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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