Warrior Mage Fighting

RavenQuest Global Release Update Notes

Alongside our Adventurers, the RavenQuest Team is counting down the last remaining hours and minutes until RavenQuest's massively hyped Global Release. Despite Global Release being but hours away, our team has not taken time off of development. We have been rapidly cooking additional changes, improvements and balances since the Stress Test that we feel continue to bring RavenQuest to a higher standard.

And we are here to do exactly that, set a new standard.

To keep this Global Release Patch Notes shorter for all you Adventurers, these Patch Notes include only the updates made since the recent Stress Test. If you’d like to check out the full Global Release Patch Notes, you can find them here

 

Adventuring Spirit Buff

Very recently we added Tradepack Certificates as a reward to the Adventurers Board once all 3 tasks are completed. In response to this, we received a fair amount of feedback from the community in regards to worries about potential multi-accounting abuse. We have heard your feedback and agree with the concern, and decided on a change in direction. We've also paid close attention to the Experience boost provided from the Adventuring Spirit booster and have made some adjustments to the total experience amount from Adventuring Spirits.

  • Reduced the Experience amount boosted by Adventuring Spirit in the range between 10% - 50%.
    The higher reduction concentrated in higher levels as this was where they became the most problematic
  • Removed Tradepack Certificates from Adventurer's Board reward pool;
  • Reduced the minimum level to receive an Aether Rift task from 50 → 40;
  • Reduced the minimum level to receive Aether Rift Charges from 50 → 40;
  • Reduced the minimum level to received Aether Echo Scrolls from 40 → 30;
  • Adjusted all tooltips and Bandit's Teaching information accordingly.

 

With the introduction of Default Aether Rift Builds, we feel confident that there is no reason to keep Aether Rifts locked to Legacy Level 50. Moving forward, Aether Rifts will be unlocked at Legacy Level 40. Furthermore, we are making a few adjustments to the rewards from Aether Rifts.

These changes are as follows:

  • Removed the Experience rewarded from opening the Unstable Chest.
    This has little impact on the system overall, as creatures are still the main source of Experience, however we saw that Aether Rifts was over represented as a source of Experience and so is in need of this change.
  • Increased the amount of Treasure items rewarded from the Unstable Chest from 3 → 4.
    As Aether Rifts is primarily a Silver generating system, we want to lean more heavily in that and allow for bigger pay-out opportunities to offset the reduction of Experience.
  • Reduced minimum level to enter Aether Rifts from 50 → 40.
  • Adjusted Aether Rift tooltips with new information.
  • Slightly reduced the Fame generated from Aether Rifts.

 

Just like Aether Rifts, we are seeing that with the new progression pace, we feel that Aether Echoes are being unlocked a little later than we'd like to see. To remedy this, we are reducing the minimum level to access Aether Echoes. Furthermore, we are adding improvements to the rewards from battling these otherworldly foes.

  • Reduced the minimum level to enter Aether Echoes and obtaining Scrolls from 40 → 30;
  • Increased Experience gained from defeating Aether Echo bosses by 100% across all difficulties;
  • Increased the maximum Augmenting tier from X (10) → XV (15);
  • Reduced stats increase granted through Augmenting by 33%.
  • Increased the Silver cost of all Aether Echo Scrolls in the Rangers Company shop from 5,000 → 10,000 Silver.

 

Crafting Minigame

Despite how deep and intricate the Crafting System in RavenQuest is, there is always room for improvement. In this update, we are bringing forward a significant overhaul to how the Crafting Minigame works, adding some much needed quality of life improvements, skill adjustments and a rework on condition and quality to bring greater immersion and empower the player in how their craft is shaped. Among these changes, the value that the quality of your material brings to the end result is perhaps the most exciting and we are excited to see how this will impact crafting as a whole.

 

Condition

Changing how the crafting condition is defined. Previously it was entirely RNG based, but now it will almost entirely tied to player actions and investment.

Condition: This variable would be increased by Shine skills and decreased by Synthesis/Touch skills. There is also a natural decay on quality that reduces condition by 5 per turn. If the condition is already maxed, all Shine skills are disabled.

Mouse Hover on condition: When you hover the cursor over the condition UI, it will now show a description for each condition instead of a general one:

  • Poor:  Reduces the effectiveness of your Shine and Synthesis actions in 50 to 70%.
  • Normal: Your Shine and Synthesis actions have no condition bonus currently.
  • Good: Increases the effectiveness of your Shine and Synthesis actions in 10 to 30%.
  • Great: Increases the effectiveness of your Shine and Synthesis actions in 30 to 50%.
  • Excellent: Increases the effectiveness of your Shine and Synthesis actions in 50 to 75%.

 

New Skill Changes

Synthesis

  • Apprentice Synthesis — Adds 25 crafting progress, but lowers durability by 1. Worsens crafting Condition Mildly.
  • Expert Synthesis — Adds 50 crafting progress, but lowers durability by 1. Worsens crafting Condition Mildly.
  • Master Synthesis — Adds 75 crafting progress, but lowers durability by 1. Worsens crafting Condition Slightly.
  • Artisan Synthesis — Adds 100 crafting progress, but lowers durability by 1. Worsens crafting Condition Slightly.
  • Smither's Synthesis — Adds 200 crafting progress, but lowers durability by 2. Barely decreases crafting Condition.


Touches

  • Apprentice Touch — Adds 25 crafting quality, but lowers durability by 1. Worsens crafting Condition Mildly.
  • Expert Touch — Adds 50 crafting quality, but lowers durability by 1. Worsens crafting Condition Mildly.
  • Master Touch — Adds 75 crafting quality, but lowers durability by 1. Worsens crafting Condition Slightly.
  • Artisan Touch — Adds 100 crafting quality, but lowers durability by 1. Worsens crafting Condition Slightly.
  • Precision Touch — Adds 200 crafting quality, but lowers durability by 2. Barely decreases crafting Condition.


Shines

  • Apprentice Shine — Increases crafting Condition Slightly
  • Expert Shine — Increases crafting Condition Mildly.
  • Master Shine — Increases crafting Condition Considerably.
  • Artisan Shine — Increases crafting Condition Significantly.
  • Carpenter's Shine — Increases crafting Condition Greatly.


Mends

  • Apprentice's Mend — Restores 1 crafting durability. Barely decreases crafting Condition.
  • Expert's Mend — Restores 2 crafting durability. Worsens crafting Condition Slightly.
  • Master's Mend — Restores 3 crafting durability. Worsens crafting Condition Slightly.
  • Artisan's Mend — Restores 5 crafting durability. Worsens crafting Condition Mildly.
  • Focused Mend — Restores 7 crafting Durability. Worsens crafting Condition Mildly.
  • New Tools — Your next 3 actions will not reduce Item Durability. 
  • Steady Hand - Your next 2 actions will not reduce Item Condition. 
  • Firm Grip - Enhances your synthesis effectiveness by 20% for the next 5 turns. 

Touch of Salt - Enhances your touches effectiveness by 20% for the next 5 turns.

Stabilize Mixture -  If you critically strike in the next 4 actions, the durability of the item will be restored by 3.

 

Quality

Quality will now be affected by the quality of materials used in the crafting process. For this we look at the ingredients and only check the quality of crafted ingredients as well as any materials that are sourced from professions rather than creatures. This means that other finished items that are part of the recipe and creature products do not impact quality.

If all ingredients used are of a certain quality, for example Artisan, then they can fill up to 40% of the total quality bar. All values for each quality material are as follows:

  • Base quality = 0%
  • High quality = 15%
  • Superior quality = 25%
  • Artisan quality = 40% 

With the addition of this change, we have also adjusted the quality values of almost every recipe.

 

General Quality of Life Improvements

  • Added a new feature that whenever effects that are applied for multiple turns are active, they will now appear above the progress bar while crafting.
  • Reduced channel time of all skills in crafting from 5 → 2 seconds.
  • Added new function to grey out skills when out of labor.
  • Added counter for when skills are on cooldown to inform when they can be used again.

 

Ocean Content & Crafting Expansion

For a piece of bigger news in this update, we are bringing new content and improvements to Ocean Creature hunting and crafting professions! For quite a while now, we've been wanting to build upon the existing recipes and experiment with connecting creature hunting and crafting in a deeper way beyond simply being a source of certain materials. With this in mind, we've created new recipes that are locked behind scrolls that can only be obtained by hunting creatures. For this first generation of obtainable recipe scrolls, we've chosen the various hostile ships that can be found on the high seas!

Although... how did these pirates and scoundrels get their hands onto recipes that even craftsmen and women in Ravencrest don't possess? They're not exactly renowned for their innovation or patience...

First off, let's get into the new recipe additions to Cooking, Alchemy and Blacksmithing. A load of new foods have been added along with several new additions to Alchemy and the newest tier of Whetstone.

 

Cooking

  • Vegetable Broth - A new refined crafting material.
  • Puff Pastry - A new refined crafting material.
  • Herbal Alcohol - A new refined crafting material.
  • Sunshine Muffin - Increase Attack Power for 15 and Defense Power by 4 for 30 minutes.
  • Luxury Pie - Increase Attack Power for 15 and Healing Power by 4 for 30 min.
  • Posh Croissant - Increase Defense Power for 15 and Attack Power by 4 for 30 min.
  • Softcrust Bun - Increase Defense Power for 15 and Healing Power by 4 for 30 min.
  • Caramel Biscuit - Increase Healing Power for 15 and Attack Power by 4 for 30 min.
  • Peacemaker Bread - Increase Healing Power for 15 and Defense Power by 4 for 30 min.
  • Blubberbread - Increases your highest stat between {Healing Power/Defense Power/Attack Power) by 17 and Max Health by 300.
  • Exotic Stew - Increases Vitality, Might and Dexterity by 19 for 30 minutes.
  • Squidink Soup - Increases Vitality, Intelligence and Wisdom by 19 for 30 minutes.
  • Glacehearth Broth - Increases movement speed by 7% and increases all Primary Statuses by 15 for 30 minutes.
  • Fermented Liquor - Channel and restore 1000 Health and Mana per second for 10 seconds. Being damaged cancels the effect. 15 seconds cooldown.
  • Seabrew - Channel and restore 1300 Health and Mana per second for 10 seconds. Being damaged cancels the effect. If the channeling reaches 5 seconds increases movement speed on foot by 10% for 15 seconds. 15 seconds cooldown.

 

Alchemy

  • Mixing Agent - A new refined crafting material.
  • Mixing Agent - A new refined crafting material.
  • Serendipity Draught - Increases your drop rate from Creatures by 10% and Experience obtained from Creatures by 7% for 10 minutes. 10 minutes cooldown.
  • Brinebiter Oil - For the next 30 seconds your basic attacks will deal an increased 25% damage. Twice as effective in melee weapons. 1 minute cooldown in between all poisons.

Changes to Alchemy Recipes

  • Added a new Purified Oil recipe that requires 1 Truffle.
  • Increased the material requirements for the following recipes:
  • Lesser Health Potion - Refreshing Lead 4 → 8;
  • Lesser Mana Potion - Earthy Stem 4 → 8 and Purified Oil 1 → 4;
  • Intermediate Health Potion - Fungal Dust 2 → 10;
  • Intermediate Mana Potion - Cerulean Cap 2 → 6 and Juicy Roots 2 → 6;
  • Greater Health Potion - Fish Roe 1 → 2;
  • Greater Mana Potion - Fish Skin 1 → 2;
  • Supreme Health Potion - Yellow Fish Roe 2 → 4;
  • Supreme Mana Potion - Fish Eye 1 → 4;
  • Prime Extract - Fish Liver 3 → 2.
  • Reduced the material requirements for the following recipe:
  • Eternal Mana Potion - Fish Liver 4 → 2;

 

Blacksmithing

  • Titansharp Whetstone - Increases Attack Power of your equipped weapons by 12 for 30 minutes. This effect is doubled for two-handed weapons.
  • Introducing Handguards and Charms
  • Along with the new recipes listed above, we are introducing brand new additions to Weaving and Carpentry in the form of Charms and Handguards respectively. These will occupy the same place as Whetstones currently do for Blacksmithing, meaning that the effects from these items cannot be stacked onto your weapons and will overwrite each other if applied, however with more options available, we hope to provide new opportunities to builds that do not rely solely on Attack Power.

 

Weaving

  • Tie Charm - Increases Healing Power of your equipped weapons by 1 for 30 minutes. This effect is doubled for two-handed weapons.
  • Simple Charm - Increases Healing Power of your equipped weapons by 3 for 30 minutes. This effect is doubled for two-handed weapons.
  • Fine Charm - Increases Healing Power of your equipped weapons by 5 for 30 minutes. This effect is doubled for two-handed weapons.
  • Glint Charm - Increases Healing Power of your equipped weapons by 7 for 30 minutes. This effect is doubled for two-handed weapons.
  • Blossom Charm - Increases Healing Power of your equipped weapons by 10 for 30 minutes. This effect is doubled for two-handed weapons.
  • Sunbreaker Charm - Increases Healing Power of your equipped weapons by 12 for 30 minutes. This effect is doubled for two-handed weapons.
  • Carpentry
  • Handguard - Increases Defense Power of your equipped weapons by 1 for 30 minutes. This effect is doubled for two-handed weapons.
  • Rough Handguard - Increases Defense Power of your equipped weapons by 3 for 30 minutes. This effect is doubled for two-handed weapons.
  • Heavy Handguard - Increases Defense Power of your equipped weapons by 5 for 30 minutes. This effect is doubled for two-handed weapons.
  • Trim Handguard - Increases Defense Power of your equipped weapons by 7 for 30 minutes. This effect is doubled for two-handed weapons.
  • Noble Handguard - Increases Defense Power of your equipped weapons by 10 for 30 minutes. This effect is doubled for two-handed weapons.
  • Radiant Handguard Increases Defense Power of your equipped weapons by 12 for 30 minutes. This effect is doubled for two-handed weapons.

 

New Market Categories

  • Added new market categories for Recipe Scrolls, Charms and Handguards, located under the "Others" and "Consumables" categories respectively.

 

Passive Change

  • Changed the effect and name of Sailmaker Passive in Weaving to Embroiderer.
    • Old Passive: Sailmaker
    • Description: Unlocks advanced sail recipes.
    • New Passive: Embroiderer.
    • Description: Unlocks recipes for general weaving crafts.
  • The new version of this Passive will now unlock additional new recipes and have expanded uses compared to the previous iteration.

 

Ocean Creatures

Added new recipe items as drops to Ocean Creatures that will unlock additional options in crafting when consumed. Each scroll is also tradeable, allowing you to sell the secrets of the waves to the highest bidder!

The various pirates, spooks and fanatics sailing the high seas have been busy hoarding knowledge yet unseen on the shores. It's only right that brave adventurers take to the seas and liberate this knowledge for all to benefit!

  • Pirate Frigate - Seabrew Scroll
  • Pirate Galleon - Radiant Handguard Scroll
  • Dreadnought Frigate - Glacehearth Broth Scroll
  • Dreadnought Galleon - Titansharp Whetstone Scroll
  • Morningstar Frigate - Sunbreaker Charm Scroll
  • Morningstar Galleon - Serendipity Draught Scroll
  • Ghost Frigate - Blubberbread Scroll
  • Ghost Galleon - Brinebiter Oil Scroll

You can keep track of recipes that still remain to be unlocked by viewing the relevant profession window and locating items locked behind a scroll.

 

Moa Filter Quality of Life Update

Amended Moa filters in your collection to correctly display only the chosen features when selecting "Color" and "Feather Tips" colors for example, where previously it would show all Moas that fit either criteria.

Breeding Limit filter now sorts based on remaining breeding values. When sorted from high to low, a Moa with that has had 0/3 breeding will appear higher on the last than a 2/4 Moa.

  • Added a new category under the Skill Filter for "All Tiers" which will display Moa of all tiers with a selected skill.

Misc

  • Reduced the impact of Breeding Level and Moa Tier when determining the Tier of the offspring to, especially the minimum requirements for higher Tiers.

 

Most of the Archetype balance changes can be found in the Pre-Release Update Notes. The changes below were made based on feedback and data analyzed during the last Stress Test and adjusted for the Global Release.

Set Bonus

  • Leather Set: Critical Chance increased from 4%/8% to 7%/15%.

 

 

With the new skill points system, builds have become more streamlined and some skills have become less attractive. With that in mind, we're going to improve that aspect a bit by reducing the cooldown of Disengage and Spirit Rangers, which were too long.

  • Quick Fire (Ravencard Brotherhood Captain):
    • Cooldown scales by rarity from 3s → 2s.
  • Disengage:
    • Cooldown reduced from 60s → 30s.
  • Spirit Rangers:
    • Cooldown reduced from 90s → 60s.

 

 

I think we all agree that the role of Holy is to heal, and when necessary, it fulfills that function well. However, leveling this archetype is often a challenge and can feel tedious. So, we're giving it a bit more damage resources so it can contribute in that aspect while still maintaining its primary healing role.

  • Dawn's Light: Mana cost reduced from 22% → 18%.
  • Holy Force: Cast time reduced from 2.5s → 1.5s.
  • Ravencard Bloodthirsty Kaiman: 
    • Damage now scales with Healing Power instead of Spell Power.
    • Now deals area damage (5x5) with {80, 85, 90, 95, 100, 105, 110, 115}% effectiveness.
  • Circle of Light: Enemies inside the area now suffer Blinded.

 

 

Protection is an archetype with a very complete kit, providing an early skill combo that offered damage, CC, and sustain at a low cost. This made it a very comfortable choice, allowing players to benefit greatly from it. To address this, we’ve adjusted its skill tree, bringing more characteristic tank-focused skills to the lower tiers.

  • Shield Throw:
    • Moved from 2nd line → 3rd line
    • Cost increased 2 → 3 points.
  • Spirits Resolve:
    • Now applies the same shader effect as Unchained and displays an icon under the player's health bar.
  • Provoke:
    • Moved from 3rd line → 2nd line
    • Cost reduced 3 → 2 points.
  • Blessed Earth:
    • Moved from 3rd line → 4th line
    • Cost increased 3 → 4 points.
  • Safeguard:
    • Moved from 4th line → 3rd line
    • Cost reduced 4 → 3 points.
    • Cooldown reduced 45s → 30s.
    • Duration increased 6s → 10s.
  • Unbreakable:
    • Cooldown reduced from 75s → 60s.
    • Ravencard Iceforge Hallkeeper:  Now it applies a yellow effect to the skill to identify the use of the card.

 

 

Stalk and Crippling Dagger are skills with similar functions but distinct differences. However, with the recent changes, Crippling Dagger became a much more attractive option, causing Stalk to lose some of its appeal. We applied a slight nerf to Crippling Dagger and gave Stalk a small boost, hoping this will make the choice between them more dynamic.

  • Stalk: 
    • Now steals attack power from the target, reducing their Weapon Power/Spell Power by 10% while increasing the user's by 10%.
    • Removed cooldown reduction if the skill is not recast.
    • Range increased by 1 sqm.
  • Crippling Dagger:
    • Aether generated reduced from 30 → 10.

 

 

Air Aura with the Ravencard Runegust Jackal was gaining a significantly large uptime against builds focused on basic attacks, performing above the desired level. To address this, we decided to keep the reflective damage value but slightly reduce its uptime.

  • Air Aura (Ravencard Runegust Jackal):
    • Effect now only applies when the player receives the shield (4s after activation).

 

 

The recent changes have made builds focused on basic attacks a viable option, but Warfare's contribution was slightly above expectations. With that in mind, we are slightly reducing the damage and sustain it provides for these builds.

  • Feasting Strike (Ravencard Polar Bear):
    • Base healing reduced from 40% → 30%.
    • Scaling per rarity reduced from 4% → 3%.
  • Berserk:
    • Duration increased from 5s → 15s.
    • Defense reduction removed.
  • Ravencard Dire Bear:
    • Effect of doubling the duration removed.
    • Healing reduction effect removed.
    • Rarity now increases damage bonus instead.
  • Ravencard Goblin Berserker: 
    • Effect of doubling the duration removed.
  • Bloodlust:
    • Healing from damage reduced from 10% → 5%.
  • Bloodbath
    • Basic attack damage per stack reduced from 1% to 0.75%.

 

 

Curse has become a skill with a much higher damage frequency, causing the Ravencard Hog Cultist to exceed the intended damage output. To address this, we have adjusted its initial damage value.

  • Curse (Ravencard Hog Cultist): Base damage reduced from 5% to 1%.

 

 

We are slightly reducing the cooldown of Meteor Strike to make it a more attractive skill compared to lower-tier options. Additionally, we are adjusting its legacy skill, Cataclysm, to ensure its damage is more impactful on different targets.

  • Meteor Strike: Cooldown reduced from 90s to 60s.
  • Cataclysm: Damage reduction now applies only to consecutive meteors hitting the same target, rather than reducing damage for all meteors hitting any target.

 

Temporary $QUEST Price

$QUEST will use an Oracle System to consistently and dynamically adjust the amount based on the value of $QUEST anchored to USDC. This Oracle will go live when $QUEST TGE's (soon after Global Release). The current price is set as a placeholder value in the shop until the first $QUEST rewards.

 

Land

  • Added 4 additional upgrades to all room types for Forts and Strongholds to allow for the same progression as other Land types. Note that currently room upgrades do not have any visual changes to them.
  • Added a new Landowners $QUEST Chest that rewards $QUEST Tokens every Sunday based on the number and size of Lands that Landowners have claimed and deposited.
  • Furthermore, to reduce the power of Land in comparison to Open World Gathering, we are also reducing the chances for Plentiful Harvest to activate for the following:
    • Small Land, Medium Chest 20% → 5%;
    • Medium Land, Medium Chest 20% → 5%;
    • Medium Land, Grand Chest 40% → 10%;
    • Large Land, Medium Chest 20% → 5%;
    • Large Land, Grand Chest 40% → 10%.

The reduction here is significant, however the effect of Plentiful Harvest itself has not been changed and Land will still remain more efficient, however in the interest of long-term game health, we feel this is a necessary change.

  • Perks from Mining, Herbalism, Woodcutting, Farming and Husbandry that provide a bonus chance for Plentiful Harvest to activate have also been adjusted.
    • Reduced Perks providing 5% → 4%;
    • Reduced Perks providing 3% → 2%;
    • New total chance to trigger Plentiful Harvest after all Perks are unlocked 16% → 12%.
  • Reduced planting costs by 40% for both Community and Open World Land in order to offset the increased costs of producing materials for Tradepacks.
  • Increased Experience gained from Land based gathering activities by 30%. This increase applies to the following professions:
    • Farming
    • Husbandry
    • Woodcutting

Open World gathering is not affected by this change.

 

Tradepack

We are increasing the amount of materials required for all Tradepacks in order to align all recipes in terms of value. In order to offset this increase in material requirements, we are also adding a new reward to the Adventurer's Board. The new recipes are as follows:

Slums Provisions

  • Small Log 200, Shank 65, Potato 690

Crafting Basics

  • Copper Ore 140, Hide 55, Small Log 200

Building Materials

  • Stone 240, Small Log 185, Hide 68

Settler's Rations

  • Corn 200, Potato 650, Shank 56

Campfire Roast

  • Small Log 120, Stone 220, Chicken 68, Potato 155

Basic Rations

  • Wheat 316, Corn 110, Apple 35, Shank 25

Bakers Basics

  • Milk 97, Egg 240, Ground Flour 230

Ravencrest Finest Wears

  • Cotton 125, Wool 78, Hide 50

Glaceforde Explorers Kit

  • Wool 106, Small Log 110, Coal 100, Cotton 20

Kindling Kit

  • Small Log 175, Coal 124, Cotton 70

Pickled Vegetables

  • Cabbage 238, Carrot 300, Salt 12

Dairy Delivery

  • Milk 80, Cheese 22, Egg 246

Kabbar's Omelets

  • Egg 145, Cheese 35, Pepper 148

Brined Shank

  • Shank 70, Salt 14, Pepper 165

Butcher's Box

  • Chicken 38, Beef 90, Shank 30, Cheese 5

Barbecue Specialty

  • Beef 68, Chicken 26, Coal 42, Honey 100

Sajecho's Spices

  • Salt 15, Orange 20, Onion 150, Pepper 55

Strawberry Cakes

  • Ground Flour 186, Milk 32, Strawberry 400, Honey 120

Sailor's Remedy

  • Carrot 260, Orange 20, Bean 155, Blueberry 535

Juicers Box

  • Apple 64, Strawberry 162, Cherry 26, Banana 12

Seabreeze Rum

  • Corn 200, Cabbage 65, Banana 30, Blueberry 212

Sombreshade's Pie

  • Pumpkin 60, Milk 60, Ground Flour 110, Honey 80

Fruit Basket

  • Grape 136, Watermelon 30, Cherry 45

Sajecho Fruit Basket

  • Banana 40, Watermelon 20, Orange 14, Grape 94

Winemakers Kit

  • Grape 200, Blueberry 385, Moonberry 92

Fried Chicken

  • Chicken 75, Onion 80, Garlic 120, Ground Flour 95

Aged Meat

  • Beef 75, Salt 10, Garlic 208

General Spices

  • Garlic 148, Onion 105, Pepper 118, Salt 13

Margrove Ale Ingredients

  • Wheat 400, Acorn 12, Pumpkin 45

Noble Delicacies

  • Moonberry 175, Acorn 15, Pepper 70

Rohna Smoked Ham

  • Shank 40, Acorn 30, Pea 92, Salt 8

Crisp Produce

  • Apple 55, Broccoli 55, Pea 133, Bean 133

Ravencrest Greens

  • Broccoli 128, Pea 112, Cabbage 160

Vegetable Stew

  • Broccoli 55, Pumpkin 55, Bean 215, Potato 250

Berry Basket

  • Strawberry 200, Blueberry 445, Moonberry 30, Sunberry 100

Exotic Fruits

  • Watermelon 52, Sunberry 70, Moonberry 62

Pie Making Kit

  • Apple 56, Sunberry 65, Cherry 25, Ground Flour 60

 

Dynamic and Environmental Events

As we continue to examine early game events, we are bringing a series of adjustments to standardize and update trigger conditions, rewards and difficulty of various events in the early game. Many changes were made to enable the activation of certain events that previously were overly difficult to activate or to adjust cooldowns that previously were too long.

Lit Beacons (Level 9)

  • Reduced cooldown to 25% of the original length.
  • Reduced the delay before the event is triggered to 33% of the original.
  • Increased the timer to complete the event from 8 → 15 minutes.
  • Changed rules to grant rewards based on contribution, even if the event task was not fully completed.

Drunken Ritual (Level 30)

  • Increased the chance to receive each reward item based on contribution.

Hidden Grounds (Level 16)

  • Increased the number of Brotherhood Captains that are spawned in task 2 from 1 → 4.
  • Updated the description for task 2.
  • Adjusted the experience and silver rewards to better reflect the difficulty of the event.
  • Updated the contribution values of all creatures spawned by the event.

Man-corrupted Grounds (Level 12)

  • Added a delay before creature in task 3 spawn after task 2 is completed to allow room to recover.
  • Adjusted the experience and silver rewards to better reflect the difficulty of the event.
  • Changed rules to grant rewards based on contribution, even if the event tasks were not fully completed.

A Troll's Favorite Food (Level 15)

  • Reduced cooldown to half of the original length.
  • Added a delay before creature in task 3 spawn after task 2 is completed to allow room to recover.
  • Adjusted the experience and silver rewards to better reflect the difficulty of the event.
  • Changed rules to grant rewards based on contribution, even if the event tasks were not fully completed.

Souls of the Forest (Level 18)

  • Increased cooldown by 300% of the original length.
  • Adjusted the experience and silver rewards as well as Dense Logs and Rough Planks to better reflect the difficulty of the event.
  • Changed rules to grant rewards based on contribution, even if the event task was not fully completed.

Trespassers Will Be Shot (Level 18)

  • Increased cooldown by 50% of the original length.
  • Adjusted task 1 description.
  • Added new reward item (Small Log).
  • Adjusted the experience and silver rewards to better reflect the difficulty of the event.
  • Changed rules to grant rewards based on contribution, even if the event task was not fully completed.

In the Spider's Web (Level 16)

  • Reduced number of Forest Spiderlings spawned in task 1 by 5.
  • Reduced the number of Forest Spiderlings and Spiders in task 2 by 5 each.
  • Removed all Forest Spiderlings in task 3 and reduced the number of Forest Spiders spawned by 10 and Forest Broodmothers by 7.
  • Reduced the number of Forest Broodmothers spawned in task 4 by 5 and Widow Queens by 9.
  • Added a delay before the start of each task to allow recovery time.
  • Added new reward items (Intricate Woven Silk and Deadly Poison Extract).
  • Adjusted the experience and silver rewards to better reflect the difficulty of the event.
  • Changed rules to grant rewards based on contribution, even if the event tasks were not fully completed.

Killer Bees (Level 15)

  • Increase cooldown by 300% of the original length.
  • Changed the creature composition spawned in task 1 to 7 Giant Bees and 3 Wild Bees.
  • Adjusted description of task 1.
  • Adjusted the experience and silver rewarded as well as the number of Honeycombs to better reflect the difficulty of the event.

Goblins Attack! (Level 14)

  • Changed the requirement to kill a large number of Goblins in order to trigger the event to instead have a chance to trigger after each Goblin is killed.
  • Added a new cooldown to the event.
  • Added a delay before the start of each task to allow recovery time.
  • Changed rules to grant rewards based on contribution, even if the event tasks were not fully completed.

A Mushroom Cut in Half (Level 6)

  • Temporarily disabled this event.

Flower Power (Level 8)

  • Changed the requirement to kill a large number of Poisonpetals in order to trigger the event to instead have a chance to trigger after each Poisonpetal is killed.
  • Added a short cooldown to the event.
  • Increased the number of Poisonpetal Goliaths spawned in task 2 by 2.
  • Adjusted the experience and silver rewards as well as Deadly Poison Extract rewarded to reflect the difficulty more accurately.

Thirsty Bandits (Level 7)

  • Removed Bizarre Mask from the reward pool.
  • Adjusted the description of item Hookmask Camp Key.

 

Quests Rewards

Rewards from Quests across the board have been adjusted to better reflect their difficulty and length. With very few exceptions, EXP, Silver and Infusion rewards have been increased, with a focus on boosting Silver rewards for early-game Quests and EXP reward increases for mid-game and late-game Quests. Changes range from minor to significant.

Some examples of the changes made:

  • The Lighthouse Keeper (Level 6) - EXP and Silver rewards increased from 1600 EXP and 250 Silver to 1700 EXP and 600 Silver.
  • Raiding the Raiders (Level 12) - Silver reward increased from 1650 to 3650.
  • A Goblin Obsession (Level 21) - EXP and Silver rewards increased from 24000 EXP and 1200 Silver to 25000 EXP and 6000 Silver.
  • Legend of the Dragonforge (Level 41) - EXP and Infusion rewards increased from 56000 EXP and 280 Ancient Infusion to 79000 EXP and 395 Ancient Infusion.
  • A Feast for Crows (Level 73) - EXP and Infusion rewards increased from 88000 EXP and 440 Ghostly Infusion to 180000 EXP and 900 Ghostly Infusion.
  • Breakdown of the changes:Quests between Level 5 to Level 20 - Experience and Infusion rewards increased by 5% on some instances, most remain unchanged. Silver rewards increased by 120% on average.
  • Quests between Level 20 to Level 30 - Experience and Infusion rewards increased by 5% to 20%. Silver rewards increased by 300% on average.
  • Quests between Level 30 to Level 40 - Experience and Infusion rewards increased by 20% to 35%. Silver rewards increased by 120% on average.
  • Quests between Level 40 to Level 50 - Experience and Infusion rewards increased by 40% to 60%. Silver rewards increased by 50% on average.
  • Quests between Level 50 to Level 60 - Experience and Infusion rewards increased by 65% to 75%. Silver rewards increased by 60% on average.
  • Quests between Level 60 to Level 75 - Experience and Infusion rewards increased by 90% to 110%. Silver rewards increased by 90% on average.
  • In order to ensure fair play in the early game and to prevent attempts at abuse, we've removed the Tradepack Certificate that is rewarded from the Level 12 Story Quest "A Merchant and His Bellyache". However, to ensure that all players are not negatively affected by the removal of this early game Silver influx, we are spreading out the value of this Certificate in the form of Silver across various Story Quests between Levels 12 → 21.

 

  • Increased Silver rewarded for the following Story Quests:

Raiding the Raiders (12)

  • 3650 → 7250

A Merchant and His Bellyache (12)

  • 2200 → 6550

Missing in Action (13)

  • 2550 → 5050

The Rites of Skorn (14)

  • 4950 → 12800

The Best Antidote (15)

  • 1650 → 4100

Swamp Fever (16)

  • 2350 → 5950

The Tree of Life (17)

  • 3100 → 6150

The Mountain King (17)

  • 3100 → 9250

The Reliant Shipwright (18)

  • 1800 → 5350

A Pirate's Life (19)

  • 2050 → 6150

A Most Wondrous Cloak (20)

  • 2750 → 6050

A Goblin Obsession (21)

  • 6000 → 10200

 

General

  • Added Portuguese translations to the Market UI window.
  • Reducing the Fee for the Currency Exchange by 50%
    • From: 2% Listing, 6% Sale
    • To: 1% Listing, 3% Sale
  • Added tiered sound effects for the opening of different rarity RavenPacks.
  • Added translation to Portuguese for the Exalted RavenCard.
  • Added hotkeys to select the Nearest Target and to Cancel Target. By default these are:
    • Nearest Target: Shift + C
    • Cancel Target: Ctrl + Shift + Tab

The new hotkeys can be found and changed, if desired, by going to Settings (O) → Hotkeys → Actions.

  • Added a Login Bonus Chest that awards Fame based on the number of consecutive days that a player had logged in.
  • Improved NPC Xeniad's dialogue bark and exit lines to add hints regarding the possibility to sell creature products at the Rangers Company Quartermaster.
  • Increased the Silver generated from Ocean fish by 80% across the board. The following fish were affected:
    • Sun Fish;
    • Sky Fish;
    • Angel Fish;
    • Star Fish;
    • Bigmouth Flounder;
    • Rainbow Flounder;
    • Gromper;
    • Tiger Shark;
    • Stingray;
    • Frost Sturgeon;
    • Bog Prowler.
  • Adjusted system messages and tooltips related to Merchant Influence for greater clarity.
  • Reduced Guild Member capacity from 500 → 250.
  • Updated Guild Crest and Fame tooltip information.
  • Reduced the minimum level required to unlock RavenCards UI from 10 → 5.
  • Removed the possibility of purchasing limited time Patron when you already own Lifetime Patron Status.
  • Increased the required amount of Expertise Points on Rangers Company to roll for the Expertise Stats Bonuses from 275 to 960 per roll
  • Increased the minimum level required for the following Waypoints:
    • Thornveil Isle Level 20 → 35;
    • Coldreach Rock Level 20 → 40;
    • Sunspire Strand Level 20 → 45;
    • Ostera Level 10 → 70.
  • Added a scrollbar to Title selection dropdown to better display the Titles available.
  • Added a new rule when using Runes to enchant items that will make them Soulbound once done.
  • Gathering from the Open World for the Woodcutting and Herbalism professions had their resources doubled. Do note that this change only affects the Open World and not Land.
  • Updated the information displayed when purchasing Guild Crests for greater clarity.
  • Added sound effects to Fame UI when counting total Fame received.
  • Changed the function of the "Get RavenPacks!" button in the Pack Opening UI whenever there are no RavenPacks available to open. Due to the addition of Ascendable and Non-Ascendable Cards as well as multiple ways to purchase RavenPacks, it will now direct you to The Munk Shop.
  • Replaced Milk Tea with Forest Fruit Tea as the daily bonus reward.
  • Reduced the Effort required to craft a Tradepack from 500 → 100.
  • Previously, several in-game obtainable House Decorations had inconsistent rules in how they are obtained and at what stages of their respective quests they would be received. Some would require the delivery of items after a Story Quest was complete, while others simply rewarded the item at the point of completion.

This inconsistencies created a lot of confusion and uncertainty, so we have decided standardize how these items are obtained and remove unnecessary 'middlemen' items that previously bridged their obtainment.

  • The following items have been removed:
    • Gold Bar
    • Brotherhood Feather
    • Death Notice
    • Jonny's Razor
    • Bounty Hunter's Writ
  • Added the following Housing Decorations as rewards upon completing their associated Story Quest:
    • Sylvan Jade - Raiding the Raiders (Level 12)
    • Chicken Sculpture - Missing in Action (Level 13)
    • Desert Rose - Tuskan Trashers (Level 37)
    • Crow Statue - A Feast for Crows (Level 73)

 

System Unlock Schedule

  • The Plunder Channel will open in Patch 1.0.1.
  • The Aether Rifts will open in Patch 1.0.1 instead of Patch 1.0.2.
    The Aether Rifts UI is still accessible, but all Rift windows will remain closed until the system is re-enabled.
  • The Currency Exchange will open in Patch 1.0.1 to allow the silver economy to first establish itself.

 

  • Fixed an issue where you could repeat some dynamic events to gain fame
  • We fixed a bug on the quest reward UI regarding a title earned via Northern Star when players reach Legacy Level 25: from now on the title reward will be shown correctly.
  • Fixed an misstypo on Guild Interface UI where the value of the bids was showing 3 million silver instead of 5 million silver.
  • Fixed an issue where players were able to interact with their farms while having The Munk Shop open.
  • Fixed Moa Stables missing F interaction.
  • Fixed a visual bug where the experience debt value was incorrectly displayed in the experience bar before the player chose to pay with experience or silver.
  • Fixed an bug where players could not cast spells through open doors
  • Adjusted the information displayed in the Renown UI to correctly inform on its impact on the $QUEST received weekly from Fame.
  • Fixed an Issue where player was receiving Infamy upon killing a player that was holding a tradepack. 
  • Fixed an issue that allowed the player to pass through certain walls they shouldn't using certain skill.
  • Updated Portuguese description for Large Drake Head Ship skill to match the English version.
  • We fixed a bug that occured when descending stairs in a certain mountain in northern Ostera, where players were being stuck inside of the mountain walls.
  • Fixed an issue where Moa remedies could not be traded on the market. They are now tradeable as intended.
  • Fixed a bug in the Breeding system where the icon and required materials for the Immunize interaction were not displaying correctly.
  • Fixed a visual and audio issue where the baby Moa hatching animation and sound would repeat every time the player left and re-entered its screen.
  • Fixed an Issue where Moa Stable's was applying incorrectly the cost of the Land Multiplier when placing it.
  • Fixed an misstypo on the main menu UI, where Achievement hotkey was displayed twice.
  • Fixed a bug regarding the "Refer a Friend" button inside of the "Social" UI. Now it sends the player to the correct RavenQuest link.
  • Fixed a bug that caused outfit acquirement to not give players any renown.
  • Fixed an issue where weapon abilities triggered the global cooldown of other archetype abilities.
  • Fixed an issue where ascended cards were not being filtered correctly when selecting a card rarity

We hope you enjoy the news coming to the Global Release! Participate in the Tavern Discussions and tell us what you think of the news!