Created page with "{{PatchData | buildnumber = 3.24.0-LIVE.9296942 | Prev = Star Citizen Alpha 3.23.1a | Next = Star Citizen Alpha 3.24.1 | publishdate = 2024-08-29 | version = 3.24.0 | image = }} '''Star Citizen Alpha 3.24.0''' is a major update for ''Star Citizen''. 3.24.0 added instanced hangars, freight elevators, item banks, and cargo missions to the Persistent Universe ==Major Updates== {| class="wikitable" !Feature !Description |- | Freight Elevator..." |
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{{PatchData | {{PatchData | ||
| Prev = Outlands Patch October 28, 2024 | |||
| Prev = | | Next = Outlands Patch December 21, 2024 | ||
| Next = | | publishdate = 2024-12-10 | ||
| publishdate = 2024- | | version = 24.12.10 | ||
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}} | }} | ||
''' | '''Outlands Patch December 10, 2024''' is a major update for ''[[Outlands]]''. | ||
This patch added new sanctuary dungeon areas, aspect changes, PvM mechanic reworks, summoner reworks and reduced the swing speed and mana refund caps. | |||
Originally this patch was "Phase 2" of a two phase patch and was supposed to contain only buffs for PvM players, however this idea was not feasible in practice, so the patch also contained large nerfs and reworks instead. | |||
==Major Updates== | ==Major Updates== | ||
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!Description | !Description | ||
|- | |- | ||
| | | New [[Sanctuary Dungeon]] areas | ||
| | |The Urukton Bluff and Ratman Hovel regions will now be permanently treated as Sanctuary Dungeons and will act as stepping stones for players who have "graduated" from the New Player Dungeon | ||
|- | |||
| Aspect Changes | |||
|The Arcane, Eldritch, Artisan, Death, Discipline, Fire, Holy, Lightning and Frost aspects have all received changes. | |||
|- | |- | ||
| | | PvM Mechanics Reworks | ||
| | |Many PvM Mechanics have been reworked, including the addition of an 'overcapping' mechanic for accuracy, charged spell chance, mana refund and swing speed. The effectiveness of many skills in PvM was changed. | ||
|- | |- | ||
| | | Swing Speed Cap and Mana Refund Cap Reduced | ||
|[[ | |The [[Focus]] skill no longer increases a player's swing speed cap or mana refund cap. | ||
|- | |- | ||
| | | Summoner Rework | ||
|[[ | |Summoner's have been completely reworked, including the [[Summoner's Tome]] and summoned creature stats and abilities. | ||
|} | |} | ||
== Sanctuary Dungeons / New Player Areas == | |||
The Urukton Bluff and Ratman Hovel regions will now be permanently treated as Sanctuary Dungeons and will act as stepping stones for players who have "graduated" from the New Player Dungeon. | |||
=== Sanctuary Dungeon Mechanics === | |||
* Players cannot commit Criminal Actions inside of Sanctuary Dungeons. | |||
* Murderers cannot enter Sanctuary Dungeons. | |||
* The Gold Value (which determines Loot and Experience) of creatures inside of Sanctuary Dungeons are reduced to 50% of normal. | |||
* Players cannot Mine inside of Sanctuary Dungeons, and Skinning yields are reduced by 50% of normal. | |||
* Players cannot Reveal other players inside of Sanctuary Dungeons. | |||
* As with all areas, AFK farming is not allowed. | |||
== Atlases == | |||
=== New Player Category === | |||
Atlases will now have a "New Player" category with destinations intended for new players, including: | |||
* New Player Dungeon | |||
* Ratman Hovel | |||
* Shelter Island | |||
* Urukton Bluffs | |||
=== Unlocking Location and Skill Requirements === | |||
* All Locations in Atlases are now automatically unlocked and available to players (no longer require unlocking them by securing a campfire). | |||
* All Locations in Atlases now only require 60 Camping skill in order to Hike to them (including Custom/Personal locations). | |||
=== Weekly Sanctuary Dungeon === | |||
* The rotating Weekly Sanctuary Dungeon will be indicated in the Dungeons category with yellow text and a "(Sanctuary)" indication next to its name. | |||
=== Explorer Achievements === | |||
* The previous Explorer Achievements attributed to unlocking Atlas locations have been discontinued (and will not count towards Achievement rankings). | |||
== Aspects == | |||
=== PvP Mechanics Menu === | |||
* Updated the wording on the PvP Mechanics pop-up menu, as the previous menu was causing confusion among a number of players. | |||
* Aspects that have no effect changes while PvP Flagged will now have a "No Changes For This Aspect" message listed for clarity. | |||
=== Arcane Aspect Armor === | |||
Now has the following effects: | |||
* Increase to Arcane Buildup Bonuses of (25% + (7.5% * Tier Level)). | |||
* HP Recovered Per Mana Cost of Damaging Spell of (10% + (3% * Tier Level)). | |||
* Chance to Ignore Arcane Buildup Decay of (12% + (4% * Tier Level)). | |||
=== Eldritch Aspect Armor === | |||
Now has the following effects: | |||
* Spell Damage Bonus Per 20 Mana for 30s (Max 8x) of (3% + (1% * Tier Level)). | |||
* Mana Refund Max Cap Increase of (1.5% + (0.5% * Tier Level)). | |||
* Effective Spirit Speak and Inscription Skill Bonus of (6 + (2 * Tier Level)). | |||
==== Spell Damage Bonus Per 20 Mana for 30s (Max 8x) ==== | |||
Each damaging Spell cast provides a cumulative bonus to Spell Damage of ((3% + (1% * Tier Level)) * (Mana Cost / 20)) that lasts 30 seconds. | |||
Players can stack this effect up to 8x the base bonus amount. | |||
'''Example:''' | |||
* A player has Eldritch Armor Tier 15 and can reach a max cumulative bonus of ((3% + (1% * 15))) * 8 = 144% Max Spell Damage bonus. | |||
* For each Energy Bolt (20 mana) cast, they would receive a (3% + (1% * 15)) * (20 / 20) = +18% Damage bonus towards their 144% max. | |||
* For each Flamestrike (40 mana) cast, they would receive a (3% + (1% * 15)) * (40 / 20) = +36% Damage bonus towards their 144% max. | |||
=== Artisan Aspect Armor === | |||
Now has the following effects: | |||
* Crafting Skill Worn Equipment Bonus of (40% + (13% * Tier Level)). | |||
* Exceptional Crafting Chance Bonus of (5% + (1.5% * Tier Level)). | |||
* No longer provides bonuses for using Repair Kits on players. | |||
=== Death Aspect Armor === | |||
Now has the following effects: | |||
* Effective Necromancy Skill Bonus of (9 + (3 * Tier Level)). | |||
* Chance For Bonus Unholy Symbol on Tick of (20% + (4% * Tier Level)). | |||
* Chance to Inflict Irresistible Disease on Melee/Spell of (6% + (2% * Tier Level)). | |||
=== Discipline Aspect Armor === | |||
Now has the following effects: | |||
* Weapon Special/Ability/Finisher Damage Bonus of (15% + (5% * Tier Level)). | |||
* Melee Damage + Resistance Bonus After Using Mana of (6% + (2% * Tier Level)). | |||
* Finisher Threshold Increase of (2.5% + (0.75% * Tier Level)). | |||
==== Weapon Special/Ability/Finisher Damage Bonus ==== | |||
Any Melee Hit that includes a Weapon Special, Weapon Ability, or resolves a Weapon Finisher will receive this Damage bonus (but will not stack). | |||
==== Finisher Threshold Increase ==== | |||
Increases the Health % Threshold at which players are eligible to trigger Weapon Finishers (normally 25% or below) and Shield Finishers (normally 33% or below). | |||
'''Example:''' | |||
* A player with Discipline Aspect Armor Tier 15 would increase Finisher Thresholds by (2.5% * (0.75% * 15)) = 13.75%. | |||
* They can trigger Weapon Finishers at 25% + 13.75% = 38.75% Hit Points or below. | |||
* They can trigger Shield Finishers at 33% + 13.75% = 46.75% Hit Points or below. | |||
=== Fire Aspect Armor === | |||
Now has the following effects: | |||
* Damage Dealt Causes Flamestrike (Chance Per Damage) of (0.15% + (0.045% * Tier Level)). | |||
* Damage Taken Reflection of (50% + (15% * Tier Level)). | |||
* Chance to Reduce Bleed/Disease Tick Damage to 1 of (9% + (3% * Tier Level)). | |||
==== Damage Dealt Causes Flamestrike ==== | |||
* Triggered Flamestrikes will now inflict 50-75 Damage. | |||
==== Chance to Reduce Bleed/Disease Damage to 1 ==== | |||
* Provides a chance for any Bleed or Disease tick resolved to be reduced to 1 Damage. | |||
* If triggered, the Damage Taken Reflection from Fire Aspect will resolve using the initial Damage of the tick before damage was reduced to 1. | |||
=== Holy Aspect Armor === | |||
Now has the following effects: | |||
* Effective Chivalry Skill Bonus of (9 + (3 * Tier Level)). | |||
* Chance For Bonus Holy Symbol on Tick of (20% + (4% * Tier Level)). | |||
* Shield Chance on Melee/Spell (scaled by spd/mana) of (9% + (3% * Tier Level)). | |||
=== Lightning Aspect Armor === | |||
Now has the following effects: | |||
* Melee/Spell Arc Chance (scaled by spd/mana) of (9% + (3% * Tier Level)). | |||
* Chance on Arc to Shock of (9% * (3% * Tier Level)). | |||
* Volt Shield Cooldown of (30 - (Tier Level)) seconds. | |||
=== Chill Effects === | |||
Chill Effects now have the following handling: | |||
* A Chill effect applied on a target provides bonuses that the source of the effect will receive against the target. | |||
* Chill effects from players and their followers are combined together against a target (i.e., will stack and each can use it). | |||
* Chill effects provide a Damage Bonus equal to the Chill Effect amount against a target. | |||
* Chill effects provide a Damage Resistance Bonus equal to half of the Chill Effect amount against the target. | |||
'''Example:''' | |||
* A player and their followers have a 20% Chill effect applied to a target. | |||
** The player and their followers will receive +20% Damage against the target. | |||
** The player and their followers will receive +10% Damage Resistance against the target. | |||
== Overpower Bonuses == | |||
=== Accuracy === | |||
* When making Melee Attacks against creatures, if the player has higher than a 100% chance to hit, any excess chance to hit will be converted into a Damage bonus against the creature on a 1% to 0.5% ratio (Max of +25% bonus). | |||
* However, if the player is making a Stealth Backstab or wearing Shadow Aspect Armor, the conversion ratio becomes 1% to 0.25% (Max of +25% Bonus). | |||
'''Example:''' | |||
* A player has a 120% chance to hit a creature. | |||
** The player will receive a (20% * 0.5) = +10% Damage bonus against the creature. | |||
=== Charged Spell Chance === | |||
* When casting Spells against creatures, if the player has higher than a 100% chance to trigger a Charged Spell, any excess chance will be converted into a Damage bonus against the creature on a 1% to 0.5% ratio (Max of +25% bonus). | |||
* Note: There are not currently enough bonuses available for players to reach 100% Charged Spell chance; however, this mechanic is being added to address any potential future issues if this ever changes. | |||
'''Example:''' | |||
* A player has a 120% Charged Spell chance when casting on a creature. | |||
** The player will receive a (20% * 0.5) = +10% Damage bonus against the creature. | |||
=== Swing Speed === | |||
* When making Melee Attacks against creatures, if a player's Swing Speed exceeds their Swing Speed Cap, any excess bonuses to Swing Speed will be converted into a Damage Bonus against the creature on a 1% to 1% ratio. | |||
'''Example:''' | |||
* A player has 75% Swing Speed bonuses for their character but a Swing Speed Cap of 60%. | |||
** The player will receive a (75% - 60%) = +15% Damage bonus against the creature. | |||
=== Mana Refund === | |||
* When casting Damaging Spells against creatures, if a player's Mana Refund Chance exceeds their Mana Refund Chance Cap, any excess bonuses to Mana Refund will be converted into a Spell Damage Bonus against creatures on a 1% to 1% ratio. | |||
'''Example:''' | |||
* A player has a 70% Mana Refund chance for their character but a Mana Refund Cap of 60%. | |||
** The player will receive a (70% - 60%) = 10% Spell Damage Bonus against the creature. | |||
== Arcane Runes == | |||
* The bonuses that players receive nearby Arcane Runes are now increased by their own (25% * (Effective Arcane Skill / 100)). | |||
* Fixed an issue that was causing Arcane Rune bonuses to continue to apply to players who left the 12-tile radius of an Arcane Rune. | |||
== Arcane Skill == | |||
* Players will no longer receive the benefits from Arcane Codex Stances or trigger any Arcane Codex Finishers if they have any Followers or have used a Barding Skill in the last 60 seconds. | |||
* Players will not be able to trigger Weapon Abilities for Arcane Staves if they have any Followers or have used a Barding Skill in the last 60 seconds. | |||
== Arcane Codex == | |||
* Leech Stance now has the following description: "Has a 3% chance per rank on hit to restore 10 Mana." | |||
== Focus Skill == | |||
Bonuses from the Focus skill have been updated as follows: | |||
* Player's Accuracy is increased by (15% * (Focus Skill / 100)). | |||
* Player's Charged Spell Chance is increased by (15% * (Focus Skill / 100)). | |||
* Player's Swing Speed is increased by (15% * (Focus Skill / 100)). | |||
* Player's Mana Refund Chance is increased by (15% * (Focus Skill / 100)). | |||
== Anatomy == | |||
* The Anatomy skill will now also grant players a Swing Speed bonus against creatures of (5% * (Anatomy Skill / 100)). | |||
== Arms Lore == | |||
* The Arms Lore skill will now also grant players a Swing Speed bonus against creatures of (5% * (Effective Arms Lore / 100)). | |||
== Resisting Spells == | |||
The Resisting Spells skill now provides the following benefits: | |||
=== Spell Damage (No Changes) === | |||
* Spell Damage taken is reduced by a minimum of (12.5% * (Effective Magic Resist Skill / 100)). | |||
* Spell Damage taken is reduced by a maximum of (37.5% * (Effective Magic Resist Skill / 100)). | |||
* Provides players with a (Effective Magic Resist Skill / 100%) chance to avoid Spell Interruption from Creature/Environment Damage. | |||
=== Spell Absorbing (No Changes) === | |||
* Players have a (25% * (Magic Resist Skill / 100)) chance to Absorb a spell cast by a creature, which will reduce the spell's Damage by 75% (similar to Parrying) and display a pink orb effect. | |||
=== Spell Siphon === | |||
* The first time a player is hit by a Spell (from any player/creature) every 60 minutes, they will receive a Spell Siphon effect that applies bonuses against creatures for 60 minutes. | |||
* Players with an active Spell Siphon effect have their Swing Speed increased by (10% * (Effective Magic Resist Skill / 100)). | |||
* Players with an active Spell Siphon effect have their Mana Refund Chance increased by (10% * (Effective Magic Resist Skill / 100)). | |||
* Players with an active Spell Siphon effect gain Damage Resistance of (10% * (Effective Magic Resist Skill / 100)). | |||
=== Effect Indication === | |||
* Players will see a visual indication and overhead text when the Spell Siphon effect is applied on a spellcast. | |||
* Subsequent spells will have no further indication unless 60 minutes pass with the player not being hit by a spell. | |||
* Players will see a Buff Icon while their Spell Siphon from the Resisting Spell skill is currently active. | |||
== Poisoning == | |||
=== Poison Kit === | |||
=== Targeted Venom === | |||
Now has the following description: "Increases tick damage by (33% / 66% / 100%) if player has only one poison effect active, with bonus amount halved when resolving multiple ticks simultaneously" | |||
=== Enfeeble === | |||
Now has the following description: "Gain (5% / 10% / 15%) damage resistance towards poisoned creature (greater poison and above)" | |||
== Fencing == | |||
=== Flurry Finisher === | |||
Now has the following description: "Increases Weapon Speed by 15% for 20 seconds (does not stack)" | |||
== Swordsmanship == | |||
=== Weapon Special === | |||
The Swordsmanship Weapon Special now has the following mechanics: | |||
* Will cause target to suffer a total amount of Bleed damage equal to (150% of Damage From Hit) | |||
* Will apply a stackable 8% Lacerate Effect to target (bonus to Weapon Special Chance) that lasts 8-16 seconds (scaled by weapon speed) with a max effect of 24% | |||
== Wrestling == | |||
=== Two-Handed Weapon Bonus === | |||
Wrestling Weapons will now take advantage of the +20% Melee Damage bonus towards creatures that is applied to Two-Handed Weapons (since players cannot equip shields while using Wrestling Weapons) | |||
=== Weapon Special === | |||
The Wrestling Weapon Special now has the following mechanics: | |||
* Damage is increased by 150% | |||
* Applies a Stagger effect of 15% on the target for 8-16 seconds (scaled by weapon speed) which can stack up to 45% | |||
* Stagger effects increase the Damage dealt by any hit that includes a Weapon Special, Weapon Ability, or Weapon Finisher | |||
== Item Identification == | |||
Vastly increased the rate of skill gain for the Item Identification skill | |||
== Inscription == | |||
When casting spells with Magical or Crafted Spellbooks, players now have a (75% * (Effective Inscription Skill / 100)) chance to ignore durability losses to the Spellbook (to a maximum chance of 99.9%) similar to Arms Lore handling for weapons | |||
== Ocean Weapons (Harpoons and Tridents) == | |||
=== Using on Land === | |||
Players can now use Ocean Weapons such as Harpoons and Tridents while on land, but with the following mechanical adjustments: | |||
* When attacking Creatures and Players, Ocean Weapons will adopt the Swing Speed and Range of Heavy Crossbows, and have Damage similar to Heavy Crossbows (slightly lower) | |||
* Ocean Weapons will continue to use their normal Ocean Weapon-based Weapon Specials, Codex Stances, Codex Finishers, and Weapon Abilities as unless indicated otherwise | |||
* Any bonuses, abilities, or effects from Ocean Weapons that are related to either being on a Ship or affecting Crewmembers will not resolve on land (i.e it will be up to players to adjust their Stances/Finishers/Abilities to use ones that will resolve as normal on land) | |||
=== Fishing Codex === | |||
Some Fishing Codex upgrades will now have adjusted handling whether the player is on a ship or on land, and can be differentiated by [At Sea] and [On Land] in the stance description | |||
=== Snipe === | |||
Now has the following description: "Accuracy increased by 4% per rank" | |||
=== Heave Stance === | |||
Now has the following description: "[At Sea] Range increased by 1 per rank and Damage increased by 10% per rank, but 2% chance per rank any Hits will convert into Misses. [On Land] Increases Range by (rank / 2) rounded up and Damage by 3% per rank" | |||
=== Stats Pages === | |||
* While on land, the Stats page for players will show Land-based stats for equipped Harpoon/Tridents | |||
* While at sea, the Stats page for players will show Ocean-based stats for equipped Harpoon/Tridents | |||
=== Loot === | |||
When determining the Slayer type for Magical Harpoons and Tridents, there is a 75% chance to be Ocean Slayer, and a 25% chance to resolve as a randomized Slayer type | |||
== Mastery Chain Links == | |||
The bonuses from Damage to Diseased Creatures Links will now mirror those of Damage to Poisoned Creatures | |||
Players now have access to Damage to Bleeding Creatures Links which affect creatures with a Bleed effect currently in place | |||
=== Damage to Diseased Creatures === | |||
* Bronze: 1.75% | |||
* Silver: 2.1875% | |||
* Gold: 2.625% | |||
* Corrupted: 2.84375% | |||
=== Damage to Bleeding Creatures === | |||
* Bronze: 1.75% | |||
* Silver: 2.1875% | |||
* Gold: 2.625% | |||
* Corrupted: 2.84375% | |||
== Followers == | |||
Reduced the amount of Damage that Tamed Followers and Summoned Followers take from other creatures by a significant amount | |||
== Zoology Guild == | |||
* Zoology Guild Damage bonuses will now scale up to 30% | |||
* Zoology Guild Damage Resistance bonuses will now scale up to 15% | |||
== Barding == | |||
=== Minimum Success Chances === | |||
The Minimum Success Chance for any Barding activity is now (33% * (Effective Barding Skill / 100)) | |||
=== Break Barrier === | |||
Players will now have a Break Barrier applied against any creatures currently experiencing a Barding Break, so long as the player has barded the target at least once in the last 60 seconds | |||
* Break Barriers grant a Damage Bonus of (20% * (Highest Printed Barding Skill)) towards the creature | |||
* Break Barriers grant a Damage Resistance Bonus of (20% * (Highest Printed Barding Skill)) towards the creature | |||
* Break Barrier bonuses against Bosses are reduced to 50% of normal | |||
=== Provocation === | |||
Provoked Creatures now have a 200% bonus to damage dealt to other creatures | |||
=== Bard Codex === | |||
Descriptions for Bard Codex Upgrades have been changed as follows: | |||
==== Ensemble ==== | |||
Gain Damage Bonus of (10% / 20% / 30%) towards creatures that you have Discorded and have also either Pacified or Provoked | |||
==== Refrain ==== | |||
Bonuses received from Break Barriers are increased by (33% / 66% / 100%) of normal | |||
==== Revolution Song ==== | |||
Your Provoked creatures inflict (50% / 100% / 150%) more Damage | |||
==== Virtuoso ==== | |||
For the next 10 seconds after a successful barding action the player gains a Damage Bonus of ((15% / 30% / 45%) * (Lowest Skill / 100)) and Damage Resistance Bonus of ((8% / 16% / 24%) * (Lowest Skill / 100)) where Lowest Skill is their lowest printed value amongst Discordance, Peacemaking, and Provocation (will not stack) | |||
== Wizard's Grimoire == | |||
Descriptions for Wizard's Grimoire Upgrades have been changed as follows: | |||
==== Mind Blast ==== | |||
Damage increased by (6% / 12% / 18%) and has a (2% / 4% / 6%) chance to Hinder target for 3 seconds, with chance increased by 200% if target has 75 Effective Armor or more | |||
==== Energy Bolt ==== | |||
Damage increased by (7% / 14% / 21%) with bonus increased by 100% if target has no effective Magic Resist | |||
==== Explosion ==== | |||
After explosion damage resolved, the caster's next non-Explosion, direct damage spell that resolves on target within 2 seconds will have its Damage increased by (15% / 30% / 45%) | |||
== Strangelands == | |||
The Summoner template will now have 3 Control Slots available to use | |||
== Summoning == | |||
=== Summoning Spells === | |||
* Summoning Spells now by default take 5 seconds to cast. | |||
* Players can no longer be interrupted while casting Summoning Spells due to taking Damage from Creatures/Environmental sources. | |||
* Players can no longer receive Mana Refunds from casting any Summoning Spells. | |||
* Players can still draw from mana-providing sources such as Eldritch Mana Wells or Necromancy Wither to pay the mana cost of summons. | |||
* Dispelling a creature by default will not restore any Mana. | |||
=== Creature Stats and Skills === | |||
Summoned Followers receive a bonus to their Stats and Skills as follows: | |||
* Hit Points increase of (150% * (Effective Spirit Speak Skill / 100)) | |||
* Attack Speed increase of (25% * (Effective Spirit Speak Skill / 100)) | |||
* Damage increase of (50% * (Effective Spirit Speak Skill / 100)) | |||
* Wrestling increase of (50% * (Effective Spirit Speak Skill / 100)) | |||
* Armor increase of (25 * (Effective Spirit Speak Skill / 100)) | |||
* Magic Resist increase of (50 * (Effective Spirit Speak Skill / 100)) | |||
=== Baseline Stats and Skills for Followers === | |||
Baseline Stats and Skills for followers have been adjusted as follows: | |||
[[File:x7u8THY.png|1000px]] | |||
=== Creature Ability Changes === | |||
'''Energy Vortex / Jackal Spirit''' | |||
* Discharge (Innate Ability): Melee attacks have a 10% chance to restore 5% Health and to inflict an additional (DamageMax * 2.0) damage which ignores armor. | |||
'''Daemon / Vampire Thrall''' | |||
* Fury (Innate Ability): Damage Dealt increased by 5% for every 30 seconds alive (max +30%). | |||
'''Air Elemental / Skeletal Fiend''' | |||
* Cleave (Innate Ability): Successful melee attacks inflict an additional (DamageMax * 0.6) damage to a random target within 2 tiles. | |||
'''Earth Elemental / Ancient Mummy''' | |||
* Rooted (Innate Ability): Creature is immune to Knockback effects and has increased Aggro. | |||
=== Summoner's Tome === | |||
* The Summoner's Tome has been rebalanced to match handling for other Tomes and Codex (20 Max Points and Tiered Upgrades). | |||
* Players can now unlock up to 20 Upgrade Points for each Spell Type to spend on Tier Levels of Upgrades. | |||
* Player's existing Upgrade Progress and Points unlocked will be scaled to match the new structure (i.e. players with 30 points unlocked will now be at 20 points, or players with 15 will be scaled to 10, and so on). | |||
=== Upgrades === | |||
* Each Summon type now has 8 Upgrades that players can spend Upgrade Points to raise to three different Tier Levels. | |||
* Upgrading to Tier 1 will cost a cumulative 1 Upgrade Point. | |||
* Upgrading to Tier 2 will cost a cumulative 3 Upgrade Points. | |||
* Upgrading to Tier 3 will cost a cumulative 6 Upgrade Points. | |||
* Players can use the Reset Points button to reset their Points Spent for that spell type so long as they don’t have any followers from that spell currently summoned. | |||
* Players can click the Info button to see a description of the Upgrade. | |||
* The bonuses provided by each Tier Level for the upgrade are displayed in a (X% / Y% / Z%) format in the info description. | |||
=== Achievements === | |||
* The Summoning Achievement will now trigger when players unlock 20 Upgrade Points for a single spell. | |||
=== Creature Upgrades === | |||
'''Air Elemental + Skeletal Fiend''' | |||
* Cyclone: Melee attacks have a (33% / 66% / 100%) chance for Cleave to increase radius by 1 and hit 1 additional target. | |||
* Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles). | |||
* Gale: Damage Dealt increased by (3% / 6% / 9%). Melee misses increase Accuracy by a cumulative (3% / 6% / 9%) for 30 seconds (to a max of +15% / +30% / +45%). | |||
* Microburst: Attack speed increased by (8% / 16% / 24%) for 10 seconds after inflicting damage with Cleave (will not stack). | |||
* Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds. | |||
* Tempest: Melee attacks and Cleave have a (33% / 66% / 100%) chance to ignore target's armor. Damage Dealt increased by (8% / 16% / 24%) if target has no armor. | |||
* Whirlwind: Increases Cleave damage by (13% / 26% / 40%). | |||
* Windshear: Melee attacks have a (10% / 20% / 30%) chance to inflict (DamageMax * 1.0) bleed damage over 15 seconds. | |||
'''Blade Spirits + Skeletal Husk''' | |||
* Bladestorm: Melee attacks inflict an additional (DamageMax * (13% / 26% / 40%)) damage to a random target within 2 tiles. | |||
* Dancing Blades: Melee hits increase Attack Speed by a cumulative (1.5% / 3% / 4.5 %) for 30 seconds (to a max of +9% / +18% / +27%). All bonuses reduced to 0% on miss. | |||
* Dismissive: Player receives (4 / 8 / 12) Mana when follower is dispelled or killed (must be within 12 tiles). | |||
* Impair: Melee attacks have a (6% / 12% / 18%) chance to Entangle target for 6 seconds or inflict (DamageMax * (7% / 14% / 21%)) if target is already Entangled or Hindered. | |||
* Precision Cuts: Accuracy increased by (5% / 10% / 15%). If chance to hit was already 100%, Melee Damage increased by (7% / 14% / 21%). | |||
* Razors: Melee attacks have a (9% / 18% / 27%) chance to inflict (DamageMax * 1.0) Bleed damage over 15 seconds. | |||
* Serration: Damage Dealt increased by (7% / 14% / 21%). Bonus increased by 50% if target has a Bleed effect active. | |||
* Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds. | |||
'''Daemon + Vampire Thrall''' | |||
* Ancient: Attack Speed and Damage Resistance increased by (1% / 2% / 3%) for every 30 seconds alive (max of 6% / 12% / 18%). | |||
* Battlecaster: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if within 2 tiles of target. | |||
* Bloodfuel: Spellcasts have a (4% / 8% / 12%) chance to restore 1% Health. Chance increased by 200% of normal if within 2 tiles of target. | |||
* Bloodthirsty: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if target below 50% Health. | |||
* Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles). | |||
* Growing Fury: Fury ability max damage bonus increased to (40% / 50% / 60%). | |||
* Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds. | |||
* Vengeance: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if damaged within last 5 seconds by another creature. | |||
'''Earth Elemental + Ancient Mummy''' | |||
* Bedrock: Damage Dealt increased by (5% / 10% / 15%) and Damage Resistance increased by (3% / 6% / 9%). Bonuses increased by 200% when below 33% Health. | |||
* Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles). | |||
* Earthpull: For each different creature damaging this follower in the last 10 seconds, increase Damage Dealt by (3% / 6% / 9%) and Damage Resistance by (2% / 4% / 6%) (max 5 creatures). | |||
* Grounded: Restores (2% / 4% / 6%) of Hit Points when above 66% Health (30 second cooldown). | |||
* Purge Impurities: Special Resistance increased by (11% / 22% / 33%) and restore (2% / 4% / 6%) of Hit Points when below 66% Health (30 second cooldown). | |||
* Shatter: Melee attacks have a (8% / 16% / 24%) chance to apply a Pierce effect of 25 for 15 seconds on target or inflict (DamageMax * (7% / 14% / 21%)) if target has no Armor. | |||
* Slam: Melee attacks have a (8% / 16% / 24%) chance to apply a Cripple effect of 10% for 15 seconds on target. | |||
* Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds. |
Latest revision as of 10:58, 10 March 2025


Outlands Patch December 10, 2024 is a major update for Outlands.
This patch added new sanctuary dungeon areas, aspect changes, PvM mechanic reworks, summoner reworks and reduced the swing speed and mana refund caps.
Originally this patch was "Phase 2" of a two phase patch and was supposed to contain only buffs for PvM players, however this idea was not feasible in practice, so the patch also contained large nerfs and reworks instead.
Major Updates
Feature | Description |
---|---|
New Sanctuary Dungeon areas | The Urukton Bluff and Ratman Hovel regions will now be permanently treated as Sanctuary Dungeons and will act as stepping stones for players who have "graduated" from the New Player Dungeon |
Aspect Changes | The Arcane, Eldritch, Artisan, Death, Discipline, Fire, Holy, Lightning and Frost aspects have all received changes. |
PvM Mechanics Reworks | Many PvM Mechanics have been reworked, including the addition of an 'overcapping' mechanic for accuracy, charged spell chance, mana refund and swing speed. The effectiveness of many skills in PvM was changed. |
Swing Speed Cap and Mana Refund Cap Reduced | The Focus skill no longer increases a player's swing speed cap or mana refund cap. |
Summoner Rework | Summoner's have been completely reworked, including the Summoner's Tome and summoned creature stats and abilities. |
Sanctuary Dungeons / New Player Areas
The Urukton Bluff and Ratman Hovel regions will now be permanently treated as Sanctuary Dungeons and will act as stepping stones for players who have "graduated" from the New Player Dungeon.
Sanctuary Dungeon Mechanics
- Players cannot commit Criminal Actions inside of Sanctuary Dungeons.
- Murderers cannot enter Sanctuary Dungeons.
- The Gold Value (which determines Loot and Experience) of creatures inside of Sanctuary Dungeons are reduced to 50% of normal.
- Players cannot Mine inside of Sanctuary Dungeons, and Skinning yields are reduced by 50% of normal.
- Players cannot Reveal other players inside of Sanctuary Dungeons.
- As with all areas, AFK farming is not allowed.
Atlases
New Player Category
Atlases will now have a "New Player" category with destinations intended for new players, including:
- New Player Dungeon
- Ratman Hovel
- Shelter Island
- Urukton Bluffs
Unlocking Location and Skill Requirements
- All Locations in Atlases are now automatically unlocked and available to players (no longer require unlocking them by securing a campfire).
- All Locations in Atlases now only require 60 Camping skill in order to Hike to them (including Custom/Personal locations).
Weekly Sanctuary Dungeon
- The rotating Weekly Sanctuary Dungeon will be indicated in the Dungeons category with yellow text and a "(Sanctuary)" indication next to its name.
Explorer Achievements
- The previous Explorer Achievements attributed to unlocking Atlas locations have been discontinued (and will not count towards Achievement rankings).
Aspects
PvP Mechanics Menu
- Updated the wording on the PvP Mechanics pop-up menu, as the previous menu was causing confusion among a number of players.
- Aspects that have no effect changes while PvP Flagged will now have a "No Changes For This Aspect" message listed for clarity.
Arcane Aspect Armor
Now has the following effects:
- Increase to Arcane Buildup Bonuses of (25% + (7.5% * Tier Level)).
- HP Recovered Per Mana Cost of Damaging Spell of (10% + (3% * Tier Level)).
- Chance to Ignore Arcane Buildup Decay of (12% + (4% * Tier Level)).
Eldritch Aspect Armor
Now has the following effects:
- Spell Damage Bonus Per 20 Mana for 30s (Max 8x) of (3% + (1% * Tier Level)).
- Mana Refund Max Cap Increase of (1.5% + (0.5% * Tier Level)).
- Effective Spirit Speak and Inscription Skill Bonus of (6 + (2 * Tier Level)).
Spell Damage Bonus Per 20 Mana for 30s (Max 8x)
Each damaging Spell cast provides a cumulative bonus to Spell Damage of ((3% + (1% * Tier Level)) * (Mana Cost / 20)) that lasts 30 seconds. Players can stack this effect up to 8x the base bonus amount.
Example:
- A player has Eldritch Armor Tier 15 and can reach a max cumulative bonus of ((3% + (1% * 15))) * 8 = 144% Max Spell Damage bonus.
- For each Energy Bolt (20 mana) cast, they would receive a (3% + (1% * 15)) * (20 / 20) = +18% Damage bonus towards their 144% max.
- For each Flamestrike (40 mana) cast, they would receive a (3% + (1% * 15)) * (40 / 20) = +36% Damage bonus towards their 144% max.
Artisan Aspect Armor
Now has the following effects:
- Crafting Skill Worn Equipment Bonus of (40% + (13% * Tier Level)).
- Exceptional Crafting Chance Bonus of (5% + (1.5% * Tier Level)).
- No longer provides bonuses for using Repair Kits on players.
Death Aspect Armor
Now has the following effects:
- Effective Necromancy Skill Bonus of (9 + (3 * Tier Level)).
- Chance For Bonus Unholy Symbol on Tick of (20% + (4% * Tier Level)).
- Chance to Inflict Irresistible Disease on Melee/Spell of (6% + (2% * Tier Level)).
Discipline Aspect Armor
Now has the following effects:
- Weapon Special/Ability/Finisher Damage Bonus of (15% + (5% * Tier Level)).
- Melee Damage + Resistance Bonus After Using Mana of (6% + (2% * Tier Level)).
- Finisher Threshold Increase of (2.5% + (0.75% * Tier Level)).
Weapon Special/Ability/Finisher Damage Bonus
Any Melee Hit that includes a Weapon Special, Weapon Ability, or resolves a Weapon Finisher will receive this Damage bonus (but will not stack).
Finisher Threshold Increase
Increases the Health % Threshold at which players are eligible to trigger Weapon Finishers (normally 25% or below) and Shield Finishers (normally 33% or below).
Example:
- A player with Discipline Aspect Armor Tier 15 would increase Finisher Thresholds by (2.5% * (0.75% * 15)) = 13.75%.
- They can trigger Weapon Finishers at 25% + 13.75% = 38.75% Hit Points or below.
- They can trigger Shield Finishers at 33% + 13.75% = 46.75% Hit Points or below.
Fire Aspect Armor
Now has the following effects:
- Damage Dealt Causes Flamestrike (Chance Per Damage) of (0.15% + (0.045% * Tier Level)).
- Damage Taken Reflection of (50% + (15% * Tier Level)).
- Chance to Reduce Bleed/Disease Tick Damage to 1 of (9% + (3% * Tier Level)).
Damage Dealt Causes Flamestrike
- Triggered Flamestrikes will now inflict 50-75 Damage.
Chance to Reduce Bleed/Disease Damage to 1
- Provides a chance for any Bleed or Disease tick resolved to be reduced to 1 Damage.
- If triggered, the Damage Taken Reflection from Fire Aspect will resolve using the initial Damage of the tick before damage was reduced to 1.
Holy Aspect Armor
Now has the following effects:
- Effective Chivalry Skill Bonus of (9 + (3 * Tier Level)).
- Chance For Bonus Holy Symbol on Tick of (20% + (4% * Tier Level)).
- Shield Chance on Melee/Spell (scaled by spd/mana) of (9% + (3% * Tier Level)).
Lightning Aspect Armor
Now has the following effects:
- Melee/Spell Arc Chance (scaled by spd/mana) of (9% + (3% * Tier Level)).
- Chance on Arc to Shock of (9% * (3% * Tier Level)).
- Volt Shield Cooldown of (30 - (Tier Level)) seconds.
Chill Effects
Chill Effects now have the following handling:
- A Chill effect applied on a target provides bonuses that the source of the effect will receive against the target.
- Chill effects from players and their followers are combined together against a target (i.e., will stack and each can use it).
- Chill effects provide a Damage Bonus equal to the Chill Effect amount against a target.
- Chill effects provide a Damage Resistance Bonus equal to half of the Chill Effect amount against the target.
Example:
- A player and their followers have a 20% Chill effect applied to a target.
- The player and their followers will receive +20% Damage against the target.
- The player and their followers will receive +10% Damage Resistance against the target.
Overpower Bonuses
Accuracy
- When making Melee Attacks against creatures, if the player has higher than a 100% chance to hit, any excess chance to hit will be converted into a Damage bonus against the creature on a 1% to 0.5% ratio (Max of +25% bonus).
- However, if the player is making a Stealth Backstab or wearing Shadow Aspect Armor, the conversion ratio becomes 1% to 0.25% (Max of +25% Bonus).
Example:
- A player has a 120% chance to hit a creature.
- The player will receive a (20% * 0.5) = +10% Damage bonus against the creature.
Charged Spell Chance
- When casting Spells against creatures, if the player has higher than a 100% chance to trigger a Charged Spell, any excess chance will be converted into a Damage bonus against the creature on a 1% to 0.5% ratio (Max of +25% bonus).
- Note: There are not currently enough bonuses available for players to reach 100% Charged Spell chance; however, this mechanic is being added to address any potential future issues if this ever changes.
Example:
- A player has a 120% Charged Spell chance when casting on a creature.
- The player will receive a (20% * 0.5) = +10% Damage bonus against the creature.
Swing Speed
- When making Melee Attacks against creatures, if a player's Swing Speed exceeds their Swing Speed Cap, any excess bonuses to Swing Speed will be converted into a Damage Bonus against the creature on a 1% to 1% ratio.
Example:
- A player has 75% Swing Speed bonuses for their character but a Swing Speed Cap of 60%.
- The player will receive a (75% - 60%) = +15% Damage bonus against the creature.
Mana Refund
- When casting Damaging Spells against creatures, if a player's Mana Refund Chance exceeds their Mana Refund Chance Cap, any excess bonuses to Mana Refund will be converted into a Spell Damage Bonus against creatures on a 1% to 1% ratio.
Example:
- A player has a 70% Mana Refund chance for their character but a Mana Refund Cap of 60%.
- The player will receive a (70% - 60%) = 10% Spell Damage Bonus against the creature.
Arcane Runes
- The bonuses that players receive nearby Arcane Runes are now increased by their own (25% * (Effective Arcane Skill / 100)).
- Fixed an issue that was causing Arcane Rune bonuses to continue to apply to players who left the 12-tile radius of an Arcane Rune.
Arcane Skill
- Players will no longer receive the benefits from Arcane Codex Stances or trigger any Arcane Codex Finishers if they have any Followers or have used a Barding Skill in the last 60 seconds.
- Players will not be able to trigger Weapon Abilities for Arcane Staves if they have any Followers or have used a Barding Skill in the last 60 seconds.
Arcane Codex
- Leech Stance now has the following description: "Has a 3% chance per rank on hit to restore 10 Mana."
Focus Skill
Bonuses from the Focus skill have been updated as follows:
- Player's Accuracy is increased by (15% * (Focus Skill / 100)).
- Player's Charged Spell Chance is increased by (15% * (Focus Skill / 100)).
- Player's Swing Speed is increased by (15% * (Focus Skill / 100)).
- Player's Mana Refund Chance is increased by (15% * (Focus Skill / 100)).
Anatomy
- The Anatomy skill will now also grant players a Swing Speed bonus against creatures of (5% * (Anatomy Skill / 100)).
Arms Lore
- The Arms Lore skill will now also grant players a Swing Speed bonus against creatures of (5% * (Effective Arms Lore / 100)).
Resisting Spells
The Resisting Spells skill now provides the following benefits:
Spell Damage (No Changes)
- Spell Damage taken is reduced by a minimum of (12.5% * (Effective Magic Resist Skill / 100)).
- Spell Damage taken is reduced by a maximum of (37.5% * (Effective Magic Resist Skill / 100)).
- Provides players with a (Effective Magic Resist Skill / 100%) chance to avoid Spell Interruption from Creature/Environment Damage.
Spell Absorbing (No Changes)
- Players have a (25% * (Magic Resist Skill / 100)) chance to Absorb a spell cast by a creature, which will reduce the spell's Damage by 75% (similar to Parrying) and display a pink orb effect.
Spell Siphon
- The first time a player is hit by a Spell (from any player/creature) every 60 minutes, they will receive a Spell Siphon effect that applies bonuses against creatures for 60 minutes.
- Players with an active Spell Siphon effect have their Swing Speed increased by (10% * (Effective Magic Resist Skill / 100)).
- Players with an active Spell Siphon effect have their Mana Refund Chance increased by (10% * (Effective Magic Resist Skill / 100)).
- Players with an active Spell Siphon effect gain Damage Resistance of (10% * (Effective Magic Resist Skill / 100)).
Effect Indication
- Players will see a visual indication and overhead text when the Spell Siphon effect is applied on a spellcast.
- Subsequent spells will have no further indication unless 60 minutes pass with the player not being hit by a spell.
- Players will see a Buff Icon while their Spell Siphon from the Resisting Spell skill is currently active.
Poisoning
Poison Kit
Targeted Venom
Now has the following description: "Increases tick damage by (33% / 66% / 100%) if player has only one poison effect active, with bonus amount halved when resolving multiple ticks simultaneously"
Enfeeble
Now has the following description: "Gain (5% / 10% / 15%) damage resistance towards poisoned creature (greater poison and above)"
Fencing
Flurry Finisher
Now has the following description: "Increases Weapon Speed by 15% for 20 seconds (does not stack)"
Swordsmanship
Weapon Special
The Swordsmanship Weapon Special now has the following mechanics:
- Will cause target to suffer a total amount of Bleed damage equal to (150% of Damage From Hit)
- Will apply a stackable 8% Lacerate Effect to target (bonus to Weapon Special Chance) that lasts 8-16 seconds (scaled by weapon speed) with a max effect of 24%
Wrestling
Two-Handed Weapon Bonus
Wrestling Weapons will now take advantage of the +20% Melee Damage bonus towards creatures that is applied to Two-Handed Weapons (since players cannot equip shields while using Wrestling Weapons)
Weapon Special
The Wrestling Weapon Special now has the following mechanics:
- Damage is increased by 150%
- Applies a Stagger effect of 15% on the target for 8-16 seconds (scaled by weapon speed) which can stack up to 45%
- Stagger effects increase the Damage dealt by any hit that includes a Weapon Special, Weapon Ability, or Weapon Finisher
Item Identification
Vastly increased the rate of skill gain for the Item Identification skill
Inscription
When casting spells with Magical or Crafted Spellbooks, players now have a (75% * (Effective Inscription Skill / 100)) chance to ignore durability losses to the Spellbook (to a maximum chance of 99.9%) similar to Arms Lore handling for weapons
Ocean Weapons (Harpoons and Tridents)
Using on Land
Players can now use Ocean Weapons such as Harpoons and Tridents while on land, but with the following mechanical adjustments:
- When attacking Creatures and Players, Ocean Weapons will adopt the Swing Speed and Range of Heavy Crossbows, and have Damage similar to Heavy Crossbows (slightly lower)
- Ocean Weapons will continue to use their normal Ocean Weapon-based Weapon Specials, Codex Stances, Codex Finishers, and Weapon Abilities as unless indicated otherwise
- Any bonuses, abilities, or effects from Ocean Weapons that are related to either being on a Ship or affecting Crewmembers will not resolve on land (i.e it will be up to players to adjust their Stances/Finishers/Abilities to use ones that will resolve as normal on land)
Fishing Codex
Some Fishing Codex upgrades will now have adjusted handling whether the player is on a ship or on land, and can be differentiated by [At Sea] and [On Land] in the stance description
Snipe
Now has the following description: "Accuracy increased by 4% per rank"
Heave Stance
Now has the following description: "[At Sea] Range increased by 1 per rank and Damage increased by 10% per rank, but 2% chance per rank any Hits will convert into Misses. [On Land] Increases Range by (rank / 2) rounded up and Damage by 3% per rank"
Stats Pages
- While on land, the Stats page for players will show Land-based stats for equipped Harpoon/Tridents
- While at sea, the Stats page for players will show Ocean-based stats for equipped Harpoon/Tridents
Loot
When determining the Slayer type for Magical Harpoons and Tridents, there is a 75% chance to be Ocean Slayer, and a 25% chance to resolve as a randomized Slayer type
Mastery Chain Links
The bonuses from Damage to Diseased Creatures Links will now mirror those of Damage to Poisoned Creatures
Players now have access to Damage to Bleeding Creatures Links which affect creatures with a Bleed effect currently in place
Damage to Diseased Creatures
- Bronze: 1.75%
- Silver: 2.1875%
- Gold: 2.625%
- Corrupted: 2.84375%
Damage to Bleeding Creatures
- Bronze: 1.75%
- Silver: 2.1875%
- Gold: 2.625%
- Corrupted: 2.84375%
Followers
Reduced the amount of Damage that Tamed Followers and Summoned Followers take from other creatures by a significant amount
Zoology Guild
- Zoology Guild Damage bonuses will now scale up to 30%
- Zoology Guild Damage Resistance bonuses will now scale up to 15%
Barding
Minimum Success Chances
The Minimum Success Chance for any Barding activity is now (33% * (Effective Barding Skill / 100))
Break Barrier
Players will now have a Break Barrier applied against any creatures currently experiencing a Barding Break, so long as the player has barded the target at least once in the last 60 seconds
- Break Barriers grant a Damage Bonus of (20% * (Highest Printed Barding Skill)) towards the creature
- Break Barriers grant a Damage Resistance Bonus of (20% * (Highest Printed Barding Skill)) towards the creature
- Break Barrier bonuses against Bosses are reduced to 50% of normal
Provocation
Provoked Creatures now have a 200% bonus to damage dealt to other creatures
Bard Codex
Descriptions for Bard Codex Upgrades have been changed as follows:
Ensemble
Gain Damage Bonus of (10% / 20% / 30%) towards creatures that you have Discorded and have also either Pacified or Provoked
Refrain
Bonuses received from Break Barriers are increased by (33% / 66% / 100%) of normal
Revolution Song
Your Provoked creatures inflict (50% / 100% / 150%) more Damage
Virtuoso
For the next 10 seconds after a successful barding action the player gains a Damage Bonus of ((15% / 30% / 45%) * (Lowest Skill / 100)) and Damage Resistance Bonus of ((8% / 16% / 24%) * (Lowest Skill / 100)) where Lowest Skill is their lowest printed value amongst Discordance, Peacemaking, and Provocation (will not stack)
Wizard's Grimoire
Descriptions for Wizard's Grimoire Upgrades have been changed as follows:
Mind Blast
Damage increased by (6% / 12% / 18%) and has a (2% / 4% / 6%) chance to Hinder target for 3 seconds, with chance increased by 200% if target has 75 Effective Armor or more
Energy Bolt
Damage increased by (7% / 14% / 21%) with bonus increased by 100% if target has no effective Magic Resist
Explosion
After explosion damage resolved, the caster's next non-Explosion, direct damage spell that resolves on target within 2 seconds will have its Damage increased by (15% / 30% / 45%)
Strangelands
The Summoner template will now have 3 Control Slots available to use
Summoning
Summoning Spells
- Summoning Spells now by default take 5 seconds to cast.
- Players can no longer be interrupted while casting Summoning Spells due to taking Damage from Creatures/Environmental sources.
- Players can no longer receive Mana Refunds from casting any Summoning Spells.
- Players can still draw from mana-providing sources such as Eldritch Mana Wells or Necromancy Wither to pay the mana cost of summons.
- Dispelling a creature by default will not restore any Mana.
Creature Stats and Skills
Summoned Followers receive a bonus to their Stats and Skills as follows:
- Hit Points increase of (150% * (Effective Spirit Speak Skill / 100))
- Attack Speed increase of (25% * (Effective Spirit Speak Skill / 100))
- Damage increase of (50% * (Effective Spirit Speak Skill / 100))
- Wrestling increase of (50% * (Effective Spirit Speak Skill / 100))
- Armor increase of (25 * (Effective Spirit Speak Skill / 100))
- Magic Resist increase of (50 * (Effective Spirit Speak Skill / 100))
Baseline Stats and Skills for Followers
Baseline Stats and Skills for followers have been adjusted as follows:
Creature Ability Changes
Energy Vortex / Jackal Spirit
- Discharge (Innate Ability): Melee attacks have a 10% chance to restore 5% Health and to inflict an additional (DamageMax * 2.0) damage which ignores armor.
Daemon / Vampire Thrall
- Fury (Innate Ability): Damage Dealt increased by 5% for every 30 seconds alive (max +30%).
Air Elemental / Skeletal Fiend
- Cleave (Innate Ability): Successful melee attacks inflict an additional (DamageMax * 0.6) damage to a random target within 2 tiles.
Earth Elemental / Ancient Mummy
- Rooted (Innate Ability): Creature is immune to Knockback effects and has increased Aggro.
Summoner's Tome
- The Summoner's Tome has been rebalanced to match handling for other Tomes and Codex (20 Max Points and Tiered Upgrades).
- Players can now unlock up to 20 Upgrade Points for each Spell Type to spend on Tier Levels of Upgrades.
- Player's existing Upgrade Progress and Points unlocked will be scaled to match the new structure (i.e. players with 30 points unlocked will now be at 20 points, or players with 15 will be scaled to 10, and so on).
Upgrades
- Each Summon type now has 8 Upgrades that players can spend Upgrade Points to raise to three different Tier Levels.
- Upgrading to Tier 1 will cost a cumulative 1 Upgrade Point.
- Upgrading to Tier 2 will cost a cumulative 3 Upgrade Points.
- Upgrading to Tier 3 will cost a cumulative 6 Upgrade Points.
- Players can use the Reset Points button to reset their Points Spent for that spell type so long as they don’t have any followers from that spell currently summoned.
- Players can click the Info button to see a description of the Upgrade.
- The bonuses provided by each Tier Level for the upgrade are displayed in a (X% / Y% / Z%) format in the info description.
Achievements
- The Summoning Achievement will now trigger when players unlock 20 Upgrade Points for a single spell.
Creature Upgrades
Air Elemental + Skeletal Fiend
- Cyclone: Melee attacks have a (33% / 66% / 100%) chance for Cleave to increase radius by 1 and hit 1 additional target.
- Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles).
- Gale: Damage Dealt increased by (3% / 6% / 9%). Melee misses increase Accuracy by a cumulative (3% / 6% / 9%) for 30 seconds (to a max of +15% / +30% / +45%).
- Microburst: Attack speed increased by (8% / 16% / 24%) for 10 seconds after inflicting damage with Cleave (will not stack).
- Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds.
- Tempest: Melee attacks and Cleave have a (33% / 66% / 100%) chance to ignore target's armor. Damage Dealt increased by (8% / 16% / 24%) if target has no armor.
- Whirlwind: Increases Cleave damage by (13% / 26% / 40%).
- Windshear: Melee attacks have a (10% / 20% / 30%) chance to inflict (DamageMax * 1.0) bleed damage over 15 seconds.
Blade Spirits + Skeletal Husk
- Bladestorm: Melee attacks inflict an additional (DamageMax * (13% / 26% / 40%)) damage to a random target within 2 tiles.
- Dancing Blades: Melee hits increase Attack Speed by a cumulative (1.5% / 3% / 4.5 %) for 30 seconds (to a max of +9% / +18% / +27%). All bonuses reduced to 0% on miss.
- Dismissive: Player receives (4 / 8 / 12) Mana when follower is dispelled or killed (must be within 12 tiles).
- Impair: Melee attacks have a (6% / 12% / 18%) chance to Entangle target for 6 seconds or inflict (DamageMax * (7% / 14% / 21%)) if target is already Entangled or Hindered.
- Precision Cuts: Accuracy increased by (5% / 10% / 15%). If chance to hit was already 100%, Melee Damage increased by (7% / 14% / 21%).
- Razors: Melee attacks have a (9% / 18% / 27%) chance to inflict (DamageMax * 1.0) Bleed damage over 15 seconds.
- Serration: Damage Dealt increased by (7% / 14% / 21%). Bonus increased by 50% if target has a Bleed effect active.
- Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds.
Daemon + Vampire Thrall
- Ancient: Attack Speed and Damage Resistance increased by (1% / 2% / 3%) for every 30 seconds alive (max of 6% / 12% / 18%).
- Battlecaster: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if within 2 tiles of target.
- Bloodfuel: Spellcasts have a (4% / 8% / 12%) chance to restore 1% Health. Chance increased by 200% of normal if within 2 tiles of target.
- Bloodthirsty: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if target below 50% Health.
- Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles).
- Growing Fury: Fury ability max damage bonus increased to (40% / 50% / 60%).
- Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds.
- Vengeance: Damage Dealt increased by (3% / 6% / 9%). Bonus increased by 200% if damaged within last 5 seconds by another creature.
Earth Elemental + Ancient Mummy
- Bedrock: Damage Dealt increased by (5% / 10% / 15%) and Damage Resistance increased by (3% / 6% / 9%). Bonuses increased by 200% when below 33% Health.
- Dismissive: Player receives (10 / 20 / 30) Mana when follower is dispelled or killed (must be within 12 tiles).
- Earthpull: For each different creature damaging this follower in the last 10 seconds, increase Damage Dealt by (3% / 6% / 9%) and Damage Resistance by (2% / 4% / 6%) (max 5 creatures).
- Grounded: Restores (2% / 4% / 6%) of Hit Points when above 66% Health (30 second cooldown).
- Purge Impurities: Special Resistance increased by (11% / 22% / 33%) and restore (2% / 4% / 6%) of Hit Points when below 66% Health (30 second cooldown).
- Shatter: Melee attacks have a (8% / 16% / 24%) chance to apply a Pierce effect of 25 for 15 seconds on target or inflict (DamageMax * (7% / 14% / 21%)) if target has no Armor.
- Slam: Melee attacks have a (8% / 16% / 24%) chance to apply a Cripple effect of 10% for 15 seconds on target.
- Spirit Pact: Damage Dealt increased by (4% / 8% / 12%). Damage Resistance increased by (2% / 4% / 6%). Casting Time of spell reduced by (1 / 2 / 3) seconds.