Patch Notes 12.1.4.1500 - Prestige Season 8

Prestige Season 8

Patch Notes 12.1.4.1500

military_techPrestige

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Activated Season 8. All Experience and Courage Coins are deducted on regular conditions from agreement.

Achievements

  • Added new achievement categories: Gathering and Crafting.
    • Added 577 new achievements.
  • Raid Bosses: Fixed card rewards not progressing prestige achievements.
  • Updated daily prestige achievement purchase limit from 5 purchases to 25 stars.
  • Added daily purchase counters to prestige achievement tooltips for 25 stars and 5 full item reward sets.

Benefits

  • [Cashback for Expérience de Prestige]: Added cashback when promoting via Auction House.
  • [NPC Consumables]: Fixed charge consumption when selected shop was already open.

Purchasing

  • Increased scroll speed of Policy Agreement window.
  • Added Reward Coin purchase options for Prestige purchases.
  • Improved Prestige Gift/Sale messages with subscription names and class-colored player names.
  • Fixed remaining purchased Courage Coins being carried over incorrectly between Prestige seasons.

settingsGame Engine

Vegetation

  • Implemented subtle wind movement for grass, flowers and interactive objects.
    • In future it will be adjusted along with dynamic wind direction based on upcoming weather system.

Shadows

  • Housing: Disabled Internal styles building shadows.
  • Lighting: Disabled shadows for selected light objects.
  • [Kawak's Tomb (Awakened)]: Disabled corridor shadow. (Note: Instance currently doesn't support object shadows)
  • [Kalin Shrine (Awakened)]: Disabled corridor shadows. (Note: Instance currently doesn't support object shadows)

Performance

Rendering & Animation
  • Improved character animation performance.
  • Improved character attachment processing performance.
  • Improved rendering performance in object-heavy scenes.
  • Improved character rendering performance in crowded areas.
  • Improved monster nameplate performance and visibility around water.
Character & NPC Updates
  • Improved target updates in crowded areas.
  • Improved nearby player lookup performance.
  • Improved target blood bar update performance.
  • Improved NPC movement performance in crowded areas.
  • Improved performance when many buffs update at once.
  • Improved character update performance when many characters and mounts are nearby.
Network & Loading
  • Improved nearby player data transfer efficiency.
  • Improved nearby player data transfer reliability.
  • Improved loading performance when changing zones.

Stability

  • Improved diagnostics for unexpected connection losses.
  • Fixed possible client crash when receiving invalid player data.
  • Fixed connection instability caused by invalid nearby data transfers.

Visuals

  • Improved rapidly repeated skill animations and weapon handling.
  • Changed travelling skill projectiles to launch immediately upon casting regardless of skill animation.

mapAreas

  • Fixed invisible barriers appearing in irrelevant zones.

inventory_2Items

Usage & Interactions

  • Added the option to hold Shift to repeatedly use item-to-item consumables.
  • Fixed it was possible to obtain [Pouvoir de la Nature] on non-druid classes when using [Cape de la nature d'Aoth].
  • Added option to convert [Defensive Rune Matrix] and [Power Rune Matrix] into their respective splinters with Right-Click.
  • Add message when already owning all PvP titles obtained when completing a Honor Quests obtained after using [Honor Title Expansion Scroll].

Effects & Categories

  • Fixed [Council] had inverted physical damage resistance.
  • Fixed [Ring of Wailing], [Ring of the Last Rites] and [Ring of Resilience] were missing [Téméraire] effect.
  • Fixed [Recette - Earring of the Sarcophagus], [Recette - Earring of Wailing], [Recette - Earring of the Last Rites], [Recette - Earring of Resilience], and [Recette - Earring of Silent Grief] had incorrect recipe categories.

auto_awesomeCompanions

  • Increased pet egg slot capacity to 10 (from 6).

mapAreas

Kawak Tomb (Awakened)

  • Added 9 new Upside Affixes.
  • Added zone message when there are no affixes left to obtain.
  • Added condition to re-experience the cutscene at the end should you have thrown away [The Empty Face] between quests.
  • Added a chance for [Yinha] to drop [Carte - Resurrected Mummy].
  • Disabled card [Carte - Cadavre du gardien du tombeau] as it does not belong to any mob within the instance.
  • Fixed [Anubis] could get stuck and fail to enter phase 2.
  • Increased [Poing ardent du bourreau] player detection range.

Various Instances

  • [Cauchemar de Dalanis]: Fixed [Deathly Fire-Eater] weren't removed when killing [Nightmare Fydolax].
  • [Realm of Forgotten Legends (Hard)]: Fixed [Familier des coffres] acquisition after both correct chest choices.
  • [Nid d'Os de Kulech (difficile)]: Fixed [Asticot carnivore géant] encounter mechanics stopping after repeated combat triggers.
  • [Necropolis of Mirrors (Awakened)]: Fixed [Krodamon] and [Krodamar] were getting [Resonance] too early.

auto_awesomeCrafting

  • Improved crafting performance and responsiveness.
  • Fixed flickering recipe and material counters while crafting.
  • Disabled [Recette - Defensive Rune Matrix] and [Recette - Power Rune Matrix].

track_changesQuests

  • [Minx Shug]: Restored missing quest acceptance and completion options.
  • Changed [Power Bound to be Used] and [Useless to Us, Golden to You] to no longer require their respective matrixed to be completed.
  • Improved various quest texts throughout the Memories of Taborea-Line.

festivalCrafting Festival

  • Added [Maître des recettes d'artisanat] selling various recipes to [Varanas] during festival.

tvUser Interface

Arcadia Messenger

  • Delegated icon position saving to native UI anchoring functions.
  • Fixed window and icon could stay off-screen after monitor changes.

Housing

  • Fixed house style discount filter results.
  • Fixed house style activation and sky playlist links.

Tooltips

  • Fixed corruption text appearing on non-item tooltips.
  • Added hoverable attribute explanations with Shift locking.
  • Added target-based miss chance and auto-attack damage rates to weapon proficiency tooltips.
  • Added middle-click ID copying for embedded icons.
  • Fixed player information tooltips could search indefinitely instead of timing out after 5 seconds.

World Markers

  • Fixed world compass markers appearing for hidden NPCs.

World Map

  • Added NPC descriptions to icon tooltips.
  • Restored world map coordinate search fields.

Various Frames

  • Crafting: Fixed crafting quantity counter could reset while creating multiple items.
  • Dialogues: Fixed empty NPC dialogues could reuse text from previously opened conversations.

Development

Classes
  • Updated function float BaseValue, float OtherValue = GetPlayerAbility(string KeyStr) with new FEINT_CHANCE and FEINT_EFFECTIVENESS.
  • Added function number MissChance, number AttackBonus, int TargetLevel = GetWeaponBonus(string WeaponType)
Prestige
  • Updated function void PrestigeAchieveBuyReward(int AchieveGuid, bool IsRewardCoins)
  • Updated function void PrestigeBoost_BuyRequest(int RankType, int Time, bool IsRewardCoins)
  • Updated function void PrestigeAchieveBuyQuest(int AchieveGuid, int Counter, int NewStar, bool IsRewardCoins)
  • Updated function void Prestige_BuyExperienceOrCoinRequest(int Experience, int Coin, int PacketCount, bool IsRewardCoins)
Various
  • Updated function bool Down = IsCtrlKeyDown()
  • Updated function bool Down = IsShiftKeyDown()
  • Released Object Database showing all IDs and KeyStrs.
  • Disabled old versions of ItemPreview2 & DungeonLoots addons. New versions are available through launcher.

shieldClasses

General

  • Reduced AFK detection time for hold-to-cast skills to 10 seconds (from 5 minutes).
  • Added support for skills remaining channeled until action key release.

Floating Texts

  • Fixed damage-over-time resistance display in floating damage and combat log.
  • Fixed false Miss floating text when restoring resources unavailable to target class combinations.

Equipment

Note by GD: Before we added tiers, having two of the same rune meant the second one would be reduced by 90%. This reduction was not applied when you now had the same of different tiers (ex. Bulking IX and Bulking III) in your artefacts. Once more, this reduction is applied.

  • Allowed robot components to be unbound.
  • Added katanas, guns, and spears matching existing weapon-shop progression.
  • Fixed gear score failing to update after class or equipment proficiency changes.
  • Fixed artefact rune power reduction for same rune families with different tiers not being applied.
  • Added Feint Chance and Feint Effectiveness, allowing missed or dodged physical attacks to deal reduced damage.
  • Fixed ammunition-saving effects to stack multiplicatively, making two 50% effects provide 75% chance instead of exceeding 100%.

Warrior

General
  • Changed [Feinte] to always have 100% feint chance on misses.
Warrior / Mage

Note by GD: We want to add an interaction between Moon Cleave and the recently added magical form of Morale Slash. This way, you will have some kind of proper rotation for your AoE spells, instead of spamming everything wildly.

  • Changed [Morale Slash] to also reset [Moon Cleave] cooldown.
  • Reduced [Rage électrique] magic damage per stack to 6% (from 8%) and attack speed per stack to 2% (from 3%).
  • Increased [Moon Cleave] wind damage to 4073.5% (from 3542.2%).

Mage

General

Note by GD: We want to enable more variety in magical weaponry while keeping staff builds viable and giving selected Mage combinations stronger alternatives to cooldown-focused builds.

  • Added 50% wand magic damage to [Maîtrise des bâtons].
Mage / Priest

Note by GD: Instead of the clunky Magic Drain mechanic, we want to give the class another very unique mechanic that directly plays into the new Tide Shift mechanic: Sinking Tides (consumed stacks) recovers your mana, as if the blue water of the ocean fills up your blue mana bar. But there will also be a massive downside if your mana drops too low, as if you could strand on low tides.

  • Reworked [Drain magique], [Marée montante], and [Wild Current] MP-state interactions.
  • Changed [Drain magique] into a passive skill: at or above 50% MP, MP costs are reduced by 50% and magical damage is increased by 25%; below 50% MP, MP costs are increased by 500%; consuming Wild Current restores 12% MP.
  • Changed [Marée montante] to grant 1 Wild Current stack, reduced its cooldown to 1 second (from 3), and changed its MP cost to 2% (from a flat cost).
  • Added passive 25% wand magic damage to [Influx sacré].
Mage / Druid

Note by GD: We noticed the class wasn’t performing well anymore, so we want to buff it and add the possibility to use a wand with a talisman instead of only a staff. This way you can increase your cast speed of your long casts with an additional Curse rune in your talisman, but doing so is not mandatory, as staff will still be viable.

  • Added 75% wand magic damage to [Brûle-roche].
  • Increased [Mysticisme elfique] magic damage and cast speed to 7% (from 5%).
Mage / Scout

Note by GD: We decided to change Fire Rose Explosion to become a global cooldown spamable CPS single target spell, so the class has some better alternative for cooldown build variants than Static Field spam. Also Flame Spirit now summons with just a global cooldown trigger instead of a cast. The class should still be viable as a caster, don’t worry, but it wasn’t able to compete in the paced paced meta at all.

  • Changed [Éclosion incandescente] to trigger global cooldown, removed its 5-second cooldown, and changed its damage to 450% + 0.8 × INT CPS (from 3745 + 0.8 × INT).
  • Changed [Esprit du feu] to trigger global cooldown instead of having a 3-second cast time.
  • Increased reflected fire damage from [Tir] and [Rose incandescente] to 2788.2% + 0.125 × INT (from 2230.6% + 0.1 × INT). Reflected damage now spreads [Rose enflammée].
  • Reduced [Fire Storm] cooldown to 8 seconds (from 12).
  • Changed [Rose incandescente] to make targets receive 4% more fire damage.
Mage / Champion

Note by GD: We want to push the single target potential, so the class performs better at bosses and single target situations. By letting Voltage Seize spread the Electric Current debuff, you don’t need to spam Electric Current anymore to get Voltage Seize procs.

  • Increased [Explosion électrique] wind damage to 5911 + 0.46 × INT (from 5140 + 0.4 × INT) and its additional wind damage to 1077.8% (from 937.2%).
  • Changed [Étreinte haute tension] to spread [Courant électrique].
Mage / Warrior
  • Clarified [Sagesse et bravoure] conversion soft cap between approximately 85,000 and 90,000 in its tooltip.
Mage / Rogue

Note by GD: The class needs a major buff, so we decided to increase the damage of the minions and shorten the cooldown of Demoralize, which is the center class mechanic and should be pushed for that reason

  • Increased [Summon Shadows] dark damage to 3125 + 0.375 × INT (from 2500 + 0.3 × INT).
  • Reduced [Démoraliser] cooldown to 30 seconds (from 60).
Mage / Bard

Note by GD:

  • Increased Tinnitus damage over time from [Double Bass] and [Musical Attack] to 13455 (from 4485).
Mage / Warden

Note by GD: Since the class needs a buff as well, we decided to increase the passive damage bonus while your pet is around, while also increasing the received damage while it’s not there.

  • Increased [Follower's Favor] magic damage bonus to 25% (from 15%) and damage received penalty to 25% (from 20%).
Mage / Knight

Note by GD: We are changing the Holy Light Strike single target cast spell to become a short-time buff that empowers your next casted spell. This way, it’s up to you what skill you want to cast, may it be for example Electric Bolt for quick damage with low cast time, or Flame for some additional damage, or should it be Static Field for your cooldown reduction build? The choice is up to you!

  • Reworked [Holy Light Infusion], [Lumière diurne], and [Détermination du Saint] interactions.
  • Removed [Lumière diurne] internal cooldown and limited its effect to [Illumination].
  • Changed [Détermination du Saint] to enable one-handed hammers and added 35% hammer magical damage.
  • Renamed [Holy Light Strike] to [Holy Light Infusion] and changed it to empower the next offensive spell within 3 seconds with 8500 + 0.2 × INT additional light damage. It has a 1-second cooldown, costs 2% MP, and does not trigger global cooldown.
  • Reduced [Astres de lumière] channel time to 1.25 seconds (from 1.5).

Warlock

General

Note by GD: We are bringing Warlock combinations closer together so each retains distinct advantages and disadvantages.

Warlock / Bard

Note by GD: We replaced Ethereal Blade spam with an interaction between Ethereal Blade and Ruthless Judgment, while strengthening Dark Blast and replacing its stun.

  • Changed [Ethereal Blade] and [Ruthless Judgment] to reset each other's cooldowns.
  • Increased [Ethereal Blade] cooldown to 10 seconds (from 1), added global cooldown, and added a 1 PSI cost.
  • Changed [Notes from the Hell] so [Ethereal Blade] and [Ruthless Judgment] reset each other's cooldowns.
  • Increased [Dark Blast] dark damage to 5232.6% + 0.24 × INT (from 4360.5% + 0.2 × INT) and replaced its stun with an interrupt.
Warlock / Warden

Note by GD: A little push for both the offtank and dps variant, as both were lacking a little power recently, compared to other warlocks. We also change Puzzlement to always recover Psi, as this class almost never leaves the willpower states and has its own version of this skill.

  • Increased [Volonté absolue] dark damage to 20% (from 10%) and aggro to 100% (from 75%).
  • Changed [Perplexité] so [Perplexité] always restores 2 PSI.
Warlock / Rogue

Note by GD: We want to additionally push the Throw damage as it’s a major mechanic of the class now and wasn’t dealing as much damage as intended by far. We also want to enable a dual dagger variant by increasing dagger damage further.

  • Increased [Lancer] dark damage to 2963.4% + 0.25 × INT (from 1185.4% + 0.1 × INT) and added a 50% chance to not consume a projectile.
  • Reduced [Crime] cooldown to 3 seconds (from 6).
  • Increased [Coup spirituel] dagger magic damage to 150% (from 100%).
Warlock / Champion

Note by GD: Energy Influx Strike wasn’t as good as intended for the combo skill rotation, so we decided to slightly buff it, in order to make it more useful.

  • Changed [Frappe d'influx d'énergie] to deal 2114 additional dark damage to targets affected by Electrocution.
Warlock / Mage

Note by GD: We decided to drastically push the burst power of the class by changing Thinking Overload to become a kind of Elemental Catalysis variant. This way, the sustain damage will be reduced while burst damage is increased, which should balance the class properly.

  • Renamed [Thinking Overload] to [Elemental Overload], increased its cooldown to 180 seconds (from 90) and elemental damage to 75% (from 35%), reduced its duration to 20 seconds (from 30), and added 15% cast speed.
  • Fixed [Sceau de l'âme] enhanced Warp Charge could be overwritten by other Warp Charge effects or similar buffs.
Warlock / Warrior
  • Reworked combination into physical dark-damage hybrid with weapon-dependent passives.

    Note by GD: We finally release the first part (of two) of the physical warlock! At least something that deals physical damage by casting its magical spells for now, summoning ethereal weapons that hit physically. Whirlwind now is a proper spin-to-win spell that scales off attack speed through execution time. We hope you all enjoy our new warlock hybrid! And before we forget, this class can be played with both leather and chain gear (and still cloth, of course)!

  • Changed [Taillade] so its cooldown scales with main-hand weapon attack speed (from 3 seconds) and reduced its range to 100 (from 150).

  • Changed [Alliance du corps et de l'esprit] to enable 2-H swords, katanas, leather armor, and chain armor. Katanas grant 50% damage dealt and 20% attack speed; 2-H swords grant 45% damage dealt and 20% movement speed.

  • Renamed [Heart Fence] to [Ethereal Rage] and made it passive, changing [Tourbillon] into [Ethereal Whirlwind]: 9 hits over a 4-second execution time, each inflicting 1200 + 0.5 × INT dark damage within 100, for 2 PSI. Execution time scales with main-hand weapon attack speed.

  • Changed [Frappe du cœur constant] to an instant skill that triggers the global cooldown.

  • Changed [Cœur mortifère] so [Sortilège de tissage affaiblissant] becomes instant but triggers the global cooldown.

  • Changed [Guerrier psychique] so magical spells manifest ethereal weapons that inflict physical dark damage. Area spells summon a 250% main-hand DPS Ethereal Hammer, while single-target spells manifest a 1.050% main-hand DPS Ethereal Sword.

Scout

Scout / Warlock

Note by GD: We buffed Blood Arrow, made Snipe more comfortable to use, and rewarded maintaining high focus with faster cooldowns.

  • Increased [Flèche de sang] magic damage to 55% (from 43.5%).
  • Changed [Tir de précision venimeux] to make [Tir de précision] instant with global cooldown and reduce [Tir de précision] cooldown by 1 second whenever [Discipline Élémentaire] hits an enemy, up to 10 seconds per second.
  • Changed [Discipline Élémentaire] to reduce skill cooldowns by 0.5 seconds while above 80% focus.
Scout / Bard
  • Changed [Focus Rune] physical damage gain to raw damage dealt.
  • Changed [Reflected Shot] to be executed for 3 hits for 1s.
  • Changed [Vital Shot] to reset cooldown of [Tir de précision].

Druid

Druid / Rogue

Note by GD: We noticed the class was underperforming heavily, so we decided to drastically buff it again, especially in single target, so it can be more viable against bosses.

  • Increased [Étreinte de la Veuve Poison] initial dark damage to 374.3% + 0.15 × INT (from 249.6% + 0.1 × INT) and each subsequent hit to 1123% + 0.15 × INT (from 748.7% + 0.1 × INT).
  • Increased [Tourment magique] magic damage to 35% (from 23.5%).
Druid / Warlock
  • Reworked combination into faster poison rotation with Focus-driven [Toxic Infusion].

    Note by GD: You always wanted to get rid of the nasty 3 seconds cast combo that was way too slow in fast paced raids? We solved it by a full revision of the class! Now it has become a melee damage dealer with a much smoother rotation and no more clunky long casts or channels.

  • Renamed [Sandstorm] to [Corrosive Storm], removed its cooldown and repeated hits, added global cooldown, and changed it to inflict 750% CPS poison damage to the target and enemies within 75. It costs 5% MP and 2 Nature's Power.

  • Changed [Possession toxique] into a global-cooldown toggle that reduces healing done by 100% and increases movement speed by 20%. Removed its healing-cancel behavior and 25% magical attack reduction, reduced aggro increase to 50% (from 100%).

  • Increased [Pouvoir de volonté] wand magical damage to 120% (from 99.2%) and removed its talisman equipment permission.

  • Changed [Flèche toxique] to an instant global-cooldown skill with 75 range, 1% MP cost, 2 Nature's Power cost, and 950% CPS poison damage (from 3027.8 + 1 × INT).

  • Changed [Nature's Poison] to an instant global-cooldown skill with 75 range, 2% MP cost, and 1875% CPS poison damage (from 4305.5 + 0.45 × INT). Reduced its damage bonus per Fatal Toxin stack to 30% (from 312%), made it require Toxic Possession, and increased Nature's Power gained per consumed stack to 2 (from 1).

  • Renamed [Earth Arrow] to [Plague Arrow] and changed it to an instant skill with a 1-second cooldown, no global cooldown, and a 2% MP cost (from 204 MP).

  • Renamed [Focused in Nature] to [Toxic Infusion]. It consumes all Focus and, for every complete 10 Focus consumed, restores 10% MP and grants 2 Nature's Power. Added a 5-second cooldown with no global cooldown.

Bard

Bard / Mage

Note by GD: The class was still lacking single target damage, so we decided to buff Fiery Magic that you can use with both cooldown and cast builds and change Lost Sanity to deal magical fire damage as well, so that cooldown builds are as viable as cast builds.

  • Increased [Magie ardente] fire damage to 4085% + 0.125 × INT (from 3268% + 0.1 × INT) and added an instrument requirement.
  • Changed [La magie de Troubadour] so [Perte de raison] deals 2000 + 0.1 × INT magical fire damage and gains 150 range.
Bard / Warlock

Note by GD: The class wasn’t performing very well, so we decided to push its own magic damage while Cruel Harvester is active. This should engage the class more to keep the buff running as much as possible which adds support for the raid - not only group anymore.

  • Added 35% personal magical damage to [Recolte cruelle].
Bard / Druid
  • Reworked combination into poison-focused Voodoo Shaman with [Summon Totem] support and [Occult Death Dance] channel mechanics.

    Note by GD: We introduce our new Voodoo Shaman! Have you ever dreamed of tormenting your enemies with terrifying voodoo arts, dancing around a totem while spinning around your staff? Then your dreams came true! The idea of this class is a “spin-to-win” poison element class that synergizes very well with other poison classes. Future adjustments may happen soon.

  • Renamed [Troubadour's Wisdom] to [Knowledge of Occult Magic]. It changes [Attaque musicale], [Rhythmic Delusion], [Octave décalé], and [Harmonie] to magical poison damage and increases poison damage by 75%.

  • Renamed [Knowledge of Depths] to [Summon Totem]. It summons a stationary Totem for 10 seconds that grants raid members within 100 4% poison damage, restores 150 HP per second, and recovers 3% HP, MP, Rage, Focus, and Energy per second. It has a 1-second cast time and 60-second cooldown.

  • Renamed [Elven Magic] to [Voodoo]. It applies a caster-owned curse for 5 seconds that inflicts 5000 poison damage every second, with a 2-second cast time, 1-second cooldown, 100 range, and 2% MP cost.

  • Renamed [Natural Music] to [Shaman Mystic]. It increases area damage by 80%, area damage resistance by 30%, staff magical damage by 40%, reduces aggro by 40%, and enables staff equipment.

  • Renamed [Earthy Splash] to [Shaman's Medicine] and changed [Antidote] into [Antidote]. Occult Antidote affects raid members within 100, costs 50% HP, has a 3-second cast time, and has a 90-second cooldown (from 10 seconds).

  • Renamed [Rock Resonation] to [Occult Death Dance]. It channels for 5 seconds, inflicting 3500 poison damage every second within 100. It costs 25 Focus and 25% MP initially, then 5 Focus and 5% MP each second; successful hits against a Voodoo target spread Voodoo to all enemies hit.

  • Renamed [Rapid Stone Shot] to [Shaman Ritual]. For 15 seconds, it increases damage over time by 100% and area damage by 50%, sacrifices 4% HP per second without killing the caster, and reduces its cooldown by 3 seconds when a caster-owned Voodoo target dies. It has a 60-second cooldown and costs 12% HP.

  • Renamed [Druid Rune] to [Death March]. For 5 seconds, the next [Occult Death Dance] becomes single-target and inflicts 300% increased damage. The effect is consumed when Occult Death Dance is cast and has a 5-second cooldown.

  • Renamed [Rock Storm] to [Toxic Plague]. It summons a toxic cloud for 10 seconds that makes enemies within 50 receive 4% more poison and damage-over-time damage. Each second spent near [Summon Totem] increases the debuff duration by 1 second, up to 10 seconds.

  • Renamed [Like the Rock] to [Occult Death Chant]. Completing the full channel of [Occult Death Dance] inflicts a final 8000 poison damage, pulls enemies within 75, resets [Summon Totem], and restores 100% Focus and MP.

Bard / Warrior
  • Changed [Chant de guerre] to no longer inflict Fear, instead it just interrupts targets, reduced radius to 100 from 300, removed cooldown speed effect.
  • Changed [Taillade tranchante] to be executed infinitely as you hold the skill action button, removed cooldown, enabled global cooldown trigger, reduced damage to 785% from 968%, changed rage cost to 3 per channel (from 10 per cast).
  • Increased [Énorme fissure] cooldown to 10s from 3.
  • Removed [Esprit étroit] cooldown, changed it to require your own [Dizzy] effect on target.
Bard / Scout
  • Changed [Énorme fissure] to be channeled infinitely as you hold the button, changed focus cost to 12 per channel (from 30 per cast).
  • Changed [Tempête d'âmes] to be channeled infinitely as you hold the button, added focus cost as 12 per channel, reduced ammo cost to 2 per channel (from 10 per cast), increased base execution interval to 0.5s (from 0.375s).

Champion

General
  • Changed [Démontage féroce] to apply [Étape de démontage] to self instead of target.
  • Added [Explosion cinétique] skill thats learnt at level 34: As you hold the button, it will inflict 365% fire damage every 0.25s and apply 144.8 fire damage over time for 6 seconds.
  • Fixed [Attraction runique] wasn't pulling target towards you.
Champion / Bard

Note by GD: The class wasn’t affected enough by cooldown reduction, so by adding a flat 0.5s cooldown reduction, we want to increase the benefit by a lot. Also Electrocution shall help with some better single target potential that the class was lacking. Let’s be fair, the class was performing very badly, it might even deserve a bigger buff.

  • Changed [Vague environnante] to two 642% wind damage hits over a 1-second channel (from one instant 642% hit).
  • Increased [Electrocution] CPS wind damage to 1340% (from 1072%).
  • Added a 0.5-second skill cooldown reduction and 25% attack speed to [Solo : Déchiquetage] while active, and increased its cooldown to 60 seconds (from 30).
Champion / Mage
  • Changed [Prolifération éclair] to pull affected enemies to caster instead of distributing them along piercing line.
  • Changed [Tactical Offense] to target selected location, deal damage between caster and selected position, and display actual line area before casting.
Champion / Rogue
  • Increased [Explosion d'ombre] 1-H hammer damage gain to 80% from 50%.
  • Changed [Son du glas] to be passive, removed 1-H hammer damage gain.
  • Changed [Enforce] to replace existing [Impulsion carcérale] instead.

Knight

General
  • Fixed [Coup de bouclier de la vérité] condition high-aggro hit wasn't working properly.
  • Changed [Traces de l'épée de croix] to provide the buff even if skill doesn't inflict damage to any target initially.

Rogue

General
  • Added [Hyperfocus] as level-30 Rogue passive granting one stack each second without dealing damage. Each stack increases physical damage by 2%, up to 10 stacks. Damaging skills remove one stack, normal attacks and ignored trigger effects only reset its timer, and [Rage assassine] prevents stack loss.
Rogue / Scout
  • Changed [Attaque spectrale] to pull affected enemies to caster instead of distributing them along piercing line.
  • Changed [Tirage rapide] to target selected location, deal damage between caster and selected position, and display actual line area before casting.
  • Changed [Ranger Solitaire] to recover 30 Focus every 3 seconds.
Rogue / Bard
  • Reduced [Air Pressure] focus cost to 30 from 40.
  • Increased [Song of the Storm] focus recovery to 20 from 10.

Changements prévus

No Planned Patch Notes now. Follow patch notes to find out.

Feuille de route

autorenewUpdates

Roadmap Creation Previously Updated Last Updated Changes
October 28, 2025 November 8, 2025 June 24, 2026

New — Added since last update.
Updated — Status changed since last update.
Delayed — The ETA has been postponed.

infoStatus Legend

In Planning Work in Progress Scheduled Polishing Completed

buildDevelopment

Quick preview of the major initiatives multiple groups in our team are currently working on:

Feature
ETA
Status
Further class balance with more organized changes.
2025
Newcomers:
Simpler access to the market and economy.
2025
Clearer game knowledge.
2025
Redesigning tutorial experience to align with current needs and shared between races.
Q3-Q4 2026
Fisherman Camp Site — Possibility for automated fishing.
Q3-Q4 2026
Game Visuals:
Reworked trees.
November 2025
Shadows for all objects in game.
November 2025
Various graphics and performance improvements.
Q4 2025 – Q1 2026
More lively environment.
Q3 2026
Weather system.
Q3 2026
Housing:
Building system with new features, resources similar to Guild Castle.
Q2-Q3 2026
Furnishing in multiple external styles at once.
Q3-Q4 2026
More building furniture.
Q3-Q4 2026
Awakened Instances:
Modernization, reducing catch-up time, new toys to play with and a whole new system to let you choose your own difficulty!
July 2026
Kawak's Tomb (Awakened): Travel through the sacred limon grounds to uncover the Envoys mysterious past…
July 2026
Millim and The Shattered Grove DLC1 "Parallel Worlds": Big Glitches, Reality Glasses, new challenges.
August 2026
Prestige Season 8 — New achievement categories, simpler UI/UX.
August 2026
Streamlining game installation.
Q3 2026
Possibility to play as Dwarf Female.
Q3 2026
Millim DLC2: New areas, quests, building mechanics and flying mounts.
Q3-Q4 2026
Creation of a Daily & Weekly Reset Hub for all repeatable content.
unknown
New Wheel of Fortune categories: Potions/Food, Wings, Mounts, etc.
unknown

auto_awesomeIntroduced

Overview of the major initiatives that have already been introduced:

Feature
ETA
Status
Newcomers:
Simplifying instance pre-quests.
2025
Easier preparation for instances.
2025
The Shattered Grove endgame 12-player instance in Millim.
November 2025
Critical Chance Rework — Lethality ensures every hit benefits from Execution Power.
November 2025
Game Visuals:
Better control over GPU, CPU, RAM usage and resulting FPS.
December
Prestige Season 6 — Rewards adjusting, possibility to purchase for diamonds.
December 2025
Housing:
Furnishing outside square in external styles.
Q4 2025 – Q1 2026
New responsive, clean website connecting our two current domains.
Q4 2025 – Q1 2026
Restoring User Interface style to the original with higher quality.
Q4 2025 – Q1 2026

Gear Score — Grouping gears and adjusting their values.

Q1 2026
Prestige Season 7
April 2026