Update 2.1.0 Notes

Sobota, Luty 8, 2025

It’s the first major update of the year, and they say that how you start the year is how you’re going to end it, so we’re committed to starting it with a bang! Update 2.1.0 is here to deliver a brand new launcher, anti-cheat protection, new systems and overhauls to Tradepacks, Professions, Aether Echoes, Aether Rifts and Archetype Balance to quite literally change how you play the game.

There’s a lot of other general changes coming with this update as well as fixes, so let’s jump straight into the patch notes and get the ball rolling!
 


To lay the groundwork for future updates and greater clarity to our players with regard to changes that come to the game, we are introducing a new Launcher that will provide access to the latest Patch Notes, Website, Updates and more. Everything you need to stay connected with the community and the latest news!

To continue playing Ravendawn after the maintenance is completed, you will need to download the new Launcher from your Account Panel, but the download will only become available at a certain point during the maintenance that will bring Update 2.1.0. Keep an eye on the Changelog Channel on Discord to know when it will be available for you.

 

Reinforcing the improvements coming in Update 2.1.0, we remain committed to keeping Ravendawn fair for all adventurers. Our partnership with Anybrain has already helped us detect and remove thousands of cheaters, and we continue to strengthen our defenses.

For a deeper look at our latest efforts in this ongoing battle, check out our full DevBlog on BattlEye!

 


With the new update, we have decided to introduce some changes to the rewards offered from the Adventurer's Board. Just as the creature hunters have Adventuring Spirit to urge and reward them for making Ravendawn a safer place, we are introducing the Diligent and Harmonious Spirit buffs to be its equivalent to all the crafters and gatherers in the community who make up the backbone of the economy and make hunting the most dangerous of monsters possible. Details on the new effects and changes to Adventuring Spirit can be found below.

  • Added 1 Aether Echo Scroll as a reward for non-Patrons after completing all 3 Adventurer's Board tasks. Patrons are entitled to this as well.
  • Changed the Adventuring Spirit booster experience bonus to 25% instead of 100%.
  • Added Diligent Spirit booster, granting a 30% bonus to experience gain to Blacksmithing, Weaving, Carpentry, Alchemy and Cooking. The total amount of experience affected by the bonus depends on the sum of your levels in the associated professions. Each level grants 300 experience towards this value, meaning that someone with level 20 in all 5 professions will receive a larger bonus than someone with 75 in a single profession and 1 in all others.
  • Added Harmonious Spirit booster, granting a 20% bonus to experience gain to Farming, Husbandry, Woodcutting, Herbalism, Mining, Fishing and Breeding. The total amount works the same way as Diligent Spirit, except that each level in the associated professions grants 200 experience.
  • Experience from Diligent and Harmonious Spirits only affects profession experience and does not impact legacy experience.
  • Unused bonus experience from all boosters is lost each day during the server reset.
  • Each booster is rewarded once per day from a single task. Meaning that if all three tasks are completed, all three boosters can be activated.


Aether Rifts

  • Changed Aether Rifts task to appear on the Adventurer's Board to Legacy Level 50.
  • Changed Aether Echoes task to appear on the Adventurer's Board to Legacy Level 75.
     

Tradepacks

We are happy to announce that the Adventurer's Board is receiving a new task to its listing! Delivering a Tradepack will now be available as a task starting from Legacy Level 35. The required number of Tradepacks needed for delivery scaled based on the player Legacy Level. Craft your own Tradepacks or steal them from others, the Adventurer's Board won't judge you! 

 


Aether Rifts are undergoing a significant overhaul, impacting everything from access mechanics to internal effects, creature strength, and rewards. These changes aim to create a more competitive environment by centralizing player interactions, leveling the playing field by encouraging strategic thinking develop around resource management, and fostering more intense PvP encounters.
 

General Changes

  • Changed the minimum required level to enter Aether Rifts from 40 ➝ 50.
  • Removed the 3 day limit to consume Aether Rift Charges. Aether Rift Charges are now limited to a total of 30.
  • Dawn Essence reward increased from 125 → 150.
  • Infusions reward decreased from 155 → 100.
  • Treasure items rewarded by Aether Corruption Chest increased from 3 → 4.
  • All players start with 100 Aether upon entering an Aether Rift.
  • Opening the RavenCards UI is no longer permitted to prevent changing RavenCards while inside a Rift.
  • Changing weapons and equipment is no longer allowed while inside a Rift.
  • Added correct rarity colors to Aether Rift Trophies.
  • Removed passive Mana Regeneration bonus inside Rifts (25).
  • Reduced Max Mana restored from Normal Creatures from 15% → 10%.
  • Reduced Max Mana restored from Elite Creatures from 60% → 40%.


New Effects & Rules

  • Added a new rule where players are granted an additional 6 minutes before Broken Sanity activates upon eliminating the enemy team. This change prevents situations where the enemy is defeated just before Broken Sanity triggers, ensuring the victors have enough time to complete the Rift. This rule applies even if the boss has not yet spawned.
  • Added a new effect inside Aether Rifts named Revanchism Each loss inside Aether Rifts increases the experience received from creatures inside the Rift by 10%. This bonus stacks up to 3 times, to a 30% bonus to experience gain.

With this we seek to provide those who are down on their luck a little boost to continue and keep trying to win, even after running into several losses in a row. After winning, the effect is removed.


Timed Windows

Added 3 timed windows for Aether Rifts, scheduled at different times. Each time slot is designed to allow players from different regions to participate in at least one window. The time slots are as follows (Pacific Time):

  • 04:00AM - 06:00AM - 1v1 Open
  • 06:00AM - 08:00AM - 2v2 Open
  • 08:00AM - Rift is Closed
  • 9:00AM - 11:00AM - 1v1 Open
  • 11:00AM - 1:00PM - 2v2 Open
  • 1:00PM - Rift is Closed
  • 4:00PM - 6:00PM - 1v1 Open 
  • 6:00PM - 8:00PM - 2v2 Open
  • 8:00PM - Rift is Closed


Unstable Chest

We've revamped how Aether Rift rewards are granted by introducing the Unstable Chest. This item now stores all treasure items dropped by creatures inside the Rift, as well as rewards from the Aether Corruption chest.

  • The Unstable Chest is obtained upon interacting with the Aether Corruption boss chest.
  • Unstable Chest cannot be opened until the player is out of Aether Rifts.
  • Unstable Chests are dropped and collected by an enemy player if you are defeated while carrying one, even if you won the chest in a previous Aether Rift level.
  • Infusions remain unaffected and can still be obtained as usual from Aether Rift creatures.

This change enhances the risk versus reward dynamic—delving deeper no longer risks only your current level's rewards but also any previous victories you've accumulated.


Default Aether Rift Builds

To assist new players and those less familiar with PvP encounters, we are introducing 3 Aether Rift builds with already distributed points in order to allow for quick entry into Aether Rifts. Each build seeks to make room for a variety of fighting styles whether it's melee, ranged or magic that's your focus. To facilitate this, the Default builds selected are Dark Knight, Marshal and Loremaster. Each offering sustain and damage to be generally effective in a PvP environment.

These builds are not locked. The allocation of points can always be changed and will only apply to characters who have not yet unlocked Aether Rifts.
 


The Aether Echoes System has been revamped, featuring a series of changes with the aim of streamlining and improving the experience it offers. From changes to Aether Echo Scrolls to rewards, obtainment of Scrolls, rules for entry and an overhaul to the Aether Echo bosses across all difficulties. Aether Echoes will continue to evolve in future updates as we monitor engagement with the system and you feedback! Each one of these changes are detailed as follows:


New Aether Echoes Scrolls

Previously, there were individual scrolls for each specific Aether Echo Boss, making it a total of 10 different scrolls. These have been removed and reduced to only 4 scrolls of different rarity and difficulty, with each one of these granting access to all Aether Echo Bosses:

  • Humming Aether Echoes Scroll — Summons a random Aether Echo Boss of easy difficulty.
  • Resonating Aether Echoes Scroll — Summons a random Aether Echo Boss of medium difficulty.
  • Brimming Aether Echoes Scroll — Summons a random Aether Echo Boss of hard difficulty.
  • Overwhelming Aether Echoes Scroll — Summons a random Aether Echo Boss of madness difficulty.

What happens with the old Aether Echoes Scrolls in my inventory? Don’t worry, you can exchange your old scrolls for the new versions by talking with Lorekeeper Moira, found at the bridge leading to the Aether Echoes Arena in Ravencrest.


Aether Echo Scrolls Obtainment

The methods of obtaining Aether Echoes Scrolls were adjusted:

  • Aether Echo Scrolls can no longer be obtained as part of the rewards from completing Aether Echoes.
  • Aether Echo Scrolls can now be obtained as part of the rewards from Aether Stones, starting from Level 40.
  • One Aether Echoes Scroll can be obtained after completing 3 Adventurer’s Board Tasks. Players with Patron will receive an extra scroll, for a total of 2 Aether Echoes Scrolls obtained through this method.
  • Old Aether Echoes Scrolls were removed from Supplybags rewards and replaced by the new scrolls.
  • Added the option to purchase Aether Echoes Scrolls of all difficulties from NPC Munk Quartermaster (Rangers Company). It is possible to buy up to 7 scrolls per day (the limit is shared between difficulties and resets at the daily reboot). Each Scroll costs 150 Bounty Marks and 5,000 silver.
     

To face an Aether Echo Boss, all party members — with a minimum of 2 and a maximum of 4 participants — must have the same scroll in their Inventory. This means that if any party member does not have a scroll or has a scroll of a different difficulty than the others, they will not be able to face the boss at that moment.

 

Aether Echoes Rewards

The rewards for Aether Echoes have been adjusted to reflect changes to bosses and the removal of Aide reward tables. All players participating in a boss fight will receive the same rewards. The changes are as follows:

  • Removed Aide rewards.
  • Removed 1 random RavenCard as a reward across all difficulties.
  • Reduced Augmenting Stones rewards by 1 across all difficulties.
  • Reduced Binding Aether rewards by 1 in Hard and Madness difficulties.
  • Increased Dawn Essence rewards:
    • Easy — Increased from 200 → 250.
    • Medium Increased from 300 → 375.
    • Hard Increased from 400 → 500.
    • Madness Increased from 500 → 750.
  • Adjusted Experience rewards:
    • Easy  Reduced by 34%.
    • Medium  Reduced by 21%.
    • Hard  Reduced by 12%.
    • Madness  Increased by 18%.
  • Adjusted Infusion rewards:
    • Easy  Reduced from 240 → 170.
    • Medium  Reduced from 280 → 255.
    • Hard  Increased from 330 → 340.
    • Madness  Increased from 370 → 510.
  • Reduced Silver rewards:
    • Easy   Reduced by 70%.
    • Medium   Reduced by 65%.
    • Hard   Reduced by 60%.
    • Madness   Reduced by 47%.

The main focus has been to increase the rewards, especially at higher difficulties in areas that other systems are not as impactful, while reducing rewards that are already easily accessible elsewhere.

 


Trade routes are as old as civilization itself, and while the entities that use them change often, once agreed upon, the routes themselves usually change little. This is because terrain human efforts are what builds a successful trade route. In Ravendawn, for a long time, engaging with Tradepacks and their delivery was lacking due to the fact that terrain, roads, shipping lanes were not respected when calculating the value of a Tradepack's delivery. It was only the raw distance in steps between your starting Tradepost and you destination that mattered.  

To correct course and make traveling trade routes a more immersive experience, we have remapped the entire network of routes between all Tradeposts, taking into account roads, ocean crossings, mountains, hostile creatures and other obstacles to calculate the distance between you and your destination.

In order to clearly show these changes we've also adjusted the Tradepack and Tradepost UIs. In your personal Tradepack UI, you will no longer see the distance between your character and other Tradeposts, however you will be able to see the true distance in steps between the Tradepost you are at and every other Tradepost while speaking with the Munk Merchant, giving you more clarity on the real distances involved in your planned journey.


Alongside the rework of trade routes to better align with shipping lanes and overland trade paths, Tradepack recipes have undergone a significant overhaul. All Tradepacks now feature adjustments to material quantities, increased silver values, and in some cases, new or swapped materials, as well as revised level unlocks.

While many material requirements have increased, the improved distance calculations and boosted silver profits aim to ensure that dedicated merchants are fairly rewarded for their efforts. Below is a comprehensive list of the changes:

  • Building Materials — 185 Stone, 70 Small Log, 26 Hide
    • Old: 200 Stone, 44 Small Log, 20 Hide
  • Slums Provisions — 70 Small Log, 24 Shank, 250 Potato
    • Old: 20 Cotton, 16 Shank, 160 Potato
  • Crafting Basics — 100 Copper Ore, 20 Hide, 85 Small Log
    • Old: 80 Copper Ore, 20 Hide, 50 Small Log
  • Settler's Rations — 65 Corn, 245 Potato, 22 Shank
    • Old: 60 Wheat, 70 Carrot, 20 Corn
  • Campfire Roast — 40 Small Log, 170 Stone, 26 Chicken, 80 Potato
    • Old: 44 Small Log, 260 Stone, 16 Chicken
  • Basic Rations — 100 Wheat, 42 Corn, 12 Apple, 12 Shank
    • Old: 30 Wheat, 20 Corn, 20 Apple
  • Kindling Kit — 75 Small Log, 95 Coal, 26 Cotton
    • Old: 76 Small Log, 80 Coal, 20 Cotton
  • Bakers Basics — 30 Milk, 60 Egg, 190 Ground Flour 
    • Old: 30 Milk, 60 Egg, 70 Ground Flour
  • Glaceforde Explorers Kit — 38 Wool, 45 Small Log, 75 Coal, 10 Cotton 
    • Old: 20 Wool, 60 Small Log, 80 Coal
  • Ravencrest Finest Wears — 48 Cotton, 25 Wool, 18 Hide 
    • Old: 16 Cotton, 16 Wool, 16 Hide
  • Kabbar's Omelets — 60 Egg, 12 Cheese, 50 Pepper
    • Old: 60 Egg, 2 Cheese, 30 Pepper
  • Brined Shank — 26 Shank, 12 Salt, 60 Pepper 
    • Old: 20 Shank, 16 Salt, 20 Pepper
  • Dairy Delivery — 30 Milk, 6 Cheese, 95 Egg 
    • Old: 30 Milk, 2 Cheese, 60 Egg
  • Pickled Vegetables — 90 Cabbage, 120 Carrot, 8 Salt 
    • Old: 30 Cabbage, 100 Carrot, 16 Salt
  • Butcher's Box — 12 Chicken, 35 Beef, 12 Shank, 1 Chees 
    • Old: 16 Chicken, 10 Beef, 10 Shank, 2 Cheese
  • Barbecue Specialty — 26 Beef, 8 Chicken, 30 Coal, 40 Honey 
    • Old: 20 Beef, 10 Chicken, 60 Coal, 12 Honey
  • Sajecho's Spices — 12 Salt, 7 Orange, 60 Onion, 20 Pepper 
    • Old: 10 Salt, 8 Orange, 30 Onion
  • Strawberry Cakes — 95 Ground Flour, 10 Milk, 135 Strawberry, 45 Honey
    • Old: 100 Ground Flour, 20 Milk, 80 Strawberry, 20 Honey
  • Sailor's Remedy — 85 Carrot, 8 Orange, 50 Bean, 200 Blueberry 
    • Old: 40 Carrot, 10 Orange, 40 Bean
  • Seabreeze Rum — 80 Corn, 20 Cabbage, 10 Banana, 80 Blueberry 
    • Old: 20 Corn, 16 Cabbage, 10 Banana, 60 Blueberry
  • Sombreshade's Pie — 20 Pumpkin, 22 Milk, 60 Ground Flour, 30 Honey 
    • Old: 10 Pumpkin, 20 Milk, 40 Ground Flour, 26 Honey
  • Sajecho Fruit Basket — 15 Banana, 8 Watermelon, 4 Orange, 35 Grape
    • Old: 4 Banana, 2 Watermelon, 8 Orange, 20 Grape
  • Juicers Box — 24 Apple, 60 Strawberry, 9 Cherry, 4 Banana 
    • Old: 10 Apple, 30 Strawberry, 10 Cherry, 6 Banana
  • Fruit Basket — 45 Grape, 12 Watermelon, 16 Cherry 
    • Old: 40 Grape, 4 Watermelon, 10 Cherry
  • Winemakers Kit — 70 Grape, 130 Blueberry, 36 Moonberry 
    • Old: 80 Grape, 30 Blueberry, 10 Moonberry
  • Fried Chicken — 25 Chicken, 30 Onion, 45 Garlic, 55 Ground Flour 
    • Old: 24 Chicken, 20 Onion, 20 Garlic, 40 Ground Flour
  • Aged Meat — 30 Beef, 8 Salt, 70 Garlic 
    • Old: 24 Beef, 10 Salt, 30 Garlic
  • Margrove Ale — 150 Wheat, 4 Acorn, 16 Pumpkin 
    • Old: 60 Wheat, 6 Acorn, 4 Pumpkin
  • Rohna Smoked Ham — 15 Shank, 11 Acorn, 35 Pea, 6 Salt 
    • Old: 10 Shank, 4 Acorn, 20 Pea, 10 Salt
  • Noble Delicacies — 65 Moonberry, 5 Acorn, 25 Pepper 
    • Old: 20 Moonberry, 4 Acorn, 24 Pepper
  • General Spices — 55 Garlic, 40 Onion, 45 Pepper, 10 Salt 
    • Old: 30 Garlic, 30 Onion, 20 Pepper, 10 Salt
  • Crisp Produce — 20 Apple, 20 Broccoli, 45 Pea, 50 Bean 
    • Old: 20 Apple, 10 Broccoli, 20 Pea, 10 Bean
  • Vegetable Stew — 20 Broccoli, 20 Pumpkin, 75 Bean, 95 Potato 
    • Old: 10 Broccoli, 10 Pumpkin, 50 Bean, 80 Potato
  • Ravencrest Greens — 45 Broccoli, 40 Pea, 60 Cabbage
    • Old: 20 Broccoli, 50 Pea, 30 Cabbage
  • Exotic Fruits — 18 Watermelon, 25 Sunberry, 25 Moonberry 
    • Old: 8 Watermelon, 16 Sunberry, 10 Moonberry
  • Berry Basket — 70 Strawberry, 170 Blueberry, 10 Moonberry, 36 Sunberry 
    • Old: 60 Strawberry, 100 Blueberry, 8 Moonberry, 16 Sunberry
  • Pie Making Kit — 15 Apple, 25 Sunberry, 10 Cherry, 60 Ground Flour 
    • Old: 10 Apple, 10 Sunberry, 8 Cherry, 60 Ground Flour
       

The world of Ravendawn has always been rich with adventure, but now, it truly comes alive. With the Environmental Ambience update, we're releasing into the world a plethora of critters, insects and birds that will make every adventure more lively than ever. Owls taking flight at dusk, lizards basking in the midday sun, fireflies dancing through the night, and more. These fleeting moments aren't scripted encounters, but part of a dynamic world, where critters and insects roam, react, and go away on their own terms.

This system works seamlessly across different regions, times of day, and even underground, ensuring that no two journeys feel exactly the same. Some critters are more common, others rare, and sometimes, nature simply decides to remain still, awaiting to surprise you at the next turn.


This is just the beginning. As we continue to expand, more life will find its way into Ravendawn, making the world feel ever more vibrant and alive. So keep your eyes open, you never know what might be watching from the treetops or scurrying beneath your feet!

 


As we continuously look to existing systems and update them, certain aspects need to be entirely overhauled. During our investigation of the Gathering Professions, Husbandry in particular, we uncovered issues that were not readily apparent. Upon further investigation, the downstream effects of this were severely impacting the economy of the game in a negative manner.

In an effort to address this, we introduced significant changes to certain aspects of different professions. Every individual change would encompass this entire changelog so we stuck the broad strokes as many of the changes are internal and not actively visible in-game.


Woodcutting

  • Reduced the minimum and maximum yields from all trees eligible for Woodcutting.
  • Adjusted the experience gained from chopping trees.


Herbalism

  • Increased the costs of planting Herbalism plants.
  • Adjusted the experience gained from harvesting plants.
  • Reduced the minimum and maximum yields from all plants eligible for Herbalism.


Farming

  • Changed all experience yields from Farming produce except Potatoes.


Husbandry

  • Changed how interactions work for Husbandry. After completing the 3 hours maturing phase, players will have the option to gather from the animal once and after a 1.5 hours cooldown a second time. Performing a gathering action will disable butchering. In order to butcher the animal instead of gathering from it, players must wait an additional 3 hours after maturing is done. This timer starts automatically unless a gathering action is performed.
  • Gathering and butchering are mutually exclusive and cannot both be performed on one animal.
  • Adjusted experience values for both butchering and gathering.
  • Changed the timers for butchering, gathering and maturing.
  • Increased the minimum and maximum yield of Cheese.


Cooking

  • Cooking experience has been redesigned to have a proper progression in experience just like other professions.


Carpentry

  • Recipe for base Planks (except Dense, Heavy and Glimmery) received an adjustment in the amount of logs required to adapt to the changes made in Woodcutting.


Weaving

  • Just like in Carpentry, the materials required to craft Leather, Threads and Cloth were changed to reflect the latest changes in husbandry.


Alchemy

  • Recipes from Alchemy had their ingredients and experience values changed to adapt to the changes in Herbalism. In addition to that, the new recipes should provide a smoother progression in the profession with less investment of resources.
    We will keep an closer look in Alchemy to make it provides a better value considering the investment and if needed will make more changes in the future


Experience Bonuses

To maintain consistency with other changes introduced in this update (such as those related to the Adventurer's Board), we will be removing Legacy Experience bonuses from Crafting and Gathering passives. Moving forward, all professions and the following Reputation passive experience bonuses will only affect profession Experience, rather than Legacy Level Experience:

  • Crafting Proficiency I
  • Crafting Proficiency II
  • Gathering Proficiency I
  • Gathering Proficiency II

 


Since the early days of Ravendawn, Moas have been an inseparable part of our world’s identity — loyal companions, useful mounts, and living symbols of the connection between players and this magical universe. While the Breeding profession has always held great potential, certain elements of the system haven’t lived up to their full potential, and at times it hasn’t felt as immersive or engaging as other activities in the game, such as exploring the open world for herbs or minerals.

With this major overhaul, we’re bringing new life to the Breeding profession. Our goal is to create a more engaging, rewarding, and sustainable experience that honors the central role of Moas in Ravendawn. All mechanics related to Breeding have been rethought, new items have been added, and innovative systems have been implemented to enrich your journey with these creatures. Additionally, we’ve made significant improvements to Stamina mechanics, introduced new stages for Moa development, and revamped the stables to make them more interactive.

And of course, we couldn’t forget the addition of baby Moas to melt hearts and fill your lands with cuteness and new possibilities!


Moa Rations

Let's examine the changes and additions to Moa related items starting with Moa Rations. These have changes perhaps the least and will still be mostly familiar, however the new Rations do not increase experience. They still increase Moa's statistics and restore Stamina, but the Stamina restored depends on the tier of the Moa:

  • Moa Ration [T1] — Sold by Jebediah at the Ravencrest's Farms. Increases Speed by 5 and Strength by 4 for the next 5,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 2000 stamina instead.
  • Superior Ration [T2] — Increases Speed by 8 and Strength by 6 for the next 7,500 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 4,000 stamina instead.
  • Rustic Ration [T3] — Increases Speed by 12 and Strength by 8 for the next 10,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 6,500 stamina instead.
  • Gourmet Ration [T4] — Increases Speed by 18 and Strength by 12 for the next 13,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 9,000 stamina instead.
  • Seafood Extravaganza [T5] — Increases Speed by 23 and Strength by 16 for the next 16,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 12,000 stamina instead.
  • Uncanny Ration [T6] — Increases Speed by 28 and Strength by 20 for the next 20,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 15,000 stamina instead.
  • Moa's Delight [T7] — Increases Speed by 35 and Strength by 25 for the next 25,000 steps. Restores 100% of the Moa's Stamina, if the moa consuming this is a higher tier than the ration, restores 20,000 stamina instead.

All, with the exception of the first tier of Moa Ration, can be obtained through Cooking.


Moa Treats

Previously, these came from Supplybags and Open World Rewards, but now they will be obtained solely through Open World Rewards such as hidden chests in various areas around the world. They will also provide an increase to experience gain rather than flat amounts of experience to the Bond Level.

  • Simple Moa Treat — Handful of common but very tasty treats loved by Moas. Increases experience received by the moa by 100% for the next 50,000 steps.
  • Regular Moa Treats — Sack full of very tasty treats loved by Moas. Increases experience received by the moa by 150% for the next 50,000 steps.
  • Superior Moa Treat — Carefully crafted and selected Moa treats bearing a superior taste. Increases experience received by the moa by 250% for the next 50,000 steps.
  • Gourmet Moa Treat — Treats made by using very rare and tasteful ingredients, considered a delight to any Moa. Increases experience received by the moa by 500% for the next 50,000 steps.


Moa Remedies

Jebediah sells the Moa Remedy for Tier 1 Moas. However, if you want to start advanced Breeding, you will require the service of an Alchemist to brew the medicines that fragile, newly born Moas need at higher Tiers.

  • Moa Remedy — Tier 1 Moa Breeding
  • Superior Moa Remedy — Tier 2 Moa Breeding
  • Rustic Moa Balm — Tier 3 Moa Breeding
  • Refined Moa Treatment — Tier 4 Moa Breeding
  • Strong Moa Panacea — Tier 5 Moa Breeding
  • Mystical Moa Remedy — Tier 6 Moa Breeding
  • Moa's Bliss — Tier 7 Moa Breeding

Increased prices in Jebediah's Moa related goods shop.

  • Moa Ration — From 1,000 → 2,000 silver.
  • Moa Remedy — From 1,500 → 3,500 silver.
  • Female Moa — From 7,500 → 10,000 silver.
  • Male Moa —  From 7,500 → 10,000 silver.

There is also the new Immunizer Base and Potent immunizer Base recipes that will be required for these remedies at different stages!


Neststrings

Staying on the subject of items, this is a new feature to Moa Breeding that is intended to bring greater ability to foster specific traits in your collection of Moas.

Neststrings are received upon releasing Moas and will replace Dawn Essence as one of the rewards available for releasing a Moa. Call it a token of gratitude from your freed Moa! If the Moa released is at least tier 2, Neststrings can save genetic information (colors, ornaments, light effects, abilities, traits) from your released Moa and be used in the hatching of new Moas to pass on desired traits.

Note that Neststrings must be used during the Hatching Phase to increase the chance of these characteristics being inherited. Higher tier Moas also provide Neststrings with higher chances of inheritance than lower tier Moas. Up to 5 Neststrings can be used during the Hatching Phase and there are no restrictions on Moa tier while hatching.

Added a total of 52 Neststring items to discover.


Breeding Passive

We are changing the Breeding Passive that previously reduced hatching time. Now, the upgrades will work in the following manner:

  • Feeding a Moa during the Maturing Phase decreases its time by 30 minutes.
  • Feeding a Moa during the Maturing Phase decreases its time by 90 minutes.


New Breeding Stable

Perhaps most exciting of all for those wishing to engage in Breeding seriously (and for those who love cute Moas) is the new Stable that we are adding to replace the old static asset. Rather than simply adding Moas and leaving them to do their business, we are increasing the size of the Stable, from 2x1 to 4x4, and will have Moas change their behaviour based on what stage of the Breeding process they are in:

  • During the Mating Phase, Moas will be standing closely together inside the pen and performing their normal animations. Try to avoid staring at them too much during this intimate time.
  • During the Hatching Phase, you will notice that the Moas have produced an egg, which they will watch over as good parents should and look to you for guidance in its development.
  • During Maturing Phase, the egg will hatch and a brand new baby Moa will be born into the world with its own unique sound effects and animations.

With this more immersive approach, Breeders will be the talk of their region with the overflowing amounts of cuteness emanating from their lands!

For the old Stables, any ongoing Breeding will continue to conclusion, however they will afterwards be no longer possible to use for Breeding and will have to be replaced with the new version.
 

Breeding Experience

The experience gained from the Breeding process at each stage has been increased with the new larger asset in use to account for the additional space that it will now occupy on Land. The increase totals to almost 700% compared to the original!


Breeding Limits

The old system made it so that all Moas could be bred between 2-5 times. This creates a situation where Moas would inevitably become overproduced and inflate the market, driving the value of all Moas down. To combat this we're reducing the number of times a Moa can breed to 1-4 and adjusting the chances for new born Moas to be even between 1-3 breeding opportunities, but reducing the chance for 4 breeding opportunities to be available.


Legacy Level Requirements

Added minimum Legacy Level requirements to unlock different Moa tiers and updated the UI information shown when hovering over the Moa as an item. The following displays the Legacy Level required for each tier:

  • Tier 1 — No Legacy Level required
  • Tier 2 — Legacy Level 25
  • Tier 3 — Legacy Level 40
  • Tier 4 — Legacy Level 50
  • Tier 5 — Legacy Level 60
  • Tier 6 — Legacy Level 70
  • Tier 7 — Legacy Level 80

Exceptional breeds require a certain level of experience and mastery to tame them!


Bonded Levels

Moa Bonding is one area we've considered to be underwhelming for some time now and offered many perks that were limited or become unusable at some point, for example benefits to offspring are generally pretty unnecessary for a Moa you use as your mount. The rework has now placed a greater focus on ensuring that all perks are useful to you and your Moa as you travel from adventure to adventure!

New Bonded Level Perks

  • Level 1 — None.
  • Level 2 — Increases Moa Speed by 6. Your Moa is now able to use Tier 1 Abilities it has.
  • Level 3 — Increases Moa Strength by 6.
  • Level 4 — Reduces the chance of being dismounted by 5%.
  • Level 5 — Reduced the cooldown of Moa Abilities by 10%. Your Moa is now able to use Tier 2 Abilities it has.
  • Level 6 — Increases Moa Speed by 8.
  • Level 7 — Increases Moa Strength by 8.
  • Level 8 — Reduces the cooldown of Moa Abilities by 20%. Your Moa is now able to use all Abilities it has.
  • Level 9 — Increases Moa Speed by 10.
  • Level 10 — Increases Moa Strength by 10.

We've also reduced the Bond Level progression from 20 to 10 Levels, however experience required remains the same. Any progress made towards Levels will be rolled over into the new progression so your progress will be safe.


Moa Stamina

Furthermore, we are changing how Moa Stamina is determined and introducing a new mechanic called "Exhaustion".

Moa Stamina is now determined by Weight and the ceiling for Stamina has been raised to a higher maximum than previously possible. The higher the Weight the most Stamina it will have.

Exhaustion is triggered when Stamina reaches 0 and this would reduce the Moa's speed, strength as well as make it unable to benefit from Moa Gear. Exhaustion comes in different severity dependent on the tier of the Moa.

  • Tiers 1, 2 and 3 receive a 10% penalty to speed and strength.
  • Tiers 4, 5 and 6 receive a 25% penalty to speed and strength.
  • Tier 7 receives a 35% penalty to speed and strength.

So keep your Moas fed and happy!


Breeding Phases

As part of the overhaul to the profession, we've changed how the Breeding Phases function. Let's start with where life begins and go over the changes to the:


Mating Phase

  • Reduced waiting time from 24 to 12 hours.

Moa Rations will be required for both Moas during the Mating Phase, and they will default to the highest-tier Moa for which the rations are valid. For example, if a Tier 3 and a Tier 5 Moa are mating, both will require 2 Tier 5 Moa Rations.


Hatching Phase

  • Reduced waiting time from 24 to 12 hours.
  • Changed completion of Maturing Phase to require the application of 1 Moa Remedy of the appropriate tier to complete the phase.
  • Added option to apply Neststrings at any point during this phase so long as a Moa Remedy has not been applied.


Maturing Phase

  • Changed from 6 interactions to a timer of 36 hours.
  • Added a new interaction that allows the reduction of the Maturing Phase by 4 hours by offering a Moa Ration based on the highest tier of the parent Moa. This interaction has a 3 hour cooldown and can be used up to 3 times.
     


Misc

  • Added a sound effect for when the Moa egg given to the player hatches.
  • Added an interaction where the Moa is automatically equipped in the player's Mount slot upon hatching.
  • Removed the NPC Marcus Goldfeather from the game.
     


Skill Points

Previously, players had access to an excessive number of skills because inactive Archetypes provided a significant amount of both Skill Points and Attribute Points. This allowed classes to become overly versatile, often fulfilling multiple roles simultaneously, such as tank, healer, DPS, and burst damage dealer.

It also created a situation where players can become quickly overwhelmed by the abundance of skills and end up not using most of them in active play, preferring a more controlled tighter rotation.

To address this, the system has been reworked to reduce some of this extra power by removing Attribute Points gained from inactive Archetypes. However, Skill Points from inactive Archetypes have been retained to ensure there is still a meaningful reward for leveling them.

These Skill Points now play a crucial role in upgrading existing skills, encouraging specialization and improving the effectiveness of selected abilities.

By reducing the overall number of skills while enhancing those that remain, this change aims to promote class specialization and create a more balanced and focused gameplay experience. We'll break down the changes to Skill Points below.

Due to this change in the skill tree and the rework of skill points, all player builds have been reset. When logging in again, don't forget to configure your builds according to your preferences before facing your opponents!
 

Inactive Attribute Points

  • Players no longer receive Attribute Points from inactive Archetypes.
     

Skill Point Allocation Limit

  • Players can now only use a maximum of 50 Skill Points for unlocking active and passive skills.
  • Any Skill Points beyond this threshold must be used solely for upgrading unlocked skills.
     

Skill Upgrade System

  • Each skill now has 3 upgrade tiers with progressively increasing costs.
     

Upgrade costs are standardized across skill tiers

  • Tier 1: Costs 1/2/3 Skill Points (6 total).
  • Tier 2: Costs 2/4/6 Skill Points (12 total).
  • Tier 3: Costs 3/6/9 Skill Points (18 total).
  • Tier 4: Costs 4/8/12 Skill Points (24 total).
  • Tier 5: Costs 5/10/15 Skill Points (30 total)
     

RavenCard Rarity Improvement

  • Skill upgrades increase the rarity of RavenCards equipped on the skill.
    • Upgrade 1: +1 RavenCard Rarity (total).
    • Upgrade 2: +2 RavenCard Rarity (total).
    • Upgrade 3: +3 RavenCard Rarity (total).
  • Rarity bonuses allow RavenCards to exceed the current maximum rarity of 7.
     

Skill upgrades reduce the cooldown of the skill:

  • Upgrade 1: 8% total cooldown reduction.
  • Upgrade 2: 20% total cooldown reduction.
  • Upgrade 3: 35% total cooldown reduction.


Passive Cost

Alongside the Skill Points squishing and the general Archetype Balance update (which you can find below), we are also adjusting the costs of Passives and how they are unlocked:

  • Reduced the cost of Passives from 3 → 2.
  • Reduced the required Skill Points spent to unlock a Passive from 5 → 3.


Melee Builds

We've increased the duration of the slow applied in PvP when melee damage is inflicted to 4 seconds. Additionally, dual-wielding melee builds will have the slow applied for 3 seconds instead, considering their higher attack speed. The slow's potency remains at 20%.

 

The new year brings exciting changes and fresh opportunities! In the spirit of renewal and transformation, we're rolling out a massive update to every Archetype in the game. Our primary goal is to create more room for new builds and strategies while also standardizing certain skills, balancing oppressive abilities, and uplifting those that have fallen behind.
 


The goal with Archery's rebalance was to improve the interactions between skills and RavenCards, creating a more dynamic and engaging gameplay experience. Additionally, we’ve adjusted and buffed passives to make them more appealing, opening up new build possibilities and encouraging diverse playstyles.


Wind Arrow

Saurian Monitor RavenCard

  • New Description: Wind Arrow has a [5, 10, 15, 20, 25, 30, 35] chance to reduce Precision Shot and Disengage remaining cooldown by 3 seconds.
  • Increased rarity scaling from 2% → 5%.
  • Increased cooldown reduction from 2 → 3 seconds.
  • Swapped Quick Fire for Disengage.


Iceforge Stormgunner RavenCard

  • New Description: Increases the damage of Wind Arrow equal to [30, 35, 40, 45, 50, 55, 60] of your haste.
  • Reduced rarity scaling from 10% → 5%.


Concussive Shot

Pirate Cannoneer RavenCard

  • New Description: Targets affected by Concussive Shot are also confused for [1.5, 1.8, 2.1, 2.4, 2.7, 3, 3.3] seconds.
  • Removed Aether generation from the skill.


Quick Fire

Brotherhood Captain RavenCard

  • New Description: Decreases the remaining cooldown of Spirit Rangers by [5, 8, 11, 14, 17, 20, 23] seconds.
  • Increased rarity scaling from 2 → 3 seconds.


Precision Shot

Iceforge Hunter RavenCard

  • New Description: Increases the critical damage of Precision Shot by [15, 17, 19, 21, 23, 25, 27] per 25 Aether consumed.
  • Removed charges from the skill and cast time reduction.


Snaring Shot

Frostrisen Shardshooter RavenCard

  • New Description: Snaring Shot increases the critical chance of your next Precision Shot or Spirit Rangers by [5, 7, 9, 11, 13, 15, 17].
  • Swapped Quick Fire for Spirit Rangers.


Disengage

Captain Boone RavenCard

  • New Description: Disengage reduces the cooldown of Quick Fire by [5, 6, 7, 8, 9, 10, 11] seconds.
  • Swapped Precision Shot for Quick Fire.


Dawn Arrow

Morningstar Hermit RavenCard

  • New Description: Enemies affected by Dawn Arrow have their Global Cooldown increased by [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7] seconds for 5 seconds.
  • Removed healing, the skill now increases the global cooldown of the targets hit.


Venom Grenade

  • New Description: Throws a venom grenade in a small area, dealing 20% (Weapon Power) weapon damage per second for 8 seconds. Affected targets are slowed by 30% and their received healing is reduced by 35% for 10 seconds.
  • Increased duration of the skill from 6 → 8 seconds.
  • Increased healing reduction from 30% → 35%.


Poisonpetal Goliath RavenCard

  • New Description: Venom Grenade also increases target's skill mana or health cost by [25, 35, 45, 55, 65, 75, 85] for 10 seconds.
  • Increased rarity scaling from 5% → 10%.
  • Skill increases the skill cost of skill.


Hookmask Slinger RavenCard

  • New Description: Targets affected by Venom Grenade also have their Health Regeneration reduced by [25, 30, 35, 40, 45, 50, 55] for the duration of the effect.
  • Removed cooldown reduction.
  • The RavenCard no longer increases slow and healing reduction, instead it now reduces health regeneration of the target.


Dragon Arrow

Minotaur Arbalist RavenCard

  • New Description: Increases the duration of the burning ground effect from Dragon Arrow by [0.4, 0.8, 1.2, 1.6, 2.0, 2.4, 2.8] seconds.
  • The RavenCard no longer applies an additional slow, instead it increases the duration of the burning ground effect.


Spirit Rangers

Winterborn Hunter RavenCard

  • New Description: Decreases the cast time of Spirit Rangers by [0.15, 0.20, 0.25, 0.30, 0.35, 0.40, 0.45] seconds.
  • The RavenCard no longer increases haste, instead it reduces cast time.


Fleetfooted (Passive)

  • New Description: Taking damage for at least 10% of your Maximum Health within 2 seconds will increase your Movement Speed by 30% for 3 seconds. This effect can occur once every 5 seconds.
  • Reduced the cooldown between the passive's activation from 20 → 5 seconds.


Clever Adaptation (Passive)

  • New Description: Your attacks deal an extra 3% (Weapon Power) weapon damage for each tile between you and the target, up to a maximum of 6 tiles.
  • Removed the bonus to effectiveness of slows and snares.
  • Changes the damage from the passive to increase by 3% for each tile between you and the target.


Careful Aim (Passive)

  • New Description: Your attacks to targets with 70% or more health deal 20% more damage.
  • Reduced the threshold for the passive to be applied from 80% → 70%.


Marked for Death (Passive)

  • New Description: Your attacks apply Marked for Death to the target, reducing their Defense Power by 0.25% for 6 seconds up to 20 stacks. Every subsequent stack will refresh the duration. Upon reaching 20 stacks, the effect is doubled for 2 seconds. Stacks reset when this effect ends.
  • Reduced the Defense Reduction from 0.35% → 0.25% per stack.
  • Increased the maximum number of stacks from 15 → 20.
  • Reduced the doubling of the effect at maximum stacks from 6 → 2 seconds.
  • Removed the 1.2 second cooldown between applications of the stacks.


Blitz (Passive)

  • New Description: Whenever you deal damage with basic attacks, you have a 20% chance to perform an extra basic attack.
  • Removed the increase to the haste effect from passive.
  • Added a 20% chance to perform an extra basic attack.
     


Holy received enhancements to its healing capabilities and RavenCard interactions, ensuring a smoother and more effective gameplay experience. While its primary focus remains on healing, its damage potential was also improved, allowing for greater flexibility within a group.


Smite

High Elf Champion RavenCard

  • New Description: Casting Smite increases the critical chance of your healing skills by [2.5, 3, 3.5, 4, 4.5, 5, 5.5]. This effect can stack up to 3 times and lasts for 5 seconds.
  • Changed the effect to affect all healing skills while the effect is active.


Sunchaser Jackal RavenCard

  • New Description: Casting Smite has a [5, 7, 9, 11, 13, 15, 17] chance to reset the cooldown of Holy Force.
  • Removed the 30 second cooldown between effect activations.


Mend

  • New Description: Heals the target for 20% Healing Power per second over 15 seconds. Increases healing by 6% Healing Power per 10 Aether consumed.
  • Increased duration of the skill from 10 → 15 seconds.
  • Increased cooldown from 15 → 30 seconds.
     

Animated Bones RavenCard

  • New Description: Every time Mend heals a target, there is a [2.5, 3, 3.5, 4, 4.5, 5, 5.5] chance to reset the cooldown of Dawn's Light. This effect can occur once every 6 seconds.
  • Removed the effect that caused no mana cost, instead it now costs mana.


Holy Shackles

  • New Description: Slows the enemy by 20% and snares them for 0.5 seconds and deals 30% Spell Power damage per second for 3 seconds. Increases the duration of the slow and the damage effect by 1 second. The duration of the snare is increased by 0.3 seconds per 10 Aether consumed.
  • Reduced the spell power damage from 40% → 30%.
  • Increased duration from 2.5 → 3 seconds.
  • Increased duration of the slow and damage by 1 second per 10 Aether consumed. Snare is not affected.


Healing Channel

Boro'gorom RavenCard

  • New Description: Healing Channel can now be cast while moving. Increases your Movement Speed by [1, 2, 3, 4, 5, 6, 7] while channeling.
  • Changed the slow effect to instead apply a movement speed boost on the caster.


Devotion

Hierophant Sigrid RavenCard

  • New Description: Devotion increases the critical chance of your next healing skill by [15, 20, 25, 30, 35, 40, 45].
  • Increased the rarity scaling from 3% → 5%.
     

Kaiman Seer RavenCard

  • New Description: Devotion now cleanses 1 harmful effect from the target and there is a [5, 10, 15, 20, 25, 30, 35] chance to cleanse 2 additional effects.
  • Reduced the starting rarity base value from 40% → 5%.
  • Reduced rarity scaling from 10% → 5%.


Circle of Light

Morningfox Ninetails RavenCard

  • New Description: Circle of Light doesn't require channeling anymore. Increases Circle of Light healing effectiveness by [10, 12, 14, 16, 18, 20, 22].
  • Reduced the starting rarity base value from 40% → 10%.
  • Reduced the rarity scaling from 8% → 2%.


Purify

  • New Description: Removes 3 random harmful effects from the target.
  • Increased the number of harmful effects that are removed from 2 → 3.
  • Removed Weakened Spirit debuff.
  • Increased cooldown from 2 → 20 seconds.


Generous Influence

  • Reduced skill point cost from 6 → 5.


Living Saint

  • New Description: Increases your Defense Power and Healing Power by 20% for 5 seconds. Increases the duration of the effect by 1 second per 10 Aether consumed.
  • Reduced skill point cost from 6 → 5.
  • Reduced the Defense Power buff from 25% → 20% and Healing Power from 30% → 20%.
  • Removed the 30% penalty to Weapon Power.
  • Reduced cooldown from 90 → 60 seconds.
  • Reduced duration from 12 → 5 seconds.
  • Added increase to duration by 1 second per 10 Aether consumed and the skill can consume up to 50 Aether.


Devout Healer (Passive)

  • New Description: Decreases the casting time of skills by 15%.
  • Removed old effect.
  • Added a new effect that decreases the casting time of skills.
     


With Shadow, we slightly reduced its burst damage while increasing its sustained damage over time, creating a more balanced performance in longer fights. Additionally, we improved the fluidity of key abilities like Stalk and Coup de Grace, while enhancing Shadow’s mobility skills to make gameplay more dynamic and responsive.


Shadowstrike

  • New Description: Stabs the target, dealing 5% Weapon Power damage applying a Bleed that deals 15% Weapon Power damage every 1 second for 5 seconds. Increases damage and bleeding damage by 20% per 10 Aether consumed.
  •  Increased bleed duration from 4 → 5 seconds.
     

Hobgoblin RavenCard

  • New Description: Increases the damage of the bleeding caused by Shadowstrike by [50, 60, 70, 80, 90, 100, 110].
  • Removed the effect that stopped the bleed effect from being applied and bonus Aether damage.
  • Added a new effect that increases the damage of the bleeding effect from Shadowstrike.


Shadowbind

  • Increased the tier of the skill to 3 and point cost from 2 → 3.
     
  • Cave Spider RavenCard
    • New Description: Shadowbind, in addition to snaring, also silences the target for [1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1] seconds.
    • Reduced rarity scaling from 0.2 → 0.1 second.


Coup de Grace

  • New Description: Deals 300% Weapon Power damage to the target. Decreases the cooldown of Coup De Grace by 2 seconds per 10 Aether consumed.
  • Increased damage from 50% → 300%.
  • Removed bonus damage and cooldown reduction when used after Stalk.
  • Reduced cooldown from 45 → 25 seconds.
  • Swapped damage increases from Aether consumed to instead reduce cooldown.


Crippling Dagger

  • New Description: Throws a dagger at the target, dealing 75% Weapon Power damage. Crippling Dagger can be reactivated within the following 10 seconds to dash in front of the target and deal 100% Weapon Power damage to the target and slowing them by 60% for 1.5 seconds.
  • Removed slow applied on the initial dagger throw.
  • Increased the duration of the mark, allowing the caster to dash from 8 → 10 seconds.
  • Added new effect that deals 100% Weapon Power damage when the caster reactivates the skill and applies a 60% slow for 1.5 seconds.
  • Reduced cooldown from 30 → 25 seconds.
     

Brotherhood Tracker RavenCard

  • New Description: The target affected by Crippling Dagger will receive [10, 12, 14, 16, 18, 20, 22] additional damage from your attacks.
  • Increased duration to match the Crippling Dagger mark from 6 → 10 seconds.


Shadow Kick

  • New Description: Kicks the target, dealing 100% Weapon Power damage and interrupts the target's channeling. If you interrupt a skill, add a 30% slow to the target's channeling and global skill cooldown for 4 seconds.
  • Lowered the skill tier to 2 and decreased skill point cost from 3 → 2.
  • Cooldown reduced from 35 → 20 seconds.
  • Increased damage from 40% → 100%.


Venomous Weapons

Venomous Contraption RavenCard

  • New Description: Venomous Weapons apply Deadly Poison to your weapons. Dealing damage with Deadly Poison increases your base critical chance by 0.5%. This effect stacks up to 24 times. Venomous Weapons stacks increased by [5, 6, 7, 8, 9, 10, 11].
  • Increased maximum number of stacks from 20 → 24.


Death Blossom

Widow Queen RavenCard

  • New Description: Death's Blossom ignores [6, 9, 12, 15, 18, 21, 24] of the Defense Power of its targets.
  • Changed effect to ignore Defense Power rather than reduce it.


Sinister Plot

  • New Description: Generates 10 Aether per second for 20 seconds.
  • Increased duration from 10 → 20 seconds.
  • Reduced Aether generation from 20 → 10.


Skorn Acolyte RavenCard

  • New Description: Every 25 Aether spent, while Sinister Plot is active increases your critical chance by [0.25, 0.5, 0.75, 1, 1.25, 1.5, 1.75] for the duration of Sinister Plot.
  • Reduced rarity scaling from 0.6% → 0.25%.
  • Reduced starting base rarity value from 3% → 0.25%.


Rat Burglar RavenCard

  • New Description: If you are engaged in combat, increase your Movement Speed by [0.25, 0.5, 0.75, 1, 1.25, 1.5, 1.75] per 25 Aether generated for the duration of Sinister Plot.
  • Reduced rarity scaling from 0.5% → 0.25%.
  • Reduced starting base rarity value from 2% → 0.25%.


Reaper's Eclipse

  • Temporarily makes you disappear, slashing up to 6 targets on the screen one at a time, slowing them by 30% for 4 seconds. Deals 400% Weapon Power damage to each target and causes them to Bleed for 40% Weapon Power damage every 1 second for 5 seconds and reduces healing received by affected targets by 30%. You become invulnerable while casting this skill.
  • Increased number of targets base value from 4 → 6 and scaling by tier from 1 → 2.
  • Reduced bleed duration from 6 → 5 seconds.
  • Reduced instances of bleed damage from every 3 → 1 second.
  • Reduced the base value of bleed damage from 100% → 40% and scaling by tier from 50% → 20%.


Deadly Duelist

  • New Description: When dual wielding or using a Light Blade, gain 20% Attack Speed. Gain 5% critical damage when not dual wielding or using a Light Blade.
  • Removed the old effect of increasing Haste.
  • Added a new effect that increases Attack Speed if dual wielding or using Light Blade or Critical Damage when using a different weapon.


Killer Instinct

  • New Description: Increases the damage you deal against targets with 70% or less health by 5%. This effect is increased to 20% additional damage against targets with 25% or less health.
  • Changed old effect of increasing damage by 10% to targets below 50% health.

 


With Spiritual,we adjusted overtime healing to ensure it doesn’t overshadow one of the Holy archetype’s core functions, as there were cases where its effectiveness surpassed Holy’s dedicated healing abilities.

Additionally, barriers were performing above expectations due to the new skill point system, requiring further balancing.

To compensate for these changes, we enhanced other buffs provided by the archetype, ensuring it remains a powerful and viable support option.


Cyclone

  • New Description: Casts a cyclone dealing 70% Spell Power damage to the target and bouncing off to 2 other targets within a medium area around the target, dealing 40% Spell Power damage to each secondary target. If Cyclone doesn't bounce, it deals additional 20% Spell Power damage to the target. Every third cast of Cyclone reduces the remaining cooldown of Spiritual skills by 0.5 seconds.
  • Changed bounce effect to occur every time Cyclone is cast instead of every third cast and reduced damage from 60% → 40% of the bounce.
  • Added a new effect of every third cast reducing the remaining cooldown of Spiritual skills by 0.5 seconds.


Regenerate

  • New Description: Heals 50% Healing Power per second to a target for 8 seconds.
  • Increased healing from 45% → 50%.
  • Increased cooldown from 12 → 20 seconds.


Whirlwind

  • New Description: Deals 100% Spell Power damage. Increases damage by 30% Spell Power per 10 Aether consumed.
  • Increased base damage from 50% → 100%.
  • Cooldown increased from 20 → 25 seconds.
  • Removed restriction that required unlocking Cyclone to unlock Whirlwind.


Bat (RavenCard)

  • New Description: Whirlwind also reduces the Weapon Power and Spell Power of targets by [10, 15, 20, 25, 30, 35, 40] for 4 seconds.
  • Removed cooldown reduction on the skill.
  • Removed disarm effect on targets.
  • Added new effect of decreasing Weapon Power and Spell Power for 4 seconds based on rarity value.

 

Ghaz Sandbender (RavenCard)

  • New Description: Increases Whirlwind damage by [5, 10, 15, 20, 25, 30, 35] Spell Power. Whirlwind also knocks the target back 3 tiles.
  • Removed cooldown increase to the skill.
  • Removed confusion effect from the skill.
  • Added new effect that increases Spell Power damage based on rarity value.

 

Windstrike Spirit

  • New Description: Imbue your target's weapon with wind for 15 seconds. Every third basic attack of the target affected by Windstrike Spirit deals additional 50%, Adaptive Damage to the target. Increases Windstrike Spirit damage by 10% Adaptive Damage per 10 Aether consumed.
  • Reduced damage from Aether from 20% → 10%.
  • Reduced cooldown from 60 → 45 seconds.

 

Barrier

  • New Description: Creates a Barrier around a target that absorbs up to 240% Healing Power damage, expiring after 4 seconds. Increases the Barrier by an additional 25% Healing Power per 10 Aether consumed.
  • Decreased duration of effect from 6 → 4 seconds.


Force Push

  • New Description: Force Push increases your Movement Speed by [10, 13, 16, 19, 22, 25, 28] and the Movement Speed of your party members by 50% of that amount for 4 seconds.
  • Removed cooldown increase on the skill.
  • Removed disarm effect on targets.
  • Added new effect of decreasing Weapon Power and Spell Power for 4 seconds based on rarity value.


Healing Air Sphere

  • New Description: Heals 80% Healing Power health per second for 3 seconds to all party members within a medium area away from the sphere. Increases the duration by 1 second per 10 Aether consumed.
  • Reduced base healing from 100% → 80%.
  • Removed requirement to have Party Recovery in order to unlock Healing Air Sphere.

 

Winterborn Shaman RavenCard

  • New Description: When the effect of Healing Air Sphere ends, an additional heal effect happens, healing previously affected targets for [5, 6, 7, 8, 9, 10, 11] of your Maximum Health.
  • Reduced rarity scaling from 2% → 1%.

 

Naturalist Praiser RavenCard

  • New Description: Healing Air Sphere will apply Rejuvenation every 1 second for 10 seconds for you and party members that are inside of its area, instead of its normal healing, up to 8 stacks. Every stack of Rejuvenation will heal the target by [10, 11, 12, 13, 14, 15, 16] Healing Power health.
  • Reduced rarity scaling from 2% → 1%.


Haste

  • New Description: Increases the target's Attack Speed by 15% and reduces their Global Cooldown and casting time by 15% for 10 seconds.
  • Increased cooldown from 45 → 60 seconds.
  • Removed old effect of increasing Haste and Exhaustion debuff.
  • Added new effects increasing Attack Speed and reducing Global Cooldown and casting time.

 

Grey Wolf RavenCard

  • New Description: Increases the duration of Haste by [1, 2, 3, 4, 5, 6, 7] seconds. Additionally, when using Haste, grants 50% of the effect to you and party members other than the main target.
  • Removed old effect of increasing Haste for party members.
  • Added new effect that applies the new Haste effect to party members at 50% effectiveness and increase duration based on rarity.

 

Typhoon

Zorian Stormcaller RavenCard

  • New Description: Targets affected by Typhoon are silenced for [1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7] seconds.
  • Removed old effect of applying a snare.
  • Added new effect of silencing affected targets scaling based on rarity.

 

Shark Hydromancer RavenCard

  • New Description: Typhoon deals [20, 25, 30, 35, 40, 45, 50] Spell Power damage every 1 second to all targets affected by it. Targets in the middle of the area of Typhoon take double damage from it.
  • Increased rarity scaling from 4% → 5%.

 

Air Aura

  • Runegust Jackal RavenCard
    • New Description: Air Aura now returns [50, 70, 90, 110, 130, 150, 170] of basic attack damage to the attacker whenever you are already affected by the shield.
    • Increased rarity scaling from 10% → 20%.

 

 


Wind Mastery (Passive)

  • New Description: Your targetable support or friendly skills have a 50% chance to increase the target's Movement Speed by 10% for 1.5 seconds. 
  • Removed stacking feature from the Passive.  
  • Removed the old effect of increasing Haste.  
  • Reduced duration from 5 → 1.5 seconds.  
  • Added a new effect of increasing the target's Movement Speed.  


The Cost of Restoration (Passive)

  • New Description: Increases your Mana Regeneration and Health Regeneration by 30%. In turn, reduces your Maximum Mana by 30%.  
  • Removed restriction making the Passive mutually exclusive with Devout Healer and Devout Protector.  
  • Removed old effect of increasing Healing Power at the cost of Weapon Power and Spell Power.  
  • Added a new effect increasing Mana and Health Regeneration at the cost of Max Mana.

 


We have increased players' freedom of choice by removing skill prerequisites, allowing for more diverse and flexible builds. Additionally, we enhanced the synergy between ice skills to create a smoother, less restrictive gameplay experience.

To refine area damage balance, we reduced its effectiveness in lower-tier skills while shifting more power to higher-tier ones, encouraging specialization for players who focus on AoE damage.

At the same time, we buffed single-target abilities to provide greater build versatility. Lastly, we decided to rework several passives to make them more impactful across different scenarios, including adding some damage mitigation to improve survivability and make the Archetype more self-sufficient.
 

Fireball

Goblin Wizard RavenCard

  • New Description: Fireball critical hits have a [28, 36, 44, 52, 60, 68, 76] chance to reduce the cooldown of Pyroblast by 3 seconds.
  • Reduced the starting base rarity value from 40% → 28%.


Frostbolt

  • New Description: Shoots a Frostbolt that deals 85% Spell Power damage. Every third Frostbolt deals an additional 50% Spell Power damage, and also applies a 30% slow to the target for 5 seconds.
  • Increased base damage from 70% → 85%.
  • Increased damage from 3rd hit from 35% → 50%.
     

Icicle Gazer RavenCard

  • New Description: Your Frostbolts apply 1 Deep Freeze stack for 4 seconds. For every Deep Freeze stack on the target, Frost Lance gains [10, 12.5, 15, 17.5, 20, 22.5, 25] critical chance. If Deep Freeze stacks up to 3 times, the target will be affected by Frostbite for 4 seconds. A target affected by Frostbite can't be affected by Deep Freeze. Frostbite makes all of your Frost Lances deal critical damage and ignore 25% of the target's Spell Defense.
  • Removed Frost Stacks from Frostbolt.
  • Changed Deep Freeze to be the status applied from each Frostbolt.
  • Reduced Deep Freeze duration from 8 → 4 seconds.
  • Reduced Frostbite duration from 8 → 4 seconds.


Erupt

  • New Description: Deals 60% Spell Power damage and applies 3 stacks of Deep Burning on the target. Each Deep Burning stack deals 10% Spell Power damage every 2 seconds for 6 seconds, and reduces healing received by 20%. Applies 1 additional Deep Burning stack per 10 Aether consumed.
  • Reduced the duration of the effect from 9 → 6 seconds.
  • Reduced the damage over time instances from 3 → 2 seconds.
     

Hog Saboteur Ravencard

  • New Description: Casting damaging skills on targets affected by Erupt has a 2.5% chance per Erupt stack to set the target aflame, causing [90, 105, 120, 135, 150, 165, 180] Spell Power damage to the target.
  • Increased base rarity value from 75% → 90%.
  • Removed area damage on the target.


Frost Shards

  • New Description: Fires 5 frost shards, dealing 40% Spell Power damage every 0.6 seconds for 3 seconds. Increases the number of frost shards by 1 per 10 Aether consumed. The target is also slowed by 40% for 3 seconds.
  • Increased the damage from Frost Shards from 35% → 40%.
  • Changed the effect to shoot 5 shards instead of 2 and reduced the number of shards per 10 Aether consumed 2 → 1.
  • Added 3 second channel time.
     

Coldstone Cub RavenCard

  • New Description: Increases the base critical chance of Frost Shards by [10, 14, 18, 22, 26, 30, 34].
  • Increased rarity scaling from 2% → 4%.
  • Increased base critical chance from 5% → 10%.
  • Removed stacking from the skill.
     

Froll Cryomancer RavenCard

  • New Description: Frost Shards now ignore 5% Spell Defense on the target and increases the damage of Frost Shards by [5, 6, 7, 8, 9, 10, 11].
  • Removed the old effect.
  • Added new effect that ignores Spell Defense and damage from Frost Shards scales based on rarity.


Combustion

Goblin Bomber RavenCard

  • New Description: Casting Combustion increases your Critical Damage by [5, 6, 7, 8, 9, 10, 11] for 10 seconds.
  • Changed the effect to increase Critical Damage for 10 seconds.
     

Emberscale Drake RavenCard

  • New Description: Applies a Burning Ember stack to targets affected by Combustion. Burning Ember explodes after 3 seconds, dealing [30, 35, 40, 45, 50, 55, 60] Spell Power damage to every target around the explosion.
  • Reduced base rarity value from 60% → 30%.
  • Reduced rarity scaling from 12% → 5%.


Frost Lance

Snow Broodmother RavenCard

  • New Description: You now have 3 charges of Frost Lance and it no longer consumes Aether nor benefits from Aether. Frost Lance damage is now [100, 110, 120, 130, 140, 150, 160] Spell Power damage. The skill's cooldown is reduced by [1, 2, 3, 4, 5, 6, 7] seconds.
  • Reduced the base rarity value for cooldown from 5 → 1 second.


Teleport

Shadowfox Ninetails RavenCard

  • New Description: When teleporting, a Frost Nova occurs where you teleport from, slowing targets by [20, 25, 30, 35, 40, 45, 50] for 3 seconds.
  • Changed Coldblast to Frost Nova. Effect remains the same.


Coldblast

  • Increased cooldown from 30 → 45 seconds.
     

Frostbound Drake RavenCard

  • New Description: You gain a stack of Arctic Piercing for each target hit by Coldblast, lasting 8 seconds. Arctic Piercing increases the Spell Power of your Frost Shards, Frostbolt, Frost Lance and Ice Storm by [5, 6, 7, 8, 9, 10, 11] up to 5 stacks.
  • Removed limitation for next skill.
  • Increased max stacks from 3 → 5.
  • Reduced the duration of Arctic Piercing from 1 minute → 8 seconds.
  • Updated condition bar icon and tooltip.
  • Added Frostbolt, Frost Lance and Ice Storm to the list of Arctic Piercing affected skills.


Meteor Strike

  • Reduced skill point cost from 6 → 5.
  • Reduced cast time from 3 → 2 seconds.
     

Wildfire Jackal RavenCard

  • Removed the ability for this skill to trigger RavenCards applied to the Erupt skill.
     

Astor Demon RavenCard

  • New Description: Meteor Strike now creates a fire hazard around the area it falls onto, slowing targets inside the area by 30% and dealing [25, 30, 35, 40, 45, 50, 55] Spell Power damage for 8 seconds to targets inside the hazard area.
  • Increased effect duration from 6 → 8 seconds.


Icestorm

  • New Description: Deals 25% Spell Power damage in a medium area, slowing all targets hit by 20% for 3 seconds. Increases slow and damage by 10% per 10 Aether consumed.
  • Removed old Frost stacking effect.
  • Reduced skill point cost from 6 → 5.
  • Increased the Slow from Aether from 6% → 10%.
     

Iceforge Frostcaller RavenCard

  • New Description: Icestorm no longer requires to be channeled but deals [50, 55, 60, 65, 70, 75, 80] of the damage.
  • Reduced rarity scaling from 10% → 5%.
     

Blizzard Beast RavenCard

  • New Description: Ice shards fall twice as fast. Icestorm deals [10, 15, 20, 25, 30, 35, 40] more damage.
  • Increased rarity scaling from 2.5% → 5%.


Frost Armor (Passive)

  • New Description: Every 6 seconds, converts 15% of the damage that you dealt into a Frost Armor Barrier that lasts 3 seconds. This effect can occur once every 9 seconds.
  • Replaced the old effect of lowering an attacker's Haste when hit.


Flow of Magic (Passive)

  • New Description: Every 1% mana spent, gives you a Flow of Magic stack for 10 seconds. Upon reaching 100 Flow of Magic stacks, increase your critical damage by 20% for 6 seconds, and all stacks are consumed when the effect ends. Every subsequent stack will refresh the duration.
  • Changed effect to increase Critical Damage without next skill limitation as previously reaching maximum stacks was very difficult without dealing a critical hit.


Hot Headed (Passive)

  • New Description: Whenever you deal damage with a skill and it does not critical hit, gain a stack of Hot Headed for 15 seconds, up to a maximum of 50 stacks. When you deal a critical hit, you consume all stacks and increase your critical hit chance by 2% per stack for 6 seconds. All stacks of Hot Headed are lost after 30 seconds without dealing damage with any skills.
  • Replaced the old effect of increasing the chance to deal a critical hit by 2% whenever a skill is not a critical hit every 1.5 seconds.


Fire Shield (Passive)

  • New Description: Any attack made against you causes the attacker to take 30% Spell Power damage. This effect can only be active if you cast an Archetype skill once every 10 seconds. The damage can be dealt once to the same target every 3 seconds.
  • Changed the nature of skills that activate this Passive. Must be an Archetype skill.
     


We identified that Bloodbath was overperforming, providing excessive sustain not only to its own archetype but also through interactions with others. This allowed players to sustain themselves without relying on external healing sources.

To address this, we redistributed part of its sustain across other abilities, including passives and RavenCards. This adjustment also created new build opportunities, such as basic attack-focused playstyles, which were previously unviable.

Additionally, we reduced the impact of the archetype’s buffs and debuffs, balancing these changes with increased damage and new interactions in its AoE abilities.


Brutal Strike

Troll RavenCard

  • New Description: Increases the healing of Brutal Strike by [10, 15, 20, 25, 30, 35, 40]. If your health is below 50%, increases healing of Brutal Strike by [25, 35, 45, 55, 65, 75, 85].
  • Increased base Healing rarity scaling from 3% → 5%.
  • Increased Healing below 50% rarity scaling from 5% → 10%.


Guillotine

Dwarf Legionnaire RavenCard

  • New Description: Guillotine applies Mortal Wounds to the target, reducing all healing received by [15, 20, 25, 30, 35, 40, 45] for 6 seconds.
  • Reduced rarity starting value from 25% → 15%.


Shieldbreak

  • Skeleton Rotclub RavenCard
    • New Description: For the duration of Shieldbreak, your basic attacks against a target affected by Shieldbreak receive additional [8, 10, 12, 14, 16, 18, 20] Weapon Power damage.
    • Removed the limitation on basic attacks.
    • Reduced rarity scaling from 3% → 2%.
    • Reduced base rarity value from 15% → 8%.


Pummel

  • New Description: Interrupts the target's channeling, dealing 150% Weapon Power damage. An interrupted skill can't be used again within 5 seconds.
  • Increased damage from 40% → 150%.
     

Rargum The Dread RavenCard

  • New Description: Increases your Attack Power by [10, 12, 14, 16, 18, 20, 22] for 8 seconds, if you successfully interrupt an ability.
  • Increased skill duration from 6 → 8 seconds.
     

Troll Brawler RavenCard

  • New Description: If you successfully interrupt an ability, Pummel stuns the target for [2, 2.2, 2.4, 2.6, 2.8, 3, 3.2] seconds.
  • Reduced rarity value scaling from 0.5 → 0.2 seconds.


Bladestorm

  • New Description: Casting the skill will charge it up to 2 seconds dealing up to 160% Weapon Power damage in a medium area. Pressing the skill button again will cause the skill to go off with its current bonuses. Heals 20% Weapon Power as health for each target hit. Moving when charging is possible at 50% reduced speed. Increases damage by 20% Weapon Power and heals 4% Weapon Power more health per 10 Aether consumed.
  • Updated tooltip to correctly mention medium area being affected rather than small.
  • Increased cooldown from 20 → 30 seconds.
     

Troll Knight RavenCard

  • New Description: Bladestorm now applies a bleed effect that deals [10, 15, 20, 25, 30, 35, 40] Weapon Power damage every 1 second to every creature affected for a total of 5 seconds.
  • Reduced the damage intervals for the damage over time effect from 2 → 1 second.
  • Reduced duration of the bleed from 10 → 5 seconds.
  • Increased rarity scaling from 2% → 5%.
  • Increased base rarity value from 8% → 10%.
     

Dwarf Warrior RavenCard

  • New Description: Increases the heal effectiveness of Bladestorm by [50, 55, 60, 65, 70, 75, 80] and is now an instant cast skill as if fully charged.
  • Removed the cast time and the skill is always considered fully charged for damage calculation purposes.
  • Increased starting rarity value of heal effectiveness from 45% → 50%.


Fissure

Troll Titan RavenCard

  • New Description: Fissure will apply Rumbling Core to targets hit by it for 5 seconds, Rumbling Core increases the damage of your Earthquake by [10, 12, 14, 16, 18, 20, 22].
  • Added a new effect applying Rumbling Core that increases damage from Earthquake.


Spiked Chains

  • New Description: Throws chains in a cone-shaped area in front of you. Every target hit by it will be snared for 1.5 seconds and pulled to your direction if there is enough room.
  • Removed the old Slow effect.
  • Increased the duration of the Snare from 1 → 1.5 seconds.
     

Chainwraith Prowler RavenCard

  • New Description: Increases the snare duration by [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7] seconds.
  • Replaced old effect increasing the duration of the Slow with the Snare instead.


Earthquake

  • Reduced the cooldown from 50 → 45 seconds.
     

Twinhead Yeti RavenCard

  • New Description: On hit, Earthquake reduces the Defense Power of targets affected by [10, 11, 12, 13, 14, 15, 16] of your highest stat between Weapon Power and Spell Power damage for 6 seconds.
  • Reduced the rarity scaling from 2% → 1%.
  • Reduced the skill duration from 8 → 6 seconds.


Fierce Leap

  • New Description: Jumps to a location, slamming the ground in a medium area, dealing 200% Weapon Power damage. Stuns enemies in a small area and slows by 50% in a medium area for 2 seconds.
    • Removed Bullrush prerequisite for unlocking the skill.
    • Increased the base damage from 100% → 200%.
       

Minotaur Duelist RavenCard

  • New Description: Fierce Leap no longer stuns, but instead creates a circle of blood runes in a large area when you land, lasting for [1, 2, 3, 4, 5, 6, 7] seconds and slowing any targets inside by 50%. Every second, targets inside the area receive one stack of a bleeding condition, dealing 10% Weapon Power damage every 1 second per stack, up to 4 stacks. The bleeding lasts for 5 seconds, but is renewed every new stack.
  • Increased Bleed damage from 5% → 10%.


Berserker

  • Increased the cooldown from 30 → 45 seconds.
     

Goblin Berserker RavenCard

  • New Description: Berserk's duration is doubled. You now gain half Aether from Berserk but your critical damage and haste are increased by [15, 16, 17, 18, 19, 20, 21] for 10 seconds.
  • Reduced rarity scaling from 5% → 1%.


Savagery (Passive)

  • New Description: Your critical strikes from basic attacks apply Deep Wounds to the target. Deep Wounds deal 5% Weapon Power damage to the target every 1 second for 5 seconds. You can have up to 10 Deep Wounds stacks on a target. Every subsequent stack will refresh the duration.
  • Reduced the damage intervals for the damage over time effect from 3 → 1 second.
  • Removed healing effect.
  • Increased maximum stacks from 3 → 10.
  • Reduced the stack duration from 12 → 5 seconds.


Bloodlust (Passive)

  • New Description: Whenever you drop below 50% health, Bloodlust will increase your Weapon Power by 10%, critical chance by 20% for 10 seconds and heal you for 10% of damage dealt to enemies. This effect can occur once every 60 seconds. Every time you cast Brutal Strike, it will reduce the remaining cooldown of Bloodlust by 2 seconds.
  • Reduced the cooldown of Bloodlust from 70 → 60 seconds.
  • Removed the old Attack Speed buff.
  • Added a new effect that triggers low health.


Hatred (Passive)

  • New Description: Whenever you take damage, gain 1 stack of Hatred for 6 seconds. Each stack of Hatred increases your damage dealt by 1% and damage received by 1%. This effect can stack up to 10 times.
  • Removed the old effect of receiving different stack values and targeting Defense Power and Attack Power.
  • Added a new simplified version of the effect.


Bloodseeker (Passive)

  • New Description: Heals 20% of the damage dealt by melee basic attacks or 10% from ranged basic attacks.
  • Increased healing from basic melee attacks from 15 → 20%.
  • Added a new effect that grants 10% healing from ranged basic attacks.


Bloodbath (Passive)

  • New Description: Whenever you deal damage with your basic attacks, gain one stack of Bloodbath for 3 seconds. Melee basic attacks will give three times the amount stacking up to 100 times. Bloodbath stacks increase the damage of basic attacks by 1%.
  • Removed old Frenzy effect that provided stacking healing with burst healing from Frenzy once maximum stacks were reached.
  • Added a new effect that increases the damage of basic attacks.
     


With Witchcraft, we wanted to apply several changes to make gameplay more dynamic and reduce the reliance on direct skill interactions, such as Death Touch with Curse. Previously, certain situations punished players for not timing their abilities perfectly, leading to a frustrating experience.

To address this, we increased skill damage—primarily by adjusting the archetype’s DoTs, which now apply damage more frequently. As a tradeoff, we slightly reduced the strength of its debuffs to prevent Witchcraft from becoming overly dominant due to the sheer number of negative effects it could apply to enemies.


Arcane Pulse

  • New Description: Deals 70% Spell Power damage, applying a Pulse stack. Each stack of Pulse reduces target's Spell Defense by 2.5% Spell Power for 4 seconds up to 3 stacks. Every third Arcane Pulse deals an additional 20% Spell Power damage.
  • Reduced skill duration from 8 → 4 seconds.
     

Ghostlamp Hag RavenCard

  • New Description: When 3 stacks of Arcane Pulse are applied on a target, it will shatter the target's Spell Defense by [5, 5.5, 6, 6.5, 7, 7.5, 8] Spell Power for 6 seconds. The target will be immune to new stacks of Arcane Pulse for this duration. A target affected by Shatter cannot be affected by it again for 12 seconds.
  • Reduced rarity scaling from 2% → 0.5%.
  • Reduced duration of the skill from 8 → 6 seconds.
  • Increased the cooldown of Shatter from 10 → 12 seconds.
     

Hoghound Shaman RavenCard

  • New Description: Each stack of Arcane Pulse increases the damage of Arcane Torrent by [5, 6, 7, 8, 9, 10, 11].
  • Swapped the old effect reducing the cooldown of Arcane Torrent with a new one increasing damage.


Curse

  • New Description: Applies a Curse that deals 25% Spell Power damage to the target every 1 second for 10 seconds. Whenever a Cursed target is defeated, it generates 10 Aether.
  • Reduced skill duration from 15 → 10 seconds.
  • Reduced the damage intervals for the damage over time effect from 3 → 1 second.
  • Reduced the damage from 45% → 25%.
     

Skeleton RavenCard

  • New Description: Whenever a target affected by Curse dies, the damage over time effect is transferred to another target in a medium area. The damage from this newly applied Curse effect is increased on the new target by [5, 5.5, 6, 6.5, 7, 7.5, 8]. This effect can be repeated as long as there are valid targets in the area.
  • Removed the old effect that generated additional Aether.
  • Added a new effect that transfers the Curse damage over time effect to a new target in a medium area if the current target dies while under its effects.
  • Added new rarity scaling values starting at 5%.


Arcane Torrent

  • New Description: Fires 5 arcane bolts dealing 40% Spell Power damage for 3 seconds. Increases the number of arcane bolts by 1 per 10 Aether consumed. Reduces the cooldown of Arcane Torrent by 0.5 second per Arcane Pulse stack.
  • Removed old effect of increasing damage per Arcane Pulse.
  • Added reduction to cooldown per Arcane Pulse stack.
  • Increased the damage from 30% → 40%.
     

Skorn Warlock RavenCard

  • New Description: Each hit of Arcane Torrent reduces the target's Spell Defense by [0.60, 0.75, 0.90, 1.05, 1.20, 1.35, 1.50] for 6 seconds.
  • Reduced skill duration from 8 → 6 seconds.


Eternal Worms

Glutton Hag RavenCard

  • New Description: Eternal Worms now apply Twilight Curse for each damage over time consumed up to 3 stacks. Twilight Curse deals [10, 11, 12, 13, 14, 15, 16] Spell Power damage to the target every 1 second for 10 seconds.
  • Reduced the duration of the skill from 15 → 10 seconds.
  • Reduced the damage intervals for the damage over time effect from 3 → 1 second.
  • Reduced the rarity scaling from 2% → 1%.


Magic Rupture

  • New Description: Slows the target by 20%. Gives you 20% Movement Speed for 5 seconds.
  • Increased cooldown from 25 → 30 seconds.
  • Reduced skill duration from 6 → 5 seconds.


Dispel

Spellslayer Drake RavenCard

  • New Description: For each effect removed, heals for [50, 55, 60, 65, 70, 75, 80] Spell Power.
  • Changed healing to be based on Spell Power.
  • Changed rarity starting value from 100% → 50% and scaling from 20% → 5%.
     

Orc Witchdoctor RavenCard

  • New Description: The target now receives a [5, 6, 7, 8, 9, 10, 11] Defense Power decrease for 6 seconds for each beneficial effect removed.
  • Reduced skill duration from 8 → 6 seconds.


Siphon

  • New Description: Drains mana from your target every second over 8 seconds, up to a total of 200% Spell Power, dealing the same amount as damage. Reduces channeling time by 1 second for every 10 Aether consumed. The total mana drained and damage dealt remain unchanged.
  • Reduced skill tier to 3 and skill point cost from 4 → 3.
  • Reduced the base channeling time from 10 → 8 seconds.


Death Touch

  • New Description: Deals 200% Spell Power damage. If Death Touch hits the target while Curse is active, Curse spreads to all enemies within a small area. Increases damage by 40% Spell Power damage per 10 Aether consumed. Increases Death Touch damage by 25% if the target is 70% or below health.
  • Removed the restriction of requiring Curse to apply damage from the skill.
  • Removed the Curse skill as a prerequisite for unlocking Death Touch.
  • Increased base damage from 150% → 200%.
  • Increased the health threshold for bonus damage from 50% → 70%.
  • Reduced the bonus damage from 50% → 25%.
     

Troll Warlock RavenCard

  • New Description: Hitting a target with Death Touch now applies Empowered Curses to enemies in a small area which deal [5, 6, 7, 8, 9, 10, 11] more damage per tick than Curse and spreads Curse as normal. Empowered Curses and Curse can both be applied to the same target.
  • Changed the skill to no longer consume the Curse effect to allow it to spread.
  • Changed the skill to only spread Empowered Curse in a small area.
  • Changed rarity starting value from 20% → 5% and scaling from 5% → 1%.


Hex

Bone Gazer RavenCard

  • New Description: For 6 seconds after Hex effect expiring, the target will have [15, 16, 17, 19, 20, 21, 22] reduced Spell Defense.
  • Reduced rarity scaling from 2% → 1%.
  • Reduced skill duration from 8 → 6 seconds.


Witch's Call

  • New Description: Unleashes crows upon your enemies in a medium area for 8 seconds, dealing 8% Spell Power to all targets in the area of effect every 1 second while applying a stack of Crow's Corruption with each damaging hit. Crow's Corruption lasts for 2 seconds, dealing 20% Spell Power for each stack every 1 second and slowing affected targets by 20% for 2 seconds. Every subsequent stack will refresh the duration of Crow's Corruption.
  • Changed duration of Crow's Corruption from 6 → 2 seconds.
  • Reduced the damage intervals for the damage over time effect from 3 → 1 second.
  • Added a new effect that applies a slow when receiving damage from Crow's Corruption.


Arcane Corruption (Passive)

  • New Description: Whenever you deal damage, apply a stack of Arcane Corruption to the target every 3 seconds. Each stack of Arcane Corruption reduces the target's healing by 1% up to 10 times. When Arcane Corruption reaches 10 stacks, doubles the healing reduction for 6 seconds, removes 1 random beneficial effect on the target and removes all the remaining stacks.
  • Increased the cooldown between Arcane Corruption activations from 2 → 3 seconds.
  • Reduced maximum stacks from 15 → 10.
  • Added a new effect that removed 1 random beneficial effect on the target.


Creeping Death (Passive)

  • New Description: Whenever a target is below 50% health, damage over time skills deal 10% more damage. When a target is below 25% health, damage over time skills increase the damage dealt to 30%.
  • Added 2 thresholds for bonus damage.
  • Changed the bonus damage at below 50% health from 30% → 10%.
  • Added rule that this damage increases to 30% bonus damage at below 25% health.
     


Protection received significant changes to better define its role in the game. Previously, much of its sustain relied on Heal Power, making it function more like a support than a true tank. To address this, sustain was shifted to Attributes better suited for tanking. Additionally, abilities were adjusted to ensure Protection has the necessary tools for damage mitigation, while several passives were reworked to improve its capacity to protect both itself and its group.


Bash

Zorian Shoreguard RavenCard

  • New Description: Whenever you use Bash there is a [5, 6, 7, 8, 9, 10, 11] chance for it to reset the cooldown of your Smiting Smash allowing Smiting Smash to be cast at a value that's equal to consuming 50 Aether for free.
  • Removed the internal cooldown between effect activations.


Spirits Resolve

  • New Description: Place a shield of 300% Defense Power on yourself for 4 seconds.
  • Removed the old healing effect.
  • Added a temporary shield as a new effect with 4 seconds duration that scales off Defense Power.
  • Increase cooldown to 20 seconds.
     

Dwarf Commoner RavenCard

  • New Description: While the shield from Spirits Resolve is active, reflects [20, 25, 30, 35, 40, 45, 50] of received damage to targets around you.
  • Removed old healing over time effect and healing power increase on Spirits Resolve.
  • Added a new effect that reflects damage while the shield from Spirits Resolve is active.
     

Hoglet RavenCard

  • New Description: While the shield from Spirits Resolve is active, increases your Defense Power by [5, 6, 7, 8, 9, 10, 11].
  • Removed old effect of increasing mana cost and healing received at low health.
  • Added a new effect of raising Defense Power while the shield from Spirits Resolve is active.


Smiting Smash

  • Cooldown increased from 15 → 20 seconds.
     

Troll Champion RavenCard

  • New Description: Smiting Smash now applies Overwhelmed for 8 seconds to targets hit by it. Targets affected by Overwhelmed will take [10, 12.5, 15, 17.5, 20, 22.5, 25] increased damage from Revenge.
  • Removed the old effect of applying a slow.
  • Swapped Bash for Revenge as the skill that received a damage increase from Overwhelmed.


Spirit Shield

  • Increased the rank of the skill to 4 and increased skill point cost from 3 → 4.


Blessed Earth

  • New Description: Deals 7.5% Weapon Defense + 7.5% Spell Defense + 5% Adaptive Damage per second in a medium area, healing the caster 0.5% Maximum Health per second for every target hit for 6 seconds up to a maximum of 12 targets. Increases damage by 2.5% Weapon Defense + 2.5% Spell Defense + 3% Adaptive Damage per 10 Aether consumed.
  • Changed healing received to be based on Max Health instead of Healing Power.
  • Removed healing received buff from Aether consumption.
  • Added cap of 12 targets for total stacking effect for healing received.


Banner of Protection

  • New Description: Place a banner on the ground. Increases Defense Power by 5% for 15 seconds to party members within a large area around the banner. Increases Defense Power by additional 3% per 10 Aether consumed.
  • Reduced the duration of the banner from 20 → 15 seconds.
     

Orc Nightstar RavenCard

  • New Description: Banner of Protection also grants [5, 6, 7, 8, 9, 10, 11] Attack Power to the caster and friendly targets within its area of effect.
  • Removed the Defense Power reduction.
  • Added rarity scaling to Attack Power buff and expanded the effect to friendly targets within the area of effect.
  • Added rule that base skill still provides Defense Power.
     

Warhog Ravencard

  • New Description: Banner of Protection also raises the effectiveness of Health Regeneration of the caster and friendly targets within the area of effect by [65, 80, 95, 110, 125, 140, 155].
  • Removed the old effect of healing the caster and friendly targets.
  • Added new effect of increasing Health Regeneration effectiveness for the caster and friendly targets with area of effect.
  • Added rule that base skill still provides Defense Power.


Provoke

  • Lowered the rank of the skill to 3 and decreased skill point cost from 4 → 3.
     

Orc Chieftain RavenCard

  • New Description: Provoke increases the Attack Power of all targets hit by [5, 7, 9, 11, 13, 15, 17], but decreases their Defense Power by [5, 7, 9, 11, 13, 15, 17] for 6 seconds.
  • Equalized the rarity scaling impact on both Attack Power and Defense Power.
  • Increased the maximum Attack Power buff to 17%.
  • Decreased the maximum Defense Power debuff to 17%.


Unchained

  • New Description: Removes any movement impairing effects, such as slows, stuns and snares and makes you immune to them for 6 seconds.
  • Reduced effect duration from 8 → 6 seconds.
     

Shark Goldfin RavenCard

  • New Description: For each movement impairing effect cleansed, gain [5, 6, 7, 8, 9, 10, 11] bonus Attack Power for 6 seconds.
  • Reduced effect duration from 8 → 6 seconds.


Safeguard

  • New Description: Focuses your protective will on a party member. 50% of the damage taken by selected party member is redirected to you for 6 seconds. Reduces 10% of all incoming damage (except the redirected damage) for the duration of the effect.
  • Lowered the rank of the skill to 4 and decreased skill point cost from 5 → 4.
  • Added Aether generation to the skill.
  • Added 10% damage reduction to the caster while the effect is active.


Unbreakable

  • New Description: Absorbs 90% of all damage received for 3.5 seconds. When it ends, 50% of the damage absorbed during Unbreakable is healed back to you over 5 seconds. While Unbreakable is active, you move 30% slower and have your Weapon Power and Spell Power reduced by 90%.
  • Increased damage absorbed from 50% → 90%.
  • Reduced the duration of damage absorption from 5 → 3.5 seconds.
  • Reduced healing received from absorbing damage from 75% → 50%.
  • Added new effect of Weapon and Spell Power reduction while Unbreakable is active.
     

Iceforge Hallkeeper RavenCard

  • New Description: Unbreakable reduces healing received by [80, 75, 70, 65, 60, 55, 50] for its duration and no longer heals you when it ends, instead, it bursts around you, dealing 100% of the absorbed damage as Spell Power damage.
  • Changed the effect that prevented the caster from being healed by the base skill to instead reduce healing received.
  • Changed rarity scaling to now reduce the healing received penalty instead of increasing damage.
  • Changed damage output to be a fixed 100% of the damage absorbed.


Eternal Retribution

  • New Description: Drops a hammer at the target location, dealing 300% Weapon Power damage to targets in a small area and 100% Weapon Power damage to targets in a medium area. Stuns all targets hit in the small and medium areas for 2 seconds. Targets outside these areas are slowed by 50% for 3 seconds.
  • Expanded stun effect to include targets in medium as well as small area.
  • Changed damage to no longer apply to targets in large area or further away.
  • Reduced small area damage from 400% → 300% and damage scaling from 100% → 50% per tier.
  • Reduced medium area damage from 200 → 100%, scaling per tier remains the same.
  • Added a 50% slow effect lasting 3 seconds to all targets affected in large area or beyond.


Guardian (Passive)

  • New Description: When you are below 80% health, any damage received has a 5% chance to activate Guardian. Heals 1% of your total health per second for 10 seconds. This skill can be activated once every 20 seconds.
  • Reduced cooldown from 30 → 20 seconds.


Divine Purpose (Passive)

  • New Description: Raises your Health Regeneration by 30%.
  • Removed old effect of increased Defense Power stacks from healing received.
  • Added a new effect that raises Health Regeneration.


Undying Will (Passive)

  • New Description: Whenever your health is below 20%, raise your Defense Power by 200% for 6 seconds. This effect can occur once every 2 minutes.
  • Reduced the cooldown between instances of effect's activation from 5 → 2 minutes.


Strong Footed (Passive)

  • New Description: Reduces the duration of slows, stuns and snares by 30%.
  • Increased effectiveness from 20% → 30%.


Devout Protector (Passive)

  • New Description: Receive 5% less damage when equipped with any shield.
  • Removed the old effect of increased Weapon Defense and Spell Defense at the cost of Weapon Power and Spell Power.
  • Added a new effect of damage reduction when wielding a shield.

     

 

  • Added an Alchemy, Blacksmithing, Weaving and Carpentry crafting benches in the personal chambers of the owner of the Eternal Night Society.
  • Added an automatic announcement every Saturday to inform all players about the start of Guild Wars 15 and 5 minutes before the Preparation Phase begins.
  • Added a new sorting category under "Completed Orders" in the Market. The new "Date" category allows easy sorting of orders based on recency, providing greater clarity on recently sold and purchased orders as well as silver tracking.
  • Added greater clarity to the Redeem Rewards function in-game. Now, there will be a red dot over the Main Menu icon to indicate you have unclaimed rewards and you can press "CTRL + X" to go directly to the Redeem Rewards window.
  • Removed Lillypad Trout from Fishing UI as it's related to an old event that is not currently active.
  • Added a Captcha System for Bot Detection. Admins can prompt players displaying suspicious behaviour to complete a simple Captcha Verification request and help us ensure that everyone is playing fairly.
  • Added a check to Mikkel's dialogue (from the Story Quest Raiding the Raiders) that confirms whether the player has enough space in their inventory.
  • Added a check to Otto's dialogue (from the Story Quest The Mountain King) that confirms whether the player has enough space in their inventory.
  • Updated system message when attempting to Redeem Rewards before Legacy Level 15 to better inform the user as to why they cannot complete the action.
  • Applied adjustments to the descriptions of all Nimble Runes for better clarity and consistency with other effect descriptions. These changes were purely for text and the effects are still the same.
  • Applied adjustments to the Mortal Enemies (9) Story Quest to provide greater clarity when the player receives their first Moa.
  • Increased Sajecho's Rangers Company tasks minimum level to 20. Tasks for the following creatures were affected: Poisonpetals, Toads and Goblins.
  • Improved the visibility and consistency of different view buttons in House Editor UI.
  • Improved player navigation by adding lighting and shaders to stairs, making exits and entrances easier to locate, especially in underground areas.
  • Changed creature's Fierce Leap skills to function similarly to the new design of the RavenCard it's connected to.
  • Reduced the base maximum amount of Cobalt obtainable from Mining from 3 → 2.
  • Reduced the cooldown of Aether Ember Trinket from 10 → 5 seconds:
    Aether Ember — Every skill cast that does not consume Aether, generates 5 extra Aether. 5 second cooldown.

Previously, upgrading a house could cause issues if a chest or cosmetic decoration was placed in the same spot where the new stairs would appear. This could lead to the chest becoming stuck or requiring manual fixes. To prevent this, we've implemented the following changes:

  • If stairs would appear on a tile occupied by a house chest, the chest will automatically move to the next available space. A system message will notify the player of this change.
  • House decorations and cosmetics will be removed if they occupy the same space as the new stairs. Players will need to place them elsewhere, and a system message will inform them of any affected items.
  • These adjustments ensure a smoother experience when upgrading your house!

Applied adjustments to Salt Water Pit (26) Event (Environmental Quest) to amend the Salt Water Ritual room mechanic and close off the possibility to avoid being level-synched:

  • Increased the telegraphing duration of Magic Runes during Salt Water Ritual from 3 → 5 seconds.
  • Reduced the damage dealt from 250% → 175% Spell Power.
  • Removed the first instance of damage when Magic Runes are activated, reducing the total instances of damage from 7 → 6.
  • Entering the event area now automatically synchs all players to the level of the Event.


Warmode Channel

For some time now we have seen the use of Warmode Channel enter into a slow decline after the Plunder Channel was introduced. This makes perfect sense as the benefits of Plunder significantly outweighed Warmode, however now it has begun to create a split in the player base making both Channels suffer as a result. For this reason and many others we are removing Warmode Channel from the game entirely. The existence of Warmode also forced Plunder to have bonuses significantly above the desired rate and so we're adjusting some of these accordingly.

  • Removed Warmode Channel.
  • Adjusted Plunder Channel bonuses:
    • Added Infusion drop rate of +15%.
    • Reduced Tradepack value from 25% → 20%.
    • Reduced Experience and Loot from 25% → 15%.
    • Reduced Fish caught Silver and Materials from 25% → 20%.
  • The time to swap channels was reduced from 15 minutes to 10 minutes.


Death Debt

Dying has a cost and it has always been designed to scale according to player level so that lower level players are not paying the same prices as high level players, however this cost is low when compared to the silver generation of high level players. With the change we are bringing with this update, the aim is to increase the silver costs overall when it comes to Death Debt, with a focus on the higher levels.

  • Increased the silver cost by 4x.

This means that the higher the level of the player, the greater the Death Debt cost becomes.


Supplybag Changes

Originally, Supplybags were intended as a bonus reward for creature hunting that would provide additional Silver as well as other useful item rewards. In the end, the acquisition of Supplybags was expanded to include virtually all sources of experience and it drifted further and farther away from the original goal we had in mind as new systems like Aether Rifts, Aether Echoes and others were introduced. Furthermore they inflated Silver generation from Lands as the costs of planting were not only offset by the value of crops, but also by Supplybags generating even more Silver.

With the goal of returning to the original mission of Supplybags, we are removing the chance to obtain them from all systems except hunting creatures in the Open World.


Potions

For a long time now, the prices of Health and Mana potions sold by vendors, especially high level potions, were too cheap. This was fine before the addition of Alchemy as a profession, however keeping the prices as they are now creates unnecessary pressure on those who produce potions. In the interest of creating more breathing room for player crafted potions as well as pricing these late game items more appropriately, we are increasing the costs of all potions starting from the 4th tier. The first 3 tiers of potions remain the same price as always to not adversely impact early game progression. The changes in prices are as follows:

  • Diluted Major Health Potion — From 400 → 800.
  • Diluted Major Mana Potion — From 400 → 800.
  • Diluted Supreme Health Potion — From 700 → 2,800.
  • Diluted Supreme Mana Potion — From 700 → 2,800
  • Diluted Eternal Health Potion — From 1,000 → 6,000.
  • Diluted Eternal Mana Potion — From 1,000 → 6,000.
  • Diluted Transcendent Health Potion — From 1,300 → 10,400.
  • Diluted Transcendent Mana Potion — From 1,300 → 10,400.


Vendors

Removed Profession related items from NPC Vendors and added non-profession replacements, as follows:

  • Whetstone — Removed.
  • Beer — Removed.
  • Vodka — Removed.
  • Baked Potatoes — Removed.
  • Corn on a Cob — Removed.
  • Potato Bread — Removed.
     
  • Weapon Sharpener (Replacement) — Increases weapon Attack Power by 1 for 15 minutes. Effect is doubled for two-handed weapons.
  • Sandwich (Replacement) — Increases Attack Power by 2 for 15 minutes.
  • Breadloaf (Replacement) — Increases Defense Power by 2 for 15 minutes.
  • Sweetbread (Replacement) — Increases Healing Power by 2 for 15 minutes.
  • Thin Beer (Replacement) — Channeling for 15 seconds restores 50 missing Health and Mana.
  • Firewater (Replacement) — Increases Mana and Health Regeneration by 4 for 15 minutes.


Changes to Rare Materials

Woodcutting

  • Added Dense Logs from Woodcutting in the Open World. Added scaling to the chance to find Dense Logs from Open World Woodcutting based on profession level.
  • Changed Dense Timber Passive to only work in the open world instead of on Land.
  • Reduced the chance of receiving Dense Logs from Woodcutting on owned Land by 75%.
  • Note that the 4th passive of the Woodcutting profession tree won't increase the chance of finding Dense Logs in the open world, only on Land.

Farming

  • Reduced the chance to receive Four Leaf Clover from Land by 85%.

Husbandry

  • Reduced the chance to receive Fertilizer between 31% - 73%, depending on the animal.


Creature Drops Balancing

Due to the additions of new creatures (Update 2.0.3) and changes in item usage, we're making some slight adjustments to the drop rates and values of items dropped by creatures as well as adding new items to facilitate greater potential earning from creatures as well as obtainment of Legendary Ring fragments.

Firstly, nearly 200 silver generating items dropped from creatures had their drop rates adjusted. In many cases, either the drop rate was slightly increased or the value of the items themselves. Particular focus was placed on stronger creatures to provide better overall value from hunting them.

Removed the following items from the drop table of their associated creature:

  • Deep Sea Bladder — Vampire Squid
  • Deep Sea Bladder — Narwhal
  • Razor Sharp Tooth — Orca
  • Complex Schematics — Dwarf Elementalist
  • Bandit Shoulderpads — Hookmask Unleashed
  • Protective Goggles — Iceforge Stormgunner
  • Skull Headdress — Saurian Scaleshield
  • Fish Scale — Great White Shark
  • Fish Scale — All Sharks (land walking)
  • Swampvine Tendril — All Sporewalkers
  • Leather Strap — All Goblin Mechs
  • Empty Tradepack — Hookmask Rager
  • Predator Tooth — All Jackals
  • Leather Strap — Feral Jackals
  • Shattered Weapon — Saurian Slasher
  • Wispy White Hair — All Frolls
  • Shattered Weapon — Zorian Icebreaker
  • Moss Flaked Surface — Mossback Giant

In many instances, these removals were made to make room for more valuable items to replace them. The following new items have been added to their respective creatures:

  • Primal Essence — Vampire Squid
  • Primal Essence — Narwhal
  • Greater Primal Essence — Orca
  • Marshy Carapace — Bog Spider
  • Greater Primal Essence — All Drakes
  • True Ice Splinter — Dwarf Elementalist
  • Golden Arm Rings — Iceforge Stormgunner
  • Reactive Alchemical Fluid — Mutated Wolf
  • Golden Arm Rings — Saurian Scaleshield
  • Golden Arm Rings — Saurian Skullmage
  • Greater Primal Essence — Great White Shark
  • Golden Arm Rings — All Sharks (land walking)
  • Essence of Darkness — Skorn Dreadknight
  • Book of Sorcerous Secrets — Manastorm Djinn
  • Reactive Alchemical Fluid — All Goblin Mechs
  • Encrypted Research Notes — Hookmask Adept
  • Reactive Alchemical Fluid — Hookmask Unleashed
  • Reactive Alchemical Fluid — Hookmask Rager
  • Tome of Eldritch Secrets — Skorn Demonologist
  • Golden Arm Rings — Ghaz Sandrider
  • Golden Arm Rings — Ghaz Raider
  • True Ice Splinter — Winterborn Hunter
  • Lesser Primal Essence — All Jackals
  • Predator Tooth — Feral Jackal
  • Golden Arm Rings — Saurian Slasher
  • Primal Essence — Widowalker
  • Primal Essence — Arachnowalker
  • Ancient Earth Runestone — Skeleton Rotclub
  • Ancient Tide Runestone — Skeleton Rotspear
  • Ancient Earth Runestone — Skeleton Veteran
  • Golden Arm Rings — All Frolls
  • True Ice Splinter — Zorian Icebreaker
  • Ancient Lightning Runestone — Twinhead Yeti
  • True Ice Splinter — Yeti
  • Primal Essence — All Elderwoods
  • Primal Essence — All Mammoths
  • Ancient Earth Runestone — Mossback Giant
  • Ancient Earth Runestone — Mossback Colossus
  • Reactive Alchemical Fluid — Hookmask Sigma
  • Reactive Alchemical Fluid — Hookmask Gamma
  • Ancient Tide Runestone — Winterborn Frostmancer
  • True Ice Splinter — Winterborn Iceguard
  • True Ice Splinter — Winterborn Icebreaker
  • Ancient Earth Runestone — Ghaz Sandbender
  • Ancient Earth Runestone — Ghaz Scavanger
  • Essence of Darkness — Skorn Fanatic
  • Primal Essence — All Minotaurs
  • Golden Arm Rings — All Orcs


Dynamic and Environmental 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.


Magical Pheromones — Level 52

  • Changed message received if level requirements are not met.
  • Fixed typo in the first task’s description.
  • Added a channel time and message for the event trigger.
  • Updated message played when the event is on cooldown while in possession of the trigger item.
  • Updated message played when the event is on cooldown and the trigger item is not in possession.
  • Changed the timer to complete the quest to 15 minutes.
  • Adjusted the cooldown and blacklist timers.
  • Increased the Experience and silver rewards to 15,500 and 2,000, respectively. Contribution remains the same.
  • Added Oversized Flea as an additional reward to the event.


The Whirlwind General — Level 74

  • Reduced trigger requirements massively.
  • Increased the Experience reward to 72,000.


The Sandswept Sentinel — Level 74

  • Reduced trigger requirements massively.
  • Increased the Experience reward to 72,000.
  • Changed Dunewalker Cloak item:
    • Old Effect: Active: Increases Haste by 30 for 1 minute. 6 minute cooldown.
    • New Effect: Active: Increases movement speed on foot by 6%, Haste and Precision by 45 for 25 seconds.


Ice Cold Enemies — Level 73

  • Reduced trigger requirements and added a new trigger to allow the event to fire more often.
  • Reduced delay timer by 40%.
  • Changed how the event trigger message is displayed. All players on Glaceforde will now be notified, not only those inside the event area.
  • Adjusted task description during the delay timer accordingly.
  • Changed the description of the first task for better clarity.
  • Reduced the Experience reward to 42,450.


An Escort to Defiance — Level 33; An Escort to Truce - Level 35; An Escort to Bastion - Level 35

All three events are related and received the same changes.

  • Changed the trigger window to be much more frequent.
  • Reduced cooldown significantly.
  • Adjusted blacklist period.
  • Changed the system message for the event to play for all players in Zephyr Vale.


Creepy Howls Under the Moon — Level 8

  • Revamped the trigger conditions completely, massively reducing the requirements.
  • Added a cooldown to the event.
  • Reduced blacklist period.
  • Reduced delay timer to 1 minute.
  • Changed the system message played when the event is triggered.
  • Adjusted the first task’s description.
  • Changed reward distribution. If the event fails, players will receive rewards equivalent to their event contribution score.


Hunters Under the Sunheat — Level 36

  • Revamped the trigger conditions completely, massively reducing the requirements.
  • Added a cooldown to the event.
  • Reduced blacklist period.
  • Reduced delay timer to 1 minute.
  • Changed the first task’s description.
  • Removed task two and unified requirements into task one to improve event flow.
  • Changed reward distribution. If the event fails, players will receive rewards equivalent to their event contribution score.
  • Increased maximum contribution score changed to 20,000. 
  • Increased the Experience reward to 30,000.
  • Decreased the silver reward to 5,400.
  • Increased the maximum number of Fiery Essences possible to obtain as a reward from the event.


Raiders of the Wastes — Level 36

  • Revamped trigger conditions, significantly reducing requirements for the event to fire and added failsafe checks to increase the chance of being triggered after multiple failures.
  • Adjusted the timer to complete the event to 10 minutes.
  • Changed the cooldown for the event.
  • Adjusted blacklist timer.
  • Delay timer decreased to 4 seconds.
  • Changed the message played when the event is triggered.
  • Added assets to the event area to be spawned when the event is triggered, changing the environment.
  • Reduced event area size significantly.
  • Changed the first task’s description and the spawn locations of event creatures.
  • Changed the second task’s description and the spawn locations of event creatures.
  • Reduced the Experience rewarded to 13,000.
  • Reduced the silver reward to 3,500.
  • Added the Cunning Handle item to the reward pool reward.

 

 

  • The NPC Destroyer is now properly spawning.
  • Corrected spelling errors in dialogues during the Raiders of the Wicked Seal quest.
  • Updated the effect of Wave of Living Roots to correct its previously incorrect duration.
  • Players are now invulnerable during the boss fight in the Tutorial, preventing unintended deaths.
  • The option "Trust this Device for 30 Days" now correctly retains its setting and is no longer being reset improperly.
  • Some texts on specific UIs, like the Login Screen, have been properly translated and are now displaying correctly.
  • The damage of the RavenCard Warlock Ezanor is now correctly set, no longer being double what it should be.
  • The RavenCard Hoghound Archer is now giving the correct amount of Critical Chance.
  • Warforged Shields now retain their Warforged Status even when players unequip them while using a Sceptre or Mace.
  • The Alchemy crafting benches on the ground floor of the Ravencrest potion store are now functioning correctly, allowing players to craft Alchemy items as intended.
  • Ranger's Company shop now correctly displays the proper values for Bounty Marks when purchasing items, no longer showing negative values.
  • Fixed an issue where Diminishing Returns for turning in large amounts of Culled Eyes was not properly registering when the threshold was crossed.
  • Fixed an issue where players were unable to log in due to an interface error causing them to get stuck after selecting the login button.
  • Fixed a missing Protection Zone at Sajecho Waypoint to ensure proper safety for players in the area.
  • Fixed an issue where some players were skipping the tutorial entirely upon entering the world with a new character, locking them out of progression.
  • Fixed an issue that caused players to appear mounted on Moas without actually being mounted.

 

As always, we invite you to join us in the Discord Tavern to share your thoughts and feedback. Your involvement is essential in refining every aspect of the game. We will continue to enhance and expand Ravendawn, ensuring it becomes the incredible world it was always meant to be. The adventure continues, and we can't wait to see how you explore all the new features!