The Steam hit ARK: Survival Evolved died a little on September 30, 2023. It is not dead, but an important organ has stopped functioning. A transplant is not expected, instead, the survival game is barely being kept alive while a new, younger, and prettier version called ARK: Survival Ascended is set to replace the old love.
Why is ARK shutting down the official servers? Studio Wildcard, the developers of ARK, announced on March 31, 2023, that ARK: Survival Evolved (ARK: SE) will receive a UE5 Remaster called ARK: Survival Ascended (ARK: SA), during which the official servers of ARK: SE will be shut down.
Shortly after the announcement, there was heavy criticism from players regarding the shutdown of the official servers, the price of the remaster, and the content.
While there is still no gameplay for the ARK remaster, there is at least a trailer announcement for ARK 2:
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ARK 2: Watch the 4-minute announcement trailer for the survival sequel
What happens to the official servers of ARK? The official servers of ARK: SE have been shut down since Saturday, September 30, 2023.
On the day of the shutdown, however, a snapshot of the save data from the official servers was saved, which is to be made available to players so that they do not lose their progress completely and can continue playing on private servers or in solo lobbies if they are interested.
Additionally, it was stated in a blog post on September 23 on Steam:
You must ensure that your character is on the respective server before the saving takes place. […] Your items, dinos, and characters that have been uploaded to the ARK cloud will not be considered during the saving! So please make sure to download everything you want to keep from the cloud before the save on September 30.
Why will there even be an ARK remaster? In addition to the shutdown of the official servers, on September 30, there was a new blog post from Studio Wildcard (via Steam). There, the developers of the dino adventure name three reasons why they are developing ARK: SA at all.
On the one hand, according to Wildcard, the economic situation of the studio plays a role. In the blog post, the developers state that it has proven “difficult” to secure the “long-term survival of the studio” while developing ARK 2 without continuing to release paid expansions. The studio therefore wants to continue generating revenue during the development of the sequel.
Furthermore, the development team is supposed to improve its skills in working with UE5 while working on the remaster.
However, according to Wildcard, the most important reason is that they want to offer a classic ARK experience on a cleaned-up code, because ARK 2 is being conceived as a “Souls-like Adventure” and therefore deviates from the original ARK gameplay principle.
The Overwatch League is facing its end. The casters break into tears as they announce their farewell. What happens next?
The Overwatch League was supposed to revolutionize eSports – and for a brief moment, it seemed like it could succeed. But it quickly became clear that the expectations of fans, teams, and investors could not be met. A large “franchise model,” like those in other sports, simply did not work. Now the league is facing its final demise – and the casters give a heartbreaking farewell to their time with Overwatch 2.
The only thing everyone liked about Overwatch 2 – the Kiriko trailer:
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Overwatch 2: Der animierte Kurzfilm zur Fuchs-Heldin Kiriko
What happens to the Overwatch League? A few months ago, it was revealed that the Overwatch League was not doing well. Viewer numbers have plummeted, and the general interest is not as high as it was at the start nearly 6 years ago.
After the conclusion of the current season – which took place a few days ago – the teams are now allowed to vote on how to proceed. While there is a possibility that the league may continue in this or another form, if a team wants to withdraw, there is an incentive of 6 million dollars. Before team owners invest more money into a failing league, they are more likely to withdraw and limit their losses.
Even if the Overwatch League is not officially dead yet, one can come to no other conclusion when watching the casters’ farewell.
This is how the casters say goodbye: After the final game of the current season, the casters of the Overwatch League gathered on stage. Led by Soe Gschwind, there was a small farewell speech. She thanks all the teams, colleagues, and fans for the great time and what has been built and experienced here in 6 years.
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Towards the end of the speech, Gschwind finds it difficult to speak, her voice breaks, and she visibly has to hold back tears. The other casters also shed a tear or two and seem touched – or sad that this time is now ending.
What does the Overwatch League say? At least the X account (formerly Twitter) of the Overwatch League appears optimistic. They have released a statement suggesting that they will continue in some form.
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They are in the process of “finalizing the details” and will then talk about it. It is quite possible that this will happen during BlizzCon 2023 in November.
Did you follow the Overwatch League? Or did it never really capture you?
This is an AI-powered translation. Some inaccuracies might exist.
The live-action adaptation of One Piece was so successful on Netflix that the producers are working on a sequel. However, Emily Rudd, who plays Nami, would already be ready for an early retirement.
Why could she go into retirement so soon? One Piece is Emily Rudd’s first major film role, and with this, she feels she has already achieved all her goals for her acting career.
In an interview with Decider, she revealed that she has never wished for anything more in her life than the role in the Netflix series:
I have never wished for anything so much in my entire life. To actually experience it is… I can’t put it into words. I feel like I have achieved my goal. What could come next? If I had to stop here, I would say: “That’s enough for me.”
So far, Rudd has only had smaller roles in series and films like The Romanoffs or Hunters. She has also made some appearances in music videos, including “Let Me Love You” by DJ Snake and Justin Bieber.
You can marvel at how well she plays her role in One Piece in the following trailer:
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One Piece – German Trailer for the First Season of the Live-Action Series by Netflix
Emily Rudd has not seen One Piece from the beginning
How experienced is Emily Rudd with One Piece? In the same interview, the actress admitted that she has always known about One Piece, but only recently started watching the anime:
I have always known One Piece, it’s a great name, but I only started watching [the anime] when I met our showrunner Matt Owens, who has been my best friend for six years.
Rudd only began with the anime when she heard rumors about a live-action series from Netflix.
But now she knows the One Piece universe better and fully embraces her role as Nami. She confidently claimed in another interview that she is the true boss of the Straw Hat Crew.
By now, Rudd has even caught up completely with the manga. Only a few episodes of the anime are still ahead of her.
Where can I see Emily Rudd in action? The first season of One Piece is currently available on Netflix. The beginnings of the Straw Hat Pirates band consist of a total of eight episodes that follow the manga source.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
Today, the new expansion Rise of the Angry Earth launches for New World. This brings a new level cap, mounts, and much more. We summarize everything about the launch and the patch notes.
When does it start? The new expansion starts on October 3rd at 6:00 PM German time.
How long will the maintenance last? The server maintenance is expected to start at 3:00 PM and last three hours. Then you can dive straight into the new content.
What does the expansion include? The highlights of Rise of the Angry Earth are:
A level cap increase to 65.
A new gear score of 700, which comes with the new artifact gear. With this, you get new bonuses that will influence your playstyle.
The revision of Everfall. The area will now be called Elysian Wilds and will get new enemies, quests, and content. It will also become the central endgame zone of the MMORPG.
Below we have embedded the official patch notes for the expansion (via New World):
New Storyline
Everfall has fallen. The fields, once an inviting place for newcomers to Aeternum, have been devastated by the wrath of the Angry Earth creatures. No one is sure what has happened to the people and villages that once populated the area, and a deadly barrier has kept all but the most fearless from trying 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 of taming and riding animals.
Mounts
Summon a mount for faster travel through Aeternum. Master horses, dread wolves, and lions, each with unique appearances, customizable gear, and a name of your choosing. Upgrade the new riding skill to earn bonuses like increased speed, bonuses, and higher-tier food for your new friend.
New Progression
Increase your character’s level to 65 and your gear score to 700, with new attributes to strengthen 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 rank of weapons and armor. Complete a series of quests and unlock the full potential of the artifact by unlocking its six effects. One of those effects will redefine and alter your playstyle.
New Weapon: Flail
The flail is a versatile one-handed weapon with the option for a shield in your off-hand. Use arcane magic to enhance attacks and strengthen allies or weaken opponents, making it easier to achieve victory. With a combination of melee attacks, arcane magic, and strong defense, players can increase the effectiveness of their group without neglecting the offensive.
A Transformed Zone: Elysian Wilds
The southeastern tip of Aeternum, formerly known as “Everfall,” has been overrun by the powers of Artemis and the Angry Earth creatures. Explore the constructed buildings of this magical new landscape and fight the wild beasts that have taken refuge in the green, ever-changing landscape.
New Expedition: The Wild Chasm
Embark on a dangerous new expedition for level 62+ to track down the primeval Beast Lords before chaos erupts from the depths of Aeternum. The Mammoth Lord Mahantaram has retreated into the Wild Chasm’s maze. A gloomy mist and troubling spores flow from the cave maw. With each passing day, the howls of the beasts within grow louder and more disturbing. The enraged Beast Lords pose a terrible threat to the population of Aeternum unless they are stopped.
New Heart Rune: Primordial Fury
Transform into a giant beast and tower over and destroy your opponents with unarmed light and heavy attacks.
Content in Season 3
Influence races, a new season pass, a revised main storyline quest, and more await all players in Season 3. Here are some highlights:
New Season Pass
Season 3 will introduce a new season journey, a new activity map, new challenges, and new rewards.
New Influence Races
Influence races are now a planned PvP game mode in the open world with rewards for all participants from each of the 3 factions. Fight in a time trial focused on attacking and defending an area, aiming for 3 new faction control points per area (named outposts) as well as the fort. Wars are guaranteed. Therefore, defenders can also participate in the war even after winning the race to earn better rewards.
Revised Main Quest: Edenhain and Deep Gorge
Based on player feedback, the main quests in Edenhain and Deep Gorge have been revised and the renewed gameplay entry has been improved. Experience these familiar zones with new stories, more variety in the tasks, and a few new surprises.
Removal of Protection Spells, Banishment, Toughness, and Competence
Look forward to more variety in your builds as the effects Banishment, Creature Protection, Toughness, and Competence have been removed. Based on player feedback, we have made the following changes to the game balance that will make even more effects 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 opponents.
Instead of protection spells, we are adjusting the AI and encounters to compensate for the removal of their defensive and offensive abilities. Existing items with this effect will now receive the “Health” effect that increases a player’s health by a certain percentage of their maximum health.
Instead of the Toughness effect, we have reduced critical hits for all players based on equipment weight effects (Light -15%, Medium -20%, Heavy -25%). Existing items with this effect will now receive the “Health” effect that increases a player’s health by a certain percentage of their maximum health.
Instead of the Competence effect, we are making adjustments to gear score drops 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 salvaged at a price of 0.1 Talers per shadow shard.
Game World
General
Warped Height and Cunning have each been converted into solo landmarks.
The appearance of the tavern keeper in Brightwood has been updated.
A banana pile can now be picked up in the dwelling.
A bug has been fixed that caused infinite AI to spawn during the quest “The Demon’s Cauldron”.
Important Bug Fixes
A bug has been fixed that caused some sulfurous sand glyphs not to appear in their intended locations.
Killing a Corrupted Minstrel now progresses the quest “The Defense of a King”.
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 glimmer around the cannonball to appear pixelated.
A bug has been fixed that caused the last line of Admiral Gunpowder to fade out too soon.
Lazarus Instrumentarium
A bug has been fixed that caused the last chest not to unlock for all players.
Empyrean Forge
A bug has been fixed that caused the fireballs from Commander Marius not to reach their intended target.
Mutations
We have reduced the number of mutations to 3 to make finding in a group easier.
Players should receive a mix of loot-oriented gear in upper gear score ranges:
Mutation difficulty 1 has been adjusted to gear score 650 and should now be more accessible.
Mutation difficulty 2 has been adjusted to gear score 675 and remains balanced.
Mutation difficulty 3 has been adjusted to gear score 695+ and remains challenging.
With the removal of shadows shards, we have re-tuned rewards in mutations.
Reward caches now contain Fixed Mutator Matter as well as Dark Matter.
A score of 50,000 is required to earn a gold reward chest.
A score of 25,000 is required to earn a silver reward chest.
We will raise the weekly cap for mutation runs to 35 and continue to monitor this.
Due to feedback from the PTR, bosses of the mutations levels 2 and 3 now have debuff resistance. The effectiveness of the individual status effects “Ruptured” and “Weakened” has been reduced by 50% and 75% respectively. The debuff caps are unaffected by this.
AI Improvements
World AI
A bug has been fixed that caused Tribune Elias, Lord of Dogs, to not deal melee damage.
Combat Changes
General
Effects that inflict the status “Weakened” can now reduce the effects of acid damage.
A bug has been fixed that caused Rune glass gems of perceptive carnelian to not trigger provokes when placed in weapons.
A bug has been fixed that caused some attack combos to desynchronize client and server.
In PvP game modes, self-healing has been reduced by 10% and consumable item healing by 20%.
The dodge distance for medium and heavy gear weights has been increased.
The animations for medium dodging have been updated to better maintain speed throughout the entire animation, and the transition from dodging to sprinting has been improved for all gear weights.
For medium hits, the sprint delay has been reduced from 1 sec. to 0.75 sec., and for light hits from 1.5 sec. to 1 sec.
The limits for various forms of lifesteal on weapons and effects have been set to a cooldown of 0.1 sec if lifesteal is associated with all attacks or if the attack focuses on a single target, and a limit of 3 targets if the attack is more of an area attack or cleaving skill.
Several issues have been fixed regarding player movement and actions, missing melee attacks, weapon switching, and using items that were not functioning properly when the server experienced a very high number of users.
Attribute Bonuses
The 250-STR attribute bonus has been updated and now applies to the entire simple melee attack, not just its preparation.
2 new attribute bonus veins have been added at 25 and 350.
Additionally, some existing veins were moved and their functions changed.
The attribute bonus at 300 DEX has been updated and no longer grants stamina when dodging. Instead, it now purges rooting crowd control status effects when switching weapons with a 30 sec. cooldown.
The HP gain from leveling up has been slightly increased, as has the number of HP gained through CON. This has been done to balance the increases in gear score and level.
Changes to Damage
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
The base damage of ranged and magic weapons has been globally increased, but decreased in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disturbing PvP balance.
In the gameplay mode menu, as well as the tooltips for weapon mastery, changes in game balance are now shown separately for PvP and PvE.
Musket – The base damage has been increased in PvE from 78 to 83 and decreased in PvP by 12% (down to 73)
Bow – The base damage has been increased in PvE from 67 to 72 and decreased in PvP by 14% (down to 62)
Blunderbuss – The base damage has been increased in PvE from 78 to 80 and decreased in PvP by 9% (down to 73)
In PvP modes, self-healing has been reduced by 10%.
In PvP modes, the healing power of consumable items has been reduced by 20%.
Basic reduction of critical damage for players based on equipment weight (Light -15%, Medium -20%, Heavy -25%). This change was made to balance the removal of the Tough effect.
The diminishing returns of damage bonus modifiers from attributes have been slightly increased from 351 to 500.
When damaging a target, additional status effects on hit are determined by the skills associated with that specific weapon, not by the skills associated with the currently active weapon, as they may differ.
To various existing status effects, gems, and other effects, acid damage/resistance was added so that acid functions similarly to other damage types.
Sword and Shield
A bug has been fixed that caused the slowing effect from the jumping strike to be renewed by some damage over time.
A bug has been fixed that caused some shields of a lower rank to have better blocked stamina damage than shields of a higher rank.
Ice Gauntlet
The Ice Wind and Ice Thorn skills are now treated as ranged rather than melee attacks.
Life Staff
A bug has been fixed that caused a target not to be healed when using a healing skill in a party with “Selection with Mouse Wheel and Hotkeys” active.
Bow
A bug has been fixed that caused the “Catch Me If You Can” bonus to stick on players until they logged out.
A bug has been fixed that caused players to get stuck in an inactive pose when aiming during loading screens.
Blunderbuss
A bug has been fixed that caused the shard grenade to cancel the mortar loading and fire without cooldown.
The damage reduction of simple shots from a distance of 10 to 14 m has been removed.
The blunderbuss has been updated and is now fully loaded when first equipped. This fixed issues causing strange animations when first equipping and drawing the blunderbuss.
A bug has been fixed that caused the explosions of the grenade shards from “Grenade Shard” to deal no damage.
Rapier
A bug has been fixed that caused the passive effect “Controlled Breathing” for the rapier to be triggered by some damage over time.
A bug has been fixed that caused the “Cutting Whirl” animation of the rapier to be interrupted to apply “Tondo” twice.
Musket
When switching from “Power Shot” to “Powderburn” without firing, a cooldown of 1 sec. was added.
The musket has been updated and now uses projectiles instead of hitscan.
A functionality has been added that allows the projectiles of the musket to penetrate through targets by themselves.
The accuracy of the musket has been significantly increased. There will still be a slight deviation, but much smaller than before.
Some passive skills and upgrades have been updated to compensate for the functional changes to the musket.
Improved Precision – The aiming requirements have been removed
Keep Your Eyes on Me – Renamed to “Optimal Range” and grants damage bonuses based on distance to the target, with optimal damage being granted between 20 m and 50 m.
Announced Shot – Additional damage and reduces the time from 3 sec. to 2 sec
Greater Accuracy – Renamed to “Quick Reload” and updated so that the duration of reloading decreases when hitting 2 targets with one shot.
Steady Hand – Renamed to “War Tremors” and updated its functionality so that targets are weakened on a headshot.
The functionality of “Critical Reload” has been updated. It is now triggered by 2 headshots and the duration of the next reload is reduced instead of skipping it completely.
The sharpshooter ultimate has been updated and is now “Dead Eye”, with the zoom function also being removed. The next shot now inflicts “Bleeding” as an additional benefit when hitting multiple targets with a single shot.
Traps
Traps now inflict damage upon triggering.
Instead of 20 sec., they now remain in the world for 30 sec.
Stick Bomb
The aiming status of the stick bomb has been removed and it is now thrown instantly upon button press.
The position, angle, trajectory, and gravity of the stick bomb have been adjusted to compensate for the immediate throw.
Power Shot
The damage has been increased from 150% to 160%.
Power Shot now has an additional feature that inflicts extra damage to hostile AI targets.
A bug has been fixed that caused the effect of the passive “Keep Your Distance” of the musket to not always be removed when switching weapons.
Unholy Gauntlet
A bug has been fixed that caused some INT attribute bonuses to not apply to the Unholy Gauntlet.
A bug has been fixed that caused players to not return to the base attacks of the Unholy Blade after using “Rending Essence” with active Unholy Blade.
The cooldown reduction from the effect “Rending Essence” has been reduced from 10%…37%…100% to 7%…26%…43%.
The cooldown reduction from the thrown spear upgrade “Revitalizing Precision” has been reduced from 50% to 25%.
Axe
A bug has been fixed that caused the axe upgrade “Final Shot” to deal no damage.
A bug has been fixed that caused the berserker skill to activate and deactivate without playing the animation.
A bug has been fixed that caused the status effect “Berserker” to not eliminate stun effects.
Fire Staff
The upgrade “Fire Dancer” now has a cooldown of 2.5 sec when the player staggers while using the flamethrower.
Flamethrower
The hit rate of skill damage and damage over time has doubled, and the damage both inflict has been halved. This change was made to allow hits to trigger faster but inflict less damage.
To compensate, the number of stacks needed to trigger “Accelerating Flamethrower” has been increased from 2 stacks to 4 stacks on a target.
Greataxe
A bug has been fixed that caused the passive empowering effects of “Greed” (Greataxe) and “Empowering Thrust” (Sword) to not refresh properly upon reapplication.
The values for the Greataxe effect “Refreshing Charge” have been reduced from 5%/34%/67% to 3%/20%/40%.
War Hammer
A bug has been fixed that caused the passive effect “Outnumbered” to still be active after defeating opponents or leaving combat.
The ultimate skill “Justice for All” has been reworked again. It now grants “Mighty Hammer: Courage,” a 20% increased critical hit chance and reduces the duration of all other active hammer cooldowns on hits by 10%.
Heart Runes
The damage over time caused by heart runes’ charging effects has been slightly reduced.
A bug has been fixed that caused the Consumable Heart Rune to not be cast when the camera was aimed up at hills.
Heart Rune Explosion
Since “Exploding” can inflict damage on players and the effect was much stronger than intended, we are reducing its potency.
The base damage of “Exploding” has been reduced by 20%.
The effect “Ruptured” on the Brutal variant has been increased from 30% to 50%.
Effects
Revised Effects
Effects have been globally revised with the following goals:
There should be a much higher chance that dropped gear yields 3 usable effects.
Players should no longer have to collect large amounts of required equipment sets.
Effect combinations that are never usable should be removed.
Important Changes
Unfavorable effect combinations have been greatly reduced by removing or improving unused effects. Example: Mana, Hate Reduction, etc.
The effectiveness of the most commonly used and easily obtained conditional effects has been reduced so that they do not overshadow all other effects. Examples: “Eager” and “Wild”.
The number of required equipment sets a player has to collect due to the removal of protection spells and resistance has been decreased.
Effects that hinder server performance have been removed. Example: We have removed chain effects, reduced cooldown effects, and added max stacks (“Refreshing”).
Dual-value effects have been combined to reduce the overall count. Example: STR/DEX and DEX/STR are now identical.
The categories with the fewest combinations have had new effects added. Example: Healing staffs had a very narrow effect range. Therefore, we have added more life staff effects.
Changes to Common Effects
Refreshing Protection: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Refreshing Dodge: Can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Luck: Scaling has been capped and is no longer possible after a gear score of 625.
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%.
Lifesteal: The lifegain 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 seconds.
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 Corruption: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain Lost: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Chain People: This effect can no longer be generated for newly dropped equipment. (Existing equipment with this effect remains unchanged.)
Deadly: The base multiplier of the scaling has been reduced, and the scaling at level 625 has been increased. Grants now 5%/8%/10% headshot damage.
Steady Stand: The base movement speed has been increased from 20% to 30%. A function has been added that reduces enemy push and pull effects on players by 20%.
Thwarting Strikes: The base multiplier of the scaling has been reduced and now grants 3%/6%/7% increased damage when active courage is present.
Targeted Strikes: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted critical hits: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Ripping: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks.
Targeted Recovery: This effect has been changed to trigger from any heavy attack rather than just fully charged heavy attacks. The base value scaling has also been increased. Now heals for 5%/20%/25% of the damage dealt.
Flame Counter: The duration has been increased from 6 to 10 seconds.
Nature Counter: The duration has been increased from 6 to 10 seconds.
Frost Counter: The duration has been increased from 6 to 10 seconds.
Lightning Counter: The duration has been increased from 6 to 10 seconds.
Void Counter: The duration has been increased from 6 to 10 seconds.
Penetrating Attack from Stealth: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Penetrating Headshot: The “Exclusive” label has been changed to “DmgCon2” so that the effect can now stack with other damage effects.
Critical Purification: The cooldown has been reduced from 10 to 3 seconds.
Exhausted Exploitation: When hitting a target from behind, you inflict exhaustion for 5 seconds.
Cheerful Punishment: The damage bonus has been increased from 8% to 20%.
New Weapon Effects
Redeemer: When healing 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)
Changes to Shield Effects
Flame Shield: The base value has been increased from 2% to 5% and the base 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 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 scaling has also been increased. The nature damage taken is reduced by 5%/14%/15%.
Unholy Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The unholy damage taken is reduced by 5%/14%/15%.
Thrust Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The thrust damage taken is reduced by 5%/14%/15%.
Slash Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The slash damage taken is reduced by 5%/14%/15%.
Arcane Shield: The base value has been increased from 2% to 5% and the base 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 scaling has also been increased. The lightning damage taken is reduced by 5%/14%/15%.
Strike Shield: The base value has been increased from 2% to 5% and the base scaling has also been increased. The strike damage taken is reduced by 5%/14%/15%.
New Shield Effects
Healing Defense: Heals 100/250/300 health when blocking. (Only Longpoint Shield)
Counter Attack: When blocking, you gain 30% “Empowerment” for 4 seconds. (Only Longpoint Shield)
Changes to Skill Effects
Slowing Wild Charge: The scaling of “Slow” has been improved. Armor: 10/17/20%, Weapon: 26/47/50%.
Wild Charge now deals bonus damage. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Raging Berserker now also boosts damage when you are below 50% health as a berserker. Armor: 5/8.5/10%, Weapon: 13/23.5/25%.
Empowering Rending Throw: The scaling multiplier has been increased beyond 625. Ranged side 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 effect “Social Distancing” 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” cause “Exhaustion,” reducing the target’s stamina regeneration by 10/31/34% (armor) and 30/51/54% (weapon) for 6 seconds.
Empowering Armor Breaker: The damage bonus does not scale beyond 50%.
Refreshing Mighty Hammer: The gear score 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 Demolisher: The gear score bonus of the weapon has been increased: Demolisher pierces the armor of the target by: 5/19/21% (armor) and 24/38/40% (weapon).
Puncturing Return
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Puncturing Strike
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Saw
As the cooldown of the spear is now increased by: 3/12/13% (armor) and 14/23/24% (weapon).
Locking Teacher
In addition to ongoing optimization and fixing bugs throughout this release cycle, we included consistent updates that ensure a smoother experience for players throughout Aeternum.
Player Experience
Player Complaints
Heightened demand for progression that becomes chronic for players more than 325 and impacting the influx of players into Aeternum, requiring ongoing fixes.
This is an AI-powered translation. Some inaccuracies might exist.
In EA FC 24 the season has just started, but a pack in FUT is already causing criticism: the Season Opening Elite Set.
What is this pack? The pack can currently be found in the shop and is limited to one per player. It costs a whopping 285,000 coins or 3,000 FC Points. FC Points are the in-game currency that can be purchased with real money.
What’s in the pack? The pack contains:
45 rare gold players with 80+ overall
A loan base hero choice: one of two loan heroes with 87+ overall for 10 matches
A loan icon choice: one of two loan icons with 88+ overall for 10 matches
Note: All contents of the pack are untradeable. Whatever you pull, you cannot offer it on the transfer market. You must either use these cards in your team or use them for SBCs.
What does the pack cost? 100 FC Points cost 0.99 Euros, a bundle with 2,800 FC Points is priced at 24.99 Euros, the next higher bundle would be 5,900 Points for 49.99 Euros. Accordingly, the value of the 3,000 Points for the pack is about 30 Euros.
On the far right is the pack in the shop
The 285,000 coins are also an option, but to reach this amount, you must invest a lot of time. While such sums can be reached through rewards and trading, it takes time. Furthermore, for this amount of coins, you can buy some of the best players in EA FC 24 directly on the transfer market without having to rely on luck.
Players criticize new pack in Ultimate Team
This is the criticism: The high price and the contents of the pack are causing criticism among some players in the community. In the Subreddit for EA Sports FC, players are expressing their displeasure.
Some players emphasize that it is concerning to spend 30 Euros on a pack when the game already costs 70 Euros. Furthermore, the contents are also untradeable, meaning you have to rely heavily on pulling good cards. And given that it simply comes down to luck, it is a high risk.
Of course, it is also possible to pull top cards from packs, but this requires a lot of luck. Especially on YouTube or other social media, you often see that players pull strong cards – but usually, these players open significantly more packs than just one.
In the worst case, you only get weaker cards in the lower 80 range or duplicates that you cannot use. The site FIFAUTeam calculates that you can expect an average content value of 120,000 coins – although you cannot sell the cards:
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Additionally, some players criticize that there are already such heavy promo packs in the store so early. This was not the case before:
“500k packs in the store until Halloween? 1 million packs until TOTY? What comes first, the first icon pack of the year or the 500k?” speculates user Whitehaven (via reddit).
“This is too much too early,” says another user (via reddit).
“This is just damn ridiculous. It’s the third day since full release and we have an 80+ x45 pack,” says user zephyrr (via reddit).
“That’s 30 pounds, it shouldn’t be normalized that people spend so much money for a game that is already expensive. In 2 weeks, you will have no interest anymore in the players you pulled, unless it’s an absolutely insane pull,” says user towfoon (via reddit).
“Not to mention that this game has a lifespan of less than a year. Realistically, you should be getting some of the best players for the rest of the season with spending over 30-40 dollars,” says user nyse125 (via reddit).
Moreover, this is already the second heavy pack found in Ultimate Team. Even during Early Access, the “Elite Starter Pack” was released, which was in a similar range of 275,000 coins or 3,000 FC Points. Even then, players criticized (via reddit) that the power curve was being driven up very early.
What do you think of the pack in the shop? Do you see such packs critically, or do you think they are acceptable? Let us know in the comments.
Even without spending money and the shop, you can improve your team in Ultimate Team. One way to do this is through numerous objectives that you can quickly complete when playing the squad battles mode. We show you where you can currently get quick rewards through squad battles.
This is an AI-powered translation. Some inaccuracies might exist.
In Final Fantasy XIV, a player has developed a romantic idea to counter the content drought. MeinMMO reveals what it’s all about.
Today, on October 3rd, Patch 6.5 has been released and has brought a wealth of new content to Eorzea. Players can look forward to the continuation of the main story, another alliance raid, a brand new trial, a dungeon, and island updates.
However, despite this impressive variety of adventures ahead of them, the hearts of the players thirst for more – they long for romance in this MMORPG.
The expansion Dawntrail will be released next summer, and you can watch the trailer here:
Start video
Final Fantasy XIV Dawntrail – Trailer for the new expansion
Player creates own patch notes for romantic content
A player of Final Fantasy XIV has found a romantic and creative way to quench the thirst for more content in the game. SurgeonGeneralKenobi has quickly published fake patch notes for 6.5 on Reddit to present his solution for the community’s content hunger.
In his fictional patch notes, it stated: Players can now pursue romances with certain characters from the main story quest.
But that’s not all. He also suggests the following:
Players receive unique quests, dialogues, and glamours for each possible NPC relationship.
Additionally, these NPCs have the option to visit the player’s private estate or island.
You can take a closer look at his fake patch notes here:
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How are other players reacting? Players are largely responding positively to this suggestion, lively discussing which characters they would pursue a romantic relationship with first.
AfaDrahn writes: I feel caught, because I got myself a nice outfit for dinner with Aymeric in Heavensward.
alkonium is facing a tough decision and says: It would be hard for me to choose between Aymeric and Lyse.
sidosah makes a humorous comment about the popular Miqo’te: Y’shtola barricades herself in her room to avoid you guys.
amantiequenn humorously expresses her wishes: That’s all I want: to marry Urianger. But I think romances will never be added.
Evelyn-Parker comments: I am ready to run back into Hilda’s arms.
And so, while players explore the fresh content of Patch 6.5 in Final Fantasy XIV, the longing for romantic adventures and relationships in Eorzea remains alive. Who knows, maybe some will even dive into the world of roleplay (RP) in Final Fantasy XIV.
What do you think? Which character from FFXIV would you love to date?
The big topic at BlizzCon 2023 will be Warcraft. Oddly enough, it seems to have the smallest space at BlizzCon. Fans of the MMORPG World of Warcraft seem concerned.
In just under 4 weeks, BlizzCon 2023 will take place. At Blizzard’s house fair, major announcements are traditionally made, new games are presented, and often a first look at the next expansion of World of Warcraft is given. However, some fans are worried that BlizzCon might be a bit lackluster for WoW.
Why is there concern? The reason is the layout plan of BlizzCon. Because when looking at the distribution of stages, one could conclude that WoW has been somewhat neglected.
While Overwatch 2 uses two halls, Diablo gets a whole one. The “rest”—that is, World of Warcraft, Hearthstone, and Warcraft Rumble—shares another hall.
On X (formerly Twitter), SaltySlickrock also commented on this observation. However, Mike Ybarra, the current head of Blizzard Entertainment, responded directly and explained:
This is just how the team made the graphic. I understand your argument. But Warcraft, and WoW, have the most news this year. We look forward to seeing you all!
What could come for Warcraft? It is quite certain that World of Warcraft will introduce its 10th expansion—meaning the major patch 11.0. This will clarify the direction after the end of Dragonflight. Many hope for a major rework of the old world, even though early leaks already suggest new areas, such as Khaz Algar.
It is also clear that the long-awaited mobile game “Warcraft Rumble” is making significant progress towards release. It is only a matter of weeks before the game goes worldwide and becomes available on mobile devices. Currently, no PC version of the game is planned—you will therefore need a smartphone or tablet.
What will be new for WoW Classic is still somewhat unclear. Some speculate about a “Cataclysm Classic,” while others debate new “seasons”—after all, “Classic Hardcore” was extremely well-received, and many have fond memories of the “Season of Mastery.”
For years, there have also been rumors that another Warcraft game is in the works. What that could be, however, remains unclear. Many hope for a “Warcraft IV” to revive the real-time strategy genre—but that seems rather unlikely.
BlizzCon in 2023 is free for everyone who wants to follow it online. So if you want to experience what Blizzard has planned for Warcraft and its other game series, you should tune in on November 3 and 4. Whether you will be severely disappointed or hyped is, of course, up to you.
League of Legends is known for its toxic community, but many YouTubers and streamers are also known for their outbursts and rages in streams or videos. One content creator is Shaclone, of whom barely anything remains of his success today.
As League of Legends gained significant popularity among players around 2014, the YouTube and Twitch scenes also rose, and many created successful content about the game. This included Shaclone.
German content creator, who produces content in English
Plays almost exclusively the champion Shaco in League of Legends
At the beginning of his YouTube career, he was quite successful. His most successful video reached 2.3 million views, and many of his videos at that time were also in the middle 6-digit range.
He had caught the pulse of the times for LoL videos and produced popular edits with music while commenting on gameplay around his champion. However, one of his characteristics is also a very toxic behavior.
Toxic behavior has always been a problem in LoL and Riot is constantly trying to tackle it:
Song of Nunu brings a fan favorite from League of Legends into the game
How Toxicity Ended His Career
As KiraTV summarizes in his YouTube video, Shaclone was incredibly toxic. When his teammates didn’t play well enough in his opinion, he insulted them mercilessly in the game itself, as well as in the stream or video. These were not just simple insults, he regularly wished death upon his mates.
Accordingly, it didn’t take long for Riot to take action and banned his main account in Season 6. After that, he started several games and streams where he trolled to take away the joy of the game from other players. His accounts were regularly banned, but he constantly bought new ones to troll.
However, with his ban and his increasingly toxic behavior, his numbers on Twitch and YouTube also declined. Looking at the numbers of his current videos, he doesn’t even reach 4000 views (via YouTube)
In January 2017, he had almost 600 average viewers on Twitch. Nowadays, he averages not even 100 (via twitchtracker.com).
Not much has changed in his content. On YouTube, he still publishes edited gameplay videos, just with significantly less success than during his prime time. He still regularly streams League of Legends on Twitch.
His toxic behavior has hardly changed though. You can find reddit threads from last year complaining about his behavior and why he isn’t banned.
KiraTV poses a valid question in his video: Why does he still play the game he hates so much? He highlights the following answer: Shaclone has no self-reflection.
Both in LoL itself and in LoL as content, what the people want to see changes quickly, and the type of streamer has also changed over time. Watching the same outbursts will eventually bore viewers, especially if the streamer no longer enjoys the game. At the same time, this does not attract new viewers.
A significantly more pleasant content creator in LoL can be found with this German top laner:
The CEO of Twitch is apparently planning measures against the Twitch channel Fextralife. They dominated the release of games like Diablo 4, but also had many viewers for Baldur’s Gate 3, Starfield, Elden Ring, Lost Ark, and Cyberpunk.
Where does the information come from?
The statement comes from streamer KingGothalion. He says he received an email from Twitch boss Dan Clancy.
Clancy spoke with streamer CohhCarnage, who represents the community. It was concluded that actions would be taken against channels that abuse the autoplay feature on Twitch. The CEO asked KingGothalion for a list of the channels that abuse the feature the worst.
He named Fextralife.
Diablo 4 was a huge release for Twitch this year:
Start video
Diablo 4 presents new Season 2, coming this fall – Blood & Vampires
Channel accused of playing Twitch via autoplay
What are they doing so wrong? Fextralife operates a series of wikis for current games and a Twitch channel.
On their wiki pages, Fextralife’s Twitch channel is embedded and runs on autoplay.
So if someone is looking for information on Diablo 4 or Baldur’s Gate 3, they might end up on one of Fextralife’s wiki pages, automatically see the Fextralife channel, and count as a live viewer of their Twitch channel.
And what is the problem with that? This has been criticized by some streamers who feel they are being overlooked for top spots in viewer rankings: Because during the release of games, Fextralife repeatedly appeared as the channel with the most viewers or the highest watch time.
The top positions in such statistics are prestigious, because often real viewers watch the channel that has the most viewers on Twitch. The statistics could also influence advertising deals.
Fextralife operates a series of wikis with thousands of articles.
It probably also simply hurts the pride and sense of justice of some streamers when a “company” ranks above them.
It is said that this “embedding” method leads Fextralife to generate “viewbots” that do not actually watch the channel but count as viewers.
The behavior of Fextralife was criticized as early as 2022: It is particularly noticeable in games that require many guides, such as Lost Ark and Elden Ring.
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What does the Twitch CEO supposedly say? He says: They want to solve the problem simply and want to disable autoplay on certain websites. That would be a “quick, dirty solution.” Afterwards, they could consider a long-term plan.
How is this being discussed? On reddit people are discussing this with some schadenfreude. It is said that “Fextralife” is surely sweating now. The channel is accused of having outdated or low-quality wikis that are only created in such large numbers to push their Twitch channel.
Also in Germany, a channel benefited from autoplay at the release of Diablo 3:
EA FC 24 released the new Title Update 2 for PC, it can now also be downloaded for PS5, Xbox Series X/S, as well as PS4 and Xbox One. What’s in the patch notes?
Update, 03.10.2023: The update is now also available on consoles, after EA announced that this would happen soon (via Twitter/X).
When is Title Update 2 coming? Through the Direct Communication channel, EA Sports announced on October 2, 2023, that the new Title Update 2 is now available for PC. You can now download it. This is the second update, after the official release was just a few days ago.
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EA FC 24: Patch Notes for Title Update 2 are again brief
What do the patch notes show? The patch notes for Title Update 2 mention, as with the first update, only one point: stability issues that are to be corrected.
It states: Several stability issues have been fixed, including those that occurred for some players in the Ultimate Team menus. (via trello.com)
The menu item was particularly mentioned by many players in the first days of EA FC 24, as there were slow responses and occasional crashes.
But one will probably have to wait for upcoming updates. Also, there are currently no changes in terms of gameplay, as gameplay changes have always been described quite detailed in the patch notes in the FIFA past.
Update: Crossplay in EA FC 24 between PC and PS5, Xbox temporarily not possible
Crossplay for PC temporarily disabled: Since the PC was the first to receive the update, crossplay with other platforms in EA FC 24 will not be possible for the time being, EA explains in another post (via X / Twitter). Once the other platforms also have the update, crossplay will be available again.
What else is coming in EA FC 24? This week, the third Team of the Week and the continuation of the RTTK event are to be expected. Last week, the Road-to-the-Knockouts event started in EA FC 24 and brought some strong cards.
The MMORPG New World will receive its first expansion “Rise of the Angry Earth” in October. The focus is on the former area First Light, the mounts, and an increase in the level cap. We at MeinMMO summarize everything important for you.
Update: We have added the launch time for the expansion.
What does the expansion include? Rise of the Angry Earth is a paid addon that offers some major innovations for New World:
The area First Light will be completely revamped. It will henceforth be called Elysian Wilds and will have new enemies, quests, and content. It will also become the central endgame zone of the MMORPG.
The gear score in the game will be increased from 625 to 700. Additionally, a new rarity level beyond legendary for the equipment will be introduced: the Artifacts.
The new weapon Flail – a type of mace – will be introduced in the game.
A new dungeon for players level 62+ will be released.
Additionally, there will be further changes, such as raising the crafting disciplines to 250, new faction missions, new skins, adjustments to PvP, and a new heart rune ability. A highlight is also the removal of stats against specific mob types – which saves a lot of grind.
With the expansion, Season 3 will also start, which will feature new story quests and new season events.
You can watch the trailer here:
Start video
New World: Rise of the Angry Earth – Trailer for the Expansion
Rise of the Angry Earth: Release Date and Cost
When will the expansion for New World be released?
The release of Rise of the Angry Earth will take place on October 3rd. It starts at 6:00 PM.
What does the expansion cost?
You need to purchase the expansion once for 28.99 Euros.
Can I use the expansion without the base game?
No. You first need to buy New World and then you can additionally purchase the expansion Rise of the Angry Earth. However, there will be a bundle. The New World: Elysian Edition costs 68.99 Euros and includes the base game + expansion.
Is there a Deluxe or Collectors Edition with additional rewards?
In MMORPGs, it is not uncommon to have more expensive packages with additional rewards alongside the standard version. However, nothing is known about such an edition so far.
When can the expansion be played on the PTR?
Currently, there is no specific date yet. An announcement regarding this should follow soon.
The new area resembles an alien biome
What do we know about Elysian Wilds? The new area is aimed at endgame players and has the Angry Earth as the central enemy theme. While the basic structure of First Light can still be recognized, overall the zone is very colorful. The luminescent plants make everything feel as if one is on a completely different planet.
The developers explained to us in an interview that they consciously decided to overhaul the old zone. They want to bring experienced players closer to the starter region again, rather than sending them to a new area at the edge of the map.
Additionally, Elysian Wilds will not be a PvP zone. There will be no outposts or settlements to fight over in that area. It is thus oriented toward Breakwater and not toward the old concept of First Light.
The area also features a new dungeon: The Savage Divide. This is intended for players level 62+ and features a mammoth boss that shoots lasers.
Simultaneously, there will be adjustments to the mutations. They will only be unlocked starting at level 65 and will only offer 3 instead of 10 difficulty levels.
Learn more about Elysian Wilds in our first look report:
The new weapon Flail is wielded together with the shield
What do we know about the new weapon? The Flail (German flail) is a one-handed weapon that resembles a mace. With this, you can bash enemies in close combat. It scales with the stats strength and focus.
With the help of the abilities, you can jump onto enemies and inflict magical damage on them. You should be able to debuff enemies while also supporting your team. In your second hand, you carry the shield, which was previously combined with the sword. It is now the 15th weapon in the game.
You can watch first gameplay in this video and see some of the abilities:
Start video
New World: Gameplay of the new weapon Flail
Mounts have long been desired and are now finally here
What’s the deal with the mounts? Every player can obtain a mount after the expansion launches. Three different types will be available:
The horse – available from level 25
The wolf – available from level 45
The lion – available from level 65
They will be unlocked through a quest. The animals can be given their own names and different skins. You can also level them over time, which increases the speed.
You summon the mount so that you sit directly on it. The focus is on faster running, though jumping is also possible. In settlements, the running speed is also reduced to better integrate it into the world.
Special features like mount races are not available at launch, but the developers have not ruled them out for the future.
You can check out gameplay for the mounts here:
Start video
New World: Gameplay on the new mounts
New level cap, new gear and new options in crafting
What other changes does the expansion bring? With the launch of Rise of the Angry Earth, you can increase your character’s level from 60 to 65. You must also reach level 65 to play mutations in the dungeons.
With the new level cap, an increase in gear value is also in line. While your legendary armor could previously go up to level 625, this limit will now be increased to 700.
This works through the new Artifacts, a higher tier in armor and weapons. This will receive a sixth perk, which is said to have significant influence on your playstyle. How exactly to obtain the gear is still unknown.
One method will likely be crafting. There, the professions will be raised from level 200 to 250. This will bring a lot of new materials and recipes.
What can the new heart rune do? The description is still very brief: Unleash your inner beast to perform unarmed light and heavy attacks on enemies. Details will be provided later.
What else was announced? With the expansion comes an overhaul of the main storyline in the areas Edenhain and Deep Hollow. This continues the work that started with the Fresh Start servers in October 2022.
All events in October 2023 Pokémon GO at a glance. We have summarized the dates and known details for you here on MeinMMO and show you which ones are particularly worth it.
In the following overview, we show you all the events that you can expect in the coming weeks. Additionally, you’ll find out which dates you shouldn’t miss in October.
Update from September 26: We have added the Community Day with Praktibalk in the article.
Start video
Pokémon GO brings the first Paldea Pokémon
All events in October 2023 at a glance
What events can you expect? In October, you can look forward to a whole series of events in Pokémon GO. In addition to different themed events, as well as spotlight and raid hours, you can also look forward to various showcases where you can compare your Pokémon with others.
These events are worth it: In October, there is again a series of events that you certainly shouldn’t miss. Below we show you which ones they are:
Spotlight hour with Knilz: On October 10, you will encounter the grass Pokémon Knilz during the spotlight hour. It is one of the 22 monsters that give you more stardust when capturing, which is why you definitely shouldn’t miss this event if you still need stardust. For each capture of the little monster, you will receive 500 stardust. If you use a star piece during this time and are lucky with the weather, it can even go up to 938 stardust per capture.
Community Day: On October 15, the Community Day for October will run in Pokémon GO, where you will encounter Praktibalk. The monster has a really strong evolution with Meistagrif, which is one of the best attackers in the game. In addition, shiny hunters will get the full benefit on this day.
Halloween event: From October 19 to October 31, this year’s Halloween event takes place, which is again divided into two parts. During this, you usually have the chance to encounter strong ghost and dark attackers. Many players are also hoping for a release of Mimigma in this context.
Rocket takeover: Another highlight will be the Rocket takeover, which will take place from October 26 to October 31 as part of the second part of the Halloween event. During this, you can usually encounter the members of Team GO Rocket more frequently and have your crypto Pokémon forget frustration. Additionally, during such an event, the bosses’ monsters usually change, and Giovanni will recruit a new legendary crypto for the team.
Moreover, raids are also worth it in October. Raikou, Entei, Suicune, Schlingking, and Darkrai belong to the best attackers in Pokémon GO. Mega-Gardevoir, Mega-Gengar, and Mega-Banette are also a good choice for your team.
What do you think of the prospects for the events in October 2023? Which one do you definitely not want to miss? And which event do you suspect from October 5 to October 9? Feel free to let us know here on MeinMMO in the comments and share with other trainers.
The story of Jeff Kaplan at Blizzard is legendary: Originally a feared forum troll, Blizzard noticed the approximately 30-year-old Kaplan and gave him a job. Later, he was to shape WoW and Overwatch. Bungie follows similar paths and has recruited a weapon expert for Destiny 2 directly from the reddit forum.
Destiny recruits renowned weapon expert directly from the forum
This is how an expert found a job at Destiny: In the early times of Bungie, the content creator Mercules drew attention with long posts about weapons. He earned a reputation as the greatest expert in the fandom regarding weapons.
We have often quoted Mercules’ opinions on weapons on MeinMMO, especially around 2017, as we repeatedly referred to Mercules when it came to breaking down complex mechanics in the chronically under-explained Destiny, such as mobility.
In contrast to Kaplan, who also impressed with performance but was notable for his rough troll posts, Mercules maintained a much more moderate tone. As early as 2019, Bungie took notice of Mercules, and together with YouTuber Holtzmann Bungie hired him as a consultant and expert, but only for a limited time.
Start video
Destiny 2: Guardian tells how a gaming friendship changed his life
In March 2022, Mercules proudly announced that he had today landed his first job as an Associate Weapon Designer at Bungie. With the permanent position, a dream has come true.
How did he get the job? Mercules says (via reddit), that a forum also played a big role in his case. He posted his weapon analyses on reddit and someone at Bungie noticed him and recommended him.
In hindsight, he says: He was born and shaped in the Destiny subreddit. He now hopes to make the fans proud.
In the past, in 2015, Bungie had utilized reddit (via gamerant): Community manager Cosmo originally founded the reddit. However, the currently difficult relations between Bungie and the community have not changed this.
At Bungie, the relationship with the community has been severely damaged since individual members of the player base have been offensive in tone and even issued death threats against individual employees and their families. Bungie has not accepted this and has severely restricted communication since then:
Since September 30, 2023, Netflix has added four short films to its lineup, which not only come from the eccentric director Wes Anderson but also cost the streaming service over a billion dollars. You can watch the trailer for the first of the four films here.
What kind of films are these? In total, Netflix has added four short films at the end of September, which are based on the fairy tales and fantasy stories of the author Roald Dahl. He is known for his fine, dark humor and surprising endings in his works.
Under the direction of Wes Anderson (Grand Budapest Hotel), one can rightly expect certainly good short films with a rather strange humor mixed with a melancholic overall atmosphere. Above all, however, the typical visual playfulness characteristic of Anderson awaits you.
We have embedded the trailer for the first and longest short film here for you:
Start video
I see what you don’t see Wes Anderson Trailer
This is the correct order to watch the films:
I see something you don’t see – 39 minutes
The Swan – 17 minutes
The Pied Piper – 17 minutes
Poison – 17 minutes
Netflix secured the rights to Roald Dahl’s stories quite a while ago, for over a billion dollars (via Moviepilot). Even if the short films weren’t so expensive to produce, they have been a billion-dollar project for the streaming service.
Netflix competitor Amazon reportedly paid “only” an estimated 250 million US dollars for the global TV rights to J.R.R. Tolkien’s novels to work on a “Lord of the Rings” series (via Filmstarts).
Director Wes Anderson has been dreaming of adapting the short story collection The Wonderful Story of Henry Sugar and Six More for two decades and quickly realized that a feature-length film was out of the question.
What is the first short film about? The first film deals with the story of a player, played by Benedict Cumberbatch (Doctor Strange), who wants to learn a trick that seems rather impossible. Without using his eyes, he wants to see through his fellow players to read their cards.
You can also see Dev Patel (Gawain from The Green Knight), Ben Kingsley (Trevor from Iron Man 3), and Ralph Fiennes (Voldemort from Harry Potter) in the cast. The actors will also appear in the other three films.
The writer and author Roald Dahl will also play a role in the short films, portrayed by Ralph Fiennes.
Call of Duty Warzone und Modern Warfare 2 haben 2023 bereits einige außergewöhnliche Kollaborationen herausgebracht. Nach „The Boys“-Charakteren und Nicki Minaj soll der Fokus im Oktober allerdings auf Dämonen liegen. Dazu wird es eine passende Schrotflinte geben.
What kind of shotgun is that? Vor knapp 30 Jahren, um genau zu sein 1994, erschien Doom 2. Im Gepäck des ikonischen Shooters war damals eine doppelläufige Schrotflinte, die „Super Shotgun”.
In Doom 2 half die Schrotflinte dabei, in der Rolle des Space Marines gegen Dämonen zu kämpfen, die durch ein Portal aus der Hölle flohen und folglich auf der Erde wandelten. Eine ähnliche Aufgabe soll die Super Shotgun jetzt auch in CoD ausüben – inklusive Oldschool-Animation, beim Nachladen.
Wie die Super-Shotgun in CoD aussehen soll, zeigt ein Clip auf x.com (ehemals Twitter):
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When will the shotgun be available in CoD? Eine Blaupause der Super-Shotgun soll ab dem 09. Oktober, mit dem „The Haunting“-Event von Season 6, in CoD Warzone und Modern Warfare 2 als Teil eines Doom-Bundles erhältlich sein.
Einen Trailer zu den Multiplayer-Maps, die MW2 mit Season 6 hinzugefügt wurden, seht ihr hier:
Start video
Call of Duty Modern Warfare II – Season 6 Multiplayer Maps
Bundle bringt auch ikonische Kettensäge aus Doom
What else is included in the Doom bundle? Zusätzlich zu der Blaupause für die legendäre Schrotflinte wird es mit dem Doom-Bundle in CoD auch einen Blueprint der Doom-Kettensäge geben, die ihr als Nahkampfwaffe nutzen könnt.
Ebenso wird es einen Doom-Ladebildschirm, passende Embleme, Sticker sowie einen Doomguy-Gunscreen geben. Hier seht ihr nochmal alle Bundle-Inhalte in der Übersicht:
Super Shotgun Waffen-Blaupause
Kettensäge (Meele) Blaupause
Doomguy Gunscreen
Doom Weapon Charm
Cacodemon & Slayer Stickers
DOOM Loading Screen
Embleme: Gibs, Health Mug (animiert), Lost Soul (animiert), POV (animiert)
Ihr könnt also ab Season 6 mit einer Schrotflinte, die in Doom 2 dafür gedacht war Dämonen zu bekämpfen, gegen die beiden Protagoisten aus Diablo 4 antreten: Inarius, einem gefallenen Erzengel und Lilith, der Tochter von Mephisto sowie Königin der Sukkuben.
Wenn ihr wissen wollt, wen genau ihr das eigentlich wegpumpt, erfahrt ihr hier mehr zu Lilith und Inarius:
11 bit Studios have a penchant for games that are dark and consistently put you in tough situations. They are now planning Frostpunk 2 and have given MeinMMO editor Benedict Grothaus a first look at the game.
I can’t play a game from 11 bit Studios for long. Really: I like the games, I love the ideas behind them. The developers simply know how to sell a tragic story so well that it becomes compelling. Perhaps too compelling.
In This War of Mine, one of the best survival games, they tell the story of the civilian population in a devastated city after a war. The core question: how cruel would you be if your survival depended on it?
Frostpunk is one of the biggest titles from 11 bit. The city-building game is one of the best post-apocalyptic games and takes place in the middle of an apocalypse. The world is frozen, and you must somehow generate enough warmth to keep a small city alive.
In the gameplay trailer, you can get a personal impression of Frostpunk:
Now the studio has announced the sequel to Frostpunk. It was clear to me right away that I definitely want to take a look at the next game, which I will definitely not play for long. And, oh boy! Everything just clicks.
What happens when you survive the apocalypse?
Frostpunk 2 is pretty much exactly what you would imagine from a sequel to a story-driven city-building game. In the first part, you have to manage a small group of people as a captain to help them survive in the eternal ice.
Now, 30 years later, that is behind you. The city is established, everything is developed enough that you no longer have to fight for survival every day. You have time to consider what the future should look like.
Passing new laws, renegotiating them, and voting on them is an important part of Frostpunk 2.
Instead of managing individual buildings rigidly, you will plan the city in districts to expand it. The core of the game is, of course, decisions, as the game aims to explore the nature of humanity:
you manage the city but have different groups of inhabitants with their own needs
in the senate, you hear what the different groups have to say – and decide on a path forward
depending on the group you support, the cityscape changes, leading to different opportunities and problems
further factions emerge from the groups themselves, and more groups can form, often with opposing ideas
Although there is no more autocratic regime dictating everything and making the hard decisions, you still give the direction in the end. However, if a large number of people are too unhappy, disputes may arise…
In Frostpunk 2, you need to pay attention to the mood in your city if you don’t want the inhabitants to gradually radicalize.
“Expect that everything has consequences – Dark ones”
Frostpunk 2 aims to explore how a society develops after surviving the apocalypse. It can still happen that you manage the city so poorly that the cold kills everyone – but that’s not really the idea of the game.
Instead, you are supposed to decide how things will continue from now on. The bosses said in an interview at gamescom: “The focus is not on what you have to do, but on what you can do. Your choice depends on who you are.” Every decision you make will have a consequence. Maybe not immediately, but eventually:
You decide that children need education and should not work? In 5 years, production may fall below an important threshold.
You prefer to build sustainable bio-plants instead of implementing advanced ideas? That might make workers sick who have to work in those plants.
Although you can try to find a middle ground and satisfy everyone, you may find yourself stuck in place. If you choose the same ideas over and over again, that may turn out to be the wrong path and fail catastrophically.
The technocrats protest: education should no longer take place through parents, but in schools. School attendance is, of course, mandatory. Will you yield to their demands?
11 bit wants to tell a story that can “only be told through the language of video games,” the developers said. “Tools that no other medium has.” In my first impression, after seeing 2 gameplay sessions, Frostpunk 2 masterfully achieves this.
Only by playing can you see the consequences of your decisions. And when an 8-year-old child directly tells you that it doesn’t want to work in the biogas plant anymore because it has to cough all the time, that affects a person.
What is actually the “nature of man”?
Frostpunk 2 seeks to explore the “nature of man,” to understand how a society develops that no longer has to fight just for survival but can develop. When asked what this “nature” actually is, the developers provided interesting answers:
we are a duality, the ultimate elements of destruction and creation; in one moment we destroy the rainforest, in the next we replant it
man is not inherently evil, but no one can naturally suppress the inner demons of greed
the only way to survive is humility, to recognize this duality
In Frostpunk 2, this nature is evident. No single decision is only good or only bad. It always comes with a consequence that you must then live with. I would have liked to explore what that means for longer – but after an hour, it was already over.
Frostpunk 2 was announced in 2021, but a specific release date has yet to be announced. Currently, 2024 is mentioned, but without a more specific timeframe. The game is expected to be released only for PC (Steam, Epic, and GOG).
This is an AI-powered translation. Some inaccuracies might exist.
In EA FC 24, Kobbie Mainoo is currently in high demand, despite his actually weak stats. What’s going on?
This is Kobbie Mainoo: Mainoo is an 18-year-old football player who is currently under contract with Manchester United, where he was also trained. He belongs to their talents, and Mainoo is also an English U-national player.
In EA FC 24, his card looks like this:
Mainoo in EA FC 24
With an overall rating of 62, his midfield card is rated very weak compared to other players, as all his stats are not particularly high. It is not a card one would have played in previous FIFA titles in Ultimate Team.
Nevertheless, many players are currently trying to get it. So much so that it is practically continuously sold out on the transfer market and can only be purchased at its maximum price of 10,000 coins with a lot of luck when someone puts Mainoo on the transfer market.
Currently, the chances are only very brief since the card is sold within seconds when it lands on the market.
In short: Mainoo is currently brutally rare. But why?
Start video
EA FC 24: How the new dribbling mechanics work
How Mainoo quickly becomes a top card in EA FC 24
This is the reason: In the new evolutions feature, you can improve certain cards in your club. And players have now found out what a strong version of Mainoo you can get if you use him for this.
Players are desperate for Mainoo: Strong prospects for players who have the card in their club. However, for everyone else, the Mainoo evolution is difficult to implement as you need a lot of luck to get Mainoo on the market.
In the community, some are already noting that he is currently probably the rarest card in the game. Some are now expecting that he might get a price-range update, meaning he could be sold for more than 10,000 coins. Then it would be conceivable that the card stays on the market a bit longer than just a few seconds – but also becomes more expensive.
What do you think of the evolutions? Which players are you developing? Tell us in the comments.
Night City has a lot more fun to offer since update 2.0 for Cyberpunk 2077: In addition to the system changes for skills and cyberware, there were also a lot of quality-of-life adjustments that received positive feedback from many users.
With update 2.0 for Cyberpunk 2077, CD Projekt Red has polished the game to the best of their ability. Players praise this, even though they die more often since the patch than before. Among other things, on reddit and TikTok, the community also shows their personal highlights, which we have gathered here for you.
Car Fights
In one of the first trailers for the base game, V shoots their way out of a moving car. Unfortunately, this was not possible at launch. This was a point that caused unrest in the community.
Since update 2.0, however, you can do just that: fight in the streets with your firearms. With the new perks, you can hack other cars and use them as distractions, for example. In
In the video, you can see a chase between V and the NCPD after the update:
Start video
Cyberpunk 2077: Car battles and the new NCPD AI
You Equip Yourself with Cyberware Now
Since update 2.0, you can finally dress your V however you like. Previously, your armor value and how much damage V could withstand depended on the level of your clothes. This led to many wild clothing combinations, which unfortunately does not fit the Cyberpunk lore:
In Night City, you are what you wear. Your own style influences how other people react to you and talk to you. Although this feature unfortunately did not make it into the final game, theoretically, a V dressed as a Corpo would expect more rejection in areas populated by street gangs. A Nomad-V, on the other hand, would get into trouble in the Corpo-heavy city center.
To allow players to have individuality and a “cool style” anyway, CD Projekt Red even introduced a kind of transmog system like in World of Warcraft in an earlier update. But now, as mentioned, all of that is irrelevant, and you could, if desired, even play as a naked V.
On reddit, however, user srjnp also says: “Before 2.0, I never felt that I needed cyberware for my revolver and sniper headshot build. With the revised armor system and other changes, it finally feels like an important part of the game.”
One of your first longer quest lines you receive from Regina Jones. She sets you on so-called Cyberpsychos – Night City residents who have too much cyberware installed. They slowly lose their own identity and go insane. Most Cyberpsychos leave a trail of destruction and death behind.
Regina expects your V to help her understand cyberpsychosis better. For this, you should incapacitate the affected persons and leave them alive at the scene. Now, your V could also become one of Regina’s cases.
David, the main character from Cyberpunk: Edgerunners, also has his experiences with cyberpsychosis:
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Cyberpunk Edgerunners: Fans of the RPG epic celebrate the Netflix trailer, but also hope for a cool story
Since update 2.0, you have a limit on how much cyberware you can install. While it is possible to exceed the limit to a certain point, to get the most out of the available upgrades, you need the “Edgerunner” perk.
CD Projekt Red has revamped the AI of the Night City Police Department (NCPD). On one hand, they are now more present, on the other hand, they react more quickly to your illegal activities. Hacking a car to escape a gang? Accidentally hitting an NPC while parking? The NCPD is now after you.
Depending on the severity of your crimes, you have more or fewer police officers on your tail. If you flee into your car, you will quickly find yourself in a full-blown chase – this is where the aforementioned car fights really come into play.
A reddit user is confused by the new behavior: When he intervened in shootings before the update, the police were grateful for the help. In a video, he shows that the NCPD now attacks him themselves. User Rock_Soldier_Tom only responded: “Well, technically, you are not supposed to ‘help’ the police to kill people, right?”
How persistent the NCPD can be, you can also see in the video above.
Have you had fun in Night City after the update? Have you been in Dog Town yet? We look forward to your comments.
One of the biggest German LoL streamers is allowed to co-stream the League of Legends Worlds 2023 on Twitch this year. He announced this with a crazy video. MeinMMO tells you what it’s all about.
Who is it about? The German LoL streamer Tolkin will officially co-stream the Worlds 2023 on Twitch this year. Co-streaming allows him to add his own commentary and perspectives on the Worlds and interact with his viewers.
The news has been announced by Tolkin in a particularly creative video together with Maxim, Broeki, and Sola on YouTube and Twitter.
Here you can watch the video:
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What does the video show? In this video, Tolkin, Broeki, and Maxim share their excitement for the League of Legends Worlds 2023, which will take place in Korea, in a crazy way. Maxim emphasizes the importance of Korea as the birthplace of esports. Broeki mentions the game’s meta and highlights the feared LeBlanc on the top lane, which might be played in the Worlds and could be strong – as players are playing on an older patch.
Tolkin is an enthusiastic Faker fan and points out that Faker will play the Worlds in his home country for the first time this year, which is a significant event. The streamers present everything in a humorous way, making Tolkin seem crazy. At the end of the video, he announces that he will co-stream the Worlds on October 9 on his Twitch channel – with the words: […] Almost as cool as Faker.
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League of Legends Briar – Animated Video about the new Jungler
This will be legendary
In the comments on Tolkin’s Twitter post, users react enthusiastically to the announcement:
lifefindsuhhway comments: Strong, then I guess I’ll treat myself to Worlds with a German cast for the first time in my life.
mondi_chan writes: OMG!!! How cool. Worlds Co-Streaming with Tolkin and Friends. This will be legendary!!!
sabarion2179 Tolkin’s video (via YouTube): Tolkin’s dark circles make this picture of a sleep-deprived madman perfect. Mega nice video.
It is not yet known whether more German co-streamers will be announced for the Worlds 2023, but the excitement in the community is already palpable. This opportunity promises to be an exciting and entertaining experience for all League of Legends fans.
Just a few days ago, Castlevania: Nocturne launched on Netflix. The press is raving about the series and gives it a perfect rating. In contrast, the user rating stands at a below-average 54 percent. A glance at the ratings shows why users have taken aim at the Netflix series.
How do the low ratings come about? Many users give the series on Rotten Tomatoes a maximum of one or even just half a star as a rating. Some of the ratings consist only of a sentence in which, for instance, the story, the voice acting, or the pacing of the series are described as trash.
As further research reveals, there is a completely different message behind the ratings. We have translated some for you into German so you can see why users rate the series so poorly (via rottentomatoes.com):
Daniel A.: ‘I feel that this series is primarily about pushing a race and LGBTQ agenda. All that is good is colored and all that is evil is white.’
x x: ‘Cheap version of the story. I could say it’s pure propaganda. What to expect from Netflix.’
Louielouie51: ‘It was a tedious task to watch the whiny Belmont and too much of the racially swapped Annette… You miss nothing if you skip the series… it’s definitely Netflix woke…’
Comensal E.: ‘A missed opportunity to adapt Castlevania Rondo of Blood or Symphony of the Night. This Woke-Vania makes no sense from the start. I quit after episode 2.’
In the comments, it becomes clear that many of the low ratings are dissatisfied with the cast of the Netflix series. They complain that Annette, Olrox, and Drolta have dark skin and that there are homosexual characters in the series.
The trailer for Castlevania: Nocturne, however, does not look like the story will be left short:
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The Netflix trailer for Castlevania: Nocturne
Review Bombing for Castlevania: Nocturne
Is the rating of 54% justified? There are also some criticisms from the trade press. While the series is good, it cannot compete with the original Netflix series (via rottentomatoes.com).
Nevertheless, Castlevania: Nocturne currently boasts an astonishing 100% from 12 reviews. This means that all previous reviews are positive. The shift into the France setting is said to benefit the series, and the voice actors are said to do an excellent job.
Furthermore, the animations and fights are said to be top-notch. Michael S. even praises Annette, who is much more interesting in the series than in the video game. However, he finds that the pacing is not always optimal.
What other cases have there been? Castlevania: Nocturne is not alone with this problem. There was already a review bombing for The Last of Us Part II because homosexuality and LGBTQ played a role. Metacritic has changed its guidelines to prevent such a mass of unjustified negative ratings.
We also had to experience such a case in the Epic Games Store. Many games that were exclusively or time-exclusively available on the platform were rated poorly on other sites and stores. The Epic Games Store does not offer any functionality to rate games itself.
It probably won’t be the last Netflix series to undergo such review bombing. If you still don’t know which Netflix series to watch next, the following list on MeinMMO may help you: 4 series and movies on Netflix for fans of One Piece
This is an AI-powered translation. Some inaccuracies might exist.