Greetings, Adventurers!
Autumn has arrived, and for a limited time, Ravendawn will fall under the reign of the Pumpkin King! With Halloween just around the corner, we’re thrilled to bring you a special in-game event as part of Update 2.0.3 — Harvest Eve! You can find all the details below. Seasonal events play a huge role in enhancing the game experience, and while we have even bigger plans on the horizon, we hope you’ll enjoy the festive fall atmosphere as we prepare for Winter's arrival 👀.
In this Update, our main focus is on introducing fresh content, as well as revisiting older events, bosses, and hunting mechanics to ensure that progression remains satisfying and seamless at every stage of the game. Look forward to new Ocean Trophies, two brand-new Events, additional high-level Spawns as well as Creatures, and a lot of updates to Ranger’s Company — new tasks await your challenge!
On top of that, Update 2.0.3 introduces a wealth of Quality of Life enhancements, such as the long-awaited Threat Level Indicators to help you manage battles more effectively! Moreover, another frequently asked feature, the ability to adjust House placement positions, is now live. We’ve also expanded the default inventory and bank vault slot capacity for each player!
And that’s not all — enjoy faster out-of-combat movement speed, quicker moa mounting, and unlockable increased underground lighting for even more comfort in your daily adventures! These improvements are designed to enhance your gameplay experience while we continue working on future Updates for Ravendawn — our main aim is to significantly improve the game progression in general.
Good things require time, and because of the substantial scope of the upcoming changes, we want to guarantee that the improvements are executed properly. We’re dedicated to refining the General Progression experience, balancing Aether Echoes, enhancing Party Hunting, modifying the Adventurer’s Board, overhauling Fishing and Breeding, and boosting rewards for Story Quests, to highlight just a few of the major changes. Oh, and we almost forgot — two new Archetypes are on the way! Stay tuned for additional information on these topics!
Without further ado, let’s dive into the full list of changes introduced in Update 2.0.3!
Harvest Eve is upon us! The hour of the Pumpkin King is nigh and all of Ravencrest is busy setting up spider decorations, coloring their fountains blood red and putting on their best monster outfit to ward off agents of the Autumn Court.
This year, Harvest Eve Supplybags have been spread around the world, filled with treats that are sure to give adventurers the power-up to play some nasty tricks on all the monsters that would do them harm. Play the Pumpkin King's game long enough and you just might earn some exclusive decorations of your own, as well as fetching titles to set you apart from the rest!
This new type of Supplybag is earned in the same way as other Supplybags and has rarity equivalent to that of the Luxury Ravendawn Supplybag. Upon opening the bag, you will receive three random rewards, including newly added Candies and Harvest Coins.
Each Candy will offer a 10% bonus to damage dealt against its associated creature family for 1 hour, meaning if you find and eat some Vampire Candy, you'll be putting all the members of the Slayers Guild to shame. Harvest Coins on the other hand can be used to purchase specific candies as well as time-limited, exclusive housing decorations available from the friendly Harvest Hag that's come to Ravencrest!
For complete information about the Harvest Eve event, visit the dedicated post on our website here!
Have a Spooktastic time everyone!
Ravendawn is a continuously evolving game and with this in mind we are always looking at ways to bring forward new content as well as breathe life into the old. Following this philosophy, we're happy to announce a new event to the Frost Steppes and a new event for the Elder Coast!
Alongside the new, we also applied much needed structural changes and updates to multiple older events, adjusting the mechanics and rewards they offer to bring them more in-line with the latest content. These improvements also resulted in the activation of some previously inactive events.
New Events:
- Winter Night Ritual (Dynamic) — Frost Steppes, Level 64.
The Yornish have their own customs and rituals. In the dark of night, they perform them away from prying eyes... - Bloody Infestation (Environmental) — Elder Coast, Level 72.
A strange malaise has been set upon dwarven miners as a renowned physician seeks to uncover the source of the sickness and apply a truly dwarven cure to the afflicted.
Improvements to Existing Events:
As we examine events new and old, we are bringing forward some changes to multiple events in order to revamp their trigger conditions as previously they were too difficult or practically impossible to activate. Alongside changing the trigger conditions we are also adjusting rewards and fixing text information in order to better clarify task requirements.
Firstly, we are bringing forward an event that could not be triggered previously, improving the overall design and adding to the content in Hadarak Desert:
- As Sharp as Wind (Dynamic) — Hadarak Desert, Level 42.
The sands of the Hadarak conceal many ancient secrets and powerful magic. Djinns have many buried temples and the potent magic within occasionally creates cracks, causing some of these beings to escape and reach the surface. When this happens, they can pose a threat to the people of Dras Narda and must be stopped.
Secondly, adjustments have been made to the Prison on the Peak dynamic event. After the event was released we noticed that one important mechanic was not functioning correctly, so we took the opportunity to make some adjustments to the event alongside applying the fix to improve the overall experience.
- Prison on the Peak (Dynamic) — Level 77:
- Increased the Level of the Boss to 82.
- Increased the health multiplier for the Boss.
- Increased the damage reduction from Fleshhound Armor by 15%.
- Added a self-heal to the Boss while Fleshhound Armor is active.
- Added a healing effect to the Boss whenever a player is hit by the Blood Rain effect.
- Fixed the Blood Rain room effect to apply a stun on those affected for a short period.
With the latest Update, we wanted to bring about some necessary QoL features for higher level players, improvements to older boss designs as well as a new spawn for Orcs and Hookmasks.
Below you can read the details about the newly discovered underground Orc tribe causing mayhem for unwary travelers in the Hadarak Desert. We've also detailed the changes to pursuit and detection ranges for all creatures over Level 50. Lastly, we'll touch upon some old timer bosses that received a much needed update to their mechanics and skills.
New High Level Spawns
- Orc Spawn under Orkvesh — Level 73-75.
For years now, the hills of Orkvesh were known to be inhabited by a tribe of orcs, however until recently the Lorekeep believed they were merely a group originating from Orkwatch. Now, it turns out that they were merely the exiles from a much more powerful tribe who inhabit caverns deep below Orkvesh. These orcs are reportedly engaging in blood sports, throwing captives and one another into brutal arena-like battles. Take heed if you intend to travel to the area. - Hookmask Spawn beneath Aurum Hold and Silvercliff Hills — Level 82-86.
Among those few who have managed to escape the Hookmask bandit's clutches, stories were passed around of the dark, twisted laboratories that lie deep under Aurum Hold. Based on the descriptions provided, they're more akin to torture chambers than places of learning, however it was not until a certain turncoat was interrogated that the truth behind that cursed place emerged. In all their pursuit of ways to cheat death, Hookmask alchemists created monsters that even they could not fully control, and in order to protect themselves they locked their creations away. Whether the locks would hold them is another matter entirely….
New High Level Creatures
We’re happy to inform that the new Hookmask Spawn mentioned above will contain brand new creatures with unique assets:
- Hookmask Adept — Higher ranking members among the alchemists of the Hookmasks, the Adepts are well versed in the bodily transformation experiments that the brigands engage in. They are trusted to control and command the more wild and unpredictable Hookmask creations.
- Hookmask Sigma — Occasionally the serum that produces Hookmask Ragers has a side effect that transforms the users body. The skin on their back is ripped open as three tentacles sprout out of the resulting wounds. The entire process renders the minds of these individuals highly unstable and in constant need of supervision by Hookmask Adepts, who use various scents to keep them under control.
- Hookmask Gamma — Ambitious alchemists saw an opportunity to take control of the mutations that take place when creating a Hookmask Unleashed and started work on Project Gamma. Through careful experimentation, they were able to steer these mutations and have them take on poisonous properties that improved the subjects ability to control larger areas and spread diseases.
Creature Hunting Improvements
Looking to improve the creature hunting experience, we're introducing a few adjustments to creature detection range and Aether Stone duration. The new values will be carefully observed and further changes will be implemented as and when they are needed:
- Increased Aether Stone duration from 3 to 5 minutes.
No longer will your prize slip as easily through your fingers if you happen to miss it while rotating through a creature spawn. - Increased the pursuit range of creatures when leaving their spawn location from 32 to 50 tiles. This change is only applied to creatures that are Level 50 or higher.
The tougher the creature, the less concerned it is about venturing too far from home! - Increase the base detection range for creatures that are Level 50 or higher by 2 tiles. Note that the maximum and minimum detection range based on level difference remains the same.
Stronger creatures will also become hostile from farther away, confident in their ability to send you running from their home!
Overall, more experienced Adventurers will draw more attention to themselves improving their efficiency, while newbies will not have their leveling negatively impacted.
Overhaul of Existing Bosses
As part of an ongoing effort to bring older pieces of content up to modern practices, several boss creature designs have received an overhaul to their mechanics. The focus has been on improving player experience by removing instant effect abilities and introducing telegraphed skills that offer opportunities for counterplay and a more dynamic battlefield.
The updated bosses are as follows:
- Bloodthirsy Kaiman
- Golden Guardian
- Shieldback Croc
- Tar Colossus
We'll leave the specifics of each boss's skills for you to discover through play. However, the Tar Colossus has undergone the most significant change, with all of its skills being revamped and several new ones added, bringing the total to seven skills.
Added Ocean Trophies as an exclusive item obtainable from Ocean Creatures. These trophies are not possible to obtain from hostile ships like Pirate Frigates or Ghost Galleons, instead only marine beasts like Vampire Squids, Giant Jellyfish, Orcas and others have a chance to drop these items.
Just as with Creature Trophies obtained on land, you can place these as decorations in your home and will receive permanent bonuses to your character.
Just as adventurers on land battle against monsters, so do brave ship captains wrestle with creatures of the depths for control over the waves. The most renowned sea-wolves display trophies that confirm their many successful ventures!
The new Trophies are as follows:
- Shallow Sea Trophy — Grants +20% (multiplicative) bonus to drop rates of items from Ocean Creatures. Does not affect Glory Shards or other Trophies. Obtained from Giant Jellyfish, Anglerfish, Sharks and Piranha Swarms.
- Deep Sea Trophy — Grants a +10% bonus to damage dealt to fish while fishing. Obtained from Narwhals and Vampire Squids.
- Predator Trophy — Grants a +10% bonus to damage dealt by your Ship Cannon. Obtained from Great White Sharks.
- Apex Predator Trophy — Grants a bonus of +2% to your Spell Power and Weapon Power. Obtained from Orcas.
Note: Ocean Trophies are not obtainable through the Glory Shard system at this time.
With this Update, we are introducing a new UI to improve visibility and understanding of the Threat/Aggro System. This is a toggleable option in your Settings ➝ Windows menu, labeled as Threat Indicators and by default this option will be turned on.
This feature mainly concerns the Monster Threat Bars and Monster Outline Bars, both of which follow the same logic.
What is described below is how the Threat indicators work in a party setting or when multiple people fight the same enemy:
- Grey — Indicates a Low Threat Zone: Your Threat level is under 85%.
This means that the creature has not taken an interest in attacking you yet. - Green — Indicates a Medium Threat Zone: Your Threat level is between 85% and 99%.
This means that the creature has taken notice and may engage you in combat if you continue increasing the Threat level. - Yellow — Indicates a High Threat Zone: Your Threat level is between 101% and 120%.
This means that the creature has taken notice and will soon engage you in combat if you maintain this high level of Threat. If the creature engages with you, the indicator will turn orange. However, if there is already another Primary Target, the creature won’t switch to you while in the yellow zone, as this zone falls below the current Threat Threshold. - Orange — Indicates the Primary Target (Primary Threat Holder): Your Threat level is set at 100% and everyone else's Threat is a percentage of your total.
This means the creature is engaged and fighting you directly as their primary foe. Enemy Threat level is set at 100% and everyone else's Threat is a percentage of your total. - Red — Indicates the Highest Threat. Your Threat level is higher than 120%, the current Threat Threshold.
This means that you have generated the most Threat, but it does not necessarily mean that you are the Primary Target yet as Threat updates periodically. If Threat Swap occurs, you will become a new Primary Target and the indicator will turn orange. - Pink — Indicates the Provoked Status. This means that the creature has been Provoked and their normal Threat levels have been overwritten to target the Provoking player. Once the Provoked Status is over, the creature returns their focus on the Primary Target as normal.
To understand the difference between the Highest Threat and the Primary Target, what must be kept in mind is that when there is more than one person involved in a fight, the Threat generated by all players other than the Primary Target will be displayed as percentages of their Threat level.
This means that while an individual can exceed the Threat level of the Primary Target, they need to maintain this level consistently before the Primary Target loses the attention of the creature.
Monster Threat Bars
To clarify the Threat Indicator system, remember these key points when viewing Monster Threat Bars:
- Your current Threat level and percentage are shown above the bar, in the middle.
- The left side shows the nickname of the Primary Target (Primary Threat Holder).
- The percentage of the current Highest Threat is shown on the right.
These three indicators can belong to different players, as the Primary Target doesn’t always have the Highest Threat, and your own Threat level might be lower than that of the Primary Target.
Now, let's break down three scenarios using Player 1 (you) and Player 2 (a party member):
Scenario 1: You Are Both the Primary Target and Hold the Highest Threat
- Your Threat level is at 100%, placing you in the orange zone, meaning you're the Primary Target.
- The current Primary Target’s nickname displayed to the left is yours (Player 1).
- The Highest Threat value displayed on the right is also yours, set at 100%.
Scenario 2: You Are the Primary Target, but Player 2 Has the Highest Threat
- Your Threat value is at 100% and remains in the orange zone, meaning you’re still Primary Target, with your nickname displayed on the left.
- However, Player 2 now holds the Highest Threat, shown on the right, which has exceeded 120%, the current Threat Threshold, and has entered the red zone.
- If Player 2’s Highest Threat continues to stay above 120%, a Threat Swap may occur, causing you to lose Primary Target status soon.
Scenario 3: Threat Swap Occurs, and Player 2 Becomes the New Primary Target
- A Threat Swap has occurred, and Player 2 has taken over as the Primary Target, with their nickname now displayed on the left.
- The Highest Threat value has adjusted to 100% to reflect the Threat Swap and now belongs to Player 2.
- Your Threat level, displayed in the middle, has also scaled down accordingly to 86%, placing you in the green zone.
- To reclaim Primary Target status, your Threat level must exceed 120% and enter the red zone, triggering another Threat Swap.
Thanks to Threat Indicators, you'll always be able to see who holds the Primary Target status as well as your own Threat level. This visibility will greatly assist in fulfilling the roles of Tank, Healer, or DPS during boss fights.
We hope this Quality of Life change will greatly increase the comfort of your hunting as we plan more QoL improvements!
You asked, and we delivered! From the beginning, one long-standing frustration has been the inability to relocate your house once it's placed on your land. In our ongoing commitment to improving the quality of life for our players, we are introducing a new feature that allows you to reposition your house on your land with ease!
We understand how important your personal space in Ravendawn is — after all, your home is where you rest, craft, and display the treasures from your adventures. Now, with just a few clicks, you can find the perfect spot for your house, making your dream estate truly yours.
Changing House Placement
- A new button has been added to House Editor Mode: Edit House Placement. Click it to enter relocation mode.
- Once activated, you'll be able to freely move your house to any valid position on your land without needing to remove existing buildings, fences, or decorations. However, the new location must be free of obstructions such as crops, trees, or animals.
- If anything is occupying the space where the house would be placed, relocation won’t be possible until the area is cleared.
Your home is more than just a building — it’s an extension of your journey, and now, it’s more flexible than ever!
In an effort to improve visibility underground, we are introducing a new Fairy Light system. These fairies will permanently increase your field of view underground.
A total of 6 NPCs spread around Ravendawn that can be unlockable through the Artifacts System will offer the opportunity to obtain fairies that shed light of varying intensity. You will be able to see the requirements for each in the Journal UI.
Among the many tales in Ravendawn, those of fairies stand out as the most lighthearted. These whimsical, often mischievous creatures are said to bring both luck and trouble wherever they appear. Born from pure light and constantly shifting in and out of existence, fairies are elusive and hard to find. Yet, taverns buzz with stories of people capturing these creatures in ordinary bottles, peddling them as rare treasures. It's rumored that releasing a fairy from its glassy prison grants adventurers the blessing of Fairy Light, enhancing their vision in dark caverns and deep pits. So, keep an eye out for anyone claiming to have caught lightning in a bottle! They just might offer you a trade that lights your way to new adventures!
New NPCs:
- Gil Swigmore — Harbor Isle
- Ordon Moore — Zephyr Vale
- Linnie Swann — Sajecho
- Marlene — Gilead
- Lorekeeper Hawthorn — Glaceforde
- Zarath Al'Gourmand — Hadarak Desert
Each of these characters have different demands ranging from food and drinks to fertilizer and precious stones. Get to know their predicaments and you will be able to claim the rewards they have to offer!
As the world of Ravendawn matures, we've spotted areas of the game where we could bring significant improvement for newcomers as well as veterans. The changes below details two such additions, starting with a passive movement speed bonus that every player receives while they are out of combat and on foot. This will provide them smoother traveling between short distance objectives.
The second addition is the introduction of new Waypoints throughout many of the early and mid game areas, greatly improving mobility and flexibility when traversing the world to reach long distance objectives.
Gotta go fast!
New Horizon Bound Condition
Introduced a new passive condition for all players who have completed the tutorial aimed at improving the general experience of leveling and short distance movement in areas with many nearby objectives:
Horizon Bound — Out of combat movement speed is increased by 20%. Upon entering combat or an instanced area, this effect is lost until combat is over or the instanced area is exited.
The effect will not overlap with the movement speed bonus received inside Aether Rifts and will not be active inside other instanced areas like Guild Wars, Aether Echoes or certain quest areas.
All our adventurers are bound to answer Horizon's Call!
New Waypoints
In an effort to improve the ability for players to move around the world of Ravendawn, we are introducing additional fast travel Waypoints.
Please note that Waypoints serve as fast travel hubs and Respawn Shrines remain unchanged for now.
- South Glademire - Glademire Fort
Level Requirement: 15. - Sajecho - Eelsnout
Level Requirement: 25. - Zephyr Vale - Bastion
Level Requirement: 30. - Hadarak Desert - Dras Marna
Level Requirement: 35. - Gildead - Hogula
Level Requirement: 40. - Gildead - Rumalos
Level Requirement: 50.
With these new additions, we expect that travel will be made easier for both newcomers and veterans who frequently visit the listed locations!
We're bringing overall improvements to the Rangers Company as well as a slew of new tasks. Before rolling for them, your character will be checked whether they meet certain criteria to complete a given task. These can range from possessing a key item like Climbing Gear to having certain Artifacts collected.
The Rangers Company actually checks whether you are equipped to handle a given mission before sending you out!
New Tasks:
- Trolls — South Glademire (Level 71-83).
- Sharks — Hadarak Desert (Level 72-80).
- Minotaurs — Hadarak Desert (Level 75-88).
New Tasks with Requirements:
- Demons — Fields of Despair (Level 75-88).
- Skorn — Fields of Despair (Level 75-89).
- Winterborn — Glaceforde (Level 75-88).
- Djinns — Hadarak Desert (Level 37-48).
- Demons — Hadarak Desert (Level 60-72).
- Demons — Hadarak Desert (Level 69-83).
- Sharks — Harbor Isle (Level 45-56).
- Chainwraiths — Harbor Isle (Level 35-44).
- Marsh Fungi — Harbor Isle (Level 37-47).
- Poisonpetals — Sajecho Island (Level 28-40).
- Zorians — Gilead Island (Level 62-74).
- Frostbound Drakes — Glaceforde (Level 69-81).
- Iceshell Tortoises — Glaceforde (Level 45-57).
Changed Tasks with Requirements:
- Mindslave Dwarves — Gilead (Level 44-55):
- Added requirement to be on the first task of Working Conditions story quest.
- Death Gazers — Gilead (Level 44-57):
Increased Level requirement from Level 44-55.
Added requirement to be on the first task of Working Conditions story quest. - Iceforge Dwarves — Glaceforde (Level 65-74):
Added requirement to be on the first task of Under the Halls' Shadows story quest. - Iceforge Dwarves — Glaceforde (Level 75-87):
Added requirement to be on the third task of Under the Halls' Shadows story quest. - Goblin Mechs — Sajecho Island (Level 22-33):
Increased Level requirement from Level 18-29.
Adjusted Bounty Marks reward to 12, 20, and 32 respectively.
Added Artifact Requirement.
Gameplay
- Changed the behavior of the Dwarven Mining Helmet item to remove immunity to damage as follows:
- Old Effect: Passive: When struck by a creature while mining, become immune until you are finish Mining. 5 minute cooldown.
- New Effect: Passive: Damage does not interrupt Mining.
- Changed the delay for out of combat regeneration for a player damaged by another player in PvP combat from 5 to 12 seconds.
Really putting emphasis on fight or flight! - Removed the health multipliers from Arachnowalker and Widowalker creatures.
This change is aimed at reducing their pressure on players while traversing through high Level caverns. - Adjusted values for the Toxic Tendril item drop chance during task 7 of the Welcome to the Bog Story Quest:
- Increased drop chance of Toxic Tendril by an additional 10%.
Open World
- A new addition to the Eternal Night Society Lobby, Slinky the Butler now patrols around, making sure everything is orderly.
- A ranger who used to fence for the Rohna Brotherhood has retired and settled somewhere within the woods. Bringing him a memento of his days with the Brotherhood might yield an interesting conversation.
- Added several random NPCs to different regions, mainly Zephyr Vale, Harbor Isle and Gilead.
- Adjusted the location of NPC Quentin inside Gilead's Museum to make room for a new NPC related to the Fairy Lights System.
- Added a map expansion to the entrance of the Chapel of Skorn as part of the overhaul to the event For the Love of Demons. Additional corridors and rooms have been added along with several additional Skorn creatures.
- Applied a few changes to a hill in the Hunting Marches, Frost Steppes, to improve the storytelling around the area and prepare for future interactions.
Quality of Life
- Changed mounting interaction with your Moa. If you are out of combat and attempt to mount your Moa, you will not have to wait for the usual channeling time to be completed, instead it will be instant.
- Increased the default inventory slot capacity from 48 to 60 and the bank capacity from 35 to 70.
- Optimized client performance when switching to underground levels.
- Added two new filters to the Crafting and Tradeposts windows, enabling players to see only items and Tradepacks they can craft with materials currently in their Inventory.
- Added filters to the Transports Tab, allowing players to navigate through the UI to find specific Moas, Wagons and Ships more easily.
- The skill crosshair indicator will now remain visible when it goes beyond the skill's range.
- Adjusted skill tooltips to correctly show the attributes of the Aether Rift build when selected as opposed to displaying the values of your normal build. This will help with improving clarity regarding the power of your Aether Rift build.
- Applied adjustments to the House Decoration tab (House Editor Mode):
- All 'Owned' decorations now appear at the top of the list.
- All 'Not Owned' decorations are displayed as disabled.
- Made multiple Quality of Life improvements for quest tracking. Some events did not have map icons showing up on the map when they were active or were not appearing in the correct area.
Below is the list of affected events and the changes involved:- The map icon indicator has been properly centered for the following events:
Open Waters, Misty Waters, The Elderwood Grotto, Daughters of Slaughter III. - Added proper map icon indicators for the following events:
Possessed by Resentment, A Sludging Mess, As Sharp as Wind, Living Tale, Keepers of the Lamp, Tower of the Everliving, Horn of Rage, Raiders' Reunion, Parching Gaze, A Dance with Ghosts, Scales of Corruption, The Caw of Yl'zogog, Tainted Breed, Defiance Calls for Aid, Children of the Damned, Sealed Under the Dark, Tax Collection, Sealed Amidst the Fire, Salt Water Pit, Trench Warfare, The Whirlwind General, The Sandswept Sentinel, Shackled Memories, Gritty General, When the Eastern Wind Blows, The Colossus of Quorras, Clash of the Elements, In the Eye of the Storm, Unweaving Magic, The Husk of Skorn, Ancestral Feud, A Bloody Reception, The Blackscale Terror, Pieces on a Chessboard, The Wizard Frozen in Time.
- The map icon indicator has been properly centered for the following events:
- Updated the Zone Names HUD Display to better align with the current UI style.
- Removed the System Messages when Docking/Undocking Ship to avoid redundancy and unnecessary screen-space cluttering.
Other
- Updated the Patron Benefits text in the RavenStore to more accurately reflect the actual benefits provided.
- Improved the readability of Silver values across many areas of the game by adding commas between value size changes.
- Added missing commas to the Infusion values on item tooltips for improved readability.
- Updated the visual effects for multiple trinkets: Poisonpetal Seeds, Toadish Cloak, Aegis Rune, Twilight Lamp, Crystal of the Dawn, The Grim Smile, Golden Fleece, Hypnotizing Stone, Stepping Fuel, Withered Demon Hand, Goblin Bombs, Omega Stone.
- Updated weather conditions in several regions around the world for enhanced immersion:
- Zephyr Vale: Added light/heavy fog and light/heavy rain, in addition to the usual weather.
- Crowhollow Bog: Added light/heavy fog, light/heavy rain, and heavy rain with lightning storms, in addition to the usual weather.
- Gilead: Fixed weather system to now include light sandstorms alongside the existing conditions.
- Glaceforde: Fixed weather system to introduce light/heavy snowfall alongside the existing conditions.
- Added several new Sound Effects related to the Undead Harvesting Quest.
General
- Players on land are now unable to interact with players on ships.
- Removed the ability for a player to delete their character while they had a Community House. To delete a character with a Community House it will now be required to first manually remove their house first.
- Fixed an issue that prevented players from selecting the quality for their Buy offers while the client is set to PT-BR language.
- Fixed an Issue with Sins of the Many passive skill where the additional healing power was not applying correctly to the player when they recently joined/left the party.
- Fixed an issue with the Warforged Fencer's Escape skill where it did not properly remove Stun, and players were able to switch weapons during the skill's cooldown.
- Fixed an issue where the Snow Broodmother Ravencard [Frost Lance Wizardry skill] was not working correctly on Aether Rift.
- Fixed the tooltip of Living Branches item, as it was previously displaying incorrect information.
- Fixed Aether Echoes tooltip information on the Adventurer's Board task.
Open World
- Fixed two skills of Fleshound Titan in the Prison on the Peak Dynamic Event:
- Ice Boulder Throw — The skill was incorrectly targeting random tiles instead of selecting a random player.
- Stalactite Stomp — The skill was mistakenly applying a stun to the boss at the end of the cast.
- Fixed a set of four prison gates to be correctly locked as part of the Pieces on a Chessboard Event. Previously they were not and would sometimes cause the Event to end early.
- Fixed an issue where a section of the map wasn't being recognized as part of the Twisted Hybridization Dynamic Event.
- During Task 6 of Creating Value Story Quest, the description now correctly informs how many items are left to be retrieved.
- Fixed an issue with two doors in the torture room of the Castle of Skorn that were incorrectly allowing early access to the throne room.
- Fixed an issue where two trees were placed in the same location next to the east entrance of Ravencrest, causing them to overlap.
Interface
- Fixed an issue where receiving items from certain sources, such as Dynamic Events, caused items to be forced into the Inventory even when no space was available, creating an unusable slot in the Inventory.
- Updated the Compass Highlighted position of the Cosmetic NPC Almithera. Her location is now correctly displayed in the Elder Coast region.
- Fixed a visual issue that showed party buffing skills used on land applying to other player's boats. This was entirely visual and no mechanical benefits were applied.
- Fixed a visual issue that placed the Preset Builds selection drop down menu behind other UI windows if something besides the Archetypes window was opened, preventing players from interacting with it.
- Fixed a visual bug on Profession notifications where the notification was not disappearing after the player interacted with the UI.