What's new

PATCH Patch Notes for May 30, 2026: Mini-Expansion and Ossuary 4

Luthius

Developer
Staff Member
Ossuary 4
  • Level 4 of Ossuary Dungeon is now available to players
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Scarab Amulet
  • Scarab Amulets will now appear as an ultra-rare loot drop exclusively within Level 4 of Ossuary Dungeon
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Hieroglyphs
  • Hieroglyphs will now appear once again, and will exclusively appear as rare loot drops within Level 4 of Ossuary Dungeon
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Damage Resolution
  • Any mechanic that creates secondary damage with amounts based on the total damage resolved on the primary effect, such as the damage of a Melee Hit generating Bleed ticks, will no longer apply Damage Bonuses or resolve Damage Reductions when resolving the secondary damage
  • Under the old handling, a large number of bonuses or reductions were applying twice resulting in major imbalances

The following types of mechanics are affected:
  • Swords Weapon Special (Bleed)
  • Weapon Stances that resolve additional "attacks" based on initial hit damage (such as Cleave)
  • Weapon Stances that create Bleed or Disease based on initial hit damage (such as Fencing Blackguard)
  • Weapon Finishers that inflict damage based on initial hit damage (such as Fencing Assassinate)
  • Weapon Abilities that inflict damage based on initial hit damage (such as Archery Repeater)
  • Blood Aspect Armor (Bleed)
  • Death Aspect Armor (Disease)
  • Lightning Aspect Armor (Arc Shock effect)

Note: Any mechanic that boosts a specific damage type, such as increases to Bleed or Disease damage, will still apply on the initial calculation of their damage amount; they will just not apply their bonuses twice


Example (Old System)
A bard character using a sword has a Discordance effect on a creature (boosting damage by 25%)

The bard character lands a sword hit for 100 damage which then becomes 125 damage through Discordance

The sword hit also creates 125 damage worth of bleed ticks to resolve on the target

When resolving the bleed effects, the bleed ticks *again* are boosted by Discordance and are now resolved for 156 damage (when they were intended to be 125)



Example (New System)
A bard character using a sword has a Discordance effect on a creature (boosting damage by 25%)

The bard character lands a sword hit for 100 damage which then becomes 125 damage through Discordance

The sword hit also creates 125 damage worth of bleed ticks to resolve on the target

The bleed ticks will resolve for 125 damage



Creature Armor Minimums
  • Creatures can now have their Armor Rating reduced by a maximum of 75 (previously was 50)


Damage Reflection
  • Player-based Damage Reflection onto creatures no longer has a limit per effect (previously was 500 per effect)
  • Players now have a maximum limit of 2000 total damage reflected per second
  • Damage Reflection for players (from Tailoring, Fire Aspect, etc) will now work on all sources of damage up to 18 tiles away


Attack Ranges
  • Players, Followers, or Player Ship Crewmembers using Melee Attacks that have a Range of 1 will now be treated as having Range 2 (or Range 3 in rare cases) when making attacks against most creatures that have body types that overlap multiple tiles or have unusual location offsets
  • A large number of creatures (including player Followers) that occupy multiple tiles or have unusual location offsets will now have a Melee Range of 2 (or more)
  • A number of Abilities for creatures that have had their Melee Range increased will also have their Ability range increased if that range is now smaller than their Melee Range
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Target Arcs
  • Some mechanics will refer to the player being within either a creature's Front Arc or their Side/Rear Arc
  • A creature's Front Arc is anything within a 45 degree angle outward from the Facing of the creature (depicted by Green Tiles/Arrows)
  • A creature's Side/Rear Arc is any tile not within in the creature's Front Arc (depicted by Yellow Tiles)
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Pit Trials

Pit Trial Records

  • Existing Pit Trial Records will be wiped (due to incoming rule changes)


Damage Bonus Per Wave
Pit Trial Creatures will receive a Damage Bonus Per Wave of the following:
  • One Player: 2.5% Per Wave (No Change)
  • Three Player: 5.0% Per Wave (No Change)
  • Five Player: 7.5% Per Wave (Previously was 10%)


Damage Resistance Bonus Per Wave
Pit Trial Creatures will now receive a Damage Resistance Bonus Per Wave of the following:
  • One Player: 0.5% Per Wave (No Change)
  • Three Player: 1.0% Per Wave (No Change)
  • Five Player: 1.5% Per Wave (Previously was 2.0%)


Total Creature Difficulty Per Wave
The Total DifficultyValue of Pit Trial Creatures that spawn in each wave are adjusted by the following:
  • One Player: +125 Total Difficulty Per Wave (No Change)
  • Three Player: +250 Total Difficulty Per Wave (No Change)
  • Five Player: +375 Total Difficulty Per Wave (Previously was 500)


Weapons

Weapon Setup Bonuses

  • Players will receive bonuses against creatures based on what "setup" they have for weapons/shields occupying their hands
  • These bonuses will be listed as (Setup) in the [stats page

Weapon Setup Bonuses are as follows:
  • (1 Handed) Melee with No Shield: +20% Accuracy
  • (1 Handed) Melee with Shield: +10% Accuracy and +10% Damage Resistance
  • (1 Handed) Ranged with No Shield: +20% Accuracy and +25% Melee Damage
  • (1 Handed) Ranged with Shield: +10% Accuracy, +25% Melee Damage, and +10% Damage Resistance
  • Paired Melee (Dual Wielding or Wrestling Weapon): +10% Attack Speed
  • Two-Handed Melee: +25% Melee Damage
  • Two-Handed Ranged: +50% Melee Damage
  • Arcane Staff: 10% Arcane Mana Recovery Chance [Displayed on the Spells page]
  • Spellbook with No Shield: +30% Meditation Rate [Disabled during PvP]
  • Spellbook with Shield: +15% Meditation Rate and +10% Damage Resistance [Meditation bonus disabled during PvP]
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Note: Wrestling weapons were previously consided a "Two-Handed" weapon but will now be considered a "Paired" weapon for this mechanic


Spellbook Setup Bonuses
  • Spellbook Setup bonuses will only apply for Crafted or Magical Spellbooks (non-Blessed)

Players will not receive Spellbook Setup bonuses if any of the following circumstances apply to them:
  • Flagged in PvP
  • Has PvP Scripts Disabled (participating in a PvP Event)



Weapon Codex, Stances, and Finishers
  • The Stance Auto-Renewal mechanic for Weapon Stances has been removed
  • The Stance Auto-Renewal buttons have been removed from the Weapon Codex Hotbar and all related commands have been disabled and removed
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Changing Stances
  • Changing Stances will no longer consume Mana


Weapon Finisher Chance
  • Weapon Finishers now have a baseline 10% chance to occur (further scaled by weapon speed), and will no longer have their chance to occur scaled by Finisher Tier


Finisher Health Thresholds
  • The Health Percent Threshold needed to trigger a Weapon Finisher or Parry Finisher will now be scaled by the player's Finisher Tier
  • Weapon Finisher Threshold: 25% * (Finisher Tier / 5)
  • Parry Finisher Threshold: 33% * (Finisher Tier / 5)
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Examples
A player with Tier 2 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (2 / 5)) = 10% Health or less
A player with Tier 5 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (5 / 5)) = 25% Health or less



Boss Finisher Cooldowns
  • Weapon Finishers against Bosses will now have a Cooldown of (120 - (12 * Finisher Tier)) seconds

Examples
A player with Tier 2 Finishers will have a Finisher Cooldown of (120 - (12 * 2)) = 96 seconds against Bosses
A player with Tier 5 Finishers will have a Finisher Cooldown of (120 - (12 * 5)) = 60 seconds against Bosses



Dual Wielding
  • Dual Wielding is a new weapon skill available to players that allows the usage of a new class of paired weapons that occupy both hands
  • Players can raise their Dual Wielding skill up to 100 points
  • Even though some Dual Weapons will visually mirror existing weapons from other skills (such as Scimitars, Rapiers, etc) using Dual Wielding weapons will only require the Dual Wielding skill (i.e. using Dual Katanas will not require the Swordmanship skill)
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Dual Weapons
  • Dual Wielding weapons are a standalone weapon that when equipped will occupy both hands
  • Dual Wielding weapons will function similarly to other weapons unless otherwise noted
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Dual Hunting Knives
  • Speed: 53
  • Damage Dice: 4 + 5D4
  • Damage Min/Max: 9-24
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Dual Katanas
  • Speed: 50
  • Damage Dice: 6 + 5d4
  • Damage Min/Max: 11-26
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Dual Scimitars
  • Speed: 50
  • Damage Dice: 6 + 5d4
  • Damage Min/Max: 11-26
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Dual Rapiers
  • Speed: 47
  • Damage Dice: 6 + 5D5
  • Damage Min/Max: 11-31
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Dual Sabres
  • Speed: 47
  • Damage Dice: 6 + 5D5
  • Damage Min/Max: 11-31
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Dual Norse Axes
  • Speed: 43
  • Damage Dice: 6 + 5D6
  • Damage Min/Max: 11-36
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Weapon Characteristics
Unless otherwise noted, Dual Weapons will adopt the Weapon Characteristics of their single-version equivalent for the following mechanics:
  • Being Poisonable (Dual Hunting Knives, Katanas, Scimitars, Sabres, Rapiers)
  • Treated as an Axe and Lumberjacking Weapon (Dual Norse Axes)
  • Can be used as a Knife to carve corpses/trees (Dual Hunting Knives)


Dual Wielding Codex
  • The Dual Wielding Codex is a Weapons Codex that players can use to adopt Stances and Finishers, as well as use Weapon Abilities, for Dual Wielding Weapons
  • Dual Wielding Codexes are Blessed
  • Dual Wielding Codexes can be crafted with the Inscription skill under the Books and Tomes category
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  • Dual Wielding Codexes require both at least 80 Dual Wielding skill and 80 Tactics skill to use
  • Players will earn Experience towards their Dual Wielding Codex when killing Monsters
  • By accumulating experience, players unlock Points to spend on Upgrades within the codex


Weapon Special
The Weapon Special for Dual Wielding weapons is "Feint" which has the following effects:
  • Increases Damage by 150% and adds 1 stack of Feint to target lasting 8-16 seconds (max of 5 Feint stacks on target). Target's damage dealt is reduced by 3% per Feint stack against players or followers that are within 2 tiles and also in its front arc. Target also takes an additional 3% Melee Damage per Feint stack from players or followers that are within 2 tiles and also in its side or rear arc


Stances
Descriptions for Dual Wielding Stances are as follows:
  • Aggressive: Weapon Special Chance increased by 4% per rank
  • Defensive: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Cleave: Deals 10% of Damage per rank towards a random enemy within 2 tiles
  • Square Off: Accuracy increased by 2% per rank and Effective Parry increased by 2 per rank. Bonuses are doubled against targets player is within their front arc
  • Shank: Damage increased by 2% per rank and Attack Speed increased by 1% per rank. Bonuses are doubled if player is within side or rear arc of target


Finishers
Descriptions for Dual Wielding Finishers are as follows:
  • En Garde: Inflicts 600% Damage to target. Player receives a 5 point Damage Shield that lasts 15 seconds (will not stack). Damage Shield is increased to 15 if player is within front arc of target. Increases player aggro for 15 seconds
  • Coup de Grace: Inflicts 400% Damage to target with Damage increased by 400% if player is within side or rear arc of target. Decreases player aggro for 15 seconds


Weapon Abilities
Descriptions for Dual Wielding Weapon Abilities are as follows:
  • Bladewhirl: If not currently stealthed, immediately makes a melee hit against up to 4 other targets within 4 tiles, inflicting 100% of weapon damage (scaled by weapon speed)
  • Knightly: Increases player aggro, and increases Accuracy and Melee Damage inflicted within front arc of enemies by 20% for 15 seconds
  • Knave: Reduces player aggro and increases Melee Damage inflicted within side or rear arc of enemies by 35% for 15 seconds


Crafting
  • Players can craft Dual Wielding weapons using the Blacksmithing skill under the Dual Wielding Weapons category
  • Dual Wielding weapons are treated as normal weapons for crafting and can be Exceptional Quality, Mastercrafted, and made with Colored Materials (such as Avarite)
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Store Purchase
  • Players can purchase store-quality versions of Dual Wielding weapons from either Blacksmith NPCs or Weaponsmith NPCs


Magical Dual Wielding Weapons
  • Magical versions of Dual Wielding weapons will occur as Loot Drops from all Outlands Systems, similar to normal weapons


Training and Skill Gain
  • Players can Train the Dual Wielding skill at any NPC that can train weapon skills
  • Players gain Dual Wielding skill when making attacks with a Dual Wielding weapon


Training Dual Weapons
  • Players can purchase Training Dual Daggers from Blacksmith NPCs and Weaponsmith NPCs
  • Training Dual Daggers inflict 1-2 Damage on hit and are intended solely for Skill Gain usage


Skill Title
  • Players with Dual Wielding skill can select "Swashbuckler" for their Paperdoll Skill Title
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Throwing
  • Throwing is a new weapon skill available to players that allows the usage of a new class of ranged weapons that are somewhat short range, but allow players to make a limited number of attacks while moving called Moving Throws
  • Players can raise their Throwing skill up to 100 points
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Throwing Weapons
  • Throwing weapons are single-handed weapons that have a ranged distance of 8 tiles
  • Throwing weapons do not require ammunition to use (will lose durability like melee weapons)
  • Throwing weapons will function similarly to other weapons unless otherwise noted
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Throwing Dagger
  • Speed: 40
  • Damage Dice: 9 + 5D3
  • Damage Min/Max: 14-24
  • Max Moving Throws (PvM): 5
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Throwing Star
  • Speed: 40
  • Damage Dice: 9 + 5D3
  • Damage Min/Max: 14-24
  • Max Moving Throws (PvM): 5
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Hurlbat
  • Speed: 34
  • Damage Dice: 11 + 5D4
  • Damage Min/Max: 16-31
  • Max Moving Throws (PvM): 4
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Chakram
  • Speed: 34
  • Damage Dice: 11 + 5D4
  • Damage Min/Max: 16-31
  • Max Moving Throws (PvM): 4
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Javelin
  • Speed: 26
  • Damage Dice: 13 + 5D5
  • Damage Min/Max: 18-38
  • Max Moving Throws (PvM): 3
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Francisca Axe
  • Speed: 26
  • Damage Dice: 13 + 5D5
  • Damage Min/Max: 18-38
  • Max Moving Throws (PvM): 3
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Planting and Moving Throws
  • Throwing weapons are unique in that players can potentially make Moving Throws with them, which are swing attempts that can made while moving
  • Players have a limited number of Moving Throws they can make before they must become "Planted"
  • Each type of throwing weapon has a different number of Moving Throws it can make against creatures (PvM) before they must become Planted, with faster weapons receiving a large number
  • Regardless of weapon type, players can only make 1 Moving Throw against other players (PvP), before they must become Planted
  • A player who remains stationary for 3 seconds is considered to have become Planted and resets their number of Moving Throws available
  • However, a player who is flagged in PvP must remain stationary for 5 seconds to become Planted


Moving Throws Remaining
  • When a player makes a Moving Throw against a creature (PvM), they will receive a system message telling them how many Moving Throws they have remaining
  • If a player has any Moving Throws (PvM) remaining, but switches to a different Throwing Weapon, their remaining number of Moving Throws will be reduced if it exceeds the maximum amount allowed for that new weapon
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Planted Expiration
  • If 10 seconds pass since a player became Planted, and they have taken any movement, they will lose any Moving Throws available to them and must become Planted again
  • If the player is flagged in PvP, they will instead lose any Moving Throws if 5 seconds have passed since they have last became Planted


Stationary Delays
  • If player does not have any Moving Throws available to use against their target, they must remain stationary for a duration before they may swing, following the normal rules in place for Ranged attacks such as Archery or Arcane weapons
  • This stationary delay scales from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher)


Throwing Codex
  • The Throwing Codex is a Weapons Codex that players can use to adopt Stances and Finishers, as well as use Weapon Abilities, for Throwing Weapons
  • Throwing Codexes are Blessed
  • Throwing Codexes can be crafted with the Inscription skill under the Books and Tomes category
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  • Throwing Codexes require both at least 80 Throwing skill and 80 Tactics skill to use
  • Players will earn Experience towards their Throwing Codex when killing Monsters
  • By accumulating experience, players unlock Points to spend on Upgrades within the codex


Weapon Special
The Weapon Special for Throwing weapons is "Winged" which has the following effects:
  • Increases Damage by 150% and adds 1 stack of Winged to target lasting 8-16 seconds (max of 5 Winged stacks on target). Target's Melee Finisher Health Threshold increased by 2% per Wing stack. Ranged weapon attacks against target have their Damage increased by 2% per Wing stack


Stances
Descriptions for Throwing Stances are as follows:
  • Torrent: Melee hits increase Attack Speed by a cumulative 1.0% per rank. Bonus is reset to 0% if player changes stance, 5 seconds pass without a hit, or player lands 5 hits
  • Suppress: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Reaper: Deals an additional 8% of Damage per rank to 2 additional random targets within 2 tiles
  • Rake: Damage increased by 3% per rank with bonus doubled on Moving Throws
  • Kite: Accuracy increased by 1% per rank and Damage increased by 2% per rank, with bonuses doubled if target has moved within 1 second


Finishers
Descriptions for Throwing Finishers are as follows:
  • Hunter: Inflicts 400% Damage to target. For next 15 seconds player's Melee Damage is increased by 10%, with bonus doubled against targets from same Slayer Group as target (will not stack)
  • Hobble: Target takes 120% Damage per movement step until 20 seconds pass or 10 movement steps taken (will not stack)


Weapon Abilities
Descriptions for Throwing Weapon Abilities are as follows:
  • Clash: For next 15 seconds receive +10% Accuracy, +10% Damage Resistance, and +20% Melee Damage against targets within 2 tiles
  • Blitz: For next 15 seconds player has unlimited Moving Throws and receives +15% Swing Speed if they have not been stationary for 1 second or more
  • Hail Mary: For next 15 seconds Attack Range is increased by 4 and Melee Damage is increased by 30% if distance to target is 9 tiles or more


Crafting
  • Players can craft Throwing weapons using the Blacksmithing skill under the Throwing Weapons category
  • Throwing weapons are treated as normal weapons for crafting and can be Exceptional Quality, Mastercrafted, and made with Colored Materials (such as Avarite)
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Store Purchase
  • Players can purchase store-quality versions of Throwing weapons from either Blacksmith NPCs or Weaponsmith NPCs


Magical Throwing Weapons
  • Magical versions of Throwing weapons will occur as Loot Drops from all Outlands Systems, similar to normal weapons


Training and Skill Gain
  • Players can Train the Throwing skill at any NPC that can train weapon skills
  • Players gain Throwing skill when making attacks with a Throwing weapon


Training Throwing Dagger
  • Players can purchase Training Throwing Daggers from Blacksmith NPCs and Weaponsmith NPCs
  • Training Throwing Daggers inflict 1-2 Damage on hit and are intended solely for Skill Gain usage


Skill Title
  • Players with Throwing skill can select "Skirmisher" for their Paperdoll Skill Title
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Wrestling

Weapon Stats

Weapon Stats for Martial Manuals, Cestus, and Fistblade are now as follows:
  • Speed: 45
  • Damage Dice: 7 + 6D4
  • Damage Min/Max: 13-31


Layer and Weapon Setup
  • Wrestling Weapons will now occupy the Two-Handed Layer (previously were on One-Handed Layer)
  • Wrestling Weapons will now be considered a Paired Weapon for the purposes of Weapon Setup bonuses


Stance Adoption
  • Wrestling Stances will no longer have any "Stance Adoption" bonus mechanics


Combo Meter and Combo Strikes
  • Players can now land Combo Strikes by repeatedly hitting the same creature with wrestling weapons without missing
  • When a player lands a melee hit on a creature with a wrestling weapon, it will increase the player's wrestling Combo Meter by 1
  • A hit that increases the player's Combo Meter to 3 will be considered a Combo Strike and have its Melee Damage increased by 50%
  • After resolving a Combo Strike, the player's Combo Meter resets to 0


Reseting Combo Meter
Any of the following will also reset a player's Combo Meter to 0:
  • Making a melee attack and missing
  • Making a melee attack with a non-wrestling weapon (including Fists)
  • Making a melee attack at a target other than the player's last target (i.e. changing targets)
  • Allowing 5 seconds to pass since the player's last melee attack
  • Changing the player's Wrestling Codex Stance


Stances
Descriptions for Wrestling Stances have been updated as follows:
  • Dragon: Hits ignore 4 Armor Rating per rank on target and Weapon Special Damage increased by 10% per rank
  • Crab: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Spider: Deals an additional 8% of Damage per rank to 2 additional random targets within 2 tiles
  • Monkey: Combo Strikes now require 4 hits, but receive an additional Damage bonus of 30% per rank
  • Crane: Accuracy increased by 2% per Rank and Combo Strikes will restore 1 Health per rank


Finishers
Descriptions for Wrestling Finishers have been updated as follows:
  • Chi Thrust: Inflicts 600% of Damage to target and for next 15 seconds increases Accuracy by 10% and Weapon Special Chance by 10% (will not stack)
  • Zen Strike: Inflicts 400% of Damage to target and for next 15 seconds any Combo Strikes will restore 10 Health and 10 Stamina (will not stack)


Weapon Abilities
Descriptions for Wrestling Weapon Abilities have been updated as follows:
  • Brawl: For next 15 seconds each hit increases accuracy, damage, and attack speed by 2% (scaled by weapon speed) up to a max of 20%
  • Haymaker: For next 15 seconds player's Combo Strikes inflict +100% Damage. Weapon Finisher Health Threshold is increased by 10% and Finisher Cooldown on bosses is reduced by 15 seconds
  • Takedown: Melee hit that triggers ability has 100% chance of weapon special and will apply 300% of normal weapon special effect [NO CHANGE]


Arcane Staves

Arcane Mana Recovery

  • Players using an Arcane Staff now have a base (10% * (Effective Arcane Skill / 100)) chance on melee hit against a creature to trigger an Arcane Mana Recovery which will recover 10 Mana for the player
  • Players can increase their Arcane Mana Recovery chance through potential Codex Stances/Finishers, Aspects, or other future sources
  • Players will not receive Arcane Mana Recovery if they have any Followers or have performed a Barding action in the last 60 seconds
  • The base chance for Arcane Mana Recovery is listed as a Weapon Setup bonus in a player's [stats menu under the Spells page and displays as "(Setup) Arcane Staff: Arcane Mana Recovery Chance"
  • Additional bonuses to of Arcane Mana Recovery will also display in the [stats menu under the Spells page
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Arcane Buildup
  • Arcane Buildup will now decay every 5 seconds the player has not landed an Arcane Staff hit (previously was 10 seconds)


Stances
Descriptions for Arcane Stances have been updated as follows:
  • Leech: Arcane Mana Recovery chance increased by 1.5% chance per rank
  • Shield: Weapon swings increase your Damage Resistance by 3% per rank and Arcane Mana Recovery chance by 1% per rank for 5 seconds (does not stack)
  • Scatter: Deals an additional 1% of Damage per rank to 2 additional random targets within 3 tiles, with Arcane Mana Recovery chance increased by 1.25% per rank for each additional target hit
  • Fracture: For every 25 Armor Rating target has (to a max of 100 Armor Rating), Damage is increased by 2% per rank and Arcane Mana Recovery chance increased by 0.75% per rank
  • Surge: If player has triggered an Aspect Special in the last 15 seconds, then Damage is increased by 8% per rank and Arcane Mana Recovery chance increased by 2.5% per rank


Finishers
Descriptions for Arcane Finishers have been updated as follows:
  • Clarity (previously Drain): Inflicts 300% of Damage to target and for next 15 seconds increases chance of all Aspect Melee Specials occuring by 20% of normal (will not stack) and increases Arcane Mana Recovery chance by 10% (will not stack)
  • Catalyst: Inflicts 300% of Damage to target and consumes all Arcane Buildup, increasing Damage by (7% * Arcane Buildup Consumed) and recovers (30 * Arcane Buildup Consumed) Mana


Weapon Abilities
Descriptions for Arcane Weapon Abilities have been updated as follows:
  • Seeking: For next 15 seconds accuracy increased by 25% and attack speed increased by 15%
  • Leyline: For next 15 seconds player recovers 5 mana every 3 seconds [NO CHANGE]
  • Soulfire: For next 15 seconds bonuses from Arcane Buildup to Spell Damage are increased by 50% of normal but Arcane Buildup bonuses to Damage Resistance are reduced by 100%


Archery

Weapon Special

The Weapon Special for Archery has been updated to the following:
  • Increases Damage by 100% and Hinders target for 4-8 seconds. Damage is increased by 50% if target is immune to Hinder


Stances
Descriptions for Archery Stances have been updated as follows:
  • Arcane: Accuracy and Damage increased by 3% per rank (No Change)
  • Fowling: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Incendiary: Deals 10% of Damage per rank towards a random enemy within 2 tiles
  • Longshot: Increases Range by (rank / 2) rounded up and Damage by 3% per rank [NO CHANGE]
  • Maiming: Hinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank (No Change)


Finishers
Descriptions for Archery Finishers have been updated as follows:
  • Ricochet: Deals 350% of Damage towards target and up to 2 additional random enemies within 6 tiles of target
  • Pincushion: Makes 6 attacks against the target, each inflicting 100% Damage


Weapon Abilities
Descriptions for Archery Weapon Abilities have been updated as follows:
  • Skirmish: For next 15 seconds damage increased by 35% and can fire while moving
  • Full Draw: For next 15 seconds damage increased by 50%, but must be stationary for 3 seconds to fire
  • Repeater: If not currently stealthed, immediately makes 3 hits, each inflicting 75% weapon damage (scaled by weapon speed)


Fencing

Weapon Special
The Weapon Special for Fencing has been updated to the following:
  • Increases Damage by 100% and adds 1 stack of Cripple to target lasting 8-16 seconds (max of 5 Cripple stacks on target). Target's Defense is reduced by 6% per Cripple stack, and takes an additional 6% Poison and Disease damage per Cripple stack


Stances
Descriptions for Fencing Stances have been updated as follows:
  • Aggressive: Increases Attack Speed by 2.5% per rank
  • Defensive: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Cleave: Deals 10% of Damage per rank towards a random enemy within 2 tiles
  • Blackguard: Successful hits have a 4% chance per rank to inflict a Disease effect on target that deals 200% Damage spread out over 20 seconds (on Stealth attack will instead deal 66% Damage)
  • Fang: Damage increased by (3%, 3.5%, 4%) per rank while using weapon coated with (Greater, Deadly, Lethal) Poison. Bonus amount is doubled if player meets minimum Poisoning skill (printed) needed to apply Poison type


Finishers
No Changes for Fencing Finishers


Weapon Abilities

Descriptions for Fencing Weapon Abilities have been updated as follows:
  • Gambit: For next 15 seconds accuracy is reduced by 25% but melee damage is increased by 75%
  • Swiftstrikes: For next 15 seconds each hit increases attack speed by 5% (scaled by weapon speed) up to a max of 25% [NO CHANGE]
  • Bane: Immediately resolve 3 poison ticks if player has an active weapon-applied poison on creature [NO CHANGE]


Fishing

Stances
Descriptions for Fishing Stances have been updated as follows:
  • Snipe: Accuracy increased by 3% per rank and Weapon Special Chance increased by 2% per rank
  • Pin Down: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Skewer: Deals an additional 5% of Damage per rank inflicted to a random target within 2 tiles and has a 2% chance per rank to apply a Pierce effect of 25 for 15 seconds to both targets
  • Strafe: Damage increased by 6% per rank if player's ship has moved within last 0.5 seconds with bonus increased to 12% per rank if target is not on same ship as player
  • Heave: [At Sea] Range increased by 1 per rank and Damage increased by 10% per rank, but 2% chance per rank any Hits will convert into Misses. [On Land] Increases Range by (rank / 2) rounded up and Damage by 3% per rank (No Change)


Finishers
Descriptions for Fishing Finishers have been updated as follows:
  • Run Through: Inflicts 600% Damage to target with Damage increased by 400% if target is on same ship as player
  • Salvo: Deals 150% Damage to target, and then resolves 4 additional hits of 150% Damage randomized between target and all creatures within 4 tiles (max of 3 hits per creature)


Weapon Abilities
Descriptions for Fishing Weapon Abilities have been updated as follows:
  • Rouse: For next 15 seconds all damage dealt by ship crewmembers increased by 40%
  • Scourge: For next 15 seconds the impale weapon special will hit 2 additional targets, or apply an additional 30% damage bonus for each unused additional target [NO CHANGE]
  • Buoy: Immediately restore 7.5% of each crewmembers health


Macing

Weapon Special
The Weapon Special for Macing has been updated to the following:
  • Increases Damage by 100% and applies 25 Pierce to target lasting 8-16 seconds. Target's Armor Rating is reduced by its current Pierce effect amount. Damage is increased by 50% if target is at 0 Armor Rating or its Armor Minimum


Stances
Descriptions for Macing Stances have been updated as follows:
  • Aggressive: Increases Damage by 7% per rank
  • Defensive: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Cleave: Deals 10% of Damage per rank towards a random enemy within 2 tiles
  • Wild Swing: Reduces Accuracy by 2% per rank, but increases Damage by 10% per rank
  • Sunder: Increases Damage by 4% per rank and Pierce Effects reduce an additional 5 Armor per rank [NO CHANGE]


Finishers
Descriptions for Macing Finishers have been updated as follows:
  • Pulverize: Inflicts 600% Damage and applies a 5 second Hinder effect (duration scales with weapon speed)
  • Shatter: Inflicts 500% Damage to target. If player has any Pierce Effects active on target, the effects are canceled but Damage is increased an additional 500%


Weapon Abilities
Descriptions for Macing Weapon Abilities have been updated as follows:
  • Pummel: For next 15 seconds each hit increases damage by 10% (scaled by weapon speed) up to a max of 50%
  • Stun: For next 15 seconds weapon specials will also apply a (pierce effect / 10) second hinder to target [NO CHANGE]
  • Smash: Melee hit that triggers ability has its damage increased by 300% (damage further scaled by weapon speed) but entangles the player for 1.5 seconds


Swordsmanship

Weapon Special
The Weapon Special for Swordsmanship has been updated to the following:
  • Target will suffer Bleed damage equal to 150% of melee damage caused by hit, resolved over 15 seconds. Will also add 1 stack of Lacerate to target lasting 8-16 seconds (max of 5 Lacerate stacks on target). Players attacking target will receive a 2% bonus to Melee Special Chance per stack of Lacerate on target


Stances
Descriptions for Swordsmanship Stances have been updated as follows:
  • Aggressive: Increases Accuracy, Attack Speed, and Weapon Special Chance by 1.5% per rank
  • Defensive: Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
  • Cleave: Deals 10% of Damage per rank towards a random enemy within 2 tiles
  • Warrior: Increases Accuracy, Defense, and Damage by 2% per rank [NO CHANGE]
  • Flaying: Increases Melee Special Bleed amounts by 10% per rank


Finishers
Descriptions for Swordsmanship Finishers have been updated as follows:
  • Bleed Out: Applies a Bleed effect equal to 800% Damage
  • Execute: Inflicts 600% of Damage to target and then immediately resolves up to 5 Bleed ticks present on target that has been inflicted by player


Weapon Abilities
Descriptions for Swordsmanship Weapon Abilities have been updated as follows:
  • Spinslash: For next 15 seconds accuracy, damage, and weapon special chance increased by 15% (NO CHANGE)
  • Rend: Immediately resolves up to 5 Bleed ticks present on target that has been inflicted by player. For next 15 seconds new weapon special bleed effects are increased by 50% damage
  • Chop: Melee hit that triggers ability has its damage increased by 250% (damage further scaled by weapon speed)


Parry

Stances
Descriptions for Parry Stances have been updated as follows:
  • Shield Bash: Increases Damage Resistance against player's combatant by 3% per rank and has 4% chance when hit by melee attack from combatant to Hinder them for 3 seconds [NO CHANGE]
  • Warding: Increases Damage Resistance by 2% per rank and reduces Poison, Bleed, and Disease tick damage by 6% per rank
  • Testudo: Increases Damage Resistance by 3% per rank with bonus increased to 6% per rank if player is within front arc of target
  • Mirror: Increases Damage Resistance by 2% per rank and reduces Spell Damage taken by 6% per rank
  • Bulwark: Increases Damage Resistance by 5% per rank if player has been stationary for 3 seconds or more [NO CHANGE]


Finishers
Descriptions for Parry Finishers have been updated as follows:
  • Last Stand: Has a 5% chance per rank to reduce any damage taken to 1 [NO CHANGE]
  • Barrier: Damage Reduced by 1 per Rank (to a minimum of 1)


Aspects

Aspect Specials

  • AOE (Area of Effect) Spells should now be able to trigger Aspect Specials


Agorawave Aspect
  • Agorawave is a new aspect available to players focused around improving Area of Effect spells (Meteor Swarm, Chain Lightning, and Earthquake) and altering Field spells (Fire Field, Poison Field, and Paralyze Field) into becoming "Moving Fields" that players can use offensively and without fear of damaging other players
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Agorawave Aspect Armor

AoE (Area of Effect) Spell Mechanics

  • While a player is wearing Agorawave Aspect Armor, any Meteor Swarm, Chain Lightning, and Earthquake spells when cast will only damage creatures, and not harm any player or follower (including while in PvP)


Moving Field Spells
  • While a player is wearing Agorawave Aspect Armor, any Fire Field, Poison Field, and Paralyze Field spells when cast will become Moving Field versions of themselves that will only damage creatures, and not harm any player or follower (including while in PvP)
  • Moving Fields spells do not have a targeting cursor and instead, when cast, create a moving field in the direction the caster is facing
  • All Moving Field spells have a casting time of 1.5 seconds
  • Moving Fields have a distance of 7 + (1 per every 4 Tier Levels)
  • Damage caused by Moving Fields will be treated as Spell Damage and bonuses that applies to Spells for the player will apply to Moving Fields
  • Any mechanics that trigger when casting a spell, such as Mana Refund or Aspect Specials, will trigger for Moving Fields but only upon hitting the first creature in the Moving Field path


Fire Field Spell
  • Base Spell Damage of 30-35
  • Damage to each creature is reduced by (5% * Total Creatures Hit Prior)
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Poison Field Spell
  • Base Spell Damage of 25-30
  • Damage to each creature is reduced by (5% * Total Creatures Hit Prior)
  • Each creature hit has a (100% - (10% * Total Creatures Hit Prior)) chance to apply Poison to it
  • Poison will default to Greater Poison but players with a Poisoning Skill of 80 or higher (printed) will have a ((Effective Poisoning Skill / 100) * 20%) chance to upgrade to Deadly Poison
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Paralyze Field Spell
  • Base Spell Damage of 25-30
  • Damage to each creature is reduced by (5% * Total Creatures Hit Prior)
  • Each creature hit has a (100% - (10% * Total Creatures Hit Prior)) chance to Paralyze it for 10 seconds
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Agorawave Armor Bonuses

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Spell Damage Bonus (doubled for AOE and Field Spells)
  • Spell Damage is increased by (9% + (3% * Tier Level)) of normal
  • This Spell Damage bonus is doubled for any AoE Spells including Meteor Swarm, Chain Lightning, and Earthquake and for any Moving Fields including Fire Field, Poison Field, and Paralyze Field


Moving Field Distance
The distance that Moving Fields created by Fire Field, Poison Field, and Paralyze Field spells will travel is (7 + (1 for every 4 Tiers))


Damage Resistance While Casting
Player will receive Damage Resistance while in the act of casting (active while animation plays)


Agorawave Aspect Weapon/Spellbook

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Aspect Special Effect: Flameweaver
Inflicts (1250 + (125 * Tier Level)) damage divided among creatures within 8 tiles. Total damage is increased by 10% per total targets hit

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Temporal Aspect
  • Temporal Aspect is a new aspect available to players focused around using a Chronometer to generate a Temporal Field, which will grant the player bonuses to damage as well as defensive measures while inside the field's radius
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Temporal Aspect Armor

Temporal Chronometer

  • When a player activates Temporal Aspect Armor, they will receive a Temporal Chronometer in their backpack
  • This item is Blessed, but will be deleted if dropped or moved off the player (similar to Atlas Books)
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Temporal Field
  • If a player double-clicks their Temporal Chronometer, or uses the [Temporal or [TemporalField commands, they will create a Temporal Field at their location
  • While within 8 tiles of this field, the player will receive a Damage Bonus, Damage Resistance, and a Damage Delay effect
  • The Temporal Field will last 10 seconds and the player cannot create another one until it expires
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Temporal Armor Bonuses

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Damage Bonus (staggered increase over 3 sec)
  • While the player is within 8 tiles of a Temporal Field they have created, they will receive a Damage bonus to all damage they inflict of (9% + (3% * Tier Level))
  • However, this bonus amount begins at 0% of normal when the Temporal Field is created, and scales up by 33% of normal for each second until becoming 100% of normal after 3 seconds and until the end of the Temporal Field


Damage Resistance and Damage Delay
  • While the player is within 8 tiles of a Temporal Field they have created, they will receive a Damage Resistance bonus and a Damage Delay effect of (4% + (1.3% * Tier Level))
  • The Damage Delay effect will reduce a player's final damage taken (after resolving reductions) by the effect amount (rounded down) and then resolve that reduction amount as damage to the player 3 seconds later
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Example
A player with Tier 15 Temporal Aspect Armor is hit by an attack that would normally inflict 30 damage to them (after resolving all damage reductions)

At Tier 15, the player has a Damage Delay effect of 23.5%

Of that 30 damage intended for the player, (30 * 0.235) = 7 of it will be delayed by 3 seconds

So the attack will inflict 23 health loss immediately, and then 7 health loss after 3 seconds



Chance to Avoid Movement Effects
  • While the player is within 8 tiles of a Temporal Field they have created they will have a (15% * (4.0% * Tier Level)) chance to ignore any effect that Paralyzes, Hinders, or Entangles the player
  • Note: This bonus was previously attributed to Air Aspect Armor but is now part of Temporal Aspect Armor


Temporal Settings
  • Players can optionally toggle to not have a Chronometer created for them on aspect activation by using the [TemporalSettings command
  • Players can view Temporal Aspect settings in the [Commands page under the Aspect category
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Temporal Aspect Weapon/Spellbook

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Aspect Special Effect: Stasis
Inflicts (700 + (70 * Tier Level)) damage to target and hinders them for (5 + (0.5 * Tier Level)) seconds

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Pre-Existing Aspects

Air Aspect

Weapon and Spellbook Special

  • Inflicts (1250 + (125 * Tier Level)) damage divided among creatures within a 6 tile radius and applies a cripple effect of (10% + (1% * Tier Level)) for 30 seconds


Armor Effects
Air Aspect Armor now provides the following:
  • Weapon Speed and Mana Regen Rate Bonus: (5% + (1.5% * Tier Level))
  • Swing Speed Max Cap Increase: (1.8% + (0.6% * Tier Level))
  • Damage Resistance After Swing or Cast (5 Sec): (5% + (1.5% * Tier Level)) [NO CHANGE]


Arcane Aspect

Armor Effects

Arcane Aspect Armor now provides the following:
  • Increase to Arcane Buildup Bonuses: (25% + (7.5% * Tier Level)) [NO CHANGE]
  • Arcane Mana Recovery Chance Bonus: (2.5% + (0.75% * Tier Level))
  • HP Recovered Per Mana Cost of Damaging Spell (3% + (1% * Tier Level)) [NO CHANGE]


Blood Aspect

Weapon and Spellbook Special

  • Inflicts (1500 + (150 * Tier Level)) irresistable bleed damage divided among creatures within a 4 tile radius


Armor Effects
Blood Aspect Armor now provides the following:
  • Damage Bonus to Creatures Below 66% HP: (10% + (3% * Tier Level))
  • Chance to Inflict Irresistable Bleed on Melee/Spell: (6% + (2% * Tier Level))
  • All Stats Increase: (12 + (1.5 * Tier Level))


Death Aspect

Weapon and Spellbook Special

Now called Rigor Mortis (Previously called "Decay")
  • Inflicts (1000 + (100 * Tier Level)) irresistable disease damage to target over 20 seconds, and your Undead followers receive a damage bonus and damage resistance bonus of (10% + (1% * Tier Level)) for 15 seconds (will not stack)


Armor Effects
Death Aspect Armor now provides the following:
  • Effective Necromancy Skill Bonus: (9 + (3 * Tier Level)) [NO CHANGE]
  • Chance For Bonus Unholy Symbol on Tick: (20% + (4% * Tier Level)) [NO CHANGE]
  • Chance to Inflict Irresistable Disease on Melee/Spell: (9% + (3% * Tier Level))


Discipline Aspect

Weapon/Spellbook Special

  • Inflicts (600 + (60 * Tier Level)) damage to target and increases your accuracy, melee damage, and damage resistance by (6.0% + (0.6% * Tier Level)) for 30 seconds (can stack up to two times)


Armor Effects
Discipline Aspect Armor now provides the following:
  • Weapon Special/Ability/Finisher Damage Bonus: (15% + (5% * Tier Level)) [NO CHANGE]
  • Accuracy, Melee Damage, Damage Resistance: (4% + (1.2% * Tier Level))
  • Finisher Threshold Increase/Boss Cooldown: (3% + (1% * Tier Level))


Earth Aspect

Weapon and Spellbook Special

  • Inflicts (1250 + (125 * Tier Level)) damage divided among creatures within a 6 tile radius and applies a pierce effect of (30 + (3 * Tier Level)) for 30 seconds


Armor Effects
Earth Aspect Armor now provides the following:
  • Chance to Increase Melee/Spell Dmg by 300%: (6% + (2% * Tier Level))
  • Dmg Resist Above 20% HP or Stationary (3 sec): (6% + (2% * Tier Level))
  • Damage Resistance Max Cap Increase: (2% + (0.75% * Tier Level)) [NO CHANGE]


Fire Aspect

Weapon and Spellbook Special

  • Inflicts (1500 + (150 * Tier Level)) damage divided among creatures within a 4 tile radius


Armor Effects
Fire Aspect Armor now provides the following:
  • Damage Dealt Causes Flamestrike (Chance Per Dmg): (0.15% + (.0045% * Tier Level)) [NO CHANGE]
  • Damage Taken Reflection: (60% + (20% * Tier Level))
  • Chance to Reduce Bleed/Disease Tick Damage to 1: (9% + (3% * Tier Level)) [NO CHANGE]


Frost Aspect

Weapon and Spellbook Special

  • Inflicts (1000 + (100 * Tier Level)) damage divided among creatures within a 6 tile radius and applies a chill effect of (8% + (0.8% * Tier Level)) for 5 minutes [REDO]


Gadget Aspect

Weapon and Spellbook Special

  • Player's next trap detonation within 60 seconds will have its base damage increased by ((1500 + (150 * Tier Level)) / Creatures Hit). Damage bonus is a flat amount that is applied after all other existing bonuses (can stack twice)


Lightning Aspect

Arc Effects

  • Lightning Arcs will now inflict 75% of the base damage of the triggering Melee or Spell Hit (previously was 50%)
  • A Lightning Arc hitting the same target multiple times will now have a 20% cumulative damage penalty (previously was 33%)


Madness Aspect

Weapon and Spellbook Special

  • Lose (5 + (1 * Tier Level)) health and inflict (2000 + (200 * Tier Level)) damage divided among creatures within a 4 tile radius


Armor Effects
Madness Aspect Armor now provides the following:
  • Damage Bonus: (12% + (4% * Tier Level))
  • Chance Per Sec to Lose 5 HP After Dealing Dmg: (6% + (2% * Tier Level))


Chance Per Sec to Lose 5 HP After Dealing Dmg
  • Will occur for up to 15 seconds after player inflicts damage (previously was 30 seconds)


Water Aspect

Weapon and Spellbook Special

  • Inflicts (1000 + (100 * Tier Level)) damage divided among creatures within a 4 tile radius and reduces all poison, bleed, and disease effects on player and their nearby followers by 75% for the next 15 seconds


Armor Effects
Water Aspect Armor now provides the following:
  • Weapon Special and Charged Spell Chance Bonus: (5% + (1.5% * Tier Level)) [NO CHANGE]
  • Bonus to Healing Dealt and Received: (10% + (3% * Tier Level)) [NO CHANGE]
  • Effective Alchemy and Cooking Skill Bonus: (6 + (2 * Tier Level))


Redline System
  • Players now can now purchase Codex Points Upgrades within the Redline System
  • Codex Point Upgrades will cost 12 Redline Points each and can be purchased up to 5 times for each codex
  • Each Codex Point Upgrade purchased will increase the amount of Points to Spend available for the player for upgrades within that codex
  • Players can only purchase a Codex Points Upgrade if they have earned the maximum Experience possible within that codex (including for all Summons within the Summoner's Tome)
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Available Codexes
Codex Point Upgrades are available in the Redline System for the following Codex types:
  • Wizard's Grimoire
  • Taming Bestiary
  • Summoner's Tome
  • Bard Codex
  • Thieves Codex
  • Healer's Codex
  • Potion Codex
  • Poison Kit
  • Trap Kit


Codex Menus
  • Players who have Codex Point Upgrades for a codex will see their "Points Spent" max or "Points Unlocked" increased beyond the normal limit
  • Players will not have to earn additional experience to gain access to these additional Points
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Resetting Codex Upgrades
  • Whenever a player has purchased Codex Upgrades and resets their Redline Upgrades for their character, if their total points spent within that codex now exceeds their normal max, it will reset their upgrades for that codex
  • Players will receive a system message for each codex reset in this matter, such as: "Wizard's Grimoire points spent exceeds max: resetting upgrades"


Barding

Provocation
  • Provoked Creatures now inflict 500% of their normal damage to other creatures (previously was 300%)


Bard Codex

Upgrade Costs

  • Point Costs to reach Bard Codex Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Bard Codex Upgrades have been updated as follows:
  • Ensemble: Gain Damage Bonus of (8% / 24% / 40%) towards creatures that you have Discorded and have also either Pacified or Provoked
  • Pitch Perfect: Increases barding success chances by (6% / 18% / 30%) of normal
  • Refrain: Your barding effects have a (4% / 12% / 20%) chance to ignore any Barding Breaks
  • Reverb: Gain Damage Bonus of (4% / 12% / 20%) towards the target or targets of your most recent successful barding skill usage
  • Revolution Song: Your provoked creatures inflict (40% / 120% / 200%) more damage
  • Sing Your Own Praises: Your bard song effects are increased by (40% / 120% / 200%) of normal for you and your followers but are reduced by (20% / 60% / 100%) for others
  • Self Taught: Player can use up to (40 / 80 / 120) points of their lowest printed skill amongst Discordance, Peacemaking, Provocation to replace Musicianship requirements [NO CHANGE]
  • Virtuoso: For the next 15 seconds after a successful barding action the player gains a Damage Bonus and Damage Resistance against Barded Creatures of ((5% / 15% / 25%) * (Lowest Skill / 100)) where Lowest Skill is their lowest printed value amongst Discordance, Peacemaking, and Provocation (will not stack)


Thieves Codex

Upgrade Costs
  • Point Costs to reach Thieves Codex Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Thieves Codex Upgrades have been updated as follows:
  • Camoflage: Player has a (20% / 60% / 100%) chance to not be revealed after making successful Pilfer attempts while hidden. Increases Gold stolen by Pilfering and Mugging by (3% / 9% / 15%)
  • Distraction: Player receives a bonus of (4 / 12 / 20) effective Stealth skill for resolving backstab damage against creatures if within their rear or side arc
  • Extortion: Player has a (6% / 18% / 30%) chance to increase Gold stolen by 100% and receive an additional Black Goods when stealing one
  • Overlooked: Creatures have a (5% / 15% / 25%) chance to not notice player if not already aggroed against them (will not work in PvP). Increases Gold stolen by Pilfering and Mugging by (3% / 9% / 15%).
  • Ransack: Player receives a bonus of (0.5 / 1.5 / 2.5) effective Stealth skill for resolving backstab damage for each unused Stealth Step the player has remaining (to a max of 10 steps) when making Mugging attempts. Player can now make Mugging attempts with Ranged Weapons up to (2 / 4 / 6) tiles away but will not receive Ransack bonuses to effective Stealth
  • Ruffian: Player can use up to (33 / 66 / 100) points of printed Stealth skill in place of Tactics skill when making Mugging attempts and for 10 seconds afterwards [NO CHANGE]
  • Shadowhands: Player can use up to (33 / 66 / 100) points of printed Hiding skill in place of Snooping skill when Pilfering or Mugging creatures [NO CHANGE]
  • Without a Trace: Reduces the cooldown on Smoke Bombs by (15 / 45 / 75) seconds and adds (1 / 3 / 5) bonus Stealth Steps when using them (will not work in PvP)


Poison Kit (Codex)

Upgrade Costs
  • Point Costs to reach Poison Kit Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Poison Kit Upgrades have been updated as follows:
  • Accumulation: Damage to poisoned targets increased by (3% / 9% / 15%)
  • Airborne: Increases tick damage by (2% / 6% / 10%) for each poison effect player has active on creatures, to a max of 5 of creatures. Bonus amounts halved when resolving multiple ticks simultaneously for a creature
  • Direct Dose: Has a 20% / 60% / 100% chance when applying a new or upgraded poison to immediately resolve 1 poison tick
  • Efficient: Increases poison tick damage by (5% / 15% / 25%) and has (15% / 45% / 75%) chance to not consume weapon poison charge on infliction or use nightshade or lethal potion on spellcast upgrade
  • Enfeeble: Gain (4% / 12% / 20%) damage resistance towards poisoned creatures (greater poison and above)
  • Susceptible: Increases poison tick damage by (5% / 15% / 25%) and ignores (10% / 30% / 50%) of target's poison resistance
  • Targeted Venom: Increases tick damage by (25% / 75% / 125%) if player has only one poison effect active, with bonus amount halved when resolving multiple ticks simultaneously on creature
  • Terminal: Increases tick damage by (1.5% / 4.5% / 7.5%) * (current tick count)


Traps

Trap Damage
  • Base Trap Damage is now 800 (previously was 1200)
  • Bonus Trap Damage is now 20 Damage Per Tinkering Skill above 80 (previously was 15)


Trap Cooldown
  • Trap Cooldown is now 40 seconds (previously was 30)
  • Trap Cooldown is now reduced by 0.5 Seconds Per Detect Hidden Skill above 80 (previously was 0.25)


Trap Placement
  • Trap Placement will now take 5 seconds (previously was 4)


Trap Kit (Codex)

Upgrade Costs
  • Point Costs to reach Trap Kit Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Trap Kit Upgrades have been updated as follows:
  • Blasting Powder: Reduces the cumulative Damage Penalty of hitting more than one target by (2% / 6% / 10%)
  • Breaching Charge: Increases Damage by (4% / 12% / 20%) and each creature hit will take an additional (4% / 12% / 20%) damage from any future traps detonated by player within next 45 seconds (bonus will not stack)
  • Flashdust: Increases Damage by (4% / 12% / 20%) and each target hit will be Hindered for (1 / 3 / 5) seconds
  • Groundwork: Increases Damage by (6% / 18% / 30%) but increases time needed to place traps by (0.25 / 0.75 / 1.25) seconds. Player also receives Damage Resistance of (4% / 12% / 20%) while placing a trap
  • Killswitch: Detonating a trap has a (5% / 15% / 25%) chance for player to incur no Trap Cooldown
  • Nail Canister: Increases Damage by (4% / 12% / 20%) and hits will ignore (5 / 15 / 25) Armor Rating of target
  • Razorglass: Increases Damage by (6% / 18% / 30%) but delayed damage will be resolved over an additional (1 / 3 / 5) seconds
  • Trigger Happy: Increases Damage by (2% / 6% / 10%) and reduces the time needed to place traps by (0.25 / 0.75 / 1.25) seconds


Healer Codex

Upgrade Costs
  • Point Costs to reach Healer Codex Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Healer Codex Upgrades have been updated as follows:
  • Combat Medic: Patients receive a (2% / 6% / 10%) bonus to damage resistance over the next 15 seconds (cannot stack)
  • Immunize: Patients for the next 15 seconds have a (20% / 60% / 100%) chance for new poisons to apply at 1 level lower. New bleed and disease effects will be applied at (8% / 24% / 40%) reduced damage (cannot stack)
  • Overheal: An additional (8% / 24% / 40%) of healing amounts are applied to patient divided over the next 3 seconds
  • Pressure Points: Player's Melee damage increased by (5% / 15% / 25%) against creatures
  • Self Treatment: Reduces time needed to bandage self by (0.75 / 2.25 / 3.75) seconds (will not apply to veterinary supplies)
  • Specialist: Increases patient healing amounts and chance to cure or resurrect by (8% / 24% / 40%) of normal
  • Triage: Patient receives a (3% / 9% / 15%) bonus to damage resistance while in the process of being healed with bonus doubled if patient is below 33% health (cannot stack)
  • Without Borders: Patient range increased by (1 / 2 / 3) and increases patient healing amounts and chance to cure or resurrect by (2% / 6% / 10%) of normal


Potion Codex

Upgrade Costs
  • Point Costs to reach Potion Codex Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Upgrades
Descriptions for Potion Codex Upgrades have been updated as follows:
  • Acrid: Melee attacks will ignore Armor Rating while using weapons coated with poison, with (3 / 9 / 15) ignored for Deadly Poison and (5 / 15/ 25) ignored for Lethal Poison (player must have minimum printed Poisoning skill required for poison type to to receive bonus)
  • Bandolier: Reduces potion usage cooldown by (0.75 / 2.25 / 3.75) seconds
  • Elixir: Heal Potions heal an additional (8% / 24% / 40%) divided over the next 3 seconds
  • Freedom: If player has an Agility Potion in effect they will receive (2% / 6% / 10%) Damage Resistance if they have moved in the last 0.5 seconds. If player has a creature-applied Hinder or Entangle effect in place, the first Total Refresh Potion used every (50 / 30 / 10) seconds will remove those effects
  • Mixed Results: Duration of Strength, Agility, and Magic Resist Potions increased by (50% / 150% / 250%) and player receives (0.5% / 1.5% / 2.5%) Damage Resistance against creatures for each of those potions in effect
  • Panacea: If player has any Bleed or Disease effects active, the first Greater Cure Potion used every 30 seconds will reduce the remaining tick damage of those effects by (20% / 60% / 100%)
  • Refinement: Player has a (10% / 30% / 50%) chance to not consume a potion when used (resolved seperately from Potion Satchels). Will not count when applying Poison Potions
  • Volatile: Explosion Potion damage against Creatures increased by (7% / 21% / 35%) and has a (7% / 21% / 35%) to increase its radius against Creatures by 1


Wizardry

Upgrade Points and Costs

  • Point Costs to reach all Wizardry Upgrade Tiers are now (1 / 3 / 5) [previously would vary]
  • Players can now a earn a maximum of 40 Wizardry Points to spend [previous max was 50]


New Spells
  • New Wizardry upgrades are now available for the Poison, Fire Field, Poison Field, and Paralyze Field spells


Upgrades
Descriptions for Wizardry Upgrades have been updated as follows:
  • Create Food: Creates a Magic Mushroom that restores (5 / 15 / 25) mana with a cooldown of 60 seconds between uses (mana amount scales by Magery)
  • Magic Arrow: The first time spell is cast every 15 seconds its damage is increased by (50% / 150% / 250%)
  • Reactive Armor: Damage taken by creatures has a (18%, 54%, 90%) chance to not reduce the total damage prevention remaining of the spell
  • Harm: The first time spell is cast every 15 seconds its damage is increased by (50% / 150% / 250%)
  • Cure/Arch Cure: Increases cure chance by (10%, 30%, 50%) of normal
  • Protection/Arch Protection: Caster and their followers receive an additional (5, 15, 25) Effective Armor Rating against creatures
  • Fireball: The first time spell is cast every 15 seconds it will inflict an additional (50% / 150% / 250%) of final spell damage to target over 15 seconds
  • Bless: Will also apply the Bless spell to up to (2, 6, 10) other friendly targets within 6 tiles of target (will prioritize player's controlled creatures first)
  • Poison: Caster's Effective Poisoning Skill increased by (7, 21, 35). Player must still meet printed minimums to qualify for different poison types
  • Lightning: The first time spell is cast every 15 seconds its damage is increased by (40% / 120% / 200%) and will Hinder the target for (0.5 / 1.5 / 2.5) seconds
  • Greater Heal: Heals additional (8%, 24%, 40%) of healing amount to target over 15 seconds
  • Curse/Mass Curse: Spells cast by caster against target have their damage increased by (6%, 18%, 30%) for the next 60 seconds
  • Mana Drain / Mana Vampire: Increases mana refund chance by (6%, 18%, 30%) for caster's hostile spells cast against target. Lasts 1 minute for Mana Drain and 5 minutes for Mana Vampire
  • Fire Field: Moving Field (Agorawave Aspect) damage increased by (8% / 24% / 40%)
  • Mind Blast: Damage increased by (7% / 21% / 35%) and has a (3% / 9% / 15%) chance to Hinder target for 3 seconds, with chance increased by 100% if target has 75 Effective Armor or more
  • Magic Reflect: Caster receives a (6%, 18%, 30%) damage resistance towards creature spells for 60 seconds when magic reflect spell is removed
  • Poison Field: Caster's Effective Poisoning Skill increased by (7, 21, 35). Player must still meet printed minimums to qualify for different poison types
  • Energy Bolt: Damage increased by (6% / 18% / 30%). Player recovers (3 / 9 / 15) mana if target is killed within next 5 seconds
  • Explosion: Casting Range increased by (1 / 2 / 3) tiles and Damage increased by (5% / 15% / 25%)
  • Paralyze Field: Moving Field (Agorawave Aspect) damage increased by (6% / 18% / 30%) and paralyze duration increased by (5 / 15 / 25) seconds
  • Flamestrike: Inflicts an additional (7%, 21%, 35%) of final spell damage to target over 15 seconds
  • Meteor Swarm: Damage increased by (8% / 24% / 40%)
  • Chain Lightning: Damage increased by (7% / 21% / 35%) and each target hit has a (5% / 15% / 25%) chance to be Hindered for 3 seconds
  • Earthquake: Damage increased by (7% / 21% / 35%) and caster gains a (2% / 6% / 10%) spell damage bonus against each target hit for 30 seconds (will not stack)
  • Resurrection: Increases mana refund chance by (10%, 30%, 50%) and has a (20%, 60%, 100%) chance to resurrect an additional friendy target within 4 tiles of target (will prioritize player's controlled creatures first)


Summoner's Tome

Upgrade Costs
  • Point Costs to reach Summoner's Tome Upgrade Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]

Blade Spirits
Descriptions for Blade Spirits Upgrades have been updated as follows:
  • Dismissive: Player receives (3 / 9 / 15) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Impair: Melee attacks have a (5% / 15% / 25%) chance to Entangle target for 6 seconds or inflict (DamageMax * (7% / 21% / 35%)) if target is already Entangled or Hindered
  • Serration: Damage Dealt increased by (5% / 15% / 25%). Bonus increased by 50% if target has a Bleed effect active
  • Razors: Melee attacks have a (7% / 21% / 35%) chance to inflict (DamageMax * 1.0) Bleed damage over 15 seconds
  • Precision Cuts: Accuracy increased by (4% / 12% / 20%). If chance to hit was already 100%, Melee Damage increased by (5% / 15% / 25%)
  • Dancing Blades: Melee hits increase Attack Speed by a cumulative (2% / 6% / 10%) for 30 seconds (to a max of +6% / +18% / +30%). All bonuses reduced to 0% on miss
  • Bladestorm: Melee attacks inflict an additional (DamageMax * (12% / 36% / 60%)) damage to a random target within 2 tiles


Summon Creature
Descriptions for Summon Creature Upgrades have been updated as follows:
  • Dismissive: Player receives (3 / 9 / 15) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Bond For Life: When follower is killed, caster receives (6 / 18 / 30) Health, and all remaining followers receive (3% / 9% / 15%) of their Max Health (must be within 18 tiles)
  • Stampede: Damage Dealt increased by (7% / 21% / 35%). Bonus increased by 100% if 4 or more followers controlled
  • Herd Mentality: Damage Resistance increased by (5% / 15% / 25%). Bonus increased by 100% if 4 or more followers controlled
  • Creature Catalog 1: Provides a (20% / 60% / 100%) chance to upgrade Creature Pool by 1 Tier Level (will stack)
  • Creature Catalog 2: Provides a (20% / 60% / 100%) chance to upgrade Creature Pool by 1 Tier Level (will stack)
  • Creature Catalog 3: Provides a (20% / 60% / 100%) chance to upgrade Creature Pool by 1 Tier Level (will stack)


Air Elemental
Descriptions for Air Elemental Upgrades have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Cyclone: Damage Dealt increased by (2% / 6% / 10%) and melee attacks have a (20% / 60% / 100%) chance for Cleave to increase radius by 1 and hit 1 additional target
  • Gale: Damage Dealt increased by (2% / 6% / 10%) and Accuracy increased by (5% / 15% / 25%)
  • Microburst: Attack speed increased by (7% / 21% / 35%) for 15 seconds after inflicting damage with Cleave (will not stack)
  • Tempest: Melee attacks and Cleave have a (20% / 60% / 100%) chance to ignore target's armor. Damage Dealt increased by (7% / 21% / 35%) if target has no armor
  • Windshear: Melee attacks have a (8% / 24% / 40%) chance to inflict (DamageMax * 1.0) bleed damage over 15 seconds
  • Whirlwind: Increases Cleave damage by (15% / 45% / 75%)


Daemon
Descriptions for Daemon Upgrades have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Bloodfuel: Spellcasts have a (5% / 15% / 25%) chance to restore 1% Health. Chance increased by 100% of normal if within 2 tiles of target
  • Battlecaster: Damage Dealt increased by (4% / 12% / 20%). Bonus increased by 100% if within 2 tiles of target
  • Vengeance: Damage Dealt increased by (5% / 15% / 25%). Bonus increased by 100% if damaged within last 15 seconds by another creature
  • Bloodthirsty: Damage Dealt increased by (3% / 9% / 15%). Bonus increased by 100% if target below 66% Health
  • Ancient: Attack Speed and Damage Resistance increased by (1% / 3% / 5%) for every 30 seconds alive (max of 6% / 18% / 30%)
  • Growing Fury: Fury ability max damage bonus achievable increased by (10% / 30% / 50%) to new maximums of (40% / 60% / 80%)


Earth Elemental
Descriptions for Earth ElementalUpgrades have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Slam: Damage Dealt increased by (4% / 12% / 20%) and melee attacks have a (7% / 21% / 35%) chance to apply a Cripple effect of 10% for 15 seconds on target
  • Shatter: Melee attacks have a (7% / 21% / 35%) chance to apply a Pierce effect of 25 for 15 seconds on target or inflict (DamageMax * (25% / 75% / 125%)) if target has no Armor
  • Bedrock: Damage Dealt increased by (4% / 12% / 20%) and Damage Resistance increased by (2% / 6% / 10%). Bonuses increased by 100% when below 50% Health
  • Earthpull: For each different creature damaging this follower in the last 5 seconds (to a max of 3 creatures) increase Damage Dealt by (2% / 6% / 10%) and Damage Resistance by (2% / 6% / 10%)
  • Grounded: Restores (1.5% / 4.5% / 7.5%) of Hit Points when above 66% Health (30 second cooldown)
  • Purge Impurities: Special Resistance increased by (8% / 24% / 40%) and restore (1.5% / 4.5% / 7.5%) of Hit Points when below 66% Health (30 second cooldown)


Energy Vortex
Descriptions for Energy Vortex Upgrades have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Gemini: Damage Dealt increased by (4% / 12% / 20%). Bonus increased by 100% if caster controls two followers of this type within 12 tiles of each other
  • Netherstrikes: Accuracy increased by (5% / 15% / 25%) and melee attacks ignore (15% / 45% / 75%) of target's armor
  • Gathering Storm: For each different creature damaging this follower in the last 10 seconds (to a max of 3 creatures) increase Damage Dealt by (4% / 12% / 20%) and Attack Speed by (3% / 9% / 15%)
  • Nexus: Discharge chance increased by (5% / 15% / 25%) to new chance values of (15% / 25% / 35%), but aggro increased by (20% / 60% / 100%) of normal
  • Voidshift: Damage Dealt increased by (10% / 30% / 50%) and Damage Resistance increased by (5% / 15% / 25%) for 10 seconds after Discharge ability triggered (will not stack)
  • Supercharged: Healing and damage of Discharge ability increased by (20% / 60% / 100%) of normal


Fire Elemental
Descriptions for Fire Elemental have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Scorched Earth: Spell Damage increased by (4% / 12% / 20%). Spellcasts apply a Hex effect of (2 / 6 / 10) on target for 15 seconds
  • Wildfire: Spellcasts have a (10% / 30% / 50%) chance to inflict (SpellDamageMax * 1.0) damage that ignores armor to a random target within 2 tiles
  • Fanning the Flames: Epic Barrage damage increased by (10% / 30% / 50%) and cooldown reduced by (0.5 / 1.5 / 2.5) seconds
  • Glass Cannon: Spell Damage increased by (8% / 24% / 40%). Spells have a (0.5% / 1.5% / 2.5%) chance to increase aggro massively for 10 seconds
  • Unstable Sorcery: Spell Damage increased by (8% / 24% / 40%). Spells have a (0.5% / 1.5% / 2.5%) chance to increase Epic Barrage cooldown by 30 seconds
  • Burning at Both Ends: Spell Damage increased by (8% / 24% / 40%). Follower loses (0.5% / 1.5% / 2.5%) of Health every 15 seconds while above 33% Health


Water Elemental
Descriptions for Water Elemental have been updated as follows:
  • Dismissive: Player receives (8 / 24 / 40) Mana when follower is dispelled or killed (must be within 18 tiles)
  • Spirit Pact: Damage Dealt increased by (3% / 9% / 15%). Damage Resistance increased by (2% / 6% / 10%). Casting Time of spell reduced by (0.5 / 1.5 / 2.5) seconds
  • Polluted: Spellcasts have a (4% / 12% / 20%) chance to inflict (DamageMax * 0.5) Disease damage every 5 seconds for 20 seconds
  • Stagnant: Spellcasts have a (8% / 24% / 40%) chance to inflict Greater Poison and reduce target's Poison Resistance by (8% / 24% / 40%) for 15 seconds (stackable)
  • Reflecting Pool: Damage Resistance increased by (2% / 6% / 10%). Mirror ability chance increased by (10% / 30% / 50%) to new chance values of (25% / 45% / 65%)
  • Spell Siren: For each different creature damaging this follower in the last 5 seconds (to a max of 3 creatures) increase Damage Dealt by (2% / 6% / 10%) and Damage Resistance by (2% / 6% / 10%)
  • Deep Water: Restores (1.5% / 4.5% / 7.5%) of Hit Points when above 66% Health (30 second cooldown)
  • Purification: Special Resistance increased by (8% / 24% / 40%) and restore (1.5% / 4.5% / 7.5%) of Hit Points when below 66% Health (30 second cooldown)


Taming Bestiary

Upgrade Costs
  • Point Costs to Upgrade Taming Bestiary Tiers are now (1 / 3 / 5) [previously was 1 / 3 / 6]


Cross-Class Upgrades
  • When selecting upgrades for each Class (Attack / Utility / Tank) in the Taming Bestiary, players now can optionally spend up to 5 of their Points on upgrades coming from other classes, which become referred to as [Cross-Class] upgrades selections
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  • For example, in a player's Attack Class selections, they could take the "Critical Care" upgrade from the Utility class, which would become a [Cross-Class] upgrade for them
  • [Cross-Class] selections are entirely optional, and will count towards the player's normal "Points Spent" limit of 20 points
  • Normal class upgrades will appear in light green text if unselected and green text if selected
  • [Cross Class] upgrades will appear in grey text if unselected and in orange text if selected
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TEST SHARD

Mastery Chain Links
  • Mastery Chain Links that are no longer available to players will no longer appear in TEST SHARD-created Mastery Chain Link Tomes


Battle Trainers
  • Battle Trainer NPCs will now be stationed on the west side of Prevalia Bank on the TEST SHARD
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  • Two-Handed Ranged: +50% Melee Damage if i use ranged why it gives melee damage
It is slightly confusing the use of the term "Melee Damage" here but it means means all weapon damage, including bows, swords, throwing daggers, arcane staves, etc.