We are thrilled to unveil the massive Global Release Update Notes for RavenQuest! Packed with exciting new content, economy balances, gameplay & progression balances, and groundbreaking new features, this update is a testament to the relentless pace, passion, and dedication of our development team. We’re setting a bold new standard for Web3 gaming, and this is just the beginning.
Most exciting of all, this Stress Test will also open the doors for the first time to Ostera, a massive new continent to the east, opening the ability to sail on the Eastern Ocean as well! Sitting across from Zephyr Vale, the treacherous sea is all that separates Ostera and its inhabitants from the rest of the world. Although much of it is rapidly being claimed by incoming settlers, it was the Morningstars who first discovered it and angered the creatures that call it home. Although you won’t be seeing these dangerous inhabitants during this Stress Test, they will be entering the world for Global Release to avoid spoilers.
Mark your calendars, stock up on snacks & energy drinks—RavenQuest's Stress Test goes live on February 27th! With under 15 days remaining until the Global Release of RavenQuest, this is your last chance to theorycraft and test your builds for Global Release ahead! Check out the FAQ channel we set up on Discord to get your questions answered!
While this Update is a massive one, we plan to still have some additional tweaks based on Stress Test data before RavenQuest's Global Release.
The zealous and secluded Morningstars have controlled the eastern seas for long, preventing anyone from venturing far into these unexplored waters. Although recently, reports from Bastion have revealed a fiercely guarded secret: The ever-expansionist Morningstars have discovered and laid claim to a previously unknown landmass to the east of Firslight, Ostera.
In light of this discovery, and wishing to thwart Morningstar power in the east, the Crown in Ravencrest has decreed and enacted the breaking of the naval blockade that prevented access to Ostera, inviting adventurers and fortune-seekers to join the Ravenscout Expeditionary Fleet in their efforts of settling this new found land.
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!
The download of the new Launcher will be available in your Account Panel at 5:00am Pacific Time. Everyone will need to download it again to play the Stress Test.
Our commitment to fairness in gaming has led us to take another major step in our fight against cheaters. To reinforce our existing efforts with Anybrain, we are excited to announce the integration of BattlEye, one of the most effective client-level anti-cheat solutions available. This additional layer of protection will help us detect and eliminate external exploits at the source, ensuring a more secure and competitive environment for all players since Launch.
BattlEye will work alongside Anybrain since the Global Release Stress Test to form a powerful defense system, combining behavioral analysis with real-time exploit detection. By leveraging both technologies, we can identify and act against a wider range of cheating methods, doubling down on our mission to maintain a fair and balanced game!
It’s time to level up your bragging rights! We’re rolling out a massive expansion to the Achievement system, packed with new challenges, prestigious titles, and some thrilling surprises. Here’s what’s coming your way:
Over 80 new titles to showcase your greatest feats, including exclusive Story Quest-related honors.
100+ new objectives to test your skills and dedication.
Gold rewards were replaced with Renown, making Achievements even more rewarding for those who chase greatness.
Hidden Achievements with unique titles — can you uncover them all?
Revamped Achievement UI, now providing a clearer view of available rewards, progress tracking, and what’s left to conquer.
With so many new milestones to reach and epic titles to claim, your legend in the world of RavenQuest is about to grow even stronger. Time to rise to the challenge!
With the release of RavenQuest, we are also bringing improvements to the Adventurer's Board. Firstly, we have added support for choosing which of the Spirit Boosters are received upon completing a task. Previously, these were assigned randomly, with the Adventuring, Harmonious and Diligent Spirits appearing once on each task. With the changes in this update, you will now be able to swap their placements among the available tasks on your board!
There are no limitations on when the Spirit Boosters can be swapped, as long as the task in question has not been completed. Each Spirit Booster is still limited to be received once per day, so if you have already claimed one of them, you will only be able to swap the remaining two.
Adventuring Spirit Buff
Along with the quality of life improvement mentioned above, we are also massively boosting the Experience provided by the Adventuring Spirit booster, as well as the value it is boosted by:
Increased Experience boost value 25% → 100%
Increased the Experience amount that is boosted massively across all level brackets. Increase to the lowest level boost sits at 2000%.
Increased the minimum Legacy Level required to receive the Adventuring, Harmonious and Diligent Spirit boosters from 15 → 25.
With the changes listed above, we expect to see our player make full use of these bursts of extra experience while hunting creatures and be fully capable of keeping pace with one another.
Aether Rifts
Changed Aether Rifts task to appear on the Adventurer's Board to players on Legacy Level 50+.
Changed Aether Echoes task to appear on the Adventurer's Board to players on 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 45. The required number of Tradepacks needed for delivery scales based on the player’s Legacy Level.
Craft your own Tradepacks or steal them from others, the Adventurer's Board won't judge you
Previously, in-game assets like RavenCards, Player Outfits, House Decorations, Transportation Cosmetics, and Moas were all classified as NFTs. Moving forward, we’re refining these categories to create a clearer distinction between which assets can be used as NFTs and which will remain exclusive to the in-game ecosystem. This change aims to bring more transparency and ensure a smoother experience for all players.
For our purposes, Ascendable assets are items that can be withdrawn from the game, brought to the website and used as NFTs. On the other hand, Non-Ascendable assets are items that cannot undergo this process. While an item is in the process of being withdrawn, it becomes ‘’Ascending’’ and once the process is completed it changes to ‘’Ascended’’.
What does this mean?
All RavenPacks purchased with Dawn Essence will always be flagged as Non-Ascendable, as will any RavenCards obtained from them.
All RavenPacks purchased with $QUEST will be flagged as Ascendable, as will any RavenCards obtained from them.
This also means that when cards are disenchanted, we also have Ascendable (purple) and Non-Ascendable (red) shards.
Luck is not shared between the two types of RavenPacks, meaning that Luck gained from opening Non-Ascendable RavenPacks will not increase Luck for Ascendable RavenPacks.
You can choose whether to use RavenCoins/Dawn Essence or $QUEST in The Munk Shop (RavenStore) to get new RavenPacks. Purchases made with RavenCoins grant Non-Ascendable Packs, while those made with $QUEST grant Ascendable Packs.
We also added this support for other assets. We will outline some important rules regarding them below:
Land ー All Open World Lands are Ascendable by default.
Moas ー All Moas are Ascendable by default.
Any Player Outfits, Transport Cosmetics and House Decorations earned through in-game actions are counted as Non-Ascendable.
Any Player Outfits, Transport Cosmetics and House Decorations that can be purchased are counted as Ascendable.
Stress Test & Test Net
During the Stress Test, you will be able to familiarize with the minting process. You will be able to withdraw Ascendable assets from the game to the website and then to the Test Net to test the minting process and get used to it. The reverse flow will also be possible, depositing assets to the website and then back to the game.
Exalted RavenCard
With the introduction of a new RavenPack type, we’re also adding a brand-new RavenCard rarity tier! Exalted now takes the place of the former Mythic tier, which has shifted to replace Legendary in the ranking. As a result, Legendary is now the 8th rarity tier instead of the 7th.
To reflect this change, the RavenCard UI has been updated to incorporate the new rarity tier seamlessly.
God RavenPacks
We're happy to announce the addition of a brand new RavenPack type! In God RavenPacks, the lowest rarity that can be drawn is Rare, and the chances for Arcane, Exalted, Mythic and Legendary rarities are all significantly higher than other packs.
Just a heads-up: these packs won't be available for purchase or acquisition in-game. Instead, they'll come through special opportunities outside of regular in-game purchases, giving you a unique chance to expand your collection.
God RavenPacks will be available in both Ascendable and Non-Ascendable versions, giving you full control over your collection and how to best utilize your assets.
Previously, Primed Tradepacks were created using charges in the Tradepack UI. Now, they will be crafted using Tradepack Priming Certificates, which can be found in your Quest Inventory. As a result, Landowners will receive Tradepack Priming Certificates in their inventory instead of having their charges reset.
Along with the other changes we are bringing to Priming Tradepack Certificates, with this update we are also introducing Merchant Influence. By delivering Primed Tradepacks, rather than earning Silver, you will instead earn Merchant Influence, which directly influences how much $QUEST you will earn from these deliveries.
Merchant Influence is earned based on the number of Primed Tradepacks delivered, their demand and distance, same as regular Tradepacks. We then take this Merchant Influence accumulated over the course of 7 days and enter it into a combined pool with all other players. Every Friday, after server restart time, a shared pool of $QUEST Tokens will be distributed in the form of a Chest among all players who accumulated Merchant Influence and their share will be based on their contribution.
Note that all effects that impact regular Tradepacks also impact Primed Tradepacks, such as being on the Plunder Channel and the Bartering Reputation Passives. You can always view your current Merchant Influence in the Tradepack UI window.
These updates bring more strategy and depth to the trading system, ensuring that dedicated merchants are properly rewarded for their efforts!
We are extremely proud and excited to announce new possibilities for peer-to-peer trading in RavenQuest! The Munk Broker, who can be found in the Ravencrest Marketplace, now offers the option of trading $QUEST ←→ Silver and $QUEST ←→ Tradepack Priming Certificates by choosing to open the Currency Market window.
Once viewing the Currency Market, you can check your total balance, price history, trade $QUEST, Silver, Tradepack Priming Certificates and manage your orders and history, just like the regular Marketplace.
The Currency Market carries taxes, just like the regular Marketplace. All offers charge a 2% tax upon listing and 6% tax upon being sold. Offers purchasing Silver or Priming Certificates will be taxed in $QUEST, while selling Silver for $QUEST will be taxed in Silver.
On the topic of $QUEST, let’s also cover withdrawing your tokens as well as depositing. You can view your $QUEST balance in your inventory, right next to Silver, and by simply clicking on the balance, you will be able to enter the amount you wish to withdraw. This process is not instantaneous, but give it a few minutes and you will be able to view the transferred funds on the website.
The reverse of this will not be available at the start of the Stress Test, however we will enable this option during the testing phase so that depositing $QUEST from the website to the game can also be tested.
The greatest warrior, powerful wizard and the wisest healer are only considered to be so when their deeds elevate their names to stand above all others. It is Fame that forges a hero in the eyes of others and so, to simulate this process, we are introducing the Fame System!
Fame is earned daily by Patrons when completing various in-game activities, and every Tuesday, all earned Fame is pooled together to determine how many $QUEST Tokens will be distributed among participating players. The way this works is similar to the Merchant Influence.
Make sure to check your inventory for your daily Fame Chest to collect your earnings and your weekly $QUEST Chest. The more Fame you accumulate, the greater your rewards! And don’t worry if you have a slow week — with Fame reseting weekly, it gives you a fresh chance to climb the ranks and maximize your earnings!
How is Fame Earned?
The following activities all provide Fame, with more to come:
Defeating Aether Echoes (Fame increases based on difficulty);
Winning Aether Rifts (each victory in a single entry counts individually);
Participating in Guild Wars (being part of a Guild that participates also counts if a Guild Crest is owned);
Opening RavenPacks (Fame is doubled from Ascendable RavenPacks);
Delivering Tradepacks (higher value Tradepacks result in more Fame);
Earning Experience;
Completing Adventurer's Board Tasks (individually and a bonus for all 3 in one day);
Completing Dynamic and Environmental Events (Fame increases based on event level);
Collecting and turning in Culled Eyes.
The amount of Fame varies between activities. Naturally, competing in Guild Wars, a once-a-week event, rewards far more Fame than a daily activity like delivering a Tradepack. For best results, focus on participating in as many events as possible.
Furthermore, besides these Fame generating sources, you can further amplify your weekly Fame by earning Renown. The higher your Renown, the bigger the multiplier that is applied to your final Fame score for the week, so don't neglect it!
We look forward to seeing who rises to the top every week and spreads their name to every corner of the world!
You probably noticed us mentioning Guild Crests briefly in the Fame System and are most likely wondering what this is. Guild Crests are a new feature that has been integrated into every Guild's structure. Their purpose is to allow Guild Members to build the Fame of their Guild as well as participate in Guild Wars. You can view all active Guild Crests by checking a new symbol next to the names of fellow Guild Members.
Guild Crest: What’s the Purpose?
Besides being able to participate in Guild Wars and earn Fame for your Guild, Crests are purchased using $QUEST and the leadership (Leader + Vice-Leaders) share in the revenue that they generate. The total share equals to 40% of $QUEST earned from the purchases of Guild Crests, with 20% going to the Leader and a further 20% distributed among up to 5 Vice-Leaders, each receiving 4% (if a Guild does not have 5 Vice-Leaders, the remaining undistributed amount is burnt).
Any Guild Member can purchase a Guild Crest for themselves or for someone else and 50% of the $QUEST paid for it is staked, so this value will be refunded if the Guild Crest is sold. You can only sell Guild Crests that you purchased, and if a Guild Member is kicked out or a Guild is disbanded, their Guild Crest is automatically refunded.
So what does a Guild Crest cost?
The first Guild Crest costs 100 $QUEST, and this price increases by 10 $QUEST for every active Crest in the Guild. Although the cost grows as your Guild expands, so does the revenue from that expansion!
What about Fame?
Returning to the main topic of Fame, only active Crests are eligible to generate Guild Fame. At the end of each week, the Fame of all Guild Members with an active Guild Crest will be totalled and added to a combined Fame pool of all Guilds to calculate the amount of $QUEST that each Guild Member will receive, split proportionally based on their contributions. The Fame reward is granted through a unique Guild Fame Chest that every valid Crest owning Guild Member will receive with their share allocated to their individual chest. You can view the total Fame of your Guild in the Guild UI to keep track of your progress. Bring glory and, most importantly, Fame to your Guild's name!
With all the feedback we gathered from the last round of testing with regard to the Hungry Munk system, we've expanded the Munk tiers from 10 → 40. This was done to allow more consistent progression via donations without restricting the rewards. These changes have also resulted in the maximum Dawn Essence reward pool almost tripling in size. We look forward to seeing the Ravencrest Munk grow as the community works together to reach new heights!
While the appetite of the Hungry Munk is ravenous, it is somewhat picky when it comes to being fed by the same people as well as the same items. With this in mind, we are introducing Diminishing Returns when certain experience thresholds are reached by a single player.
It's worth noting that these Diminishing Returns wouldn't be felt by the majority of players and is mainly intended as a defensive tool against any potential exploits that could be abused in a future update or new item that may be introduced.
Misc Adjustments
Increased Silver cost of donating to directly equal the experience value of the item donated rather than just a fraction of it. This totals a 10x increase.
Due to the overall increase in the Dawn Essence reward pool and to better balance the reward vs cost of the system we felt it was necessary to increase the Silver demands of the system.
Added an additional tooltip to provide move information on the system.
Increased Hungry Munk minimum required level from 15 → 30.
Updated donation experience provided by items submitted to the Hungry Munk to follow as closely as possible to the experience provided from crafting them, in light of the recent changes to crafting balance.
To build upon the last set of major changes applied to Aether Rifts, we are using smaller-scale precise targeting to adjust Mana Regeneration inside of Aether Rifts as currently it is negatively impacting the strategic elements of PvP encounters inside of Rifts. With the adjustments below, we expect to see new strategies develop around resource management and perhaps new builds emerge to dominate!
General Changes
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%.
Increased Aether Rift minimum required Level from 35 → 50.
Timed Windows
One of the Timed Windows for Aether Rifts was previously unintentionally overlapping with the daily server restart. In order to correct this we have moved the earliest Timed Window (previously starting at 04:00AM Pacific Time) forward 1 hour:
05:00AM - 07:00AM - 1v1 Open
07:00AM - 09:00AM - 2v2 Open
09:00AM - Rift is Closed
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.
With the state of Aether Echoes becoming clearly defined, we have turned our attention to access rather than rewards or boss skills. In this update, we are bringing forward a new way to access Aether Echoes Scrolls, and that is by working with the Rangers Company! Due to their extensive network of Rangers and affiliates, the Company is able to offer deserving adventurers the opportunity to acquire any Scroll they desire, provided they have the funds to pay for them.
Aether Echo Scrolls Obtainment
A new method of obtaining Aether Echoes Scrolls was added in addition to the existing methods previously to better facilitate access to the system:
Rangers Company Shop:
To improve accessibility and encourage group play, we are adding Aether Echo Scrolls of all difficulties to the Rangers Company Shop. In order to locate them, you simply need to speak to the Munk Quartermaster and select the "Special Offers" option. From then on, you will be able to purchase any difficulty scroll, albeit with certain limitations.
All scrolls share a daily purchase limit of 7, meaning that if you purchase 2 Resonating Aether Echo Scrolls, it will be as if you purchased from all categories at once.
Each scroll costs 150 Bounty Marks and 5,000 Silver.
With these additions, we hope to enable players to more easily form parties and battle the Aether Echoes together.
The world of RavenQuest 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 RavenQuest, 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 are increasing the requirements for many recipes based on raw resources, we're also looking at improving Gathering in the Open World to help offset the negative effects of these changes and to reduce the gap in production between Open World Land Owners and those who only have access to Community Land.
With this in mind, we are doubling the resources gathered from the Open World for the Woodcutting and Herbalism professions. Do note that this change only affects the Open World and not Land.
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%.
Gathering and Crafting
Land Production plays a crucial role in RavenQuest, directly supporting the game’s player-driven economy. Our goal is to strike a balance — ensuring that the materials it generates are valuable and impactful, without being underwhelming or leading to a runaway snowball effect that could destabilize the economy.
By carefully adjusting resource outputs, we aim to maintain a healthy supply and demand dynamic, keeping the economy engaging, competitive, and rewarding for all players.
To this end, we've seen the need to increase the demands for Raw Materials in Crafting recipes, Tradepacks and Housing upgrades. This means that all Raw Materials (harvested directly from Land or the Open World such as Potatoes/Milk/Small Log) which are used in the aforementioned categories have been doubled. Refined Materials (crafted items used as ingredients such as Refined Plank/Simple Cloth) have not been touched in any way.
The doubling of Raw Material demands also means that all affected recipes have had their experience value increased accordingly.
As always, we will be monitoring the effects of this change and any further additions that may be required closely.
Husbandry
After the last update to butchering and gathering from animals in Husbandry, there was a fair amount of confusion among players with regard to the timers associated with butchering and the need to start the butchering process after completing Maturation manually. To simplify this we’ve automated the process as follows:
Changed the behaviour of Husbandry animals Interaction after Maturation. Now the animals will automatically enter the butchering cooldown after completing the Maturing time, assuming they haven’t been gathered from.
Changes to 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.
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: It would become a variable that goes from 0 to 100 instead of purely RNG based. 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. Decreases condition by (10-20).
Expert Synthesis — Adds 50 crafting progress, but lowers durability by 1. Decreases condition by (10-15).
Skill Level 15 → 9.
Master Synthesis — Adds 75 crafting progress, but lowers durability by 1. Decreases condition by (5-15).
Skill Level 35 → 32.
Artisan Synthesis — Adds 100 crafting progress, but lowers durability by 1. Decreases condition by (5-10).
Skill Level 60 → 56.
Smither's Synthesis — Adds 200 crafting progress, but lowers durability by 2. Decreases condition by (0-5).
Touches
Apprentice Touch — Adds 25 crafting quality, but lowers durability by 1. Decreases condition by (10-20).
Skill Level 8 → 3.
Expert Touch — Adds 50 crafting quality, but lowers durability by 1. Decreases condition by (10-15).
Skill Level 23 → 14.
Master Touch — Adds 75 crafting quality, but lowers durability by 1. Decreases condition by (5-15).
Skill Level 48 → 44.
Artisan Touch — Adds 100 crafting quality, but lowers durability by 1. Decreases condition by (5-10).
Precision Touch — Adds 200 crafting quality, but lowers durability by 2. Decreases condition by (0-5).
Shines
Apprentice Shine — Increases crafting condition by (15-25).
Skill Level 5 → 1.
Expert Shine — Increases crafting condition by (25-35).
Skill Level 25 → 20.
Master Shine — Increases crafting condition by (45-55).
Skill Level 45 → 38.
Artisan Shine — Increases crafting condition by (55-65).
Skill Level 65 → 62.
Carpenter's Shine — Increases crafting condition by (70-80).
New Tools — Your next 5 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.
Each count of the appropriate item will fill up the quality bar based on the following:
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.
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.
Alchemy Recipe Update
Alongside other profession related changes like the overhaul to Breeding, we are also bringing forward adjustments to Alchemy recipes to improve the experience overall by increasing the quantities of potions crafted and significantly increasing the experience rewarded from the majority of recipes.
Increased the Amount per Craft:
Lesser Mana Potion 5 → 10
Lesser Health Potion 5 → 10
Intermediate Mana Potion 5 → 10
Intermediate Health Potion 5 → 10
Greater Mana Potion 5 → 10
Greater Health Potion 5 → 10
Major Mana Potion 5 → 10
Major Health Potion 5 → 10
Supreme Mana Potion 5 → 10
Supreme Health Potion 5 → 10
Eternal Mana Potion 5 → 10
Eternal Health Potion 5 → 10
Transcendent Mana Potion 5 → 10
Transcendent Health Potion 5 → 10
Most of the associated recipes had some adjustments to account for the increased quantities.
Updated the experience values for almost all Alchemy recipes. Most had their experience increased by between 20%-50% and a few reduction were applied in the range of 5%. As part of the experience raise, the materials for recipes were also adjusted.
Cooking
We will be adjusting the overall progression of Baked Goods and Meals.
Besides this content being too strong in comparison with other sources of power (like gear for example) this is also to give us more room for future recipes that will be coming in the next patch.
The changes are the following:
Baked Potatoes — Attack Power increased from 1 to 2 (100%).
Corn on a Cob — Defense Power increased from 1 to 2 (100%).
Potato Bread — Healing Power increased from 1 to 2 (100%).
Muffin — Defense Power decreased from 12 to 10 (-17%).
Bagel — Healing Power decreased from 12 to 10 (-17%).
Cake — Attack Power decreased from 12 to 10 (-17%).
Croissant — Defense Power decreased from 16 to 12 (-25%).
Sourdought Bagel — Healing Power decreased from 16 to 12 (-25%).
Deluxe Cake — Attack Power decreased from 16 to 12 (-25%).
Danish — Defense Power decreased from 25 to 15 (-40%).
Rye Bread — Healing Power decreased from 25 to 15 (-40%).
Pie — Attack Power decreased from 25 to 15 (-40%).
Apple Puree — Intelligence increased from 4 to 5 (25%).
Corn Chowder — Wisdom increased from 4 to 5 (25%).
Corn Salad — Vitality increased from 4 to 5 (25%).
Mashed Potatoes — Might increased from 4 to 5 (25%).
Scrambled Eggs — Dexterity increased from 4 to 5 (25%).
Carrot Soup — Intelligence increased from 6 to 8 (33%).
Lyderian Fries — Might increased from 6 to 8 (33%).
Omelet — Dexterity increased from 6 to 8 (33%).
Silky Scrambled Eggs — Wisdom increased from 6 to 8 (33%).
Steamed Carrots — Vitality increased from 6 to 8 (33%).
Fruit Pancakes — Vitality increased from 10 to 12 (20%).
Smoked Sausage — Might increased from 10 to 12 (20%).
Charred Meat Kebab — Intelligence increased from 10 to 12 (20%).
Roasted Chicken and Veggies — Dexterity increased from 10 to 12 (20%).
Ravendawnian Porridge — Wisdom increased from 10 to 12 (20%).
Rum Downslider — Vitality decreased from 20 to 15 (-25%).
Shaked Fruitmilk — Might decreased from 20 to 15 (-25%).
Settler's Stew — Intelligence decreased from 20 to 15 (-25%).
Dwarven Purple Shank — Dexterity decreased from 20 to 15 (-25%).
Fillet Lucien — Wisdom decreased from 20 to 15 (-25%).
Blueberry Pie — Vitality decreased from 30 to 20 (-33%).
Frozen Sweet Berries — Might decreased from 30 to 20 (-33%).
Lucien's Waffles — Intelligence decreased from 30 to 20 (-33%).
Acornchar Sausage — Dexterity decreased from 30 to 20 (-33%).
Freshfish Roll — Wisdom decreased from 30 to 20 (-33%).
Sweetened Beans — Vitality decreased from 40 to 28 (-30%).
Firered Chicken Kebab — Might decreased from 40 to 28 (-30%).
Lyderian Chopped Tenderloin — Intelligence decreased from 40 to 28 (-30%).
Rohna Roasted Ham — Dexterity decreased from 40 to 28 (-30%).
Sailor's Seastew — Wisdom decreased from 40 to 28 (-30%).
Bittersweet Roast — All stats decreased from 10 to 8 (-20%).
Iced Fruitmilk — Movement Speed decreased from 10% to 7% (-30%).
Shanks n' Mash — All stats decreased from 15 to 12 (-20%).
Misc
Reduced experience from Mining across all types of nodes by a flat 25%.
Due to the nature of Mining allowing to simultaneously hunt creatures and level the profession, it offered an edge over other Open World activities with regards to progression. With this change, we expect to bring it in-line to the expected pacing.
Level requirements for Mass Crafting have been removed.
To unlock Mass Crafting, a recipe must be crafted normally once.
Added a 30% flat reduction in experience gain from Land based gathering activities. This reduction applies to the following professions:
Farming
Husbandy
Herbalism
Woodcutting
Open World Gathering is not affected and the change is intended to ensure long-term balance taking into consideration the combine production of all players using their Land.
Since the early days of RavenQuest, 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 RavenQuest. 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 changed 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 are 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 be added 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 the 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 more 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 levels of 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 in Mortal Enemies Story Quest (Level 9).
Added an interaction where the Moa is automatically equipped in the player's Mount slot upon hatching during the same Quest.
Removed the NPC Marcus Goldfeather from the game.
Applied the following adjustments to Skill Points & Passives:
Cost of Passives reduced from 3 → 2.
Skill Points required to unlock a Passive decreased 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 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.
Quick Fire
New Description: Shoots 3 arrows, each one dealing 45% Weapon Power damage for 1 second. Increase damage by 6% per 10 Aether consumed.
Moved from Tier 3 to Tier 2 and changed its cost to 2.
Reduced cooldown from 30 seconds to 15 seconds.
Now fires 3 arrows over 1 second.
Base damage reduced from 55% → 45%.
Added a 6% Weapon Damage increase per 10 Aether.
Wind Arrow
Saurian Monitor RavenCard
New Description: Wind Arrow has a [5, 10, 15, 20, 25, 30, 35, 40] 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, 65] 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, 3.6] 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, 26] 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, 29] 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, 19].
Swapped Quick Fire for Spirit Rangers.
Disengage
Captain Boone RavenCard
New Description: Disengage reduces the cooldown of Quick Fire by [1, 2, 3, 4, 5, 6, 7, 8] seconds.
Swapped Precision Shot for Quick Fire.
Base cooldown reduction of the card reduced from 5 seconds to 1 second.
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, 0.8] 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, 95] 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, 60] 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, 3.2] 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, 0.50] 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.
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, 12] 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, 55] 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, 12].
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, 27.5] 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, 12] 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, 170].
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, 19], 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, 12] 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.
Reduced Cooldown from 60 seconds to 45 seconds.
Shield Throw
Minotaur Warden RavenCard
New Description: Shield Throw will taunt the target for 4 seconds and give you a [100, 110, 120, 130, 140, 150, 160, 170] Defense Power Barrier for 8 seconds.
Reduced base Defense Power value of the shield from 150% → 100%.
Reduced shield Defense Power scaling from 30% → 10%.
Revenge
New Description: Deals 100% Weapon Power damage to the target. Adjacent creatures will receive 25% of the damage dealt to the target. Increases the damage by 30% Weapon Power to the target creature and increases the damage dealt to adjacent creatures by 15% per 10 Aether consumed. Taking damage for at least 10% of your Maximum Health will cause Revenge to use 50 Aether without consuming it for 5 seconds.
Increased Aether damage from 20% Weapon Damage to 30% Weapon Damage.
Reduced Cooldown from 40 seconds → 30 seconds.
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 effects 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, 45] 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 a medium as well as small area.
Changed damage to no longer apply to targets in a 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 a 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 10% 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.
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, 120].
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, 2.2] 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.
Illusive
Reduced cooldown from 90 seconds to 45 seconds.
Moved from Tier 4 to Tier 5 and changed its cost to 5.
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.
Modified the ability's behavior to be off the GCD on both the 1st and 2nd activation and not trigger the GCD of other abilities during its use.
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 [5, 7, 9, 11, 13, 15, 17,19] additional damage from your attacks.
Increased duration to match the Crippling Dagger mark from 6 → 10 seconds.
Modified behavior so the card's effect only activates on the 2nd use of the ability.
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, 12].
Increased maximum number of stacks from 20 → 24.
Death Blossom
Reduced cooldown from 60 seconds to 45 seconds.
Widow Queen RavenCard
New Description: Death's Blossom ignores [6, 9, 12, 15, 18, 21, 24, 27] 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.
Moved from Tier 5 to Tier 4 and changed its cost to 4.
Increased duration from 10 → 20 seconds.
Reduced Aether generation from 20 → 10.
Reduced cooldown from 60 seconds to 45 seconds.
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, 2] 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, 2] 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
New Description: 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.
Elf Druid
New Description: Targets affected by Regenerate have their mana regeneration increased by [15, 18, 21, 24, 27, 30, 33] for the duration of the effect.
Removed old effect of reducing mana cost of target skills on targets affected by Regenerate.
Added new effect that increases Mana Regeneration of targets affected by Regenerate.
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, 45] for 4 seconds.
Removed cooldown reduction on the skill.
Removed disarm effect on targets.
Added a 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, 40] 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.
Pearlshell Giant RavenCard
New Description: Increases the strength of barrier by [10, 15, 20, 25, 30, 35, 40] Spell Power.
Reduced the starting base rarity value from 75% → 10% and rarity scaling from 12.5% → 5%.
Force Push
Saurian Skullmage (RavenCard)
New Description: Force Push increases your Movement Speed by [10, 13, 16, 19, 22, 25, 28, 31] 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 a new effect of decreasing Weapon Power and Spell Power for 4 seconds based on rarity value.
Crowman (RavenCard)
New Description: Casting Force Push grants you a [120, 140, 160, 180, 200, 220, 240, 260] Healing Power Barrier for 4 seconds. All party members also receive a Barrier equal to half the strength of yours for 4 seconds.
Reduced duration of barrier from 8 → 4 seconds.
Expanded the effect of the skill to include all party members.
Removed cooldown increase for the skill.
Changed the barrier strength from 500% → 120% Healing Power and added rarity scaling of 20% per rarity.
Party Recovery
New Description: Restores 15% Healing Power health for 15 seconds to the entire party. Regenerates additional 3% Healing Power health per 10 Aether consumed.
Reduced base Healing Power from 30% → 15%.
Reduced Healing Power from Aether from 6% → 3%.
Increased duration from 10 → 15 seconds.
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, 12] 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, 17] 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.
Moved from Tier 5 to Tier 4 and changed its cost to 4.
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, 8] seconds. Additionally, when using Haste, grants 50% of the effect to you and party members other than the main target.
Removed the old effect of increasing Haste for party members.
Added a new effect that applies the new Haste effect to party members at 50% effectiveness and increases 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, 1.8] seconds.
Removed the old effect of applying a snare.
Added a new effect of silencing affected targets scaling based on rarity.
Shark Hydromancer RavenCard
New Description: Typhoon deals [20, 25, 30, 35, 40, 45, 50, 55] 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
New Description: Enchants a friendly target with a wind aura for 4 seconds. After wind aura expires, the target gains 200% of the damage taken as a Barrier for 4 seconds.
Reduced duration from 6 → 4 seconds.
Removed 40% Max Health limitation.
Runegust Jackal RavenCard
New Description: Air Aura now returns [50, 70, 90, 110, 130, 150, 170, 190] 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 15% for 2 seconds.
Removed stacking feature from the Passive.
Removed the old effect of increasing Haste.
Reduced duration from 5 → 2 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, reduce your Maximum Mana by 30%.
Removed restriction making the Passive mutually exclusive with Devout Healer and Devout Protector.
Removed the 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, 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 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 to increase 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 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
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 old effect of lowering an attacker's Haste when hit.
Flow of Magic
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
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 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
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, 45]. If your health is below 50%, increase healing of Brutal Strike by [25, 35, 45, 55, 65, 75, 85, 95].
Increased base Healing rarity scaling from 3% → 5%.
Increased Healing below 50% rarity scaling from 5% → 10%.
Guillotine
New Description: Deals 50% Weapon Power damage to the target. Increases damage by 45% Weapon Power per 10 Aether consumed.
Increased Aether damage from 35% Weapon Damage to 45% Weapon Damage
Dwarf Legionnaire RavenCard
New Description: Guillotine applies Mortal Wounds to the target, reducing all healing received by [15, 20, 25, 30, 35, 40, 45, 50] 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, 22] Weapon Power damage.
Removed the limitation on basic attacks.
Reduced rarity scaling from 3% → 2%.
Reduced base rarity value from 15% → 8%.
Feasting Strike
New Description: Deals 100% Weapon Power damage to the target. Heals you by 50% Weapon Power per 10 Aether consumed.
Increased healing per Aether from 40% Weapon Power to 50% Weapon Power.
Reduced skill cooldown from 30 seconds to 20 seconds.
Changed skill behavior to adapt to the equipped weapon's range.
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, 24] 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, 3.4] 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, 45] 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, 85] 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, 24].
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, 0.8] seconds.
Replaced the 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, 17] 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, 8] 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, 22] 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 0.5%. 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.
Reduced received damage from 1% to 0.5%
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 4 seconds. Melee basic attacks will give five 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 the 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, 8.5] 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, 12].
Swapped the old effect reducing the cooldown of Arcane Torrent with a new one increasing damage.
Curse
New Description: Applies a Curse that deals 20% Spell Power damage to the target every 1 second for 12 seconds. Whenever a Cursed target is defeated, it generates 10 Aether.
Reduced skill duration from 15 → 12 seconds.
Reduced the damage intervals for the damage over time effect from 3 → 1 second.
Reduced the damage from 45% → 20%.
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, 8.5]. 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%.
Leech
New Description: Throws a leech at the target, dealing 20% Spell Power damage per second for 10 seconds, healing you by the same amount.
Increased duration from 8 seconds to 10 seconds.
Increased cooldown from 15 seconds to 20 seconds.
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, 1.65] 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, 17] 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, 85] 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, 12] 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 Curse for 12 seconds to enemies in a small area which deal [5, 6, 7, 8, 9, 10, 11, 12] more damage per tick than Curse and spreads Curse as normal. Empowered Curses and Curse can both be applied to the same target.
The duration of the Empowered Curse increased from 10 seconds to 12 seconds.
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, 23] 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.
Land
During testing phases, we had limited Community Land to Small Houses, while Open World Lands use pre-existing rules rather than one's specific to them. With the Global Release, we are looking to simplify how Effort is accumulated on Community Lands and set up rules for Effort pools possessed by Open World Lands.
Open World Land Effort Pools
First let's go over the Open World Lands. Due to the fact that Land activities do not consume Effort, the more important value is the total Effort pool, which by default is set at the same size as Large Community Lands + the size of the Open World Land owned. This means that by default, an Open World Landowner will always have a larger Effort pool than someone that only has Community Land, regardless of size.
Community Land Effort Pool
For Community Lands, the Effort pool always defaults to the highest tier of Community Land owned, meaning that unlike Open World Lands, these do not stack together.
Effort Generation
To simplify Effort on Community Lands, we are removing the old rules of looking at productivity of Lands and instead focus on the activities that generate Effort. Experience earned from simply playing the game, like fighting creatures and completing events is the central focus on Effort generation and is directly recovering effort without any other factors affecting those values.
This simplification meant that we significantly increased the rate at which Effort would be accumulated, so to offset the change we also:
Reduced the Patron multiplier bonus from x4.65 → x2.
Reduced the Effort required to craft Tradepacks from 1,000 → 500 in order to ensure that players can begin participating in the economy earlier and more actively.
Misc
Added individual Land Teleportation timers for each owned Land. With this change, you will be able to travel to each of your Lands using their specific Teleport.
Community Land
With the release of RavenQuest, we are going to open Medium Community Lands for claiming and update the Land Tax for all Lands.
Reduced Small Community Land Tax from 8,000 → 7,840 Silver
Increased Medium Community Land Tax from 15,840 → 218,400 Silver
There is a big jump between Small and Medium Lands in their ability to generate revenue, and the previous values simply did not accurately represent the profit that Medium Land brings.
As for Large Community Lands, we are going to unlock them a little after Global Release. This is because Land Tax will be based on $QUEST rather than Silver and so we want to ensure that the values reflect the worth of the Land accurately and there are no issues when the transaction occurs.
The Munk Shop
Previously known as the RavenStore, we have rebranded it as The Munk Shop! Here, you will be able to purchase various in-game services and items like RavenPacks, Mobile Vendors, Name Changes and more.
The Munk Shop also supports both RavenCoins and $QUEST as currency so you have complete freedom in how you choose to secure the items you want.
For the duration of the Stress Test, $QUEST will have a fixed price, however after the Global Release of RavenQuest, we will be deploying an Oracle to actively monitor the price of $QUEST and update in-game in real time to match the costs of services in Ravencoins. This way we will be able to maximize convenience for the users and let you decide what currency you wish to use.
Tasty Teas
Milk Tea has been the silent assistant in every adventurer's journey, however it previously lacked depth and provided far more in terms of value than it cost to purchase. To remedy this lack of balance, we are expanding Milk Tea to become a part of a full tea set.
Added the following:
Lavender Tea - granting a 7% Experience Boost
Green Tea - granting a 10% Experience Boost
Forest Fruit Tea - granting a 15% Experience Boost
Bloodroot Tea - granting a 25% Experience Boost
Spiced Tea - granting a 30% Experience Boost
Wellspring Tea - granting a 35% Experience Boost
Luxury Black Tea - granting a 40% Experience Boost
All of the new tea types follow the same rules as Milk Tea, save for the fact that they provide varying levels of bonuses. and the fact that higher tier teas have higher stored experience limits.
Lavender - Milk Tea all can store up to 1,000,000 Experience
Bloodroot Tea up to 2,000,000 Experience
Spiced Tea up to 3,000,000 Experience
Wellspring Tea up to 4,000,000 Experience
Luxury Black Tea up to 5,000,000 Experience
Each tea can be purchased from the Ravencrest tavern, just like Milk Tea, which had its price increased, and the prices are as follows:
Lavender Tea - 2,000 Silver
Green Tea - 4,000 Silver
Forest Fruit Tea - 7,500 Silver
Milk Tea - 4,000 → 12,500 Silver
Bloodroot Tea - 20,000 Silver
Spiced Tea - 35,000 Silver
Wellspring Tea - 50,000 Silver
Luxury Black Tea - 100,000 Silver
Certain flavors are far more expensive than others and the rarest, highest quality ingredients will get you the best results.
We've also introduced level restrictions for each tea, which are as follows:
Lavender Tea: No Restriction
Green Tea: Legacy Level 10
Forest Fruit Tea: Legacy Level 20
Milk Tea: Legacy Level 30
Bloodroot Tea: Legacy Level 40
Spiced Tea: Legacy Level 50
Wellspring Tea: Legacy Level 60
Luxury Black Tea: Legacy Level 70
Creature Experience and Loot Bonuses
Those of you who participated in the testing phases, are already familiar with bonuses from killing creatures which are higher level than your character. For many, the defining meta of how to progress through the game was built around pursuing the highest level creatures that can be defeated. What this meant was that unintentionally, we had encouraged players to seek out the weakest creatures possible, at the highest level available for maximum rewards. Needless to say, this goes against the intention of the system. Greater rewards ought to come from facing bigger threats, not from swarms of creatures that pose little danger.
With this in mind, we have undertaken a massive effort to rework how bonuses to your experience and loot drop chance is applied. Firstly, we have removed all bonuses to loot and experience that comes from facing a creature which is higher level than you (besides the standard experience increase based on the creature level), reduced the penalties for creatures lower level overall and removed penalties for creatures up to 2 levels below than you so that you aren't penalized for staying in spawns that are at your level range.
In its stead, we have introduced a new progressive bonus that is applied to experience received and loot drop chance which is based on the base experience value of the creature. This value generally determines how strong a creature is, how many skills it has etc. The higher the value, the higher the rewards you receive. The starting value at which creatures receive a bonus is 325 base experience (e.g. Brotherhood Tracker), which is very slightly above the average creature in terms of power. Do note that there are no penalties for facing creatures below this value.
With these changes we expect to see greater build diversity in hunting creatures as well as better rewards for taking on serious challenges.
With these changes, we've also reduced the base experience value of the following creatures:
Vile Wurm 275 → 175
Blaze Spider 300 → 275
Bog Spider 300 → 275
Cave Spider 300 → 275
Forest Spider 300 → 275
Snow Spider 300 → 275
Sand Spider 300 → 275
These were simply valued more than they were actually worth and these adjustments are bringing them more in-line with other creatures of similar strength.
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. 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 +20%.
Reduced Tradepack value from 25% → 20%.
Reduced Experience and Loot from 25% → 20%.
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 3x.
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 further 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.
New Additions
With the removal of Dawn Essence from Supplybags, we received a lot of feedback during the last round of testing that Supplybags felt underwhelming and lacking in excitement when opening them. To correct course and give these items some much needed love, we're adding a new set of items that cannot be obtained through any other means.
What are these items? Looter Tonics!
As seasoned hunters, the members of the Rangers Company developed various tonics to assist them in extracting value from the creatures they hunt. Each tonic corresponds to categories of creatures as they are designated by the Rangers Company, be they Amphibians or Mutants and when consumed grant a 30% bonus to receive items dropped by these creatures for 1 hour.
The list of tonics include:
Amphibians Looter Tonic
Aquatics Looter Tonic
Arthropods Looter Tonic
Beasts Looter Tonic
Draconics Looter Tonic
Giants Looter Tonic
Goblinoids Looter Tonic
Humanoids Looter Tonic
Humans Looter Tonic
Mutants Looter Tonic
Outsiders Looter Tonic
Reptiles Looter Tonic
Undeads Looter Tonic
These tonics can be obtained from any Supplybag, however Luxury and Legendary Supplybags have significantly higher chances of yielding these treasures. Each tonic can be obtained only once per bag and are selected randomly, however the tonics can also be traded on the marketplace so if you do not receive the one you would like best, someone else may be willing to trade.
Furthermore, we are also adding Small Glory Shards as a potential reward from Luxury Supplybags and Medium Glory Shards as a reward from Legendary Supplybags, allowing you to complete the collection of your trophies a little faster.
Lastly, we have also significantly increased the amount of silver from Supplybags, in particular from Legendary Supplybags.
With these additions, there were a few removals and adjustments to compensate. For one, Moa Treats have been removed from all Supplybags due to the overhaul to Breeding. Secondly, the chance to receive a normal Supplybag was reduced by 60% as silver value and chances were increased.
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.
Creature Drops Balancing
Due to the recent additions of new creatures 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
Misc
Removed Fiery Essence from the list of items that are sellable to NPC vendors. This was done due to the use of Fiery Essence being used as fuel for other content.
Adjusted the drops of creatures that previously dropped Fiery Essence, providing them other options that would still generate silver to make up for Fiery Essence change. The following creatures were affected:
Emberglow Trunks;
Flamelord Djinns and Firestarter Djinns;
Draconic Pyromancers;
Lavacap Mushrooms and Embercap Mushrooms;
Firerock Cub, Firerock Kit and Firerock Ninetails;
Tradepack
As part of reworking the distances between Tradeposts to better account for natural obstacles and roads/trade routes, we are updating how the Tradepack UI displays information regarding Tradeposts.
Removed distance "tiles" from the character Tradepack UI window as these do not track distances between posts, but rather distance from the character while ignoring terrain.
Updated the distances shown when interacting with a Tradepost to detail the distances between it and all other tradeposts.
Updated "tiles" to now describe the distance in "steps".
To better balance Tradepacks, we’ve adjusted material requirements to align all recipes within a 1% variance. While materials needed have slightly increased (avg. 21%), completing all 3 Adventurer’s Board tasks now grants 1 Tradepack Certificate daily, reinforcing the importance of Tradepacks and rewarding active play:
Slums Provisions: 200x Small Log, 65x Shank, and 690x Potato
Crafting Basics: 40x Copper Ore, 55x Hide, and 200x Small Log
Building Materials: 240x Stone, 185x Small Log, and 68x Hide
Settler's Rations: 200x Corn, 650x Potato, and 56x Shank
Campfire Roast: 120x Small Log, 220x Stone, 68x Chicken, and 155x Potato
Exotic Fruits: 52x Watermelon, 70x Sunberry, and 62x Moonberry
Pie Making Kit: 56x Apple, 65x Sunberry, 25x Cherry, and 60x Ground Flour
With this, we are also adding a new reward to the Adventurer's Board. From now on, after all 3 tasks are completed, you will receive a Tradepack Certificate. This reward is available to all players as soon as they unlock the Adventurer's Board tasks.
Waypoints
Along with other Silver related changes, we are making a change to Waypoints. Previously, Patrons could use Waypoints free of charge to travel around the world, while non-Patrons had to pay the full price to use the service.
The new changes are removing free Waypoint travel as a benefit for Patrons. This was done in part for the longevity of the game's economy as Waypoints consuming Silver reduces the pace at which inflation grows.
That's not the end, however, as we wanted to keep Waypoints accessible to everyone, and so Silver costs of using them have been reduced by 50% for all players! With the costs being significantly lower overall, but everyone contributing to the system, we can provide the most support to the game's economy without significant disruption to the travel habits of players.
Lastly, we changed behavior of the Waypoint UI after teleporting. It now closes automatically for a seamless transition between locations.
New Spawns
Added new Saurians Spawn (Levels 79-82) near the Ruins of Gilead.
As pressure from Ravencrest adventurers mounts, the saurians respond by expanding their grounds further and deeper underground. Initial scouting reports suggest the new tunnels are home to far more powerful saurians than others of their kin in the surrounding area. All travelers are advised to steer clear from the eastern shores of Gilead.
Added new Snow Spiders Spawn (Levels 72-75) under Coldstring Burrows in the Frost Steppes.
Snow spider activity has never been strange around the Coldstring Burrows, however the extent of these nests was not fully understood until an expedition from the Ravenscouts managed to penetrate the outer layers and revealed a vast network of caverns. Who can say how deep these tunnels lead and what may be discovered within…
Crowd Control Effects
Crowd Control effects are not always intuitive when it comes to understanding how diminishing returns are applied to creature skills. Currently only some conditions are affected by diminishing returns. These changes aim to improve the overall hunting flow, making rotations and encounters smoother.
To achieve this, we have categorized condition effects into different classifications and are clarifying how they are used by creatures in combat against player characters. These are as follows:
Pull
Push
Interrupt
These effects are not affected by diminishing returns on crowd control.
Unique Crowd Control
Slow
This type of crowd control is not affected by diminishing returns at this time due to the large range in potency from slowing effects.
Hard Crowd Control
Stun
Fear
Snare
These effects impact each other when it comes to diminishing returns so receiving multiple slows will reduce the effectiveness of stuns and fear effects. Fear has also been changed to apply a silence effect as well as loss of movement control.
Action Crowd Control
Confusion
Silence (Includes Hex)
Blind
These effects impact each other when it comes to diminishing returns so receiving multiple blinds will reduce the effectiveness of silence and confusion effects.
The categories listed above are only working within their groups and not with each other, meaning that stuns will not reduce the effectiveness of blinds and vice versa.
North Star Rewards
With the changes to Dawn Essence, we received a lot of feedback regarding the lack of accessibility to RavenPacks that would enable greater customisations of builds. To rectify this we are greatly expanding the amount of Adventurer RavenPacks rewarded from collecting North Star rewards.
In total we've expanded to a total of 90 Adventurer RavenPacks and 19 Standard Ravenpacks for everyone, additionally Patrons receive a bonus 20 Standard RavenPacks.
Upon reaching Level 25, you will also earn a new title.
Furthermore, the following Story Quest will also reward 1 Adventurer RavenPack each:
Game Meat (Level 5)
Mortal Enemies (Level 10)
The Rites of Skorn (Level 16)
A Goblin Obsession (Level 21)
Into Troubled Waters (Level 25)
Creature Crafting Materials
We're bringing forward an update to creature crafting material. Increasing drop rates for rarer items and reducing overabundant materials. With this, we are also introducing crafting material drops to the newest creature additions to the Winterborn, Skorn and Hookmask families.
Item Additions
Hookmask Sigma - Now drops Rough Steel Plate.
Hookmask Adept - Now drops Thin Blade and Unyielding Fortitude Fragments.
Hookmask Gamma - Now drops Polished Plate Scraps and Unyielding Fortitude Fragments.
Winterborn Icebreaker - Now drop Sturdy String.
Winterborn Iceguard - Now drops Polished Plate Scraps and Swiftseer Band Fragments.
Winterborn Frostmancer - Now drops Ambersprite Shard and Swiftseer Band Fragments.
Skorn Fanatic - Now drops Cutting Edge Scrap.
Skorn Dreadknight - Now drops Ancient Metallic Scrap and Voidmind Fragment.
Skorn Demonologist - Now drops Enervating Core and Voidmind Fragments.
Ghaz Sandbender - Now drops Cunning Handle.
Drop Rates
Increased drop rate of Enervating Cores.
Increased drop rate of Heavy Metal Chunks.
Increased drop rate of Ancient Ingots.
Increased drop rate of Greenweave Bolt.
Increased drop rate of Ancient Metallic Scrap.
Increased drop rate of Polished Plate Scraps.
Increased drop rate of Crude Rune Tips.
Increased drop rate of Sturdy Joints.
Reduced drop rate of Internal Padding from Bog Spiderlings, Snow Spiderlings, Bog Spiders and Snow Spiders.
Reduced drop rate of Phantasmagorical Cloth from Vampires and Chainwraiths.
Reduced drop rate of Sea Cured Leather from Pirates.
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.
Salt Water Pit — Level 26
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 syncs all players to the level of the Event.
General
Added $QUEST as an in-game currency. This means that you can now deposit $QUEST from the website to your in-game character's inventory or withdraw $QUEST from your character. $QUEST is displayed in your inventory just like Silver.
Added a shine effect animation for new RavenCards added to the player's collection.
Applied general visual improvements to skills:
Updated Legacy Skill colored text to match other Skills.
Added Cooldown and RavenCard Rarity to the tooltip when you mouse-hover over a Skill in the Action Bar.
Updated the colored text in the Upgrade Skill confirmation window.
During extensive testing, we observed that the experience obtained from creatures was still disproportionately higher than many other sources combined. In order to bring a little more equilibrium between sources of experience, we've reduced the creature experience scaling per level to 30% of the original value. With this change, we expect to see the rate of progression become more steady and predictable. This, in combination with the changes to the bonuses from creature power and increased power of the Adventuring Spirit Booster will still enable bursts of progress for the hardcore players as well as those who enjoy a more casual approach.
Improved the icons for Inventory Filters in order to allow for better visibility and ease of sorting through items.
Improved the UI window displayed when selecting items from the North Star Quests Equipment Chests.
Reduced the cooldown between Profession Passive resets from 7 days → 1 day.
Restored the original wait time (7 days) for Initiates to be promoted to Members upon joining a Guild.
Adjusted the prices of inventory, Bank and Build Slots.
Change in the behaviour of Husbandry Animals Interaction after Maturing. Now, the animals will automatically enter on butchering cooldown after completing the Maturing time.
Updated how creature drops are displayed in the server log. Now the quantity and quality colors are displayed.
Removed Level requirements for earning Renown.
Increased Crafting Taxes from 6% → 24%.
This increase may seem significant, however due to the reduced experience of crafted items, this is simply bringing the cost back to the levels that were originally intended.
Added visual and organizational improvements to the Withdrawable Inventory UI.
Added a new effect to the end of the Eye of the Storm Legacy Skill.
Added Rangers Company tasks in Gilead Island to hunt Saurians (level 75-87).
Added Rangers Company tasks in Frost Steppes to hunt Snow Spiders (level 64-79).
Added "F" interaction as an alternative to the current "Get on Wagon" interaction, which improves the traveling experience significantly.
Added the "Refer a Friend" button to the Social (N) UI window in-game, under the Friends Tab.
Updated the Edit UI Interface to display clearer information regarding which UI elements are represented by the outlines on the screen.
Added several new Level 65+ Open World rewards in Zephyr Vale, Gilead Island, Hadarak Desert, Glaceforde, Glademire and Elder Coast.
Alchemy crafting benches on the ground floor of the Ravencrest potion store are now functioning correctly and can be used by players to craft Alchemy items.
Added an Alchemy, Blacksmithing, Weaving and Carpentry crafting benches in the personal chambers of the owner of the Eternal Night Society.
Added the option to filter requests for Trade, Party and Guild invites. The option can be found inside the (O) > Windows menus and allows to filter between Everyone, Friends and No One.
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.
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.
Changed the creature skill Terrorize, increasing the cast time from the creature skill Terrorize from 2 to 3 seconds. The condition Fear now also removes the ability to cast skills.
The creature skills Ravage and Grapple now apply a condition that grants immunity to being stunned when being targeted by these skills from multiple sources.
Reduced the base maximum amount of Cobalt obtainable from Mining from 3 → 2.
Reduced the cooldown of Aether Ember Trinket from 10 → 5 seconds.
Removed Lillypad Trout from Fishing UI as it's related to an old event that is not currently active.
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 "Desert Rose", reward item from the Tuskan Trashers (Level 37) Story Quest:
Changed the item description.
Added the same functionality as other Housing Decorations, allowing the item to be interacted with and unlocking a cosmetic item (similar to Creature Trophies).
The Housing Decoration item is named as "White Plant" in the housing interface.
The Desert Rose has been added to Mercier's shop and can be purchased as long as the cosmetic has not been unlocked or a copy already owned.
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.
Players can now properly complete the task 'The City of Ravencrest' by purchasing an item from Basil, the Bartender, or the General Goods merchant.
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 Troll Warlock is applying the Empowered Curse effect correctly.
The RavenCard Hoghound Archer is now giving the correct amount of Critical Chance.
The RavenCard Generous Influence is now functioning correctly, and its effect is no longer applied twice to the player.The RavenCard Generous Influence is now functioning correctly, and its effect is no longer applied twice to the player.
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.
Fixed an issue where Diminishing Returns for turning in large amounts of Culled Eyes was not properly registering when the threshold was crossed.
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 where party members were not correctly shown on map and mini-map when they are mounted.
Fixed an issue with the Unchained ability that allowed it to be purchased as if it was a Tier 4 ability.
Fixed an Issue where player's couldn't be able to Login due an issue on interface
Fixed an Issue where when buying items from Ranger's Company shop it was showing negative values from Bounty Marks.
Fixed an issue preventing players to create guilds with the Spanish or Brazilian flags.
Fixed an Issue where the Rank of guild Members was resetting after relogging.
Fixed the trigger integration from Magical Phermones dynamic event that was not working correctly.
Fixed an interaction during the Creating Value - Level 46 story quest. It is no longer possible to summon multiple Golden Guardian mini-bosses while one is already spawned after an item interaction.
Fixed an issue that caused players to appear mounted on Moas without actually being mounted.
Corrected an issue where the trinkets Slippery Sole, Icedrop Solution, and Stepping Fuel were incorrectly boosting speed while riding a Moa. Updated their descriptions to clarify that they only increase speed "on foot."
We hope you enjoy the news coming to the Pre-Release Stress Test! Participate in the Tavern Discussions and tell us what you think of the news!