Patch Notes - 9th May 2025
Summoner Update – Support Role Revamp! (Part 1)
The Summoner has undergone a full support overhaul! We've added powerful Bloodline scaling, new group-based healing procs, and passive upgrades that help keep the class competitive and rewarding in both solo and group play.
Healing Skill Improvements
- Cure, Cura, and Curaga now scale their healing based on your Bloodline tier.,
- All three can trigger a group-wide heal if the new passive Sacred Flow is learned:
- Cure: 25% chance,
- Cura: 15% chance,
- Curaga: 5% chance,
- Healing power increases significantly with SC and Summoner progression.,
- Undead and Zombified enemies still take damage from all 3 spells.,
Resurrection Skills Enhanced
- Life now restores HP/MP on revival based on Bloodline, and has a 5% chance to revive all dead party members within 18 tiles with Sacred Flow.,
- Full Life always restores full HP and now restores up to 30% MP based on Bloodline tier.,
- Full Life also grants temporary invulnerability (1–4s) on revive based on Bloodline progression.,
- Both skills respect group/guild restrictions and block revival of Zombified targets.,
Regen Rework
- Regen now scales healing-over-time and duration based on Bloodline tier.,
- Affinity-sensitive: behaves differently based on equipped Manarite:
- Holy = Healing,
- Dark = Damage over time to undead/zombified,
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- Regenga further improves duration and effect.,
New Passive: Sacred Flow
- Unlocks the group-heal proc mechanic for Cure, Cura, Curaga, Life, and Full Life.,
- Grants +SCPercent per level, boosting all healing output.,
- Critical for Summoners seeking top-tier group utility.,
Casting Speed Cap Increase
- New passive Flow of Light increases the Casting Speed cap beyond the default 15, scaling with your Bloodline:
- +1 at tier 100,
- +3 at 200,
- +5 at 350,
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- Also increases SCPercent based on skill level.
What Is the Group Healing Proc?
The Group Healing Proc is a new mechanic exclusive to Summoners who learn the Sacred Flow passive. It gives your single- or small-area healing spells a chance to heal all group members nearby, turning your support power into something truly divine
How It Works:When you cast one of the following skills:
- Cure, Cura, Curaga, Life, Full Life,
If Sacred Flow is learned, the spell rolls a random chance to trigger an additional group-wide effect:
- Cure: 25% chance,
- Cura: 15% chance,
- Curaga: 5% chance,
- Life: 5% chance to revive all dead group members in range,
- Full Life: same as Life,
When the proc succeeds:
All eligible group members within 18 tiles of the caster (you) will receive the same healing or resurrection effect. Each member is checked individually to confirm:
- They're in your party,
- They're on the same map,
- They're within 18 tile radius,
- They're eligible for healing or revival (not full HP or zombified),
More changes are coming! Next we’ll revisit Summon tuning, Arcane Spirits, and the Holyra/Holyga line.
Summoner Update – Arcane Awakening (Part 2) The Summoner class has received a major update to bring more impact, depth, and progression to your spirit-calling arsenal. Whether you favour support or offensive roles, these new enhancements ensure your spirits evolve with you — and can truly stand beside you as allies in both PvE and PvP.
New & Upgraded Features:
Call Lesser / Greater / Grand Spirit
- Summon random elemental spirits to aid you in battle.,
- Spirits now scale more dynamically with your level and Bloodline progression.,
- Each spirit has enhanced damage, survivability, and AI routines at higher levels.,
- Use Manarites to influence which element is summoned.,
Call Arcane Spirit
- Summons one of four unique Arcane Spirits: Ifrit, Shiva, Garuda, or Ramuh.,
- Spirits charge up over time, reaching Tier II, III, and IV, with visible messages to track their energy.,
- Higher tiers increase the spirit's base attack damage and boost their Arcane Ultimate output.,
- You can only have one Arcane Spirit active at a time.,
Arcane Ultimate
- Sacrifice your Arcane Spirit to unleash its Signature Move:
- Ifrit – Hellfire,
- Shiva – Diamond Dust,
- Garuda – Quadra Tempest,
- Ramuh – Judgement Bolt,
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- The power of the Ultimate scales by Tier (I–IV), based on the Arcane Spirit’s charge time.,
- Visually spectacular and devastating in AoE, this is your nuke moment — use it wisely!,
- Pets are dismissed after casting the Ultimate.,
Bloodline Synergies
- Your Summoner becomes far stronger with Bloodline scaling:
- Higher Summon Tiers = Stronger spirits, better AI, more damage.,
- Arcane Spirit Charge Mechanics are improved with Bloodline levels.,
- Arcane Ultimate now hits harder per charge tier: up to x4 bonus damage at Tier IV.,
Holyra / Holyga Rework
These Holy-element nukes have been reworked as the Summoner’s offensive spells.
- Now scale with Magic Level, SC, and HolyAttack.,
- Bloodline scaling adds cast power and chance to spawn a lingering holy ground effect that damages enemies over time.,
- Deals bonus damage to undead and zombified targets.,
- Summoners now have a meaningful offensive option when not commanding their spirits.,
- These updates are designed to extend Summoner viability well beyond level 120, bringing them up to par with other advanced classes. With stronger support potential, deepened spirit mechanics, and visually impressive ultimates — your bond with the spirits now truly matters.
Arcane Spirit Charging Explained (Summoner FAQ)
Q: How do Arcane Spirits reach Tier IV? Do they have to stay out longer? Can I keep them forever like in FF games?
A: Arcane Spirits now feature a charge-up mechanic that begins as soon as they are summoned. This is a timed progression system, not tied to combat actions or MP usage. Here's how it works:
Arcane Spirit Charging System (Explained)
Your Arcane Spirit now builds up Charge Tiers the longer it remains summoned. The longer it's alive, the more powerful it becomes. But here’s the key:
The maximum charge tier is capped by your Summoner Bloodline level.
Bloodline-Based Tier Cap
- Bloodline Level Max Charge Tier
- Level 0–99 Tier I (No Bonus),
- Level 100–199 Tier II,
- Level 200–349 Tier III,
- Level 350+ Tier IV,
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- Tier Bonuses (Scaling Effects)
- Base Attacks (Spells & Auto-attacks)
- Tier II: +25%,
- Tier III: +50%,
- Tier IV: +100%,
- Ultimate Skill Damage (Arcane Ultimate)
- Tier II: +100%,
- Tier III: +200%,
- Tier IV: +400%,
- Arcane Spirit Charge System:
- Tier I – Immediately on summon
- Your spirit is summoned at base power. Strong and useful, but not yet charged for its full potential.,
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- Tier II – After 30 seconds
- The spirit emits a floating message like Arcane Charge: Tier II. You’ll notice their base attacks become stronger.,
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- Tier III – After 60 seconds
- You’ll see Arcane Charge: Tier III. Damage output increases again, both basic attacks and future Ultimate power.,
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- Tier IV – After 90 seconds
- The spirit reaches maximum charge with Arcane Charge: Tier IV. Their basic attacks deal the most damage, and if you trigger the Arcane Ultimate, the damage is multiplied massively (x4.0).,
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Example If your Bloodline is Tier III (Level 200+), your Arcane Spirit can charge up to Tier III over time, gaining: +50% damage on its base spells and attacks +200% damage on its Arcane Ultimate skill Once you cast Arcane Ultimate, the spirit unleashes all its built-up power and disappears from the battlefield. (edited)
Wizard Update: Arcane Engine & Elemental Core Explained
We’ve added two brand new passives to elevate Wizard gameplay: Arcane Engine and Elemental Core. Both skills are powerful on their own but shine brightest when mastered together!
Arcane Engine
A mastery over spell infrastructure itself! This passive directly influences your Global Casting Speed mechanics in two major ways:
- Increases your Casting Speed Cap
- +1 cap at level 100,
- +3 cap at 200,
- +5 cap at 350+,
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- Spell Overclocking
- Reduces the hard minimum casting delay by 40ms per skill level,
- For example, at skill level 5, your minimum cast delay is reduced by 200ms,
- Useful for high-end skill spamming, especially with MC-speed scaling builds,
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- Bonus: +1% MC Percent per skill level,
Hint: Stack with Casting Speed gear to hit wild performance ceilings!
Elemental Core
The center of all elemental channeling. This passive skill has two main functions:
- Base Bonus (Always Active):
- +1% MC Percent per skill level, up to 10%,
- Arcane Manarite Synergy,
When equipping an Arcane Manarite, this passive transforms:
- Detects the elemental affinity of your equipped manarite (Fire, Ice, Wind, Lightning),
- Grants Attack and Resistance bonuses based on all related skill levels in that element,
- Applies elemental imbalance penalties to opposing elements,
- Visual Elemental Ground Effect appears under your character with unique side effects:
- Fire – Burns enemies over time,
- Ice – Slows enemy movement,
- Wind – Pulls enemies,
- Lightning – Chance to Stun enemies,
Note: These new visuals appear passively on cooldown, no casting required, even without hitting targets. Just stand and flex. (edited)
Casting Speed Summary(The technical bit)
- Casting Speed = Reduces delay between casting spells by 47ms (subject to a global casting delay of no less than 800ms),
- Casting Speed Cap = The max limit for how fast your castingspeed stat can go (default is 15),
- Spell Overclock (Arcane Engine) = Reduces the floor value of global casting delay by 40ms per stat. (This means you can lower your global casting delay to just 400ms with the right gear and skill levels),
Together, this means you can now reach new heights of casting fluidity—even for heavier spells.
Wizard Scaling Patch - Part 2 - Fire Skills
FireBall
Launches a blazing projectile that deals fire damage. Increases with Magic Level and MC. Has a chance to apply Burn over time. Pyromancy increases Burn chance and duration. Bloodline increases total damage (+25/40/50%). Elemental Core (Ifrit): Burn Duration +0.5s per Core Level. Can critically strike.
Adamantine Fireball
A heavy fireball that may explode on impact. Deals bonus fire damage to nearby enemies. 25% chance to shatter, causing AoE fire damage. Leaves a FireStep (Firewall) tile at impact. Pyromancy boosts Burn chance. Bloodline increases AoE and Burn damage. Elemental Core (Ifrit): Enhanced AoE visuals and Burn power.
Scorched Earth
Sends a flame wave in a line, damaging all in its path. Applies Burn to enemies. Pyromancy increases Burn power. Bloodline expands flame spread. Elemental Core (Ifrit): Chance to branch into multiple directions.
FireWall
Creates a burning wall that damages enemies over time. Enemies take damage while standing on it. Applies Burn with each tick. Pyromancy improves Burn chance and duration. Bloodline extends duration and area. Elemental Core (Ifrit): Changes tile shape and pattern. (edited)
FireStorm
Summons fire in a 3x3 area, dealing AoE damage. Applies Burn to all enemies hit. Pyromancy increases Burn scaling. Bloodline improves radius and frequency. Elemental Core (Ifrit): Chance to trigger Ifrit visual during cast.
Meteor Shower
Calls down meteors on multiple enemies. Each hit deals Fire damage and can Burn. Targets scale with Magic Level. Pyromancy boosts Burn power. Bloodline adds more meteors. Elemental Core (Ifrit): Expands radius and increases Burn.
Wizard Fire
Applies a magical burning effect based on Fire Resistance. Damages enemies over time. Pyromancy enhances duration and damage. Bloodline improves base damage. Elemental Core (Ifrit): Can bypass resistance and apply stronger effects.
Asteroid Slams a meteor into the ground, creating an explosion. Spawns Firewall tiles beneath and around the target. High AoE fire damage with Burn chance. Pyromancy increases Burn and power. Bloodline improves AoE size and tick rate. Elemental Core (Ifrit): Chance to critically hit, reducing Fire Resistance by 15%. Also adds splash damage.
Wizard Scaling Patch - Part 2 - Ice Skills
IceBolt
Fires a shard of ice at a single target. Scales with Magic Level and MC. Has a chance to Slow the enemy. Cryomancy increases Slow chance and duration. Bloodline increases damage (+25/40/50%). Elemental Core (Shiva): Chance to leave Frozen Ground tile that slows on contact.
IceBlades
Strikes a target with blades of ice. Scales with Magic Level and MC. High Slow chance against enemies. Cryomancy increases duration and potency. Bloodline improves base damage and slow intensity. Elemental Core (Shiva): Chance to freeze targets briefly and spawn Frozen Ground underfoot.
Frozen Earth
Releases a line of frost through enemies in front of you. Applies Slow and reduces mobility. Cryomancy increases Slow duration. Bloodline increases width and secondary ice spikes. Elemental Core (Shiva): Leaves a trail of Frozen Ground that slows enemies entering it.
IceStorm
Summons a storm of frost over a small area. Deals AoE damage and has a chance to Slow enemies. Cryomancy enhances Slow potency. Bloodline increases radius. Elemental Core (Shiva): Creates Frozen Ground beneath affected targets.
Greater Frozen Earth
Unleashes a wide multi-directional frost wave. Slows and damages all enemies in range. Cryomancy improves Slow duration. Bloodline increases spread and power. Elemental Core (Shiva): Adds chance to launch in random directions and trail Frozen Ground.
IceShower
Targets random enemies within range with falling icicles. Each hit deals ice damage and applies Slow. Cryomancy boosts chance and tick count. Bloodline increases target count. Elemental Core (Shiva): Chance to leave behind Frozen Ground after hits.
Wizard Scaling Patch - Part 2 - Wind Skills
GustBlast
Blasts a single enemy with compressed air. Scales with MC and Wind Attack. Has a chance to repel the target. Aeromancy boosts damage and may apply Abyss. Bloodline increases base power. Elemental Core (Garuda): Chance to pull enemies into GustGround, disrupting formations.
Cyclone
Fires a spinning wind projectile at a single target. Scales with Magic Level and Wind Attack. May repel or disorient enemies. Aeromancy increases Abyss chance and damage. Bloodline improves critical scaling. Elemental Core (Garuda): Chance to create a minor wind vortex that pulls adjacent targets.
BlowEarth
Channels wind into the ground, bursting it along a path. Hits multiple enemies in a cone. Scales with MC and Wind Attack. Aeromancy increases spread and Abyss chance. Bloodline increases damage and adds AoE repel. Elemental Core (Garuda): Chance to launch secondary blasts in random directions.
DragonTornado
Summons a dragon-shaped tornado to strike a target area. Deals high AoE Wind damage. Repels enemies. Aeromancy increases Abyss duration. Bloodline increases radius and tick frequency. Elemental Core (Garuda): Chance to push enemies outward while dragging others inward.
Tempest
Creates lingering wind vortexes that damage and repel enemies. Similar to FireWall but uses Wind element. Scales with Magic Level and Wind Attack. Aeromancy boosts damage and may cause Abyss. Bloodline increases duration and spread. Elemental Core (Garuda): Spawns additional random tiles and disrupts target positioning.
Tornado
Summons a tornado. Deals AoE Wind damage and pulls enemies in. Aeromancy increases pet strength and count. Bloodline increases Tornado size and movement speed. Elemental Core (Garuda): Tornado pulls harder and leaves behind GustGround tiles that pulls, slows and does additional damage. (edited)
Wizard Scaling Patch - Part 2 - Lightning Skills
LightningBall
Fires a ball of charged lightning at a target. Scales with MC and Lightning Attack. Chance to paralyze weaker monsters. Electromancy increases paralysis chance and damage. Bloodline boosts critical hit scaling. Elemental Core (Ramuh): Crits create shockwaves that deal AoE damage.
ThunderBolt
Unleashes a concentrated bolt of lightning. Scales with MC and Lightning Attack. Chance to paralyze enemies. Electromancy strengthens paralysis and strike power. Bloodline boosts damage scaling and base hit. Elemental Core (Ramuh): Chance to arc to additional nearby targets.
LightningBeam
Fires a beam of lightning straight ahead. Damages all enemies in a line. Electromancy increases crit and paralysis chances. Bloodline boosts base power. Elemental Core (Ramuh): Chance to fire in additional random directions, creating a lightning barrage.
LightningWave
Generates a blast of lightning around a target area. AoE burst, scaling with MC and Lightning Attack. Electromancy increases paralysis effect. Bloodline boosts hit radius and damage. Elemental Core (Ramuh): Causes lingering static fields that stun or slow enemies temporarily.
ChainLightning
Fires a lightning bolt that chains between multiple enemies. Each jump slightly reduces power. Electromancy boosts chain efficiency and paralysis. Bloodline increases maximum jumps. Elemental Core (Ramuh): Chance for double jumps and wider arc distance between targets.
JudgementOfHeaven
Buff skill. Increases Lightning Attack dramatically for a duration. Does not directly damage. Bloodline increases the duration and bonus. Elemental Core (Ramuh): Critical strikes during the buff trigger additional visual lightning strikes.
ThunderStorm
Area blast that strikes random nearby enemies. More targets hit as the skill levels up. Scales heavily with Lightning Attack. Electromancy improves paralysis chance. Bloodline increases strike frequency and radius. Elemental Core (Ramuh): Lightning leaves behind static zones that paralyze briefly.
LightningStrike
Targets an enemy and jumps between multiple enemies. Deals increasing damage the more it chains. Electromancy boosts paralyze on early strikes. Bloodline enhances maximum chain jumps. Elemental Core (Ramuh): Critical hits spawn additional visual lightning bolts using Ramuh’s Judgement animation.
Wizard Scaling Patch - Part 3 - Mancy Skills and Bloodlines
Pyromancy
Passive skill. Enhances all Fire-elemental spells. Increases burn chance by 5% per skill level (max 50%). Extends burn duration by 0.5 seconds per skill level. Boosts burn damage scaling. Synergizes with Bloodline to enhance critical burn effects.
Cryomancy
Passive skill. Enhances all Ice-elemental spells. Increases slow chance by 5% per skill level (max 50%). Extends slow duration and effect strength. Boosts freezing and crowd-control capabilities. Synergizes with Bloodline to add additional ice field effects.
Aeromancy
Passive skill. Enhances all Wind-elemental spells. Increases abyss (pull/silence) chance by 5% per skill level (max 50%). Extends abyss duration by 1 second per skill level. Boosts wind damage scaling and adds pull effects. Synergizes with Bloodline to enhance movement impairments and visual gust effects.
Electromancy
Passive skill. Enhances all Lightning-elemental spells. Increases paralysis chance by 5% per skill level (max 50%). Extends paralysis duration. Boosts critical strike chance and damage for lightning spells. Synergizes with Bloodline to trigger bonus lightning strikes on critical hits. (edited)
Elemental Core - Updates
- Fixed all the walk around update, depending on your assigned Core type, you will leave fire/ice/wind/lightning steps on the map as you walk or run about, these can affect enemies at no cost.,
- Fixed a visual glitch when idle,
- Elemental core will now correctly affect MaxHP in the same sort way as renounce, but only when an arcanemanarite is equipped for a maximum of 40% MaxHP at level 10 elemental core.,
- Elemental core will now correctly grant both spell mutations and critical hit proc chance when the durability of an equipped arcane manarite is above 0.,
Other Changes
Companion Levels 21-25 Updated and fixed.
- Potion of Regrets 21-25 can be found on any mythic subboss or boss mob,
- Level 21-25 bonuses will now show correctly on the UI
Wizard - Superior Magic Shield
- Superior Magic Shield UI Updated to Change the Colour of the HealthBar in Main GUI so you can easily see when its active. Also updated the dim yellowish bar that appears above the character to a white, much easier to notice.,
- Also added the Healthbar turning green when any DoT poisontype is currently active on your character.,
- Also added a way to toggle off Monster Chat and Skills Chat via the Local Chat toggle option in Chat Options screen.
Item Updates
Not as many things to add here now, but I will update this list as I go.
- All new high level skillbooks (Upto Level 99) will be obtainable in heroic+ dungeons from bosses, also Astral Bookcases and Bookworms, but rarely.,
- All new Level 100+ skills will be obtainable in mythic+ dungeon bosses and behemoths only.,
- Crushing Necklace - The +75% CriticalDamage bonus has been moved to a SetBonus for the whole Crushing set. All other details remain the same. (The new class skills combined with the companion rolls from companion levels 20-25 more than make up the ground in power that could be lost from this change).,
- Dusk Necklace - The +75% CriticalDamage bonus has been moved to a SetBonus for the whole Dusk set. All other details remain the same. (The new class skills combined with the companion rolls from companion levels 20-25 more than make up the ground in power that could be lost from this change).
- Warrior OffHand Shields
- all Shields will now always provide upto a 20% block (this would now give a 1 in 5 chance of fully negating a non-magical attack at the cost of additional durability).,
- If the block fails, shields now also grant upto a 20% physical resistance.,
- Taoist OffHand Fans
- From level 100+ all Fans will now provide increases to the HealingCap based on bloodline grade.,
- HolyAttack+ will now scale correctly into Level 100+ Fans,
- HolyResistance will now scale correctly into Level 100+ Fans,
- Summoner OffHand Armaments
- From level 150+ all armaments will provide PetDC scaling based on bloodline grade.,
- From level 150+ all armaments will provide SoulWeight scaling based on bloodline grade.
- General Updates
- Any confusing base names that included the word 'Heroic' renamed to Improved. (Means infused versions will now be named, 'Heroic Improved' rather than 'Heroic Heroic'!,
- Resistance Caps are 66% as a base standard.
Warrior - Scaling Patch
- Warrior Skill Renamed - Weapon Mastery (Lv1) -> Combat Training (Lv1)
Warrior Class – Bloodline Update General – Bloodline Scaling Added to Core Warrior Skills
- Many combat skills now scale based on your Bloodline Tier.,
- Bonuses apply automatically upon reaching the following Bloodline thresholds:,
- Tier I (Level 50+) ➝ +10% Power,
- Tier II (100+) ➝ +20% Power,
- Tier III (200+) ➝ +35% Power + bonus effects,
- Tier IV (350+) ➝ +50% Power + major effects,
Skills with Bloodline scaling now remain viable deep into progression.
New Passive – Weapon Mastery (Lv100)
Increases Accuracy, DC, DCPercent, and Critical Damage. Bloodline tiers amplify all bonuses significantly.
New Passive – Berserker Soul (Lv100)
Grants Lifesteal and Critical Damage. Below 50% HP, gain bonus DCPercent. All bonuses scale with Bloodline Tier.
New Passive – Combat Flow (Lv100)
Increases Accuracy and Attack Speed. Raises the Attack Speed cap beyond the normal limit:
- Tier II ➝ cap raised to 16,
- Tier III ➝ cap raised to 18,
- Tier IV ➝ cap raised to 20,
Updated Passive – Combat Training (Lv1)
Increased Accuracy based on training.
(Replaces former “Weapon Mastery” skill.)
New Passive – Battlefield Commander (Lv100)
Increases the stat strength (e.g. AC, MR, Evasion, DC%) granted by all Shout abilities. Scaling further enhanced by Bloodline Tier.
New Passive – Inspiring Shout (Lv100)
Increases the duration of all Shout buffs. Duration scaling improves further with Bloodline progression.
Updated Shout: Leadership
- Increases AC and MR for self and nearby allies.,
- Stat bonus scales with Battlefield Commander,
- Duration scales with Inspiring Shout and Bloodline Tier,
Updated Shout: Lookout
- Increases Evasion and Block Chance for self and nearby allies.,
- Scales with Battlefield Commander and Inspiring Shout,
Updated Shout: None Will Stand
- Increases DCPercent, Attack Speed, and Casting Speed.,
- Stat and duration scale with Commander, Inspiring Shout, and Bloodline Tier.,
Updated Skill - Thrusting
- Now benefits from Bloodline-based power scaling.,
- At Tier III (Level 200+), applies a second Bleed effect.,
Updated Skill - Half Moon
- Now benefits from Bloodline scaling.,
- At Tier III+, applies additional Bleed to all hit targets.,
Updated Skill - Flaming Sword
- Power increases with Bloodline Tier.,
- At Tier III+, applies Burn to the target.,
Updated Skill - Dragon Rise
- Now includes Bloodline scaling.,
- At Tier III+, executes an additional strike during the leap.,
Updated Skill - Blade Storm
- Bloodline scaling added.,
- At Tier III+, applies an additional Bleed effect to the target.,
BladeStorm, FlamingSword, and DragonRise - Updates
- Fixed all three skills to properly scale with Bloodline Tiers and Weapon Mastery bonuses.,
- BladeStorm affliction 'Bleeding' now stacks with each consecutive hit, compounding damage over time, this will help alot when fighting elite type targets.,
- FlamingSword Burn now stacks when reapplied, beginning from Level 100+, allowing for much greater sustained burn damage. FlamingSword Burns can compound on the primary target meaning the chance of spreading burns can lead to greater damage.,
- DragonRise multi-strike now correctly adds an extra attack at Level 200+, with all hits scaling based on training and Bloodline bonuses.,
- Updated skill descriptions to reflect the new bleed/burn stacking behaviors and bonus scaling correctly.,
Updated Skill - Swift Blade
Maximum casting range reduced from 12 ➝ 6 tiles Bloodline scaling and Weapon Mastery bonuses now applied
Bloodline+ Expansion
Some major take aways from this update, Essence now replaces Health and Mana as individual options (atleast initially). This is coupled with the ratio in which HP/MP is split per upgrade, falling into line with the Class. Example, Warrior Gets +15HP +5MP per essence upgrade. Whereas Wizard Gets +6HP and +14MP per essence upgrade. There is a sum of +20 per essence upgrade for all classes, but this will help differentiate the builds in the earlier game. Additional Bloodline Options are now available from Level 50 (after your first bloodline evolution quest) there are currently 4 new options for every class, tailored to the class.
QoL and UI Updates
Updated the MonsterDialog to include an indicator of when a target is buffed, and what stats are affected. All tidied it up a bit so you can see all the values correctly.
Content Updates
- Mythic Emblem Quest Added,
- Mythic Daily Challenge Quest Added
Small Patch Notes - 12th May 2025 Content
- Seeds of Archaic quest chain added,
- Archaic Death Valley activated,
- Increase in mythic book drop rate on bosses.,
Fixes
- hotfix for Wildbloom Fox Evolution bonus,
- Crash fix - lightning wave,
Other
- Wildbloom archaic version temporarily disabled.
Small Patch Notes - 13th May 2025 Content
- Fixed spawns in Archaic Death Valley,
- Fixed issue with Seeds of the Archaic Quest Parts,
Fixes
- Removed 'storm' from last few drop files,
- Fixed issue with all NulElement skills not working correctly,
- Fixed an issue that caused a client side crash when inspecting another player,
- Fixed an issue where players creatures tab would show the wrong mount and soulmon information after inspecting another player,
- Fixed an issue where spell specific damage was not being properly set in some cases based on bloodline.,
- Fixed an issue where spell specific damage was not being capped during PvP.,
- Fixed and issue where spell specific damage was not receiving the correct bloodline caps.,
- Fixed an issue with Companion Level 21+ for players that had max cmopanions before these upgrades came out (you will still need to reroll a previous level stat for it to repopulate),
Other
- Performance QoL - Spell Objects that stay on the map (like firewall, tempest and dark soul prison) now have a performace improvement mode for systems that struggle with all the visuals. Tied to 'Draw Effects' in 'Settings > Game'
Patch Notes - 17th May 2025 Content
- Activated Archaic Stone Tomb.,
Fixes
- Fixed companion related crash when reaching slot 56,
- Fixed Level 350+ Exp Issue expanding compatibility to level 551.,
Other
- Updated Archaic Relic Bonus in line with ADV completion reward, it kicks in at level 207.,,
- Updated Archaic Fox Bonus in line with ADV completion reward.,
Patch Notes - 23rd May 2025 Content
- Activated Archaic Red Moon Valley.,
Fixes
- Fixed an issue with Archaic Boar King's AI Script,
Other
- Updated Archaic Relic Bonus in line with AST completion reward, it kicks in at level 214.,,,
- Updated Archaic Fox Bonus in line with AST completion reward.,
Patch Notes - 25th May 2025 Fixes
- Fixed an issue with Archaic Red Moon Valley Tokens,
Other
- Added some new discord bridge messaged for dungeon boss and world boss killed notifications.
Patch Notes - 30th May 2025
Event
- Wildbloom Event End (Event Exchange Options and Event Instances will be closed as of this Patch),
Content
- Activated Archaic Zuma Temple.,
- Added a special localised instance type for Nagaria KR (automatically opens when conditions are met)
- Requires player to be in a guild that owns a castle,
- Can be Solo or Group, but the instance is Guild Specific,
- Regular KR rules apply when conditions are not met,
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- Added a special localised instance type for Abyssal Shores KR (automatically opens when conditions are met)
- Requires player to be in a guild that owns a castle,
- Can be Solo or Group, but the instance is Guild Specific,
- Regular KR rules apply when conditions are not met,
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- Additional Lore books added to drops.,
Other
- Stack Sizes and Item Grade of Essences have be updated
- Stack sizes increased from 10k -> 100k,
- Item Rarity now the same as the essence type.,
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- Added framework for Artifact item type,
Fixes
- Charyssal will now correctly enter its phases during combat at the relevant HP triggers.,,
- Loots boxes will now always give a reward even if player level exceeds level of items in the reward table.,,
- Abyssal beasts will no longer mutate or evolve when they have previously been a tamed pet.,
- Fixed client side bloodline info text,
- Fixed skill levelling for Strength of Faith, to also trigger occasionally when Tao's pets attack.,
- Fixed an issue where if spawning too close to a blocked cell in hall of souls, the boss token would still be consumed but no boss would spawn.,
- Fixed missing system messages after using Benediction Oils (+/- Luck),
- Fixed missing system messages after using Strength Oils (+/- Strength),
- infusion items now show the correct information without overlapping text.,
- infusion items now show the correct level requirements for all items.
