Patch Notes for Horizon’s Call PTR

Piątek, Lipiec 26, 2024

Welcome, Adventurers!

The time has come to present to you the extensive changelog that the upcoming first Expansion for RavendawnHorizon’s Call will bring! Although its release is still two weeks away, its PTR opens today, July 26th, where you will be able to test most of the new mechanics of the Expansion and experience the new, improved gameplay!

This post will be long and precise. For those interested in the Expansion but who have not yet had the chance to see the changes it brings, we invite you to watch the Horizon’s Call Trailer and visit Horizon’s Call Landing Page, which contains a concise and visually pleasing presentation of the most important features!

The changelog we’re publishing today is to prepare you for the upcoming Horizon’s Call  PTR testing phase and share your opinions on the new systems and balance. After gathering your feedback, we will begin the period of polishing the new mechanics to ensure everything is ready for the release of the Horizon’s Call on August 9th. On Expansion’s release, we will publish an updated changelog, containing all the fixes that occurred after the opening of the PTR servers.

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.

And now, let's get straight to the point!
 


Aether Rifts are a dynamic PvP & PvE arena-style system in a new parallel dimension. Open portals to intense 1v1 or 2v2 battles in zones full of nightmare creatures. Destroy them to spawn the area’s boss, cleanse the corruption, defeat enemy players and decide whether to continue another run or leave the area. In Aether Rifts, after beating the boss, you can challenge again and start another Aether Rift up to two times, increasing the rewards, but risking to lose it all. 

From now on, you will have a chance to receive an Aether Rift Charge whenever you successfully claim an Aether Stone. The first time you receive an Aether Rift Charge, an Aether Essence Trap item will be added to your quest inventory, to act as a storage device. As long as you have a charge stored, you can access Aether Rifts either through your Aether Essence Trap or by opening the menu (pressing Z by default). 

Aether Rifts can be attempted by solo players and teams of duos, as long as all players involved have an Aether Charge available. In Aether Rifts you might be pitted against other players to claim the rewards from nightmarish monsters. Be wary though, as dying will result in losing the chance to claim the boss chest along with some of the rewards you've collected inside the Rift, which can be claimed by any player. 

Compete for Aether Echoes Scrolls, Aether Marked Runes, Aether Rift Trophies, Player Titles, Dawn Essence, Infusion, Experience and Silver. Only the best will emerge triumphant!

 


Horizon’s Call features Aether Echoes, a new phased group boss fight system: groups between two and four players can confront one of the ten Aether Echoes of varying difficulties, summoned to the experimental Arena in Ravencrest. 

 Bosses can be challenged if at least one player is in possession of an Aether Echo Scroll, which can be obtained by winning in an Aether Rift or from a Supplybag (to prevent a sudden influx, only Supplybags after this update will have a chance to drop Aether Echo Scrolls). 

There are four difficulty levels and the more difficult the challenge, the higher the odds of obtaining rare rewards. You can undertake this challenge repeatedly, as defeating these bosses will reward you with top-tier crafting materials, new Augmenting Stones crucial for upgrading your gear, and exclusive Aether Echoes Trophies

Are you ready to group up and face these new challenges?

 


The time has come to introduce the Guild Wars System! This up to 15v15 weekly event will be held every Saturday. Enter your Guild into a Guild War by participating in a weekly bid with your newly added Guild Bank. Then enter the battleground to defeat your rivals, fighting for Warforging Shards and having a chance to obtain one of the 10 Forts in Ravendawn.

The event initiates with a bidding phase where the top twenty guilds with the highest silver contributions contend for the 10 Ravendawn Forts, while others fight for Warforging Shards, to harness a higher power for their Weapons and Armor. Within the Guild Wars UI, each of these guilds will designate their preferred Forts order. The system then distributes the Open Land Forts to the ten winning guilds based on their initial bid priority and selected Fort preferences

Once the bidding phase concludes, participants can enter the Guild War. First, they start in a designated camp arranged thirty minutes prior to the war’s start. Then, the main gates open, marking the beginning of the quest for dominance on the Battlefield.

The war concludes once one side reaches 2500 Victory Points or when, which accumulate during battle by Capturing Flags, Holding Towers and Killing the Opposing Guild or after 30 minutes.

 

PTR Disclaimer: During PTR, Guild Wars will be launched daily. Their Bidding Phase will finish at 1:00 PM Pacific Time, and the Preparation Phase will start on 1:00 PM Pacific Time, allowing you to enter the zone for next 30 minutes. The actual Guild Wars event will start at 1:30 PM Pacific Time.
 


Strongholds and Forts! The newly added largest estates for entire Guilds to use and control. 

In total, twenty Strongholds are available, each going up for auction on a different day of the month. This also means that each month all Strongholds go back up for bid, giving the existing Guild an opportunity to retain ownership of the Stronghold or another guild to take ownership.

Forts are 900 total tiles large, being accessible by all Guild Members. Each Fort contains four rooms and a Warforge, which allows to further enhance weapons or armor with Warforging Shards. A public Warforge is also available in Ravencrest.

 Fort rooms can be added and configured by Guild Leaders for free, and provide Guild wide buffs. Fort Land can be managed by Vice-Leaders and Leaders. It's crucial to retain control of the Fort by participating in Guild Wars each week. By emerging victorious in the Guild War out of top 20 highest bidding Guilds, you'll retain ownership of the same Fort, and the room layout will remain unchanged.

Warforging requires 5,000,000 Silver and 500 Warforging Shards, which is deducted from your personal balance, not the guild's balance. Each time a Fort is won, the forge within that Fort receives a single free Warforge charge for Guild Members ranked Officer and higher. 

 

 

Tier 7

Horizon’s Call introduces a new Tier of Equipment – Tier 7.  As Aether is a major theme of the expansion, these new Tier 7 Items are forged with the essence of Aether itself, enabling adventurers to attain a new level of power!

One of the three Secondary Attributes of these powerful items will be doubled, bringing the total to four Secondary Attributes!

Tier 7 items require Legacy Level 75 to be equipped and have a total of 13 Quality Crystal rolls.
 

Augmenting System

 In addition, Aether Echoes will drop Soulbound Augmenting Stones, which are essential for the totally new Augmenting System to further enhance your gear! These augmented items will be identifiable by extra Roman numerals in their names. 

Augmenting has a random chance of success, with the option to use additional Augmenting Stones to guarantee success for those who do not wish to leave it into luck’s hands. Augmenting equipment will make it soulbound. While silver is a critical part of Ravendawn’s economy, we wanted to introduce a progression system into Ravendawn that cannot strictly be purchased or transferred via currency.

There are 10 Augmented Levels in total, each providing a 3% AP/DP increase related to the item, with the minimum bonus equal to the item's Augmented Level. Once infused, augmenting can be transferred to another piece of equipment, but only the highest bonus will be retained. An augmented item can only be infused into another item of the same type:

Equipment into Equipment (any helmet, armor, legs, or boots);

One-Handed Weapon into One-Handed Weapon;

Two-Handed Weapon into Two-Handed Weapon. 
 

Warforging

Furthermore, the Warforged status previously discussed also comes into effect. Weapons of this status will have upgraded weapons abilities:

Warforging a weapon increases its Attack Power, Attributes, and Sub-Stats by 10%, while also upgrading its Weapon Skill to a superior Warforged Variant, enhancing the Weapon Skill to have further capability. Here is a full list of all Warforged Weapons:
 

Warforged Dagger

On top of greatly increasing critical chance, Lethal Edge now makes your basic attacks apply a 10% healing reduction effect to the target for 4 seconds, stacking up to 5 times.
 

Warforged Light Sword

For 5 seconds after using the skill, you will take 5% reduced damage for each movement impairment effect cleansed by Fencer’s Escape, stacking up to 15% reduction.
 

Warforged Sword

When the shield generated by Blade Warding expires, it explodes, dealing 250% of your DP as damage to all targets in an area around yourself.
 

Warforged Greatsword

Keep your enemies closer, Power Surge now lets you pull a 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 from 150% WP to 220% WP and now heals you for 50% of the damage done.
 

Warforged Club

Mace Toss now also deals its damage in a small area around the target, and the slow effect is increased to 35% from 25%.
 

Warforged Hammer

Mighty Smash now consecrates the affected area with Blessed Earth. The applied effect is not affected by RavenCards. 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 for the duration of the skill.
 

Warforged Staff

Mana Overcharge now places a Rune of Power on the ground, lasting 12 seconds. While inside this rune, your spells and skills do 25% increased damage at the cost of 15% more mana. This effect lingers for 3 seconds after leaving the rune. Only applies to the caster and doesn’t affect channeled or Legacy skills.

 

 We hope this comprehensive approach to item upgrades will make enhancing your character’s power more exciting!

PTR Disclaimer: The Warforge System will be enabled a few days after the Horizon’s Call PTR release. 

 


Plunder Channel is a new high risk & reward type of channel, providing opportunity for increased profits, but with increased risk! To enter the Plunder Channel, players must pay a Silver Deposit based on their Legacy Level. If a player dies on the Plunder Channel, they will drop a chest containing silver for anyone to claim. Each time you respawn, you must pay the fee again to continue on Plunder Channel.  

In Plunder Channel, PvP is enabled in all areas with no Infamy penalty. Tradepacks created and sold in this channel have 25% increased value and experience from killing creatures and loot rate are also increased by 25%.

 


The upcoming Dueling System enables not only 1v1 casual duels but also party duels! Enjoy safe and fair confrontations with no penalties or death consequences.

Dueling System works anywhere outside Safe Zones and all of the participants must have 100% HP to start the fight. To challenge someone, simply press Ctrl + Right-click on the player, then invite them to a duel. 

When challenged to a duel while in a party, you can choose between a solo or a party battle. Any damage from sources outside the duel will immediately halt the fight. Attempts to heal the opponent, whether accidental or intentional, will have no effect.

The duel ends when all participants on one team are defeated. All of the participants regain their health and mana after the duel finishes. 

 


Horizon's Call introduces two new professions: Herbalism & Alchemy! 

Discover Ravendawn’s new gathering profession, Herbalism, and search for rare herbs and mushrooms through the land of Ravendawn or plant them on your land. Herbs and mushrooms will appear throughout the Open World according to their respective regions. Herbs are scattered across all lands and mountains of Ravendawn, while mushrooms can be discovered in any underground cavern.

Truffles, rare Herbalism materials, can only be acquired through Open World gathering.

The second newly added profession into Ravendawn is Alchemy! This crafting profession primarily utilizes ingredients from Herbalism, along with materials from other professions, such as fishing and cooking, as well as materials obtained from slaying creatures. Players can craft a variety of new items, including potions, elixirs, poisons, and breeding boosters. Adventurers will encounter new crafting stations globally and will also have the option to build their own Alchemy Stations on their Land.

Additionally, from now on when releasing Moas, players will have to choose if they want to gain Dawn Essence, or a new ingredient named Attachment Feathers: a symbol of the friendship between Moas and Humans, given by the Moas to their owners when they are released to freedom. Attachment Feathers will find use in various Alchemy recipes.
 

 


Deadlands Artifacts are now available for collection! From secret passages in Forsaken Mountains to places deep in the Fields of Despair that feel like Pandemonium itself, passing through the putrid ends of Crowhollow Bog, the ones who dare to collect the Crystal Eyes will face great dangers…

The Crystal Eyes scattered throughout the regions surrounding the Forsaken Mountains, Crowhollow Bog and Fields of Despair have been greatly misunderstood by most of those who know of them. Many believe they are simply cursed objects, hidden in lands best forgotten, however the truth is that they are a layer of protection when one disturbs the darkest of places. Through the Crystal Eyes, what is hidden can be revealed, but only to the righteous. Be wary, adventurer, for there will be those cunning enough to entice and use you for their own ends. Friends in unlikely places will emerge and you must use all that is within your arsenal to escape their intrigues unscathed.

Additionally, some adventurers will be thrilled to pass through a previously inaccessible dock for the first time. So, grab a pen and start writing the next chapter in your Journal!

 


To further reward PvE in Ravendawn, new powerful progression rings are being added in the Expansion: Legendary Rings! These artifacts possess immense power, and crafting them will pose a significant challenge.

The ten Legendary Rings date back to an unknown time. All that is certain is they were once in possession of both heroes and villains throughout Ravendawn’s history, the likes of Saint Ananda and Lord Skorn, just to name a few. While scattered to unknown locations by mysterious forces today, their fragments still draw in all with the potential to bring the pieces back together. Whether a ring of Darkness or Light, the pull towards greatness is too much for anyone to resist… 

Legendary Rings can be restored by Lorekeeper Lizdeika, found on the upper floor of the Lorekeep. To accomplish this, you must slay creatures of level 60 or higher, conquer challenges within Aether Rifts, and advance in the ranks of the Rangers Company to gather all necessary materials. 

Each Legendary Ring is part of a set with another Legendary Ring, and when wielding two different legendary rings an additional powerful set effect is added.

 

Horizon’s Call also introduces five new Room types, further enhancing your combat stats and house customization! These new Attribute Rooms boost Vitality, Might, Dexterity, Intelligence, or Wisdom. They are upgradeable and can be built in all estate types, including the forthcoming Strongholds and Forts!

Only one room of this new type can be placed at a time per house, and the stats provided by the same room types won’t stack. This means that a player can have up to three different Attribute Rooms to effectively use the bonuses, spread across three different Lands. 

 

Horizon’s Call introduces a significant Quality of Life update with customizable Inventory Backpacks and Bank Vaults! Players can now add additional tabs to both Backpacks and Vaults, allowing for better organization within these categories and increasing the total possible number of slots by approximately fivefold.

The Inventory Backpacks and Bank Vaults UI has been changed to support more tabs, Normal and Quest tabs remain there as default and fixed categories. Next to them, extra custom tabs can be bought with RavenCoins. 

Those custom tabs can be freely renamed and you can select up to two item categories per each tab to auto-add items of those categories there. Those item categories include Gathered Materials, Crafted Materials, Creature Products, Infusions and more! Additionally, holding Shift + Right Click while the bank is open will automatically add the item to its categorized vault.  

 

PTR Disclaimer: To properly test Inventory Backpacks and Bank Vaults, every PTR participant will receive 50 000 RavenCoins.

 


New Chat UI emerges as another major Quality of Life improvement! It functions closer to chats from other MMORPGs, focusing on user-friendliness and greatly improved functionality.

With its own settings panel for precise customization, the chat interface can also be moved and resized to suit your preferences. Overall, it’s far more intuitive, and we’re confident you’ll appreciate its improvements! 

 

We understand how much our players enjoy expressing themselves with additional skins in the game, especially when they match all the available weapons types in-game.

That’s why we're excited to announce that our artists have created the missing looktypes for the Two-Handed Hammer, Dual Axes, and Mace and Shield! We hope this enhances your immersion and allows you to craft the coolest look.

Additionally, with the arrival of the new outfits, few changes to the Player Outfit selection were applied to give more possibilities for the players to choose how their characters look.

 

PTR Disclaimer: There are some known visual bugs for the new player outfits. You don't need to report them.
 


Horizon’s Call introduces a comprehensive overhaul of the Ocean Balance, extending battles and rewarding players who adapt to changing environments. We have thoroughly revamped all ship-related mechanics, including speed, hulls, sails, cabins and cannons!

Ship Movement Speed is now distributed differently, allowing for deeper and more impactful progression. Additionally, the rules for ship acceleration and movement have been completely redesigned. These changes aim to maintain swift travel for players outside of combat while promoting more dynamic battles, where using weapons to manipulate speed plays a crucial role.

Regarding ship construction, Hulls now feature significantly increased durability, and Galleons further decrease damage received in combat. Furthermore, the Repair skill has a greatly increased cooldown and now restores a portion of the ship's maximum health. Many improvements have also been made to individual Ship Weapons, which we discuss in more detail below.

Additionally, Horizon’s Call will feature New Sea Creatures. Obtaining their unique materials will further enhance your character's progression!

PTR Disclaimer: New Sea Creatures and their updated Aggro behavior will arrive in Horizon’s Call PTR after a few days. We will inform you about them in depth soon. 


Here’s the full changelog for the Horizon’s Call PTR Ocean Balance:


Reputation Passives

Changed the design of the following Reputation Passives:

Seadog I ー Instead of increasing the overall speed of your ship, “Seadog I” will increase the speed of your ship by 5% of the base speed of your Sail.

Seadog II ー Instead of increasing the overall speed of your ship, “Seadog II” will increase the speed of your ship by 10% of the base speed of your Sail.

Seatrader I ー Instead of increasing the overall speed of your ship when carrying Tradepacks, “Seatrader I'' will increase the speed of your ship by 5% of the base speed of your Sail when carrying a Tradepack.

Seatrader II ー Instead of increasing the overall speed of your ship when carrying Tradepacks, “Seatrader II” will increase the speed of your ship by 10% of the base speed of your Sail when carrying a Tradepack. 
 

Creatures

Sea creatures will now aggro players within a fixed range of 10 units from the player's ship, replacing the previous "Effective Level" aggro range system used for land creatures. The "Damage Scaling" and "Health Scaling" based on level for these creatures have been removed.
 

Pirate Ships

Additionally, Pirate Ships are now divided into two types: Pirate Frigate and Pirate Galleon. The Pirate Frigate is a more durable ship designed for close-range combat, providing higher resistance. In contrast, the Pirate Galleon, while less durable, is specialized for ranged attacks, offering distinct advantages in long-distance engagements.
 

Pirate Frigate

Base Health increased from 400 to 3900.

Movement Speed decreased from 400 to 225.

Regular Cannon ー Damage decreased to 75-150.

Added two new skills to the creature: Shrapnel Cannon and Grappling Hook.
 

Pirate Galleon

Base Health increased from 400 to 3900.

Movement speed decreased from 400 to 200.

Regular Cannon ー Damage decreased to 75-150.

Added two new skills to the creature: Small Siege Cannon and Small Mortar Cannon.

 

Dreadnought Ships

Dreadnought Ships are now divided into two types: the Dreadnought Frigate and the Dreadnought Galleon. The Dreadnought Frigate is a more resilient ship, designed for close-range combat, while the Dreadnought Galleon is less resistant but excels in ranged engagements.
 

Dreadnought Frigate

Base Health increased from 1600 to 8100.

Movement speed decreased from 400 to 250.

Medium Cannon ー Damage decreased to 100-200.

Added three new skills to the creature: Medium Siege Cannon, Medium Mortar Cannon and Medium Hullbreaker Cannon.
 

Dreadnought Galleon

Base Health increased from 1600 to 6000.

Movement speed decreased from 400 to 225.

Medium Cannon ー Damage decreased to 100-200.

Added two new skills to the creature: Medium Shrapnel Cannon, Medium Grappling Hook.
 

Ghost Ships

Ghost Ships are now divided into two types: Ghost Frigate and Ghost Galleon. The Ghost Frigate is a more resistant, close-range focused ship, while the Ghost Galleon is a less resistant, ranged-focused ship.
 

Ghost Frigate

Base Health increased from 2000 to 8250.

Movement speed decreased from 400 to 250.

Added four new skills to the creature: Ghostly Medium Cannon, Ghostly Medium Shrapnel Cannon, Cursed Crew Aura and Creature Medium Grappling Hook.
 

Ghost Galleon

Base Health increased from 2000 to 7500.

Movement speed decreased from 400 to 225.

Added three new skills to the creature: Ghostly Medium Cannon, Ghostly Medium Siege Cannon and Ghostly Medium Mortar Cannon.

 

Morningstar Ships

Morningstar Ships are now divided into two types of creatures: Morningstar Frigate and Morningstar Galleon. Morningstar Frigate is a more resistant, close range focused ship, while Morningstar Galleon is a less resistant and range-focused type of ship.
 

Morningstar Frigate

Base Health increased from 400 to 3000.

Movement speed decreased from 400 to 250.

Added new skills to the creature: Regular Fire-Cannon, Small Drake Head, and Small Grappling Hook.
 

Morningstar Galleon

Base Health increased from 400 to 3900.

Movement speed decreased from 400 to 225.

Added three new skills to the creature: Regular Fire-Cannon, Small Siege Fire-Cannon, and Rapid Fire-Cannon.
 

Narwhal

Base Health increased from 1300 to 2800.

◈ Movement speed decreased from 350 to 200.

Narwhal Peck ー Damage increased from 50-100 to 70-140.

Narwhal Rush ー Damage increased from 250-400 to 500-800.

Narwhal Rush ー After the short cast delay, Narwhal gains 100 movement speed for 7 seconds.

Added a new skill to the creature: Heavy Bite.
 

Movement Rules

Players now gain movement speed with each tile they move, up to a maximum of 10 times. This is referred to as Acceleration Stages, with the players reaching up to stage 10 of acceleration.

The acceleration system will be disabled during sea combat and will only apply to players while traveling. If a player enters combat with active acceleration stages, they will lose 2 stages every 1000ms. Additionally, turning the ship during combat will result in a loss of 6 acceleration stages.

When a player switches direction while moving, the ship's speed will be set to 50 until the animation of moving to the next tile is complete. However, from now on, the player will lose 8 acceleration stages instead.

If a player’s ship is stationary and facing upwards, and the player presses a button to move downwards, their speed will be set to 50 until they complete the movement to the next tile. From now on, as with the previous case, the player will lose 8 acceleration stages instead of having their speed reduced to 50.

Outside of combat, players will gain speed per second for 6 seconds, but this bonus speed will be gradually lost over 5 seconds when entering combat. Diagonal movement for ships has been removed.

Additionally, here are extra changes to movement:

◈ The speed provided by wind has been reduced by half.

◈ Bonus Movement Speed while carrying a Tradepack decreased from 150 to 50.

◈ From now on, the bonus Movement Speed while carrying a Tradepack will only work when the players are outside of combat.
 

Player Ships

From now on, the damage players deal with their ships will increase by 0.1% per Legacy Level, and PvP damage at sea has been reduced from 100% to 75%. Additionally, the duration players remain in combat has increased from 6 seconds to 15 seconds.
 

Repair

The amount of Health repaired by Repair changed from a fixed 50 health per second to 2.5% of your ship's total health per second. The channeling increased from 10 seconds to 20 seconds. The cooldown increased from 15 seconds to 90 seconds. Repair's channeling will not be interrupted by taking damage of Damage Over Time anymore.
 

Regular Cannon

The cooldown of the regular cannon increased from 2 to 3 seconds. From now on, player ships will have a cannon with different damage values depending on their hull size. Regular Cannons don't make part of GCD anymore. The range of all Regular Cannons increased from 10 to 12.
 

Rust Cannon

The basic ship has Rust Cannon, which deals 150 to 300 damage per shot.
 

Small Cannon

Small Hulls (Fishing, Merchant and Galleon) have Small Cannons, which deals 175 to 350 damage per shot.
 

Medium Cannon

Medium Hulls (Fishing, Merchant and Galleon) have Medium Cannons, which deals 200 to 400 damage per shot.
 

Large Cannon

Large Hulls (Fishing, Merchant and Galleon) have Large Cannons, which deals 225 to 450 damage per shot.
 

Hulls

Basic Hull ー The Health of Basic Hull changed from 800 to 3200.

Small Hull (Fishing and Merchant) ー The health of Small Fishing and Merchant Hulls changed from 1000 to 4800.

Small Hull (Galleon) ー The Health of Small Galleon Hull changed from 1500 to 6000.

Medium Hull (Fishing and Merchant) ー The health of Medium Fishing and Merchant Hulls changed from 1250 to 6000.

Medium Hull (Galleon) ー The Health of Medium Galleon Hull changed from 1800 to 7200.

Large Hull (Fishing and Merchant) ー The Health of Large Fishing and Merchant Hulls changed from 1500 to 7200.

Large Hull (Galleon) ー The Health of Large Galleon Hull changed from 2100 to 8400. The base movement speed of Hulls decreased from 250 to 150. The passive skill from the Galleon Hull has changed.

Small Galleon HullChanged from "This ship has 10% increased reload speed on cannons" to "Reduces damage taken by 10%".

Medium Galleon HullChanged from "This ship has 20% increased reload speed on cannons" to "Reduces damage taken by 15%".

Large Galleon HullChanged from "This ship has 30% increased reload speed on cannons" to "Reduces damage taken by 20%". 
 

Cabins

Tradepack Containers

The name Tradepack Container has been changed to Small Tradepack Container.

The name Large Tradepack Container has been changed to Medium Tradepack Container.

Added a skill to Small Tradepack Container and Medium Tradepack Container.
 

Cargo Overboard

Small Tradepack Container Cargo Overboard ー Throw 1 of your currently carried Tradepacks into the sea, gaining 20 speed for 8 seconds. This effect stacks up to 3 times. Cooldown of 3 seconds.

Medium Tradepack Container Cargo Overboard ー Throw 1 of your currently carried Tradepacks into the sea, gaining 30 speed for 8 seconds. This effect stacks up to 3 times. Cooldown of 3 seconds.
 

Maintenance Unit

Removed the current passive from the cabin "Doubles the effectiveness of the Repair ability" and "Triples the effectiveness of the Repair ability".

Added a skill to Small Maintenance Unit and Medium Maintenance Unit.
 

Small Hull Mend

Small Hull Mend ー Repair the ship for 2.5% health every second for 10 seconds. Cooldown of 300 seconds.
 

Medium Hull Mend

Medium Hull Mend ー Repair the ship for 4% health every second for 10 seconds. Cooldown of 300 seconds.
 

Ammunitions Cabin

The name of Ammunitions Cabin changed to Small Ammunitions Cabin.

The name of Large Ammunitions Cabin changed to Medium Ammunitions Cabin.

Removed the current passive from the cabin "This ship has 20% increased reload speed on cannons" and "This ship has 30% increased reload speed on cannons", and added a new passive to both Ammunition Cabins.

Small Ammunitions Cabin ー Increases the damage of regular cannon by 10%.

Medium Ammunitions Cabin ー Increases the damage of regular cannon by 20%
 

Auxiliary

Broadside Artillery

Cooldown increased from 10 seconds to 15 seconds.

From now on, the player will receive a short stun of 400ms when he fires this weapon.

Increased the damage of all Broadside Artillery sizes:

Small Broadside Artillery ー The damage increased from 250-300 to 200-450.

Medium Broadside Artillery ー The damage increased from 350-400 to 270-600.

Large Broadside Artillery ー The damage increased from 450-550 to 340-825.    

New Feature: When the player hits a target with Broadside Artillery, for the next 5 seconds his next Broadside Artillery deals additional damage based on the weapon size. This effect stacks up to 2 times.

Small Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 7% for 5 seconds, this effect stacks up to 2 times.

Medium Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 10% for 5 seconds, this effect stacks up to 2 times. 

Large Broadside Artillery ー Landing shots from Broadside Artillery increases the damage of the next barrage by 15% for 5 seconds, this effect stacks up to 2 times.
 

Drake Head

Cooldown increased from 20 to 25 seconds.

The duration of the damage overtime increased from 8 seconds to 20 seconds.

From now on, the targets that get hit by Drake Head will be affected by Drake Head Flame, targets affected by Drake Head Flame have their healing reduced while Drake Head Flame is active on the target.

Design changed from: Fires a flame in front of the ship for 5 seconds, burning the target for 75/125/175 damage per second while also applying a "Burning Ship" status, dealing 25/40/55 damage per second during 8 seconds.

Design changed to: Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 560/720/960 initial damage and then 28/37/48 damage per second for 20 seconds. Targets hit suffer 35/45/60% reduced healing efficiency for the duration.         

Small Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 560 initial damage and then 28 damage per second for 20 seconds. Targets hit suffer 35% reduced healing efficiency for the duration.

Medium Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 720 initial damage and then 37 damage per second for 20 seconds. Targets hit suffer 45% reduced healing efficiency for the duration.

Large Drake Head ー Fires a scorching flame ahead of the ship, applying "Drake Head Flame" to targets hit, burning them for 960 initial damage and then 48 damage per second for 20 seconds. Targets hit suffer 60% reduced healing efficiency for the duration.
 

Floating Mines

Cooldown decreased from 45 to 18 seconds.

From now on, players will be able to destroy the mines by shooting them, and all the mines are going to explode when activated.

Small Floating Mines ー The damage increased from 250 to 900-1200.

Small Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.

Medium Floating Mines ー The damage increased from 500 to 1800-2340.

Medium Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.

Medium Floating Mines ー The slow amount increased from 35% to 40%.

Large Floating Mines ー The damage increased from 750 to 2250ー2975.

Large Floating Mines ー The slow duration reduced from 8 seconds to 4 seconds.

Large Floating Mines ー The slow amount increased from 40% to 50%. 

PTR Disclaimer: Floating Mines won’t explode in PTR.
 

Grappling Hook

Area changed from 1x7 to 3x7.
This update increases the number of grappling hooks fired from one to three.

Cooldown decreased from 45 seconds to 30 seconds.

Slow removed from all Grappling Hooks.

Added snare to all the Grappling Hook sizes. Snare duration varies on the weapon size.

Added damage increase to targets affected by Grappling Hook.

Added damage to the weapon, and the value varies depending on the Grappling Hook size:

Small Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 150 to 300 damage and snaring the first target hit for 3 seconds. Targets snared by Small Grappling Hooks receive 10% additional damage from ships.

Medium Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 200 to 400 damage and snaring the first target hit for 4 seconds. Targets snared by Medium Grappling Hooks receive 15% additional damage from ships.

Large Grappling Hook ー Fires three grappling hooks in front of the ship, dealing 250 to 500 damage and snaring the target first hit for 5 seconds. Targets snared by Large Grappling Hooks receive 20% additional damage from ships.
 

Hullbreaker Cannon

Area increased from 1x7 to 3x8.

From now on, the player will receive a short stun of 400ms when he fires this weapon.

From now on, targets on the edges of the skill will take 50% of the total damage instead of not taking damage at all. 

Increased the damage of all sizes:

Small Hullbreaker Cannon ー Damage increased from 500-700 to 1000-1500.

Medium Hullbreaker Cannon ー Damage increased from 700-1000 to 1500-2000.

Large Hullbreaker Cannon ー Damage increased from 1000-1400 to 2000-2500.
 

Mortar Cannon

Reduced the channeling time from 1.5 seconds to 1 second.

The time for the cannonball fired by Mortar Cannon to hit the selected area reduced from 900ms to 800ms.

The visual indicator for cannon firing has been updated to display a small shadow at the target location where the cannonball will land.

 From now on, players will be able to fire this while walking, but at a 50% speed.

Increased the damage of all sizes:

Small Mortar Cannon ー Damage increased from 400-600 to 750-1050.

Medium Mortar Cannon ー Damage increased from 600-800 to 1050-1500.

Large Mortar Cannon ー Damage increased from 800-1200 to 1500-2100.

Increased the cooldown of all sizes from 18 to 30 seconds.

 

PTR Disclaimer: Siege Cannon and Broadside Artillery values will not be up-to-date on PTR initially.
 

Plating

Increased the amount of Health given to the player's ship (all plating types):

Minor Plating ー Extra Health increased from 250 to 500.

Sturdy Plating ー Extra Health increased from 500 to 1000.

Reinforced Plating ー Extra Health increased from 750 to 1500.

Fortified Plating ー Extra Health increased from 1250 to 2500.

Warship Plating ー Extra Health increased from 2000 to 4000.
 

Ship Emblems

Removed the bonus movement speed of all Ship Emblem types, and an active skill was designed for the Emblems instead:

Simple Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 5 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.

Shiny Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 8 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.

Adorned Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 12 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.

Deluxe Ship Emblems ー Dispenses smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 16 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.

Graceful Ship Emblems ー Dispense smoke from your emblems to cover your ship, causing creatures that are not yet attacking you to ignore your ship for the next 20 seconds. Dealing damage to creatures ends the effect. 90 second cooldown.
 

Shrapnel Cannon

The range of all sizes increased from 10 to 12.

The cooldown of all sizes increased from 6 seconds to 9 seconds. 

Increased the slow amount of all sizes:

Small Shrapnel Cannon ー Slow amount increased from 5% to 8% per stack.

Medium Shrapnel Cannon ー Slow amount increased from 6% to 10% per stack.

Large Shrapnel Cannon ー Slow amount increased from 7% to 12% per stack.
 
Reduced the damage dealt of all sizes:

Small Shrapnel Cannon ー Damage reduced from 100-200 to 125-175.

Medium Shrapnel Cannon ー Damage reduced from 150-300 to 150-225.

Large Shrapnel Cannon ー Damage reduced from 200-400 to 175-275.
 

Siege Cannon

  The range of all sizes increased from 10 to 12.   

  The cooldown of all sizes increased from 8 to 10 seconds.

  From now on, hitting a target in the center of the explosion area deals additional 60% damage with Siege Cannon.

Increased the damage of all sizes:

Small Siege Cannon ー Damage increased from 150-300 to 200-400.

Medium Siege Cannon ー Damage increased from 200-400 to 250-500.

Large Siege Cannon ー Damage increased from 250-500 to 300-600. 
 

Water Pumps

The movement speed of all Water Pump types has been decreased.

Increased the amount of time the movement speed affects your ship (all Waterpumps):

Basic Water Pumps ー The movement speed decreased from 100 to 25.

Basic Water Pumps ー The duration increased from 5 seconds to 10 seconds.

Efficient Water Pumps ー The movement speed decreased from 150 to 50.

Efficient Water Pumps ー The duration increased from 5 seconds to 10 seconds.

Advanced Water Pumps ー The movement speed decreased from 200 to 75.

Advanced Water Pumps ー The duration increased from 5 seconds to 10 seconds.

Superior Water Pumps ー The movement speed decreased from 250 to 100.

Royal Water Pumps ー The duration increased from 5 seconds to 10 seconds.

Royal Water Pumps ー The movement speed decreased from 300 to 100.

Royal Water Pumps ー The duration increased from 5 seconds to 10 seconds.

Royal Water Pumps ー From now on, Royal Water Pump removes any movement speed decrease that affects your ship.
 

Sail

  The speed of the majority of sail sizes and types was reduced.

Each Sail now has its own unique active skill called 'Full On By!' that maximizes sail performance, increasing Movement Speed at sea — This skill can only be activated during combat.

 Added a new skill to every sail size that will give the player some speed when in-combat or have additional effect, based on the sail type.    

Basic Sail ー Base Movement Speed increased from 25 to 30.

Basic Sail Skill: Can only be used in combat, increases speed by 50. Duration: 6 seconds, Cooldown: 30 seconds.

Small Sail ー Base Movement Speed decreased from 50 to 40.

Small Sail Skill: Can only be used in combat, increases speed by 75. Duration: 6 seconds, Cooldown: 30 seconds.

Medium Sail ー Base Movement Speed decreased from 100 to 55.

Medium Sail Skill: Can only be used in combat, increases speed by 100. Duration: 6 seconds, Cooldown: 30 seconds.

Large Sail ー Base Movement Speed decreased from 155 to 70.

Large Sail Skill: Can only be used in combat, increases speed by 125. Duration: 6 seconds, Cooldown: 30 seconds.

Merchants Sails ー Base Movement Speed decreased from 100 to 50.

Merchant Sail Skill ー Can only be used in combat. Increases speed by 125. Duration: 6 seconds plus 0.5s per Tradepack you are currently carrying, Cooldown: 30 seconds.    

Sturdy Sails ー Base Movement Speed decreased from 150 to 75.

Sturdy Sail Skill ー Can only be used in combat. Increases speed by 125. Reduces damage taken by 15%. Duration: 6 seconds, Cooldown: 60 seconds.  

Pirate Sails ー Base Movement Speed decreased from 125 to 75.
Pirate Sail Skill ー Can only be used in combat. Increases speed by 75. Increase damage done to players by an additional 10%. Duration: 10 seconds, Cooldown: 60 seconds.

 

 
Following up on our previous update to enhance the variety of challenges in Ravendawn, we are continuing this process with the introduction of new high-level hunting zones in the following regions:

◈  Gilead (Ancient Ruins) — Level 76-79

◈  Glaceforde (Castle Thergard) — Level 77-80

◈  Hadarak Desert (Tuskan Highlands) — Level 79-82

◈  Crowhollow Bog (Weeping Cavern) — Level 80-83

Added new Bandit's Teachings to guide players on right-click actions, including Follow, Trade, and Invite to Party.

Players can now cast skills even if a UI element is in the way, as long as they are within the action range of the skill.

From now on, if a Guild Leader has not logged in for 30 days, Guild Leadership will automatically transfer to the next highest-ranking member. If multiple members hold the same rank, leadership will pass to the one who was most recently online, provided they have logged in within the last 7 days. If no member has been active within the past 7 days, no transfer will occur. This process will take place during the daily restart, 5:00am Pacific Time.

Applied adjustments to all creatures in the Sporewalker family — Their skillset has been refined to better align with their concept and lore. These creatures have been slightly strengthened and now grant more Experience:

Contagious Sporewalker — Base experience increased by ~15%, the skill Chew Alive (Multiple hit damage with snare) of the creature's move set was changed by Sporewalker Death Touch, a telegraphed ability based on the skill Death Touch from Witchcraft, to represent the creature's RavenCard.

Parasitic Sporewalke — Base experience increased by ~15%, the skill Mana Poison (Target DoT that drains the target's mana) of the creature's move set was changed by Carnivorous Leech, a DoT skill based on the skill Leech from Witchcraft.

Arachnowalker — Base experience decreased by ~30%, we created a new skill for the creature's move set called Poisonous Web Snare, a telegraphed skill that snares targets and deals damage to targets on top of it, while also healing Sporewalkers inside the affected area.

Widowalker — Base experience decreased by ~30%, we created a new skill for the creature's move set called Superior Acid Barrage, a sequence of telegraphs that the creature will shoot against the players, that will deal damage and decrease the target's Defense Power.

Applied adjustments to the creatures Manastorm Djinn and Spellsurge Djinn:

Basic Attack — The damage was reduced by 25%.

Weak Electric Torrent — The delay between hits was increased from 300ms to 500ms.

Weak Electric Torrent — The channelling duration was increased from 1200ms to 2500ms.

Applied adjustments to the creature Mysticap Mushroom:

Mystic Drain — The damage reflection of the creature skill was reduced from 100% of the original damage to 30%.

The prowess in Fishing will now impact the amount of damage dealt to fishes — Beyond Gear and Ship upgrades, leveling the Fishing profession will also increase damage, allowing players to catch more fish faster and miss fewer fish in the depths of the sea.

Applied adjustments to the prices of common fishes, following the breakdown that can be found below. To balance this change, the price of Legendary Fish will be reduced, ensuring the Brokers remain profitable. Additionally, rare fish like the Bog Prowler, which can only be caught in specific locations, have now become the most valuable catch.

Shoreline Fish — The value has increased by ~90%.

Saltwater Fish — The value has increased by ~180%.

Quest Fish — The value has increased by ~400%.

Legendary Fish — The multiplier has been adjusted from 25x to 17x the base value.
 

Gear Attributes Balance

In response to community feedback about underutilized gear stats, we have significantly increased the values of certain secondary stats on player gear:

Increased Haste multiplier from 1 to 5.

Increased Maximum Mana multiplier from 5 to 15.

Increased Maximum Health multiplier from 5 to 25.

Increased Precision and Impact multipliers from 1 to 3.

Increased Health Regeneration and Mana Regeneration multipliers from 1 to 3.
 

Player Attributes Balance

On top of the Gear Attributes Balance, we also have rebalanced certain player Attributes. This adjustment reduces the power of overly strong Attributes and shifts their strength from Player Attributes to Gear Attributes, in line with the changes mentioned above.

Reduced Health Regeneration provided by Vitality from 0.7 to 0.5 per point.

Reduced Mana Regeneration provided by Wisdom from 0.7 to 0.5 per point.

Reduced Maximum Health provided by Vitality from 20 to 15 per point.

Reduced base Critical Damage from 30% to 25%.

Increased base Critical Chance from 5% to 10%.
 

Damage & Mitigation Formula Balance

The impact of damage and defense calculations at the high end has been reduced.

Players with significantly higher attack than their opponent's defense will now deal slightly less damage. Conversely, players with significantly higher defense than their attacker's power will now take slightly more damage. This change aims to reduce the extremes, making high damage and high defense interactions less drastic.

Additionally, the maximum obtainable damage mitigation percentage has been slightly reduced, while the starting value has been slightly increased. This adjustment means players will generally be a bit more durable, but the maximum possible tankiness through stats will be somewhat lower.

 

Thank you for your attention and see you in the game. 
We hope you will love all the new features that Horizon’s Call brings!