportunity to specialize into drawing the attention of your foes on yourself as well as slipping out of danger.

Fireball — Generates moderate Threat against the target hit and any adjacent targets that receive damage.

Pyroblast — Targeted creature hit generates moderate Threat against the caster. Be aware of the increased Threat effect from combining skills like this with the clones that can be summoned with Witchcraft. Such a combination can generate enormous amounts of Threat in a very short amount of time.

Meteor Strike — Generates moderate Threat against all targets in a small area.

The more they burn, the more they will want to battle you!

Coldblast — Slightly lowers current Threat against creatures in a medium area.

Teleport — Moderately lowers current Threat when the skill is activated.

Frost Lance — Target hit generates moderate Threat against the caster.

Becoming like ice and slipping out of danger is only natural.

Cataclysm — Generates high Threat against all targets hit by the caster.

Whether these and other coming changes will allow for the Mage-Tank to be born is something yet to be seen…
 

This Archetype is in an interesting place with the coming changes, solidifying its position as a true support with possibilities to help allies who are in trouble in more ways than simply healing. It can also serve Tanks well to all them to better protect their allies as well as withstand more damage.

Regenerate — Generates moderate Threat on the caster.

Windstrike Spirit — Slightly lowers the Threat of the target.

Healing Air Sphere — Moderate Threat is generated on the caster.

TyphoonThreat is moderately reduced on the caster.

Haste — Moderately reduces the current Threat of the target.

Meditate — With this passive, Threat decay is slightly increased.

Eye of the Storm — Generates high Threat against all affected targets in a small area around the caster.
 

Last but not least is the premier healing Archetype on the list. Just because Holy is primarily focused on healing doesn't mean that enemies will ignore their efforts to keep the party in fighting shape. However, by using Holy Shackles in conjunction with Witchcraft’s Hex and Shackles of Pain, you can become a caster variation of a tank. It requires more finesse to pull off, but it is certainly possible. Don’t think you will have a lot of time to heal your allies this way, though!

Smite — Generates significant Threat against the target hit.

Dawn’s Light — Using this skill to heal generates moderate Threat on the caster.

Holy Shackles — Large, single target Threat generation. This skill also forces the target to attack the caster for at least 4 seconds.

Healing Channel — Generates high Threat on the caster.

Holy Force — Now generates significant Threat against the target.

Generous Influence — Generates moderate Threat on the caster.

Healing Attunement — With this passive, Threat decay is slightly increased.

 


The adjustments below aim to enhance combat dynamics, ensuring that battles are more enjoyable and that facing “unkillable” or nearly unkillable players becomes far less common. While we believe these changes will significantly improve gameplay, we recognize that balance is an ongoing process. We will continue to monitor and analyze data to identify areas for improvement, making further tweaks and adjustments as necessary. No changes are set in stone; if we feel something is overtuned, undertuned, over-nerfed, or under-nerfed, we will make further adjustments. It’s safe to expect an additional balance patch leading up to or on Horizon’s Call’s launch.

We have 20+ additional balance changes we wanted to implement and have already coded, but with the significant changes to protection and Holy likely to heavily alter the meta, we first want to see how these changes impact the game before implementing them.

Due to the rebalancing of multiple Legacy Skills, all players will receive a free reset of their Legacy Skills with the Pre-Patch. This allows you to review the changes and decide whether to stick with your current build or explore new possibilities. Take advantage of this opportunity to experiment and find the perfect fit for your playstyle!

Additionally, we plan to add a way to change your Legacy Skills in the near future.

 

 

Dragons Arrow  Way to cast the skill changed to crosshair.

Dragons Arrow  Weapon Power damage reduced from 80% to 75%.

The current targeting method of this ability was limiting interesting play patterns, such as creating larger fire trails or effectively using it in close-range situations. To improve its flexibility, we have changed the way Dragons Arrow is used. As a result, we reduced the damage slightly to balance its increased versatility in dealing damage to multiple targets.

Venom Grenade  Duration of the reduced healing increased from 6 to 10 seconds.

We believe the effect duration of this ability in PvP scenarios was too short, so we are increasing its duration for better usability.

Celestial Barrage  A slow of 50% to targets hit for 3 seconds was added to the Legacy Skill. The damage was decreased from 250/300/375% to 180%/220%/260%.

For an ability that deals damage in a sequence of hits, we felt it needed assistance in dealing its total damage more effectively. Adding a slow effect ensures this, while the damage reduction helps balance it with other offensive Legacy Skills.
 

Holy Force  Casting time reduced from 3 to 2.5 seconds.

Given the fast pace of the game, we see the need to lower the casting time of Holy Force to make the offensive side of Holy more viable for players.

Devotion  Aether generated by the ability reduced from 50 to 30.

With the introduction of RavenCards, this ability gained various useful functionalities, such as debuff removal and increased healing per second, making it overperform. Instead of reducing the ability’s healing potency or increasing its cooldown, we decided to reduce the Aether generated, requiring players to manage this resource more effectively.

Purify  Weakened Spirit duration increased from 8 to 10 seconds.

We want players to feel more inclined to use debuffs in controlled PvP scenarios and smaller engagements, so we are increasing the Weakened Spirit effect duration by at least 1 GCD.

Living Saint  Defense Power decreased from 50% to 25%.

Living Saint  Healing Power decreased from 50% to 30%.

Living Saint  Cooldown reduced from 120 to 90 seconds.

Living Saint  From now on the caster will receive a 30% Weapon Power and Spell Power debuff for the duration of Living Saint.

This ability was providing too much resistance across all current game content. Reducing both attribute bonuses brings it in line with its intended design, while the cooldown reduction helps it fit into defensive rotations in PvE for tankier builds like Warden or Paladin.

Devout Healer  Devout Healer can't be learned if the player already learned The Cost of Restoration or Devout Protector.

Following the change in the last patch to limit the amount of raw stats a player can gain towards a gameplay type, we are including Devout Protector in this change.

Healing Attunement  Mana cost of healing spells reduction reduced from 60% to 40%.

Healing-focused builds rarely run out of mana, so we are toning down this “free tap” to balance it better.

Dawn's Apotheosis  The healing on yourself from now on scales 250/375/500%.

Dawn's Apotheosis  The first heal from Dawn's Apotheosis will be at the second 1 instead of second 0.

Dawn's Apotheosis  The large area heal amount was reduced from 150/200/250% to 100/150/200%.

Considering healing is potent in all game modes, we have slightly reduced the multipliers of this ability to maintain balance while preserving its status as a Legacy Skill.
 

Blessed Earth  Spell Power damage chaged to Adaptive Damage.

Intelligence builds have an advantage when choosing the Protection Archetype, as it scales well with intelligence due to the attribute granting healing power. To balance Intelligence and Might builds, we are making the damage of the ability adaptive.

Spirit Shield  The Defense Power increase per Aether consumed was reduced from 10% to 7%.

Unbreakable  The healing received from the damage taken was reduced from 100% to 75%.

Unbreakable  Aether generated by the ability reduced from 50 to 30.

Unbreakable  While under the effect of Unbreakable, your movement speed is reduced by 30%.

Some skills were providing too much resistance across all current game content, so we are reducing them to align with their intended design.

Unchained  Duration reduced from 12 to 8 seconds.

The current duration of this ability was leading to potentially unfair scenarios, especially against crowd control-reliant builds. Reducing its duration balances these situations.

Banner of Protection  Cooldown increased from 20 to 30 seconds.

Banner of Protection  Health reduced from 25% to 20% of the player's health.

Banner of Protection  From now on, if the player presses the Banner of Protection's hotkey two times in quick succession the skill will be cast and the banner will be summoned adjacent to the caster. If there is no tiles available, the banner will be summoned in the same tile of the caster.

Some players requested a more comfortable and practical way to use the ability, and we delivered! These tweaks ensure a waiting time to benefit from the Banner's effects, if it prevails throughout its full duration, and make it more vulnerable in PvE.

Safeguard  Duration reduced from 8 to 6 seconds.

After receiving a buff in the past, this ability proved to be a bit stronger than intended. Reducing its duration brings it to a more comfortable spot.

Devout Protector  Devout Protector can't be learned if the player already learned The Cost of Restoration or Devout Healer.

Devout Protector ー The Weapon Defense and Spell Defense that it increases reduced from 30% to 20%.

Devout Protector  The Weapon Power and Spell Power that it decreases increased from 20% to 30%.

Currently, Weapon Defense and Spell Defense are considered equivalent to 4/8 of the primary stats, while Weapon Power and Spell Power are equivalent to 2 primary stats. For example, if you have 10 points in Might, it translates to 5 points in Weapon Power, whereas 12 points in Dexterity provide 3 points in Weapon Defense.

Eternal Retribution  The stun duration was increased from 1.5/2/2.5 to 2/2.5/3 seconds.

Just a small correction to increase the relevance of crowd control, making it more significant even in the first Tier.
 

Shadow Proficiency ー Ability Change

Design changed from: Your critical strikes have a 20% chance to generate 20 Aether. This effect can occur once every 6 seconds.
Design changed to: Whenever you deal a critical strike, applies a stack of Shadow Wound to the target for 8 seconds. Each stack of Shadow Wound reduces the target's healing by 2% up to 10 times. When Shadow Wound reaches 10 stacks, doubles the healing reduction for 10 seconds and remove all the remaining stacks.  

We realized the Archetype would benefit from changes in some of its Aether generation tools. We focused on something currently a bit scarce, which we believe will greatly benefit the game: short cooldowns. With a special touch characteristic of Shadow, this change should be very positive for the Archetype and builds that typically choose it as part of their toolkit.

Illusive  The additional duration of the skill per Aether consumed was reduced from 0.8 to 0.6.

Illusive ー If the player is in an interaction channeling (such as picking up a tradepack or mounting the moa, for example) and is targeted by any attack, the interaction channeling will be canceled.

Illusive  From now on players will be able to be affected by conditions while affected by Illusion.

Following the trend of nerfing defensive skills across all Archetypes, we have to tune down Illusive a bit. The skill is known for making "impossible situations" possible. These interactions have proven to be unfair and unhealthy for the game in the long run.

Reaper's Eclipse  A slow of 30% was added to targets hit for 4 seconds.

Reaper's Eclipse  The base amount of target was increased from 3/5/6 to 4/5/6.

Reaper's Eclipse  The base damage was decreased from 500% to 400%.

Reaper's Eclipse  A healing reduction of 30%/45%/60% for 6 seconds to targets hit was added to Reaper's Eclipse.

Reaper's Eclipse  One of the hits from the legacy skill will now obligatorily hit your current target.

Reaper's Eclipse  A bleed damage overtime was added to the skill that deals damage every 3 seconds for 6 seconds to target hit. Bleed Damage: 100%/150%/200%.

Reaper's Eclipse was considerably weaker compared to other Legacy Skills, so we decided to give it some attention. Adding crowd control due to its lengthy animation ensures that the target cannot move too far away before the ability concludes. Adding a DoT effect increases the ability's damage without making it overly explosive.
 

Regenerate  Healing Power increased from 30% to 45%.

Regenerate ー Duration decreased from 10 to 8 seconds.

We consider the healing numbers currently provided by Spiritual to be slightly underperforming, so we are increasing Regenerate’s Healing Power and reducing its duration to make each instance of healing more impactful.

Windstrike Spirit  Windstrike Spirit is now a Tier 3 skill.

Air Aura  Air Aura is now a Tier 4 skill.

Tier 3 is a crucial milestone for many Archetypes as it’s where passives can be unlocked for the first time. At this stage, Spiritual is only offering defensive options, and two of them aren’t particularly attractive for most progression builds. We are moving Windstrike Spirit to round up this Archetype’s offensive potential in physical damage builds. Requiring fewer points for a useful damage-dealing ability will make this build more appealing to invest in, offering a new option for players coming from Warfare, Archery, and Shadow.

Party Recovery  Base Healing Power increased from 20% to 30%.  

Party Recovery  Healing Power per Aether consumed increased from 3% to 6%.

Party Recovery  Duration reduced from 15 to 10 seconds.

We consider Spiritual’s healing capabilities could use a little help, so we are slightly increasing the Healing Power on Party Recovery and reducing its duration to make each instance more relevant.

Haste  Cooldown reduced from 90 to 45 seconds.

Haste  Exhaust duration reduced from 90 to 45 seconds.

Considering the high investment required to learn the Haste skill, some adjustments will help make it more appealing to include in players' rotations.

Meditate  Savagery, Leech and Bloodmancer now works with Medidate and will get their heal increased by the passive.

In some playtests, we noticed these abilities weren't considered by the passive. We believe they should be.

The Cost of Restoration  The Cost of Restoration can't be learned if the player already learned Devout Healer or Devout Protector.

Following the change in the last patch to limit the amount of raw stats a player can gain towards a gameplay type, we are including Devout Protector in this change.

Sins of the Many  A limit of 5 stacks was added to the passive.

The GvG is coming soon, where you can have more than 5 players in the same party. To address an issue that would make the passive give the player way too much healing power, we are limiting Sins of the Many to Sins of a Few.

Eye of the Storm  The duration doesn't scale per Legacy Skill level anymore. But is fixed at 5 seconds at all levels instead.

Eye of the Storm  The damage will scale per level of the Legacy Skill 50/60/70%.

Eye of the Storm  The barrier will scale per level of the Legacy Skill 400/550/700%.

During our playtests, we noticed that simply increasing the ability's duration by a few seconds might not evoke the same positive feeling as seeing damage or utility numbers increase.
 

Brutal Strike  The amount healed by the third cast of the skill increased from 30% Weapon Power to 50% Weapon Power.

Previously, Brutal Strike granted the Warfare player health per turn when the skill was used, making a significant difference. When we redesigned the Tier 1 skills of the Archetypes, we transformed Brutal Strike into this "big burst" of sustain. However, for it to become this big burst of sustain, it needs an increase in its numbers.

Fissure  Weapon Power damage increased from 100 to 125%.

A minor damage adjustment to an ability that requires precision to be effective; we still consider that Warfare’s skill tree could use a little touch-up in the damage department.

Fiercy Leap  The Player will now be able to cast the skill even if there is a target at the center of the crosshair.

A small quality of life change to the skill. We understand that it might be frustrating sometimes when you try to cast the skill, and it doesn't come off.

Bloodlust  Cooldown reduced from 90 to 70 seconds.

Bloodlust  The amount of health needed for the passive to be triggered was increased from 35% to 50%.

Bloodlust  Brutal Strike cooldown reduction increased from 1.5 seconds to 2 seconds.

These changes aim to make this passive more attractive to low-health builds, reducing the high risk that players previously had for it to be useful.

Chaos Chains  A base damage of 300% was added to the skill.

Chaos Chains  The bleed damage was reduced from 100% to 90%.

Chaos Chains needed a bit of love in the damage department. After several playtests, our team realized that the feeling of using the ability and not seeing significant numbers rising immediately upon hitting a target wasn't very satisfying. Additionally, we noticed a lack of immediate damage in PvE when the ability is used, which greatly aids in clearing monsters. Therefore, we added 300% base damage on hit to the ability. The reduction in bleed damage ensures it is on a more balanced path compared to others.
 

Siphon  Cooldown reduced from 45 to 35 seconds.

Some time ago, we drastically increased the cooldown on this skill when we were removing mana recoveries from skills across the board. In the current state of the game, we believe there’s room for this cooldown to be shorter now.

Witch's Call  The duration doesn't scale per Legacy Skill level anymore. But is fixed at 8 seconds at all levels instead.

Witch's Call  The base damage from crows now scale per Legacy Skill level 8%/10%/12%.

Witch's Call  The base damage from Crow's Corruption now scale per Legacy Skill level 20%/25%/30%.

Considering the same factors that led us to change the duration of Eye of the Storm, we decided to set the duration of Witch's Call to a fixed duration. We also made the ability's damage more concise, so the damage has a better chance of being fully applied in PvE scenarios where the player casts multiple area-of-effect abilities, quickly killing large groups of monsters.
 

Erupt  Base damage reduced from 100% to 80%.

We want to reduce the damage of Erupt slightly, and since we believe the damage over time is well distributed, the base damage of the skill will bear the brunt of the nerf.

Flame Tornado  Ability Change
Design changed from: Channels a Flame Tornado at target location dealing 80% spell power damage per second to all targets in a small area. Damage is applied 0.1 seconds faster per 10 Aether consumed.

Design changed to: Channels a flame tornado at the target location for 1.5 seconds, dealing 75% spell damage to all targets in a small area every 0.5s. The duration is increased by 0.5 seconds per 10 Aether consumed.

The current design of this ability doesn’t mesh well with reducing cast time/increasing damage for Haste-oriented builds. With this small change, the ability will properly work with Haste.

Cataclysm  From now on, Cataclysm will deal damage based on the amount of meteors that hit the target, the more meteors that hit the target, less the damage the following meteor will deal.

Cataclysm  We added a maxiumum damage dealt by Cataclysm based on the Legacy Skill level of 1000/1400/1800% Spell Power.  

Cataclysm has been causing problems in large-scale PvPs in enclosed spaces, as players can currently manipulate where the meteors fall. We are limiting the total damage the ability can deal, leaving a significant portion of the damage in the first few meteors that hit players. This ensures the ability still has a burst characteristic but loses much of its power towards the end.

 

 

Poisonpetal Goliath (Venom Grenade)  Duration of the Ravencard's effect increased from 6 to 10 seconds.

Hookmask Slinger (Venom Grenade)  Duration of the Ravencard's effect increased from 4 to 8 seconds.

Similar to the Venom Grenade change, we believe these effect timers provide too short a usability window, especially in PvP situations, so we are increasing their duration.
 

Kaiman Seer (Devotion)  Chance to remove a negative effect reduced from 50/60/70/80/90/100/110% to 40/50/60/70/80/90/100%.

A small tweak to the scaling chance of the RavenCard to remove a debuff.

Animated Bones (Mend)  A cooldown of 6 seconds was added to the RavenCard effect.

We realized the need to add a cooldown to this RavenCard effect due to certain situations where the effect could activate multiple times in a short period (yes, we received all your clips showing this happening).

Morningstar Bishop (Dawn's Light)  The damage dealt by the RavenCard will consider the PvP damage reduction from now on.

This was unexpected behavior exclusive to this RavenCard.

Golden Guardian (Circle of Light)  The amount of healing applied by Mend of this Ravencard has been fixed. It was applying a Mend of 40 Aether, it will be applying a 0 Aether Mend from now on. This was an unexpected behavior to this RavenCard.

Dwarf Mechanic (Healing Channel)  The amount of DP provided to targets by the Ravencard reduced from 15/18/21/24/27/30/33% to 10/12.5/15/17.5/20/22.5/25%.

To create greater vulnerability for the player targeted by this ability, we are slightly reducing the amount of defense it provides. Currently, the average player in the late game reaches around 700 defense, and when this is factored into our damage formulas, it results in a significant imbalance. Therefore, we are raising the bar slightly to prevent this scenario in the future.
 

Toad Sentinel (Safeguard)  The defense power buff amount was decreased from 25/30/35/40/45/50/55 to 15/20/25/30/35/40/45%.

Morningfox  Cub (Safeguard)  The healing shared between the caster and target reduced from 30/37.5/45/52.5/60/67.5/75% to 20/25/30/35/40/45/50%.

In this patch, we are adjusting resistances across the board, which we believe are currently too high. By reducing the overall resistance capabilities, we aim to balance gameplay and enhance player interactions.

Shark Goldfin (Unchained)  Duration reduced from 12 to 8 seconds.

Due to the reduced duration of Unchained, this change is necessary for consistency.

Troll Champion (Smiting Smash)  Duration of Overwhelmed increased from 6 to 8 seconds.

We are slightly redistributing the stats of these RavenCards to balance their power. Increasing the duration of Overload will enhance rotation flexibility and allow for more frequent use of the Bash ability.
 

Hoghound Raider (Quick Slash)  The amount of DP reduction decreased from 4% to 3%.

Hoghound Raider (Quick Slash)  The duration of the DP reduction increased from 6 to 8 seconds.

We aim to reduce the prominence of certain strip mechanics currently in the game. Since Quick Slash is a Tier 1 skill, we don't want players to feel compelled to constantly use it to maintain the debuff. Therefore, we are slightly increasing its duration.

Saltdusk Cutthroat (Death Blossom)  Bonus critical chance increased from 30/36/42/48/54/60/66% to 40/50/60/70/80/90/100%.

Given that the bonus on this ability is multiplicative rather than additive, we are significantly boosting the stats of this RavenCard. This change aims to make crit-based builds more attractive, especially as players approach Tier 6 equipment.

Pirate Swashbuckler (Illusive)  The chance to dodge any type of damage was reduced from 25/30/35/40/45/50/55% to 12/15/18/21/24/27/30%.

Chainwraith Creep (Illusive)  The increased cooldown was reduced from 60/55/50/45/40/35/30 to 30/27/24/21/18/15/12 seconds.

In line with other changes in this patch, we are adjusting the power levels of these RavenCards to ensure both are equally viable options.
 

Mysticap Mushroom (Windstrike Spirit)  Amount of shield generated increased from 15/17.5/20/22.5/25/27.5/30% to 20/25/30/35/40/45/50%.

Following reports that this RavenCard wasn't generating shields properly, our testing revealed that it was a numbers issue. The shield amount was underperforming relative to the current state of the game, often unable to mitigate common damage sources like basic attacks. To address this, we are significantly increasing the shield values on this RavenCard to bring it up to current standards.

Goblin Tinker (Haste)  Adaptive damage increased from 20/24/28/32/36/40/44% to 30/35/40/45/50/55/60%.

Increasing the offensive potential of this Archetype is challenging due to limited adjustment options. Therefore, we are boosting the damage output of this RavenCard to enhance its offensive capabilities. Ravendawn encourages players to "mix and match" various builds, and we believe this core concept will benefit if the Spiritual Archetype offers offensive tools in addition to its healing and support roles.
 

Skeleton Rotclub (Shieldbreak)  A duration for the debuff was added, now it will last while shieldbreak is affecting the target.

Skeleton Rotclub (Shieldbreak)  A limit of 10 basic attacks was added to the RavenCard effect.

For consistency and technical reasons, it's better if these debuffs expire along with the ability on the target. We have added a limit to better control the damage output of this card, regardless of external factors.

Dwarf Prospector (Fissure)  Slow amount adjusted from 10/14/18/22/26/30/34% to 15/17.5/20.0/22.5/25.0/27.5/30%

We are increasing the slow effect in the early Tiers of this RavenCard to achieve a more appropriate balance.
 

Orc Spellcaster (Siphon)  From now on, Siphon will restore your mana even with the RavenCard equipped.

Orc Spellcaster (Siphon)  Instead of increasing your skill haste, the RavenCard will increase your mana regeneration by 15/17.5/20/22.5/25/27.5/30%.

We recognize that players choose the Siphon skill to recover mana, so removing this functionality wouldn’t align with player expectations. It also diminishes the intended value of this RavenCard, given the time required to build up this barrier. Additionally, the ability haste effect feels inappropriate considering our goals. Therefore, we are reallocating its power towards mana regeneration to better align with the intended direction for the ability and the RavenCard.

Warlock Ezanor (Mirror Image)  Decimating Bolt damage increased from 10/12/14/16/18/20/22% to 15/17.5/20/22.5/25/27.5/30%.

When the Warlock Ezanor RavenCard was designed, it was intended to provide a burst option for DoT builds. However, we currently feel that the investment versus reward of the card is not meeting our original vision. We believe there is room to adjust its numbers in a balanced manner to better achieve our goals.

Yornish Frostbearer (Siphon):

Design changed from: Ticks of Siphon will also reduce the target's haste by 1/1.2/1.4/1.6/1.8/2/2.2%, increasing your haste by the same amount. This bonus ends when Siphon ends. Siphons cooldown is increased by 5 seconds.

Design changed to: Every tick of Siphon reduces the target's mana regeneration by 2/2.5/3/3.5/4/4.5/5% for 15 seconds.

The current effect of this RavenCard is not functioning as intended or in line with our vision. Therefore, we have decided to replace it with an effect that makes sense and aligns with the current state of the game. The new effect will be a potent tool, particularly effective against opponents with high mana regeneration. Clerics and Paladins, take heed!

 


Dawn's Apotheosis' (Holy) instant self heal is now working as intended.

The item "Sharakhai Fetish" is now giving the correct amount of Attack and Weapon Power (depending on the weapon).

Fixed an issue that caused players using 3440x1440 (or higher resolutions) to be unable to cancel Fishing interactions.

Fixed an issue with the passive ''Bloodbath'' that caused players to maintain stacks and heal more than they should.

PvP: Healing of this passive is halved when attacking Players.

 

Fixed an issue where causing Action Bars to be stuck with an invisible item ー Players will now be able to clean the slot by dragging it outside the Action Bar.

Applied fixes to some skills and RavenCards that had both value and mechanic issues:

Stalk ー Fixed the interaction that caused Stalk to reset the Global Cooldown.

Bladestorm ー The skill's channeling is now properly being reduced by Haste.

Bloodlust ー The passive is now giving the correct critical chance value.

Saurian Scaleshield (Shield Throw) ー The bounce damage is now scaling with Weapon Power instead of Spell Power.

Shadowstrike ー Fixed an issue with how the Aether bonus calculation of the skill was done.

We are already aware that Shadowstrike has another issue when it comes to calculations with RavenCard interactions and we will be fixing it as soon as possible as well.

Fixed an issue where percentage-based conditions (buffs/debuffs) were not correctly accounting for certain status bonuses in calculations.

This issue primarily affected conditions like Devout Protector, Marked for Death, Haste (Spiritual skill), and other similar effects that use percentages. Examples of status bonuses that were not being properly considered include enchantment bonuses and consumables. Further balance adjustments will be made based on the impact of this fix on the game.

 

23.07.2024 adjustments

"Bloodbath" Passive:

Design changed from: Whenever you deal damage with your basic attacks, gain one stack of Bloodbath, melee basic attacks will give double of the amount. Each stack of Bloodbath heals 0.1% of the damage dealt, stacking up to 20 times. Upon reaching the maximum amount of stacks gain Frenzy, removing all stacks of Bloodbath and healing 10% of maximum health. Frenzy heals 10% of the damage dealt for 10 seconds. Bloodbath effect goes on a 40 second cooldown upon gaining frenzy.

Design changed to: Whenever you deal damage with your basic attacks, gain one stack of Bloodbath, melee basic attacks will give double of the amount. Each stack of Bloodbath heals 1.5% of the damage dealt, stacking up to 20 times. Upon reaching the maximum amount of stacks gain Frenzy, removing all stacks of Bloodbath and healing 10% of maximum health. Frenzy heals 30% of the damage dealt for 12 seconds. Bloodbath effect goes on a 25 second cooldown upon gaining frenzy.
PvP: Healing of this passive is halved when attacking Players.

Fixed missing Tin on in the Mining profession UI.

Adventurer's Board: Donation tasks has been disabled while we work on some adjustments based on PTR feedbacks to enable Gathering professions tasks again.

 

We hope you enjoyed Patch Notes 1.0.7: Pre-Patch for Horizon's Call. The Horizon is calling you, can you hear it? Join the Discord Taverns to chat with us!