PATCH: New Treasure/Resource Map System, Codex Loadouts, & More!
08 / 11 / 2026Creature Damage Resistance
- Creatures (not including Followers, Player Ship Crewmembers, or Battle Trainers) will now receive a small amount of Damage Resistance that will vary on a creature-by-creature basis but will largely scale based on their Difficulty Value
- Creature Damage Resistance will be handled similarly to player’s Damage Resistance and will apply to all damage types (Melee, Spell, Poison, Trap, etc)
Codex Loadouts
- Skill Codexes now have a “Loadouts” section, where players can create multiple Loadouts of Codex Upgrade selections
- Note: Weapon/Shield Codexes do not have Loadouts, as players can switch Stances/Finishers freely within those Codexes already without restriction
- Players can have a maximum of 25 Loadouts per Skill Codex
Active Loadout
- Players must click the Active button to set a Loadout as their currently “Active” Loadout from which they will receive Codex Upgrade bonuses
- Players can only change their Active Loadout on a Codex once every 5 minutes
- Additionally, players can only use the Reset Spent Points mechanic on their Active Loadout on a Codex once every 5 minutes
- Cooldowns for changing an Active Loadout or Resetting Spent points are not shared between different Codex types (i.e changing the active Thieves Codex loadout will not impact the ability to change the active Healer’s Codex loadout)
- Players cannot Delete their Active Loadout, and instead may only use the Reset Spent Points mechanic on it
- An Active Loadout will have “selection text” displayed in Bright Green in the menu
- Note: Creating a new Loadout will not automatically set it as Active: players must click the “Active” button to set a Loadout as their current active one
Inactive Loadouts
- Loadouts that are “Inactive” will display in grey text
- Players can use Reset Spent Points on an Inactive Loadout without any cooldown or restriction
Summoner’s Tome
- The Summoner’s Tome no longer has an “Overview Page”, and players can now click on buttons for each Summon Type in the center section to select them
- Each Loadout for a Summoner’s Tome stores their Upgrade selections for all Summon Types (rather than an individual Loadout per Summon Type)
- The “Next Point Progress” displayed in the codex represents the current Experience Progress for the currently selected Summon Type
Taming Bestiary
- The Taming Bestiary no longer has an “Overview Page”, and the listing of a player’s current Followers belonging to the selected Creature Class (Attack, Utility, or Tank) will now appear in the center of the Codex
- The “x” number next to each Creature Class icon displays how many followers the player currently is controlling that belongs to that Creature Class
- Each Loadout for a Taming Bestiary stores their Upgrade selections for all Creature Classes (rather than an individual Loadout per Creature Class)
Poison
Player vs Creatures Damage Values
Poison Tick Damage amounts for player-based Poison against creatures now has variation as follows:
- Lesser Poison: 4-6 Damage
- Regular Poison: 8-12 Damage
- Greater Poison: 12-18 Damage
- Deadly Poison: 16-24 Damage
- Lethal Poison: 20-30 Damage
Player vs Creatures Damage Handling
- Increased the base scalar bonus for player-based Poison damage against creatures to 200% (previously was 50%)
- Taste ID skill will now provide a (200% * (Effective Taste ID skill / 100)) bonus to Poison Damage against creatures (previously was 100%)
- Damage Bonuses for Poison ticks are now combined in an Additive manner (now matching the handling on damage for Melee, Spell, Traps) rather than Multiplicative
Any Poison Tick Damage against a Creature (NPC) will be reduced to 1 if any of the following are true:
- The source is more than 18 tiles away
- The source is no longer alive (or is a player that is Offline)
- The source is a player that has been Hidden for 15 seconds or longer
Having Multiple Creatures Poisoned
- If a player has more than 1 creature poisoned, the damage of each Poison Tick resolved by the player against creatures will receive a ((Total Poisoned Creatures – 1) * 10%) penalty up to a maximum of 70% penalty
Multiple Ticks
- Any mechanic that will cause multiple Poison Ticks to occur simultaneously (Poison Strike, Poison Aspect Armor, etc) will now display the damage for each tick individually, rather than combining their damage numbers
Melee Poison Sting
Melee Poison Sting now has the following handling:
- When a player makes a Melee Hit with a Poisoned weapon against a creature the player has already poisoned with that same poison type, they will have a chance to resolve a Poison Sting against the target that immediately resolves 1 Poison Tick
- The chance for a Poison Sting to occur will be based on the Combined Total of the player’s Effective Poisoning Skill and Effective Alchemy Skill
- Chance for Poison Sting to occur is (35% * (Combined Effective Skill / 100)) and is further Scaled by Weapon Speed
- Players can by default inflict a Poison Sting (Melee or Spell) at most once every 5 seconds
Spell Poison Sting
Spellcasting Poison Sting against will now also mirror Melee Poison Sting as follows:
- When a player casts the Poison Spell against a creature the player has already poisoned with that same poison type, they will have a chance to resolve a Poison Sting against the target that immediately resolves 1 Poison Tick
- The chance for a Poison Sting to occur will be based on the Combined Total of the player’s Effective Poisoning Skill and Effective Alchemy Skill
- Chance for Poison Sting to occur is (35% * (Combined Effective Skill / 100))
- Players can by default inflict a Poison Sting (Melee or Spell) at most once every 5 seconds
Poison Kit Upgrades
Descriptions for Poison Kit Upgrades have been updated as follows:
- Airborne: Reduces the damage penalty of having multiple poison effects active by (10% / 30% / 50%) of normal. Reduction amount halved when resolving multiple ticks simultaneously
- Caustic [Formely Terminal]: Increases Poison Sting chance by (4% / 12% / 20%) of normal and reduces Poison Sting cooldown by (0.4 / 1.2 / 2.0) seconds
- Targeted Venom: Increases tick damage by (40% / 120% / 200%) if player only has one creature currently poisoned. Bonus amount halved when resolving multiple ticks simultaneously
Poison Kit Upgrades Reset
- Players may now only reset their Poison Upgrades in the Poison Kit Menu once every 5 minutes (no longer checks for active Poison effects)
Poison Effects on Creatures
- Creatures (NPC, Tamed, and Summoned) can now have multiple types of different Poison effects applied onto them on them simultaneously (such as 1 Greater Poison + 2 Deadly Poison + 2 Lethal Poison all active)
- Creatures can only have 1 Poison effect active on them from the same source, however (i.e. 1 player/creature can’t stack multiple/different Poison effects on the same creature)
Example
A player with the Poisoning Skill, who also has a tamed Swamp Spider and a tamed Wyvern, are all fighting against a Daemon
The player casts Poison and applies Lethal Poison to the Daemon
The player’s Wyvern hits the Daemon and also applies Lethal Poison
The player’s Swamp Spider hits the Deamon and applies Greater Poison
The Daemon now has 2 Lethal Poison effects and 1 Greater Poison effect active, all damaging it
Creature vs Creature Poison Ticks
- Creature-based Poison Effects against other Creatures will now always tick every 5 seconds (regardless of Poison Type)
- Creature-based Poison Effects against other Creatures will now do Tick Damage as a percentage of the source creature’s Damage Max, scaling based on Poison Type (each also having a Minimum damage per tick)
Creature vs Creature Poison Damage per Tick is now as follows:
- Lesser Poison: (Damage Max) * 20% [Minimum of 5 Damage]
- Regular Poison: (Damage Max) * 30% [Minimum of 10 Damage]
- Greater Poison: (Damage Max) * 40% [Minimum of 15 Damage]
- Deadly Poison: (Damage Max) * 50% [Minimum of 20 Damage]
- Lethal Poison: (Damage Max) * 60% [Minimum of 25 Damage]
Example 1
A player has a Level 15 Wyvern that has a Melee Damage of 50-60 and can inflict Lethal Poison
The Wyvern’s Poison Ticks will inflict (60 * 60%) = 36 Damage per tick against creatures
Example 2
A player has a Level 15 Aegis Asp that has a Melee Damage of 15-18 and can inflict Deadly Poison
The Aegis Asp’s Poison Ticks will inflict (18 * 50%) = 9 Damage per tick against creatures, which will become 20 Damage per tick, because of the Minimum for Deadly Poison
Curing Followers
- If a Player’s Summoned/Tamed Follower has different Poison Types active on it simultaneously , the difficulty to cure the creature with Spells or Bandages/Veterinary Supplies will be based on the strongest Poison type present on the creature (Lesser < Regular < Greater < Deadly < Lethal)
- Curing a Follower successfully will remove all Poison effects on the creature, including those lower than the strongest type on the creature
Necromancy
- The Poison Strike ability now has the following description: “Target a creature that you have applied Poison or Disease onto to resolve up to 3 Poison ticks and up to 8 Disease ticks remaining at (100% * (Necromancy / 100)) normal damage”
- The Mind Rot ability now has the following description: “For next 30 seconds, player’s Poison and Disease tick damage is increased by (20% * (Necromancy / 100))”
Notes
- Poison Strike and Mind Rot will now apply to any form of Poison or Disease inflicted directly by the player, including from Melee sources
- Players will no longer receive a “You enhance your poison with Mind Rot” message, as the ability will now impact existing Poison and Disease ticks from the player
Fencing Codex
- The Assassinate Finisher now has the following description: “Inflicts 400% Damage and immediately resolves 1 Disease tick and 1 Poison tick remaining on target (only will resolve effects inflicted by player)”
Trap Codex
- The Groundwork upgrade now has the following description: “Increases Damage by (6% / 18% / 30%) but increases time needed to place traps by (0.25 / 0.75 / 1.25) seconds. Player also receives Damage Resistance of (4% / 12% / 20%) and Knockback Immunity of (20% / 60% / 100%) while placing a trap”
Parry Codex
- The Barrier Finisher now has the following description: “Damage Reduced by a flat 0.6 per Rank (damage cannot be lowered below 1)”
Magic Resist Minimums
- Creatures can now have their Magic Resist reduced by a maximum of 150 (previously was 100)
Mastery Chain Links
Poison Links
Poison Damage
Poison Damage links now have the following bonuses:
- Bronze: 7.0% (previously 5%)
- Silver: 8.75% (previously 6.25%)
- Gold: 10.5% (previously 7.5%)
- Corrupted: 11.375% (previously 8.125%)
Poison Damage/Resist Ignore
Poison Damage/Resist Ignore links now have the following bonuses:
- Bronze: 4.5% (previously 4%)
- Silver: 5.625% (previously 5%)
- Gold: 6.75% (previously 6%)
- Corrupted: 7.3125% (previously 6.5%)
Optional Link Conversion
The following Link Types now have the option to be converted to “Damage Dealt by Player” type links:
- Effective Poisoning
- Poison Damage
- Poison Damage / Resist Ignore
Note: Players can perform optional link conversion by double-clicking the link and using the Link Conversion menu
Damage to Barded Creatures
- Damage to Barded Creatures links will now only provide bonuses if the player themselves have an active Barding Effect on the target (Discordance, Peacemaking, Provocation)
Damage to Poisoned Creatures
- Damage to Poisoned Creatures links will now only provide bonuses if the player or one of their followers has an active Poison Effect on the target (Greater Poison or above)
Damage to Diseased Creatures
- Damage to Diseased Creatures links will now only provide bonuses if the player or one of their followers has an active Disease Effect on the target
Damage to Bleeding Creatures
- Damage to Bleeding Creatures links will now only provide bonuses if the player or one of their followers has an active Bleed Effect on the target
Aspects
Agorawave Armor Bonuses
Spell Damage Bonus (doubled for AOE and Field Spells)
- Spell Damage is increased by (12% + (4% * Tier Level)) of normal
- This Spell Damage bonus is doubled for any AoE Spells including Meteor Swarm, Chain Lightning, and Earthquake and for any Moving Fields including Fire Field, Poison Field, and Paralyze Field
Moving Field Distance [NO CHANGE]
- The distance that Moving Fields created by Fire Field, Poison Field, and Paralyze Field spells will travel is (7 + (1 for every 4 Tiers))
Damage Resistance While Casting [NO CHANGE]
- Player will receive a Damage Resistance bonus of (7.5% + (2.5% * Tier Level)) while in the act of casting (active while animation plays)
Temporal Armor Bonuses
Damage Bonus (staggered increase over 2 sec)
- While the player is within 12 tiles of a Temporal Field they have created, they will receive a Damage bonus to all damage they inflict of (10% + (3.5% * Tier Level))
- However, this bonus amount begins at 0% of normal when the Temporal Field is created, and scales up by 50% of normal for each second until becoming 100% of normal after 2 seconds and until the end of the Temporal Field
Damage Resistance and Damage Delay
- While the player is within 12 tiles of a Temporal Field they have created, they will receive a Damage Resistance bonus and a Damage Delay effect of (5% + (1.5% * Tier Level))
- The Damage Delay effect will reduce a player’s final damage taken (after resolving reductions) by the effect amount (rounded down) and then resolve that reduction amount as damage to the player 2 seconds later
Chance to Avoid Movement Effects
- While the player is within 12 tiles of a Temporal Field they have created they will have a (15% * (4.0% * Tier Level)) chance to ignore any effect that Paralyzes, Hinders, or Entangles the player
- Note: This bonus was previously attributed to Air Aspect Armor but is now part of Temporal Aspect Armor
Taming
Underdog Bonuses
- Tamed Followers will now receive an Underdog Bonus to Wrestling, with a maximum bonus of +20% (scaled based on the gap between creature’s Min Taming skill required and 120)
- The Underdog bonus to Wrestling is a scalar increase that will be applied for both attacking and defending, but is applied before any bonuses to Accuracy or Defense as well as before any caps are placed on maximum to hit chances (such as PvP caps or the maximum of 100 wrestling skill for defending)
- Note: The Underdog bonus to Wrestling for a follower will *not* adjust the displayed Wrestling Skill on the main Animal Lore page, and will only appear in the “Details” section under “Underdog Bonuses”
Zoology
- The [Zoology menu now has a “Stabled” column to show how many of each creature a player currently has stabled
- The “Show All Creatures” sort mode is now displayed as “Sort By Zoology Bonus”
- Players can now sort by “Show Only Stabled” to only see entries for creature types they have 1 or more currently stabled
Attack Class Upgrades
New Upgrades
- Giant Killer: Melee Accuracy increased by (2% / 6% / 10%), with bonus amount doubled against a creature if chance to hit is still below 66% after applying bonus
- Heavy Breathing: Damage inflicted by Passive and Cooldown abilities that can hit multiple targets increased by (15% / 45% / 75%). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown ability that can hit multiple targets
Descriptions for existing Attack Class Upgrades have been updated as follows:
- Ambush: Follower Damage increased by (7%, 21%, 35%) and Damage Resistance by (4% / 12% / 20%) for 10 seconds after exiting Stealth (including on Backstab). Follower Damage increased by (5% / 15% / 25%) if follower does not have Stealth
- Cornered: Follower Damage increased by (7%, 21%, 35%) if follower has taken damage from another creature within the last 10 seconds. Follower Damage increased by (4% / 20% / 25%) if follower has not taken damage from another creature within the last 10 seconds
- Feed: If follower has a Bleed effect on target, Follower Damage is increased by (5% / 15% / 25%) and Melee Attacks within 2 tiles of target restore (0.5% / 1.5% / 2.5%) of Max Health. Follower Damage increased by (5% / 15% / 25%) if target cannot inflict Bleed effects
- Feral: While Frenzied or Enraged, follower’s first non-backstab Melee Attack every 15 seconds has its Damage increased by (60% / 180% / 300%). Follower Damage increased by (5% / 15% / 25%) if follower does not have either of those abilities
- Hunting Party: Follower Damage increased by (7% / 21% / 35%) if both follower and tamer are both within 2 tiles of target. Follower Damage increased by (4% / 12% / 20%) if either follower or tamer are more than 2 tiles from target
- Immolate: Flamestrike and Spellburn abilities now have Damage increased by (40% / 120% / 200%). Follower Damage increased by (5% / 15% / 25%) if follower does not have either or those abilities
- Lethality: Follower Damage have a (6% / 18% / 30%) chance to inflict +100% Damage, otherwise will inflict (4% / 12% / 20%) additional Damage
- Menagerie: Follower Damage increased by ((1.5% / 4.5% / 7.5%) * Different Types of Followers Controlled By Player). Healing Amounts increased by ((1% / 3% / 5%) * Different Types of Followers Controlled By Player)
- Mutation: Reduces cooldown length of Cooldown Abilities by (1.5 / 4.5 / 7.5) seconds. Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability
- Pelt: Follower Damage increased by (7% / 21% / 35%) if target is 4 tiles away or more. Follower Damage increased by (4% / 12% / 20%) if target is within 3 tiles
- Primal: Chance to trigger Passive Abilities increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower does not have a Passive Ability
- Swarm: Follower Damage increased by ((1.5% / 4.5% / 7.5%) * Total Followers Controlled By Player). Healing Amounts increased by ((1% / 3% / 5%) * Total Followers Controlled By Player)
Utility Class Upgrades
New Upgrades
- Deep Lungs: Passive and Cooldown abilities that hit multiple targets have a (20% / 60% / 100%) chance to increase the number of targets hit by 50% (rounded up). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability that can hit multiple targets
- Dominance: Melee Accuracy increased by (3% / 9% / 15%). Bonus against targets reduced to 0% after follower lands 5 hits against them (will reset against target after 15 seconds)
Descriptions for existing Utility Class Upgrades have been updated as follows:
- Beast Sting: If follower has a Poison effect on target, increases Follower Damage by (8% / 24% / 40%). Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Poison
- Breaker: Melee Attacks will ignore (5 / 15 / 25) Armor Rating of target and Spellcasts ignore (10 / 30 / 50) Magic Resist of target
- Carrion: If follower has a Disease effect on target, Follower Damage is increased by (4% / 12% / 20%) and Melee Attacks within 2 tiles of target restore (1% / 3% / 5%) of Max Health. Follower Damage increased by (5%, 15%, 25%) if follower cannot inflict Disease effects
- Contagion: Increases the Damage of Disease effects by (25% / 75% / 125%). Follower Damage increased by (4% / 12% / 20%) if follower cannot inflict Disease effects
- Debilitate: Poison effects created by follower have a (1% / 3% / 5%) chance on tick resolution to Hinder target for 3 seconds. Follower Damage increased by (4% / 12% / 20%) if follower cannot inflict Poison
- Frostbite: Damage of Chill Abilities increased by (10% / 30% / 50%) and amount of Chill effect applied increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Chill effects
- Metabolism: Successful Melee Attacks will restore (0.5% / 1.5% / 2.5%) of Max Health. Follower Damage increased by (4% / 12% / 20%) if already at Max Health
- Opportunity: Follower Damage increased by (20%, 60%, 100%) if follower has applied an Entangle or Hinder effect to the target within last 10 seconds. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Entangle or Hinder effects with abilities
- Punishment: When follower’s Pierce or Hex effects expire on a target, will inflict (DamageMax * (0.5 / 1.5 / 2.5)) Damage onto them. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Pierce or Hex effects
- Scour: When applying Weaken, Cripple, Pierce, or Hex effects the amount of the effect is increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict any of these effects
- Swoop: The next Melee Attack or Spellcast within 10 seconds after using a Cooldown Ability will have its Damage increased by (20% / 60% / 100%). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability
- Toxic: When applying a Poison or Disease effect, has a (20% / 60% / 100%) chance to immediately resolve 2 ticks. Follower Damage increased by (5%, 15%, 25%) if follower cannot inflict Poison or Disease effects
Tank Class Upgrades
New Upgrades
- Alpha: Melee Accuracy increased by (2% / 6% / 10%) with bonus amount doubled against targets aggroed onto follower
- Bully: If follower has any Cooldown abilities that can hit multiple targets, using a Cooldown ability will increase Damage Resistance by (6% / 18% / 30%) for (Cooldown Duration * 33%). Damage Resistance increased by (2% / 6% / 10%) if follower does not have a Cooldown ability that can hit multiple targets
Descriptions for Tank Class Upgrades have been updated as follows:
- Adrenaline: For 15 seconds after being resurrected, Follower Damage increased by (10% / 30% / 50%) and Damage Resistance increased by (4% / 12% / 20%). Follower Damage is increased by (4% / 12% / 20%) and Damage Resistance is increased by (1% / 3% / 5%) if follower has not recently been resurrected
- Aggression: For each different enemy that has damaged follower within the last 10 seconds (up to 3 enemies), Melee and Spell Damage is increased by (3% / 9% / 15%) and Damage Resistance is increased by (1% / 3% / 5%). Follower Damage is increased by (4% / 12% / 20%) if no enemies have damaged follower within the last 10 seconds
- Behemoth: Follower Damage increased by (8% / 24% / 40%) and Damage Resistance by (1.5% / 4.5% / 7.5%) if follower takes 3 or more Control Slots. Follower Damage is increased by (3% / 9% / 15%) and Damage Resistance is increased by (1% / 3% / 5%) if follower takes 1 or 2 Control Slots
- Critical Care: Resurrection chances increased by (20% / 60% / 100%) of normal and follower will Resurrect with an additional (7% / 21% / 35%) of Max Health [will not work if PvP Flagged]
- Deflection: Damage Resistance is increased by (4% / 12% / 20%) against environmental damage or enemies that are not aggroed onto follower. Damage Resistance is increased by (2% / 6% / 10%) against enemies aggroed onto follower
- Guardians [Formerly Known as Guardian]: Damage Resistance increased by (4% / 12% / 20%) if tamer controls 2 or more Tank class followers (must be alive and controllable). Damage Resistance increased by (2% / 6% / 10%) if tamer controls less than 2 Tank class followers
- Hearty: Follower Damage increased by (7% / 21% / 35%) when above 75% Health. Follower Damage increased by (4% / 12% / 20%) when below 75% Health
- Mending: Healing Amounts increased by (7% / 21% / 35%) and Curing chances by (15% / 45% / 75%) of normal. Follower Damage increased by (4% / 12% / 20%) when at Max Health and not Poisoned
- Stalwart: Damage Resistance increased by (2% / 6% / 10%) and has a (15% / 75% / 75%) chance to ignore any non-movement Debuff effects (such as Cripple, Pierce, Hex, etc)
- Survival: Damage Resistance increased by (3% / 9% / 15%)
- Tolerance: Has a (8% / 24% / 40%) chance to ignore any Bleed, Disease, or Poison tick. Damage Resistance increased by (1% / 3% / 5%) while not under the effect of Bleed, Disease, or Poison
- Trample: Melee Attacks within 2 tiles of target inflict an additional (DamageMax * (6% / 18% / 30%)) to 2 additional targets within 2 tiles of target. Spell Damage increased by (5% / 15% / 25%)
Tamed Stats
Stats/Skills have been updated for the following Tameable Creatures:
- Cryptwing: Wrestling 90
- Blood Hunter: Wrestling 85
- Blood Ape: Damage 16-20
- Arctic Bullvore: Hits 500
- Searing Bullvore: Hits 600
- Giant Sandroach: Hits 250
- Earth Drake: Damage 30-40
- Colossal Crystal Beetle: Hits 500 / Wrestling 90 / Magic Resist 150
- Deep Crawler: Hits 400 / Wrestling 80
- Barbed Prowler: Hits 500 / Wrestling 100
- Harvestman: Hits 325 / Damage 42-48
- Giant Swamp Beetle: Hits 350 / Damage 34-40 / Wrestling 85
- Otyugh: Hits 550 / Damage 42-64 / Wrestling 85
- Colossal Boa: Hits 500 / Damage 60-80 / Wrestling 105
- Giant Crystal Beetle: Hits 350 / Damage 36-42 / Wrestling 85 / Magic Resist 150
- Bullvore: Hits 500 / Damage 44-56 / Wrestling 80
- Wisp: Hits 225 / Damage 34-40
- Brood Beetle: Hits 350 / Damage 36-42
- Decaying Dragon: Hits 500 / Damage 44-56 / Wrestling 80
- Colossal Dung Beetle: Hits 650 / Damage 54-78 / Wrestling 85
- Brasshopper: Hits 325 / Damage 40-46 / Wrestling 90
- Lighthouse Shellpod: Damage 36-42
- Blood Purger: Damage 36-42 / Wrestling 80
- Biolumen Shellpod: Damage 36-42
- Sandcrawler: Hits 450 / Wrestling 85
- Stinger: Hits 175 / Damage 18-22
- Colossal Blazing Beetle: Hits 700 / Damage 56-78 / Wrestling 90
- Colossal Searing Scorpion: Hits 400 / Damage 44-60
- Colossal Poison Dart Frog: Hits 400 / Wrestling 95
- Acarid: Hits 300 / Damage 40-48 / Wrestling 85
- Glowworm: Hits 300 / Damage 42-54 / Wrestling 85
- Earth Dragon: Damage 40-60
- Giant Locust: Hits 300 / Damage 38-44
- Wyvern: Hits 350
- Fire Crawler: Hits 500 / Wrestling 90
- Tidal Krait: Hits 500 / Damage 52-74 / Wrestling 100
- Colossal Sandroach: Hits 650
- Wyvern Hatchling: Hits 225
- Colossal Swamp Beetle: Hits 500 / Damage 48-66 / Wrestling 90
- Colossal Frost Scorpion: Damage 42-58 / Wrestling 90
- Anaconda: Hits 300 / Wrestling 85
- Giant Poison Dart Frog: Hits 300 / Wrestling 90
- Giant Blood Purger: Damage 48-60 / Wrestling 90
Creature Abilities
Air Breath
- Air Breath now has the following description: “Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.75) damage and applying a weaken effect of (Control Slots * 5%) for 15 seconds”
Bad Luck
- Bad Luck now has the following description: “Has a 15% chance when taking damage to inflict that damage (ignoring half of target’s armor) also onto the attacker, with damage amount capped at (DamageMax * 1.0)”
Biolumen Barrage
- Biolumen Barrage now has the following description: “Fires 2 projectiles at target up to 8 tiles away, each inflicting (DamageMax * 1.0) damage, with target taking +50% damage if they are a minion, boss-spawn, or summon of another creature”
Bog Barrage
- Bog Barrage now has the following description: “Fires 3 waves of projectiles in a 8 tile radius, with each wave hitting up to 6 targets. Each hit inflicts (DamageMax * 0.33) damage and has a 15% chance to inflict (DamageMax * 0.33) disease damage every 5 seconds for 20 seconds”
Boreal Breath
- Boreal Breath now has the following description: “Fires a projectile at a target up to 12 tiles away, inflicting (DamageMax * 0.8) damage and applying a pierce effect of (Control Slots * 5) for 30 seconds. Also applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)”
Charge
- Charge now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 1 tile. Inflicts (DamageMax * 0.8) damage, with the first target hit taking +75% damage”
Chilled Charge
- Chilled Charge now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 1 tile. Inflicts (DamageMax * 0.7) damage, with the first target hit taking +75% damage. Applies a chill effect of (Control Slots * 2%) for the next 60 seconds (stacks up to 20%)”
Choke
- Choke now has the following description: “Has a (5% + (Control Slots * 5%)) chance on melee hit to entangle creature for 4 seconds and inflict (DamageMax * 1.5) which ignores half of target’s armor. Also applies a (DamageMax * 1.0) Pressure effect with 10 second duration”
Devour
- Devour now has the following description: “Can consume nearby corpses to heal 10% of maximum health”
Dig
- Dig now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 2 tiles. Inflicts (DamageMax * 0.9) damage, with the first target hit taking +50% damage”
Discharge
- Discharge now has the following description: “Melee attacks have a 10% chance to restore 5% Health and to inflict an additional (DamageMax * 1.5) damage which ignores half of target’s armor”
Earth Breath
- Earth Breath now has the following description: “Fires a projectile at a target up to 12 tiles away, inflicting (DamageMax * 2.0) damage”
Epic Barrage
- Epic Barrage now has the following description: “Fires projectiles at a target up to 12 tiles away, dealing 3 hits that each inflict (DamageMax * 0.6) damage that ignores half of target’s armor”
- Fixed an issue that was causing ability to delay the acting creature longer than intended
Eversion
- Eversion now has the following description: “Has a 15% chance on successful melee attack to lose 5% of its own health, but will inflict (DamageMax * 0.66) disease damage every 5 seconds for 20 seconds”
Fiery Charge
- Fiery Charge now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 3 tiles. Inflicts (DamageMax * 0.9) damage, with the first target hit taking +75% damage”
Fiery Dig
- Fiery Dig now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 2 tiles. Inflicts (DamageMax * 1.1) damage against, with the first target hit taking +50% damage”
Light Barrage
- Light Barrage now has the following description: “Fires 2 projectiles at target up to 8 tiles away, each inflicting (DamageMax * 1.0) damage. Target has their damage taken from provoked, uncontrolled creatures increased by 20% for the next 15 seconds”
Massive Dusk Breath
- Massive Dusk Breath now has the following description: “Fires projectiles in a cone, hitting up to 3 targets. Inflicts (DamageMax * 0.9) damage which ignores half of target’s armor, with the first target hit taking +50% damage. Applies a weaken effect of (Control Slots * 3%) for 15 seconds”
Massive Ice Breath
- Massive Ice Breath now has the following description: “Fires projectiles in a cone, hitting up to 3 targets. Inflicts (DamageMax * 0.8) damage which ignores half of target’s armor, and the first target hit taking +50% damage. Applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)”
Mule
- The Mule ability has been removed,
- Any existing tamed creatures in game with the Mule ability that had items in their Pack, those items will be sent to their controller’s Bank Box
Sandblast
- Sandblast now has the following description: “Teleports to a location up to 12 tiles away, hitting up to 3 targets within 2 tiles. Inflicts (DamageMax * 0.5) damage and applies a pierce effect of (Control Slots * 10) for 15 seconds”
Shock
- Shock now has the following description: “Has a 15% chance on spellcast to deal (DamageMax * 1.0) damage that ignores half of target’s armor. Hinders creatures for (Control Slots * 1) seconds or hamstrings players for 2 seconds”
Sing
- Sing now has the following description: “For next 8 seconds, creature’s melee attacks against discorded targets inflict an additional 33% damage that ignores half of target’s armor”
Spellbreak
- Spellbreak now has the following description: “Has a 15% chance on spellcast to inflict an additional (DamageMax * 0.5) damage that ignores half of target’s armor and applies a hex effect of (Control Slots * 15) for 15 seconds”
Spellburn
- Spellburn now has the following description: “Has a 15% chance on spellcast to inflict an additional (DamageMax * 1.0) damage that ignores half of target’s armor”
Spellchill
- Spellchill now has the following description: “Has a 15% chance on spellcast to inflict an additional (DamageMax * 0.75) damage that ignores half of target’s armor and applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)”
Spellcrush
- Spellcrush now has the following description: “Has a 15% chance on spellcast to inflict an additional (DamageMax * 0.50) damage that ignores half of target’s armor and applies a pierce effect of (Control Slots * 10) for 15 seconds”
Steam Cloud
- Steam Cloud now has the following description: “Immediate enters stealth, hitting up to 3 targets within 3 tiles. Inflicts (DamageMax * 0.65) damage which ignores half of target’s armor, with the first target hit taking +50% damage”
Tranquility
- Tranquility now has the following description: “Fires projectiles at a target up to 12 tiles away, dealing 3 hits that each inflict (DamageMax * 0.4) damage that ignores half of target’s armor. Also applies a hex effect of (Control Slots * 25) and a weaken effect of (Control Slots * 4%) for 15 seconds”
- Significantly reduced the delay the ability applies to acting creature before they can resume attacking
Venom Barrage
- Venom Barrage now has the following description: “Creature makes its normal melee attacks as ranged attacks up to 12 tiles away. Has a (33% * (poisoning skill / 100)) chance on hit to apply deadly poison”
Warpigment
- Warpigment now has the following description: “Has a 15% chance on melee attack to increase melee damage and accuracy by 5% for 60 seconds (can stack up to 25%)”
Thieves Guild
Red Hand Thief Region Restrictions
- When a Red Hand member of the Thieves Guild dies inside of a Dungeon region, they will now receive a Region Restriction (i.e. “Lockout”) for that location and become restricted from entering it for 30 minutes
- Red Hand players will never receive a Region Restriction for dying in the Wilderness
- Region Restrictions for Red Hand Thieves are handled the same as Murderer Region Restrictions and can be viewed under the “Region Restrictions” section of the Criminal Summary menu, which players can view by saying “I must consider my sins” or typing [ConsiderSins
Mugging and Pilfering
- Max Gold stealable from Pilfering or Mugging standard creatures is now 2000 (previously was 1000)
- Max Gold stealable from Pilfering or Mugging boss-type creatures is now 5000 (previously was 2500)
- Players can now encounter Thieves Guild-hued (Hue 1067) items when Pilfering or Mugging creatures
Black Goods and Black Market
- Black Goods can now only be exchanged for Gold (no longer will receive any items including Thieves Guild hued-items)
- Substantially increased the “baseline” Gold Value for each Rarity Level of Black Goods
- Increased the chances of Black Goods appearing in higher Rarity Levels
- Weekly Scarcity values, that modify the exchange rate for Black Goods turned in, will now randomize each week between 66% and 133% of the “baseline” value for each Rarity Level
- Gold Received from exchanging a Black Good will now always be deposited into the player’s Bankbox (no longer an option to receive in Backpack)
Baseline Gold Values for Black Goods rarity levels are now as follows:
- Extremely Common: 500 Gold (previously 100)
- Very Common: 1000 Gold (previously 250)
- Common: 2500 Gold (previously 500)
- Uncommon: 5000 Gold (previously 1000)
- Rare: 10,000 Gold (previously 2500)
- Very Rare: 25,000 Gold (previously 5,000)
- Extremely Rare: 50,000 Gold (previously 10,000)
- Legendary Rare: 150,000 Gold (previously 25,000)
Dungeon Gold Decay
- Any Gold inside of Dungeons that is on the ground or in a movable container will now reduce its amount by 10% every 60 seconds
- Any Gold on a creature corpse (NPC) will reduce its amount by 50% when the corpse becomes freely lootable (5 minutes after death) and then will reduce its amount by 10% every 60 seconds afterwards
Cartography
- Players will no longer need to use Explorer Packs to activate Cartography PvM bonuses: these bonuses will now always be active for players (where they normally apply)
- Explorer Packs will now be used exclusively for mechanics related to Treasure Maps and Resource Maps
- Explorer Packs are now stackable
- Explorer Packs now have a crafting option to craft 25 Explorer Packs at once
PvM Bonuses
- Players will now have their Damage Dealt increased by (25% * (Effective Cartography / 100)) against creatures spawned from Treasure Map Chests or Trade Caravans, or against creatures while on a Ship
Note: This changes the existing Cartography bonus to now become a multiplicative Damage Bonus that applies to all damage directly coming from the player in those situations listed (but not including Followers or Ship Cannon damage)
Atlases and Hiking
- Players will no longer need to have a Secure Campfire (Camping) or use an Explorer Pack (Cartography) in order to use the Hike to Location feature from Atlases
- Players must still meet the Skill Requirements of Hiking-enabled skills (Camping / Cartography) to use the Hike to Location feature
Quest/Tracking Arrows
- Players now can have multiple “Quest/Tracking” arrows active on screen, with one arrow possible for each category of Arrow such as Tracking Skill, Atlas Location, Trade/Faction Caravan, Faction Location, Treasure/Resource Map, etc
- Each Category of Quest/Tracking Arrows will have its own unique color (such as Green for Tracking Skill targets)
- If a player hovers their mouse above a Quest/Tracking arrow, they will see rollover text indicating what the arrow represents (such as a Hunting Target from the Tracking Skill)
Organizer Tomes
- Organizer Tomes now have all new graphics
- Organizer Tomes can now be dyed with Rune and Tome Dyes (formerly known as Runebook Dyes)
Rune and Tome Dye (Formely Runebook Dye)
- Runebook Dyes are now known as “Rune and Tome Dye”
Rune and Tome Dyes can now be used on the following items:
- Arcane Rune Tome
- Aspect Rune Tome
- Dyes Tome
- Lore Page Tome
- Mastery Chain Link Tome
- Outlands Collectable Card Tome
- Rare Cloth Tome
- Ship Upgrade Tome
- Skill Mastery Tome
- Spell Scroll Tome
- Treasure Map Tome
- Fishing Map Tome
- Lumber Map Tome
- Ore Map Tome
- Skinning Map Tome
- Recall Rune
Note: Players may also still use Accessory Dyes to dye Recall Runes
Treasure Map Overhaul
Undecoded Maps
- Undecoded Treasure Maps are now stackable with other undecoded Treasure Maps of the same Level
- When patch goes live, any previously Decoded Treasure Maps that have not yet generated a Treasure Chest, will revert to Undecoded
Treasure Map Tomes
- Treasure Map Tomes will now only store Undecoded Treasure Maps
- When patch goes live, any previously Decoded Treasure Maps inside of Treasure Map Tomes will revert to Undecoded
Treasure Map Menu
- Players will no longer use Shovels to dig up Treasure Maps in their inventory
- Treasure Maps are now managed through a Treasure Map Menu that will display when a Treasure Map is double-clicked in the player’s backpack
- Players must seperate a Treasure Map from its stack in order to double-click it
Cartography Skill and Treasure Map Actions
- Treasure Map Chests will no longer require use of the Lockpicking skill nor will they benefit from the Mining skill for locating the Treasure Map Chest
- Treasure Maps now will have multiple “actions” for players to take, several of which will require the player to have sufficient printed Cartography skill to complete (Decode Map and Reveal Chest)
- Players will no longer need Shovels to complete Treasure Maps, but will instead need to consume Explorer Packs from the player’s backpack on successful completion of some Treasure Map actions (Decode Map and Reveal Chest)
Minimum Cartography Skill Requirements for Treasure Map Chest Levels are as follows:
- Plainly Drawn (Level 1): 85 Cartography
- Expertly Drawn (Level 2): 90 Cartography
- Adeptly Drawn (Level 3): 95 Cartography
- Cleverly Drawn (Level 4): 100 Cartography
- Deviously Drawn (Level 5): 105 Cartography
- Ingeniously Drawn (Level 6): 110 Cartography
- Diabolically Drawn (Level 7): 115 Cartography
- Legendarily Drawn (Level 8 / Lore Map): 120 Cartography
Decode Map
- To begin a Treasure Map, players must Decode it
- Players can Decode a Treasure Map by clicking the “Decode Map” button in the Treasure Map Menu
- Decoding a Treasure Map will require the player to be stationary for 15 seconds and the player must be able to consume 1 Explorer Pack from their backpack upon completion
- If the player moves prior to completion, the action will be cancelled
Active Map Item
- Once a player Decodes a Treasure Map, it becomes their “Active Map Item” (across their OutlandsID (all characters and accounts)
- An Active Map Item adopts a Red Hue, becomes Blessed, and is now Bound to the character who decoded it
- Players can only have 1 Active Map Item at a time, which includes any Treasure Maps or Resource Maps (Fishing / Lumber / Ore / Skinning)
- Players cannot use Treasure Maps that are Bound to a character not on their OutlandsID
- Players must either complete their Active Map Item, or Abandon it before they can decode or perform actions on other Map Items
- Single-clicking an Active Treasure Map will display how much time remains until it expires and who it is current Bound to
Treasure Map Expiration
- Once a Treasure Map becomes Active, it will automatically expire and become Abandoned if not completed within 30 minutes for Level 1-7 maps or 60 minutes for a Level 8 (Lore Map)
- When a Treasure Map is Abandoned/Expired, it will be deleted along with the Treasure Map Chest and any spawned creatures from it
Hike to Vicinity
- Players will no longer be able to see a visual preview (Map Popup) of the Treasure Map Chest’s location
- Players must now travel via Hiking to a location near the Treasure Map Chest’s location by clicking the “Hike to Vicinity” button
- All normal restrictions for Hiking via Atlas Books will apply when using Hike to Vicinity to travel
Navigate to Chest
- Clicking the “Navigate to Chest” button will display a Tracking Arrow that points to the location of the Treasure Map Chest
- Unlike normal Tracking Arrows, this will not display the target coordinates nor display the distance to the destination
Reveal Chest
- Players can attempt to Reveal the Treasure Map Chest for their map by clicking the “Reveal Chest” button in the Treasure Map Menu
- Attempting to reveal a Treasure Map Chest will require the player to be stationary for 15 seconds and the player must be able to consume 1 Explorer Pack from their backpack upon completion
- If the player moves prior to completion, the action will be cancelled
- Players must be within 3 tiles of the Treasure Map Chest’s location in order for the Reveal Chest action to be successful
Defeat Creatures
- After a Treasure Map Chest is revealed, a number of creatures will spawn near the chest
- Once all spawned creatures are defeated, the Owner of the Treasure Map will receive an overhead notification
Treasure Chest Access, Loot, and Rewards
- Once all spawned creatures are defeated, the chest may now be double-clicked to open, which will generate Loot and change the visual of the chest
Exclusivity Period
- For 2 minutes after defeating the spawned creatures of a Treasure Chest, only the Owner of the Treasure Map is able to open the Treasure Chest
- Any other player attempting to open the Treasure Chest during that time will receive a system message telling them how much time remains before they can open the chest
Opening Treasure Chest
- The player who first opens the Treasure Chest will receive Experience for doing so and will use their bonuses to determine any adjustments to Loot for the Treasure Chest (such as those from Aspects, Mastery Chains, Guild Favors, etc)
- If the Owner of the Treasure Map is Alive and within 18 tiles of the Treasure Chest when it is opened, they will credit for Achievements, Society Jobs, and Server Rank for completion of the Treasure Map
Other Players
- Once a chest is opened, then all players can access the chest
- However, it will remain criminal for players who are not in the same Guild, Party, or Alliance of the Owner of the Treasure Map to open a chest
Abandon
- Players can elect to Abandon their active Treasure Map by clicking the “Abandon” button in the Treasure Map Menu (requires triple-click confirmation)
- This will delete the Treasure Map, Treasure Chest, and any spawned creatures from the chest
Complete
- Once a player has defeated the spawned creatures and looted the Treasure Map Chest, they can click the “Completion” button to delete both the Treasure Map and Treasure Map Chest (requires double-click confirmation)
- A player’s Active Treasure Map must be Abandoned/Expire or be Completed before they can perform actions on another Treasure Map
A player marks their Treasure Map as “Completed” and it is deleted
Player Vendors
- Players can only place undecoded Treasure Maps for sale onto Player Vendors
Client / Razor
- Players cannot use the Client/Razor to send scripted Menu/Gump responses to the Treasure Map Menu (this is to prevent potential automation)
Resource Maps
Overhaul
- Resource Maps (which includes Fishing Maps, Lumber Maps, Ore Map, and Skinning Maps) have now been overhauled and feature interactive handling similar to Treasure Maps
Graphics and Hues
- Fishing Maps, Lumber Maps, Ore Maps, and Skinning Maps now have new graphics and will adopt the hue of their respective resource
Undecoded Maps
- Undecoded Resource Maps are now stackable with other undecoded Resource Maps of the same type and same Level (unless they are pre-patch, partially harvested maps which have an non-colored Hue)
- When patch goes live, any previously Decoded Resource Maps will revert to Undecoded
Existing Partially Harvested Maps
When patch goes live, any Resource Maps that have been partially harvested will have the following occur:
- Will revert to Undecoded
- Will have a non-colored Hue (instead of the new Resource Hue) to indicate they are partially harvested
- Will not be stackable
- Cannot be added to a Resource Tome
- Cannot be placed for sale on Player Vendors
New Resource Maps
- After Patch goes live, all newly generated Resource Maps will now have their default amount of total Resources that can be harvested from them as a static amount, rather than a randomized amount (previous default amounts would randomize between -50% and +50% of this value)
Map Resource Total Amounts are as follows:
- Dullcopper / Dullwood / Dull Hide / Dullscale: 180 Resources
- Shadow Iron / Shadowwood / Shadowhide / Shadowscale: 165 Resources
- Copperwood / Copper / Copperhide / Copperscale: 150 Resources
- Bronze / Bronzewood / Brozehide / Bronzescale : 135 Resources
- Gold / Goldenwood / Goldenhide / Goldenscale: 120 Resources
- Agapite / Rosewood / Rosehide / Rosescale: 105 Resources
- Verite / Verewood / Verehide / Verescale: 90 Resources
- Valorite / Valewood / Valehide / Valescale: 75 Resources
- Avarite / Avarwood / Avarhide / Avarscale: 60 Resources
Fishing Maps
- Fishing Maps will no longer have a number of “Casts Remaining” and now will function similarly to Lumber/Ore/Skinning Maps where they complete when their Total Resources remaining reaches 0
- Players will now always receive Resources (randomized between Boards, Ore, or Leather) on every Fishing Map harvest action and players cannot “fail” to make a harvest attempt
- Aquarium Fish will now occur as an additional loot item, rather than taking the place of receiving resources
- Players will no longer receive Basic or Special Fish from Fishing Map harvest actions
Resource Map Menu
- Resource Maps are now managed through a Resource Map Menu that will display when a Resource Map is double-clicked in the player’s backpack
- Players must seperate a Resource Map from its stack in order to double-click it
Skill Requirements and Map Actions
- Resource Maps will no longer benefit from the Mining skill for locating Camp Locations
- Resource Maps now will have multiple “actions” for players to take, several of which will require the player to have sufficient Effective Harvesting skill (including Harvest Skill Bonuses from Aspects / Links / Etc) to complete (Decode Map and Reveal Chest)
- Players will need to consume Explorer Packs from the player’s backpack on successful completion of some Map actions (Decode Map and Reveal Camp)
Minimum Effective Harvesting Skill Requirements for Map Types are as follows:
Fishing Map
- Dullscale: 65 Fishing
- Shadowscale: 70 Fishing
- Copperscale: 75 Fishing
- Bronzescale: 80 Fishing
- Goldenscale: 85 Fishing
- Rosescale: 90 Fishing
- Verescale: 95 Fishing
- Valescale: 99 Fishing
- Avarscale: 110 Fishing
Lumber Map
- Dullwood: 65 Lumberjacking
- Shadowwood: 70 Lumberjacking
- Copperwood: 75 Lumberjacking
- Bronzewood: 80 Lumberjacking
- Goldenwood: 85 Lumberjacking
- Rosewood: 90 Lumberjacking
- Verewood: 95 Lumberjacking
- Valewood: 99 Lumberjacking
- Avarwood: 110 Lumberjacking
Ore Map
- Dull Copper: 65 Mining
- Shadow Iron: 70 Mining
- Copper: 75 Mining
- Bronze: 80 Mining
- Gold: 85 Mining
- Agapite: 90 Mining
- Verite: 95 Mining
- Valorite: 99 Mining
- Avarite: 110 Mining
Skinning Map
- Dullhide: 65 Forensic Eval
- Shadowhide: 70 Forensic Eval
- Copperhide: 75 Forensic Eval
- Bronzehide: 80 Forensic Eval
- Goldenhide: 85 Forensic Eval
- Rosehide: 90 Forensic Eval
- Verehide: 95 Forensic Eval
- Valehide: 99 Forensic Eval
- Avarhide: 110 Forensic Eval
Decode Map
- To begin a Resource Map, players must Decode it
- Players can Decode a Resource Map by clicking the “Decode Map” button in the Resource Map Menu
- Decoding a Resource Map will require the player to be stationary for 15 seconds and the player must be able to consume 1 Explorer Pack from their backpack upon completion
- If the player moves prior to completion, the action will be cancelled
Active Map Item
- Once a player Decodes a Resource Map, it becomes their “Active Map Item” (across their OutlandsID (all characters and accounts)
- An Active Map Item adopts a Red Hue, becomes Blessed, and is now Bound to the character who decoded it
- Players can only have 1 Active Map Item at a time, which includes any Treasure Maps or Resource Maps (Fishing / Lumber / Ore / Skinning)
- Players cannot use Resource Maps that are Bound to a character not on their OutlandsID
- Players must either complete their Active Map Item, or Abandon it before they can decode or perform actions on other Map Items
- Single-clicking an Active Resource Map will display how much time remains until it expires and who it is current Bound to
Map Expiration
- Once a Resource Map becomes Active, it will automatically expire and become Abandoned if not completed within 30 minutes
- When a Resource Map is Abandoned/Expired, it will be deleted along with the Resource Camp (if created)
Hike to Vicinity
- Players will no longer be able to see a visual preview (Map Popup) of the Resource Map’s location
- Players must now travel via Hiking to a location near the Resource Map’s Camp location by clicking the “Hike to Vicinity” button
- All normal restrictions for Hiking via Atlas Books will apply when using Hike to Vicinity to travel
Navigate to Camp
- Clicking the “Navigate to Camp” button will display a Tracking Arrow that points to the location of the map’s Resource Camp
- Unlike normal Tracking Arrows, this will not display the target coordinates nor display the distance to the destination
Reveal Camp
- Players can attempt to Reveal the Resource Camp for their map by clicking the “Reveal Camp” button in the Resource Map Menu
- Attempting to reveal a Resource Camp will require the player to be stationary for 15 seconds and the player must be able to consume 1 Explorer Pack from their backpack upon completion
- If the player moves prior to completion, the action will be cancelled
- Players must be within 3 tiles of the Resource Camps’ location in order for the Reveal Camp action to be successful
Harvest Resources
- Once a player has revealed their Resource Camp Location, they can harvest the resources their using normal Harvesting actions (double-clicking an appropriate equipped Harvesting tool and “Smart Harvesting”)
- Players must be within 3 tiles of the Resource Camp to harvest from their Resource Map
- All Harvesting actions at Resource Camps now take 2 seconds (including Fishing)
Abandon
- Players can elect to Abandon their active Resource Map by clicking the “Abandon” button in the Resource Map Menu (requires triple-click confirmation)
- This will delete the Resource Map and its Resource Camp (if revealed)
- Players can no longer “Demolish” spawned Resource Camps, and instead must use the Abandon mechanic if they wish to end a Resource Map early
Completion
- Once a player has harvested all resources (or made all Casts Remaining on a Fishing Map) from a Resource Map, it will automatically complete the Resource Map, which will become deleted, and its Resource Camp will vanish
- A player’s Active Map Item (Treasure or Resource Map) must be Abandoned/Expire or be Completed before they can perform actions on another Map Item
Resource Map Tomes
- Resource Map Tomes will now only store Undecoded Resource Maps
- When patch goes live, any previously Decoded Resource Maps inside of Resource Maps Tomes will revert to Undecoded
- When patch goes live, all stored Resource Maps that were Decoded, but partially harvested, will combine their Resources Remaining and divide (and round values) to adjust the number of Undecoded Map stored
Client / Razor
- Players cannot use the Client / Razor to send scripted Menu/Gump responses to the Resource Map Menu (this is to prevent potential automation)
Distribution Chests
- Distribution Chests now have Split/Divide options for Treasure Map and Resource Map (Fishing / Lumber / Ore / Skinning)
Bosses
Base Hit Points for Boss-Types have been updated as follows:
- Ocean Mini-Boss: 200,000 (Previously was 100,000)
- Ocean Boss: 400,000 (Previously was 200,000)
- Lore Boss: 200,000 (Previously was 75,000)
- Mini-Boss: 200,000 (Previously was 100,000)
- Boss: 400,000 (Previously was 200,000)
- Shrine Boss: 600,000 (Previously was 250,000)
- Omni Boss: 1,500,000 (No Change)
Prestige Rewards for Boss-Types have been updated as follows:
- Lore Boss: 2 (Previously was 4)
- Mini-Boss: 5 (Previously was 6)
- Boss: 10 (Previously was 12)
- Shrine Boss: 12 (No Change)
- Omni Boss: 50 (Previously was 60)
Pit Trials
Pit Trial Records
- Existing Pit Trial Records will be wiped (due to incoming rule changes)
Costs and Weekly Attempts
- Starting a Pit Trial will now cost 6 Survival Gear for 1 Player, 12 Survival Gear for 3 Players, and 18 Survival Gear for 5 Players
- Players are now limited to participating (starting/joining) in a maximum of 7 Pit Trials attempts per week (by OutlandsID)
- Players weekly Pit Trial attempts limit will be reset each Friday Night (same time as Society Jobs reset)
- Players can see how many weekly Pit Trial attempts they have remaining at the bottom of the Pit Trials menu from any Archeology Desk
- Players will also receive an overhead message on entering a Pit Trial showing how many attempts they have remaining that week
Test Shard
- Players can participate in an unlimited number of Pit Trials on the TEST SHARD
Damage Bonus Per Wave
Pit Trial Creatures will receive a Damage Bonus Per Wave of the following:
- One Player: 3.0% Per Wave (Previously was 2.5%)
- Three Player: 6.0% Per Wave (Previously was 5.0%)
- Five Player: 9.0% Per Wave (Previously was 7.5%)
Damage Resistance Bonus Per Wave
Pit Trial Creatures will now receive a Damage Resistance Bonus Per Wave of the following:
- One Player: 0.75% Per Wave (Previously was 0.5%)
- Three Player: 1.5% Per Wave (Previously was 1.0%)
- Five Player: 2.25% Per Wave (Previously was 1.5%)
Total Creature Difficulty Per Wave
The Total DifficultyValue of Pit Trial Creatures that spawn in each wave are adjusted by the following:
- One Player: +150 Total Difficulty Per Wave (Previously was 125)
- Three Player: +300 Total Difficulty Per Wave (Previously was 250)
- Five Player: +450 Total Difficulty Per Wave (Previously was 375)
Aggro Range Increase Per Wave
- Creatures will no longer receive an increase to Aggro Range per wave level, and will now have a flat 20 tile Perception Range
Backup Creatures
- Added several Ossuary 4 creatures to the “Backup” pool of creatures for very high wave levels (that exceeds normal range of available creatures)
Performance Updates
A huge number of updates have been made to the server code to improve performance and reduce potential sources of lag and game freezes, with a very large number of structural changes made specifically to handling of the following:
- Crafting Queues
- Processing of SpecialAbilityEffects such as Bleed, Disease, Pierce, etc
[BossResults
- [BossResults will now only keep records for the last 48 hours, due to the enormous amount of data being stored
Blood Feuds
- Blood Feuds have been removed from the Guilds system and are no longer possible
Character Creation
- Selecting Dual Wielding or Throwing from the character creation “Custom Skill Selection” interface will now correctly give the player weapons for those skills