PATCH: November 27 – Dexxer/Omni Boss Overhaul Goes Live!

Maximum Swing Speed Bonus

  • The maximum total bonus players can get to their Swing Speed from all sources is 50%

Whirlwind Arcane Rune

  • Instead of Swing Speed increase for players, Whirlwind Arcane Runes now restore 20% of a player’s Max Stamina every 5 seconds

Archery Damage Updates

  • Bow Damage is now 5 + 3D8 (previously was 2 + 4D6)
  • Crossbow Damage is now 6 + 4D8 (previously was 3 + 5D6)
  • Heavy Crossbow Damage is now 7 + 5D8 (previously was 4 + 5D8)

 

*DPS calculations are based on a 100% chance to hit presumption*

Players can view our Weapons Damage Speadsheet for the server using the following link :
https://docs.google.com/spreadsheet…aKU0IGmwzNjViy7XUYP3l0ik8/edit#gid=1064366645
(The “Archery and Dexer Overhaul” tab represents these changes and the “11/13/20” tab repesents what is currently on the server)

Weapon Damage to Creatures

  • Damage for all weapons against creatures has been increased by 25%

Crossbows

  • Crossbows (regular) now function as One-Handed weapons, meaning players can wield them with Shields or can use Potions while wielding them without a shield/item in their off-hand

Quivers

  • Players now have the ability to craft Quivers to manage their Ammunition Weight and Consumption Rate

 

 

  • Quivers are crafted with the Tailoring skill under the Other Wearables category

 

  • Quivers are containers that can only hold Arrows or Bolts, and will reduce the weight of any ammunition placed into the Quiver

 

  • Quivers can optionally be equipped by players, and will occupy the Cloak layer
  • Players do not have to a Quiver equipped to gain the bonuses from it (they can have it sit in their backpack and still receive the same effects)

Ammunition Weight
Normally, Arrows and Bolts have a weight of 0.1 stones each (meaning 10 Arrows/Bolts weigh 1 stone)

However, any ammunition that is placed into a Quiver, will have the weight of that arrow/bolt reduced, based on whether the Quiver is crafted with Exceptional Quality, of a Colored Material, or is Mastercrafted

Default weight for arrows/bolts stored in a Quiver is 0.08 stones and is reduced further based on the following:

Exceptional Quality: -0.005 stones
Mastercrafted: -0.005 stones

Dullhide Quiver: -.01 stones
Shadowhide Quiver: -.015 stones
Copperhide Quiver: -.020 stones
Bronzehide Quiver: -.025 stones
Goldenhide Quiver: -.030 stones
Rosehide Quiver: -.035 stones
Verehide Quiver: -.040 stones
Valehide Quiver: -.045 stones
Avarhide Quiver: -.050 stones

For example, ammunition in an Exceptional, Mastercrafted Avarhide Quiver will have a weight of .02 stones each (i.e 50 Arrows/Bolts weight 1 stone)

Ammunition Consumption Rate
In addition to reducing the weight of ammunition, players who store their arrows/bolts in a Quiver will have a chance that their ranged attacks will not consume ammunition, with those chances improved based on whether the Quiver is crafted with Exceptional Quality, Colored Materials, or is Mastercrafted

Any ammunition stored in a quiver by default has a 20% chance to not be consumed on a ranged attack, and is increased further based on the following:

Exceptional Quality: +5% Chance
Mastercrafted: +5% Chance

Dullhide Quiver: +10% Chance
Shadowhide Quiver: +15% Chance
Copperhide Quiver: +20% Chance
Bronzehide Quiver: +25% Chance
Goldenhide Quiver: +30% Chance
Rosehide Quiver: +35% Chance
Verehide Quiver: +40% Chance
Valehide Quiver: +45% Chance
Avarhide Quiver: +50% Chance

For example, ammunition in an Exceptional, Mastercrafted Avarhide Quiver will have an 80% chance to not be consumed on a ranged attack

Stealing

  • Players cannot steal ammunition that is held within a Quiver
  • As Quivers are considered containers, players may only steal a Quiver itself if it is currently empty (and not worn by a player)

Storage Shelves

  • If players have a Quiver in their backpack or currently worn, any Arrows/Bolts they receive from the Resupply mechanic of the Storage Shelf will automatically be placed into their Quiver
  • If players do not currently have a quiver available, but their Resupply Loadout contains a Quiver as well as Arrow/Bolts, the ammunition will automatically be placed into the Quiver that they receive when clicking Resupply

Weapon and Shield Codexes
Similar to our Summoner Overhaul, players playing Dexers now have the opportunity to augment their performance through Weapon and Shield Codexes (Codices)

Weapon Codexes are supplemental items that allow players to gain unique bonuses (via Stances/Ammunition as well as Finishers) when using Weapons against monsters (but provides no benefits towards other players)

Shield Codexes are supplemental items that allow players to gain unique bonuses (via Stances as well as Finishers) when using Shields against monsters (but provides no benefits towards other players)

Codexes
There are 4 different Weapon Codexes, with one that corresponds to each melee skill (Archery, Fencing, Macing, and Swordsmanship)

Additionally, a Shield Codex is available for the Parrying skill

Harpoons will be treated as belonging to the Archery skill for the purposes of Codexes

Codexes are Blessed items

 

Players can craft Weapon and Shield Codexes through the Inscription skill

Weapon and Shield Profiles
Every individual character now has what is referred to as a Weapon and Shield Profile that is permanently stored for them for each codex skill (Archery, Fencing, Macing, Swordsmanship, and Parrying)

Similar to Summoner’s Tomes, players can never “lose” their Weapon and Shield Profile: the data is permanently tracked for the player even if they lose their Codex (players can simply acquire a new codex)

Each Profile for a character stores data on Stances (Fencing, Macing, Swordsmanship, Shields), Ammunition (Archery), as well as data on Finishers for the character

 

Weapon and Shield Stances/Ammunition
By Double-Clicking a Codex, players can launch the related Profile menu for that skill for the character

On the top half of the Profile page, players will see 5 difference Stances listed (or in the case of Archery, Ammunition types)

Players can click the Large Button next to each Stance/Ammunition to Activate it (which will make it appear Green in the menu page)

Players can Single-Click their Codex in their backpack to see which Stance/Ammunition they currently have Activated for that skill

Players can click the Info button next to any Stance/Ammunition to see a description of what the Stance/Ammunition does while it’s Activated for the player

In most cases, Stances/Ammunition provide players with a constant bonus or effect so long as it remains Activated

Switching Stance/Ammunition
Players can switch between Stances/Ammunition as often as they like, however each change costs the player 5 Mana

Active Weapon Stances and Shield Stances
Players are allowed to own multiple codexes simultaneously, however they will only actively gain the benefits of Stances and Finishers from a Weapon Codex if they are currently wielding a weapon matching that codex’s skill when making attacks (i.e. a player holding a Viking Sword will only gain bonuses from a Swordsmanship Codex, and not a Fencing Codex)

Players can, however, gain the benefits from Stances/Finishers from a Shield codex while at the same time also receiving the benefits from another Weapon codex (if they are wielding the correct weapon for it)

Stance/Ammunition Ranks
For each Stance/Ammunition, players have a Rank that ranges from 0-5, with their current Rank depicted by how many Repaired Weapon Icons are displayed (Broken Weapon Icons indicates ranks they have not yet reached)

The Rank of a Stance/Ammunition will impact how powerful the effect it provides to the player is

In order for players to increase their Rank for a Stance/Ammunition, they must first have it Activated (displayed in green), and then kill creatures while using that related Weapon Skill (or Shield Equipped) to earn Experience for the Stance/Ammunition

As players kill creatures and gain Experience with a Stance/Ammunition activated, the Experience Progress Bar for it will fill up, and when it reaches 100%, they will increase their Rank by 1 (up to a maximum of Rank 5)

Experience Amounts
When a player kills a creature, they will earn Experience amounts equal to the gold value of the creature, with amounts adjusted based on how much of the total damage done to the creature came from that player while using the related weapon skill (or having a shield equipped in the case of Shield Stances)

For instance, a player who dealt 500 damage with Swords to a creature that has 1000 hit points and is worth 500 gold, will earn 250 Experience for any Activated Swordsmanship Stance

In the case of Shield Stances, players earn experience in the same way as wepaons (dealing damage) while they have a shield equipped, and players can simultaneously earn experience for a Weapon Stance as well as a Shield Stance (both will be increased by the same amount of experience)

Experience amounts needed for each Rank are as follows:

Rank 1: 20,000 Experience Needed
Rank 2: 40,000 Experience Needed
Rank 3: 60,000 Experience Needed
Rank 4: 80,000 Experience Needed
Rank 5: 100,000 Experience Needed

Required Skills and Rank Caps
In order to ensure that “dexers” are the primary beneficiaries of Weapon/Shield codexes, players will have their Max Effective Rank for Stances/Ammuntion potentially capped based several criteria

If a player has less than 80 skill for the related skill of the codex (i.e Archery, Fencing, Macing, Swords, Parrying), their Effective Max Rank for it it will always be capped at 0 (meaning players will gain no benefit from those Stances/Ammunition activated)

In the Profile Menu, players will see “X” symbols over ranks if that rank is temporarily unavailable to the player due to a cap

Note: players will still be able to activate Stances/Ammunitions and gain Experience for them even if they currently gain no benefits from them due to an Effective Max Rank limitation

A player who does not have 80 Skill for the required codex will have an Effect Rank of 0 for all Stances/Ammunition

A player’s Max Effective Rank for their Stances/Ammunition is capped based on the total number of “Warrior Skills” they have at 80 skill or above from the following list:

  • Archery
  • Fencing
  • Macing
  • Swordsmanship
  • Parrying
  • Tactics
  • Anatomy
  • Arms Lore
  • Healing
  • Magic Resist
  • Blacksmith
  • Carpentry
  • Tailoring
  • Fishing
  • Lumberjacking
  • Mining
  • Hiding
  • Stealth
  • Alchemy

In effect, a player who has 5 or more of these skills at 80 skill or higher will be able to reach the current max rank of 5 available for Stances/Ammunition

A player with 3 Warrior Skills at 80 or higher has their Effective Rank for a codex capped at 3

Weapon and Shield Finishers
The first time a player reaches Rank 5 for any Stance/Ammunition for a skill, they will unlock the ability to select Finishers

For weapons, Finishers are large-scale weapon hits, often with special handling, that players can randomly trigger when attacking a creature that is at 33% Hit Points or lower

For shields, Finishers are defensive measures that automatically go into effect for the player when they are at 33% Hit Points or lower

Each Skill has 2 different Finishers the player can chose from, which they can Activate by clicking the Large Button next to them

Players can click the Info button next to a Finisher to see a description of what it does

Players can switch between Finishers as often as they want

If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance/Ammunition as well as their selected Finisher

Finisher Tiers and Weapon Triggering

Tiers
When players first unlock Finishers for a skill, those Finishers begin at Tier 1

From that point on, whenever the player reaches Rank 5 for another Stance/Ammunition for that same skill, their Finishers for the skill are increased by an additional Tier (up to a maximum of Tier 5, since there are 5 total Stances/Ammunitions available)

Finisher Effective Max Tiers
Similar to Stances/Ammunition, a player also has their Effective Max Tier for Finishers capped based on what warrior skills they have on their character

A player’s Effective Max Tier for Finishers will match their Effective Max Rank for Stances/Ammunitions (i.e. having an Effective Max Rank for Stances/Ammunition of 3 will also result in having a Effective Max Tier of 3 for Finishers)

In the Profile menu players will see any Finisher Tiers that are temporarily unavailable to them due to a skills cap displayed in white

Weapon Finisher Triggering
Any time a character inflicts a weapon hit on a creature that is at 33% Hit Points or lower, they will have a chance to inflict a Weapon Finisher on the target if they have one activated

The chance to inflict a Weapon Finisher is (10% + (1% x Tier Level))

However, if a player has an Effective Max Tier for Finishers of 0 (due to not having proper skills on their char) they will always have a 0% chance to inflict a Weapon Finisher

When a Weapon Finisher triggers, it will resolve the “original” hit as normal, and then afterwards will take that hit’s damage and then use that amount as the baseline “Damage” for how much the Weapon Trigger will also inflict

For example, the Ricochet Archery Finisher inflicts “250% damage each to 3 random targets within 4 tiles of the target”

So a base hit of 50 damage that results in a Weapon Trigger, will first resolve 50 damage to the initial target. After which it will also inflict 50 x 2.5 = 125 Damage to 3 other randomized targets nearby (for a max total of 375 bonus damage inflicted)

It should be noted that bonus damage from Aspect Weapon Specials are NOT considered to be part of the base damage of melee attacks, so will not be factored into the base damage of attack for determine base Weapon Finisher damage. Stealth Backstabs, however, WILL be considered as part of the base damage of an attack and therefore will be considered for Weapon Finisher base damage

Weapon Finisher Cooldowns
Against normal creatures, players are only allowed to trigger a single Weapon Finisher upon them

Against Boss-Type creatures (such as a Lore Boss, Mini-Boss, Boss, Shrine Boss, Omni-Boss, Event Boss) players can trigger one Weapon Finisher onto them every 60 seconds

Stance/Ammunition and Weapon Finisher Effects

Archery Ammunition and Finishers

Fencing Stances and Finishers

Macing Stances and Finishers

Swordsmanship Stances and Finishers

Shield Stances and Finishers

Stance, Ammunition, and Finisher Commands

Players have the ability to fire off [Commands in order to activate difference Codex Stances/Ammunitions/Finishers without opening their codexes

Players can view the lists of Codex commands via the Paperdoll -> Help -> Commands – > Codex buttons

Achievements
Players can now earn Achievements for reaching Rank 5 in Codexes under the Mastery Category and Weaponmastery achievement group

———————————————————————–

Omni-Boss Abilities

  • Each of the three Omni-Bosses have been recoded to have 4 new abilities, and should now prove more difficult for groups of players, as they are much more area-oriented with their abilities than before (and more akin to “regular” boss abilities)

 

 

 

Multiple Omni-Bosses

  • There may now be up to 3 different Omni-Boss instances active at once (one for each of the three different Omni Realms available)
  • The same specific Omni Boss (Astral Daemon, Storm Daemon, Abyssal Daemon) may be present in multiple Omni Realms simultaneously (i.e each time an Omni-Boss is summoned, it is entirely random which one appears which could be an Omni-Boss that is already present in another Omni Realm)

Omni Boss Event Sequence

Tome of Heroism Completion
When players completely fill a Tome of Heroism (adding all the neccessary Mini-Boss and Boss Tokens), they will immediately receive 5 Mastery Chain Links (previously was 4)

Summoning the Omni Boss
Same as before, players summon an Omni-Boss by using a filled Tome of Heroism and clicking the Summon Omni Gate button in the center, which creates a private Omni Gate for the player and their allies to enter

Fighting the Omni Boss
From the moment that players summon an Omni-Boss, they now have 60 total minutes to inflict as much damage to the Omni Boss as possible, and will earn Mastery Chain Links based on the damage they inflict

If the server undergoes a reboot/crash, the time remaining on an Omni-Boss will now be frozen until the server is back online (upon which the 60 minute timer will continue to count down as normal)

Omni Boss Scaling
Omni-Bosses now begin with 1,000,000 Hit Points and will be worth 4 Mastery Chain Links, but will scale up their Hit Points, Damage Dealt, and Mastery Chain Link total based on the number of players fighting it

Each time a new, unique player inflicts a total of 2,500 damage or more to the Omni Boss, it will immediately increase its Hit Points by 125,000, will increase its Damage Dealt by 0.5%, and will display *Increases in Size* overhead

Omni Bosses may increase this manner up to a maximum of 100 times (i.e adjust for up to 100 unique players)

Mastery Chain Links
For every 250,000 damage the Omni Boss takes, it will distribute out 1 Mastery Chain Link (using the same handling as before for distribution / boss results tracking)

In effect, every 2 unique players that inflict 2,500 or more damage to the Omni Boss will increase the creature’s hit points enough that it will be able to drop 1 more Mastery Chain Link (provided players deal the neccessary 250,000 damage needed to receive that link)

Omni Bosses are potentially worth up to a maximum of 50 Mastery Chain Links (because Omni Bosses are capped at increasing for up to 100 unique players)

Loot Drop Increases
Additionally, for each unique player who inflicts 2,500 damage or more to the Omni Boss, it will increase the potential loot drops of the Omni Boss by 2.5%

In the case of high volume items like Gold, Reagents, Arrows, etc these amounts will increase by a flat amount of 2.5% per player

In the case of “guaranteed” drop items like Aspect Cores, each player involved will have a 2.5% chance to cause that loot item to drop a second time for each that normally drops (i.e. with 40 participants players can likely expect around double loot drops for items like Aspect Cores, whereas with 80 participants can likely expect around triple loot drops, and so on)

In the case of “rare” drops that have drop chances, each player involved adjusts the loot drop chance by 2.5% of the normal amount: i.e. a rare item that has a 2% loot drop chance will be boosted to 4% drop chance with 40 participants, or 6% with 80 participants, and so on

Resolution
If the Omni Boss is killed in less than 60 minutes, the “Cooldown and Public Announcement” event step will immediately occur (see below)

However, if 60 minutes pass and the Omni Boss is still alive, it will immediately be killed and the loot on its corpse will be adjusted based on it’s Hit Points percent remaining

For instance, if players get an Omni-Boss down to 25% Hit Points remaining, then 25% of the Loot Skulls on the creature’s corpse will automatically be removed

The “Cooldown and Public Announcement” event step will then occur

Cooldown and Public Announcement
Once Resolution is complete, a 10 minute cooldown occurs, which will be followed by a Public Omni Realm Event that will take place in that same Omni Realm

An announcement will go out to the entire server informing them that this Public Omni Realm Event will begin in 10 minutes

This 10 minute window is intended to allow players currently in that Omni Realm the chance to return home with any Loot / Mastery Chain Links and have a chance to restock

Public Omni Realm Event
The Public Omni Realm Event is open to the entire server, however players must access them through Rift Gates (in the Daemon Keep area) or from the original Omni Gate created by the player who summoned the Omni Boss originally

Players will have to spend 1 Omni Rune (earnable as loot on monsters in the Daemon Keep area) to enter a Public Omni Realm Event

However, players who were part of the group that summoned the Omni Boss originally can enter free of charge (they do not need to spend Omni Runes)

When players use a Rift Gate, they will see a list of Omni Realms they can access and how much time is left on them

Event Details
The Public Omni Realm Event lasts 30 minutes and takes place in the same Omni Realm that the previous group fought the Omni Boss within (and since there are multiple Omni Realms available, there may potentially be multiple Public Omni Realm Events active simultaneously as well)

All Omni Realms are Grey Zones, meaning players can freely attack each other, and the event is intended to be a PvP-encouraged event

Rift Minions
Every few seconds, a Rift Minion creature will spawn at a random location in the Omni Realm, with a maximum of 10 total active at once

When Rift Minions are killed, there is a chance they will have a Mastery Chain Link on their corpse

There will be a total of 5 Mastery Chain Links possible as loot on Rift Minions for each Public Omni Realm Event (distribution is based on randomized time intervals)

Once 30 minutes have passed in the event, all players will automatically be ejected to town (Prevalia for blue players and Corpse Creek for murderers)

Discord Announcements
Players will receive notifications in Discord when Public Omni Events begin their start countdown (10 minutes) and when they start

Mini-Boss, Boss, Lore Boss Scaling
As described earlier, Omni-Bosses scale upwards in terms of Hit Points, Damage Dealt, and Loot based on the number of players who fight them

This handling now also extends to Mini-Bosses, Bosses, and Lore Bosses, both for naturally spawning as well as ones summoned by Guilds

The starting Hit Points for boss-types are now as follows (with ocean boss-types having listed exceptions)

Ocean Mini-Boss: 40,000 Hit Points
Mini-Boss: 80,000 Hit Points
Lore-Boss: 80,000 Hit Points
Ocean Boss: 80,000 Hit Points
Boss: 160,000 Hit Points

For every new, unique player that inflicts 2,500 damage to one of these boss-types, it will increase the bosses Hit Points by the following:

Ocean Mini-Boss: +5,000 Hit Points
Mini-Boss: +10,000 Hit Points
Lore-Boss: +10,000 Hit Points
Ocean Boss: +10,000 Hit Points
Boss: +20,000 Hit Points

For every new, unique player that inflicts 2,500 damage to one of these boss-types, it will increase the bosses Damage Dealt by 0.5% and increase the potential loot by 2.5% as described below (this matches handling on Omni Bosses):

A boss-type creature will display *Increases in Size* overhead when this occurs

The maximum number of unique players that can damage a boss-type and cause it to increase its hit points / damage / loot are as follows:

Lore Boss: 10 Unique Players
Mini-Boss: 25 Unique Players
Boss: 50 Unique Players
Omni-Boss: 100 Unique Players
Event Boss: Unlimited Players

Loot Increases on Boss-Types

  • In the case of high volume items like Gold, Reagents, Arrows, etc these amounts will increase by a flat amount of 2.5% per player
  • In the case of “guaranteed” drop items like Aspect Cores, each player involved will have a 2.5% chance to cause that loot item to drop a second time for each that normally drops (i.e. with 40 participants players can likely expect around double loot drops for items like Aspect Cores, whereas with 80 participants can likely expect around triple loot drops, and so on)
  • In the case of “rare” drops that have drop chances, each player involved adjusts the loot drop chance by 2.5% of the normal amount: i.e. a rare item that has a 2% loot drop chance will be boosted to 4% drop chance with 40 participants, or 6% with 80 participants, and so on

Boss Prestige
When Boss-type creatures die, they distribute a base amount of Prestige that is divided amongst guilds who damaged the boss, with amounts based on the damage percentage each guild inflicted relative to total damage (amounts are rounded up/down)

Base Prestige amounts for Boss-types are now as follows:

Lore Boss: 6 Prestige
Mini Boss: 6 Prestige
Shrine Boss: 12 Prestige
Boss: 12 Prestige
Omni Boss: 60 Prestige
Event Boss: 20 Prestige

For example, if Guild A inflicts 50% of total damage, Guild B inflicts 25% damage, and Guild C inflicts 10% damage, and Guild D inflicts 5% damage, Prestige will be distributed as follows:

Guild A will receive 6 Prestige (for 50%)
Guild B will receive 3 Prestige (for 25%)
Guild C will receive 1 Prestige (for 10%)
Guild D will receive 0 Prestige (for 5%)

Boss Ability Damage
Damage coming from Boss-Type abilities (Lore Bosses, Mini-Bosses, Shrine Bosses, Bosses, Omni-Bosses, and Event Bosses) is now treated as a new damage type, known as Hybrid damage

Normally, damage coming from boss abilities falls into one of two categories: Physical (reduced by the target’s Armor) and Magical (no reductions)

Hybrid Damage is different in that it is processed as follows:

  • 75% of the ability’s damage is treated as Physical damage and is reduced using the defender’s armor, as normal
  • 25% of the ability’s damage is treated as Special damage, and is resolved using the defender’s Effective Magic Resist as a replacement for their armor value for damage reduction

A target’s Effective Magic Resist is their printed Magic Resist skill combined with any bonuses from Tamed Creature Traits, Aspect Bonuses (such as Void), or Mastery Chain Bonuses

For example, a boss inflicts a 40 damage ability to a player who has 200 Armor and an Effective Magic Resist of 130 (i.e. 100 Magic Resist Skill + 30 from Mastery Chain Bonuses)

30 damage of that ability is processed as Physical damage and is reduced by having 200 Armor
10 damage of that ability is processed as Special damage, and is reduced by having 130 Armor (i.e the target’s Effective Magic Resist value)

The goal of this change is to address the point where some players reach certain high levels of Armor where they no longer take any damage whatsoever from bosses and our hardest content. This will give them an opportunity to mitigate some of that Hybrid damage (via increasing Effective Magic Resist) but should still result in some small portions of damage that sneak through to players and force them to have to heal eventually

Boss Aggression and Flagging

When guilds summon a Mini-Boss or Boss using the Guild Dungeon Summoning mechanic, those Mini-Bosses and Bosses will now display a “Summoned by X” tag where X Is the abbreviation of the guild that summoned the boss

If any player attacks a summoned Mini-Boss or summoned Boss and they are not a member of the summoning guild or an ally of the summoning guild, they will become flagged as Orange to the summoning guild for the next 10 minutes, and will receive an overhead message informing them as such

 

A player now flags as orange to the summoning guild after attacking their boss

Prevalia Exchange Officer
The Arcane Essence exchange rates for items at the Prevalia Exchange Officer have been updated as follows:

Bronze Mastery Chain Link: 1000 Arcane Essence (previously was 300)
Silver Mastery Chain Link: 2500 Arcane Essence (previously was 600)
Gold Mastery Chain Link: 5000 Arcane Essence (previously was 1200)
Mastercrafting Diagram: 500 Arcane Essence (previously was 150)
Skill Mastery Orb: 500 Arcane Essence (previously was 150)
Skill Mastery Scroll: 100 Arcane Essence (previously was 25)
Arcane Scroll: 25 Arcane Essence (previously was 10)
Aspect Core: 100 Arcane Essence (previously was 25)
Aspect Extract: 125 Arcane Essence (previously was 35)
Aspect Distillation: 125 Arcane Essence (previously was 35)