New World Addon Release today: Start time and patch notes

New World Rise of the Angry Earth Cinematic

In New World, the new expansion Rise of the Angry Earth is launching today. This brings a new level cap, mounts, and much more. We summarize everything you need to know about the launch and the patch notes.

When does it start? The new expansion launches on October 3rd at 6:00 PM German time.

How long will maintenance take? The server maintenance is set to begin at 3:00 PM and will last for three hours. Then you can dive right into the new content.

What’s included in the expansion? The highlights of Rise of the Angry Earth are:

We have summarized more about the expansion here: Everything about Rise of the Angry Earth – content, release, mounts.

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New World: Rise of the Angry Earth – Trailer for the Expansion

Patch Notes for Rise of the Angry Earth

Below, we have included the official patch notes for the expansion (via New World):

New Storyline

First Light has fallen. The fields that were once an inviting place for newcomers to Aeternum have been devastated by the wrath of the Angry Earth creatures. No one knows what happened to the people and villages that once populated the area, and a deadly barrier has prevented all but the bravest from attempting to find out. This abundance of earthly power has awakened the mighty Beast Lords, a new potential foe facing the people of Aeternum… but with them comes a blessing – the secret to tame and ride animals.

Mounts

Summon a mount for faster travel through Aeternum. Master horses, terror wolves, and lions, each with unique appearances, customizable gear, and a name you can set. Increase the new riding skill to earn upgrades such as increased speed, bonuses, and higher-tier food for your new friend.

New Progression

Raise your character’s level to 65 and your gear score to 700, with new attributes to enhance your builds. Increase skills to level 250, with new items to collect, refine, and craft. Complete a new faction quest and unlock a new faction rank full of desirable gear and items.

Artifacts

Find and equip artifacts – a powerful new tier of weapons and armor. Complete a series of tasks and awaken the full potential of the artifact by unlocking its six effects. Among them is an effect that will redefine and change your play style.

New Weapon: Flail

The flail is a versatile one-handed weapon with the option for a shield in the off-hand. Use arcane magic to enhance attacks and empower allies or weaken enemies to secure victory more easily. Through a combination of melee attacks, arcane magic, and strong defense, players with this weapon can increase their group’s effectiveness without neglecting offense.

A Transformed Zone: Sky Wilderness

The southeastern tip of Aeternum, formerly known as “First Light”, has been overrun by the powers of Artemis and the Angry Earth creatures. Explore the built structures of this magical new landscape and fight the wild beasts that have taken refuge in the green, ever-changing terrain.

New Expedition: The Wild Chasm

Embark on a dangerous new expedition for Level 62+ to track down the primeval beast lords before chaos rises from the depths of Aeternum. The mammoth lord Mahantaram has retreated into the confusion of the Wild Chasm. A grim mist and disturbing spores emanate from the cavernous maw. With each passing day, the howling of the beasts within grows louder and more disturbing. The enraged beast lords pose a terrible threat to the population of Aeternum if no one stops them.

New Heart Rune: Primordial Fury

Transform into a giant beast and tower over and crush your foes with unarmed light and heavy attacks.

Content in Season 3

Influence races, a new season pass, a revised main questline, and more await all players in Season 3. Here are some of the highlights:

New Season Pass

Season 3 will introduce a new seasonal journey, a new activity map, new challenges, and new rewards.

New Influence Races

Influence races are now a scheduled PvP game mode in the open world with rewards for all participants from each of the 3 factions. Compete in a race against time involving the attack and defense of a territory for 3 new faction control points per area (called Outposts) as well as the Fort. Wars are guaranteed. Therefore, defenders can also participate in the war for better rewards even if they win in the race.

Revised Main Story: Edenhain and Deep Gorge

Based on player feedback, the main storylines in Edenhain and Deep Gorge have been revised, and the renewed game entry has been improved. Experience these familiar zones with new stories, more variety in tasks, and a few new surprises.

Removal of Banishment, Protection, Resilience, and Competence

Look forward to more variety in your builds as the effects of Creature Banishment, Creature Protection, Resilience, and Competence have been removed. Due to player feedback, we have made the following changes to game balance, ensuring that even more effects will now be useful:

  • Instead of Banishment, we are increasing the base damage of magic and ranged weapons in PvE fights to make them more effective alternatives to melee options when fighting multiple enemies.
  • Instead of Protection spells, we are adjusting the AI and encounters to compensate for the removal of their defensive and offensive capabilities. Current items with this effect will instead receive the “Health” effect, which increases the player’s health by a certain percentage of their base health value.
  • Instead of the Resilience effect, we have reduced critical hits for all players based on gear weight effects (Light -15 %, Medium -20 %, Heavy -25 %). Current items with this effect will instead receive the “Health” effect, which increases a player’s health by a certain percentage of their base health value.
  • Instead of the Competence effect, we are making adjustments to armor drop values from all creatures based on their level.

Removal of Shadow Shards

  • Equipment can no longer be upgraded with Shadow Shards.
  • Shadow Shards can now be dismantled for a price of 0.1 Talers per Shadow Shard.

Game World

General

  • Distorted Heights and Cunning have been converted into Solo Landmarks.
  • The appearance of the Tavern Keeper in Lichwood has been updated.
  • A pile of bananas can now be picked up in the dwelling.
  • A bug has been fixed that caused infinite AI to spawn during the “The Demon’s Cauldron” quest.

Important Bug Fixes

  • A bug has been fixed that caused some Sulfur Sand Glyphs not to appear in the intended location.
  • Killing a Desecrated Penitent now contributes to progress in the “The Defense of a King” quest.
  • A bug has been fixed that caused the world not to load correctly after fast traveling.

Expeditions

Barnacles and Gunpowder
  • A bug has been fixed that caused the blue shimmer around the cannonball to appear pixelated.
  • A bug has been fixed that caused Admiral Gunpowder’s last line to fade out too early.
Lazarus Instrumentation
  • A bug has been fixed that prevented the last chest from being unlocked for all players.
Empyrean Forge
  • A bug has been fixed that caused Commander Marius’ fireballs not to hit their intended target.

Mutations

  • We have reduced the number of mutations to 3 to simplify finding in a group.
  • Players should receive a mixture of loot-oriented gear in higher gear score ranges:
    • Mutation difficulty 1 has been matched to gear score 650 and should be more accessible.
    • Mutation difficulty 2 has been matched to gear score 675 and remains balanced.
    • Mutation difficulty 3 has been matched to gear score 695+ and remains difficult.
  • With the removal of Shadow Shards, we have recalibrated the rewards in mutations.
    • Festive Mutator Matter as well as Dark Matter is now included in reward supplies.
    • A score of 50000 is required to earn a golden reward chest.
    • A score of 25000 is required to earn a silver reward chest.
  • We will increase the weekly cap of mutation runs to 35 and continue to monitor this.
  • Due to feedback from the PTR, the bosses of Expeditions at mutation levels 2 and 3 will now have debuff resistance. The effectiveness of the status effects “Ripped” and “Weakened” has been reduced by 50% and 75%, respectively. The debuff caps are unaffected.

Neuerungen bei der KI

Welt-KI

  • Es wurde ein Fehler behoben, durch den Tribun Elias, Herr der Hunde, keinen Nahkampfschaden verursachte.

Änderungen beim Kampf

Allgemein

  • Effekte, die den Status „Geschwächt“ zufügen, können jetzt die Effekte von Säureschaden verringern.
  • Es wurde ein Fehler behoben, durch den Runenglas-Edelsteine des scharfsichtigen Karneols keine Provokationen auslösen konnten, wenn sie in Waffen platziert waren.
  • Es wurde ein Fehler behoben, durch den einige Angriffsserien zur Desynchronisierung von Client und Server führten.
  • In PvP-Spielmodi wird die Selbstheilung um 10 % und die Verbrauchsgegenstand-Heilung um 20 % reduziert.
  • Die Ausweichentfernung bei mittlerem und schwerem Ausrüstungsgewicht wurde erhöht.
  • Die Animationen des mittleren Ausweichens wurden aktualisiert, um die Geschwindigkeit während der gesamten Animation besser beizubehalten, und der Übergang vom Ausweichen zum Sprinten wurde für alle Ausrüstungsgewichte verbessert.
  • Bei mittleren Treffern wurde die Sprintverzögerung von 1 Sek. auf 0,75 Sek. und bei leichten Treffern von 1,5 Sek auf 1 Sek verringert.
  • Die Beschränkungen für diverse Formen von Lebensraub bei Waffen und Effekten wurden so eingestellt, dass eine Abklingzeit von 0,1 Sek gilt, wenn der Lebensraub mit allen Angriffen verbunden ist oder der Angriff sich eher auf ein einzelnes Ziel fokussiert, bzw. dass ein Limit von 3 Zielen gilt, wenn der Angriff eher ein Flächenangriff oder eine spaltende Fertigkeit ist.
  • Es wurden mehrere Probleme mit der Bewegung und den Bewegungen der Spieler, fehlenden Nahkampfangriffen, dem Waffenwechsel und der Verwendung von Gegenständen behoben, die nicht funktioniert haben, wenn die Server eine sehr hohe Anzahl an Nutzern hatten.

Attributsboni

  • Der 250-STÄ-Attributsbonus wurde aktualisiert und gilt jetzt für den gesamten einfachen Nahkampfangriff, nicht nur für dessen Vorbereitung.
  • Es wurden 2 neue Attributsbonusadern bei 25 und 350 hinzugefügt.
    • Außerdem wurden einige vorhandene Adern verschoben und ihre Funktionsweisen wurde geändert.
  • Der Attributsbonus bei 300 GES wurde aktualisiert und bringt keine Ausdauer beim Ausweichen mehr. Stattdessen läutert er jetzt Verwurzelung-Massenkontrolle-Statuseffekte bei Waffenwechsel mit 30 Sek. Abklingzeit.
  • Der LP-Zugewinn durch einen Stufenaufstieg wurde etwas erhöht, so wie auch die Anzahl der durch KONS gewonnen LP. Dies wurde vorgenommen, um die Erhöhungen bei Rüstwert und Stufe wettzumachen.

Änderungen bei Schäden

  • Der Basisschaden von Fernkampf- und Magiewaffen wurde global erhöht, in PvP-Kämpfen jedoch wieder verringert. Diese Änderung wurde vorgenommen, um die Effektivität dieser Waffen im PvE zu erhöhen, ohne dabei die PvP-Balance zu stören.
    • Die Einblendung im Spielmodus-Menü sowie unten auf den Tooltips für Waffenmeisterschaft zeigt getrennt für PvP und PvE eingestellte Änderungen bei der Spielbalance auf.
      • Muskete – Der Basisschaden wurde im PvE von 78 auf 83 erhöht und im PvP um 12 % verringert (runter auf 73)
      • Bogen – Der Basisschaden wurde im PvE von 67 auf 72 erhöht und im PvP um 14 % verringert (runter auf 62)
      • Donnerbüchse – Der Basisschaden wurde im PvE von 78 auf 80 erhöht und im PvP um 9 % verringert (runter auf 73)
      • In PvP-Spielmodi wurde die Selbstheilungskraft um 10 % reduziert
      • In PvP-Spielmodi wurde die Heilungskraft von Verbrauchsgegenständen um 20 % reduziert
  • Grundsätzliche Verringerung von kritischem Schaden für Spieler je nach Ausrüstungsgewicht (Leicht -15 %, Mittel -20 %, Schwer -25 %). Diese Änderung wurde vorgenommen, um die Entfernung des Effekts „Zähigkeit“ wettzumachen.
  • Die sinkenden Erträge der Schadensbonusmodifikatoren aus Attributen wurden leicht von 351 auf 500 erhöht.
  • Wenn man einem Ziel Schaden zufügt, werden zusätzliche Statuseffekte beim Treffer von den Fertigkeiten bestimmt, mit denen die jeweilige Waffe ausgerüstet ist und nicht von den Fertigkeiten, mit denen die derzeit aktive Waffe ausgerüstet ist, da diese abweichen können.
  • Zu verschiedenen vorhandenen Statuseffekten, Edelsteinen und anderen Effekten wurde Säureschaden/-resistenz hinzugefügt, damit Säure ähnlich wie andere Schadensarten funktioniert.

Schwert und Schild

  • Es wurde ein Fehler behoben, durch den die Verlangsamung aus dem Sprungschlag durch einige Schadenspunkte über Zeit erneuert werden konnte.
  • Es wurde ein Fehler behoben, durch den manche Schilde auf niedrigerem Rang besseren geblockten Ausdauerschaden hatten als Schilde auf höherem Rang.

Eisstulpen

  • Die Eiswind- und Eisdorn-Fertigkeiten werden jetzt als Fernkampf- anstatt als Nahkampfangriffe behandelt.

Lebensstab

  • Es wurde ein Fehler behoben, durch den bei der Verwendung einer Heilungsfertigkeit in einer Raubzuggruppe mit aktivierter „Auswahl mit Mausrad und Hotkeys“ ein Ziel nicht geheilt wurde, wenn man den Hotkey drückte, um ein Ziel in der aktuell ausgewählten Gruppe auszuwählen.

Bogen

  • Es wurde ein Fehler behoben, durch den der Bonus „Fang mich doch“ auf Spielern hängen blieb, bis, sie sich abgemeldet hatten.
  • Es wurde ein Fehler behoben, durch den Spieler in einer Inaktiv-Pose stecken bleiben konnten, wenn sie beim Laden von Prüfungen zielten.

Donnerbüchse

  • Es wurde ein Fehler behoben, durch den die Splittergranate zum Abbruch der Mörserladung führen und ohne Abklingzeit feuern konnte.
  • Die Schadensreduktion einfacher Schüsse aus einer Entfernung von 10 bis 14 m wurde entfernt.
  • Die Donnerbüchse wurde aktualisiert und ist jetzt beim erstmaligen Ausrüsten vollständig geladen. Dadurch wurden Fehler behoben, die zu merkwürdigen Animationen beim erstmaligen Ausrüsten und Ziehen der Donnerbüchse führten.
  • Es wurde ein Fehler behoben, durch den die Explosionen der Granatensplitter von „Splittergranate“ keinen Schaden verursachten.

Rapier

  • Es wurde ein Fehler behoben, durch den der passive Effekt „Kontrolliertes Atmen“ für das Rapier durch einige Schadenspunkte über Zeit ausgelöst wurde.
  • Es wurde ein Fehler behoben, durch den die „Schnittgestöber“-Animation des Rapiers abgebrochen werden konnte, um zweimal „Tondo“ zu wirken.

Muskete

  • Beim Wechseln von „Mächtiger Schuss“ zu „Pulverbrand“ ohne Abfeuern wurde eine Abklingzeit von 1 Sek. hinzugefügt.
  • Die Muskete wurde aktualisiert und verwendet jetzt Geschosse anstelle von Hitscan.
  • Es wurde eine Funktionsweise hinzugefügt, mit der die Geschosse der Muskete von sich aus durch Ziele hindurchdringen.
  • Die Genauigkeit der Muskete wurde deutlich erhöht. Es wird immer noch eine leichte Abweichung geben, aber eine deutlich kleinere als zuvor.
  • Einige passive Fertigkeiten und Upgrades wurden aktualisiert, um die funktionellen Änderungen an der Muskete wettzumachen.
    • Gesteigerte Präzision – Die Anforderungen für das Zielen wurden entfernt
    • Hab dich im Visier – Wurde umbenannt zu „Optimale Reichweite“ und verleiht auf der Entfernung zum Ziel beruhende Schadensboni, wobei der optimale Schaden zwischen 20 m und 50 m gewährt wird.
    • Angekündigter Schuss – Zusätzlicher Schaden und reduziert die Zeit von 3 Sek. auf 2 Sek
    • Größere Genauigkeit – Wurde umbenannt zu „Schnellladen“ und die Funktionsweise wurde aktualisiert, so dass die Dauer des Nachladens verringert wird, wenn man 2 Ziele mit einem Schuss trifft.
    • Ruhige Hand – Wurde umbenannt zu „Kriegszittern“ und die Funktionsweise wurde aktualisiert, so dass Ziele bei einem Kopfschuss geschwächt werden.
    • Die Funktionsweise von „Kritisches Nachladen“ wurde aktualisiert. Dieses wird jetzt von 2 Kopfschüssen ausgelöst und die Dauer des nächsten Nachladens wird reduziert, statt sie ganz auszulassen.
  • Das Heckenschütze-Ultimativ wurde aktualisiert und ist jetzt „Totaugen“, wobei auch die Zoom-Funktion entfernt wurde. Der nächste Schuss fügt jetzt „Blutung“ als zusätzlichen Vorteil zu, wenn man mehrere Ziele mit einem einzigen Schuss trifft.
  • Fallen
    • Fallen fügt bei der Auslösung jetzt Schaden zu.
    • Anstelle von 20 Sek. verbleiben sie jetzt 30 Sek. lang in der Welt.
  • Haftbombe
    • Der Zielen-Status der Haftbombe wurde entfernt und sie wird ab jetzt sofort bei Knopfdruck geworfen.
    • Die Position, der Winkel, die Flugbahn und die Schwerkraft der Haftbombe wurden angepasst, um den sofortigen Wurf wettzumachen.
  • Mächtiger Schuss
    • Der Schaden wurde von 150 % auf 160 % erhöht
    • Mächtiger Schuss hat jetzt eine zusätzliche Funktionsweise, mit der gegenüber feindlichen KI-Zielen zusätzlicher Schaden zugefügt wird.
  • Es wurde ein Fehler behoben, durch den der Effekt des passiven „Abstand halten“ der Muskete beim Waffenwechsel nicht immer entfernt wurde.

Unheilsstulpen

  • Es wurde ein Fehler behoben, durch den einige INT-Attributsboni nicht auf die Unheilsstulpen angewendet wurden.
  • Es wurde ein Fehler behoben, durch den Spieler nicht zu den Basisangriffen der Unheilsklinge zurückkamen, nachdem sie mit aktiver Unheilsklinge „Zerreißende Essenz“ gewirkt hatten.
  • Die Abklingzeit-Verringerung aus dem Effekt „Zerreißende Essenz“ wurde von 10 %…37 %…100 % auf 7 %…26 %…43 % verringert.
  • Die Abklingzeit-Verringerung aus der Wurfspeer-Aufrüstung „Revitalisierende Präzision“ wurde von 50 % auf 25 % verringert.

Beil

  • Es wurde ein Fehler behoben, durch den die Beil-Aufrüstung „Finaler Schuss“ keinen Schaden verursachte.
  • Es wurde ein Fehler behoben, durch den die Berserker-Fertigkeit ohne Abspielen der Animation aufgehoben und aktiviert wurde.
  • Es wurde ein Fehler behoben, durch den der Statuseffekt „Berserker“ Betäuben-Effekte nicht beseitigt hat.

Feuerstab

  • Der Aufrüstung „Pyrotänzer“ wurde eine Abklingzeit von 2,5 Sek. hinzugefügt, wenn der Spieler beim Verwenden des Flammenwerfers ins Taumeln gerät.
  • Flammenwerfer
    • Die Trefferrate des Fertigkeitsschadens sowie des Schadens über Zeit wurde verdoppelt und der Schaden, den beide zufügen, wurde halbiert. Diese Änderung wurde vorgenommen, damit die Treffer schneller ausgelöst werden, dafür aber weniger Schaden zufügen.
    • Zum Wettmachen wurde die Anzahl der zum Auslösen von „Beschleunigender Flammenwerfer“ benötigten Stapel auf einem Ziel von 2 Stapel auf 4 Stapel erhöht.

Streitaxt

  • Es wurde ein Fehler behoben, durch den die passiven Ermächtigungseffekte von „Gier“ (Streitaxt) und „Ermächtigender Stich“ (Schwert) bei Wiederanwendung nicht richtig aufgefrischt wurden.
  • Die Werte des Streitaxt-Effekts „Erfrischender Ansturm“ wurden von 5 %/34 %/67 % auf 3 %/20 %/40 % reduziert.

Kriegshammer

  • Es wurde ein Fehler behoben, durch den der passive Effekt „In der Unterzahl“ immer noch aktiv war, nachdem man Gegner erledigt oder den Kampf verlassen hatte.
  • Die Ultimativfertigkeit „Gerechtigkeit für alle“ wurde (erneut) überarbeitet. Sie verleiht jetzt „Mächtiger Hammer: Mut“, eine um 20 % erhöhte kritische Trefferchance und reduziert die Länge aller anderen aktiven Hammer-Abklingzeiten bei Treffern um 10 %.

Herzrunen

  • Der Schaden über Zeit, der durch Herzrunen aufladende Effekte verursacht wird, wurde leicht reduziert.
  • Es wurde ein Fehler behoben, durch den die Verzehrer-Herzrune nicht gewirkt werden konnte, wenn die Kamera auf Hügeln nach oben gerichtet war.
  • Herzrunenexplosion
    • Da „Explodieren“ den Schaden von Spielern erleiden kann und der Effekt viel stärker als beabsichtigt war, reduzieren wir seine Wirkung.
      • Der Basisschaden von „Explodieren“ wurde um 20 % verringert.
      • Der Effekt „Aufgerissen“ bei der Brutal-Variante wurde von 30 % auf 50 % erhöht.

Effekte

Überarbeitete Effekte

  • Effekte wurden global mit den folgenden Zielen überarbeitet:
    • Es soll eine viel höhere Chance bestehen, dass fallengelassene Ausrüstung 3 verwendbare Effekte einbringt.
    • Spieler sollen nicht mehr große Mengen an erforderlichen Ausrüstungssets sammeln müssen.
    • Es sollen Effektkombinationen entfernt werden, die nie verwendbar sind.

Wichtige Änderungen

  • Ungünstige Effektkombinationen wurden stark reduziert, indem nicht benutzte Effekte entfernt oder verbessert wurden. Beispiel: Mana, Hassreduzierung usw.
  • Die Wirksamkeit der am häufigsten verwendeten und am leichtesten zu erhaltenen bedingten Effekte wurde reduziert, damit sie nicht alle anderen Effekte in den Schatten stellen. Beispiele: „Eifrig“ und „Wild“.
  • Die Anzahl der erforderlichen Ausrüstungssets, die ein Spieler durch das Entfernen von Schutzzaubern und Resistenz sammeln muss, wurde verringert.
  • Es wurden Effekte entfernt, die die Serverleistung beeinträchtigten. Beispiel: Wir haben Ketteneffekte entfernt, Abklingzeit-Effekte verringert und maximale Stapel hinzugefügt („Erfrischend“).
  • Es wurden Zweiwert-Effekte kombiniert, um die Gesamtzahl zu verringern. Beispiel: STÄ/GES und GES/STÄ sind jetzt identisch.
  • Den Kategorien mit der geringsten Anzahl an Kombinationen wurden neue Effekte hinzugefügt. Beispiel: Heilende Stäbe hatten eine sehr enge Effektreichweite. Daher haben wir weitere Lebensstab-Effekte hinzugefügt.

Änderungen bei Gewöhnlichen Effekten

  • Erfrischender Schutz: Kann für neu fallengelassene Ausrüstung nicht mehr generiert werden. (Bestehende Ausrüstung mit diesem Effekt bleibt unverändert.)
  • Erfrischendes Ausweichen: Kann für neu fallengelassene Ausrüstung nicht mehr generiert werden. (Bestehende Ausrüstung mit diesem Effekt bleibt unverändert.)
  • Glück: Die Skalierung wurde mit einer Obergrenze versehen und ist ab einem Rüstwert von 625 nicht mehr möglich.

Changes to Weapon Effects

  • Hated: Can no longer be generated for Magic and Ranged Weapons.
  • Friendly: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Wild: The critical damage bonus has been reduced from 3 / 12 / 13 % to 3 / 6 / 7 %.
  • Enchanted: The damage bonus has been reduced from 5 / 9.8 / 10.5 % to 3 / 4 / 5 %.
  • Decay: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Blessing: Healing has been reduced from +6 / 20 / 12 % to +3 / 10 / 12 %.
  • Refreshing Movement: The cooldown reduction has been reduced from 1 / 2.9 / 3.2 % to 1 / 1.9 / 2 %.
  • Life Steal: Health gain has been increased from 1 / 5.2 / 5.8 % to 1 / 6.3 / 7.1 %.
  • Eager Empowered: The damage bonus has been reduced from 20 % to 10 %.
  • Eager Tempo: The cooldown has been reduced from 10 to 7 Sec.
  • Siphoning Strike: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Chain Lightning: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Chain Fire: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Arcane Chain: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Chain Malice: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Ice Chains: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Chain Nature: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Deadly Life Steal: Scaling at Level 625 has been improved. Now grants 3 / 7 / 10 % health.
  • Deadly Siphoning: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Deadly Energy: Scaling at Level 625 has been improved. Now grants 5 / 35 / 50 Stamina.
  • Deadly Binding: “Boost” has been increased from 15 % to 30 %, with a duration extended from 10 to 20 Sec.
  • Eager: The overall bonus has been reduced from 3 / 12 / 13 % to 3 / 6 / 7 %.
  • Ancestral Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Angry Earth Creatures Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Beast Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Corrupted Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Lost Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Human Banishment: This effect can no longer be generated for newly dropped equipment. (For existing equipment, the effectiveness of this effect has been reduced from a base value of 5 % to 2 %).
  • Deadly: The base scaling multiplier has been reduced, and scaling at Level 625 has been increased. Now grants 5 / 8 / 10 % headshot damage.
  • Steady Stand: The base movement speed has been increased from 20 % to 30 %. A feature has been added that reduces the effect of enemy pushing and pulling on players by 20 %.
  • Foiling Strikes: The base scaling multiplier has been reduced and now grants increased damage of 3 / 6 / 7 % when one has active courage.
  • Targeted Strikes: This effect has been changed to trigger from any heavy attack, not just fully charged heavy attacks.
  • Targeted Critical Hits: This effect has been changed to trigger from any heavy attack, not just fully charged heavy attacks.
  • Targeted Rending: This effect has been changed to trigger from any heavy attack, not just fully charged heavy attacks.
  • Targeted Recovery: This effect has been changed to trigger from any heavy attack, not just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5 / 20 / 25 % of the damage done.
  • Flame Counter: The duration has been increased from 6 to 10 Sec.
  • Nature Counter: The duration has been increased from 6 to 10 Sec.
  • Frost Counter: The duration has been increased from 6 to 10 Sec.
  • Lightning Counter: The duration has been increased from 6 to 10 Sec.
  • Abysmal Counter: The duration has been increased from 6 to 10 Sec.
  • Arcane Counter: The duration has been increased from 6 to 10 Sec.
  • Flame Tuning: The cooldown has been increased from 1 to 1.5 Sec.
  • Frost Tuning: The cooldown has been increased from 1 to 1.5 Sec.
  • Shock Tuning: The cooldown has been increased from 1 to 1.5 Sec.
  • Tree-like Tuning: The cooldown has been increased from 1 to 1.5 Sec.
  • Hell Tuning: The cooldown has been increased from 1 to 1.5 Sec.
  • Piercing Strike from Stealth: The “Exclusive” label has been changed to “DmgCon2”, allowing the effect to now stack with other damage effects.
  • Piercing Headshot: The “Exclusive” label has been changed to “DmgCon2”, allowing the effect to now stack with other damage effects.
  • Critical Purification: The cooldown has been reduced from 10 to 3 Sec.
  • Exhausted Exploitation: When hitting a target in the back, causes exhaustion for 5 Sec.
  • Cheerful Punishment: The damage bonus has been increased from 8 % to 20 %.

New Weapon Effects

  • Redeemer: When you heal a target with less than 50 % health, healing is increased by 10 / 18 / 20 %. (Only Life Staff)
  • Purifying Breeze: Heals 10 / 30 / 33 % of weapon damage with each removal of a debuff from an ally. (Only Life Staff)
  • Desperate Prayer: When you have less than 50 % mana, your healing is increased by 10 / 18 / 20 %. (Only Life Staff)
  • Desperate Empowerment: Those affected by Exhaustion deal 5 / 7 / 12 % more damage.

Changes to Shield Effects

  • Flame Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The fire damage taken is reduced by 5 / 14 / 15 %.
  • Frost Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The ice damage taken is reduced by 5 / 14 / 15 %.
  • Nature Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The nature damage taken is reduced by 5 / 14 / 15 %.
  • Corruption Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The corruption damage taken is reduced by 5 / 14 / 15 %.
  • Piercing Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The piercing damage taken is reduced by 5 / 14 / 15 %.
  • Slashing Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The slashing damage taken is reduced by 5 / 14 / 15 %.
  • Arcane Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The arcane damage taken is reduced by 5 / 14 / 15 %.
  • Lightning Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The lightning damage taken is reduced by 5 / 14 / 15 %.
  • Impact Shield: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. The impact damage taken is reduced by 5 / 14 / 15 %.

New Shield Effects

  • Healing Defense: Heals 100 / 250 / 300 Health while blocking. (Only Longpoint Shield)
  • Counterattack: While blocking, you gain 30 % “Empowerment” for 4 sec. (Only Longpoint Shield)

Changes in Skill Effects

  • Stunning Wild Rush: The scaling of “Slow” has been improved. Armor: 10 / 17 / 20 %, Weapon: 26 / 47 / 50 %.
    • Wild Rush now deals bonus damage. Armor: 5 / 8.5 / 10 %, Weapon: 13 / 23.5 / 25 %.
  • Raging Berserker: The critical bonus scaling has been improved. Armor: 10 / 17 / 20 %, Weapon: 26 / 47 / 50 %.
    • Raging Berserker now also increases damage when the Berserker has less than 50 % health. Armor: 5 / 8.5 / 10 %, Weapon: 13 / 23.5 / 25 %.
  • Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged bonus attacks deal +10 / 21 / 23 % armor damage, +20 / 38 / 40 % weapon damage to targets of “Rending Throw”.
  • Refreshing Distance Throw: Scaling has been increased beyond 625. Attacks with “Social Distancing” within a radius of 6 m reduce the cooldown by: 10 / 30 / 34 % (armor) and 29 / 56 / 60 % (weapon).
    • The cooldown reduction from the “Social Distancing” effect has been reduced from 10 %…34 %…60 % to 7.5 %…25 %…45 %.
  • Exhausting Infected Throw: The base scaling multiplier has been increased. Direct hits with “Infected Throw” apply “Exhaustion”, which reduces the target’s stamina regeneration by 6 seconds by: 10 / 31 / 34 % (armor) and 30 / 51 / 54 % (weapon).
  • Empowering Armor Breaker: The damage bonus does not scale above 50 %.
  • Refreshing Mighty Hammer: The armor value bonus of the weapon has been increased. Hits with “Mighty Hammer” reduce the cooldown of the skill by 5 / 9.8 / 10.5 % for armor and 14.5 / 19.3 / 20 % for weapons.
  • Piercing Demolition Hammer: The armor value bonus of the weapon has been increased: Demolition Hammer pierces the target’s armor by: 5 / 19 / 21 % (armor) and 24 / 38 / 40 % (weapon).
  • Displacing Repulsion: Has been renamed, and function has been changed to “Splitting Repulsion”. Causes the “Torn” status and reduces the target’s armor for 7 seconds by: 5 / 8.5 / 10 % (armor) and 13 / 23.5 / 25 % (weapon).
  • Draining Path of Destiny: The armor value bonus of the weapon has been increased: Heals 10 / 29.1 / 31.8 % (armor) and 40 / 59 / 62 % (weapon) of the damage dealt by “Path of Destiny”.
  • Refreshing Mighty Shot: The trigger on kill has been removed. This skill now refreshes on use 3 / 26.6 / 30 % for armor and 33 / 56.6 / 60 % for weapons, but only every 15 seconds.
  • Disgusting Stopping Effect: Renamed to “Refreshing Stopping Effect”. The cooldown of all other Trapper skills is now reduced on hit by: 10 / 17 / 20 % (Armor) and 26 / 47 / 50 % (Weapon).
    • The cooldown reduction from the effect was reduced from 10 %…20 %…50 % to 5 %…12 %…20 %.
  • Accelerating Traps: The armor value scaling of the weapon has been increased. Movement speed is now: 4 / 14 / 15 % (Armor) and 18 / 31 / 33 % (Weapon).
    • This effect now also grants “Bleeding” for traps (Armor: 4 / 6.8 / 7.7 %, Weapon: 18 / 15 / 16 %), which cause weapon damage for more than 5 sec.
  • Leg Sweep Grace: When this effect is active on a weapon, the bleeding damage is increased and now causes “Bleeding” for Armor: 2 / 12.5 / 14 % (Armor) and 16 / 26 / 28 % (Weapon) of weapon damage.
  • Splitting Javelin: The cooldown of the javelin has also been reduced by: 3 / 12 / 13 % (Armor) and 14 / 23 / 24 % (Weapon).
  • Cyclone: This effect now scales better when used on a weapon. Armor: 10 / 32 / 36 %, Weapon: 40 / 62 / 65 % of weapon damage.
  • Reinforcing Piercing: Now stackable up to 3x. The reinforcement bonus has been adjusted to: 1 / 9 / 10 % (Armor) and 13 / 23 / 25 % (Weapon).
  • Jump Kick: The duration has been extended from 5 to 7 sec.
  • Energy-Contributing Dodge Shot: The armor value bonus on weapons has been increased, and scaling has been increased beyond 625. After hitting a target with “Dodge Shot”, you gain 33 stamina and the cooldown is reduced by: 3 / 14 / 16 % (Armor) and 19 / 33 / 35 % (Weapon).
    • The cooldown reduction from the effect was reduced from 3 %…13 %…21 % to 3 %…16 %…27 %.
  • Lasting Arrow Rain: The armor value bonus on weapons has been increased, and the scaling has been increased beyond 625. Slowdown and bleeding now last 10 / 20 / 22 % (Armor) and 26 / 42 / 45 % (Weapon) longer.
  • Refreshing Piercing Shot: The base value reduction has been increased from 3 to 5 %, and the scaling has been increased beyond 625. Kills with “Piercing Shot” reduce its cooldown by 5 / 24 / 27 % (Armor) and 23 / 47 / 50 % (Weapon).
  • Eager Tondo: Now also reduces damage taken from enemies affected by “Tondo’s Bleeding” by (Armor): 1.2 / 6.7 / 7.5 % (Armor) and 8.6 / 14.2 / 15 % (Weapon).
  • Siphoning Cut Dust: When this effect is active on a weapon, the armor value bonus is increased. Additionally, the player is now invulnerable for 1 sec. when activating the Cut Dust.
  • Refreshing Fléche: The armor value bonus on weapons has been increased. On a critical hit from stealth with “Fléche”, its cooldown is reduced by: 5 / 19 / 21 % (Armor) and 24 / 38 / 40 % (Weapon).
  • Accelerating Embrace of Light: The base value has been reduced from 5 to 3 %. Furthermore, this effect is now more effective when used on weapons. Allies without full health gain “Haste” when hit by “Embrace of Light”. Their movement speed increases by: 3 / 11 / 13 % (Armor) and 15 / 29 / 30 % (Weapon) for 5 sec.
  • Empowering Incineration: The armor value bonus is now increased when placed on weapons. Incineration deals additional damage to targets with Burning by: 4 / 17 / 19 % (Armor) and 24 / 38 / 40 % (Weapon).
  • Reinforcing Burning: The base reinforcement and the armor value bonus when used on weapons are now increased. “Burned” grants a reinforcement of: 3 / 12 / 13 % (Armor) and 16 / 24 / 25 % (Weapon) for each hit target for 5 sec. (Max 3 stacks)
  • Contagious Backstab: Now transmits 2 conditions. Additionally, damage scaling when placed on weapons is now increased. Armor: 5 / 10 / 11 %, Weapon: 12 / 17 / 18 %.
  • Refreshing Surge: The armor value is now increased when used on a weapon. When a target is hit with “Unpredictable Strike”, its cooldown is reduced by: 5 / 30 / 34 % (armor) and 38 / 63 / 67 % (weapon). (Max 1 hit)
  • Stunning Rake: Removes 50 % of a condition. The duration has been shortened from 4 to 3 sec. The base slow has been reduced from 0.1 to 0.08. Targets hit with “Rake” suffer “Slow”, reducing their movement speed for 3 sec. by: 8 / 24 / 27 % (armor) and 30 / 47 / 50 % (weapon).
  • Healing Execution: The armor value bonus is now increased when used on a weapon. Heals 10 / 30 / 33 % armor damage and 37 / 57 / 60 % weapon damage of the damage dealt by “Execution”. (Max 1 trigger per use of the skill)
  • Insatiable Source of Gravity: The damage scaling is now increased when used on a weapon, and the scaling has been increased beyond 625. Now causes 15 / 34 / 39 % armor damage and 44 / 76 / 80 % weapon damage.
  • Unyielding Winds: The damage scaling is now increased when used on a weapon: 10 / 15 / 18 % (armor) and 21 / 38 / 40 % (weapon). This effect now causes “Rooted” for 1 sec. when hitting the same target 6x in a row with “Icewind”.
  • Ice Refreshment: Renamed to “Mighty Icicle”: This effect has been reworked and now deals 10 / 15 / 18 % (armor) and 21 / 38 / 40 % (weapon) more damage to rooted enemies.
  • Debilitating Orb: The base value has been reduced from 20 to 12.5 %. When used on a weapon, the armor value bonus increases from 300 to 1000. “Decaying Sphere” reduces the duration of opposing non-consumable buffs by: 13 / 32 / 35 % (armor) and 50 / 70 / 73 % (weapon).
  • Slowing Tether: Renamed to “Paralyzing Tether”: This effect now causes rooting when the tether is broken.
  • Draining Shrapnel Explosion: The armor value bonus on weapons has been increased. Heals 5 / 15 / 16 % (armor) and 24 / 34 / 35 % (weapon) of the damage dealt by “Draining Shrapnel Explosion”.
  • Wandering Claw Shot: When this effect is active on a weapon, the armor value bonus increases. If “Claw Shot” hits a target at least 10 m away, the player receives “Empowerment” for 3 sec. or until the next hit with: 5 / 18 / 21 % (armor) and 23 / 38 / 41 % (weapon).
  • Refilling Mortar Charge: The basic armor value bonus on weapons is now increased. Kills with “Mortar Charge” reload 1 additional canister and grant “Empowerment” for 5 sec. of: 3 / 8.7 / 9.5 % (armor) and 13 / 19 / 20 % (weapon). (Max 1 reload per shot. Does not trigger after the last shot.)
  • Slowing Explosive Shot: When this effect is active on weapons, the armor value bonus increases. Targets hit with “Explosive Shot” suffer “Slow”, reducing their movement speed for 5 sec. by: 5 / 19 / 21 % (armor) and 24 / 38 / 40 % (weapon).
  • Draining Crosscut: The base healing has been reduced. The armor value bonus is now increased when used on weapons. The scaling has been increased beyond 625. Heals 15 / 29 / 33% (armor) and 39 / 68 / 72 % (weapon) of the damage dealt by the last hit of “Crosscut”. (Max 1 trigger per use of the skill)
  • Heavenward Removal: The armor value bonus on weapons has been increased. Scaling has been increased beyond 625. A hit with “Heavenward Slice” removes a buff from the struck opponent. Reduces remaining buffs by: 10 / 20 / 22 % (armor) and 26 / 47 / 50 %. (Affects only non-consumable buffs)
  • Energy-Draining Counter: The armor value bonus on weapons has been increased. Scaling has been increased beyond 625. Activating “Catastrophe Counter” immediately grants stamina of: 10 / 20 / 22 % (armor) and 26 / 47 / 50 % (weapon).
  • Steadfast Purification: The armor value bonus on weapons has been increased. The scaling has been increased beyond 625. Each attack with “Steadfast Strike” reduces the duration of suffered debuffs by 10 / 20 / 24 % (armor) and 30 / 62 / 66 % (weapon). (Max. 1 reduction per attack)
  • Slowing Tear: When this effect is active on a weapon, the armor value bonus now increases. Slowed by “Roaring Tear” targets are slowed for 4 sec. by 12 / 23 / 25 % (armor) and 27 / 39 / 40 % (weapon)

Changes to Armor Effects

  • Ahnenschutz: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Wrath of the Earth Creatures Protection: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Bestiary Protection: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Cursed Protection: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Lost Protection: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Human Protection: This effect can no longer be generated for newly dropped equipment. (For existing equipment, this effect has been replaced by a new health effect)
  • Corruption Resistance: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Rot Resistance: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Toughness: This effect can no longer be generated for newly dropped equipment and has been replaced by health for all equipment.
  • Indestructible: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Power: The reduction of the effect has been increased from 11 % to 15 % at 700.
  • Strengthened: The reduction of the effect has been increased from 11 % to 15 % at 700.
  • Healing Counter: Base value healing has been improved from 100 to 200, and %-healing has been improved from 1 % to 1.5 %.
  • Siege Protection: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)

New Armor Effects

  • Health: +0.8 / 2.2 / 2.4 % max. health.
  • Enchanted Protection: -2 / 3.8 / 4 % damage from light and heavy attacks.
  • Brave Protection: -1 / 2.8 / 3 % damage while the courage effects are active.
  • Flame Harmony: +1 / 1.8 / 2 % fire damage.
  • Frost Harmony: +1 / 1.8 / 2 % ice damage.
  • Shock Harmony: +1 / 1.8 / 2 % lightning damage.
  • Nature Harmony: +1 / 1.8 / 2 % nature damage.
  • Fate Harmony: +1 / 1.8 / 2 % fate damage.
  • Arcane Harmony: +1 / 1.8 / 2 % arcane damage.
  • Cut Conditioning: 5 Sec. long absorption of slashing damage after taking slashing damage. (Each item with this effect is stackable)
  • Piercing Conditioning: 5 Sec. long absorption of piercing damage after taking piercing damage. (Each item with this effect is stackable)
  • Blunt Conditioning: 5 Sec. long absorption of blunt damage after taking blunt damage. (Each item with this effect is stackable)

Changes to Amulet Effects

  • Flame Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Fire damage taken is reduced by 5 / 14 / 15 %.
  • Frost Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Ice damage taken is reduced by 5 / 14 / 15 %.
  • Nature Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Nature damage taken is reduced by 5 / 14 / 15 %.
  • Fate Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Fate damage taken is reduced by 5 / 14 / 15 %.
  • Piercing Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Piercing damage taken is reduced by 5 / 14 / 15 %.
  • Cutting Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Slashing damage taken is reduced by 5 / 14 / 15 %.
  • Arcane Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Arcane damage taken is reduced by 5 / 14 / 15 %.
  • Lightning Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Lightning damage taken is reduced by 5 / 14 / 15 %.
  • Blunt Protection: The base value has been increased from 2 % to 5 %, and the base value scaling has also been increased. Blunt damage taken is reduced by 5 / 14 / 15 %.
  • Health: Renamed to “Admired Health”. The health bonus has been reduced from 3 / 9.7 / 10 % to 3 / 6 / 7 %.
  • Mana Recovery: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Fortified Recovery: Reduces the cooldown from 90 sec. to 30 sec. and increases the buff from 10 % to 20 %.
  • Divine: No longer improves healing from potions.

New Amulet Effects

  • Alchemical Respite: Improves healing from potions by 10 %.
  • Refreshing Recovery: When health falls below 50 %, all currently running skill cooldowns are reset. (90 sec. cooldown)

Changes to Ring Effects

  • Siphoning: Lifesteal has been increased from 1 / 5.2 / 5.8 % to 1 / 6.3 / 7.1 %.
  • Drain: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Fire Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Ice Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Nature Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Lightning Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Fate Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Arcane Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Piercing Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Slashing Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Blunt Damage: The damage bonus has been increased from 3 / 4.9 / 5.2 % to 3 / 5 / 7.2 %.
  • Eager Perception: The critical bonus has been reduced from 3 / 12 / 13 % to 3 / 6 / 7 %. The effect has been renamed to “Exclusive to Critical”.
  • Exemplary: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
  • Revived Punishment: The damage bonus has been reduced from 2 % to 1 %, maximum stacks have been increased to 10. The label “Exclusive” has been changed to “Damage Type”.

New Ring Effects

  • Healing Breeze: When directly healing a target, a healing bonus is applied for 5 sec. (10 % weapon damage)
  • Purification: When purifying a condition, you are healed for 10 % weapon damage.
  • Heartfelt Purification: Using a heart jewel removes all conditions.

Changes to Earring Effects

  • Concentration: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Beloved: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Dodging: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Mana Draught: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Refreshing Drink Fun: Reduces the bonus to 10 % at 700 and decreases cooldowns for base health healing and regeneration potions from 30 to 25 sec.

New Earring Effects

  • Empowering Drink Spell: Grants 20 % “Empowerment” for 4 sec. for a potion.
  • Fortifying Drink Spell: Grants 50 % “Fortification” for 4 sec. when drinking an absorption potion.
  • Healing Heart: Heals your max health by 10 %. when using a heart jewel.

Changes to Tool Effects

  • Durable: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Healing Recovery: Healing has been increased from 200 to 350 per second, and the duration has been extended from 5 to 10 sec.

Changes to Bag Effects

  • Gourmand Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Miner Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Stone Cutter Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Webber Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Skinners Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Mercenary Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Quartermaster Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Alchemist Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Lumberjack Burden: The weight reduction has been increased from 5 / 11 / 12 % to 5 / 17 / 20 %.
  • Ammunition Abundance: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • Ammunition Abundance: This effect can no longer be generated for newly dropped gear. (Existing gear with this effect remains unchanged.)
  • City Loyalty: Increases territory reputation by 5 / 14 / 15 %.

Allgemein

  • Der Effekt „Eifriger Tondo“ wurde angepasst und kann jetzt nur bei aktivem Rapier genutzt werden.
  • Es wurde ein Fehler behoben, durch den der Heilungsbonuseffekt bei Verbrauchsgegenständen nicht wie beabsichtigt funktionierte.
  • Es wurde ein Fehler behoben, durch den Ermächtigender Trinkspruch und Verstärkender Trinkspruch durch das Konsumieren von Nahrungsgegenständen übermäßig wiederholt werden konnten. Es wurde eine Abklingzeit von 5 Sek. für das Aktivieren hinzugefügt und jetzt werden sie nur noch von Tränken und nicht mehr von allen Verbrauchsgegenständen ausgelöst.
  • Es wurde ein Fehler behoben, durch den Heilende Brise dazu führen konnte, dass andere Heilungseffekte mehrfach ausgelöst wurden.
  • Es wurde ein Stapel-Maximalwert für die Effekte Kraft, Belebt und Freiheit festgelegt, um diese auf 4 Stapel anstelle von 5 zu begrenzen.
  • Die Wirkungsdauer des Artefakteffekts „Unendliche Freiheit“ wurde von 25 % auf 20 % reduziert.

Neuerungen bei Spielmodi

Wichtige Fehlerbehebungen

  • Es wurde ein Fehler behoben, durch den Spieler, die über Kimme und Korn zielten, beim Laden in Spielmodi stecken blieben, wenn bestimmte Fertigkeiten aktiv waren.
  • Als Reaktion auf Rückmeldungen von Spielern im öffentlichen Testbereich wurde ein Fehler behoben, durch den man in einer 3-gg-3-Arena keine Schleifsteine benutzen konnte.

Außenpostensturm

  • Es wurde ein Fehler behoben, durch den die Interaktionsaufforderung zum Nachladen von Geschütztürmen nicht die korrekte Anzahl Gegenstände angezeigt hat.
  • Es wurde ein Fehler behoben, durch den das UI-Event „Verderbtes Portal“ nach Ende des Matches angezeigt wurde.
  • Außenpostensturm skaliert Spieler jetzt auf RW 675 (zuvor RW 600).
  • Die LP von Gebäuden bei Invasionen, Kriegen und im Außenpostensturm wurden erhöht, um die Machtzuwächse bei Spielern wettzumachen.
  • Reittiere
    • Indem wir für kurzzeitig Reittiere für den APS im öffentlichen Testbereich zuließen, haben wir wertvolle Testdaten erhalten. Wir möchten uns bei allen Teilnehmenden bedanken. Reittiere sollten derzeit jedoch nicht im öffentlichen Testbereich aktiv sein. Wir werden mit den gesammelten Daten die Leistung und das Gameplay auswerten, und anhand davon festlegen, ob in zukünftigen Updates Reittiere für den APS zugelassen werden.

Wirtschaft, Fortschritt und Ausrüstung

Änderungen bei PvP-Belohnungen

  • Bislang musste ein Spieler mindestens 10 Minuten lang am Leben sein, damit andere Spieler PvP-EP/Azoth-Salz erhalten konnten, wenn sie ihn töteten.
    • Jetzt erhalten Spieler eine geringe Menge an PvP-EP und Azoth-Salz (jeweils 25), wenn sie einen anderen Spieler in der offenen Welt töten – unabhängig davon, wie lange der andere Spieler am Leben war.
    • Für das Töten eines Spielers, der 5 Minuten lang am Leben war, gibt es 400 Azoth-Salz und PvP-EP.
    • Für Spieler, die 10 Minuten lang am Leben waren, gibt es 800 Azoth-Salz und PvP-EP.
  • Die Chance, durch PvP-Tötungen in der offenen Welt Beute zu machen, wurde angepasst.
    • Bislang bestand bei einem Spieler, der 10 Minuten am Leben war, eine Chance von 75 %, dass er Beute fallen ließ, und nach 33 Minuten eine Chance von 100 %.
    • Jetzt besteht bei einem Spieler, der 5 Minuten am Leben war, eine Chance von 50 %, dass er Beute fallen lässt.
    • Nach 10 Minuten erhöht sich diese Chance auf 75 %.
  • Die Saison-EP für das Töten eines Spielers in der offenen Welt wurden von 1, 5 bzw. 10 EP auf 10, 50 bzw. 100 EP erhöht – je nachdem, wie lange der jeweilige Spieler am Leben war.
  • Die Azoth-Salz-Belohnung für das Erreichen von PvP-Rang 200 wurde auf 5.000 geändert.
  • Der Gipsabguss ist nicht mehr in der PvP-Belohnungsserie verfügbar.

General

  • The maximum gear score has been increased from 625 to 700.
    • Players can now loot items with a gear score of up to 700 in certain zones and game modes.
    • Expeditions and mutators now specifically set a range for the gear score that their respective loot items can have.
    • Rewards for PvP game modes have been updated so that items with a higher gear score are distributed based on player level.
    • Elite chests now set a specific baseline gear score that looted items cannot fall below, depending on the level of the waypoint where the items are located.
  • The experience required for progression from weapon mastery level 1 to level 20 has been reduced by about 30%.
  • The duration of family-based protection potions has been increased. Their value has been reduced by 5, 7, or 10%. These bonuses no longer end based on a number of hits.
  • The luck bonus of the spring punch has been reduced to better align it with other luck consumables.
  • A bug has been fixed that caused weapon coatings to persist after switching equipment sets.
  • Loot influence has been added – this system tunes the outcome of loot drops to the gear weight, primary and secondary attributes, and equipped weapon types of a player.
    • Loot influence can occur when players loot items. The chance increases based on player level.
  • All expedition material plans have been moved to the gypsum kiln.

Artifacts

  • A new item rarity has been added: Artifact.
  • Artifacts always drop at gear score 700.
  • Each artifact has a unique effect.
  • Each artifact has its own objectives that unlock additional effects and maximize the item’s potential.
  • There are gear limits for artifacts.
    • 1 weapon
    • 1 piece of armor (shields are counted as armor in this scenario)
    • 1 accessory
    • A total of 3 artifacts can be equipped at the same time.
  • In Aeternum, there are many artifact sources – so keep an lookout for these while engaging in your favorite activities.
  • Artifacts cannot be dismantled or discarded.

Abilities

  • The maximum trading skill level has been increased from 200 to 250 for all trading skills.
  • The amount of XP required to reach levels 1 to 200 in trading skills has been reduced by about 20% depending on the trading skill.
  • We have removed the roll range on crafting. You now receive an item with the armor value specified by the game, which is based on what the game considers the maximum value.
    • Example: A star metal longsword previously rolled between 420 and 440 and now rolls at 440.
    • To support the removal of rolling at armor value, all bonuses have been shifted to increase the maximum armor value (or fair armor value) of a craft. This means you still need your clothing, accessories, trophies, food, etc. to craft the best equipment.
  • New collectible resources have been added throughout Aeternum that players can gather.
    • Mithril ore – Grants mithril ore and requires a mining trading skill of 205
    • Runestone trees – Grants runestone and requires a logging trading skill of 205
    • Spindle fiber plants – Grants spindle fiber and requires a harvesting trading skill of 205
    • Dark creature hides – Obtained from hostile creatures above level 62 and requires a skinning trading skill of 205
    • Prisma barb – Obtained from specific fishing spots with a required fishing trading skill of 205
  • New collectible items come without refining, so players can find these at their local refining stations.
    • Smelting – Mithril bars and requires a smelting trading skill of 205
    • Woodworking – Runestone planks and requires a woodworking trading skill of 205
    • Weaving – Spindle cloth and requires a weaving trading skill of 205
    • Leatherworking – Dark leather and requires a leatherworking trading skill of 205
    • Stoneworking – Calamitous rune stone and requires a stoneworking trading skill of 205
  • A range of Prisma materials has been added. These materials are subject to a daily cooldown limit of 10.
    • Smelting – Prisma bars and requires a smelting trading skill of 250
    • Woodworking – Prisma planks and requires a woodworking trading skill of 250
    • Weaving – Prisma cloth and requires a weaving skill of 250
    • Leatherworking – Prisma leather and requires a leatherworking skill of 250
    • Stoneworking – Prisma block and requires a stoneworking skill of 250
  • To provide players with multiple uses for these new materials, we have added new plans, including the following:
    • Light, medium, and heavy armor based on the new resources
    • Close and ranged weapons as well as magical weapons based on the new resources
    • New furniture for the woodworking trading skill
    • New consumables for cooking and alchemy
      • This includes new food with +48 attributes as well as new lucky food to gather
  • To support the new artifact item system, abilities have been incorporated as a critical component into the system.
    • Players can craft various matrices, as well as the required components to unlock the final effect for their artifact.
    • These matrices can also be used for roll repetitions for the final effect on some of the new named items for the expansion.
  • We have expanded our collectible research options, and players will now find new rare items while gathering from the new nodes mentioned above that can be processed at refining stations for additional experience in the gathering trading skill.
    • Collectible research items can now only be crafted 3 times per day per item.
  • A new item has been added: the Prisma scarab. When used with an Azoth inducer (available from the faction vendor), it can craft an item with an RW 700 and any effects you desire. This item is bound upon equipping.
  • Talent 2.0 has been established so that players can continue to receive rewards once they reach 250 in a trading skill.
    • Note – Your talent level before the expansion is saved, so you pick up right where you left off.
  • The refining process has been enhanced, and players now receive a higher base bonus chance for resources.
    • Players now receive an additional bonus of 5 % for all levels from 1 to 200.
    • When leveling up from 201 to 250, players now receive an additional bonus of 5 %.
    • The two changes mentioned above result in a new bonus cap of 30 %, compared to the previous 20 %.
      • The bonus values for T51 materials (Asmo, runes, etc.) have been adjusted so that players at level 250 only receive a bonus of 5 % instead of 10 %.
      • For players at level 200, the situation remains unchanged compared to live play.
      • The bonus values for T52 materials (mithril, dark leather, etc.) have been adjusted so that they now provide 5 % more than T51 materials.
      • T53 materials at level 250 behave now like T51 materials in live play. Levels do not provide bonus rolls, only equipment.
  • The plan for the rune stone stopwatch has been removed so that none can be crafted anymore. Rune stone stopwatches are currently not being brought into the “Rise of the Angry Earth Creatures” expansion and can now be dismantled into 10 rune stones.
    • For now, we are keeping the crafting plans that they use while still in players’ inventory. However, it is possible that we will remove them in the future since a fundamental crafting material can no longer be crafted.

Equipment

  • Many effects from looted items are outdated (more details in the “Effect” section). Now players can no longer loot any of these removed effects. However, many older named items used these effects. As previously stated, these items remain unchanged. For clarity, higher-level players should not be able to loot these older named items in essential game modes. Many of them will still be available in open world content.
  • New sets of named items have been added to the game with updated max. armor values.
    • In PvP game modes, expeditions, mutations, darkness outbreaks, and invasions, new named items are now available for higher-level players.
      • Therefore, expedition materials for expeditions and higher-level mutators have been updated. Solid materials are a new type of material and are used in the Rise of the Angry Earth Creatures for expedition material crafting. Only higher-level players can loot solid materials. Old materials can also be transformed into this new type of material.
    • Additionally, new sets of named items have been added as loot in the open world. Zones with higher levels now feature 2 sets of named items. 1 set can be dropped by AI in the zone and 1 set can be dropped by named AI and elite chests within elite waypoints.
  • The chance of irrelevant attribute effects on weapons has been drastically reduced.

Important Bug Fixes

  • A bug was fixed that prevented some discarded quest rewards from being dismantled.
  • A bug was fixed that prevented crafted versions of Outpost Rush and War items from being dismantled.
  • A bug was fixed with the Humanbane trophies, which didn’t apply a damage bonus to all enemies of the Human type.
  • A bug was fixed that caused invasion reward chests not to drop named items. As part of this change, the number of dropped armor pieces has been reduced by 1, and you now receive jewelry as a guaranteed reward.
    • Rare chests now have an increased chance to drop a named item.
  • A bug was fixed that caused some fishing research records to appear as logging research records.
  • Mithril accessories now have the option to use Timeless Shards, Golden Scarabs, and Prism Scarabs during crafting.
  • All dungeon material plans have been moved to the plaster oven.
  • A bug was fixed that caused fishing research records in the kitchen to appear as logging research records.
  • Double armor has been removed from the 5th rank of each faction store.
  • Plans for Brutal Replicas have been updated and can now roll higher than armor value 625.
  • A bug was fixed in crafting that prevented the “Hasty Ice Gauntlets” schematic from granting a gem slot along with the item as a reward.
  • A bug was fixed with the Prism Filet that displayed an invalid status effect.
  • A bug was fixed that swapped the appearance variables for the Artisan’s Scythe and the Skinning Knife.
  • The Regeneration Serum now heals by the intended 1% per damage point instead of 10% (sorry, that extra zero was a big deal).
  • The protection potions have been reworked. Protection potions now provide a flat reduction of damage taken from enemy types for a certain duration.
  • The refinement bonuses for all trade skills have been updated to ensure they grant the correct bonuses as well.
  • The Grave Keeper’s Helm now grants experience points for armor instead of weapon smithing.
  • Aloe no longer contains the incorrect information that it can be tracked with harvesting level 120.
  • The Glass Mace is now listed under the correct station with the correct assigned skill and player event.
  • A bug was fixed that caused fishing research records in the kitchen to appear as logging research records.
  • The crafting category has been overhauled and now shows the correct expedition name for replicas of the Wild Chasm.
  • Quality of life bonuses now affect the maximum gear score of an item instead of the minimum gear score.
  • Unusual, Abnormal, and Strange Bait now display at which station they need to be researched.
  • The Regeneration Serum now heals by the intended 1% per damage point instead of 10%.
  • A bug with the plans for Timeless Shards and Scarab/Rapier (Mithril) was fixed, which referred GES plans in the public test area to STR effects.
  • The likelihood of irrelevant attribute effects on weapons has been drastically reduced.

Feedback from the Public Test Region

Based on player feedback from the public test region, we have made the following changes:

  • Expansion resources should now appropriately indicate where they are obtained or where they are refined.
  • A bug was fixed regarding the gain of regional reputation when crafting in the expansion. The amounts were adjusted for the refinement and crafting abilities in the expansion. The amounts were reduced, and weaving will now also grant regional reputation, which previously it did not.
  • The Mithril gathering tool set now has the correct assigned gathering speeds.
  • Mithril-based accessories now accept Prism Bars as well, which allows them to be crafted with their intended gear score.
  • Expansion bags now require the new R6 Rune of Holding from the faction store instead of the R5 variant.
  • Items made from Rune Wood can now be improved through the use of Prism Boards.
  • The Rune Wood Fishing Rod now has greater casting distance and its line tension has been improved. Its description has also been updated to inform players about the improvements.
  • The Artisan Objects line from S2 now features a gear score entry of 600, so it can’t be crafted into unintended gear score amounts due to changes in the expansion.
  • A bug was fixed with the plans for Timeless Shards and Scarab-Rapier (Mithril) that displayed GES plans as STR effects.
  • The Dark Leather bag and Mithril tool set can now optionally be crafted with Gold or Prism Scarabs, giving more control over crafting.
  • Artifacts with a gear score of 700 now require a Chromatic Seal to unlock the final effect or re-roll.
  • A requirement of 1 Chromatic Seal has been added to plans for named items to allow for appropriate re-rolls of named items. Additionally, descriptions for the seals have been updated to reflect how they work. Chromatic Seals will now also bind on pickup.
  • Errors with the weapon replicas of the Wild Chasm (Musket, Blunderbuss, and Bow) have been corrected, so they are now displayed correctly in the workshop.
  • The Dark Leather bag now correctly scales capacity for resilience relative to gear score.
  • Artifacts that players can gain during expeditions can now only be acquired from mutated expeditions.
  • The costs for material plans have been rebalanced and now always yield an item with a gear score of 700.
  • The effects of many new items have been updated based on feedback from the public test region.
  • A bug was fixed that prevented players from using sharpening stones/coatings in the inventory.
  • Maces have been moved to the “Magical Weapons” category in the crafting menu.
  • Changes to Prism crafting:
    • Crafting Prism Blocks now requires 50% less Woe Rune Stone.
    • Prism Scarabs now require 1 Prism Block instead of 3.
    • The resource requirements for the main resource as well as sometimes the secondary resource for plans for Prism Armors and Weapons have been reduced.
      • The main resource requirements have been reduced by around 30%.
      • In cases where this required more secondary resource than the main resource, the requirement has been lowered to balance the amounts.
        • Example: For an item that previously required 300 Prism Bars and 250 Prism Leather, the main resource has been reduced by 30%. Now, 210 Prism Bars are required, and the amount of Prism Leather has also been reduced to match that of Prism Bars. Thus, this item now requires 210 Prism Bars and 210 Prism Leather.

Mounts

Based on player feedback from the public test area, we have made the following changes:

  • General improvements to mount movement, animation, and NPC.
  • Whistle animations and sounds will no longer play when a mount cannot be summoned.
  • A bug has been fixed that caused a wobbling effect when reading lore notes while riding.
  • The routes for the mount time trials Hermit Rally and Ghosts & Foliage have been redirected.
  • A bug has been fixed that prevented Simple Mount Food from being used.
  • A bug has been fixed that allowed mount consumables to be used from the inventory beyond the intended daily feeding limit.
    • The tooltip for mount consumables has been updated and now includes details about the daily limit.
  • A bug has been fixed that prevented mounts from trampling small enemies.
  • A bug has been fixed that allowed mounts to sprint when teleporting into a settlement.
  • A bug has been fixed that prevented the mount name from being saved when renaming the mount.
  • A bug has been fixed that caused the summoning to fail when equipping the mount.
  • The wording on the selection screen has been changed for clarity from “Color” to “Dyed Armor”.

Seasons

General

  • The ability to pin up to 3 seasonal travel tasks, challenges, or activities has been added.
  • The “Wild Card” stamp is being introduced. Upon daily login, players will receive 1 “Wild Card” stamp, which they can use to stamp any activity on their activity card.
    • Players can earn additional “Wild Card” stamps by completing rows of activities.

Important Bug Fixes

  • A bug was fixed that prevented players from closing the season menu with the Escape key after claiming the activity stamp “Play 2 Songs” following the end of a performance.

UI/UX/Social

General

  • Game mode menus and weapon mastery icons will now display differences in the PvP balance.
  • Azoth salt vials have been changed so that they are now displayed when opening reward containers in the next container list.
  • The action list with available standard interactions for siege weapons and camps has been updated to highlight functionality related to “More Options” more clearly.
  • A bug was fixed that caused the currency cap tooltip to display the wrong amount when hovered over for the first time.
  • A bug was fixed that caused the animation for breaking down items not to play for items that were broken down on the inventory screen.
  • PvP can no longer be toggled on or off while the PvP icon is hidden or while players cannot interact with it.
  • The circle around the button icon when collecting has been hidden. This prompt previously implied that players needed to hold the button, although only a single press was required.
  • The “Accept Mission” pop-up for faction PvP missions while characters were inactive in PvP has been updated to prevent players from accidentally switching their PvP-active characters as frequently.

Important Bug Fixes

  • A bug was fixed that did not show the congratulations screen to players when opening a large Corrupted Supply, an Invasion Supply, a War Supply, and a Transmog Mark bag.
  • A bug was fixed that displayed incorrect icons when purchasing faction XP crates in the faction shop.
  • An error message that occurred when players ended a music performance and called the mode again too quickly has been rephrased for clarity.
  • A bug was fixed where the “Recall to House” button on the map sidebar did not update after the player reset the cooldown by paying Azoth.
  • A bug was fixed that caused very fast map panning to prevent parts of the map from rendering until the player moved them again.
  • A bug was fixed that caused the compass not to update correctly.
  • A bug was fixed that caused some items not to display in the HUD when quickly looting multiple item sets in succession.
  • A bug was fixed that allowed scrolling through the “Equipment Set Storage” window while a confirmation popup for “Bound on Equip” was displayed, causing the item from the wrong equipment set to get equipped.
  • A bug was fixed that allowed players to buy coins or faction tokens through the PvP rewards series even if they had already reached the maximum for those currencies.
  • A bug was fixed that caused damage numbers not to appear during attacks.
  • A bug was fixed that caused weakening effects when receiving or restoring resistance damage to flicker randomly.
  • A bug was fixed that prevented locked items from being repaired with the “Repair All” button.
  • The view of the daily reset timer on the town project overview has been adjusted so it no longer overlaps with the hourglass icon.

Tooltips and Texts

  • The tasks mentioned in the milestone tooltip for the Azoth staff progress have been corrected.
  • Typos in cross-world tooltips have been corrected.
  • A bug has been fixed where the PvP tooltip was displayed when players hovered the mouse over the PvP icon when it was not visible while using equipment sets.
  • A bug has been fixed where the PvP tooltip was displayed when players hovered the mouse over the PvP icon in the trade menu.
  • A typo in the descriptions of the Gold-Tinted Skinning Knife and Chromatic Seal has been fixed.
  • The crafting category name for “Timeless Life Staff Shard” has been corrected.
  • A bug has been fixed where Azoth and spare parts did not show tooltips on the crafting screen.
  • Typos in the “Brutal Heavy Armor (Orichalcum)” items have been corrected.
  • A bug in the text of the Angler Armor has been fixed, which described every part as the head.
  • A typo with Shah-Neshen has been fixed.
  • A bug has been fixed where the tooltip for the status effect “Exhausting Infected Throw” displayed the wrong stamina regeneration rate.

Visual Bug Fixes

  • The graphics for the Craftsman Scythe and the Skinning Knife have been corrected.
  • A bug has been fixed where players’ leg twitched in the Wormdance emote.
  • A bug has been fixed where Azoth Salt values in the purchase confirmation window of the PvP Reward series did not share the same format.
  • A cosmetic bug has been fixed where the musket was incorrectly aligned in players’ hands.
  • A bug has been fixed where the shield skin “Roar of the Tiger” was shown in the wrong section of the spell weaver.
  • A bug has been fixed where the wrong icon was displayed for some items at the trading post.
  • A bug has been fixed where the wrong icon appeared when dropping items.
  • Hear no evil, see no evil, speak no evil no longer use a double emote icon.
  • A bug has been fixed that prevented players from applying dyes to the Marauder Smith gloves.

Factions

  • After leaving the winning faction, the menu text is now updated to indicate that switching back to the winning faction is not possible.
  • A bug has been fixed that prevented players from switching factions with the new faction NPC.
  • Players can now reselect their current faction from the faction selection screen after selecting another faction.
  • Marking a potential faction on the faction selection screen now correctly activates the “Join” button every time.
  • The faction text is now updated in the faction selection menu when the faction is no longer winning.
  • When a player attempts to switch factions via an NPC but is in a company, the “Join” button is grayed out and a tooltip explains that the player must leave the company to switch factions.
  • Players can no longer promote a factionless company member to governor. A warning message will now be displayed explaining this.

Tone

Important Bug Fixes

  • A bug has been fixed that caused video and audio effects to play incorrectly when the player had taken damage from prolonged attacks.

For those who want to learn a bit more about the expansion, you can find more information here:

2 developers of New World share how this MMORPG aims to excite us on Steam in 2023

This is an AI-powered translation. Some inaccuracies might exist.

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