Second Phase of Horizon’s Call PTR

Friday, August 2, 2024

Hello, Adventurers!

The first phase of testing Horizon’s Call on the Public Test Realm (PTR) has been a great success, and we are extremely grateful for all the positive comments as well as your valuable feedback! 

We are pleased to announce that the second phase of the PTR begins today, August 3, 10:30 AM Pacific Time, and will last for 48 hours. With Horizon’s Call launching on August 9th, this is a great chance to get ready for the official release and a sneak peak of all the content coming!

To streamline the testing process, today's post will focus solely on the changes and innovations introduced between the first and second phases of the PTR. Additionally, we will remind you of the systems that will only be enabled now, such as Warforging!

In order to see the rest of Horizon’s Call features that were already enabled for the first phase of PTR, please read this website post.

PTR is a special, separate test server that interested players can voluntarily attend. All progress made on this server will not be saved. The PTR serves solely to experience the changes for the first time and share your feedback with us. To participate in the testing, go to your Account Panel and opt-in for the PTR. Then, in the same place, a link to download the new game file will appear, when it becomes available. We will inform you about it on our Discord and in the game. For more information about the PTR, we invite you to read this post.

 

So, let’s jump right into all the changes that Horizon’s Call PTR#2 brings, including Warforging, new Dynamic Events, Sea Creatures, Trophy Shards, and more!

 


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 62

◈ 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!

Furthermore, certain creatures in Ravendawn have started concealing their treasures around their lairs! Adventurers can discover small rewards in both newly added and existing areas. Keep an eye out for additional Ravencrest Emblems for those who are relentless in their search!

 


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 and Glory Shards 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.

 


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.

There is one other avenue to bypass the costs associated with Warforging as every time a Fort is won, it will provide one 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. 

 

Additionally, the previously listed Warforged weapons have received some changes. Here is an updated list of all of them:

 

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.

 


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 the introduction of the Defense Reduction Cap and the Anti-Healing Reduction Cap!
 

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

We hope that by introducing both of the caps, PvP encounters will become more balanced, with fewer instant-kill scenarios and more opportunities for counterplay. This way, healing abilities can remain effective without becoming oppressive or underwhelming in PvP situations.

These changes will also 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!
 


NEW SEA CREATURES

In the second phase of Horizon’s Call PTR, the Ocean is brimming with New Sea Creatures!

From the alien-like Giant Jellyfish to the majestic Orca, the Ocean of Ravendawn has really come to life. Creatures new and old offer unique ingredients to be utilized in new bait recipes for Cooking as well as Ship Building recipes.

Take to the high seas and choose if you will stick to the safety of established trade routes or brave unknown waters!

 

Here is a full list of all new Sea Creatures:

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 that were revamped and mentioned in the Patch Notes for the first phase of Horizon’s Call PTR are now spawning directly in the Ocean, rather than just during dynamic events! Those include:

 

Pirate Frigate

These frigates are equipped with grappling hooks to latch onto unsuspecting prey and seize any valuable goods they carry. 

 

Pirate Galeon

Less structurally sound pirate ships prefer to assault their targets from a safe distance before moving in to claim the treasures onboard.

 

Dreadnought Frigate 

The most ferocious of captains sail in these large vessels in pursuit of treasure and worthy opponents on the high seas.

 

Dreadnought Galeon

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

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 Galeon

From the darkest of mists, these ships ambush unsuspecting merchants and fishermen, sinking their vessels into the murky depths.

 

Morningstar Frigate

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 Galeon

 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

Many sailors refer to Narwhals as Sea Maidens for their captivating diving and swimming that appears almost like dancing underwater.
 

BALANCE CHANGES

Based on players feedback, the balance of ship components in Ocean was further adjusted. Here is a list of changes between the first and second phases of Horizon's Call PTR:

 

Hullbreaker Cannon

◈ 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.

 

Broadside Artillery

◈ Broadside Artillery — Removed the stun when fired from the Auxiliary Weapon of all sizes.

 

Small Drake Head

◈ Increased the damage over time from 28 to 70.

◈ Reduced the duration of damage over time from 20 seconds to 10 seconds.

◈ Reduced the duration of Drake Head Flame from 20 seconds to 10 seconds.

◈ Added icons to represent the Drake Head Flame on the player's debuff UI.

 

Medium Drake Head

◈ Increased the damage over time from 37 to 92.

◈ Reduced the duration of damage over time from 20 seconds to 10 seconds.

◈ Reduced the duration of Drake Head Flame from 20 seconds to 10 seconds.

◈ Added icons to represent the Drake Head Flame on the player's debuff UI.

 

Large Drake Head

◈ Increased the damage over time from 48 to 120.

◈ Reduced the duration of damage over time from 20 seconds to 10 seconds.

◈ Reduced the duration of Drake Head Flame from 20 seconds to 10 seconds.

◈ Added icons to represent the Drake Head Flame on the player's debuff UI.

 

Maintenance Unit

◈ Reduced the cooldown of all sizes from 240 seconds to 150 seconds.

 

Small Tradepack Container

◈ Reduced the speed given by Cargo Overboard from 20 to 10.

 ◈ Added functionality: If the player is equipping a Merchant Hull, the speed given by Cargo Overboard will be doubled.

 

Medium Tradepack Container

◈ Reduced the speed given by Cargo Overboard from 30 to 15.

◈ Added functionality: If the player is equipping a Merchant Hull, the speed given by Cargo Overboard will be doubled.

 

Merchant Sail

◈ Reduced the duration of the movement speed given by the sail skill from 6 seconds to 5 seconds.

 

Grappling Hook

◈ Removed the stun when fired from the Auxiliary Weapon of all sizes.

 

Water Pumps

◈ Increased the cooldown of all Water Pump types from 20 to 30 seconds.

 

Reputation

◈ Swift Artillery I — The reputation passive was removed from the game.

◈ Swift Artillery II — The reputation passive was removed 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%.

 

PTR#2 Disclaimer: Floating Mines damage is incorrect on PTR server.

 


In the first phase of the Horizon’s Call PTR, we noticed significant interest in Aether Rifts and have already made several adjustments to the system based on your feedback:

◈ Raised the chance of receiving an Aether Rift Charge from claiming an Aether Stone to 100%.

◈ Adjusted drop rates for treasure items from Aether Rift creatures, reducing them proportionally in both Solo and Duo Rifts.

◈ Reduced Boss Chest rewards proportionally to address increased accessibility based on feedback.

◈ Removed the Death Penalty for dying in Aether Rifts.

 


The strange energies of the mirror dimension from which they come have altered the Aether Echoes to take on new traits... The Easy, Medium and Hard difficulty tiers have received a number of changes.

Easy difficulty is now designed to be accessible for casual players, Medium difficulty requires coordination between at least a tank and healer, and Hard difficulty is intended for well-organized parties with good teamwork. The final difficulty, Madness, is yet to come.

PTR#2 Disclaimer: Fourth “Madness” difficulty will be available on the Expansion Release.

 

ECHO OF BLOODLUST

A vampiric boss focusing on life drain and transformation. 
Players must manage her health-based phases while dealing with bleeds and area attacks. The fight becomes a balance of sustained damage and survival as the Echo of Bloodlust grows stronger with more bloodshed.
 

Easy:

Alternates between melee attacks and ranged leech abilities.

Transforms at 50% health, healing and gaining new abilities.

Uses blood-themed attacks including area-of-effect rends and blood bombs.

Applies bleeding effects to targets.
 

Medium:

Transforms coming back to 65% health with increased healing.

Deals more damage and heals for larger amounts.

Leech ability slows targets more significantly.

Blood Bomb affects more targets and deals more damage.
 

Hard:

Transforms coming back to 70% health with substantial healing.

Cleaving Slash becomes uninterruptible and applies fear.

Introduces a powerful last-stand ability when below 20% health.

Significantly increased damage and healing across all abilities.

 

ECHO OF SUBJUGATION

Master of lightning with an emphasis on stacking debuffs and area control.
Players need to manage positioning to avoid chain lightning while dealing with increasingly potent defensive debuffs and mana manipulation.
 

Easy:

Uses lightning-based attacks that apply stacking defense reduction debuffs.

Employs chain lightning that jumps between nearby targets.

Creates a protective mana barrier.
 

Medium:

Debuffs are more potent, reduce more defenses, and last longer.

Chain lightning can jump to more targets at a greater range.

Mana barrier now reflects damage back to attackers.
 

Hard:

Introduces a storm mechanic that creates hazardous areas.

Adds lightning runes that damage and stun players who touch them.

Mana barrier reflects more damage and has significantly more health, possibly wiping uncareful players.

Adds a mana drain component to several abilities.


 

ECHO OF BRUTALITY

A powerful melee boss combining strong strikes with ranged boulder throws.
The fight revolves around avoiding ground slams and managing positioning. Higher difficulties introduce more damaging area attacks and a cave-in mechanic with falling debris.

 

Easy:

Combines powerful melee strikes with ranged boulder throws.

Uses ground slam attacks for area damage.

Can briefly increase his defense.
 

Medium:

Boulder throws and ground slams deal more damage and affect larger areas.

Introduces a mud bomb ability that creates slowing areas.

Defense buff becomes stronger and lasts longer.
 

Hard:

Further increases damage and area of effect for all abilities.

Mud bombs cover larger areas and slow more intensely.

Introduces a new cave-in ability, creating falling debris across the battlefield.

Healing reduction effects become more prominent.

 

ECHO OF GRUDGES

Utilizes a mix of melee attacks and explosive abilities, with a unique grapple mechanic. 
Players must maintain proper positioning while dealing with periodic high-damage phases, including a powerful last-stand ability at low health.

 

Easy:

Alternates between melee combos and ranged explosive attacks.

Has a grapple ability that can isolate players.

Uses a steam boost to temporarily increase speed and attack speed.
 

Medium:

Grapple throw distance increased, making positioning more crucial.

Steam boost provides a larger speed increase but with a harsher aftermath.

Explosive attacks cover larger areas.
 

Hard:

Introduces K.A.B.O.O.M. Protocol, a powerful ability used at low health.

Mortar strikes cover significantly larger areas.

Grapple effects are more punishing, with longer slows and greater throw distance.

Steam boost provides extreme speed increase but with severe penalties afterwards.

 

ECHO OF TYRANNY

Combines personal combat with totem summoning and orc troop management.
The fight is a constant balance between focusing the boss and controlling the battlefield by destroying totems and handling summoned creatures.
 

Easy:

Combines personal combat with totem and orc troop summoning.

Totems provide various buffs and effects.

Uses a mix of melee attacks and thrown weapons.
 

Medium:

Totems become more numerous and powerful, healing each other when destroyed.

Can summon more orc troops.

Thrown weapons deal more damage and have additional effects.
 

Hard:

Introduces a new earth spike pit ability for area denial.

Can now summon up to 8 creatures, potentially overwhelming unprepared groups.

Totem effects are significantly stronger, making them high-priority targets.

Personal combat abilities become more damaging and have added crowd control effects.

 

ECHO OF DESOLATION

Fire-based boss with herald summoning capabilities. 
Players must manage increasing numbers of Astor Heralds while avoiding fire damage and DoTs. Arena control becomes crucial in higher difficulties with the introduction of a fiery rain mechanic.
 

Easy:

Uses fire-based attacks and summons Astor Heralds.

Creates an ember aura that damages nearby enemies and shields allies.

Employs ground-based tremor attacks.
 

Medium:

Can summon more Astor Heralds.

Fire damage and damage-over-time effects become more lethal.

Ember aura provides stronger shields and deals more damage.
 

Hard:

Introduces Heavy Fiery Rain, turning large portions of the arena dangerous.

Can summon up to six Astor Heralds.

Tremor attacks cover larger areas and deal more damage.

All fire-based abilities have increased damage and duration.

 

ECHO OF OBSESSION

A two-phase ice boss with a mid-fight transformation. 
Focuses on ice-based damage and the "Strong Permafrost Curse" debuff. The second phase introduces new abilities like Ice Beam and Bladestorm, requiring careful positioning and debuff management.
 

Easy:

Two-phase fight with a transformation at 50% health.

Focuses on ice-based attacks and applies a stacking Permafrost Curse.

Uses ice spears and eruptions for ranged damage.
 

Medium:

Transformation occurs earlier (60% health) with increased healing.

Permafrost Curse stacks higher and lasts longer.

Ice-based abilities deal more damage and cover larger areas.
 

Hard:

Transformation happens at the same health as Medium, but with more healing.

Ice Beam becomes extremely deadly, dealing massive damage.

Introduces new abilities like Ice Shattering Lance and Heroic Shout for Area of Effect Crowd Control.

Permafrost Curse effects are more punishing.

 

ECHO OF GREED

Melee-focused boss with axe and hatchet abilities. 
Features charge attacks and player-pulling mechanics. Higher difficulties introduce a whirlwind-like attack (Greater Cutting Outrage) and a powerful berserk phase that increases damage but reduces defense.
 

Easy:

Combines melee cleaves with charging attacks.

Uses hatchet throws for ranged damage.

Steals power from players to buff himself.
 

Medium:

Power steal effects last longer and are more potent.

Introduces Greater Cutting Outrage, a whirlwind-like attack.

Charge attacks have a longer range and deal more damage.
 

Hard:

Rampaging Berserk becomes extremely dangerous, massively increasing damage output.

Pulling abilities have greater range, making kiting more difficult.

Power steal effects are even stronger, significantly weakening players.

Greater Cutting Outrage covers a larger area and deals more damage.

 

ECHO OF SUPREMACY

Combines melee combat with cannon fire. 
Applies stacking defense reduction debuffs through the "Rusty Blade" mechanic. Higher difficulties increase area denial through cannon barrages and add a stacking enrage mechanic (Bloodthirsty Enrage) in the final phase.
 

Easy:

Uses a combination of melee attacks and cannon fire.

Applies stacking "Rusty Blade" debuffs that reduce defenses.

Has a bladestorm ability for area damage.
 

Medium:

"Rusty Blade" debuffs stack higher and reduce more defenses.

Cannon barrages cover larger areas and deal more damage.

Bladestorm affect a larger area.
 

Hard:

Introduces Bloodthirsty Enrage at 33% health, providing stacking buffs.

Burning ground effects from meteor shots last longer and deal more damage.

"Rusty Blade" debuffs are even more potent.

All abilities deal significantly more damage.
 

ECHO OF ENVY

A spectral boss applying curses and summoning illusions. 
Features periods of intangibility requiring careful damage timing. Higher difficulties introduce more potent curses, deadly illusions, and an ability that converts damage-over-time effects into burst damage.
 

Easy:

Applies curses and uses illusionary creatures to attack.

Becomes intangible periodically, requiring careful damage timing.

Uses a mix of single-target and area-of-effect spells.
 

Medium:

Curses are more potent and can affect multiple targets.

Illusionary creatures deal significantly more damage.

Intangibility lasts longer, requiring more precise timing for damage windows.
 

Hard:

Introduces Eternal Worms ability, turning DoTs into burst damage.

Curses and illusions are even more powerful.

Adds more area-of-effect abilities, making positioning crucial.

Intangibility periods are longer, greatly reducing damage windows.

These difficulty progressions generally focus on increasing damage, adding new mechanics, and requiring more coordination and awareness from the entire team as the difficulty increases.

 


Unlocking a new Inventory tab (Backpack) now costs 1,350 RavenCoins instead of 1,750.

Unlocking a new Bank tab (Vaults) now costs 1,150 RavenCoins instead of 1,500.

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.

Reduced the amount of Quality required to upgrade the Grade of Drinks, Baked Goods and Meals by approximately 25%, depending on the case.

Changed the obtainment of Artifacts 10 and 13 in Deadlands Journal to be guaranteed upon quest completion rather than based on chance.

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, to compensate for the new duration.

Reduced the aggro range of ocean creatures from 10 to 8.
 

Herbalism

The spawn rate of herbs in the Open World has been doubled, making them more accessible in their respective regions.

The maximum number of herbs in Rohna and Glademire has been increased by 30%.

The overall amount of herbs received per each Gathering action in Open World has been reduced by approximately 35%.

This change was made to compensate for the changes on the spawn rates.
 

Alchemy Recipes

◈ Catalytic Solution — Added 3 Fish Liver.

◈ Potent Poison Base — Added 6 Fish Liver.

◈ Prime Extract — Swapped 1 Ethereal Solvent for 2 Resonating Fluid.

◈ Mating Essence — Increased EXP received from 4000 to 6,000.

◈ Unstable Breeding Concoction — Increased EXP received from 7100 to 9,500.

◈ Exotic Vitamin — Increased EXP received from 10000 to 16,000.

Renamed Physical Enhancement Tonics to "Strengthening" instead.

◈ Creature drops that are used in Alchemy potions can no longer be sold to vendors.

 


General

Health/Mana bars are now properly updating when Health/Mana percentages change and should now reflect changes instantly.

The hotkey for Aether Rifts is now being displayed on the Main Menu.

Augmenting Stones are now properly Soulbound.

Using Clone in conjunction with Precision Shot doesn’t cancel Duels anymore.

Orc summons don't stop to chase players for melee attacks anymore if players climb the stairs and return to the fight during the Story Quest "The Scent of Love".

The trinket ‘’Garment of Skorn’’ now adds Mana instead of removing it.

Rooms providing stat bonuses will no longer affect Aether Rifts.

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.

Fixed an issue that prevented players from using ship abilities if they had logged out while in the ocean.
 

Guild Wars

The map being displayed on the Minimap during Guild Wars is now correct.

Higher bids in Guild Wars are now being displayed correctly on the UI.

The Guild Wars Recap Window now properly shows the score of all players.

Players are now able to connect properly without experiencing account lockouts due to multiple retries when entering the Guild Wars Map.
 

Inventory

The option to buy more slots is no longer visible after all available slots have been purchased.

The inventory no longer occasionally scrolls to the top when opening Supply Bags.

Enforced a minimum character limit for Backpacks/Vaults names, now requiring at least 3 characters.

Quest items are now being placed in the correct Backpacks/Vaults.

 


Last but not least, we have introduced new PTR NPCs to Ravencrest to enhance experimentation and make your testing more efficient:

PTR Ship Builder Unlocks ship parts.

◈ PTR Artifact Shop Sells Deadlands Artifacts related items.

◈ PTR Warforging Shop Sells Warforging Shards.

◈ PTR Legendary Ring Shop Sells materials required to reforge Legendary Rings.

◈ PTR Crafting Materials Shop Sells crafting materials that come from both land and sea creatures.