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Outlands Patch February 24, 2025

Outlands patch released on 2025-01-25
Released
2025-01-25 - 7 months ago

Outlands Patch January 9, 2025 is a major update for Outlands.

This patch significantly increased the danger that players face from monsters in PvM. It also introduced Warning Ravens in an attempt to deter player killers from killing lower level players.

Weapon Damages

Damage values for individual weapons have been rebalanced, which applies to both Players and Creatures (PvM and PvP).

A number of underperforming weapon groups have been improved, and players should experience more consistency in the damage values they see from weapons (for both PvM and PvP).

Weapon Roles

Weapons on Outlands are typically grouped together by their "role" within PvP such as:

  • Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure.
  • Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistently above-average damage-over-time ("Light" being one-handed, and "Medium" being two-handed).
  • Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of "burst" damage over a very short period.

Damage changes for weapon groups are as follows:

Spreadsheet version of changes

Arcane Staff

All Arcane Staff weapons

  • Dice Roll: 6 + 6d3 (previously 5 + 5d4)
  • Min/Max Damage: 12-24 (previously 10-25)
  • Average Damage: 18 (previously 17.5)

Archery (Interrupt)

Bow, Recurve Bow, and Hunting Bow

  • Dice Roll: 9 + 4d4 (previously 5 + 3d8)
  • Min/Max Damage: 13-25 (previously 8-29)
  • Average Damage: 19 (previously 18.5)

Archery (Grinding)

Crossbow, Balestra, and Pistol Crossbow

  • Dice Roll: 11 + 4d6 (previously 6 + 4d8)
  • Min/Max Damage: 15-35 (previously 10-38)
  • Average Damage: 25 (previously 24)

Archery (Burst)

Heavy Crossbow, Great Bow, and Rampart Crossbow

  • Dice Roll: 13 + 4d8 (previously 7 + 5d8)
  • Min/Max Damage: 17-45 (previously 12-47)
  • Average Damage: 31 (previously 29.5)

Fencing (Interrupt)

Kryss, Assassin's Knife, Hunting Knife, and Kukri

  • Dice Roll: 4 + 4d4 (previously 3 + 2d8)
  • Min/Max Damage: 8-20 (previously 5-19)
  • Average Damage: 14 (previously 12)

Fencing (Grinding Light)

Warfork, Epee, Fencing Sabre, and Rapier

  • Dice Roll: 7 + 4d4 (previously 1 + 2d13)
  • Min/Max Damage: 11-23 (previously 3-27)
  • Average Damage: 17 (previously 15)

Fencing (Grinding Medium)

Short Spear and Pitch Fork

  • Dice Roll: 9 + 4d6 (previously 5 + 2d14)
  • Min/Max Damage: 13-33 (previously 7-33)
  • Average Damage: 23 (previously 20)

Fencing (Burst)

Spear and Sarissa

  • Dice Roll: 13 + 4d6 (previously 6 + 2d16)
  • Min/Max Damage: 17-37 (previously 8-38)
  • Average Damage: 27 (previously 23)

Fishing / Ocean Weapons

Harpoon and Trident

  • Dice Roll: 14 + 4d8 (previously 5 + 5d8)
  • Min/Max Damage: 15-43 (previously 10-45)
  • Average Damage: 29 (previously 27.5)

Macing (Interrupt)

Club, Cudgel, Hammer Pick, Skull Club, and War Axe

  • Dice Roll: 4 + 6d3 (previously 3 + 4d4)
  • Min/Max Damage: 10-22 (previously 7-19)
  • Average Damage: 16 (previously 13)

Macing (Grinding Light)

Mace, Flail, Flanged Mace, Maul, War Mace, and Pick Axe

  • Dice Roll: 7 + 6d3 (previously 4 + 5d4)
  • Min/Max Damage: 13-25 (previously 9-24)
  • Average Damage: 19 (previously 16.5)

Macing (Grinding Medium)

Black Staff, Gnarled Staff, Quarter Staff, and Shepherd's Crook

  • Dice Roll: 10 + 6d4 (previously 9 + 5d4)
  • Min/Max Damage: 16-34 (previously 14-29)
  • Average Damage: 25 (previously 21.5)

Macing (Burst)

War Hammer, Giant Club, Giant Spiked Mace, Great Mace, and Great Sledge

  • Dice Roll: 14 + 6d5 (previously 5 + 7d5)
  • Min/Max Damage: 20-44 (previously 12-40)
  • Average Damage: 32 (previously 26)

Swords (Interrupt)

Katana, Cutlass, and Scimitar

  • Dice Roll: 5 + 5d3 (previously 2 + 3d6)
  • Min/Max Damage: 10-20 (previously 5-20)
  • Average Damage: 15 (previously 12.5)

Swords (Grinding Light)

Viking Sword, Longsword, Broadsword, and Norse Axe

  • Dice Roll: 8 + 5d3 (previously 2 + 3d8)
  • Min/Max Damage: 13-23 (previously 5-26)
  • Average Damage: 18 (previously 15.5)

Swords (Grinding Medium)

Axe, Battle Axe, Double Axe, Executioner's Axe, Large Battle Axe, Two-Handed Axe, and Hatchet

  • Dice Roll: 12 + 5d4 (previously 7 + 3d8)
  • Min/Max Damage: 17-32 (previously 10-31)
  • Average Damage: 24.5 (previously 20.5)

Swords (Burst)

Halberd, Bardiche, Great Axe, Zweihander

  • Dice Roll: 16 + 5d6 (previously 9 + 3d12)
  • Min/Max Damage: 21-46 (previously 12-45)
  • Average Damage: 33.5 (previously 28.5)

Wrestling

Martial Manual, Cestus, and Fist Blade

  • Dice Roll: 8 + 5d3 (previously 2 + 3d8)
  • Min/Max Damage: 13-23 (previously 5-26)
  • Average Damage: 18 (previously 15.5)

Ranged Weapons

Stationary Delays in PvP

Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire.

  • The Stationary Delay for Archery and Arcane Weapons will now scale in PvP based on a player's Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) (previously was flat 0.5 seconds).
  • Ocean Weapons (Harpoons, Tridents, etc.) will continue to have a flat 1.0 second Stationary Delay (no change).

Examples:

  • A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon.
  • A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon.
  • A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon.

Damage Delays in PvP

When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower).

Examples:

  • A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage.
  • A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage.
  • A player with 100 Dex will have no delay for Ranged Weapon damage.

Spell Damages in PvP

The Damage Ranges of the following **Spells** in **PvP** have been adjusted as follows:

  • Magic Arrow: 5-7 (Previously 4-6)
  • Harm: 9-13 (Previously 8-12)
  • Fireball: 12-16 (Previously 10-14)
  • Lightning: 14-18 (Previously 12-16)
  • Mind Blast: 18-24 (Previously 15-25)
  • Energy Bolt: 28-36 (Previously 25-33)
  • Explosion: 28-36 (Previously 25-33)
  • Flamestrike: 32-48 (Previously 30-45)

Mind Blast

  • The Damage Bonus of the Mind Blast spell during PvP against targets wearing armor is now (33% * Target's Meditation Penalty Due to Armor) (Previously was 50%).

Magic Reflect

  • Magic Reflect in PvP will have a (35% * (Inscription Skill / 100)) chance to remain in place an additional time (Previously was 25%).

Reactive Armor

  • The Damage Reduction Scalar of the Reactive Armor spell is now (20% + (5% * (Inscription Skill / 100))).
  • Reactive Armor will reduce Physical Damage on a player by the spell's Damage Reduction Scalar until a total of (25 * (Magery / 100)) + (50 * (Effective Inscription Skill / 100)) Damage has been reduced (No Change).

Wall of Stone and Energy Field

Players can now attempt to **destroy Walls of Stone and Energy Fields** by physically attacking them.

  • Players who are within 1 tile of a Wall of Stone or Energy Field can **double-click them** to begin attacking.
  • Players will be **Revealed and Entangled for 0.5 seconds** after making an attack against a Wall/Field.
  • Once attacking, players will automatically continue to attack the Wall/Field every **2 seconds** (until they move more than **1 tile** away from the Wall/Field).
  • Each attack will inflict a **randomized 10-25 Damage** (not impacted by skills, gear, etc.).
  • Multiple players can attack Walls/Fields simultaneously.
  • When a **Wall of Stone** has received a total of **100 Damage**, it will be destroyed.
  • When an **Energy Field** has received a total of **200 Damage**, it will be destroyed.

Monsters

  • Monsters can now attack any adjacent **Walls of Stone and Energy Fields**.
  • Monsters will attack a **Wall/Field** if they are adjacent to it and have not resolved an attack/ability in the last **5 seconds** (i.e., they are "stuck" because of it).
  • The Damage **monsters** will inflict on **Walls/Fields** will scale upwards based on the potential Damage Output of the monster (Melee / Spells / etc.).

Equipment Bonuses

  • Any **Weapons, Spellbooks, or Armor** that have bonuses **higher than non-colored GM equipment** will now automatically **resolve as non-colored GM equipment** during combat between players participating in any of the following:
 * Arena Matches  
 * Town Struggles  
 * Corpse Creek Contests  
 * Dungeon Flashpoints  
 * Stygian Rifts  

Arena Rulesets

  • Players in the **Arena** will no longer be **disqualified from matches** due to Magical/Colored GM Equipment, since **equipment will automatically resolve as non-colored GM if necessary**.

Field Spells

Casting Field Spells

  • Fixed an issue where players attempting to **cast a Field Spell** during **Town Struggles** would correctly prevent the player if they had reached their **Field Spells limit**, but would only prevent the player during **Dungeon Flashpoints** upon casting and targeting the location (i.e., would notify players too late).

Town Struggles

Event Layouts

  • The **Northwest Prevalia event layout** has been **removed** from the list of possible event layouts.

Horseshoe Bay

  • **Horseshoe Bay** now has its own **Town Struggle layout** that has been added into the list of possible event layouts.

Capture Zones

  • Each **Team** now earns **5 Points every Tick (10 seconds)** for each **Capture Zone** they control.
  • Players now earn **5 Points every Tick (10 seconds)** they spend in a **Controlled Capture Zone** (still max of **60 seconds per zone**).

Score Stealing

  • The **Score Stealing** mechanic has been **removed** from **Town Struggles**.

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