We are thrilled to unveil the massive Phase 3 Update Notes for RavenQuest! Packed with exciting changes, 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.
Mark your calendars, stock up on snacks & energy drinks—it’s time to prepare for RavenQuests biggest phase yet. The colossal 11 million $QUEST Phase 3 Airdrop kicks off on December 5th at 9:00 AM Pacific Time. Get ready to dive in and make your mark on the future of web3 gaming!
The Core of RavenQuest’s massive Phase 3 Update are the new Renown System, Feed the Munk System and the NFT Testnet. All of these are essential to the Web3 side of RavenQuest and an integral gameplay loop to your earning in RavenQuest.
To support these systems, we’ve built out new events, new overhauls to crafting & gathering, expansions to creature families, new spawns and overall content, buffs to Party Hunting and improvements to Land & Housing so that you can make the most of your time in RavenQuest and begin to build your Legacy!
There are so many more new features to list, but let’s not delay. Now sit back, and enjoy our biggest update yet.
Greetings and Merry Emberveil to all our adventurers! This year, as we approach the festive season, the people of Ravencrest are wrapping presents, decorating their homes and preparing for the arrival ofFather Beardand his Munk Helpers.
Seeking to make this the biggest celebration yet, with many moving parts and many ways to participate, whether it’s crafting, fighting creatures, completing dynamic events or traveling around the world exploring,Emberveil Giftsare waiting to be unwrapped!
Tomorrow, a special DevBlog on Emberveil will be released to help you prepare for the upcoming Christmas celebration—stay tuned!
Ravencrest is alive with the Christmas Spirit!
The world of RavenQuest is expanding — not just in content, but in connectivity! We’re thrilled to introduceRegional Channels, a new feature to ensure the smoothest gameplay experience.
You’ll now be able to connect to your preferred server location for the fastest connection possible, all while staying connected with friends, guildmates, and trading partners worldwide. This isn’t a new World or Server — it’s an option to choose the server location that offers the best connection for your adventures!
Click here to access the DevBlog to understand what these Regional Channels mean for you!
With Phase 3, we are also introducing theRenown System, a new mechanic centered around rewarding $QUEST Tokens for building theRenown of your character through adventure, exploration and accumulation of wealth! The core idea behind the Renown System is to provide a tangible, earnable resource in-game that would translate into weekly rewards from a shared pool of $QUEST Tokens. The more Renown an individual possesses relative to other adventurers, the bigger their share of the pool becomes! Let's dive straight into the different means of earning Renown:
Leveling Up— One third of the Legacy Level of the character rounded up translated directly into Renown, however once your Legacy Level rises above 75, this value increases significantly.
RavenCards— Renown is generated based on the rarity of each RavenCard in a character's Collection, however removing a card from the Collection of RavenCards will affect this value. Renown is only considered for 1 RavenCard per rarity so there's no need to hold duplicates of the same rarity.
Outfit Cosmetics— For the fashionistas in the community, collecting different tiers of Outfits will reward Renown for each one in your Collection. If for any reason an Outfit is no longer in possession, the contribution it offers towards Renown is removed.
House Decorations— The homes of adventurers are also their status symbols and displaying an impressive Collection of House Decorations will boost their Renown among peers and onlookers. Only unique Decorations will count towards the total Renown score.
Reputation — What good is an adventurer without a Reputation to their name? The more deeds and acts of heroism that are performed, the more their names are sung of by bards in tavern, spreading their Renown far and wide!
Achievements— When all adventuring and braving the unknown are done with, every adventurer needs stories to tell, Achievements to boast of, and through every conquered milestone, their Renown only grows with the record of their deeds.
Journal — Exploration is key to the success of every seasoned adventurer, and as they venture into the unknown, recording the dangers as well as treasures they encounter, their Renown grows with their experience! Every entry into the Journal Collection will contribute to Renown.
Patron Status— At the end of the day, it is through loyal Patrons that the world of RavenQuest can continue turning and so their Renown takes a life of its own. Known to both commoners and kings alike!
Munk Profile NFT — Loyal, hardworking Munks form the backbone of many industries and by paying tribute to these hardy folk, they provide a significant boost to the Renown of their admirers. The rarity of the Munk Profile NFT affects the Renown bonus received.
Note: Patron Status and Munk Profile NFT do not stack with each other. These bonuses are applied separately to Renown.
Note: You will see the $QUEST received through Renown on your Account Panel, but during Phase 3 all the processes related to Renown are only part of a test.
The Renown Interface can be accessed through the Main Menu, or by pressing CTRL + U.
One of the biggest (both literally and figuratively) additions to RavenQuest in this Phase is theHungry Munk, who now sits just across from the Community Land, Ravencrest. This special Munk is not only giant in size, but possesses a gigantic appetite for resources of all kinds and will reward all who bring it offerings!
Similar toRenown, this is a new mechanic centered around rewarding Dawn Essence on a daily basis. Feed the Munk with materials everyday to participate in its Dawn Essence Daily Pool!
All Adventurers over Legacy Level 40 (Level 15 for Phase 3) are able to give offerings to the Hungry Munk by interacting with it, and each donor will be rewarded withMunk Tickets, which is given based on the materials donated and reflects the amount of Dawn Essence that you will get from the daily pool.
Due to the enterprising nature of Munks, the Hungry Munk also requires an amount of Silver alongside the offering, which is also calculated based on the materials donated.
Acceptable materials come from the following professions and will be in a schedule rotation so that Adventurers can plan ahead:
Alchemy
Blacksmithing
Carpentry
Weaving
Cooking
The Hungry Munk will always start out not quite living up to its name, however the more offerings it receives from the community, the larger it becomes! The tracking of its size and next growth phase can all be seen inside the UI Panel that has been developed specifically for the Hungry Munk, and each time it grows in size, the daily pool of Dawn Essence grows with it!
Please note that a minimum of 100 Munk Tickets are required to qualify for the Dawn Essence rewards.
Note: The Hungry Munk will be available from December 9th onward.
It's not really clear if the Giant Munk is an attraction for other Munks to profit on or some kind of deity they feel compelled to satiate using Adventurers…
One of the main mechanics being introduced with Phase 3 is the Withdrawable Inventory (CTRL + I).
By accessing the Withdrawable Inventory, which becomes available from Legacy Level 15, players will be able to check and sort all the assets that are currently deposited and active in the game, such as their Lands, RavenCards, Moas, Outfit Cosmetics, Transport Cosmetics and House Decorations.
As the name implies, it is through this Interface that players will be able to withdraw assets from the game to the Website. However, this action will make the asset no longer active and available in-game, unless it is deposited again through the Website.
Note: During Phase 3, all processes related to the withdrawal and deposit of assets will only be part of a test.
Withdrawable Inventory Interface (CTRL + I)
The wait is over, and it's time to elevate your journeys! Get ready to experience a whole new level of immersion as each region now boasts its own unique ambient soundtrack. From the serene shores to the darkest depths, every note is crafted to pull you deeper into the world:
Glaceforde
Harbor Island
Gilead Island
Sajecho Island
Rohna Woods
Glademire
Elder Coast
Frost Steppes
Fields of Despair
Crowhollow Bog
Zephyr Vale
Hadarak Desert
Ocean
Don't worry: Classic vibes are still alive! If you're a fan of the original track, fear not — Ravencrest continues to echo with its timeless tune. It's time to turn up the volume and let the music guide your journey!
RavenQuest is a living, breathing world that never stops evolving — and neither do we! We're constantly seeking ways to deliver fresh, thrilling content while bringing new life into the old. Following this philosophy, we're happy to announce new Quests and Events for Frost Steppes and Elder Coast!
We've also taken a deep dive into our older Events, fine-tuning their mechanics and rewards to align with today’s most engaging content. Not only are these events more rewarding, but we've also reactivated several previously dormant events, bringing a surge of energy back into the game:
Early Story Quests Improvements
To help players in the early game have a better understanding of certain core mechanics, we're making a few small improvements to a couple of Story Quests:
Game Meat — Level 5 Added a new task before the end of the quest that teaches how and where creature products can be sold. Adjusted NPC Brigda's dialogue to reflect the new task.
The Lighthouse Keeper — Level 11 Added a new task before the end of the quest that teaches how to craft a wagon and where it can be done.
New Events
Winter Night Ritual (Dynamic) —Frost Steppes, Level 64 The Yornish have their own customs and rituals. In the dark of night, they perform them away from prying eyes...
Blood Bowl (Environmental)—Frost Steppes, Level 73 Each Yornish settlement has their own rights of passage and entertainment. The Yornish of Yorn'omaala enjoy the spectacle of blood sports and any who answer the call of the Herald may challenge the Yornish Champion.
Prison on the Peak (Environmental)—Frost Steppes, Level 77 The Titan Claws are a desolate and dangerous place, filled with long-forgotten magic. However, something has begun to stir on those peaks. Something ancient and hungry....
Primal Stampede (Dynamic)—Frost Steppes, Level 68 Mammoth Bulls are known for their territorial nature and occasionally they even band together to remove intruders.
Bloody Infestation (Environmental) —Elder Coast, Level 72 A strange malaise has been set upon dwarven miners as a renowned physician seeks to uncover the source of the sickness and apply a truly dwarven cure to the afflicted.
Improvements to Existing Events
As we examine events new and old, we are bringing forward some changes to some Events in order to revamp their trigger conditions as previously they were too difficult or practically impossible to activate. Alongside changing the trigger conditions we are also adjusting rewards and fixing text information in order to better clarify task requirements.
Firstly, we are bringing forward an Event that could not be triggered previously, improving the overall design and adding to the content in Hadarak Desert:
As Sharp as Wind (Dynamic) — Hadarak Desert, Level 42. The sands of the Hadarak conceal many ancient secrets and powerful magic. Djinns have many buried temples and the potent magic within occasionally creates cracks, causing some of these beings to escape and reach the surface. When this happens, they can pose a threat to the people of Dras Narda and must be stopped.
Finally, Undead Harvesting was enabled again and changes were made to it. The overall changes are intended to add clarity to the event, improve the rate of successful completion and allow for the event to trigger more frequently, but less predictably.
One of the key points to these changes is to encourage and underline the importance of working with other adventurers to complete the event in the most efficient manner possible.
Undead Harvesting (Dynamic) — Level 74:
Increased the event's trigger chance.
Removed the requirement for the region to be in a state of Conflict or War; the event can now trigger during Peace.
Expanded the system message triggered from starting the event to play for everyone in Glaceforde.
Added a failsafe if players exit the event area with the quest item Malgar's Device and speak to the quest giver. This will remove the quest item in order to provide the correct normal inventory item.
The failsafe ticking rate has been increased, reducing the time required for the event to be guaranteed to activate by 25%.
Removed players ability to teleport outside the event area even while the event is inactive.
Taking damage now interrupts channeling the interaction with the leghold trap.
Task two will now always trigger.
Increased the number of Frostrisen required to be fished or harvested on task two to 12.
Increased the number of Frostrisen required to be fished or harvested on task three to 16.
Adjusted the chances for different Frostrisen skeletons to be spawned during task one, two and three.
Increased the drop rates of Frostrisen Shards from all creatures.
Reduced contribution points received from harvesting Frostrisen to 400.
Added a fourth task with a chance to trigger.
One of our big focal points at this time is the expansion of creature families with new, stronger members that provide more Experience and a greater challenge to high level players!
In this Update, we are adding new creatures to the Skorn, Hookmasks and Winterborn families! More information can be found below:
Hookmask Family
Hookmask Adept — Higher ranking members among the alchemists of the Hookmasks, the Adepts are well versed in the bodily transformation experiments that the brigands engage in. They are trusted to control and command the more wild and unpredictable Hookmask creations.
Hookmask Sigma — Occasionally the serum that produces Hookmask Ragers has a side effect that transforms the users body. The skin on their back is ripped open as three tentacles sprout out of the resulting wounds. The entire process renders the minds of these individuals highly unstable and in constant need of supervision by Hookmask Adepts, who use various scents to keep them under control.
Hookmask Gamma — Ambitious alchemists saw an opportunity to take control of the mutations that take place when creating a Hookmask Unleashed and started work on Project Gamma. Through careful experimentation, they were able to steer these mutations and have them take on poisonous properties that improved the subjects ability to control larger areas and spread diseases.
Skorn Family
Skorn Fanatic — Masked from head to toe, these crazed lunatics are said to have carved demonic symbols into their flesh to be closer to their otherworldly masters. Each one is pledged to serve a demon from Pandemonium, imbuing them with greater power than other, less devoted cultists.
Skorn Dreadknight — Among the ranks of Skorn's followers, few inspire fear quite like the Dreadknights. Few in number and rarely seen outside their foul temples, whenever these champions of Pandemonium do venture out, they spread fear and desolation to everything they touch. Lorekeepers believe that a Dreadknight’s mortal soul is stitched to that of a demon by Demonologists and two become one.
Skorn Demonologist — Few individuals are as terrifying as Skorn Demonologists. Having spent many decades learning from Skorn's writings, they are capable of commanding and summoning not only demons, but other monsters to aid them in battle. A fanatical servant of demons is a threat, but a mortal capable of taming demons is to be feared absolutely.
Winterborn Family
Winterborn Icebreaker — It wasn't well understood how the Winterborn managed to carve out their settlements on the frozen continent, until the Icebreakers were witnessed creating tunnels and shaping the ice itself to serve their people's needs. While they primarily act as builders, long hours spent breaking apart ice and frozen earth have made them incredibly strong and resilient warriors not to be underestimated.
Winterborn Iceguard — Among the Winterborn, all must earn their place by proving their value to the community, and the Iceguard are only chosen from the best of the best to serve as protectors and bodyguards of renowned leaders. Each Iceguard's armor is specially created and enchanted with the ice magic of the Frostmancers to only obey them, with no two ever being exactly the same.
Winterborn Frostmancer — Masters of ice and frost, the elder mages of the Winterborn are as respected as they are feared by their people. Many whisper that to reach this level of mastery requires them to give up a part of their soul to the harshness of Glaceforde and freeze their hearts so that they may never feel the love or warmth of another. The truth is perhaps somewhere in between, as surely such power does not come without a price to pay…
Creature Edits
Winterborn Guardian — Adjusted creature all skill values to better follow other creature designs.
Winterborn Hunter — Adjusted the AP/DP ratio to favor offensive power over defense and adjusted Coldblast skill to better follow other creature designs.
Winterborn Shaman — Adjusted the AP/DP ratio to favor offensive power over defense. Removed Frost Tip Arrow as a skill and added Winterborn Spirit Rangers as a new skill.
Brotherhood Ranger — Changed the asset's color tone.
The addition of new high-level creatures is just a start of the process as other families are already planned to receive more attention in the near future!
Among the general changes to party hunting bonuses, detection and pursuit range, for Phase 3 we are adding a total of 7 brand new creature hunting spawns, improving the layouts of 2 existing spawns and revamping the skill and abilities of bosses that were still following older designs.
The intention behind all these additions is to provide more challenges and options for those who are seeking to be the first to reach Legacy Level 75 while not forgetting those who want to play at a more casual pace and level with their friends.
Let’s head straight into the update and breakdown all the changes!
Party Hunting
In an effort to increase the appeal of hunting creatures with multiple friends, we are bringing forth a buff to larger parties hunting together as well as a new effect for those in a party that will boost item drop rates from creatures!
Increased Experience earned in parties of 3 players or more, proportionally to the size of the party.
Added a new item drop chance boosting mechanic for any party with 2 or more players.
New High Level Spawns
Hookmask Spawn beneath Aurum Hold and Silvercliff Hills — Level 82-86 Among those few who have managed to escape the Hookmask bandit's clutches, stories were passed around of the dark, twisted laboratories that lie deep under Aurum Hold. Based on the descriptions provided, they're more akin to torture chambers than places of learning, however it was not until a certain turncoat was interrogated that the truth behind that cursed place emerged. In all their pursuit of ways to cheat death, Hookmask alchemists created monsters that even they could not fully control, and in order to protect themselves they locked their creations away. Whether the locks would hold them is another matter entirely….
Skorn Spawn under Fiend's Eye — Level 83-85 A new detachment of Skorn cultists has been sighted heading deep underground to perform their profane rituals and cavort with demons. There are even rumors of Dreadknights and Demonologists amidst their ranks. Any who would attempt an assault on these traitors to mankind are sure to encounter Skorn Fanatics - madmen willing to give up their lives for their despicable masters.
Winterborn Spawn under Matchwood Camp— Level 81-84 While the Winterborn settlement occupies a wide area on the surface, the strongest of the Winterborn are found below, including the ferocious Winterborn Icebreakers and Iceguards along with the powerful Frostmancers.
Minotaur Spawn under Mount Minos — Level 80-84 Recent ventures into Mount Minos by determined spelunkers have yielded rumors of expansive hidden chambers deep below the mountain. It seems that whatever entry route was discovered, the explorers were not eager to share all of the secrets they learned
Shark Spawn under Sharpa Keys— Level 77-80 Ever greedy for more stolen goods, the sharks near Tarmire have dug out new tunnels to stash their ill gotten gains. Veterans willing to delve deep and root out these vile brigands are encouraged to reduce the pressure on all merchant ships passing through Sharpa Keys.
Troll Spawn under Tarnag Mountain — Level 75-78 Whispers abound in Riverend that a new clan of trolls has settled in the caverns deep below Tarnag Mountain. Far stronger and more dangerous than their surface kin, all but the most experienced of adventurers are advised to stay away.
Orc Spawn under Orkvesh— Level 73-75 For years now, the hills of Orkvesh were known to be inhabited by a tribe of orcs, however until recently the Lorekeep believed they were merely a group originating from Orkwatch. Now, it turns out that they were merely the exiles from a much more powerful tribe who inhabit caverns deep below Orkvesh. These orcs are reportedly engaging in blood sports, throwing captives and one another into brutal arena-like battles. Take heed if you intend to travel to the area.
Current Spawns Revamp
Revamped the Demon spawn below the Riftsand — Level 75-79 The area shape was changed and a new extension has been added for better rotation and maneuverability.
Demons are fickle creatures and love to indulge in chaos. Tired of their cramped home, they have taken to destroying cave walls and opening new tunnels in an effort to shake things up!
Revamped the Warhogs spawn in the Tuskan Highlands — Level 79-82
Brutal fights over food and space are common among the Warhogs and the stronger they are, the more they battle one another for supremacy. It appears that recent turmoil has not only reshaped their society, but their home too. New passages and connections have appeared.
Creature Hunting Improvements
Looking to improve the creature hunting experience, we're introducing a few adjustments to creature detection range and Aether Stone duration. The new values will be carefully observed and further changes will be implemented as and when they are needed:
Increased Aether Stone duration from 3 to 5 minutes. No longer will your prize slip as easily through your fingers if you happen to miss it while rotating through a creature spawn.
Increased the pursuit range of creatures when leaving their spawn location from 32 to 50 tiles. This change is only applied to creatures that are Level 50 or higher. The tougher the creature, the less concerned it is about venturing too far from home!
Increase the base detection range for creatures that are Level 50 or higher by 2 tiles. Note that the maximum and minimum detection range based on level difference remains the same. Stronger creatures will also become hostile from farther away, confident in their ability to send you running from their home!
Overall, more experienced Adventurers will draw more attention to themselves improving their efficiency, while newbies will not have their leveling negatively impacted.
Note that adjustments to creature pursuit and base detection range will not apply to Aether Rift creatures.
Existing Bosses Overhaul
As part of an ongoing effort to bring older pieces of content up to modern practices, several boss creature designs have received an overhaul to their mechanics. The focus has been on improving player experience by removing instant effect abilities and introducing telegraphed skills that offer opportunities for counterplay and a more dynamic battlefield. The updated bosses are as follows:
Bloodthirsty Kaiman
Golden Guardian
Shieldback Croc
Tar Colossus
We'll leave the specifics of each boss's skills for you to discover through play. However, the Tar Colossus has undergone the most significant change, with all of its skills being revamped and several new ones added, bringing the total to seven skills.
Previously, players had access to an excessive number of skills because inactive Archetypes provided a significant amount of both Skill Points and Attribute Points. This allowed classes to become overly versatile, often fulfilling multiple roles simultaneously, such as tank, healer, DPS, and burst damage dealer.
It also created a situation where players can become quickly overwhelmed by the abundance of skills and end up not using most of them in active play, preferring a more controlled tighter rotation.
To address this, the system has been reworked to reduce some of this extra power by removing Attribute Points gained from inactive Archetypes. However, Skill Points from inactive Archetypes have been retained to ensure there is still a meaningful reward for leveling them.
These Skill Points now play a crucial role in upgrading existing skills, encouraging specialization and improving the effectiveness of selected abilities.
By reducing the overall number of skills while enhancing those that remain, this change aims to promote class specialization and create a more balanced and focused gameplay experience. We'll break down the changes to Skill Points below.
Inactive Attribute Points
Players no longer receive Attribute Points from inactive Archetypes.
Skill Point Allocation Limit
Players can now only use a maximum of 50 Skill Points for unlocking active and passive skills.
Any Skill Points beyond this threshold must be used solely for upgrading unlocked skills.
Skill Upgrade System
Each skill now has 3 upgrade tiers with progressively increasing costs.
Upgrade costs are standardized across skill tiers
Tier 1: Costs 1/2/3 Skill Points (6 total).
Tier 2: Costs 2/4/6 Skill Points (12 total).
Tier 3: Costs 3/6/9 Skill Points (18 total).
Tier 4: Costs 4/8/12 Skill Points (24 total).
Tier 5: Costs 5/10/15 Skill Points (30 total)
RavenCard Rarity Improvement
Skill upgrades increase the rarity of RavenCards equipped on the skill.
Upgrade 1: +1 RavenCard Rarity (total).
Upgrade 2: +2 RavenCard Rarity (total).
Upgrade 3: +3 RavenCard Rarity (total).
Rarity bonuses allow RavenCards to exceed the current maximum rarity of 7.
Skill upgrades reduce the cooldown of the skill:
Upgrade 1: 8% total cooldown reduction.
Upgrade 2: 20% total cooldown reduction.
Upgrade 3: 35% total cooldown reduction.
With this Update, we are introducing a new UI to improve visibility and understanding of the Threat/Aggro System. This is a toggleable option in your Settings ➝ Windows menu, labeled as Threat Indicators and by default this option will be turned on.
This feature mainly concerns the Monster Threat Bars and Monster Outline Bars, both of which follow the same logic.
What is described below is how the Threat indicators work in a party setting or when multiple people fight the same enemy:
Grey— Indicates a Low Threat Zone: Your Threat level is under 85%. This means that the creature has not taken an interest in attacking you yet.
Green — Indicates a Medium Threat Zone: Your Threat level is between 85% and 99%. This means that the creature has taken notice and may engage you in combat if you continue increasing the Threat level.
Yellow — Indicates a High Threat Zone: Your Threat level is between 101% and 120%. This means that the creature has taken notice and will soon engage you in combat if you maintain this high level of Threat. If the creature engages with you, the indicator will turn orange. However, if there is already another Primary Target, the creature won’t switch to you while in the yellow zone, as this zone falls below the current Threat Threshold.
Orange — Indicates the Primary Target (Primary Threat Holder): Your Threat level is set at 100% and everyone else's Threat is a percentage of your total. This means the creature is engaged and fighting you directly as their primary foe. Enemy Threat level is set at 100% and everyone else's Threat is a percentage of your total.
Red — Indicates the Highest Threat. Your Threat level is higher than 120%, the current Threat Threshold. This means that you have generated the most Threat, but it does not necessarily mean that you are the Primary Target yet as Threat updates periodically. If Threat Swap occurs, you will become a new Primary Target and the indicator will turn orange.
Pink — Indicates the Provoked Status. This means that the creature has been Provoked and their normal Threat levels have been overwritten to target the Provoking player. Once the Provoked Status is over, the creature returns their focus on the Primary Target as normal.
To understand the difference between the Highest Threat and the Primary Target, what must be kept in mind is that when there is more than one person involved in a fight, the Threat generated by all players other than the Primary Target will be displayed as percentages of their Threat level.
This means that while an individual can exceed the Threat level of the Primary Target, they need to maintain this level consistently before the Primary Target loses the attention of the creature.
Monster Threat Bars
To clarify the Threat Indicator system, remember these key points when viewing Monster Threat Bars:
Your current Threat level and percentage are shown above the bar, in the middle.
The left side shows the nickname of the Primary Target (Primary Threat Holder).
The percentage of the current Highest Threat is shown on the right.
These three indicators can belong to different players, as the Primary Target doesn’t always have the Highest Threat, and your own Threat level might be lower than that of the Primary Target. Now, let's break down three scenarios using Player 1 (you) and Player 2 (a party member):
Scenario 1: You Are Both the Primary Target and Hold the Highest Threat
Your Threat level is at 100%, placing you in the orange zone, meaning you're the Primary Target.
The current Primary Target’s nickname displayed to the left is yours (Player 1).
The Highest Threat value displayed on the right is also yours, set at 100%.
Scenario 2: You Are the Primary Target, but Player 2 Has the Highest Threat
Your Threat value is at 100% and remains in the orange zone, meaning you’re still Primary Target, with your nickname displayed on the left.
However, Player 2 now holds the Highest Threat, shown on the right, which has exceeded 120%, the current Threat Threshold, and has entered the red zone.
If Player 2’s Highest Threat continues to stay above 120%, a Threat Swap may occur, causing you to lose Primary Target status soon.
Scenario 3: Threat Swap Occurs, and Player 2 Becomes the New Primary Target
A Threat Swap has occurred, and Player 2 has taken over as the Primary Target, with their nickname now displayed on the left.
The Highest Threat value has adjusted to 100% to reflect the Threat Swap and now belongs to Player 2.
Your Threat level, displayed in the middle, has also scaled down accordingly to 86%, placing you in the green zone.
To reclaim Primary Target status, your Threat level must exceed 120% and enter the red zone, triggering another Threat Swap.
Thanks to Threat Indicators, you'll always be able to see who holds the Primary Target status as well as your own Threat level. This visibility will greatly assist in fulfilling the roles of Tank, Healer, or DPS during boss fights.
We hope this Quality of Life change will greatly increase the comfort of your hunting as we plan more QoL improvements!
Land Settlement Scroll
Get ready to claim your land like right away after claiming it! Introducing the Land Settlement Scroll, this new item lets Landowners teleport directly to their land and place their house with ease. Here's what you need to know:
The Scroll is delivered straight to the Quest Inventory after reaching Legacy Level 10.
The Scroll is Soulbound and Single Use. Once used, it's consumed.
The Scroll teleports the player right to the center of their Land.
Before teleporting, the player is prompted with a confirmation window to prevent accidental uses.
Land Multiplier Selector
Big changes are here for Landowners! Say goodbye to the early-game struggle of high costs on advanced products. The Land Multiplier Selector is really a game-changer, giving owners of Medium and larger Lands the power to customize their Land Multiplier to match smaller Land sizes. Now, you can fine-tune the balance between production and cost!
Adjust your Multiplier to suit your strategy — whether you're focusing on maximizing output or optimizing costs, higher-tier production becomes more accessible with this feature.
The Land Multiplier selector can be found in the House Editor Mode, upper left corner of the screen.
New Islands
Housing is incredibly important to RavenQuest and with the growth in interest, we are exploring new options for additional Housing Plots, and while our work on this front is by no means done as we approach the release of RavenQuest, for now we’re delivering a small peek at the future.
Additional land and Housing Plots have been added to existing regions such as Glaceforde and Harbor Island.
With the new update, previously uninhabited islands have been discovered, and are ready to receive settlers!
Added an island between Harbor Island and Glaceforde.
Added an island between Sajecho Island, Rohna Woods and Glaceforde.
Added an island between Hadarak Desert and Gilead Island.
Although seemingly ripe for the taking at first glance, only the future will tell what dangers lay hidden beneath the surface…
Changing House Placement
You asked, and we delivered! From the beginning, one long-standing frustration has been the inability to relocate your house once it's placed on your land. In our ongoing commitment to improving the quality of life for our players, we are introducing a new feature that allows you to reposition your house on your land with ease!
We understand how important your personal space in RavenQuest is — after all, your home is where you rest, craft, and display the treasures from your adventures. Now, with just a few clicks, you can find the perfect spot for your house, making your dream estate truly yours:
A new button has been added to House Editor Mode: Edit House Placement. Click it to enter relocation mode.
Once activated, you'll be able to freely move your house to any valid position on your land without needing to remove existing buildings, fences, or decorations. However, the new location must be free of obstructions such as crops, trees, or animals.
If anything is occupying the space where the house would be placed, relocation won’t be possible until the area is cleared.
Your home is more than just a building — it’s an extension of your journey, and now, it’s more flexible than ever!
We're making important changes to how Crafting and Infusion Experience on items function in the game. These adjustments are aimed at introducing a minimum liquid value to items with undesirable stats and encouraging players to craft higher-tier items. Changes to material obtainment frequency will be coming in the near future.
We've rebalanced the Infusion experience curve to reduce the effectiveness of strategies focused on pig/sheep farming to mass-produce low-tier armor for Infusion materials. While we understand the origin of this strategy, the upcoming increase in infusion availability and the significant XP buff from Tier 3 and above should offset this nerf. Additionally, the recent influx of Tier 3 materials into the market will further support this shift.
We believe these changes will positively impact the economy, creating value for poorly rolled items while also sparing your mouse from excessive wear and tear.
Find below all the adjustments that were applied to Infusion Experience value provided by Equipment:
EXP Changes to Infusion
Tier 1 Items
One-Handed Weapons and Shields ー Reduced from 75 to 35.
Two-Handed Weapons ー Reduced from 150 to 70.
Armors ー Reduced from 75 to 35.
Tier 2 Items
One-Handed Weapons and Shields ー Reduced from 150 to 100.
Two-Handed Weapons ー Reduced from 300 to 200.
Armors ー Reduced from 150 to 100.
Tier 3 Items
One-Handed Weapons and Shields ー Increased from 375 to 725.
Two-Handed Weapons ー Increased from 750 to 1,450.
Armors ー Increased from 375 to 725.
Tier 4 Items
One-Handed Weapons and Shields ー Increased from 750 to 2,325.
Two-Handed Weapons ー Increased from 1,500 to 4,650.
Armors ー Increased from 750 to 2,325.
Tier 5 Items
One-Handed Weapons and Shields ー Increased from 1,500 to 11,400.
Two-Handed Weapons ー Increased from 3,000 to 22,800.
Armors ー Increased from 1,500 to 11,400.
Tier 6 Items
One-Handed Weapons and Shields ー Increased from 3,500 to 20,000.
Two-Handed Weapons ー Increased from 7,000 to 40,000.
Armors ー Increased from 3,500 to 20,000.
Tier 7 Items
One-Handed Weapons and Shields ー Increased from 5,000 to 35,000.
Two-Handed Weapons ー Increased from 10,000 to 70,000.
Armors ー Increased from 5,000 to 35,000.
Overhauled how distances are calculated between different Tradeposts to better reflect the roads and sea lanes that would be utilized when transporting goods. This is intended to better take into account impassable terrain and connecting points between different regions, while also respecting coastlines on the sea.
For absolute clarity and to encourage the movement of goods, below you can find the rules associated with unlocking Tradeposts and Tradepacks for the server and individually.
Tradeposts
All Tradeposts are unlocked from the start, except 4 (Gilead Tradepost, Glaceforde Tradepost, Dras Ashar Tradepost and Kari'vir Tradepost). These 4 Tradeposts are only unlocked when 10% of the server population reach their respective levels:
Gilead Tradepost ー Level 45
Glaceforde Tradepost ー Level 50
Dras Ashar Tradepost ー Level 60
Kari'vir Tradepost ー Level 65
However, to ensure that new accounts do not slow progress, only players who have reached Legacy Level 30 are counted in this.
Tradepacks
These work very similarly to Tradeposts, with the exception that they are unlocked in multiple stages.Tradepack recipes that are unlocked up to level 35 are unlocked once 15% of the server population reach each recipe's respective level requirement.
Only players who are Legacy Level 20 or higher are counted towards this population pool. These are as follows:
Campfire Roast ーLevel 25
Basic Rations ー Level 25
Kindling Kit ー Level 25
Bakers Basics ー Level 25
Glaceforde Explorers Kit ー Level 25
Ravencrest Finest Wears ー Level 25
Kabbar's Omelets ー Level 25
Brined Shank ー Level 25
Dairy Delivery ー Level 25
Pickled Vegetables ー Level 35
Butcher's Box ー Level 35
Barbecue Specialty ー Level 35
Sajecho's Spices ー Level 35
Strawberry Cakes ー Level 35
The recipes after this point require 10% of the population to reach each recipe's respective level and the minimum level required before a player is counted towards this pool is raised to Legacy Level 30. These are as follows:
Sailor's Remedy ー Level 45
Seabreeze Rum ー Level 45
Sombreshade's Pie ー Level 45
Sajecho Fruit Basket ー Level 45
Juicers Box ー Level 45
Fruit Basket ー Level 45
Winemakers Kit ー Level 50
Fried Chicken ー Level 50
Aged Meat ー Level 50
Margrove Ale Ingredients ー Level 50
Rohna Smoked Ham ー Level 50
Noble Delicacies ー Level 50
General Spices ー Level 50
Crisp Produce ー Level 55
Vegetable Stew ー Level 55
Ravencrest Greens ー Level 55
Exotic Fruits ー Level 55
Berry Basket ー Level 55
Pie Making Kit ー Level 55
Alongside the rework of trade routes to better reflect shipping lanes and overland trade routes, Tradepack recipes have received a significant overhaul.
With all packs receiving changes to the quantity of materials required, their silver values increased and certain packs having materials added or swapped out as well as the level unlocks amended.
Many of the material quantities have been increased, however with the changes in distance calculations and buff to the silver profit, we expect to see the mercantile minded be fairly rewarded.
Below we will explore the full list of changes:
Building Materials Old: 200 Stone, 44 Small Log, 20 Hide New: 185 Stone, 70 Small Log, 26 Hide
As the world of RavenQuest continues to evolve, we've identified key areas to enhance the experience for both newcomers and seasoned veterans.
The changes below details two such additions, starting with a passive movement speed bonus that every player receives while they are out of combat and on foot, providing smoother traveling between short distance objectives.
The second addition is the introduction of new Waypoints throughout many of the early and mid game areas, greatly improving mobility and flexibility when traversing the world to reach long distance objectives.
Gotta go fast!
New Horizon Bound Condition
Introduced a new passive condition for all players who have completed the tutorial aimed at improving the general experience of leveling and short distance movement in areas with many nearby objectives:
Horizon Bound — Out of combat movement speed is increased by 20%. Upon entering combat or an instanced area, this effect is lost until combat is over or the instanced area is exited.
The effect will not overlap with the movement speed bonus received inside Aether Rifts and will not be active inside other instanced areas like Guild Wars, Aether Echoes or certain quest areas.
All our adventurers are bound to answer Horizon's Call!
New Waypoints
In an effort to improve the ability for players to move around the world of RavenQuest, we are introducing additional fast travel Waypoints.
Please note that Waypoints serve as fast travel hubs and Respawn Shrines remain unchanged for now.
South Glademire - Glademire Fort Level Requirement: 15
Sajecho - Eelsnout Level Requirement: 25
Zephyr Vale - Bastion Level Requirement: 30
Hadarak Desert - Dras Marna Level Requirement: 35
Gildead - Hogula Level Requirement: 40
Gildead - Rumalos Level Requirement: 50
With these new additions, we expect that travel will be made easier for both newcomers and veterans who frequently visit the listed locations!
The Aether Rifts are undergoing a substantial overhaul, with changes impacting every aspect of the system — from entry mechanics and environmental effects to creature difficulty and reward structures.
The changes that follow are intended to foster a more competitive environment that centralizes players, provides a more even playing field and allows more intense PvP matches to occur!
Equalized RavenCards
RavenCards owned by players participating in Aether Rifts will now be automatically adjusted to Rare rarity, either upgraded or downgraded, to ensure a balanced and fair experience for all participants.
New Timed Windows
Added 3 timed windows for Aether Rifts scheduled at different times. Each time slot is designed to allow players from different regions to participate in at least one window. These are as follows:
First:
03:00 - 05:00 PST — 1v1 Open
05:00 - 07:00 PST — 2v2 Open
07:00 - 09:00 PST — Rift is Closed
Second:
09:00 - 11:00 PST — 1v1 Open
11:00 - 13:00 PST — 2v2 Open
13:00 - 16:00 PST— Rift is Closed
Third:
16:00 - 18:00 PST — 1v1 Open
18:00 - 20:00 PST — 2v2 Open
20:00 - 03:00 PST — Rift is Closed
General Rift Changes
The 3-day consumption limit has been removed. Players can now accumulate up to 30 Aether Rift Charges in total.
Changed the minimum required Level to enter Aether Rifts from 30 to 50.
Reduced total length of Aether Rifts from 20 to 10 minutes.
Added a new effect inside Aether Rifts: Revanchism — Each loss inside Aether Rifts increases the Experience received from creatures inside the Rift by 10%. This bonus stacks up to 3 times, to a 30% bonus to experience gain. With this we seek to provide those who are down on their luck to continue and keep trying to win, even after running into several losses in a row.
Now, if a teammate is defeated but the remaining player wins (Duo), the remaining player can continue in Solo Rifts if eligible to delve deeper.
Effort will no longer be generated from Aether Rifts.
New Reward Structure
We have also changed the reward structure from Rifts. All Rift treasure items dropped by creatures and players as well as the standard rewards from the chest that is left behind after the Aether Corruption is defeated are now stored inside an Unstable Chest.
This item is received upon interacting with the chest that is left after Aether Corruption is defeated and cannot be opened until you have safely exited the Rift by winning:
Added Unstable Chest item as reward from interacting with the Aether Corruption boss chest.
Changed behavior of rewards inside Aether Rifts to be stored inside the Unstable Chest.
Unstable Chest cannot be opened until the player is out of Aether Rifts.
Unstable Chests are dropped and collected by an enemy player if you are defeated while carrying one, even if you won the chest in a previous Aether Rift level.
Infusions are not affected and can still be received as normal from Aether Rift creatures.
The Unstable Chest seeks to bring a real need to evaluate risk versus reward. Delving deeper now no longer risks the rewards from the level you are competing on, but any previous victories you've obtained.
Aether Rift Boss Changes
Updated the Aether Corruption (Aether Rift Boss) design for both Solo and Duo Rifts to now spawn a stronger version of the boss when no enemy player entered the Rift. This means that the Aether Rift experience should now provide more of a PvE challenge when no possibility for PvP could have occurred.
Solo Aether Corruption
Increased Health
Increased the damage of all skills.
Increased the debuff value to Spell and Weapon Defense.
Increase the duration of Healing Reduction debuff.
Duo Aether Corruption
Increased Health
Increased the damage of all skills.
Increased the debuff value to Spell and Weapon Defense.
Additional Changes
All players start with 100 Aether upon entering an Aether Rift.
Opening RavenCards UI is no longer permitted to prevent changing RavenCards while inside a Rift.
Changing weapons and equipment is no longer allowed while inside a Rift.
Added a new condition for the Aether Corruption's spawning. If you have defeated the opposing team, the boss will be awakened early and spawn in the central chamber. Additionally, when the boss is spawned in this manner, Aetherial Madness debuff will not activate.
Adjusted how Aetherial Madness debuff works. If the debuff is active while PvP is ongoing, it will be cleansed immediately from the victorious party to avoid scenarios where players would die to it after winning the PvP encounter.
Adjusted how the Broken Sanity debuff works. If the debuff is active while 2 teams are engaged in PvP and the Boss has not been defeated nor the chest spawned, then Broken Sanity will be cleansed from whichever team emerges victorious, and a further 2:30 minutes timer would be added to defeat the boss or claim the chest.
Added a new spawn and death animation to the Aether Corruption boss.
Aether Corruption now correctly targets anyone inside the boss room.
Note: Aether Rifts will be available from December 10th onward.
The Aether Echoes System has been revamped, featuring a series of changes with the aim of streamlining and improving the experience it offers. The old method of just having the party leader use one of 10 Aether Echo Scrolls to begin the battle has been swapped out for a simpler system with 4 scrolls that correspond to different difficulty levels and are now required to be in possession by all party members.
The bosses themselves have also received a rebalancement to address issues like the fact that Madness Echoes were not fully living up to their name and intended challenge level. More details on this can be found below.
As we go through the details of this update, keep in mind that this is merely the first stage of the changes to Aether Echoes. Our initial focus was on correcting existing concerns and improving the overall effect of the system on progression. Further changes to the rewards that Aether Echoes promise are on the horizon!
New Aether Echo Scrolls
Previously there were individual scrolls for each specific Aether Echo Boss, making it a total of 10 different scrolls. These have been removed and reduced to only 4 scrolls of different rarity and difficulty, with each one of these granting access to all Aether Echo Bosses:
Humming Aether Echo Scroll — Summons a random Aether Echo Boss of Easy difficulty.
Resonating Aether Echo Scroll — Summons a random Aether Echo Boss of Medium difficulty.
Brimming Aether Echo Scroll — Summons a random Aether Echo Boss of Hard difficulty.
Overwhelming Aether Echo Scroll — Summons a random Aether Echo Boss of Madness difficulty.
Scrolls Obtainment
The methods of obtaining Aether Echo Scrolls were changed to provide a different source:
Aether Echo Scrolls can no longer be obtained as part of the rewards from completing Aether Echoes.
Aether Echo Scrolls can now be obtained as part of the rewards from Aether Stones, starting from Level 40.
1 random Aether Echo Scroll can be obtained after completing 3 Adventurer’s Board Tasks. Players with Patron will receive an extra random Scroll, for a total of 2 Aether Echo Scrolls obtained through this method.
Old Aether Echo Scrolls were removed from Supplybag rewards and replaced by the new Scrolls.
Rewards
The rewards obtained from completing Aether Echoes have been tweaked and adjusted to better match the intended impact of Aether Echoes on the overall progression:
Dawn Essence is no longer a reward from completing Aether Echoes.
Silver rewards were reduced between 60% to 80% across all difficulties.
Infusion rewards were reduced between 40% to 70% across all difficulties.
Experience rewards were reduced between 66% to 84% across all difficulties.
Augmenting Stones rewards were reduced between 33% to 50% across all difficulties.
Boss Rebalancement
All bosses have been balanced considering their level of difficulty and the strength of players within those level ranges. To establish a consistent standard, we based our calculations on the level required to equip each set gear and then set each boss's level accordingly.
Players above the boss's level will be synced down to match the boss's level, while those below will remain at their current level. The levels for each boss are as follows:
Easy — Boss Level fixed at 40
Medium — Boss Level fixed at 55
Hard — Boss Level fixed at 70
Madness — Boss Level fixed at 75
As part of this, most skills have been adjusted to align with the new proposal. Some were merely buffed or nerfed, while others were reworked mechanically. It’s also worth noting that each boss now has a specific weakness.
Phew! That was a lot to digest! How about a nice break, are you up for some slaying? Go get your scrolls and challenge the new and improved Aether Echoes!
Note: Aether Echoes will be available from December 10th onward.
Guild Wars now use the points scored to determine the reward for the losing Guild.
In order to receive 100 Warforging Shards for the participating team and 50 for all other members, the team must score at least 1,000 points during the Guild Wars battle to receive the maximum value of this reward. If a Guild scores less, they will receive proportionally less Warforging Shards for the team and non-participating members:
The value of killing enemy players inside Guild Wars changed from 1 to 5 Points.
The value of capturing the flag inside Guild Wars changed from 50 to 100 Points.
The minimum required bid changed from 3,000,000 to 5,000,000 Silver.
If a team does not show up to participate in Guild Wars, they receive no rewards.
Applied adjustments to Guild Wars UI tooltips to reflect the changes listed above.
With the above changes in place we expect to see everyone giving their best while battling inside of Guild Wars. Development of the system is not over and we are continuing to work on further changes to build upon and improve the experience of players.
Note: Guild Wars will be disabled on the first Saturday after launch (December 7th).
With the new update, we have decided to introduce some changes to the rewards offered from the Adventurer's Board. Just as the creature hunters have Adventuring Spirit to urge and reward them for making RavenQuest a safer place, we are introducing the Diligent and Harmonious Spiritbuffs to be its equivalent to all the crafters and gatherers in the community who make up the backbone of the economy and make hunting the most dangerous of monsters possible.
Adventurer’s Board Crafting Task
Reduced the Experience requirements to complete Adventurer's Board crafting task by 50%.
Adventuring Spirit Changes
Added 1 Aether Echo Scroll as a reward for non-Patrons after completing all 3 Adventurer's Board tasks. Patrons are entitled to this as well.
Changed Dawn Essence reward to be capped at 100 per task.
Adjusted Experience and infusion reward valued.
Changed the Adventuring Spirit booster Experience bonus to 25% instead of 100%.
Updated UI tooltip information.
New Diligent and Harmonious Spirit Boosters
Added Diligent Spirit booster, granting a 30% bonus to Experience gain to Blacksmithing, Weaving, Carpentry, Alchemy and Cooking. The total amount of Experience affected by the bonus depends on the sum of your levels in the associated professions. Each level grants 300 Experience towards this value, meaning that someone with level 20 in all 5 professions will receive a larger bonus than someone with 75 in a single profession and 1 in all others.
Added Harmonious Spirit booster, granting a 20% bonus to Experience gain to Farming, Husbandry, Woodcutting, Herbalism, Mining, Fishing and Breeding. The total amount works the same way as Diligent Spirit, except that each level in the associated professions grants 200 Experience.
Experience from Diligent and Harmonious Spirits only affects Profession Experience and does not impact Legacy Experience.
Unused bonus Experience from all boosters is lost each day during the server reset.
All three boosters are rewarded once per day from a single task. Meaning that if all three tasks are completed, all three boosters can be activated.
Changes to Crafting and Reputation Passives
To ensure consistency we will also remove Legacy Experience bonuses from Crafting and Legacy Passives. The following professions and reputation passive Experience bonuses now only impact Profession Experience and not Legacy Level Experience.
Crafting Passives:
Mining
Herbalism
Woodcutting
Farming
Husbandry
Fishing
Blacksmithing
Carpentry
Weaving
Cooking
Breeding
Alchemy
Reputation Passives:
Crafting Proficiency I
Crafting Proficiency II
Gathering Proficiency I
Gathering Proficiency II
We're bringing overall improvements to the Rangers Company as well as a slew of new tasks. Before rolling for them, your character will be checked whether they meet certain criteria to complete a given task. These can range from possessing a key item like Climbing Gear to having certain Artifacts collected.
The Rangers Company actually checks whether you are equipped to handle a given mission before sending you out!
New Tasks
Trolls — South Glademire (Level 71-83).
Sharks — Hadarak Desert (Level 72-80).
Minotaurs — Hadarak Desert (Level 75-88).
New Tasks with Requirements
Demons — Fields of Despair (Level 75-88).
Skorn — Fields of Despair (Level 75-89).
Winterborn — Glaceforde (Level 75-88).
Djinns — Hadarak Desert (Level 37-48).
Demons — Hadarak Desert (Level 60-72).
Demons — Hadarak Desert (Level 69-83).
Sharks — Harbor Isle (Level 45-56).
Chainwraiths — Harbor Isle (Level 35-44).
Marsh Fungi — Harbor Isle (Level 37-47).
Poisonpetals — Sajecho Island (Level 28-40).
Zorians — Gilead Island (Level 62-74).
Frostbound Drakes — Glaceforde (Level 69-81).
Iceshell Tortoises — Glaceforde (Level 45-57).
Changed Tasks with Requirements
Mindslave Dwarves — Gilead (Level 44-55):
Added requirement to be on the first task of Working Conditions story quest.
Death Gazers — Gilead (Level 44-57): Increased Level requirement from Level 44-55. Added requirement to be on the first task of Working Conditions story quest.
Iceforge Dwarves — Glaceforde (Level 65-74): Added requirement to be on the first task of Under the Halls' Shadows story quest.
Iceforge Dwarves — Glaceforde (Level 75-87): Added requirement to be on the third task of Under the Halls' Shadows story quest.
Goblin Mechs — Sajecho Island (Level 22-33): Increased Level requirement from Level 18-29. Adjusted Bounty Marks reward to 12, 20, and 32 respectively. Added Artifact Requirement.
Additionally, many items in the Rangers Company shop have had their cooldowns reduced and effects adjusted to better reflect the current state of the game. The overall direction has been to enable players the use of their favorite items more frequently and to an overall greater effect.
Whether it’s tossing your javelin from the Javelin Quiver more frequently or really feeling the movement speed boost from Stepping Fuel, we hope everyone will find something of value in the changes below.
Changed the following Ranger’s Company Items
Javelin Quiver: Active ー Reduced cooldown from 5 minutes to 12 seconds and increased Bounty Marks price from 20 to 25. Skill description: Instantly deals 30 to 70 damage to a target in a medium range. 15% chance to cause Bleeding for 7 damage every second for 5 seconds. 12 second cooldown.
Exotic Incense: Active ー Increased duration from 3 to 12 seconds and Bounty Marks price from 20 to 25. Skill description: Instantly heals yourself by 500 and gain 15 Attack Power for 12 seconds. 5 minute cooldown.
Bag of Caltrops: Active ー Increased slowing effect from 30% to 50%, reduced cooldown from 5 minutes to 2 minutes, and increased Bounty Marks price from 50 to 55. Skill description: Instantly leaves caltrops behind you lasting for 10 seconds, dealing 15-35 damage and slowing enemies that step on them by 50% for 3 seconds. 2 minute cooldown.
Mysticap Fetish: Active ー Increased Defense Power from 20 to 30, reduced cooldown from 5 minutes to 3 minutes, and increased Bounty Marks price from 50 to 55. Skill description: Instantly restores 400 Mana and increases Spell Defense by 30 for 5 seconds. 3 minute cooldown.
Assault Tonic ー Reduced Attack Power from 18 to 10, Movement Speed on foot from 10% to 5%, and Bounty Marks price from 30 to 25. Skill description: Increases Attack Power by 10 and Movement Speed on foot by 5%. Decreases Defense Power by 15 for 5 minutes.
Oversea Tonic ー Reduced Defense Power from 18 to 10, Movement Speed on foot from 10% to 5%, and Bounty Marks price from 30 to 25. Skill description: Increases Defense Power by 10 and Movement Speed on foot by 5%. Decreases Attack Power by 15 for 5 minutes.
Sigil of the Sun ー Added daytime Attack Power against Vampire family and increased Bounty Marks price from 200 to 220. Skill description: Increases Attack Power by 8. During the day, also increases Defense Power by 8 and increases Attack Power against the Vampire family by 15.
Opportunist's Necklace ー Increased Precision from 8 to 16 and Bounty Marks price from 200 to 220. Skill description: Increases Attack Power by 6 and Precision by 16.
Aegis Rune: Active ー Reduced shield duration from 30 to 20 seconds, cooldown from 5 minutes to 2 minutes, and increased Attack Power from 15 to 20. Skill description: Instantly gain a shield that absorbs 600 damage, lasting for 20 seconds. Increases Attack Power by 20 while the shield is active. 2 minute cooldown.
Combat Panacea: Active ー Reduced Attack Power from 30 to 20 and Bounty Marks price from 50 to 45. Skill description: Instantly removes 1 random harmful effect afflicting the user and increases Attack Power by 20 for 2 minutes. 5 minute cooldown.
Wild Pheromones: Active ー Reduced Defense Power from 30 to 25, duration from 5 minutes to 3 minutes, and Bounty Marks price from 50 to 45. Skill description: Instantly forces creatures in a medium area to attack you for 6 seconds. Increases Defense Power by 25 for 3 minutes. 5 minute cooldown.
Emergency Blockage: Active ー Increased barricade duration from 5 to 7 seconds and Movement Speed from 20% to 25%. Reduced Movement Speed duration from 10 to 7 seconds and cooldown from 5 minutes to 3 minutes. Skill description: Instantly leaves wooden barricades behind you lasting for 7 seconds and increases your Movement Speed by 25% for 7 seconds. 3 minute cooldown.
Stepping Fuel: Active ー Increased Movement Speed from 15% to 50% and reduced duration from 5 to 3 seconds. Skill description: Instantly increases your Movement Speed by 50% and leaves behind a trail of fire for 3 seconds, dealing 150 to 270 damage per second to enemies that step on it. 3 minute cooldown.
Hidden Blade: Active ー Increased Haste from 40 to 120, added 10% Movement Speed bonus, and increased Bounty Marks price from 300 to 330. Skill description: Increases Haste by 120 and Movement Speed by 10% for 6 seconds. 3 minute cooldown.
Vigorous Draught ー Reduced Maximum Health from 600 to 500, Health Regeneration from 60 to 30, and Bounty Marks price from 100 to 80. Skill description: Increases Maximum Health by 500 and Health Regeneration by 30 for 5 minutes.
Manastorm Draft ー Reduced Maximum Mana from 600 to 500, Mana Regeneration from 60 to 30, and Bounty Marks price from 100 to 80. Skill description: Increases Maximum Mana by 500 and Mana Regeneration by 30 for 5 minutes.
Savage Compound ー Reduced Precision from 50 to 30 and Bounty Marks price from 100 to 80. Skill description: Increases Precision by 30 for 5 minutes.
Slayer Elixir ー Reduced Attack Power from 40 to 20 and increased duration from 2 minutes to 4 minutes. Skill description: Increases Attack Power by 20 for 4 minutes.
Expert Elixir ー Reduced Defense Power from 40 to 20 and increased duration from 2 minutes to 4 minutes. Skill description: Increases Defense Power by 20 for 4 minutes.
Resilience Mutagen ー Reduced Attack Power from 12 to 6, total Attack Power from 60 to 30, and Bounty Marks price from 125 to 110. Skill description: Each harmful effect currently afflicting the user raises his Attack Power by 6 instead, up to a total of 30 Attack Power. 4 minute duration.
Heavy Chains ー Added reduction of 15 to Attack Power and reduced Bounty Marks price from 600 to 540. Skill description: Increases Defense Power by 30 and Maximum Health by 300. Reduces Attack Power by 15.
Sigil of Dawn: Passive ー Increased Health from 1,000 to 1,500, reduced cooldown from 30 minutes to 8 minutes, and increased Bounty Marks price from 425 to 500. Skill description: When receiving lethal damage, heals back to 1500 Health instantly. 8 minute cooldown.
Sun Tears ー Reduced Mana Regeneration and Health Regeneration from 40 to 20 and Bounty Marks price from 250 to 230. Skill description: Increases Maximum Health and Maximum Mana by 400, increases Mana Regeneration and Health Regeneration by 20 for 5 minutes.
Drop of Grace ー Reduced Healing Power from 60 to 40 and Bounty Marks price from 220 to 200. Skill description: Increases Healing Power by 40 for 5 minutes.
Tree of Life Sap ー Reduced Health Regeneration from 120 to 80 and Bounty Marks price from 220 to 200. Skill description: Increases Health Regeneration by 80. Reduces Movement Speed by 15% for 5 minutes.
Sage's Essence ー Reduced Mana Regeneration from 80 to 40 and increased duration from 3 minutes to 5 minutes. Reduced Bounty Marks price from 220 to 200. Skill description: Increases Mana Regeneration by 40 for 5 minutes.
Frenzy Potion ー Reduced Attack Power and Haste from 45 to 25 and Defense Power from 50 to 30. Skill description: Increases Attack Power and Haste by 25. Reduces Defense Power by 30 for 5 minutes.
Potent Pheromones ー Reduced Defense Power from 60 to 25 and Bounty Marks price from 220 to 200. Skill description: Instantly forces creatures in a medium area to attack you for 6 seconds. Increases Defense Power by 25 for 5 minutes. 10 minute cooldown.
Sumptuous Panacea ー Removed from Rangers Company Shop. Skill description: Removes up to 3 harmful effects afflicting the user and restores 1000 Health. 8 minute cooldown.
Essence of Bravery ー Reduced Attack Power and Defense Power from 30 to 15 and Bounty Marks price from 400 to 360. Skill description: Increases Attack Power and Defense Power by 15 for 10 minutes.
Wellspring Blessing ー Reduced Defense Power from 30 to 20 and increased Bounty Marks price from 1,200 to 1,300. Skill description: Increases Defense Power by 20 and Mana Regeneration and Health Regeneration by 15.
Omega Stone: Active ー Reduced Defense Power from 40 to 20, duration from 1 minute to 15 seconds, cooldown from 15 minutes to 4 minutes, and Bounty Marks price from 5,000 to 4,500 Skill description: Increases Attack Power by 40 and Defense Power by 20 for 15 seconds. 4 minute cooldown.
As we continuously look at existing systems and update them, certain aspects need to be entirely overhauled. During our investigation of the Gathering Professions, Husbandry in particular, we uncovered issues that were not readily apparent. Upon further investigation, the downstream effects of this were severely impacting the economy of the game in a negative manner.
In an effort to address this, we introduced significant changes to certain aspects of different professions. Every individual change would encompass this entire changelog so we stuck to the broad strokes as many of the changes are internal and not actively visible in-game.
Furthermore, we are required to adjust the rate of progression to be more in-line with the expected rate. Due to this, Crafting and Gathering professions received a net 50% reduction in Experience gain in order to improve the rate of progression.
Woodcutting
Reduced the minimum and maximum yields from all trees eligible for Woodcutting.
Adjusted the Experience gained from chopping trees.
Herbalism
Increased the costs of planting Herbalism plants.
Adjusted the Experience gained from harvesting plants.
Reduced the minimum and maximum yields from all plants eligible for Herbalism.
Farming
Changed all Experience yields from Farming produce except Potatoes.
Husbandry
Changed how interactions work for Husbandry. Players now will pick if they want to butcher or gather the animal when the maturing time is over.
Butchering the animal is no longer allowed as soon as the maturing process is finished, instead the player must wait for a new timer to expire. This timer is equal to the maturing time for the animal.
Gathering from the animal is now permitted 3 times and the timer between gatherings is equal to one third of the butchering timer.
Adjusted Experience values for both butchering and gathering.
Changed the timers for butchering, gathering and maturing.
Increased the minimum and maximum yield of Cheese.
Added confirmation window for selecting to butcher or gather.
Cooking
Adjusted Experience from every recipe.
Changed material values for every recipe to better reflect the changes made to gathering professions.
Carpentry
Adjusted the recipes for planks, except Dense, Heavy and Glimmery Plank recipes.
Weaving
Changed all basic recipe values for basic materials, these include all leather, thread and cloth materials (not equipment).
Alchemy
Changed most of the recipe requirements across Alchemy to reflect the adjustments made in Herbalism.
Additionally to the other profession related balance changes, we're also simplifying passive bonuses from certain professions that grant a chance to receive double materials. They will now behave in the same way as Plentiful Harvest does for Housing. The following professions were affected:
Mining
Herbalism
Woodcutting
Farming
Husbandry
We've also corrected an issue where bonuses from housing and passives can trigger independently leading to inflationary outcomes. The unified effect from different sources will instead increase the chance to trigger in the first place.
Ocean content is not being neglected, even if it is not the focal point of this update. As we continue to work on additional content for the maritime space, we’re bringing forward some buffs to Fishing!
With the changes below, we are looking to reduce the pressure coming from dangerous sea creatures while Fishing as well as offer greater rewards on the Plunder Channel for caught fish, and for slicing Legendary Fish.
Added a new default skill, Pacific Fisher, for all types of fishing ships: Pacific Fisher ー Creatures won't attack you after a fish is hooked unless they were already attacking beforehand. This addition is expected to greatly enhance the comfort of fishing.
Significantly increased material yield from slicing Legendary Fishes by five times compared to regular fishes.
Increased the value of fish caught and sold on Plunder Channel in both silver and materials by 25%.
With the release of Phase 3, we finally have been able to bring substantial changes and additions to address many of the concerns and issues that have been flagged by our dedicated miners!
From increasing the general Experience rewarded from Mining and expanding mines to introducing mechanics that alleviate pressure on lower level miners, while adequately rewarding those who have invested a lot of time into reaching higher levels, we expect that the following changes below will greatly improve the overall experience of miners, both new and old!
Mining Profession Overhaul
Overhauled the revealed ore mechanic (after the first layer of stone) — it will no longer be based on the Mining Level, but on the surrounding creatures level instead. This will reduce the pressure on lower level miners in having to compete with higher levels and increase the potential for receiving end game ores from level appropriate locations. This means that if you're looking for Titanium, you better head into higher level mines to get your haul!
Introduced Plentiful Nodes — These nodes appear randomly, but are seen more often in higher mines with higher level creatures. Plentiful Nodes appear in three Tiers, providing 50%, 100% and 300% as much as times the normal Experience and resources from Mining respectively.
Changed ore obtainment — The maximum number of ores received from successfully mining nodes increases as you level your Mining profession. The more experienced the miner, the more they can get out of their work!
Changed how ores appear and reset — Whenever the stone layer is cleared and the revealed ore is not depleted, the node will reset to its starting condition after a set amount of time. The new dynamic should result in players encountering more usable mining nodes!
Removed instant respawn from mining nodes — This means that after mining the stone and ore layers the node will no longer have a chance to instantly refresh.
Slightly changed the position of some of the creatures around the world, and added some creatures in order to protect the mining nodes around RavenQuest. Creatures want to protect their spoils too...
The change aims to improve the rotation and accessibility for miners in the following regions.
A recent wave of earthquakes throughout RavenQuest have revealed new mining nodes.
Despite being essential in making progress for many players, Blacksmithing has unfortunately been underwhelming in many aspects compared to other Crafting Professions. With the Mining Overhaul it is only fitting that we show some love to those who shape metal into masterpieces.
In this Update, general Experience gained has been increased across the board, while many recipes have had their material requirements adjusted to better reflect their value and availability of resources in-game.
Increased EXP for the Following Materials
Copper Ingot ー From 200 to 120.
Iron Ingot ー From 270 to 200.
Steel Ingot ー From 350 to 288.
Cobalt Ingot ー From 500 to 412.
Titanium Ingot ー From 790 to 650.
Coarse Whetstone ー From 480 to 137.
Heavy Whetstone ー From 800 to 240.
Solid Whetstone ー From 1,200 to 363.
Dense Whetstone ー From 2,080 to 600.
Copper Fishing Hook ー From 800 to 500.
Complex Fishing Hook ー From 1,680 to 1,200.
Steel Fishing Hook ー From 4,800 to 2,875.
Cobalt Fishing Hook ー From 11,500 to 5,362.
Titanium Fishing Hook ー From 38,400 to 9,750.
Forging Tools ー From 54,400 to 27,750.
Superior Forging Tools ー From 80,000 to 52,500.
Artisan Forging Tools ー From 116,000 to 75,000.
Woodwork Tools ー From 30,400 to 25,000.
Improved Woodwork Tools ー From 72,000 to 60,000.
Anvil ー From 28,000 to 23,025.
Forgemaster Anvil ー From 66,000 to 53,750.
Furnace ー From 10,000 to 6,875.
Forge ー From 28,800 to 22,125.
Stove ー From 24,000 to 17,500.
Reinforced Plate ー From 6,000 to 2,250.
Superior Stove ー From 117,000 to 65,125.
Artisan Stove ー From 163,000 to 102,500.
Minor Shielding Kit ー From 63,000 to 46,250.
Sturdy Shielding Kit ー From 225,000 to 181,250.
Reinforced Shielding Kit ー From 375,000 to 300,000.
Small Cannon Kit ー From 34,800 to 13,875.
Simple Ship Emblems Kit ー From 40,000 to 25,375.
Compound Ship Emblems Kit ー From 88,800 to 62,625.
Complex Ship Emblems Kit ー From 175,000 to 133,125.
Basic Water Pumps Kit ー From 40,000 to 25,000.
Enhanced Water Pumps Kit ー From 85,000 to 62,500.
Pressurized Water Pumps Kit ー From 175,000 to 136,250.
Nail ー From 64 to 40.
Iron Bar ー From 240 to 200.
Bolt ー From 110 to 97.
Steel Bar ー From 215 to 187.
Common Plate ー From 2,400 to 900.
Dense Block ー From 880 to 230.
Malleable Anvil ー From 8,500 to 6,350.
Basic Tools ー From 4,300 to 1,788.
Simple Headgear ー From 4,400 to 1,813.
Composed Headgear ー From 7,520 to 3,250.
Advanced Headgear ー From 13,200 to 5,750.
Artisan Headgear ー From 40,000 to 15,050.
Superior Headgear ー From 52,000 to 20,500.
Medium Cannon Kit ー From 75,000 to 47,500.
Large Cannon Kit ー From 165,000 to 123,750.
Weak Racks ー From 2,550 to 1,225.
Armory Racks ー From 7,650 to 3,375.
Reinforced Racks ー From 18,650 to 9,383.
Gear Maintenance Tools ー From 35,600 to 17,500.
Thief Tools ー From 91,200 to 55,000.
Warmonger Tools ー From 91,200 to 55,000.
Bronze Ingot ー From 220 to 165.
Malleable Screw ー From 80 to 55.
Arcane Reflector ー From 350 to 275.
Basic Distilary Station ー From 6,000 to 2,200.
Condensing Station ー From 28,750 to 12,188.
Distilary Station ー From 92,500 to 30,313.
Metallic Reinforcement ー From 15,127 to 5,000.
Metallic Barrier ー From 35,353 to 11,750.
Metallic Fortification ー From 91,700 to 325,000.
Pathfinder's Gear ー From 10,800 to 4,363.
Pioneer's Gear ー From 31,275 to 12,094.
Conqueror's Gear ー From 52,850 to 31,250.
Reduced EXP for the Following items
War Headgear ー From 172,000 to 37,500.
Explorer Headgear ー From 172,000 to 37,500.
Professional Headgear ー From 172,000 to 37,500
Changed material requirements for the Following Items
Forging Tools ー Reduced Steel Ingot from 80 to 60 and Bronze Ingot from 55 to 40.
Glimmery Ingot ー Reduced Titanium Ingot from 10 to 3 and Cobalt Ingot from 6 to 2.
T2 Plate Armor ー Reduced Bronze Ingot from 3 to 2.
T2 Plate Helmet ー Reduced Bronze Ingot from 3 to 2.
T2 Plate Legs ー Reduced Bronze Ingot from 3 to 2.
T2 Plate Boots ー Reduced Bronze Ingot from 3 to 2.
T2 Sword ー Reduced Bronze Ingot from 4 to 2 and Coarse Leather from 2 to 1.
T2 Light Blade ー Reduced Bronze Ingot from 6 to 4 and Coarse Leather from 6 to 2.
T2 Axe ー Reduced Bronze Ingot from 3 to 2 and changed 3 Coarse Leather to 1 Refined Plank.
T2 Club ー Reduced Bronze Ingot from 3 to 2 and changed 3 Coarse Leather to 1 Refined Plank.
T2 Dagger ー Reduced Bronze Ingot from 4 to 2 and Coarse Leather from 2 to 1.
T2 Two-Handed Axe ー Reduced Bronze Ingot from 8 to 4 and changed 4 Coarse Leather to 2 Refined Plank.
T2 Two-Handed Sword ー Reduced Bronze Ingot from 6 to 4 and Coarse Leather from 6 to 2.
T2 Two-Handed Hammer ー Reduced Bronze Ingot from 8 to 4 and changed 4 Coarse Leather to 2 Refined Plank.
T3 Plate Armor ー Reduced Iron Ingot from 8 to 4 and Craftman's Leather from 3 to 2.
T3 Plate Helmet ー Reduced Iron Ingot from 8 to 4 and Craftman's Leather from 3 to 2.
T3 Plate Legs ー Reduced Iron Ingot from 8 to 4 and Craftman's Leather from 3 to 2.
T3 Plate Boots ー Reduced Iron Ingot from 8 to 4 and Craftman's Leather from 3 to 2.
T3 Sword ー Increased Iron Ingot from 4 to 5 and reduced Craftman's Leather from 5 to 3.
T3 Light Blade ー Increased Iron Ingot from 8 to 10 and reduced Craftman's Leather from 10 to 5.
T3 Axe ー Reduced Iron Ingot from 8 to 5 and changed 4 Craftman's Leather to 4 Refined Plank.
T3 Club ー Reduced Iron Ingot from 8 to 5 and changed 4 Craftman's Leather to 4 Refined Plank.
T3 Dagger ー Increased Iron Ingot from 4 to 5 and reduced Craftman's Leather from 5 to 3.
T3 Two-Handed Axe ー Reduced Iron Ingot from 16 to 10 and changed 8 Craftman's Leather to 8 Refined Plank.
T3 Two-Handed Sword ー Increased Iron Ingot from 8 to 10 and reduced Craftman's Leather from 10 to 6.
T3 Two-Handed Hammer ー Reduced Iron Ingot from 16 to 10 and changed 8 Craftman's Leather to 8 Refined Plank.
T4 Plate Armor ー Reduced Steel Ingot from 16 to 6.
T4 Plate Helmet ー Reduced Steel Ingot from 16 to 6.
T4 Plate Legs ー Reduced Steel Ingot from 16 to 6.
T4 Plate Boots ー Reduced Steel Ingot from 16 to 6.
T4 Sword ー Increased Steel Ingot from 7 to 10 and reduced Tanned Leather from 10 to 5.
T4 Light Blade ー Increased Steel Ingot from 10 to 20 and reduced Tanned Leather from 20 to 10.
T4 Axe ー Reduced Steel Ingot from 16 to 10 and changed 8 Tanned Leather to 7 Treated Plank.
T4 Club ー Reduced Steel Ingot from 16 to 10 and changed 8 Tanned Leather to 7 Treated Plank.
T4 Dagger ー Increased Steel Ingot from 7 to 10 and reduced Tanned Leather from 10 to 5.
T4 Two-Handed Axe ー Reduced Steel Ingot from 25 to 20 and changed 17 Tanned Leather to 14 Treated Plank.
T4 Two-Handed Sword ー Increased Steel Ingot from 12 to 20 and reduced Tanned Leather from 20 to 10.
T4 Two-Handed Hammer ー Reduced Steel Ingot from 25 to 20 and changed 17 Tanned Leather to 14 Treated Plank.
T5 Plate Armor ー Reduced Cobalt Ingot from 24 to 9 and Merchant's Leather from 5 to 4.
T5 Plate Helmet ー Reduced Cobalt Ingot from 24 to 9 and Merchant's Leather from 5 to 4.
T5 Plate Legs ー Reduced Cobalt Ingot from 24 to 9 and Merchant's Leather from 5 to 4.
T5 Plate Boots ー Reduced Cobalt Ingot from 24 to 9 and Merchant's Leather from 5 to 4.
T5 Sword ー Increased Cobalt Ingot from 8 to 14 and reduced Merchant's Leather from 15 to 7.
T5 Light Blade ー Increased Cobalt Ingot from 16 to 28 and reduced Merchant's Leather from 30 to 14.
T5 Axe ー Reduced Cobalt Ingot from 28 to 14 and changed 11 Merchant's Leather to 11 Sturdy Plank.
T5 Club ー Reduced Cobalt Ingot from 28 to 14 and changed 11 Merchant's Leather to 11 Sturdy Plank.
T5 Dagger ー Increased Cobalt Ingot from 8 to 14 and reduced Merchant's Leather from 15 to 7.
T5 Two-Handed Axe ー Reduced Cobalt Ingot from 56 to 28 and changed 22 Merchant's Leather to 22 Sturdy Plank.
T5 Two-Handed Sword ー Increased Cobalt Ingot from 16 to 28 and reduced Merchant's Leather from 30 to 14.
T5 Two-Handed Hammer ー Reduced Cobalt Ingot from 56 to 28 and changed 22 Merchant's Leather to 22 Sturdy Plank.
T6 Plate Armor ー Reduced Titanium Ingot from 19 to 10 and Artisan Leather from 6 to 3.
T6 Plate Helmet ー Reduced Titanium Ingot from 19 to 10 and Artisan Leather from 6 to 3.
T6 Plate Legs ー Reduced Titanium Ingot from 19 to 10 and Artisan Leather from 6 to 3.
T6 Plate Boots ー Reduced Titanium Ingot from 19 to 10 and Artisan Leather from 6 to 3.
T6 Sword ー Increased Titanium Ingot from 9 to 15 and reduced Artisan Leather from 18 to 7.
T6 Light Blade ー Increased Titanium Ingot from 18 to 30 and reduced Artisan Leather from 36 to 14.
T6 Axe ー Reduced Titanium Ingot from 25 to 15 and changed 14 Artisan Leather to 10 Fine Plank.
T6 Club ー Reduced Titanium Ingot from 25 to 15 and changed 14 Artisan Leather to 10 Fine Plank.
T6 Dagger ー Increased Titanium Ingot from 9 to 15 and reduced Artisan Leather from 18 to 7.
T6 Two-Handed Axe ー Reduced Titanium Ingot from 50 to 30 and changed 28 Artisan Leather to 20 Fine Plank.
T6 Two-Handed Sword ー Increased Titanium Ingot from 18 to 30 and reduced Artisan Leather from 36 to 14.
T6 Two-Handed Hammer ー Reduced Titanium Ingot from 50 to 30 and changed 28 Artisan Leather to 20 Fine Plank.
Steel Fishing Hook ー Reduced Steel Ingot from 14 to 10.
Cobalt Fishing Hook ー Reduced Cobalt Ingot from 22 to 13.
Titanium Fishing Hook ー Reduced Titanium Ingot from 48 to 15.
With the significant updates to Mining and Blacksmithing, we’re also implementing key adjustments to Weaving to ensure a balanced experience across all crafting systems:
Increased EXP for the Following Items
Simple Saddle ー From 6,400 to 2,000.
Composed Saddle ー From 8,800 to 3,250.
Advanced Saddle ー From 26,400 to 8,000.
Artisan Saddle ー From 51,200 to 15,000.
Superior Saddle ー From 57,600 to 19,375.
War Saddle ー From 194,400 to 55,000.
Explorer Saddle ー From 194,400 to 55,000.
Professional Saddle ー From 194,400 to 55,000
.
Changed material requirements for the Following Items
Artisan Saddle ー Reduced Steel Ingot from 17 to 12.
Superior Saddle ー Increased Cobalt ingot from 10 to 15.
Similar to Weaving, Carpentry is undergoing significant updates to align with the recent Mining overhaul and Blacksmithing enhancements. Changes to Experience and material requirements have been made as follows: Increased Experience for the Following Items
Armoires — From 15,400 to 4,250.
Square Table — From 27,500 to 7,125.
Sturdy Square Table — From 38,000 to 10,000.
Cabinet — From 3,600 to 1,063.
Comfortable Bed — From 64,500 to 16,500.
Storage Container — From 7,360 to 2,000.
Luxury Bed — From 130,000 to 33,250.
Small Cargo Hold — From 15,150 to 4,500.
Small Gun Deck — From 15,150 to 4,500.
Small Fishing Storage — From 15,150 to 4,500.
Small Tradepack Container Kit — From 61,000 to 17,500.
Small Ammunition Cabin Kit — From 61,000 to 17,500.
Small Fishing Crane Kit — From 61,000 to 17,500.
Medium Hull Frame — From 185,000 to 48,750.
Medium Cargo Hold — From 88,000 to 25,000.
Medium Fishing Storage — From 88,000 to 25,000.
Medium Gun Deck — From 88,000 to 25,000.
Large Hull Frame — From 500,000 to 150,000.
Large Cargo Hold — From 250,000 to 75,000.
Large Gun Deck — From 250,000 to 75,000.
Large Fishing Storage — From 250,000 to 75,000.
Mast — From 11,150 to 3,750.
Sturdy Wheel — From 8,800 to 2,375.
Small Wagon Container — From 11,200 to 3,000.
Medium Wagon Container — From 57,600 to 18,750.
Large Wagon Container — From 146,400 to 48,750.
Common Wagon Container — From 29,200 to 8,250.
Small Maintenance Unit Kit — From 61,000 to 17,500.
Protective Charm — From 8,000 to 825.
Warding Charm — From 23,000 to 2,500.
Spellbound Charm — From 34,000 to 4,000.
Basic Stabilizer — From 8,000 to 875.
Energy Stabilizer — From 23,000 to 2,500.
Arcane Stabilizer — From 34,000 to 4,000.
Wall Reinforcement — From 7,360 to 1,000.
Wall Fortification — From 41,000 to 4,000.
Herb Mixing Table — From 18,750 to 4,875.
Preparation Table — From 59,750 to 16,000.
Alchemist's Table — From 135,600 to 38,500.
Supply Locker — From 7,350 to 2,500.
Reinforced Locker — From 41,350 to 12,000.
Mystic Reinforcement — From 15,125 to 5,625.
Mystic Barrier — From 35,750 to 13,000.
Mystic Fortification — From 77,200 to 24,000.
Magical Accoutrements — From 10,800 to 3,750.
Spellcaster's Accoutrements — From 31,275 to 10,875.
Arcane Accoutrements — From 52,850 to 21,250.
Changed Material Requirements for the Following Items
Superior Work Bench ー Reduced Treated Plank from 30 to 25, Steel Ingot from 15 to 8, and Cobalt Ingot from 10 to 5.
Medium Tradepack Container Kit ー Reduced Sturdy Plank from 70 to 60 and Cobalt Ingot from 20 to 5.
Medium Ammunition Cabin Kit ー Reduced Sturdy Plank from 70 to 60 and Cobalt Ingot from 20 to 5.
Medium Fishing Crane Kit ー Reduced Sturdy Plank from 70 to 60 and Cobalt Ingot from 20 to 5.
Medium Maintenance Unit Kit ー Reduced Sturdy Plank from 70 to 60 and Cobalt Ingot from 20 to 5.
Work Bench ー Reduced Iron Ingot from 20 to 8 and Bronze Ingot from 12 to 5.
Artisan Work Bench ー Reduced Cobalt Ingot from 50 to 15 and Titanium Ingot from 25 to 7.
Small Hull Frame ー Reduced Nail from 40 to 20 and Bronze Ingot from 10 to 5.
Medium Hull Frame ー Reduced Malleable Screw from 60 to 40 and Iron Bar from 25 to 15.
Sturdy Container ー Reduced Common Plate from 6 to 4.
T2 Tower Shield ー Reduced Copper Ingot from 3 to 1.
T3 Tower Shield ー Reduced Iron Ingot from 8 to 3.
T4 Tower Shield ー Reduced Steel Ingot from 10 to 3.
T5 Tower Shield ー Reduced Cobalt Ingot from 18 to 5.
T6 Tower Shield ー Reduced Titanium Ingot from 14 to 5.
Throughout internal testing and feedback from our community, we also identified that Impact, Haste and Precision Runes are not delivering on the results that we had intended for them.
With Phase 3, we are introducing buffs to all Lesser and Greater Runes, so that these items can provide the return on the time investment required to unlock them through the Artifact System vendors.
Increased Impact for the Following
Lesser Runes:
Fierce Lesser Rune of Crushing ー From 16 to 24.
Fierce Lesser Rune of Cleaving ー From 8 to 12.
Fierce Lesser Rune of Precision ー From 16 to 24.
Fierce Lesser Rune of Aegis ー From 8 to 12.
Fierce Lesser Rune of Finesse ー From 16 to 24.
Fierce Lesser Rune of Bravery ー From 8 to 12.
Fierce Lesser Rune of Glory ー From 8 to 12.
Fierce Lesser Rune of Execution ー From 16 to 24.
Fierce Lesser Rune of Courage ー From 16 to 24.
Fierce Lesser Rune of Blunting ー From 8 to 12.
Fierce Lesser Rune of Evocation ー From 16 to 24.
Fierce Lesser Rune of Lethality ー From 8 to 12.
Greater Runes:
Fierce Greater Rune of Bravery ー From 15 to 25.
Fierce Greater Rune of Courage ー From 30 to 50.
Fierce Greater Rune of Cleaving ー From 15 to 25.
Fierce Greater Rune of Execution ー From 30 to 50.
Fierce Greater Rune of Blunting ー From 15 to 25.
Fierce Greater Rune of Crushing ー From 30 to 50.
Fierce Greater Rune of Lethality ー From 15 to 25.
Fierce Greater Rune of Finesse ー From 30 to 50.
Fierce Greater Rune of Aegis ー From 15 to 25.
Fierce Greater Rune of Evocation ー From 30 to 50.
Fierce Greater Rune of Glory ー From 15 to 25.
Fierce Greater Rune of Precision ー From 30 to 50.
Increased Haste for the Following
Lesser Runes:
Keen Lesser Rune of Bravery ー From 8 to 10.
Keen Lesser Rune of Courage ー From 16 to 20.
Keen Lesser Rune of Cleaving ー From 8 to 10.
Keen Lesser Rune of Execution ー From 16 to 20.
Keen Lesser Rune of Blunting ー From 8 to 10.
Keen Lesser Rune of Crushing ー From 16 to 20.
Keen Lesser Rune of Lethality ー From 8 to 10.
Keen Lesser Rune of Finesse ー From 16 to 20.
Keen Lesser Rune of Aegis ー From 8 to 10.
Keen Lesser Rune of Evocation ー From 16 to 20.
Keen Lesser Rune of Glory ー From 8 to 10.
Keen Lesser Rune of Precision ー From 16 to 20.
Greater Runes:
Keen Greater Rune of Bravery ー From 15 to 20.
Keen Greater Rune of Courage ー From 30 to 40.
Keen Greater Rune of Cleaving ー From 15 to 20.
Keen Greater Rune of Execution ー From 30 to 40.
Keen Greater Rune of Blunting ー From 15 to 20.
Keen Greater Rune of Crushing ー From 30 to 40.
Keen Greater Rune of Lethality ー From 15 to 20.
Keen Greater Rune of Finesse ー From 30 to 40.
Keen Greater Rune of Aegis ー From 15 to 20.
Keen Greater Rune of Evocation ー From 30 to 40.
Keen Greater Rune of Glory ー From 15 to 20.
Keen Greater Rune of Precision ー From 30 to 40.
Increased Precision for the Following
Lesser Runes:
Sharp Lesser Rune of Bravery ー From 8 to 12.
Sharp Lesser Rune of Courage ー From 16 to 24.
Sharp Lesser Rune of Cleaving ー From 8 to 12.
Sharp Lesser Rune of Execution ー From 16 to 24.
Sharp Lesser Rune of Blunting ー From 8 to 12.
Sharp Lesser Rune of Crushing ー From 16 to 24.
Sharp Lesser Rune of Lethality ー From 8 to 12.
Sharp Lesser Rune of Finesse ー From 16 to 24.
Sharp Lesser Rune of Aegis ー From 8 to 12.
Sharp Lesser Rune of Evocation ー From 16 to 24.
Sharp Lesser Rune of Glory ー From 8 to 12.
Sharp Lesser Rune of Precision ー From 16 to 24.
Greater Runes:
Sharp Greater Rune of Bravery ー From 15 to 25.
Sharp Greater Rune of Courage ー From 30 to 50.
Sharp Greater Rune of Cleaving ー From 15 to 25.
Sharp Greater Rune of Execution ー From 30 to 50.
Sharp Greater Rune of Blunting ー From 15 to 25.
Sharp Greater Rune of Crushing ー From 30 to 50.
Sharp Greater Rune of Lethality ー From 15 to 25.
Sharp Greater Rune of Finesse ー From 30 to 50.
Sharp Greater Rune of Aegis ー From 15 to 25.
Sharp Greater Rune of Evocation ー From 30 to 50.
Sharp Greater Rune of Glory ー From 15 to 25.
Sharp Greater Rune of Precision ー From 30 to 50.
Gameplay
Increased the drop rate of Glory Shards.
Glory Shards can no longer be obtained from grey-level creatures and Quest-related creatures.
Removed Latency Tunneling Service checkbox from login screen due to introduction of Regional Channels.
Removed Dawn Essence as a reward from Supplybags.
Removed and replaced Dawn Essence as a reward from turning in Culled Eyes with silver. The silver reward scales with Archetype level similarly to the Experience reward.
Removed Equipment Chests as rewards from North Star Quests — Equipment Chests were a welcome addition during the testing and Early Access phases to streamline progression, but are not needed for RavenQuest's Official Release, so we're removing them in preparation for it.
Increased the amount of Open World Trees by approximately 50%, and added a new respawn mechanic that should further improve their availability.
Increased the amount of Open World Herbs & Mushrooms by approximately 50%, and raised their spawn rate.
Increased the minimum Legacy Level required for Aether Echoes task to appear on the Adventurer’s Board from 40 to 75. This change is intended to make the completion of Adventurer's Board tasks smoother for lower level players, while retaining the number of available tasks for more established veterans.
Added an extra step into claiming reward from the Adventurer's Board ー After the task is completed, the player will have to open the Board's menu and claim the reward. Echo Scrolls, Rift Charges and EXP Boosters will continue to be given automatically upon completing the task. This change is to facilitate players to level their inactive Archetypes.
Combat
Adjusted Aether Stone mechanics for players at Effective Level 75 facing creatures over 10 levels higher:
Players can now interact with Aether Stones dropped by creatures more than 10 levels above them, as long as they are at least Effective Level 75.
Creatures spawned may exceed the 10-level difference.
Rewards are scaled to align with the standard 10-level cap.
Changed behavior of Wagons when entering combat. Now, when you use a skill while on a Wagon, you will be automatically dismounted to start fighting, the same way that dismounting into combat works while riding a Moa. This change does not affect Moa skills.
Changed the delay for out of combat regeneration for a player damaged by another player in PvP combat from 5 to 12 seconds. Really putting emphasis on fight or flight!
Removed the Health multipliers from Arachnowalker and Widowalker creatures. This change is aimed at reducing their pressure on players while traversing through high Level caverns.
From now on, when players attempt to access one of the three islands unlocked by Pirate Island Journal Artifacts, pirates will spawn at sea to engage them in battle.
Changed Secondary Attributes provided by Necktail item from 27 Defense Power and 20 Weapon Power to 30 Spell Defense and 15 Weapon Defense.
Changed the behavior of the Dwarven Mining Helmet item to remove immunity to damage as follows:
Old Effect: Passive: When struck by a creature while mining, become immune until you are finished Mining. 5 minute cooldown.
New Effect: Passive: Damage does not interrupt Mining.
Adjusted values for the Toxic Tendril item drop chance during task 7 of the Welcome to the Bog Story Quest:
Increased drop chance of Toxic Tendril by an additional 10%.
Open World
Removed NPC Selenia from Ravencrest.
Added a new NPC to the Eternal Night Society Lobby. New guest on Leagros’ Vampire Club is looking for mischief.
A new addition to the Eternal Night Society Lobby, Slinky the Butler now patrols around, making sure everything is orderly.
A ranger who used to fence for the Rohna Brotherhood has retired and settled somewhere within the woods. Bringing him a memento of his days with the Brotherhood might yield an interesting conversation.card type
Added several random NPCs to different regions, mainly Zephyr Vale, Harbor Isle and Gilead.
Added a map expansion to the entrance of the Chapel of Skorn as part of the overhaul to the event For the Love of Demons. Additional corridors and rooms have been added along with several additional Skorn creatures.
Applied a few changes to a hill in the Hunting Marches, Frost Steppes, to improve the storytelling around the area and prepare for future interactions.
Ocean
Ocean creatures will now drop new types of Infusions:
Tidal Infusion ー Provides 45 Experience to a piece of Equipment when Infused into it.
Oceanic Infusion ー Provides 125 Experience to a piece of Equipment when Infused into it.
Abyssal Infusion ー Provides 275 Experience to a piece of Equipment when Infused into it.
Maelstrom Infusion ー Provides 550 Experience to a piece of Equipment when Infused into it. These work in the same way as regular Infusions, just covering different ranges of Infusion EXP.
Reduced Orca's health from 26,000 to 18,200.
Increased the drop rate of crafting-related items from Sea Creatures ー Items used in ship recipes have received a significant boost of 100%, while other crafting materials have seen a moderate increase of 50%.
Solved some issues on interactions between players and creatures on land and sea. Now players on land can't receive damage from Sea Creatures and vice-versa.
Upcoming Updates will introduce new rare drops from Sea Creatures, along with additional recipes that use their drops as ingredients. RavenCards
Updated the RavenCards UI to give more control to the player over their RavenCards and to make it easier to track their collection:
Disenchanting of duplicate cards is no longer automatic and can be decided upon manually.
Added new display view to clearly see which cards have duplicates and their rarity.
Added the option to Disenchant specific cards and to Mass Disenchant cards by rarity.
Added the Adventurer RavenPack alongside the Standard RavenPack. The new pack is limited to rewarding common RavenCards. Luck is tracked separately for each Pack per card rarity.
Introduced a cap to upgrading RavenCards. Now the highest rarity tier that can be upgraded to is Mythic through the upgrading system.
Changed how RavenPacks are rewarded from North Star Quests:
Non-Patrons receive 1 Adventurer Pack per North Star Quest complete.
Patrons receive 2 Standard Packs per North Star Quest complete.
Patrons are eligible for both rewards.
Added the option to skip RavenPack opening animation. This can be found under Settings (O) ➝ Graphics ➝ Pack Opening Animation. The option can be toggled On/Off and is enabled by default.
Alchemy
Changed the design of Stabilize Mixture to: Stabilize Mixture ー If you critically strike within the next 4 actions, the item's durability will be restored by 3. This change aims to maintain the high risk and reward of its skill while reducing the risk of losing your effort.
Removed the passive requirement to craft 3 ingredient items: Prime Extract, Core essence and Core Catalyst.
Increased Alchemy Level required to craft Mana Surge Tonics, as well as the Effective Level needed to use them, from 33 to 35.
There will be more adjustments to Alchemy in future Updates.
Quality of Life
Added lighting around stairs to improve player navigation. Locating exits and entrances should now be much easier.
Added indicators for stairs on the map and as an option under Settings (O) ➝ Hotkeys ➝ Misc ➝ Stairs Indicators. These indicators are displayed as small arrows pointing either up or down to inform the level change that using a nearby staircase would lead to. This option can also be found located around the minimap and contains the following options:
Enabled
Only Underground
Disabled
This change combined with the stairs light addition will significantly improve the ability of our adventurers to explore the world and discover hidden secrets.
Added the option to claim rewards from external sources (such as Twitch Drops) in-game for individual characters rather than be automatically granted to the first character that is selected to log in with. This option can be found by pressing Esc ➝ Redeem Rewards. When rewards are character specific and not account wide, a confirmation window will follow to check if the reward should be redeemed.
Implemented a function to the Action Bar where a player can add melee skills to a queue system that will be executed as soon as the player gets close to the creature. Spells will also have a grayed-out animation if it is not possible to use it for some reason, such as being out of range and/or out of mana.
Implemented a visual feedback when the crosshair of a skill is out of range.
Implemented a checkbox confirmation feature to certain confirmation modals in the game (such as when infusing equipment with Bonded Infusions or Augmenting equipment) ー This is an extra step to help prevent players from accidentally performing actions that have irreversible outcomes.
Added Trade Channel to Chat UI.
Added information regarding the Infusion value as material to Equipment. The experience of trading will be made better and safer as buyers will be able to see the Infusion value of items they are purchasing prior to buying.
Applied adjustments to the behavior of expired and canceled offers in the Marketplace ー Items from expired offers will now go to the Inbox, while canceled offers will now go to the Inventory.
Aether Rift Charges and Adventuring Spirit are now displayed on the Adventurer's Board reward section.
Ravencrest Emblems will now be displayed on the Professions UI.
Changed Cooking Station recipes order to show low level recipes first.
Updated the map highlights for the Ranger's Company task to hunt Mammoths in the Frost Steppes, improving their accuracy.
Changed mounting interaction with your Moa. If you are out of combat and attempt to mount your Moa, you will not have to wait for the usual channeling time to be completed, instead it will be instant.
Increased the default inventory slot capacity from 48 to 60 and the bank capacity from 35 to 70.
Added two new filters to the Crafting and Tradeposts windows, enabling players to see only items and Tradepacks they can craft with materials currently in their Inventory.
Added filters to the Transports Tab, allowing players to navigate through the UI to find specific Moas, Wagons and Ships more easily.
The skill crosshair indicator will now remain visible when it goes beyond the skill's range.
Adjusted skill tooltips to correctly show the attributes of the Aether Rift build when selected as opposed to displaying the values of your normal build. This will help with improving clarity regarding the power of your Aether Rift build.
Applied adjustments to the House Decoration tab (House Editor Mode):
All 'Owned' decorations now appear at the top of the list.
All 'Not Owned' decorations are displayed as disabled.
Made multiple Quality of Life improvements for quest tracking. Some events did not have map icons showing up on the map when they were active or were not appearing in the correct area. Below is the list of affected events and the changes involved:
The map icon indicator has been properly centered for the following events: Open Waters, Misty Waters, The Elderwood Grotto, Daughters of Slaughter III.
Added proper map icon indicators for the following events: Possessed by Resentment, A Sludging Mess, As Sharp as Wind, Living Tale, Keepers of the Lamp, Tower of the Everliving, Horn of Rage, Raiders' Reunion, Parching Gaze, A Dance with Ghosts, Scales of Corruption, The Caw of Yl'zogog, Tainted Breed, Defiance Calls for Aid, Children of the Damned, Sealed Under the Dark, Tax Collection, Sealed Amidst the Fire, Salt Water Pit, Trench Warfare, The Whirlwind General, The Sandswept Sentinel, Shackled Memories, Gritty General, When the Eastern Wind Blows, The Colossus of Quorras, Clash of the Elements, In the Eye of the Storm, Unweaving Magic, The Husk of Skorn, Ancestral Feud, A Bloody Reception, The Blackscale Terror, Pieces on a Chessboard, The Wizard Frozen in Time.
Updated the Zone Names HUD Display to better align with the current UI style.
Removed the System Messages when Docking/Undocking Ship to avoid redundancy and unnecessary screen-space cluttering.
Other
Added Map Click Walking Bandit's Teaching.
Added clarification to the descriptions of Room upgrades to better inform that they provide bonus stats, not base stats.
Added clarification to the RavenCard rarity bonus tooltip to better explain how the system impacts chances of obtaining different rarities.
Added clarification to Legendary Rings description, informing that two of the same ring cannot be equipped at the same time.
Added a block to the dialogues of Soni and Thrain Darkhammer as their dialogues mentioned content that has not been implemented yet.
Replaced multiple Mammoths with Mammoth Bulls in the Icesteps region found in the Frost Steppes. The change was done to prepare the area for the newly implemented Primal Stampede event.
Replaced many skills used by Aether Echo bosses with new recolored versions that better match their origins lore-wise.
Replaced the visuals of Creatures involved in the Shadow From Our Past dynamic event with new recolored versions to better fit with their overall concept.
Added SFX to the following interactions: Opening Treasure Chests, Collect/Drop Tradepacks and Ships being destroyed.
Added SFX to the Augmenting Stone system (on fail/success interactions).
Added Portuguese translations for Profession passives.
Added Portuguese translations for Aether Echoes UI.
Added numerous minor Portuguese translations, primarily related to UI.
Updated the Patron Benefits text in the RavenStore to more accurately reflect the actual benefits provided.
Improved the readability of Silver values across many areas of the game by adding commas between value size changes.
Added missing commas to the Infusion values on item tooltips for improved readability.
Updated the visual effects for multiple trinkets: Poisonpetal Seeds, Toadish Cloak, Aegis Rune, Twilight Lamp, Crystal of the Dawn, The Grim Smile, Golden Fleece, Hypnotizing Stone, Stepping Fuel, Withered Demon Hand, Goblin Bombs, Omega Stone.
Updated weather conditions in several regions around the world for enhanced immersion:
Zephyr Vale: Added light/heavy fog and light/heavy rain, in addition to the usual weather.
Crowhollow Bog: Added light/heavy fog, light/heavy rain, and heavy rain with lightning storms, in addition to the usual weather.
Gilead: Fixed weather system to now include light sandstorms alongside the existing conditions.
Glaceforde: Fixed weather system to introduce light/heavy snowfall alongside the existing conditions.
Added several new Sound Effects related to the Undead Harvesting Quest.
The same rules that apply to character names are now also enforced for Moa names.
Removed Dawn Essence as a reward from releasing Moas and removed Feathers as a reward from releasing Tier 1 Moas.
Tier 1 Moas now only reward Silver when released.
Tier 2 and above Moas will only reward Feathers when released.
General
Fixed an issue where players were able to have more than 1 attribute room in the same house. Any existing houses that already have multiple attribute rooms, be aware that only the highest Tier will be considered for your character.
Fixed an issue that allowed the incorrect placement of crops in adjacent tiles where it would normally be not possible inside the Community Land.
Addressed an issue where crops appeared fully grown, but when attempting to harvest, the game indicated they weren’t ready yet.
Fixed an issue where the boss Aether Corruption would not attack players who stayed at maximum range upon entering the boss room.
Fixed an issue where creatures would improperly apply a slow effect on players in certain situations ー This fix will be most noticeable in Aether Rifts.
Fixed an issue where Archetype Experience gained inside Aether Rifts was incorrectly receiving a small bonus based on the level difference between the player's real Effective Level (outside the Rifts) and the Aether Rifts Effective Level (set to 75).
Fixed an issue where players were able to duplicate the wagon during the mounting interaction.
Fixed an issue that allowed more than 1 character to interact with the Plunder Chest simultaneously under specific conditions.
Fixed an issue where players were not receiving Aether Echo Scrolls after completing 3 tasks from the Adventurer's Board while inside a Rift.
Players on land are now unable to interact with players on ships.
The cost of rerolling tasks in the Ranger's Company Board is now correctly resetting.
Players can now properly craft Tier 7 Leather Boots.
The Tier 7 Cloth Armor is now set in the correct category in the Market.
Players can now properly sell Tier 2 Equipment to the active Buy Order feature from another player in the Marketplace.
Fixed an issue where players were not able to sell Equipment with higher grades on Buy Order.
Fixed an issue that prevented players from selecting the quality for their Buy offers while the client is set to PT-BR language.
Fixed an issue where having a high number of crops or animals in a Fort or Stronghold caused the Land Tracker to malfunction.
Fixed the leave warning time for Duels, preventing immediate disqualification when stepping outside the duel area. Additionally, the Duel area has been extended by 2 squares.
Open World
Fixed an issue that caused Open World Trees to spawn in much smaller quantities. Their spawn rate should now be working properly.
Fixed an issue with The Reliant Shipwright story quest that prevented players from sailing into the deep ocean before completing it.
Fixed two skills of Fleshound Titan in the Prison on the Peak Dynamic Event:
Ice Boulder Throw — The skill was incorrectly targeting random tiles instead of selecting a random player.
Stalactite Stomp — The skill was mistakenly applying a stun to the boss at the end of the cast.
Fixed a set of four prison gates to be correctly locked as part of the Pieces on a Chessboard Event. Previously they were not and would sometimes cause the Event to end early.
Fixed an issue where a section of the map wasn't being recognized as part of the Twisted Hybridization Dynamic Event.
During Task 6 of Creating Value Story Quest, the description now correctly informs how many items are left to be retrieved.
Fixed an issue with two doors in the torture room of the Castle of Skorn that were incorrectly allowing early access to the throne room.
Fixed an issue where two trees were placed in the same location next to the east entrance of Ravencrest, causing them to overlap.
Combat
The drop rate of Artifact Crystal Eyes in the Deadlands is now correct.
Fixed an issue where Provoked effects would sometimes end prematurely.
Fixed an issue where Aether Stones could be destroyed before all creatures spawned by it were defeated.
Fixed an issue where the interaction with the Aether Stone wouldn't appear if all mobs weren't killed before the despawn timer.
Fixed an issue where Strong Permafrost condition was not being properly consumed by Obsession Igneous Icebreak boss skill.
Fixed an issue where players could cast Fierce Leap skill twice while equipped with the Minotaur Duelist RavenCard.
Fixed an issue where Fierce Leap skill with Minotaur Duelist RavenCard was causing tiles to become impassable.
Fixed the trinket Sharakhai Fetish not working correctly when unequipping a melee weapon.
Fixed an Issue with Sins of the Many passive skill where the additional healing power was not applying correctly to the player when they recently joined/left the party.
Fixed an issue with the Warforged Fencer's Escape skill where it did not properly remove Stun, and players were able to switch weapons during the skill's cooldown.
Fixed an issue where the Snow Broodmother Ravencard [Frost Lance Wizardry skill] was not working correctly on Aether Rift.
Guild Wars
Players can no longer interact with the Golden Flag while under the effects of the Holy and Spiritual Legacy Skills.
Fixed an issue where, after leaving the Aether Rift, players were unable to use their Legacy skill until they swapped their Archetypes.
Fixed an issue where Guilds were able to have 16 players on the Guild Wars during the match.
Fixed an issue where the upgrade button for Strongholds was enabled, although it was not intended to be available at this time.
Fixed an issue that was preventing the correct amount of members (15) to join 15 members of the Guild Wars.
Fixed an issue where the party was not being properly created when joining the Guild Wars Arena under certain conditions.
Interface
The player's status interface in Aether Rift builds now correctly displays the values.
Builds are now saving the Attribute Points spent on the Primary Attributes properly.
Fixed an issue where messages would occasionally not appear in the Message Box.
Fixed an Issue where after changing the Presets the Ability Bars were not updated with missing slots from new extra bars. Action Bars should now display correctly.
Fixed an issue where receiving items from certain sources, such as Dynamic Events, caused items to be forced into the Inventory even when no space was available, creating an unusable slot in the Inventory.
Updated the Compass Highlighted position of the Cosmetic NPC Almithera. Her location is now correctly displayed in the Elder Coast region.
Fixed a visual issue that showed party buffing skills used on land applying to other player's boats. This was entirely visual and no mechanical benefits were applied.
Fixed a visual issue that placed the Preset Builds selection drop down menu behind other UI windows if something besides the Archetypes window was opened, preventing players from interacting with it.
Fixed a visual bug on Profession notifications where the notification was not disappearing after the player interacted with the UI.
Tutorial and Clarifications
Fixed an issue with the weapon crafting tutorial not completing under certain situations.
Fixed an issue where Fishpost Bandit's Teaching would show up during a quest that offers a fish as a quest item and not a sellable item.
Fixed Fishing System Bandit's Teaching where one page of information was mixed up with the Moa Bandit's Teaching.
When an item is needed for a Bandit's Teaching interaction, the tutorial window now correctly points to the inventory bag that has the item. The change affects the following Bandit's Teachings:
Fishing Rod
Fish Broker
Land Deed
Trinket
Fixed the tooltip of Living Branches item, as it was previously displaying incorrect information.
Fixed Aether Echoes tooltip information on the Adventurer's Board task.
We hope you enjoy the news coming to Early Access Phase 3 of Ravenquest! Participate in the Tavern Discussions and tell us what you think of the news!