Patch Notes: Day 4

Combat Changes

  • (NEW) Water spell’s have a 30% increased attack range. 7 tiles -> 9 tiles.

  • Reinforced Crossbow’s special attack (Trap Launcher) will no longer indefinitely leave traps on the ground, they will be destroyed after 60s.

  • Reinforced Crossbow’s special attack (Trap Launcher) uses the same Trap RNG as the ranged Trap Master ability (see above @ Ranged T5 changes).

  • PvP Skull Removal now (correctly) charges up to 250k Silver (based on length of time since skull)

Item Changes

  • Ghostly Robe:

    • Tenacity: 60 -> 40

    • Poison Resist: 40 -> 30

    • Bleed Resist: 40 -> 30

    • Burn Resist: 40 -> 30

  • Ghostly Hood:

    • Magic Accuracy: 0 -> 6

    • Tenacity: 0 -> 30

    • Poison Resist: 0 -> 15

    • Bleed Resist: 0 -> 15

    • Burn Resist: 0 -> 15

  • Melee Armour (All Tiers)

    • Tenacity: -25 -> 0

  • Obsidian Armor

    • Increased Ranged Defense from 150 to 186

Balance Changes

  • Focus Point Regen increased by 10%

  • Reduced Repair Costs

  • NPC Artifact Reward Changes

    • Added reward for Possessed Zombie (previously, Zombies had no Artifact rewards)

    • Reduced reward for Dragon, Shadowsoul Cannibal, Shadowsoul Spiritmancer, Shaman Boss

    • Increased reward for Wyrmkin Hunter, Wyrmkin Warrior, Broken Castigator (T5), Broken Felbourne (T5), Broken Legionnaire (T5)

    • Mok'rul event is over

  • All NPCs have 10-25% increased Melee Defensive bonuses

  • Agility Course rewards increased by 50%

Mastery Changes

  • Magic (T5):

    • Increased the Master Mind Controller range from 8 -> 10 tiles.

    • Increased the Master Mind Controller duration from 30 -> 45 seconds.

    • NPCs that are controlled by Master Mind Controller will now count as player damage, awarding the player the kill for the NPC for drops such as drops & artifacts. (You need to damage the target at least once)

      • Note, attacking an NPC controlled by the player will remove the Master Mind Control effect.

  • Magic (All Tiers):

    • Enhanced Power has been reworked. Instead of being based on missing health, it will now be based of stress (up-to 200).

      • Example: 0 stress = 0% bonus, 200 stress = 100% bonus.

      • If the player has T5 @ 75%, this will increase the following:

        • Fire spell’s burn trigger chance from 30% -> 52.5%.

        • Fire spell’s burn damage changed to 0.125% of the current hit (x4) - Increase damage from 0.125% -> 0.22%

        • Wind spell’s stun duration increased by 45%.

        • Earth spell’s damage increased from 40% to 70%

        • Frost spell’s root increased from 5.6s to 9.8s.

          • Note, with a recent change to frost spells - players will be immune to frost root effects for 4s after the 9.8s root finishes

          • Wearing tenacity items such as “Ghostly” will reduce the time spent frozen. 70 tenacity = 70% freeze time reduction (9.8s -> 2.94s).

        • (NEW) Water spell’s attack range increased from 30% to 52.5%. (10 tiles)

  • Melee (All Tiers)

    • Increased the Instant Attack damage by up-to 10%.

      • Note, the damage debuff only applies to your next “melee basic attack”, it does not apply to your next special attack.

  • Melee (T5)

    • Taunt duration has been reduced from 10s -> 8s.

    • Taunt will now increase the melee damage and accuracy by 10% for anyone attacking the target, not just yourself.

      • Note, this does not stack. If two players use Taunt on the same NPC, it will only increase the melee damage & accuracy by 10%, not 20%.

  • Ranged (T5)

    • Trap RNG has been adjusted for the Trap Master ability:

      • Poison Trap: 35% -> 60%. (Poison damage)

      • Tree Spring Trap: 50% -> 25%. (Short stun + Movement displacement)

      • Pit Trap: 15% -> 15%. (Long stun)

    • Traps shot from the Trap Master ability will no longer last indefinitely, they will be destroyed after 60s.

Bug Fixes

  • Fixes an issue where the combat level would not be updated and show “level-3”, preventing players from attacking them.

  • Fixes a bug with the Taunt ability where using Taunt on a player (that is not skulled) would cause them to be skulled.

    • Instead, if you use Taunt on a player that is not skulled, it will skull you.

  • Fixes a bug where you can equip higher level gear when level requirements are not met.

    • Temp level no longer affects what weapons and armor you can equip. It is now based on Current level.

  • Fixes a bug where freeze immunity was either too much or too little, depending on tenacity. (Out of sync)

  • Fixes a bug where the player would stop attacking an NPC or Player if they ran too far away from the attacker.

  • Fixes a bug which “should” resolve the issue where the Action Bar shows incorrect cooldown timers.

  • Fixed a bug where incorrect temp-levels were showing in the Skills tab, such as drinking multiple potions and leveling up skills.

  • Felborne Assassins will no longer spawn on Tutorial Island.

Pet Perks

  • The auto-pickup pet perk will no longer be usable by F2P players.

  • The auto-pickup pet perk will no longer work when you have 0 energy.

Engineering Trap Info

  • Traps placed by the player will last indefinitely (until server restart)

  • Traps will only last 60s if shot from an ability or special attack.

  • Trap damage is increased the higher Engineering level you are.

  • Trap CC duration is longer the higher Engineering level you are.

Helpful Noob Tips from Mr. Kai

Skill Tips:

  • Higher Attack level = increased melee accuracy (less chance to miss).

  • Higher Strength level = higher max hit (more damage).

  • Higher Defence level = reduced melee & ranged damage and higher chance to dodge melee and ranged attacks.

  • Higher Magic level = increased magic accuracy (less chance to miss), increased chance to dodge magic attacks.

  • Higher Ranged level = increased ranged accuracy (less chance to miss), higher max hit (more damage).

  • Higher Hitpoints level = increased maximum health and increased passive (out of combat) health regeneration.

  • Higher Agility level = less stamina (run energy) used.

  • Higher Engineering level = increased trap effectiveness -> trap damage, trap cc.

Tips for Melee vs Magic

  • Carry around “Ghostly” or “Ranged” armor and switch to it when being attacked by a NPC or Player that is using magic.

    • This will reduce the CC duration of the Root / Stun / Slowed effects by the amount of tenacity the items have. 70 Tenacity = 70% reduction.

    • Ranged armor also gives magic defence bonus, which will reduce the chance that a spell will hit you. Meaning the mage will deal 0 damage, completely missing their CC spell.

Annoyed that you are locked into a specific Mastery tree?

  • Soon, you’ll be able to reset your masteries… but at a cost?? Yes, YOUR COMBAT EXPERIENCE!… but you’ll get something a little extra…

    • You may, or may not require **many** 95-99s.

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