Rise of the Angry Earth

October 2, 2023
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Rise of the Angry Earth

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Spotlight

The lush greenery of Elysian Wilds, powerful new combat options, and primordial Beast Lords await those brave enough to challenge Artemis. You will need to purchase Rise of the Angry Earth to experience the following updates:

New Story

First Light has fallen. Once a welcoming place for newcomers to Aeternum, the fields have been ravaged by the fury of the Angry Earth. No one is certain what has become of the people and villages that once populated the area, and a deadly barrier has kept all but the most intrepid from attempting to find out. This abundance of earthly powers has awakened the mighty Beast Lords, a new possible adversary facing the people of Aeternum… but with them also comes a boon - the secret to taming and riding animals.

Mounts

Summon a mount for faster traversal across Aeternum. Master horses, dire wolves, and lions, each with a unique look, customizable equipment and a name you can set. Level up the new Riding Trade Skill to earn upgrades like increased speeds, buffs, attachments and higher tier consumable food for your new friend.

A Lion Mount leaps at an Adventurer wielding a Flail and Shield.
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A Lion Mount leaps at an Adventurer wielding a Flail and Shield.
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Two Adventurers ride through Elysian Wilds on Mounts, stopping in some unusual red flora.
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Two Adventurers ride through Elysian Wilds on Mounts, stopping in some unusual red flora.
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A Lion Mount leaps at an Adventurer wielding a Flail and Shield.
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A Lion Mount leaps at an Adventurer wielding a Flail and Shield.
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Two Adventurers ride through Elysian Wilds on Mounts, stopping in some unusual red flora.
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Two Adventurers ride through Elysian Wilds on Mounts, stopping in some unusual red flora.
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New Progression

Increase your character’s level to 65 and Gear Score to 700 with new attributes to help power up your builds. Increase Trade Skills to level 250 with new items to gather, refine and craft. Complete a new Faction Quest and unlock a new Faction tier loaded with desirable gear and items.

New Gear Rarity: Artifacts

Find and equip Artifacts, a powerful new tier of weapons and armor. Complete a series of quests and awaken the Artifact’s full potential by unlocking its six perks including one unique playstyle-defining perk to change your game.

New Weapon: Flail

The Flail is a versatile one-handed weapon with the option for an offhand shield. Use arcane magic to enhance attacks and buff allies or debuff enemies for an easier victory. Through a combination of melee, arcane magic, and strong defenses, the wielder can bolster their group’s effectiveness without dropping the offensive.

An Adventurer swings the Flail in the Elysian Wilds.
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An Adventurer swings the Flail in the Elysian Wilds.
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An Adventurer poses with the Flail in the Elysian Wilds during combat.
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An Adventurer poses with the Flail in the Elysian Wilds during combat.
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An Adventurer swings the Flail in the Elysian Wilds.
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An Adventurer swings the Flail in the Elysian Wilds.
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An Adventurer poses with the Flail in the Elysian Wilds during combat.
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An Adventurer poses with the Flail in the Elysian Wilds during combat.
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A Zone Transformed: Elysian Wilds

The southeastern tip of Aeternum, formerly known as First Light, has been invaded by the powers of Artemis and the Angry Earth. Explore the raised structures of this magical new landscape and battle the ferocious beasts that have taken refuge in the verdant, unsettled terrain.

New Expedition: The Savage Divide

Embark on a dangerous new Level 62+ Expedition to track down the primordial Beast Lords before chaos emerges from the depths of Aeternum. Mahantaram, the Mammoth Lord, has retreated into madness in the Savage Divide. A sinister mist and unsettling spores pour forth from the mouth of the cavern. As the days go on the howls of the beasts within grow louder and more deranged. The enraged Beast Lords pose a terrible threat to the population of Aeternum if not contained.

New Heartrune Ability: Primal Fury

Turn into a hulking beast, tower over enemies, and ravage foes with unarmed light and heavy attacks.

An Adventurer fires their Musket at a Beetle in Elysian Wilds.
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An Adventurer fires their Musket at a Beetle in Elysian Wilds.
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Mahantaram the Elephant Beast Lord strikes an intimidating pose in the Savage Divide Expedition.
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Mahantaram the Elephant Beast Lord strikes an intimidating pose in the Savage Divide Expedition.
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An Adventurers uses the Primal Fury Heartrune to transform in Elysian Wilds.
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An Adventurers uses the Primal Fury Heartrune to transform in Elysian Wilds.
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Season 3 Content

Influence Races, a new Season Pass, a main storyline quest revamp, and more are coming for all players in Season 3. Here are some of the highlights:

New Season Pass

Season 3 introduces a new Season Journey, new Activity Card, new Challenges, and new rewards.

New Influence Races

Influence Races are now a scheduled open world PVP game mode with rewards for all participants from each of the 3 Factions. Fight over 3 new Faction control points per territory called Watches, plus the Fort, in a timed race to attack or defend the territory. Wars are guaranteed, so the defenders can win the Race and still compete in War for better rewards.

New Main Storyline Quest Revamp: Edengrove and Great Cleave

The Edengrove and Great Cleave main storylines are getting an overhaul based on player feedback and improvements made to the revamped starting experience. Experience these familiar zones through fresh narratives, more quest variety, and a few new surprises.

Ward, Bane, Resilience and Expertise Removal

Look forward to more build variety following the removal of Creature Bane Perks, Creature Ward Perks, Resilience Perks, and Expertise. As a result of player feedback, the following balance changes will make even more Perks viable:

  • For Banes, we’re increasing the base damage of magic and ranged weapons in PvE to make them more effective alternatives to melee options against multiple enemies.

  • For Wards, we’re making adjustments on the AI and encounter side to account for the removal of their defensive and offensive benefits. Current items with this perk will receive the “Health” perk instead which increases the player’s health as a certain percentage of their base health.

  • For Resilience, we’ve added crit reduction to all players via the equip load effects (Light -15%, Medium -20%, Heavy -25%). Current items with this perk will receive the “Health” perk instead which increases the player’s health as a certain percentage of their base health.

  • For Expertise, we’re making adjustments to the Gear Score drops from all creatures based on their level.

Umbral Shard Removal

  • Removed the ability to upgrade gear with Umbral shards.

  • Umbral shards can now be salvaged for coin at a rate of 0.1 coin per Umbral Shard.

World Experience

General

  • Mangled Heights and Malevolence have both been converted to solo landmarks.

  • Updated the appearance of the Brightwood tavern keeper.

  • Banana Pile can now be picked up in housing.

  • Fixed an issue that caused AI to spawn infinitely during The Demons Cauldron quest.

Notable Fixes

  • Fixed an issue that caused some Brimstone Glyphs to not appear in the correct locations.

  • Killing an Unhallowed Devout will now progress the quest A King's Defense.

  • Fixed an issue that caused the world to not load in after fast traveling.

Expeditions

Barnacles & Black Powder
  • Fixed an issue that caused the Blue Ray around the Cannon Ball to appear pixelated.

  • Resolved an issue that caused Admiral Blackpowder's final line to cut out too early.

Lazarus Instrumentality
  • Fixed an issue that caused the last chest to not unlock for all players.

Empyrean Forge
  • Fixed an issue that caused Commander Marius's fireballs to not reach their intended destination.

Mutations

  • We have reduced the number of Mutations to 3 to make group finding much easier.

  • Players should receive a mix of loot biased gear at high Gear Score ranges:

    • Mutation Difficulty 1 is balanced for 650 Gear Score and should be more accessible.

    • Mutation Difficulty 2 is balanced for 675 Gear Score and remains balanced.

    • Mutation Difficulty 3 is balanced for 695+ Gear Score and remains difficult.

  • With the removal of Umbral Shards we have retuned rewards in Mutations.

    • Rewards Caches now include Dense Mutator Materia and Dark Matter.

    • Earning a Gold Reward Cache Requires a score of 50000.

    • Earning a Silver Rewards Cache Requires a score of 25000.

  • We are raising the Weekly Limit of Mutation runs to 35, and will continue to monitor.

  • Based on PTR feedback, Bosses in Mutator Level 2 and Level 3 Expeditions will now have Debuff Resilience. The efficacy of individual Rend and Weaken status effects have been reduced by 50% and 75% respectively. Debuff caps were unaffected.

AI Updates

Notable Fixes

  • Fixed an issue that caused Tribune Elias, Master of Hounds to not deal melee damage.

General

  • Adjusted the level of several Invasion and Outpost Rush AI to account for player power increases.

Combat Changes

General

  • Weaken status effects can now reduce the effects of acid damage.

  • Fixed an issue where the Runeglass of Sighted Carnelian Gems caused taunts to not trigger when slotted into Weapons.

  • Fixed an issue that made some attack chains cause client/server desyncs.

  • Reduced self healing by 10% and consumable healing by 20% while in PvP game modes.

  • Increased dodge distance for Medium and Heavy equip loads.

  • Updated Medium dodge animations to better maintain speed throughout the animation and improved transition to sprint out of dodge for all equip loads.

  • Reduced Medium hit sprint delay to 0.75s from 1s and Light hit sprint delay to 1s from 1.5s.

  • Set limiters for a variety of lifesteals across various weapons and perks to either have a 0.1s cooldown if lifesteal is associated with all attacks or the attack is more of a single target focused attack, or a 3 target limit if the attack is more of an AOE or designed to be a cleaving style ability.

  • Fixed issues with player movement rubber-banding, melee attacks missing and swapping weapons / using items not occurring during high server load.

Attribute Bonuses

  • Updated the 250 STR attribute bonus to apply to the entire basic melee attack and not just on start up.

  • Added 2 new Attribute Bonus nodes at 25 and 350.

    • Also updated the functionality of and moved around several existing nodes

  • Updated the DEX 300 attribute bonus to no longer be dodge stamina reduction. It will now cleanse stun and root CC status effects on weapon swap with a 30s cooldown.

  • Increased HP gain from levelling slightly, and increased the amount of HP gained from CON slightly. Done to account for the gear score and level increase

Damage Changes

  • Increased ranged and magic weapons base damage globally, but reduced their base damage back down again in PvP fights. This change was made to increase the effectiveness of these weapons in PvE without disrupting PvP balance.

    • Flyout present in game modes menu and the bottom of weapon mastery tooltips shows balance changes tuned separately for PvP and PvE.

      • Musket - Increased base damage from 78 to 83 in PvE, then reduced it by 12% in PvP (Down to 73)

      • Bow - Increased base damage from 67 to 72 in PvE, then reduced it by 14% in PvP (Down to 62)

      • Blunderbuss - Increased base damage from 78 to 80 in PvE, then reduced it by 9% in PvP (Down to 73)

      • Reduced self healing power in PvP game modes by 10%

      • Reduced consumable healing power in PvP game modes by 20%

  • Added inherent crit damage reduction to players based on equip load (Light -15%, Medium -20%, Heavy -25%). This change was made to account for the removal of the Resilient perk.

  • Slightly increased the diminishing returns on the damage bonus modifiers from attributes from 351 to 500.

  • When doing damage to a target, the abilities equipped by that specific weapon will now be used to apply additional on hit status effects instead of the abilities equipped by the currently active weapon, which can differ.

  • Added Acid damage/resistance to various existing status effects, gems, and other effects to allow it to function similarly to any other damage type.

Sword & Shield

  • Fixed an issue where the Slow from Leaping Strike could be refreshed by some damage over time ticks.

  • Fixed an issue that caused some lower Tier Shields to have better block stamina damage than higher Tier Shields.

Ice Gauntlet

  • Adjusted Wind Chill and Ice Spikes abilities to be treated as ranged instead of melee attacks.

Life Staff

  • Fixed an issue where using a healing ability while in a Raid group with "selection using mousewheel and hotkeys" turned on would not heal a target when the hotkey was pressed to select a target in the currently selected group.

Bow

  • Fixed an issue that caused the Catch Me if You Can buff to get stuck on players until they logged out.

  • Fixed an issue where the player could get stuck in an idle pose when loading into trials while aiming.

Blunderbuss

  • Fixed an issue that allowed Splitting Grenade to cancel Mortar Charge and fire without cooldown.

  • Removed the damage fall off of basic shots fired from 10m to 14m away.

  • Updated the Blunderbuss to be fully loaded when initially equipped. This fixes issues where the Blunderbuss would have awkward animations when initially equipping and unsheathing it.

  • Fixed an issue that caused Splitting Grenade's child grenade explosions to not deal damage.

Rapier

  • Fixed an issue that caused the controlled breathing passive for the Rapier to trigger off of some damage over time ticks.

  • Fixed an issue where the Rapier's Flurry animation could be canceled to cast Tondo twice.

Musket

  • Added a 1s cooldown when switching between Power Shot and Powder Burn without firing.

  • Updated Musket to use projectiles instead of hitscan.

  • Added functionality to allow the Musket projectiles to have bullet penetration through targets natively.

  • Significantly increased the musket accuracy. Will still have some slight variance, but much less than it previously had.

  • Updated several passives and upgrades to account for the functional changes to the Musket

    • Heightened Precision - Removed aiming requirements

    • Hit Your Mark - Renamed to “Optimal Range“ that gives damage bonuses based on distance to the target, granting optimal damage while between 20m and 50m

    • Called Shot - Increased damage and reduces time from 3s to 2s

    • Greater Accuracy - Renamed to “Quick Load” and updated functionality to shorten the duration of the reload if 2 targets are hit with a single shot.

    • Steady Hands - Renamed to “Shell Shock” and updated functionality to weaken targets on headshot.

    • Updated the critical reload functionality. It will now trigger off of 2 headshots and reduce the duration of the next reload instead of completely skipping it.

  • Updated the Sniper Ultimate to now be “Deadeye“ and removed the zoom functionality. The next shot will now inflict Bleed as an added benefit for hitting multiple targets with a single shot.

  • Traps

    • Traps will now deal damage when it triggers

    • Will now remain in the world for 30s instead of 20s

  • Sticky Bomb

    • Removed the aim state for sticky bomb, and will now be thrown immediately on button press

    • Adjusted projectile spawn location, angle, trajectory, and gravity of the sticky bomb to account for the instant throw

  • Power Shot

    • Increased the damage from 150% to 160%

    • Gave Power shot additional functionality that causes it to deal additional damage against hostile AI targets.

  • Fixed an issue that caused the effect from the Musket Back It Up passive to not always be removed on weapon swap

Void Gauntlet

  • Fixed an issue that caused some INT attribute bonuses to not apply to the Void Gauntlet.

  • Fixed an issue that caused the player to not return to Void Blade basic attacks after casting Essence Rupture when Void Blade was active.

  • Reduced the cooldown reduction from Essence Rupture's Perk from 10%...37%...100% to 7%...26%...43%.

  • Reduced the cooldown reduction from Javelin's Refreshing Precision upgrade from 50% to 25%.

Hatchet

  • Fixed an issue that caused the Hatchet Final Blow upgrade to not deal damage.

  • Fixed an issue that caused the Berserk ability to be cancelled and activated without playing the animation.

  • Fixed an issue that caused the Berserk status effect to not cleanse stuns.

Fire Staff

  • Updated the Pyro Dancer upgrade to add a 2.5s cooldown if the player is staggered while using Flamethrower.

  • Flamethrower

    • Doubled the hit rate of the ability damage and DoT damage, and halved the damage of both. This was done to make the hits trigger faster, but deal less damage.

    • Also Increased the number of stacks on a target to trigger the accelerating flamethrower from 2 stacks to 4 stacks to compensate.

Great Axe

  • Fixed an issue that caused the Great Axe's Greed and Sword's Empowering Stab passive's empower effects to not refresh properly on reapplication.

  • Reduced the values of the Refreshing Charge great axe perk from 5%...34%...67% to 3%...20%...40%

War Hammer

  • Fixed an issue where The Outnumbered passive would still be active after killing enemies or exiting combat.

  • Reworked the Justice for All Ultimate (again). It now gives Mighty Gavel Grit, an 20% increased crit chance, and reduces the duration of all other hammer active cooldowns by 10% on hit.

Heartrunes

  • Slightly reduced how much damage over time applied by Perks charge Heartrunes.

  • Fixed an issue that caused the Devourer Heartrune to fail to cast when your camera was angled upwards on hills.

  • Detonate Heartrune

    • Due to detonate being able to inherit damage from players, and due to its power being well beyond what was intended, we are reducing its power.

      • Reduce base damage of detonate by 20%

      • Increased the rend on the brutal variant from 30% to 50%

Perks

Reworked Perks

  • Reworked perks across the board with the following goals:

    • Dropped gear should have a much higher chance of yielding 3 usable Perks

    • Players shouldn’t need to collect large numbers of required gear sets

    • Remove Perk combinations that are never usable

Notable changes

  • Greatly reduced bad Perk combinations by removing or improving unused Perks. Example: Mana, Hate reduction, etc.

  • Reduced the effectiveness of the most used and easy to reach conditional Perks so they don't out shine all the others. Examples: Keen and Vicious.

  • Reduced the number of required gearsets a player needs to collect through the removal of Wards and Resistance.

  • Removed Perks that impacted server performance. Example: We removed chain, reduced CDR Perks, and added maximum stacks (Refreshing).

  • Combined two stat Perks to reduce the total number. Example: STR/DEX and DEX/STR are now the same.

  • Added new Perks to the categories that have the lowest number of combinations. Example: Healing Staffs had a very narrow Perk range so we added more Life Staff Perks.

Common Perk changes

  • Refreshing Ward: Can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Refreshing Evasion: Can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Luck: Scaling has been capped and will no longer scale after 625 Gear Score.

Weapon Perk Changes

  • Hated: Can no longer generate on magic and ranged weapons.

  • Kind: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will remain unchanged.)

  • Vicious: Reduced the critical damage bonus from 3..12..13% to 3..6..7%.

  • Enchanted: Reduced the damage bonus from 5..9.8..10.5% to 3..4..5%.

  • Ruinous: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Blessed: Reduced the healing from +6..20..12% to +3..10..12%.

  • Refreshing Move: Reduced the cooldown reduction from1..2.9..3.2% to 1..1.9..2%.

  • Lifestealing: Increased the life gain from 1..5.2..5.8% to 1..6.3..7.1%.

  • Keenly Empowered: Reduced damage bonus from 20% to 10%.

  • Keen Speed: Lower the cooldown from 10s to 7s.

  • Siphoning Blow: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Lightning: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Fire: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Arcane: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Void: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Ice: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Chain Nature: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Mortal Lifesteal: Improved scaling after 625. Now grants +3..7..10% Health.

  • Mortal Siphoning: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Mortal Energy: Improved scaling after 625. Now grants +5..35..50 Stamina.

  • Mortal Fortification: Increased Fortify from 15% to 30% and increased duration from 10s to 20s.

  • Keen: Reduced overall bonus by 3..12..13% to 3..6..7%

  • Ancient Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Angry Earth Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Beast Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Corrupted Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Lost Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Human Bane: This perk can no longer generate on any newly dropped gear. (Existing gear has had this perks effectiveness reduced from base 5% to base 2%)

  • Vorpal: Reduced the base scaling multiplier and increased the scaling past 625. Now grants +5..8..10% headshot damage.

  • Sure Footing: Increased base move speed from 20% to 30%. Added functionality that pushes and pulls are 20% less effective on you.

  • Thwarting Strikes: Reduced the based scaling multiplier. now gives +3..6..7% damage while you have active Grit.

  • Trenchant Strikes: Changed so any heavy attack not just a fully charged heavy triggers this effect

  • Trenchant Crits: Changed so any heavy attack not just a fully charged heavy triggers this effect

  • Trenchant Rend: Changed so any heavy attack not just a fully charged heavy triggers this effect

  • Trenchant Recovery: Changed so any heavy attack not just a fully charged heavy triggers this effect and increased base scaling. Now heals for 5..20..25% of the damage dealt.

  • Shirking Flames: Increased duration from 6s to 10s.

  • Shirking Nature: Increased duration from 6s to 10s.

  • Shirking Frost: Increased duration from 6s to 10s.

  • Shirking Lightning: Increased duration from 6s to 10s.

  • Shirking Abyss: Increased duration from 6s to 10s.

  • Shirking Arcane: Increased duration from 6s to 10s.

  • Flame Attunement: Increased cooldown from 1s to 1.5s.

  • Frost Attunement: Increased cooldown from 1s to 1.5s.

  • Shock Attunement: Increased cooldown from 1s to 1.5s.

  • Arboreal Attunement: Increased cooldown from 1s to 1.5s.

  • Abyssal Attunement: Increased cooldown from 1s to 1.5s.

  • Penetrating Backstab: Changed the exclusive label to DmgCon2 so it can now stack with other damage perks.

  • Penetrating Headshot: Changed the exclusive label to DmgCon2 so it can now stack with other damage perks.

  • Purifying Crits: Lower the cooldown from 10s to 3s.

  • Exhausted Exploitation: If you hit a target in the back cause Exhaustion for 5s.

  • Alacritous Punishment: Increased the damage bonus from 8% to 20%.

New Weapon Perks

  • Savior: Healing is increased by 10..18..20% when you heal a target below 50% health. (Life Staff only)

  • Purifying Breeze: Heal for 10..30..33% weapon damage every time you remove a debuff from an ally. (Life Staff only)

  • Desperate Prayer: When you are below 50% mana, your healing will increase by 10..18..20%. (Life Staff only)

  • Desperate Empower: Deal 5..7..12% more damage when you are Exhausted.

Shield Perk Changes

  • Flame Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Fire damage.

  • Frozen Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Ice damage.

  • Nature Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Nature damage.

  • Void Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Void damage.

  • Thrust Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Thrust damage.

  • Slash Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Slash damage.

  • Arcane Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Arcane damage.

  • Lightning Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Lightning damage.

  • Strike Shield Ward: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Strike damage.

New Shield Perks

  • Healing Defense: On block, heal for 100..250..300 health. (Kite Shield Only)

  • Counter Attack: On block, gain a 30% Empower for 4s. (Kite Shield Only)

Ability Perk Changes

  • Crippling Feral Rush: Improved the Slow scaling. Armor: 10..17..20% Weapon: 26..47..50%.

    • Feral Rush now does bonus damage. Armor: 5..8.5..10% Weapon: 13..23.5..25%

  • Keen Berserk: Improved the critical bonus scaling. Armor: 10..17..20% and Weapon: 26..47..50%.

    • Keen Berserk now also improves damage while below 50% health in Berserk. Armor: 5..8.5..10% Weapon: 13..23.5..25%

  • Empowering Rending Throw: Increased the scaling multiplier past 625. Ranged Hatchet attacks deal Armor: +10..21..23% Weapon: +20..38..40% damage against Rending Throw targets.

  • Refreshing Distancing Throw: Increased scaling post 625. Social Distancing attacks within 6m reduce the cooldown by Armor: 10..30..34% Weapon: 29..56..60%.

    • Reduced Social Distancing's Perk cooldown reduction values from 10%...34%...60% to 7.5%...25%...45%

  • Exhausting Infected Throw: Increased the base scaling multiplier. Direct hits with Infected throw causes Exhaustion, reducing target's Stamina regeneration by Armor: 10..31..34% Weapon: 30..51..54% for 6s.

  • Empowering Armor Breaker: The damage bonus will not scale past 50%.

  • Refreshing Mighty Gavel: Increased the weapon Gear Score bonus. Mighty Gavel hits reduce the ability's cooldown by 5..9.8..10.5% on Armor and by 14.5..19.3..20% on Weapons.

  • Penetrating Wrecking Ball: Increased the weapon gear score bonus: Wrecking Ball penetrates Armor: 5..19..21% Weapon: 24..38..40% of the target's armor.

  • Repulsing Clear Out: Renamed and changed functionality to Sundering Clear Out: inflicts Rend, reducing the target's armor by Armor: 5..8.5..10% Weapon: 13..23.5..25% for 7s.

  • Leeching Path Of Destiny: Increased the weapon Gear Score bonus: Heal for Armor: 10..29.1..31.8% Weapon: 40..59..62% of the damage dealt by Path Of Destiny.

  • Refreshing Power Shot: Removed the on kill trigger. This ability now refreshes 3..26.6..30% on Armor and 33..56.6..60% on Weapons upon use but only once every 15s.

  • Repulsing Stopping Power: Renamed to Refreshing Stopping Power: Now reduced the cooldown of all other trapper abilities by Armor: 10..17..20% Weapon: 26..47..50% on hit.

    • Reduced Perk’s cooldown reduction values from 10%...20%...50% to 5%...12%...20%

  • Accelerating Traps: Increased the weapon Gear Score scaling. Movement speed is now Armor: 4..14..15% Weapon: 18..31..33%.

    • This perk now also grants Bleeding to Traps dealing (Armor: 4..6.8..7.7%, Weapon: 18..15..16%) weapon damage over 5s.

  • Sweep's Coup De Grace: Increased the Bleed damage while on Weapons and now applies Bleed for Armor: 2..12.5..14% Weapon: 16..26..28% of Weapon damage for 8s.

  • Sundering Javelin: Now also reduced Javelin's cooldown by Armor: 3..12..13% Weapon: 14..23..24%

  • Cyclone: Now scales better when on weapons. Armor: 10..32..36% Weapon: 40..62..65% of weapon damage.

  • Fortifying Perforate: Can now stack up to 3 times and adjusted Fortify bonus to Armor: 1..9..10% Weapon: 13..23..25%.

  • Vault Kick: Increased duration from 5s to 7s

  • Energizing Evade Shot: Increased the Gear Score bonus on weapons, and increased scaling past 625. After hitting a target with Evade Shot, gain 33 Stamina and reduce cooldown by Armor: 3..14..16% Weapon: 19..33..35%.

    • Reduced Perk cooldown reduction from 3%...13%...21% to 3%...16%...27%

  • Lasting Rain of Arrows: Increased the Gear Score bonus on weapons, and increased scaling past 625. Slow and Bleed last Armor: 10..20..22% Weapon: 26..42..45% longer.

  • Refreshing Penetrating Shot: Increased the base reduction from 3→5% and increased scaling past 625. Penetrating Shot kills reduce its cooldown by Armor: 5..24..27% Weapon: 23..47..50%.

  • Keen Tondo: Now also reduces damage you take from foes affected by Tondo’s bleed by Armor: 1.2..6.7..7.5% Weapon: 8.6..14.2..15%.

  • Leeching Flurry: Increased the Gear Score bonus while on a weapon and added 1s of invulnerably when activating flurry.

  • Refreshing Fleche: Increased Gear Score bonus on weapons. Hitting a target via a critical Backstab with Fleche reduces its cooldown by Armor: 5..19..21% Weapon: 24..38..40%.

  • Accelerating Light's Embrace: Lower base from 5→3% and made this more effective on weapons. Allies below full Health hit with Light's Embrace gain Haste, increasing their movement speed by Armor: 3..11..13% Weapon: 15..29..30% for 5s.

  • Empowering Incinerate: Increased the Gear Score bonus when placed on weapons. Incinerate deals +Armor: 4..17..19% Weapon: 24..38..40% damage to targets with Burn.

  • Fortifying Burnout: Increased base fortify and increased the Gear Score bonus when on weapons. Burnout applies a stack of Armor: 3..12..13% Weapon: 16..24..25% Fortify for 5s for each target hit. (Max 3 stacks.)

  • Contagious Reverse Stab: Now transfers 2 conditions and the damage scaling as been increased on weapons. Armor: 5..10..11% Weapon: 12..17..18%

  • Refreshing Charge: Increased the Gear Score when used on a weapon. Hitting a target with Unpredictable Strike reduces its cooldown by Armor: 5..30..34% Weapon: 38..63..67%. (1 hits max.)

  • Crippling Reap: Remove 50% condition. Lower duration from 4s to 3s. Lower base slow from .1 to .08. Targets hit with Reap are Slowed, reducing movement speed by Armor: 8..24..27% Weapon: 30..47..50% for 3s.

  • Mending Execute: Increased the Gear Score bonus when on a weapon. Heal for Armor: 10..30..33% Weapon: 37..57..60% of the damage dealt by Execute. (Max 1 trigger per ability use.)

  • Insatiable Gravity Well: Increased the damage scaling when on a weapon and the scaling past 625. Now deals Armor: 15..34..39% Weapon: 44..76..80% damage.

  • Unbroken Winds: increased the damage scaling when on a weapon to Armor: 10..15..18% Weapon: 21..38..40%. This perk now causes a 1s root when hitting the same target 6 times in a row with Wind Chill.

  • Iced Refresh: Renamed to Empowered Ice Spike: this perk has been reworked to deal +Armor: 10..15..18% Weapon: 21..38..40% more damage vs to rooted foes.

  • Diminishing Orb: Lowered the base from 20-12.5% increased Gear Score bonus from 300 to 1000 when on a weapon. Orb of Decay reduces the duration of the target's non-consumable buffs by Armor: 13..32..35% Weapon: 50..70..73% on hit.

  • Slowing Tether: Renamed to Paralyzing Tether: This perk now causes a root when the tether is broken.

  • Leeching Shrapnel Blast: Increased Gear Score bonus on weapons. Heal for Armor: 5..15..16% Weapon: 24..34..35% of the damage dealt by Leeching Shrapnel Blast.

  • Venturing Claw Shot: Increased Gear Score bonus while on weapons. When Claw Shot connects to a target at least 10m away, gain a Armor: 5..18..21% Weapon: 23..38..41% Empower for 3s or until next hit.

  • Resupplying Mortar Charge: Increased base Gear Score bonus on weapons. Mortar Charge kills reload 1 additional canister and grant Armor: 3..8.7..9.5% Weapon: 13..19..20% Empower for 5s. (Max 1 reload per shot. Will not trigger after final shot.)

  • Crippling Blast Shot: Increased the Gear Score bonus while on weapons. Targets hit by Blast Shot are Slowed, reducing movement speed by Armor: 5..19..21% Weapon: 24..38..40% for 5s.

  • Leeching Crosscut: Lowered the base heal and increased the Gear Score bonus when on weapons, increased scaling post 625. Heal for Armor: 15..29..33% Weapon: 39..68..72% of the damage dealt by the final strike of Crosscut. (Max 1 trigger per ability use.)

  • Skyward Nullification: Increased Gear Score bonus on weapons. Increased scaling past 625. Hitting an enemy with Skyward Slash removes one of their buffs. Reduce remaining buffs by Armor: 10..20..22% Weapon: 26..47..50%. (Only affects non-consumable buffs.)

  • Energizing Counter: Increased Gear Score bonus on weapons. Increased scaling past 625. When Calamity Counter is activated, immediately gain Armor: 10..20..22% Weapon: 26..47..50% Stamina.

  • Steadfast Purification: Increased Gear Score bonus on weapons. increased scaling past 625. Each attack of Steadfast Strike reduces your debuff durations by Armor: 10..20..24% Weapon: 30..62..66%. (Max 1 reduction per attack.)

  • Slowing Rupture: Increased the Gear Score bonus on weapons. Slow enemies struck with Roaring Rupture by Armor: 12..23..25% Weapon: 27..39..40% for 4s.

Armor Perk Changes

  • Ancient Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Angry Earth Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Beast Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Corrupted Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Lost Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Human Ward: This perk can no longer generate on any newly dropped gear. (Existing gear have replaced this perk with new Health perk)

  • Corruption Resistance: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Blight Resistance: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Resilient: This perk can no longer generate on any newly dropped gear, and has been replaced on all gear with Health.

  • Indestructible: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Vigor: Increase the reduction the effect from 11% to 15% at 700.

  • Invigorated: Increase the reduction the effect from 11% to 15% at 700.

  • Shirking Heals: Base healing improved from 100 to 200 and % healing improved from 1% to 1.5%

  • Siege Ward: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

New Armor Perks

  • Health: +0.8..2.2..2.4% max health.

  • Enchanted Ward: -2..3.8..4% damage from light and heavy attacks.

  • Grit Ward: -1..2.8..3% damage while under the effects of grit.

  • Flame Harmony: +1..1.8..2% Fire damage.

  • Frost Harmony: +1..1.8..2% Ice damage.

  • Shock Harmony: +1..1.8..2% Lightning damage.

  • Nature Harmony: +1..1.8..2% Nature damage.

  • Void Harmony: +1..1.8..2% Void damage.

  • Arcane Harmony: +1..1.8..2% Arcane damage.

  • Slash Conditioning: Slash Damage Absorption for 5s after taking Slash damage. (Each item with this perk stacks.)

  • Thrust Conditioning: Thrust Damage Absorption for 5s after taking Thrust damage. (Each item with this perk stacks.)

  • Strike Conditioning: Strike Damage Absorption for 5s after taking Strike damage. (Each item with this perk stacks.)

Amulet Perk Changes

  • Flame Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Fire damage.

  • Frozen Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Ice damage.

  • Nature Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Nature damage.

  • Void Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Void damage.

  • Thrust Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Thrust damage.

  • Slash Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Slash damage.

  • Arcane Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Arcane damage.

  • Lightning Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Lightning damage.

  • Strike Protection: Increased the base from 2% to 5% and increase base scaling. Receive 5..14..15% less Strike damage.

  • Health: Renamed to Adored Health: Reduce to health bonus from 3..9.7..10 to 3..6..7%.

  • Mana Recovery: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Fortified Recovery: Reduce cooldown from 90s to 30s and the fortify from 10% to 20%

  • Divine: No longer improves the healing from potions.

New Amulet Perks

  • Alchemist Reprieve: Improves healing from potions by 10%.

  • Refreshing Recovery: When your health drops below 50% all of your active abilities’ cooldowns will reset. (90s cooldown.)

Ring Perk Changes

  • Leeching: Increased the life gain from 1..5.2..5.8% to 1..6.3..7.1%.

  • Siphoning: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Fire Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Ice Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Nature Damage: Damage bonus increased from 3..4.9..5.2% to 3..5...7.2%

  • Lightning Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Void Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Arcane Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Thrust Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Slash Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Strike Damage: Damage bonus increased from 3..4.9..5.2% to 3..5..7.2%

  • Keen Awareness: Decreased the crit bonus from 3..12..13% to 3..6..7% and moved this to the crit exclusive label

  • Brilliant: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Invigorated Punishment: Reduced damage bonus from 2% to 1% increased max stacks to 10. Exclusive label moved to dmg Type

New Ring Perks

  • Healing Breeze: When you directly heal a target you apply a 5s healing buff. (10% weapon damage)

  • Purifying: When you cleanse a condition you will heal for 10% weapon damage

  • Purifying Heart: When you use a Heartgem you will lose all conditions.

Earring Perk Changes

  • Focused: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Beloved: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Evasive: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Mana Toast: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Refreshing Toast: Reduce the bonus to 10% at 700 and reduce base healing and regen potion cooldowns from 30s to 25s.

New Earring Perks

  • Empowering Toast: Give 20% Empower for 4s on potion drink.

  • Fortifying Toast: Give 50% Fortify for 4s on potion drinking an absorb potion.

  • Healing Heart: Heal for 10% your max health when you use a Heartgem.

Tool Perk Changes

  • Durable: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Gathering Recovery: Healing increased from 200 to 350 per second and increased duration from 5s to 10s.

Bag Perk Changes

  • Gourmand's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Prospector's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Quarryman's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Weaver's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Tanner's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Mercenary's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Quartermaster's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Alchemist's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Lumberjack's Burden: Increased weight reduction from 5..11..12% to 5..17..20%

  • Plentiful Ammo: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Plentiful Ammo: This perk can no longer generate on any newly dropped gear. (Existing gear with this perk will be unchanged.)

  • Town Loyalty: Increase territory standing by 5..14..15%.

General

  • Adjusted the Keen Tondo Perk to only provide the benefit if the Rapier is active.

  • Fixed an issue where the consumable heal bonus perk did not function as intended.

  • Fixed an issue where Empowering Toast and Fortifying Toast could be spammed by eating food items. Added a 5s activation cooldown, and made it so they only trigger off of potions and not all consumables.

  • Fixed an issue where Healing Breeze could cause other healing effects to repeatedly trigger.

  • Set a stack max for the Vigor, Invigorate, and Freedom Perks so they are capped at 4 stacks instead of 5.

  • Reduced the duration reduction of the Unending Freedom Artifact Perk from 25% to 20%

Game Mode Updates

Notable Fixes

  • Fixed an issue that caused players to get stuck in ADS when loading into game modes with specific abilities active.

  • Based on Player Feedback from the PTR, fixed an issue where Honing Stones were blocked from use in 3v3 Arenas.

Outpost Rush

  • Fixed an issue that caused the interact prompt for reloading turrets to not show the correct item count.

  • Fixed an issue that caused the Corrupted Portal UI event to display after the match ended.

  • Outpost Rush now scales players to GS 675 (was previously GS 600).

  • Increased Structure HP in Invasions, Wars and Outpost Rush to account for player power increases.

  • Mounts

    • We obtained valuable test data by temporarily allowing mounts into OPR for the PTR. Thanks to all participants, however Mounts are not intended to be active in OPR at this time. We will use the PTR data to analyze performance and gameplay, and to establish whether mounts will be allowed in OPR for future releases.

Economy, Progression, & Gear

PvP Reward Changes

  • Previously, a player needed to be alive for at least 10 minutes for another player to earn PvP XP/Azoth Salt when killing them.

    • Players will now earn a nominal amount of PvP XP and Azoth Salt (25 each) when they kill another player in the Open World, no matter how long the other player has been alive.

    • After a player has been alive for 5 minutes, they will be worth 400 Azoth Salt and PvP XP.

    • After 10 minutes, they will be worth 800 Azoth Salt and PvP XP.

  • The chance to earn loot from an Open World PvP Kill has been adjusted.

    • Previously, after a player was alive for 10 minutes, they had a 75% chance of dropping loot, and after 33 minutes, a 100% chance.

    • Now, after a player has been alive for 5 minutes, there is a 50% chance they will drop loot.

    • After 10 minutes, there is a 75% chance to drop loot.

  • The Seasonal XP has increased when killing a player in the Open World from 1, 5, and 10 XP to 10, 50, or 100 XP depending on how long they have been alive.

  • Changed the Azoth Salt reward for reaching PvP Rank 200 to 5,000.

  • The Gypsum Cast is no longer available in the PVP Rewards track.

General

  • Raised the maximum Gear Score from 625 to 700.

    • Players can now loot items up to 700 gear score in certain zones and game modes.

    • Expeditions and Mutators now uniquely set a range for Gear Score that items looted inside them can be.

    • Updating rewards for PvP Game Modes to give items at higher Gear Scores based on player level.

    • Elite Chests now set a unique floor value that Gear Score of looted items cannot be below based on the level of the POI they are within.

  • Reduced the experience required to progress from 1 to 20 Weapon Mastery by roughly 30%.

  • Increased family-based Ward potions durations. Decreased their value to 5, 7, and 10%. These buffs will no longer end based on a number of hits.

  • Reduced the Luck Bonus of the Springtide Dram to make it more similar to other Luck consumables.

  • Fixed an issue where weapon coating persisted after swapping Gear Sets.

  • Introduced Loot Biasing, a new system that will skew the outcome of loot drops towards a player’s equip weight, primary and secondary attributes, and equipped weapon types.

    • Loot biasing has a chance to occur for players when looting, and increases its chance based on player level.

  • All Expedition Materia recipes have been moved to the Gypsum Kiln.

Artifacts

  • Added a new Rarity of items, Artifacts

  • Artifacts always drop at GS 700

  • Each Artifact has a perk that is unique to that item

  • Each Artifact has its own set of objectives to unlock additional perks and bring the item to its full potential

  • Artifacts have equip limits

    • 1 Weapon

    • 1 Piece of Armor (in this scenario, Shields are categorized as armor)

    • 1 Piece of Jewelry

    • So 3 Artifacts can be equipped at once, in total

  • Artifacts will drop through a plethora of sources in Aeternum so keep an eye out for them while doing your favorite activities.

  • Artifacts cannot be salvaged or discarded.

Trade Skills

  • Raised the Trade Skill Level cap for all Trade Skills from 200 to 250

  • Lowered the amount of XP required to get from 1-200 for Trade Skills by about 20%, varies depending on Trade Skill

  • We have removed the roll range for crafting and when crafting you will now get an item at the Gear Score the game states, this value is based on what the game used to consider the Max value

    • Example: A Starmetal Longsword used to roll between 420-440, it will now roll at 440

    • In support of Gear Score roll removal, all buffs have been shifted to increase the max gear score (or now, just gear score) of a craft. This means you will still need your clothing, jewelry, trophies, food, etc to make the best gear

  • New gathering resources have been added throughout Aeternum for players to collect

    • Mythril Vein - Grants Mythril Ore and requires a Mining Trade Skill of 205

    • Runewood Trees - Grants Runewood and requires a Logging Trade Skill of 205

    • Spinfiber Plants - Grants Spinfiber and requires a Harvesting Trade Skill of 205

    • Dark Hide - Comes from hostile creatures that are over level 62 and requires a Skinning Trade Skill of 205

    • Prismatic Barb - Comes from certain fishing hotspots that require a Fishing Trade Skill of 205

  • New gatherable items won’t go far if they can’t be refined, so players can find these at their local refining stations

    • Smelting - Mythril Ingot and requires a Smelting Trade Skill of 205

    • Woodworking - Runewood Plank and requires a Woodworking Trade Skill of 205

    • Weaving - Spinweave Cloth and requires a Weaving Trade Skill of 205

    • Tanning - Dark Leather and requires a Leatherworking Trade Skill of 205

    • Stonecutting - Runic Voidstone and requires a Stonecutting Trade Skill of 205

  • Added a Prismatic line of materials, these materials have a daily cooldown limit of 10

    • Smelting - Prismatic Ingot and requires a Smelting Trade Skill of 250

    • Woodworking - Prismatic Plank and requires a Woodworking Trade Skill of 250

    • Weaving - Prismatic Cloth and requires a Weaving Trade Skill of 250

    • Tanning - Prismatic Leather and requires a Leatherworking Trade Skill of 250

    • Stonecutting - Prismatic Block and requires a Stonecutting Trade Skill of 250

  • To give players plenty of uses for these new materials, we’ve added new recipes that include, but are not limited to, the following

    • Light, Medium and Heavy armor based off the new resources

    • Melee, Ranged and Magical weapons based off of the new resources

    • New furniture for the Furnishing Trade Skill

    • New consumables for Cooking and Alchemy

      • This includes new +48 attribute foods and new luck food for gathering

  • In support of the new Artifact Item system, Trade Skills have been incorporated into the system as a critical component.

    • Players can craft different Matrices, and the required components, that allow them to unlock the final perk for their artifact

    • These Matrices can also be used to re-roll the final perk in some of the new Named Items for the expansion

  • We have expanded our Gatherable Research options and players will now find new, rare items when gathering the new nodes listed above that can be processed at Refining Stations for bonus Gathering Trade Skill experience.

    • Gatherable research items are now limited to 3 crafts per day, per item.

  • Added a new item, the Prismatic Scarab. When used with an Azoth Inductor (available at your faction vendor), you are able to craft a GS 700 item with all of the perks that you would like. This item is BoE.

  • Setup Aptitude 2.0 to allow players to continue to get rewards once they get to 250 in a Trade Skill

    • Please note - Your Aptitude level from before the expansion is saved, you’ll pick up where you left off

  • Refining has been buffed and players have a higher base bonus chance for resources.

    • Players now get an additional 5% bonus for all levels from 1-200

    • Players now get an additional 5% bonus when leveling from 201-250.

    • The two changes above result in a new cap of 30% bonus over the old 20%.

      • T51 Materials (Asmo, Runic, etc) have had their bonus values adjusted so a level 250 player only gets a 5% bonus, instead of 10%

      • A level 200 player will see the same behavior as what is current in Live

      • T52 Materials (Mythril, Dark Leather, etc) have had their bonus values adjusted to be 5% more than T51 Materials

      • T53 Materials, at level 250 will act like T51 materials do in live right now, with no bonus rolls from levels, only gear

  • Removed the Runestone Stopwatch recipe so no more can be crafted. Runestone stopwatches are not currently being brought forward into the Rise of the Angry Earth Expansion, so they can now be salvaged into 10 Runestones.

    • We are keeping the Crafting Recipes that use them available for now while they are still in player’s inventories, but may remove them in the future since a major source material can no longer be created.

Gear/Items

  • Many perks have been deprecated from item drops (detailed further in the Perks section). Any of these cut perks can no longer drop for players. However, many old Named Items used these perks. As specified these items are unchanged, but for clarity, these old named items should also no longer drop for higher leveled players from major game modes. Many will still be available in open world content.

  • New sets of named items have been added to the game for the updated Gear Score maximum.

    • PvP Game modes, Expeditions, Mutations, Darkness Breaches, and Invasions all have new named items available for higher level players

      • Because of this, Expedition Materia has been updated for higher level Expeditions and Mutators. Dense Materia is a new materia type and is used for Rise of the Angry Earth Expedition Materia Crafting. Dense only drops for higher level players. Old materia can be converted into this new type as well.

    • New sets of named items have also been added as open world drops. Higher leveled zones now have 2 sets of named items. 1 set can be dropped by AI in the zone, and 1 set can be dropped by named AI and elite chests within Elite POI’s.

  • Drastically reduced the chance for non-relevant Attribute Perks on weapons.

Notable Fixes

  • Fixed an issue that did not allow for some retired quest rewards to be salvageable.

  • Fixed an issue that prevented Crafted versions of Outpost Rush and War items from being salvaged.

  • Fixed an issue with Human Bane Trophies that caused them to not apply a damage bonus to all human type enemies.

  • Fixed an issue that prevented Invasion reward caches from giving named items. As a part of this change, the number of armor pieces given was reduced by 1, and Jewelry is now a guaranteed reward.

    • Higher rarity caches now have an increased chance of giving a named item.

  • Fixed an issue that caused Fishing Research notes to be labeled as Logging Research notes.

  • Mythril Jewelry now has the option to use Timeless Shards, Golden Scarabs and Prismatic Scarabs while crafting.

  • All dungeon materia recipes have been moved to the Gypsum Kiln.

  • Fixed an issue that caused Fishing Research notes to be labeled as Logging Research notes at the kitchen.

  • Removed duplicate armor from the 5th rank of each Faction Shop.

  • Updated the Brutish replica recipes to be able to roll over 625 gear score.

  • Fixed a Crafting issue that caused the Rushing Ice Gauntlet pattern to not reward a Gem Slot with the item.

  • Fixed an issue with the Prismatic Filet that was pointing to an invalid status effect.

  • Fixed an issue where the appearance data for the Artisan Sickle and Skinning Knife were swapped.

  • The Regeneration Serum now heals for the intended amount of 1% per tick instead of 10% (sorry about that, that one decimal place hit different)

  • Reworked Ward potions. Ward potions now provide a flat reduction to incoming damage from enemy families for a set amount of time.

  • Updated the Refining bonuses for all Trade Skills to make sure they give the proper bonuses

  • The Excavator's Safety Helmet now grants Armoring experience instead of Weaponsmithing.

  • Aloe no longer incorrectly states that it is tracked at level 120 Harvesting.

  • The glass flail is now under the right station with the right assigned Trade Skill and game event.

  • Fixed an issue that caused Fishing Research notes to be labeled as Logging Research notes at the kitchen.

  • Edited the crafting category so it reads the correct Expedition name for Savage Divide replicas.

  • Lifestyle buffs now impact the max GS of an item instead of the min.

  • Unusual, Abnormal, and Strange bait now states which station to research it at.

  • The Regeneration Serum now heals for the intended amount of 1% per tick instead of 10%.

  • Fixed a perk error with the Timeless Shard and Scarab Mythril Rapier recipes that pointed Dex recipes to STR perks on PTR.

  • Drastically reduced the chance for non-relevant attribute perks on weapons.

PTR Feedback

Based on player feedback from the PTR, we have made the following changes:

  • Expansion resources should now show where they are derived from, or refined at, where applicable.

  • Fixed an issue with Territory Standing gains for expansion crafting. The amounts have been adjusted for expansion refining and crafting Trade Skills. Amounts have been lowered and weaving will now generate Standing, as it wouldn't before.

  • The Mythril Gathering Tool set now has proper assigned gathering speeds.

  • Mythril based Jewelry now accepts Prismatic Ingots, allowing them to be crafted at their intended GS.

  • Expansion bags now require the new T6 rune of holding from the faction shop instead of the T5 variant.

  • Runewood items can now be improved using Prismatic Planks.

  • Increased the cast distance and improved line tension recovery on the Runewood fishing pole. Its description has also been updated to inform the player of the improvements.

  • The Artisan Crafting line from S2 now has a GS override of 600 to stop it from being crafted at unintended GS values due to expansion changes.

  • Fixed a perk error with the Timeless Shard and Scarab Mythril Rapier recipes that were pointing Dex recipes to Str perks.

  • The Dark Leather Satchel and Mythril Tool Set now have the option to be crafted used Golden or Prismatic Scarabs for more control when crafting.

  • GS 700 Artifacts now require a Chromatic Seal to unlock/reroll the final perk.

  • Added a requirement of 1 Chromatic Seal to the Named Item recipes for re-rolling qualified named items. Also updated the descriptions for the Seals to reflect their functionality. Chromatic Seals are also now BOP.

  • Fixed Savage Divide Replica Weapons (Musket, Blunderbuss, and Bow) to correctly appear in the Workshop.

  • The Dark Leather Satchel now scales encumbrance capacity correctly in relation to Gear Score.

  • Artifacts dropping from expeditions can now only drop from mutated expeditions.

  • Materia recipes have had their costs rebalanced and will now always provide a GS 700 item

  • Many new items have had their perks updated based on PTR Feedback and data.

  • Fixed an issue where players were unable to use honing stones / coatings while in their inventory.

  • Flails have been moved into the 'Magical Weapons' category of the crafting menus.

  • Prismatic Crafting changes:

    • Prismatic Blocks now take 50% less runic voidstone to craft

    • Prismatic Scarabs now take 1 Prismatic Block instead of 3

    • Prismatic Armor and Weapon recipes have had their resource requirements reduced for their main and sometimes, secondary resource

      • Main resource requirement has been lowered by ~30%

      • In the event this caused a secondary resource to require more than the main resource, it was lowered to match

        • Example: If an item used to take 300 Prismatic Ingots and 250 Prismatic Leather and the main resource was reduced by 30%, the item now takes 210 Prismatic Ingots and the secondary resource, Prismatic Leather, was dropped to match. So now the item takes 210 Prismatic Ingots and 210 Prismatic Leather.

Mounts

Based on player feedback from the PTR, we have made the following changes:

  • General Mount movement, animation, and NPC polish.

  • Whistling animation and sounds no longer play when the Mount cannot be summoned

  • Fixed an issue that caused jitter when reading a lore note while mounted.

  • Redirected routes for Mount time trials Hermit’s Rally and Ghosts & Groves

  • Fixed an issue that prevented Basic Mount Vittles from being used.

  • Fixed the ability to use mount consumables from the inventory past the intended daily feeding limit

    • Updated Mount consumable’s tooltip to include details of the daily limit.

  • Fixed an issue that stopped Mounts from trampling small enemies.

  • Fixed an issue where teleporting into a Settlement allowed Mounts to dash.

  • Fixed an issue that caused the Mount name to not save when re-naming a Mount.

  • Fixed an issue that caused summon on Mount equip to fail.

  • Changed language in selection screen from "Dye" to "Dye Armor" for more clarity.

Seasons

General

  • Added the ability to pin up to 3 Season Journey tasks, Challenges, or Activities.

  • Introducing the Wild Card stamp. Upon logging in each day, players will earn 1 Wild Card stamp that can be used to stamp any space on their Activity Card.

    • Players can earn additional Wild Card stamps by completing rows of activities.

Notable Fixes

  • Fixed an issue where the Player was unable to close the Seasons Menu with the Escape key upon claiming "Play 2 Songs" Activity Stamp after the end of a performance.

  • Fixed an issue that caused some seasonal crafted items to not grant the correct salvage materials.

UI/UX/Social

General

  • Game mode menus and weapon mastery icons will now show PvP balance differences.

  • Changed Azoth Salt Vials so that they will appear in the next container list when opening reward containers.

  • The action list with general interactions available for Siege Weapons and Camps has been updated to more clearly present functions surrounding "More options".

  • Fixed an issue that caused the currency cap tooltip to display the wrong value when hovering over it for the first time.

  • Fixed an issue that caused the item Salvage animation to not play for items Salvaged in the storage screen.

  • PvP can no longer be toggled on or off while the PvP Icon is hidden or unable to be interacted with.

  • Removed the circle around the button icon when gathering. This prompt previously implied players needed to hold the button when only a key press was required.

  • Updated the Accept Mission pop up for Faction PvP Missions when the character is not PvP Active so players are less likely to unintentionally switch their PvP Active character.

Notable Fixes

  • Fixed an issue where Players did not get a reward celebration screen when opening a Major Corrupted Cache, Invasion Cache, War Cache, and Transmog Token Purse.

  • Fixed an issue where incorrect icons were being used at the Faction shop when purchasing Faction XP boxes.

  • Fixed error messaging around exiting a Musical Performance and trying to re-enter the mode again too quickly for better clarity.

  • Fixed an issue that caused the recall to house button on the side panel of the map to not refresh after the player paid Azoth to reset the cooldown.

  • Fixed an issue where panning the map very quickly caused portions of the map to not render until moved again.

  • Fixed an issue that caused the Compass to not update properly.

  • Fixed an issue where looting multiple sets of items in quick succession could lead to some items not appearing in the HUD.

  • Fixed an issue where you could scroll the Gear Set Storage window while a Bind on Equip confirmation popup was up, causing you to equip the item to the wrong Gear Set.

  • Fixed an issue where you could purchase Coin or Faction Tokens from the PvP Reward Track even though you were already at the maximum for those currencies.

  • Fixed an issue that caused damage numbers to not appear for attacks.

  • Fixed an issue that caused debuffs to flicker randomly when receiving\recovering resistance damage.

  • Fixed an issue that prevented locked items from being fixed by the 'repair all' button.

  • Fixed the daily reset timer on the Town Projects Board so that it no longer overlaps with the hourglass icon.

Tooltip / Text Fixes

  • Corrected the quests named in the milestone tooltip for Azoth Staff progression.

  • Fixed typos in Cross World tooltips.

  • Fixed an issue where the PvP tooltip appeared when hovering over the PvP Icon when it wasn't visible while using Gear Sets.

  • Fixed an issue where the PvP tooltip appeared when hovering over the PvP Icon in the Trade Menu.

  • Fixed a typo in the description in the Gilded Verdure Skinning Knife and the Chromatic Seal.

  • Corrected the Crafting category name for Timeless Shard Life Staff.

  • Fixed an issue where Azoth and Repair Parts did not show tooltips in the Crafting screen.

  • Fixed typos in the Brutish Orichalcum heavy armor items.

  • Fixed a text issue with the Fisherman's armor describing each piece as the Head.

  • Fixed a typo in Shah Neshen.

  • Fixed an issue where the Exhausted Infected Throw status effect tooltip showed the incorrect stamina regen rate.

Visual Fixes

  • Fixed the visuals for the Artisan Sickle and Skinning Knife so they are correct.

  • Fixed an issue that caused the player’s leg to twitch during the Worm Dance emote.

  • Fixed an issue where Azoth Salt values were not formatted the same on the PvP Reward Track purchase confirmation popup.

  • Fixed a cosmetic issue that caused the Musket to misalign in the player's hand.

  • Fixed an issue that caused the Cry of the Tiger Shield skin to not display in the correct section of the Stylemancer.

  • Fixed an issue that caused the wrong icon to display for some items in the Trading Post.

  • Fixed an issue that caused the wrong icon to appear when dropping items.

  • Hear No Evil, See No Evil, and Speak No Evil, no longer use a duplicate emote icon.

  • Fixed an issue that prevented players from using Dyes on the Marauders Blacksmiths Gloves.

Factions

  • After leaving the winning Faction, the menu text will now update to reflect that you cannot switch back to the winning Faction.

  • Fixed an issue that prevented players from switching Factions, using the new Faction NPC.

  • On the Faction Selection screen, the player will now be able to select their current Faction again after having selected a different Faction.

  • The "Join" button will now properly enable every time an eligible Faction is highlighted in the Faction Select screen.

  • The Faction text now updates when the Faction is no longer winning on the Faction select menu.

  • When a player tries to switch Factions through an NPC, but is in a Company, the "Join" button will be greyed out and a tooltip will explain that the player must leave the Company to switch Factions.

  • Players are no longer able to promote a factionless Company member to Governor. There will now be a warning to explain why.

Audio

Notable Fixes

  • Fixed an issue that caused the VFX and SFX to play incorrectly when the player was damaged by longer duration attacks.