Patch Notes: Day 8
Bug Fixes
Updated the value of Tier 4-6 weapons to Trading Post values so they keep correctly on death
Fix issue where all players leaving guild would have Top Guild mark for an hour
Fixed Enchanted Bolts - Dragonfire damage calc was wrong, Piercing was hitting 2x the max hit
Fixed Cultist's Repeater - it should trigger the Enchanted bolt on-hit effects (on %) in normal use
Special Bar Fix
Players can no longer drop items while in combat with another player
Balance Changes
Stone Maul - reduced armor penetration from 100% to 75%
Teleport Tab cannot be used by Top 5 Guilds
Removed Teleblock from shop, added to Skilling (Curios) drop at 2x the rate of the Teleport Tab
Other Changes
Mastery Scrolls have been added as extremely rare drops to the Bosses in the game, ahead of our Mastery Respec / Prestige system release
PVP Changes
Gear Savior πΌ - Random Trigger
The more players are involved in your death to PvP, the more likely it is for "Gear Savior" to trigger -> this perk will miraculously result in you keeping all of your equipped weapons & items after respawning.
Environmental Stress (Players in Area)
The more players are in an area, the higher the Stress increase from Environmental Stress (randomly chance to trigger based on Region tier). Previously, +4 Stress was gained per Environmental Stress tick, this now scales between +3 and +10 based on the number of players nearby.

Stress on Aggressive Action
When engaging in an aggressive action (that would Skull / Mark as Outlaw if not already a red name), players gain a significant amount of stress. This does not trigger again until the player goes out of combat for a while. This stress amount deals half of the Stress gain to all players nearby (including the target).
100+ Stress Changes
At 100+ Stress, players gain Afflictions. All of theses afflictions have had their positive effects nerfed. Rolling to an Exalted status (~25% chance) will additionally heal the player for 15% of max HP + 2.
200 Stress Changes
At 200 (max) Stress, you will deal 50% less damage.
PvP Rewards scaling on Reward Index
The higher your Reward Index, the less likely it is for items dropped by a player on death to trash before being added to the Loot Bag - meaning more rewards dropped. Previously, this chance was 25%, now it scales from 10% (at 10k Reward Index) to 50% (at 0 Reward Index). This incentivizes longer duration PvP trips, and mixed PvPvM / opportunistic PvP.
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