For every Large Pack Donation (15600 Coins) you will get 1 free Minerva’s Uprising Backpack Box and 3 Random Rarity Glyph Boxes! You can select whichever backpack you want in-game.
All backpacks have 100 slots.
Base Effect: +4% resistance
If this backpack is equipped on the first inventory slot: +3% resistance
If corruption is contained: +2% resistance
If Zaqor is your master: Zaqor's Wisdom spell cooldown reduced by 25%.
Base Effect: +3% health/mana
If this backpack is equipped on the first inventory slot: +2% health/mana
If corruption is contained: +1% health/mana
If Azax is your master: Azax's Zeal spell cooldown reduced by 25%.
Base Effect: +7 stats of your highest stat of each category
If this backpack is equipped on the first inventory slot: +5 stats of your highest stat of each category
If corruption is leaking: +3 stats of your highest stat of each category
If Oxon is your master: Oxon's Loyalty spell cooldown reduced by 25%.
Base Effect: +20 attack power
If this backpack is equipped on the first inventory slot: +15 attack power
If corruption is leaking: +10 attack power
If Minerva is your master: Minerva's Corruption spell cooldown reduced by 25%.
Additionally, if you own all 4 Backpacks you will receive +20% Monster Essence Find.
Living Token Exchanger
Increased amount of Profession Safari Ticket sold per LAT. 1 Living Archlight Token purchases 3 Profession Safari Tickets now.
All 4 Wizard Backpacks are available at the Living Token NPC. Each backpack will cost 3 Living Archlight Token.
As a reminder, Auto Looting Backpack is not heirloom on the Abaldar server, since this server doesn’t have Heirloom purchased items. It costs 2 Living Archlight Tokens.
Challenges Premium Access Ticket
It will be available to be purchased at the Living Token Exchanger NPC for 2 Living Archlight Tokens. The Challenges Premium Access Ticket grants access to exclusive Challenges as well as increasing the amount of Challenge Points awarded by completing a challenge by 3x.
Foxmouse Mount [Heirloom]
Decaying Defender [Heirloom]
All players that reach Awakening Level
Boisterous Bull Mount [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 3 Attack Power.
First 100 players to obtain 300 achievement points
Armoured Archer Outfit [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 3 Health/Mana.
All players to obtain 500 achievement points
Frost Tracer Outfit [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 4 Attack Power.
All players to obtain 1000 achievement points
Rotten Blood Bundle
Opening it grants:
Darkfire Devourer Mount [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 4 Health/Mana.
Darklight Evoker Outfit [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 4 Health/Mana.
First 45 players to complete Zaqor’s Tower
Parade Horse Mount [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 4 Monster Essence.
First 75 players to slay Darkness Hydra
Flamefury Outfit [Cross Server Heirloom]
On Legacy, this cosmetic is Tier 5 Attack Power/Monster Essence.
Challenges can be accessed through the Achievements Interface (which has received a great interface makeover).
Challenges are much alike achievements, but they demand certain requirements to be completed. While achievements are more grind-oriented, challenges are more unique goal-oriented.
Challenges may be reset through a token that's sold by Gustavo, for 1000 Wargates Currency. This token resets all your Challenges progress, allowing players to complete them again in order to farm more Challenge Points.
Each Challenge holds a different amount of Challenge Points that will be awarded on its completion. The harder the Challenge is, the more points it will give on completion.
The Challenge Points store can be accessed through the regular in-game store (the same store that’s used to use Achievement Points). Here’s what Challenge Points can purchase (more items can be added throughout the season):
Unlock Glyph Slot Token
Daily Rollover Reset Token
Raid Boss Shard Token
Forged Repolishing Oil
Small Upgrade Chance Enhancer
Shader Token (items)
100x Honor Points Token
Seasonal Event Token
There are over 50 challenges already added in-game, but be sure much more will come. Here are some examples of challenges:
Complete a dungeon in less than 3 minutes. You must defeat all enemies.
Complete the Kraken Raid Boss Dungeon without being hit by any Tormented Soul.
Slay a Ritual Lord without casting any healing spell.
Be electrified for 30 seconds without moving in a group Prison Instance.
Slay at least one player from each vocation. This can be done inside PvP events.
After 24 hours of owning a Siege Statue, it will be released and blocked from the former owner guild to claim it for 12 hours.
Once a guild reaches Guild Hall Level 4, the Guild Wars will passively be unlocked. Guilds must pick 3 out of 8 available hours during the weekdays (they must pick 5 different hours during weekend) to receive attacks. The 8 available hours are considered an interval of 3 hours during the day at UTC 0. You may choose the hours that are more comfortable for your guild members. The chosen hours mean that the other guilds may pick one of them to attack your guild.
During weekdays, you may attack once and may be attacked once.
During weekends, you may attack twice and may be attacked twice.
Constructions may now be attackable. A crystal will appear at a fixed position for each plot. These crystals have great health. To damage a construction, players must attack the crystal. Once the war is over, you may “heal up” your constructions, in case they’re not destroyed. If destroyed, the construction may not be interacted with until it’s fully repaired. Currency can be used to speed up the repair time.
While under attack, the interaction with plots is disabled to both guilds.
The war lasts for 20 minutes. Once the war is over, the guild must decide between “retaliate” and “fall back”. More info about it down below.
To avoid power abuse, guilds that fight constantly will build up the revenge-o-meter.
The revenge-o-meter grants bonuses to the guild that is attacked, such as: damage caused increase, damage received reduction, increased guild constructions health and increased damage against constructions.
The revenge-o-meter increases based on the damage caused towards the attacked guild. Higher the damage, higher the percentage of revenge-o-meter.
The revenge-o-meter is unique to each individual guild. This means that if Guild A attacks Guild B, Guild B will build revenge-o-meter against Guild A only. If Guild C attacks Guild B, their revenge-o-meter will be different, based on the history of war between these two guilds.
In case the guild with built-up revenge-o-meter decides to attack a guild with a history of war between them, the revenge-o-meter will be cut by half.
The revenge-o-meter has a 20% passive decrease daily. This 20% is based on the current percentage. This means that if the percentage of revenge-o-meter is currently 80%, it will be reduced by 16% on that day, making it 64%. The next day it will be reduced by 12.8%, making it 51.2%. And so forth.
These bonuses are granted during new scheduled guild wars and retaliation, in case the revenge-o-meter is already built-up.
The revenge-o-meter can build-up towards 50% while being attacked. The other 50% can be built-up during Retaliation.
If the guild chooses to fall back, they will build-up an additional 5% of revenge-o-meter.
If the attacked guild chooses to retaliate, they will have 10 minutes to invade the attacker guild’s island. The revenge-o-meter increases based on the damage caused during retaliation, up to 50%.
The training plot now has 3 rooms. These rooms must be built separately.
One for the daily chest, one to train melee units and one to train ranged units.
These units cost currency to be trained, but aid the defending guild upon receiving attacks. The units spawn every a set amount of time around a few attackers, causing great damage.
This plot can be built to double the health of your construction crystals, increasing their health. Amount increased is based off the plot's tier.
Guild Boss Islands
Guilds will now be able to summon 3 different bosses.
Troll De Vill
The Blue Kongra
Each boss requires 10 fragments and currency to be summoned. The rewards vary from boss to boss, though all of them have rewards in common, such as: construction boosters, profession items, energy items and much more. Some rewards are fixed, while others rely on luck.
Throughout the boss’ island, players can find the boss’ summons, which have a chance to drop a fragment on death.
To collect the rewards, participants must interact with the plot and click the “Collect Rewards” button, once the boss is defeated.
Through the new Interface, players may see, invite, kick, inspect and localize all members of their party. An option to enable/disable shared experience has been added.
The outfit of all members is displayed in the interface, unless the “Display member outfits on party window” options, under Settings, is disabled.
The “shield” (the shared experience icon) is displayed on top of each member. This way, players may see which player is not sharing experience, in order to kick those who are not attacking monsters.
A new system of tracking damage, loot, loot slimes and monster essences has been added to the Party Window, under “Stats”. All members may see this window.
The loot window displays each item that has been looted. Upon clicking the item, all members that have received said item will be displayed, along with the amount they have looted. The same goes to monster essences and loot slimes.
The color of the member’s name can represent different things:
Purple means the member is the party leader.
Green means the member is near you (within 30 tiles of distance).
Yellow means the member is distant from you (over 30 tiles of distance but under 100 tiles of distance).
Red means the member is far away from you (over 100 tiles of distance).
This information is also displayed in text through the tooltip, with the exact amount of tiles of distance.
Achievements & Challenges Window
The new Top Menu is movable and customizable. You can add your most used icons indo the quick bar for quick access. You can also minimize the Top Menu (and the quick bar, if you want to) to keep the screen clean.
Awakening Spells Window
The bot interval for casting spells is now based on the character's global cooldown.
Players can now access Team Boss Arena without any charge. However, they will not be eligible for any rewards.
Each member of the party grants +25% rewards for Monster Essences, up to +100% (4 members), as long as the Shared Experience is active.
The first Dimensional Hunt from regular spawns (Death Reapers, Hellflayers, Draptors, Ogres, Forsaken Dragons, Voids, Rhutum, Vexclaw and Gnomevils) no longer require a party.
To enter Misty Mountains, all castles must be done now. Before, only the Venomed Castle was required.
A “spark” has been added on top of the Darkness Dimension entrance items on Olympus Spawns.
Forgotten City Sigil Dungeon has been disabled.
A task on Azmar Sands - Forgotten Islands will be unlocked 3 days after the first team completed the Cooking Up A Storm quest. The task rewards players with the Glooth Sandwich in case they haven't completed the quest yet.
Enchant Remover is no longer available at the Living Token Exchanger store.
Disallowed awakened players encountering unawakened players on Wargates.
Daily Kill Tasks now yield a fixed amount of levels, similar to Wargates. Each Daily Kill Task will grant 1 Awakening Level or 10 Pre-Awakening levels. If the player is above Awakening Level 500, each Daily Kill Task will grant 2 Awakening Levels.
Fixed an issue where Moles and Darkness Moles were force spawning.
Fixed an issue with Zaqor's Tower where more attempts were being given out than intended.
Added a notification to players that reach Awakening Level 500, informing them about Prestige.
Several spawns have been revamped and expanded.
Duplicated Spawns (from monster teleports) are now located inside the teleport, by clicking the purple dimensional teleport.
Optimizations and Lag Issues
A great effort during the development time has gone towards addressing the issues that were causing lag and freezes. Due to how big the customizations on Archlight are, saving and loading players were taking a very long time to be executed. Since players log-in and log-out constantly - especially due to layering and how switching worlds work (going to event world for events, switching worlds to gather with friends, etc) - saving and loading players was being heavily requested by all servers.
This was causing noticeable lag spikes throughout the experience. Because of this, we have applied optimizations and performance-oriented changes to make the process much more efficient and much safer.
Olympus Monsters will now have a small chance to drop an Olympus Jewelry Fragment. This item can be used to craft any Olympus Jewelry (Amulet or Ring) through their God’s Altar.
This is the cost to craft an Olympus Jewelry of your choosing: 500 Olympus Jewelry Fragments, 50 of each God’s Marks, 100kk Gold and 2.5k Archlight Tokens.
Crafted Olympus Jewelry is not heirloom, but dropped ones are.
Players may choose if they want to join a raid on PvP or PvE mode.
Dying inside the PvE Raid Mode will lead back to the entrance, with a 30 seconds cooldown to move. Dying inside the PvP Raid Mode causes real death.
PvE mode grants 1 shard per player. No extra equipment is given out in this mode.
PvP mode grants 1 shard per player and 1 equipment for the top damage player.
Upon choosing one mode, players may not switch. A warning window will popup for the player to confirm their choice.
Minerva’s Raid will now assign players to a random faction within the Raid itself, balancing between the two of them. That is, when a player joins the raid, their faction during that raid will be switched if necessary. Leaving and rejoining the raid will not change which faction they are. It will be assigned on the first entrance and it will be kept.
The last task for your Wizard will be to complete the Minerva’s Raid goal. That is, if you’re assigned to be Arcane (even though you may be Tainted), you must defeat Minerva, and vice-versa.
The bonus (+10% damage and +10% experience) will be granted to the players that won the raid, instead of the ones from the actual faction. It lasts for 12 hours.
Arcane Monsters spawn randomly to help players to kill Tainted players.
The first task upon changing wizards of the same faction is no longer reset.
Increased the amount of awakening spells points from 15 to 20.
Vocation Specializations have been standardized, each having 3 spells. Before, some vocations had well over 3, while others had 2.
Cooldown Reduction cap reduced from 75% to 70%.
Enflaming is now triggered upon being attacked. It will now have a 100% chance to be triggered, but it has a 2/1/0.5 seconds cooldown according to the enchantment tier. The damage is now a fixed amount that increases with the enchantment tier. The damage scales with the user's primary stat and spell damage.
Equipment pieces have received PvP Damage Reduction. That is, a certain percentage of damage caused towards players wearing these equipment will be absorbed. The percentage is per piece, which means that wearing all 4 pieces do add up. It’s important to note that not necessarily stronger equipment have higher PvP Damage Reduction, they’re also balanced considering the base resistance they yield.
Auto Attack - Burst Effect has been slightly revamped: it now has 100% chance to trigger the 1x1 area around the target for each auto attack hit, but no longer deals +40% more damage.
Bards were missing one specialization spell for Spellsinger due to changes on Buff Party. A new spell has been added to Spellsinger: Summon Shade. It summons the "Shade" creature. The Shade attacks from 3 tiles of distance and has two spells, one being single target with 100% chance to cast every 2 seconds and another being an area of effect, hitting on a 4x4 circle around the target, which has a 50% chance to be casted every 2 seconds.
Bard has received a passive bonus of +10% damage when they're not in a party. This was added to help Bards with solo content, where they struggle the most.
Final Note no longer absorbs the Awakening Effects from Music Strike.
Forgotten Soul Rune no longer makes the player immortal, it will now apply a shield for 20% of their maximum health and reduce damage received by 30% for 5 seconds upon receiving a fatal hit. Investing points inscreases the duration.
High Velocity Throw is no longer a specialization spell. It will now be unlocked at level 350.
Precision Throw is no longer a specialization spell. It will now be unlocked at level 500. This spell no longer taunts nor causes bleeding.
Standoff is no longer a specialization spell. It will now unlock at level 1000.
Savagery is no longer a Rage Specialization spell, it's now an Assault Specialization spell.
(For context, Assault Specialization had 4 specialization spells, while the standard is 3. They were: Precision Slice, Precision Throw, Demand An Opponent and Standoff)
Berserker's cap attack speed has been reduced from 6 to 3.
Assault Specialization has had its cap attack speed increased to 7 and Dexterity increases attack speed instead of cooldown reduction. This specialization attacks 800ms faster than the default Berserker attack speed.
Demand An Opponent - Assault Specialization spell has been removed. Rampage spell has been added to replace it.
Rampage: Increases the caster's attack speed by +5% and auto attack damage by +5%, which lasts for 8 seconds. 16 seconds cooldown.
Rampage - Guaranteed Effect: Buff duration doubled. Attack Speed and Auto Attack Damage bonus increased from +5% to +8%. Investing points increases the attack speed and auto attack bonus.
Rampage - Bloodbath: On auto attack, deal damage to enemies within melee range, for 50% of the auto attack damage. This means that the damage towards the main target will also be reduced to 50%.
Rampage - Battle Cry: Grants a 5% chance to dodge any attack.
Rampage - Reckless Rend: Every 5 auto attacks, deals double damage.
Smash is now a Rage Specialization spell.
Added a new Rage Specialization spell: Thunderclap. Deals 95 base damage in a 2x2 circle area, which grows into a 4x4 circle area, stunning enemies hit for 1 second. 20 seconds cooldown.
Auto Attack Awakening Effect - Swing has been replaced by Mortal Maul: Increases overall Critical Damage by +10%.
Auto Attack Awakening Effect - Bash has been replaced by Devastating Strike: Enemies hit receive 5% more damage for 2 seconds.
Auto Attack Awakening Effect - Bloodlust now works on spells as well, but the damage bonus has been reduced from 10% to 5%.
The cooldown of Spinning Blades has been increased from 4 seconds to 8 seconds.
The cooldown of Relentless Rage has been increased from 10 seconds to 16 seconds.
Explosive Shot is no longer a specialization spell. It will now be unlocked at level 60.
Explosive Shot - Fuel awakening spell no longer require enemies to be bleeding to cause them to explode in a 2x2 circle area, dealing 20% more damage.
Revamped Explosive Shot - Hidden Dynamite: it will now deal 40% of the spell's base damage to enemies hit after 1 second.
Skull Cracker will now be unlocked at level 100 instead of 60.
Cannon Barrage will now be unlocked at level 400 instead of 600.
Quick Draw and Skull Cracker are no longer awakenable spells.
Call In The Militia has been re-added with some changes: it will now summon one Blue Coat. It deals auto attack damage and it has a 50% chance to cast an area spell towards its target every 3 seconds, dealing 200 base damage to enemies within melee range of it. Up to two Blue Coats may be active. 4 seconds cooldown. The spell is unlocked at level 600.
Call In The Militia - Guaranteed Effect: An extra Blue Coat is allowed to be summoned. Investing points into this spell increases the Blue Coat's damage.
Call In The Militia - Armor Up: Blue Coats take 50% less damage.
Call In The Militia - Trained: The Blue Coat's area spell chance to cast has been increased from 50% to 100%. It's still casted every 3 seconds.
Call In The Militia - Gunnery: Increased area spell's damage by 20% and area increased to a 2x2 circle area.
Dead Eye will now be unlocked at level 1000 instead of 250. Dead Eye's damage increased from 145 to 174.
Added a new spell for Demolitionist called Napalm. It deals 250 base damage towards the caster's target, dealing damage in a 2x2 circle area. Enemies hit will burn for 5 seconds, hitting every second, taking 1/5 of the base damage per second. 14 seconds cooldown.
Napalm - Guaranteed Effect: Area increased from a 2x2 circle to a 5x5 circle. Investing points increases the spell's damage.
Napalm - Friendly Fire: The area of effect is now casted at the caster's position.
Napalm - Loading: Increases damage by 25%, but takes 1 second to deal damage.
Napalm - After Effect: Enemies suffering from Napalm Burning take 5% more damage for 5 seconds.
Festering Wounds will now also deal damage instantaneously, while still applying bleed. The base damage has increased from 97 to 291. The DoT damage is still the same.
Increased Feasting Bats base damage from 105 to 140.
At the end of the animation, Expose Nightmares will deal damage towards the target, if any. The damage is equal to the double of the base damage of one hit.
Death Knights will no longer wear a Grip, it will instead wear a Shield.
Reduced the Death Knight - Forgotten Soul Rune's duration from 3 seconds to 2 seconds.
Enrooting is no longer a specialization spell. It will now be unlocked at level 1500.
Enrooting is no longer an awakenable spell. Chilling Blast has been re-added to replace it.
Blooming Form is now a Tree Spirit specialization spell.
Subzero - Absolute Zero no longer requires the target to be paralyzed to apply the double DoT damage.
Updated Druid's Spell Book base spell damage. A few seasons ago, a 15% spell damage increase was applied internally, which is not considered for the spell book. To be clear, the vocation's damage is still the same, the spell book will now display the correct amount.
Command Attention is no longer a Protection Specialization spell, since the specialization had 4 spells. The spell is now unlocked at level 1000 and the base spell damage has been reduced from 905 to 400. Cooldown reduced from 30 seconds to 15 seconds.
Increased Sunfire Missile base damage from 92 to 200. This is done to offset the missing damage from the Artifact, which now works differently. The base damage increase will help Guardian on the early game stage as well.
Burst of Light damage increased from 149 to 170, cooldown increased from 4 seconds to 8 seconds.
Clones will deal +20% damage while under the Trickster Specialization.
Clear Shot - Trickster Specialization: Damage bonus increased from 5% to 10%. It will now have full uptime. That is, it lasts for 15 seconds while having a 15 seconds cooldown.
The extra hits from Explosive Rounds no longer proc effects. This includes Ricochet.
Disengage (Trickster Specialization) - Debilitate Awakening Effect has been replaced by Buckle Up: Increases the caster's resistance by 10% for 3 seconds.
Clear Shot has been added to the Quick Button.
Removed Combo Shot and Explosive Rounds Awakening Effects.
Outlaw Ammo Awakening Effect has been renamed to "Rounds".
Splitter Rounds has been renamed to Toxic Rounds.
Toxic Rounds no longer scales with power and it has a 100% chance to hit. It now deals an extra hit of 40 base damage as true damage.
Outlaw Specialization no longer receives buffs on the 3 basic rounds.
Outlaw Specialization has received a new spell called Landmine. It explodes 2 seconds after casting, dealing 230 base damage in a 3x3 circle area. 10 seconds cooldown.
Outlaw Specialization has received a new spell called Evasion: For 10 seconds, the caster will have a 5% chance to dodge any attack. 45 seconds cooldown.
Evasion - Guaranteed Effect: Dodge chance increased by 5%. Investing points into it increases the effect duration.
Evasion - Shadow Shift: Upon a successful dodge, the user's movement speed is increased by 50% for 3 seconds.
Evasion - Adrenaline: Upon a successful dodge, the user's overall damage is increased by 3% for 3 seconds.
Evasion - Iron Reflexes: Upon a successful dodge, the user's resistance is increased by 5% for 3 seconds.
Outlaw Specialization has received a new spell called Outlaw Rounds. It yields 3 new exclusive rounds: Thunderbolt Rounds, Bloodthirsty Rounds and Silver Rounds.
Thunderbolt Rounds: Auto attacks bounce to 2 other enemies.
Bloodthirsty Rounds: Each auto attacking heals the user by 0.5% of its maximum health.
Silver Rounds: Damage against bosses increased by 10%.
Added a new Awakening Effect for Outlaw Specialization: Outlaw Rounds.
Outlaw Rounds - Guaranteed Effect: Thunderbolt Rounds damage increased by 20%. Bloodthirsty Rounds healing increased by +0.1%. Silver Rounds damage increased by 5%. Investing points into this spell will increase the effectiveness of each Outlaw Rounds Guaranteed Effect.
Outlaw Rounds - Thunderbolt Rounds: It will now bounce to 3 other enemies instead of 2.
Outlaw Rounds - Bloodthirsty Rounds: Healing increased by +0.25%.
Outlaw Rounds - Silver Rounds: It has a 50% chance to reduce 1% boss threat.
Players are able to combine the rounds to create a new effect, similar to Corsair's Card Master Specialization. Regular Rounds may be combined with Outlaw Rounds. They can both be used at the same time while their effect is executed separately.
Thunderbolt Rounds + Explosive Rounds: Area of effect from the Explosive Rounds increases to a diamond shape.
Thunderbolt Rounds + Piercing Rounds: Bounced hits will deal 10% more damage.
Thunderbolt Rounds + Toxic Rounds: All enemies hit by Thunderbolt Rounds bounce will receive 10% of its original damage as extra true damage.
Bloodthirsty Rounds + Explosive Rounds: Deals an extra 1% damage for each monster inside the hit area, up to 10%.
Bloodthirsty Rounds + Piercing Rounds: Reduces the target's healing by 10% for 3 seconds.
Bloodthirsty Rounds + Toxic Rounds: It has a 20% chance to spread to a random enemy within 3 tiles of distance, dealing true damage while healing the caster.
Silver Rounds + Explosive Rounds: Increases the damage by 5% per boss' summon hit, up to 30%.
Silver Rounds + Piercing Rounds: The target will receive +5% damage from all sources for 3 seconds.
Silver Rounds + Toxic Rounds: Deal 5% of your maximum health as true damage per hit against bosses.
The Classic Soul Rune has been revamped: Imbue the caster with a spiritual aura, granting an overall damage bonus of 3%. The aura lasts for 6 seconds. May only be casted on self.
Classic Soul Rune - Guaranteed Effect: The aura now affects allies within 3 tiles of distance from the caster. Duration increased by 2 seconds. Investing points into this soul rune will increase the overall damage bonus.
Classic Soul Rune - Speed Aura: The caster and allies within the aura area gain an increased +20% movement speed.
Classic Soul Rune - Healing Aura: The caster and allies within the aura area are healed for 1% of their maximum health/mana per second.
Classic Soul Rune - Protective Aura: The caster and allies within the aura area receive 5% resistance.
Death Back Kick, Frozen Back Kick and Nature Back Kick are no longer Spiritmaster Specialization spells, since the specialization had 6 spells. They will now be unlocked at level 1500.
Focused Art - Daily Training Awakening Effect has been replaced by a +5% Cooldown Reduction bonus.
1000 Fists - Multitasking has been slightly changed: instead of hitting enemies around the target, it hits enemies around the attacker.
Increased Healing Spring's cooldown from 8 seconds to 10 seconds. Healing turns reduced from 10 to 6.
Witch's Hourglass has been removed. For context, every other vocation has two awakenable specialization spell effects, while Necromancer Witch specialization was the only vocation that had 3, due to Witch's Hourglass mimicking Reaper's Touch. Additionally, Witch Specialization had 4 specialization spells, while the standard is 3. They were: Witch's Hourglass, Witch's Cauldron, Mind Seizure and Summon Shadowform.
Fire Skull base damage reduced from 305 to 230.
A new spell has been added to Necromancer - Conjurer: Abomination. Upon cast, a special spell is casted by summoned Ravenous Fiends/Doomlords. Ravenous Fiends will cast a single target spell, dealing high damage. Doomlords will deal damage in a 5x5 circle area. 20 seconds cooldown.
Fixed the description of the mana leech from Lich Form's where it said 2%, whereas it was applying the correct value of 1%.
Investing points into Doomlord Awakening Effect will now grant +4% resistance to it per point.
Fixed an issue where the duration of the attack speed buff from Cunning Blades was lower than the attack power buff.
The Shadow Specialization has received a new spell: Knife Cascade. The specialization only had two spells, while the standard is 3. Knife Cascade deals 95 base damage to random tiles in 4 turns, in a 3x3 circle area, having a 500ms delay between turns. 14 seconds cooldown.
Shadowfang is no longer an awakenable spell. Knife Cascade will replace it.
Knife Cascade - Guaranteed Effect: Increases the area of effect from a 3x3 circle area to a 6x6 circle area. Investing points into it will increase the spell's damage.
Knife Cascade - Blade Storm: At the end of the spell's turns, a rain of knives will fall from the sky, dealing +50% damage. The delay between turns has been increased from 500ms to 750ms.
Knife Cascade - Blade Barrage: No longer hits random tiles, instead it hits enemies within the area of effect, dealing damage to all enemies within melee range to them. Range reduced from 6x6 circle area to 4x4 circle area.
Knife Cascade - Steel Surge: Sends knives flying in all directions around the caster, striking enemies within the area of effect. Spell turns have been reduced from 4 to 2, but the overall damage has been increased by +20%.
War Banners - Shogun Specialization spell has been removed.
Phantom Army - Shogun Specialization spell has been added: The ancient spirits absorb 10% of the damage caused towards the caster, restoring 2% of it as healing. It lasts for 6 seconds. 10 seconds cooldown.
Last Stand no longer taunts enemies. Damage bonus increased from 10% to 20%. The bonus lasts for 10 seconds while having 10 seconds of cooldown. It heals 1% of maximum health per second instead of 3% of maximum health per second for 10 seconds. That is, it will heal less than before, but it's constantly healing since the spell is now 100% uptime. The awakening effects have had their values updated according to the base spell. Investing points into the awakening spell will now increase the lightning damage instead of the duration.
Hira Shuriken - Guaranteed Effect: Increased DoT damage from 14% to 20%.
Hira Shuriken - Spinning Shurikens: The damage reduction compared to base spell went from 25% to 45%. That is, the spell now deals 55% of the base spell damage, instead of 75%.
Yaten Blade - Wide Cut: Damage increased from 75% to 85%. The spell description wrongfully mentioned 50% damage previously.
Storm Blade - Guaranteed Effect: Increased amount of lightning from 2 to 3.
Fire Shield Awakening Effect is now called "Elemental Shields" and the effects are now triggered upon casting either Arcane Shield or Fire Shield.
Elemental Shields - Guaranteed Effect: Base damage increased from 26 to 90.
The Artifact Slot has been removed from the inventory window. The Healing Rune Slot has been moved to its place.
We’ve been actively working on a full and complete revamp for the entirety of the Heaven and Hell content. This includes new maps, new artifact effects, new tasks, new missions, new monsters and much more. Due to how massive this revamp is, we’ve decided to split it in two.
First Half - Artifact Effects
All the new Artifact Effects are coming in this season.
Each vocation has 6 effects for each Artifact, that is, 12 per vocation, totalizing 168 effects, since there are 14 vocations.
The Artifact no longer has levels (that before went up to 15 levels), it now has 3 Tiers. The first Tier is unlocked by default, once you consume the Artifact. That means that the Tier 1 effect is unlocked by activating the Artifact. The Tier 1 Artifact Effect is either a passive or a spell that’s awakenable and doesn’t have a specialization. This is done so any specialization can benefit from this Tier Effect.
The Tier 2 and Tier 3 effects must be picked between 2 options. Players may switch which Artifact is active and which effects are active while under a protection zone or not in combat.
The Tier 2 Artifact Effects are either passives or spells that are not awakenable and do not have a specialization. This is done so any specialization can benefit from this Tier Effects.
The Tier 3 Artifact Effects are directly related to awakenable specialization spells, 1 Artifact Effect for each specialization. This is done to strengthen the potential from each specialization.
Learn more about each vocation’s Artifact Effects under the “Artifact Effects” section down below.
Second Half - Progression
The entire second half is not coming to the game this season.
We understand how frustrating the current system is when it comes to leveling up the Artifact, especially when leveling up two of them to the maximum level. The revamp will completely change how this system works. Our goal is to allow players to progress their Artifact without it feeling like a chore.
Since the full revamp is not coming in this season, we’ve temporarily changed the progression of Artifacts. The Cathedral of Heaven and Depths of Hell are not going to be accessible anymore. After completing the Heaven/Hell arena, players are able to upgrade their Artifact from Tier 1 to Tier 3 through the same NPC, by using currency. As mentioned, this is not going to be the method to upgrade Artifacts once the revamp is released.
We’re still working out the design details of everything this new expansion will entail, but be sure it’s going to be a very important and very fun part of the game coming next.
Enchanted: Enchantments have +25% more chance to proc (based on their base chance).
Charm: Archer’s Grace increases the caster’s movement speed by 50% for 5 seconds.
Neutralize: Strong Ethereal Shot disarms the target for 1 second.
Swift: High Velocity Shot bounces to 2 other enemies.
Breakdown: Skyfall cooldown decreased by 3 seconds.
Might: Physical Damage scaling from Strength stat has been increased from 0.33 to 0.35.
Hasty: Archer’s Grace increases overall damage by 5% for 5 seconds.
Piercing Arrow: Strong Ethereal Shot causes an extra hit for 10% of the original damage as true damage.
Collapse: High Velocity Shot deals 25% more damage if the distance between the caster and the target is 3 or more tiles.
Downfall: Skyfall is casted again after 1 second, triggering Awakening Effects, if any.
Personal Preference: Classic Soul Rune buff effects are 30% more effective to the caster.
Pitch Perfect: Final Note hits in a 1x1 square area around the target.
Anthom: Regeneration Hymn yields 5% of resistance to the target for 2 seconds.
Shade Block: The summon Shade’s area of effect spell applies a 10% healing debuff to enemies hit for 2 seconds.
Light Shield: Lightstorm provides a 1% shield to allies hit according to their maximum resources (health or mana) for 5 seconds.
Shriek: Increases Sound Explosion damage by 50%.
Rhythm: Final Note bounces to 3 enemies.
Chant: Regeneration Hymn grants +3% of overall damage to the target for 2 seconds.
Fierce Shade: The summon Shade’s area of effect spell now has 100% chance to be casted.
Bright Storm: Upon casting Lightstorm the caster will receive +10% of Intelligence stat for 5 seconds.
Swing: Spinning Blades spins an additional time.
Medicine: Heal Wounds increased maximum health bonus from 1.5% to 3%.
Sharpness: Increases Life Steal effectiveness by 50%.
Fury: Precision Slice is casted again after 1 second, triggering Awakening Effects, if any.
Hatred: Increases Relentless Rage rounds by 1.
Whirl: Increases Spinning Blades spell damage by 50%.
Adrenaline: Heal Wounds will grant a +5% auto attack damage bonus for 3 seconds.
Laceration: Life Steal applies a bleed for 2% of the user’s maximum health. It lasts for 3 seconds.
Tremor: Precision Slice hits enemies in a 1x1 square area around the caster.
Knock Out: Increases Relentless Rage resistance break from 10% to 15%.
Recruit: An extra Blue Coat may be summoned by Call In The Militia.
Gin Sour: Increases Cooldown bonus from Flask of Gin from 4% to 6%.
White Russian: Increases Resistance bonus from Flask of Vodka from 8% to 12%.
Aftermath: Napalm disarms enemies hit for 1 second.
Double Barrel: Gauss Barrel bounces to 2 enemies.
Gunpowder: Increases Cannon Barrage damage by 50%.
Gin Tonic: Flask of Gin grants +5% attack speed.
Moscow Mule: Flask of Vodka grants +5% spell damage.
Firestorm: Increases Napalm’s damage by 20%.
Barrel Roll: Gauss Barrel is casted again after 1 second, triggering Awakening Effects, if any.
Warning: Death Threat's cooldown decreased by 2 seconds.
Heart Beat:Health Consumption to cast spells will reduce by 50%.
Plasma: Maximum health increased by 10%.
Blood Charge: Blood Rush’s cooldown is affected by all sources of Cooldown Reduction.
Deprivation: Increases Expose Nightmares' healing reduction from 10% to 15%.
Menace: Death Threat boss threat reduction increased by 2%.
Wicked: Increases Twisted Souls damage by 50%.
Reverberation: Death Echo bounces increased by 2.
Blood Flow: Increases Blood Rush duration by 7 seconds.
Night Terror: Increases Expose Nightmares duration and turns by 50%, rounded up.
Winter Protection: Eternal Winter grants a shield for 10% of your maximum mana for 5 seconds.
Slippery Ground: Frost Grenade will apply 20% paralyze for 3 seconds.
Recharge: The spell Heal will heal the caster’s mana instead of health, if used on self.
Cold Hit: Chilling Blast applies a damage reduction condition to its main target of 5% less damage for 3 seconds.
Flourish: Increases Blooming Form’s healing by 10%.
Persistent: Increases Eternal Winter spell damage by 50%.
Frostbite: Frost Grenade no longer deals damage in a cross area, instead, it deals true damage towards the target.
Uplift: The spell Heal now grants a 10% Critical Damage bonus to the target for 3 seconds.
Freezing Blast: Chilling Blast hits in a 2x2 circle area of effect.
Blooming Aggressiveness: The Blooming Form’s 50% attack damage debuff is removed.
Sun Blast: Sunfire Missile damage increased by 20%.
Burning Light: Increases Burst of Light damage-over-time turns by 2.
Holy Protection: Holy Flash yields a shield for 5% of the caster’s maximum health for 3 seconds.
Bouncy Shock: Holy Shock bounces to 1 extra enemy.
Healing Break: Raise Shields heals for 1.5% of the caster’s maximum health per second for 5 seconds.
Glare: Increases the number of bounces from Sunfire Missile by 1.
Sunburn: Increases Burst of Light damage-over-time from 70% to 100% of the original damage.
Faith: Increases Holy Flash maximum health bonus from 7.5% to 10%.
Holy Explosion: Holy Shock hits in a 2x2 circle area around each enemy hit.
Determination: Increases Raise Shields duration by 4 seconds.
Strong Shot: Combo Shot will also scale with Strength.
Protective Apparition: Phantom Apparition grants a 5% maximum health shield for 3 seconds.
Shadow Protection: Shadows Invocation yields a shield for 5% of the caster’s maximum health for 3 seconds.
Phantom Master: Reduces Phantom Expertise cooldown by 2 seconds.
Evasive: Upon a successful Evasion dodge, heal for 3% of your maximum health.
Wombo: Combo Shot is casted again after 1 second, triggering Awakening Effects, if any.
Skilled Clones: Clones will deal +5% damage.
Shadow Healing: Shadow Invocation maximum health bonus from 7.5% to 10%.
Phantom Lord: Phantom Expertise summons 1 extra clone.
Focused Evasion: Increases Evasion duration by 3 seconds.
Practice: Focused Art grants +50% movement speed bonus.
Channeling: Increases Absorb Summon effectiveness by 100%.
Spring: Increases Healing Spring turns by +2.
Static: Electric Back Kick area of effect range increased by 1.
Caught Up: 1000 Fists hits +2 times.
Inspiration: Channel Spirit grants +5% Critical Damage to all allies affected.
Secret Art: Extend the “kick” abilities area by +1 tile of distance.
Weaver: Increases Healing Spring maximum health bonus from 0.35% to 1%.
Energy Flow: Electric Back Kick snares enemies hit for 1 second.
Weak Point: Enemies hit by 1000 Fists receive 5% more damage for 5 seconds.
Mind Confusion: Reaper’s Touch debuffs enemies hit damage by 5% for 5 seconds.
Eruption: Increases Fire Skull’s area of effect to a 4x4 circle area.
Leech: Lich Form damage converted into mana increased from 1% to 2%.
Torment: Reduces Abomination cooldown by 4 seconds.
Spasm: Mind Seizure grants a shield for 5% of the caster’s maximum mana for 3 seconds.
Mind Reaper: Increases Reaper’s Touch damage by 20%.
Merge: Fire Skull will now only cast one skull, that will deal the same damage of 5 skulls.
Lich Power: Increases Lich Form attack power bonus by 5%.
Atrocity: Increases Abomination damage by 10%.
Mind Collapse: Mind Seizure deals 20% of its original damage as true damage towards the target.
Smokey: Fan of Knives grants a 10% increase in overall damage for 3 seconds.
Devious: Increases Cunning Blades' duration by 10 seconds.
Mesh: Increases Dip and Weave’s duration by 4 seconds.
Torrent: Reduces Knife Cascade’s delay between turns by 50%.
Chip Chop: Reduces Slice and Dice cooldown by 2 seconds.
Bandit: Increases Fan of Knives spell damage by 10% and spell range increased by +1 tile.
Sly: Increases Cunning Blade’s attack speed and attack power bonuses by +5% for the duration.
Tangle: Dip and Weave grants a 5% chance to dodge any attack for the duration.
Surge: Increases Knife Cascade’s turns by +1.
Grind: Slice and Dice hits +2 times.
Sonic: Increases Tiger Blade’s duration by 2 seconds.
Unknown Art: Increases Kenki Blade’s area of effect to a 5x5 circle area.
Imperial Protection: Imperial Courtesy yields a shield for 5% of the caster’s maximum health for 3 seconds.
Dragon Rush: Reduces Dragon Blade’s cooldown by 2 seconds.
Deep Scratch: Any Critical Damage caused during Tiger Blade’s condition is increased by 5%.
Intimidation: Paralyze enemies hit by 50% for 4 seconds.
Imperial Healing: Increases Imperial Courtesy maximum health bonus from 7.5% to 10%.
Dragon Rage: Dragon Blade is casted again after 1 second, triggering Awakening Effects, if any.
Toxin: Increases Venomed Wakasashi’s paralyze by +25%.
Arcane Knowledge: Damage loss debuff from Arcane Shield is no longer applied.
Cluster: Increases Concentrate’s mana regeneration by 10%.
Spotlight: Focused Magic will grant a 5% dodge chance.
Wire: Thunder Shock snares enemies hit for 1 second.
After Effect: Enemies hit by Destruction receive 5% more damage from the caster for 5 seconds.
Fire Knowledge: Resistance loss debuff from Fire Shield is no longer applied.
Ponder: Concentrate increases Critical Damage by 10% for 4 seconds.
Highlight: Increases Focused Magic effectiveness by 5%.
Rumble: Thunder Shock is casted again after 1 second, triggering Awakening Effects, if any.
Nuke: Increases Destruction’s area of effect by 2 tiles.
Quick Bolas: Reduces Tamer Bolas' cooldown by 2 seconds.
Defensiveness: Decreases damage received by the pet by 5%.
Protective Tortoise: Spirit of the Tortoise yields a shield for 5% of the caster’s maximum health for 3 seconds.
Evasive Bond: Tamer’s Bond yields to the caster 5% chance to dodge any attack.
Avid: Increases Spirit of the Eagle’s duration by 20 seconds.
Offensive Bolas: Tamer Bolas also casts the pet’s “Rage” spell. This ignores the pet’s cooldown.
Aggressiveness: Increases pet damage by 5%.
Resilient Tortoise: Spirit of the Tortoise resistance increased by 5%
Resilience: Tamer’s Bond yields +5% more resistance.
Eager: Increases Spirit of the Eagle’s attack speed bonus by 5%.
Players will be able to activate 3 Glyphs at a time. The third Glyph slot is locked by default, players must purchase it from the Challenge Points store.
Has a 1/2/3/5/8% chance to reflect any damage back to the caster.
Breaking a freeze condition will cause enemies to receive 60/70/80/90/100% more damage upon breaking the freezing by being hit instead of the default 50%.
Increases Gem Effectiveness by 1/2/4/6/8%.
Each auto attack critical hit heals you for 0.05/0.1/0.15/0.25/0.4% of your maximum health or mana.
Health shields are 2/3/5/8/12% more effective.
When your summons receive a fatal hit, they become invulnerable to damage for 1/2/3/4/6 seconds before ultimately dying.
Forgotten Soul Rune - Awakening Effects
Since Forgotten Soul Runes can now receive up to 20 Awakening Points, some Forgotten Soul Runes base damage have been reduced to avoid over-scaling. More information about it under each vocation’s section.
Decreased Forgotten Soul Rune's base damage from 85 to 60.
Enemies hit by the spells are hit with shrapnel, causing them to bleed for 5 seconds, taking additional damage equal to 10% of the initial damage dealt per second.
Investing points increases the Soul Rune’s damage.
Turns increased by 2 and spell area increased to a 5x5 circle.
It now follows the target, if any. Damage increased by 50%, but area decreased to a 2x2 circle area.
Arrow In The Knee
Enemies hit are paralyzed for 80% for 1 second.
Decreased Forgotten Soul Rune's base damage from 80 to 56.
Area increased to an 8x8 circle area.
Investing points increases the Soul Rune’s damage.
Confuses player enemies hit while stunning monster enemies hit for 2 seconds.
Enemies hit receive 10% more damage for 5 seconds.
Deals the whole damage at once.
Upon receiving a fatal hit, becomes unstoppable for 5 seconds.
Investing points into this Soul Rune increases the duration by 0.2 second per point.
Upon receiving a fatal hit, increases overall damage by +20% for 5 seconds.
Upon receiving a fatal hit, increases movement speed by +50% 5 seconds.
The health shield received upon getting a fatal hit is increased by +20% flat.
Decreased Forgotten Soul Rune's base damage from 140 to 98.
It now summons two cannons instead of one. Damage increased by 20%.
Investing points increases the cannon’s damage.
Once it expires, the cannon explodes, dealing +100% damage in a 5x5 circle area.
Increased the area of effect to a 5x5 circle.
The Cannon Balls no longer cause a 3x3 circle area explosion, instead, it deals 100% more damage towards one single target.
Deals 280 base damage in a 5x5 square area. No longer becomes unable to move or attack.
Investing points increases the healing.
Enemies hit take 8% more damage for 5 seconds.
Taunts enemies hit.
Increases the duration by 2 seconds.
Decreased Forgotten Soul Rune's base damage from 158 to 111.
Area increased from a 3x3 circle to a 5x5 circle area.
Investing points increases the Soul Rune’s damage.
The freezing caused by the soul rune is not broken on the first hit, it behaves like a stun while granting the freezing breaking bonus.
Frozen Shards fall from the sky 1 second after cast, dealing the same damage in a 3x3 circle area around the selected position.
After 1 second, a blizzard is summoned at the selected position, dealing 10% of the original damage for 5 turns, hitting once per second.
Decreased Forgotten Soul Rune's base damage from 50 to 35.
Reduces rune cooldown by 25%.
Investing points increases the Soul Rune’s damage.
Replicates the spell damage in a 3x3 circle area 1 second after casting.
Damage is increased by 50%, but the area of effect is decreased from a 5x5 circle area to a 3x3 circle area.
Increases resistance by 10% and a shield for 10% of your maximum health for 5 seconds.
Decreased Forgotten Soul Rune's base damage from 60 to 42.
It now hits for 12 times instead of 8 times, while casting every 250ms instead of every 400ms.
Investing points increases the Soul Rune’s damage.
The first and the last flurry of shots cause a 1 second stun to enemies hits.
Increased the area of effect from a 3x3 circle to a 5x5 circle.
The caster may not attack, heal or cast spells, but is invulnerable for the duration.
Decreased Forgotten Soul Rune's base damage from 100 to 70.
Pulling area increased from a 4x4 circle to a 6x6 circle area.
Investing points increases the Soul Rune’s damage.
No longer pulls enemies hit, but increases damage by 50%.
Enemies hit are stunned for 1 second.
Receives +10% resistance and a shield for 10% of your maximum health for 5 seconds.
Decreased Forgotten Soul Rune's base damage from 120 to 84.
Duration increased by 2 seconds, which also increases the amount of turns by 2.
Investing points increases the Soul Rune’s damage.
Enemies hit are snared for 2 seconds.
Area increased from 3x3 circle to 6x6 circle area.
The area of effect is now triggered even upon casted towards a target. It will also follow them.
Deals 220 damage towards enemies within a 3x3 circle area.
Investing points increases the Soul Rune’s guaranteed effect damage.
Heals for 15% of the caster’s maximum health.
Increases the area of effect from a 3x3 circle to a 5x5 circle.
Guaranteed Effect’s damage increased by 20%.
Decreased Forgotten Soul Rune's base damage from 75 to 53.
Area of effect increased from a 5x5 circle to an 8x8 circle.
Investing points increases the rune’s damage.
Blunt and Brave
No longer grants invulnerability and invisibility, but the user may attack and move normally. The area of effect follows the caster.
Once the effect wears off, the caster discharges a burst of light, blinding all enemies within the area of effect for 2 seconds, causing them to miss their auto attacks.
The caster’s current target receives an extra hit per round. When choosing this effect, the caster will also be able to auto attack while under the effect.
The Mirage casts their ability once more after 2.5 seconds.
Investing points into this spell increases the Mirage’s spell damage.
May only be casted on self. The mirage is created on your position, re-casting the Forgotten Soul Rune will teleport the user to their mirage, if it’s still active. Choosing this Awakening Effect increases the base cooldown from 30 seconds to 90 seconds. To teleport, the user must have a clear path to their mirage.
Along with the regular spell, a single target spell will be casted towards the caster’s main target, dealing 50% of the original damage.
May only be casted on self. On cast, summon the mirage at the caster’s position, while the caster becomes invisible for the duration. The user may still be attacked by AoE hits, but may not be targeted. Attacking cancels the invisibility.
Increases the summon duration by 2 seconds.
Investing points into this Soul Rune increases the summon duration.
Summons a Scorpion instead of a Gorilla. The Scorpion deals high area damage.
Summons a Spider instead of a Gorilla. The Spider deals a medium amount of area damage, while paralyzing enemies hit by 80% for 2 seconds.
Summons a Griffin instead of a Gorilla. The Griffin can dive at very high speed, dealing ranged single target damage.