Empires Update Content List

New Abilities

New Spells


Array-
Summons several small blasts that hover over your character, before firing towards the nearest target.
Requirement: 220 Magic
Amount [4-8] - 250 Magic
Delay [5-20]
Ultimate Art - 420 Magic
Shapes - 280 Magic

Cannon-
Fires a strong blast of Magic capable of piercing through multiple objects.
Requirement: 80 Magic
Ultimate Art - 280 Magic

  • Has a startup of 0.55s
  • Has a projectile speed of 158
  • Has a cooldown of 4s
  • Shared cooldown between 1st/2nd magic is 50%

New Techniques


Blitz-
User leaps above their target, before crashing down on them doing damage over a large area.
Requirement: 220 Strength
Explosion Size [20-100]
Ultimate Art - 420 Strength
Embodiments - 280 Strength

New Weapon Skills


Soaring Eagle-
Launches the target into the air, doing small AOE
Requirement: 90 Weapon

  • Has an agility efficiency of 60%
  • Has a power stat scaling of 0.725x

Colossal Cleave-
User swings down violently, sending a slash that cuts through everything in its way.

  • Has a Damage interval of 0.15s, which scales with weapon speed affinity/attack speed/imbue speed
  • Has an Attack Size scaling of 50%
  • Has a cooldown of 6s
  • Its hits leading up to the final hit do 60% damage


Changes

Combat/Gameplay Changes

Item Stat/Appearance Changes

  • The models of the Lion of Ravenna Helmet and Cape of Ravenna Loyalty have been changed.
  • Defense Amulet [Fair] - Defense: 0.83334 from 0.8275
  • Attack Speed Amulet [Fair] - Attack Speed: 1.5 from 1.495
  • Attack Size Amulet [Fair] - Attack Size: 1.5 from 1.495
  • Agility Amulet [Fair] - Agility: 1.5 from 1.495
  • Intensity Amulet [Fair] - Intensity: 1.5 from 1.495
  • Regeneration Amulet [Fair] - Regeneration: 1.5 from 1.495
  • Resistance Amulet [Fair] - Resistance: 1.5 from 1.495
  • Armor Pierce Amulet [Fair] - AP: 1.5 from 1.495
  • Cape Of Ravenna Loyalty - Intensity: 0.7 from ~0.66
  • Dapper Witch Hat - Agility: 0.3 from ~0.19
  • Caped Silver Pauldrons - Attack Speed: 0.6x | Agility: 0.3x
  • Caped Golden Pauldrons - Attack Speed: 0.6x | Intensity: 0.3x
  • Elite Noble’s Pauldrons - Attack Size: 0.6x | Agility: 0.3x
  • Elite Knight’s Pauldrons - Attack Size: 0.6x | Intensity: 0.3x
  • Trimmed Cape - AP: 0.6x | Attack Speed: 0.3x
  • Juggernaut Armor - AP: 0.6 from 0.5
  • Juggernaut Boots - AP: 0.45 from 0.375 | Defense: 0.225 from 0.15
  • Fire Magic Gear is now 1.0x Power Scaling only
  • Wind Magic Gear is now 0.50x Attack Speed, 0.25x Agility, 0.25x Attack Size
  • Ash Magic Gear is now 0.75x Attack Size, 0.25x Power
  • Iron Leg Gear is now 0.75x Resistance, 0.5x Power, -0.25x Attack Speed
  • Samurai Armor Set - Defense: 0.45x → 0.3x | Resistance: 0.3x → 0.6x
  • Reduced the defense given by armor, jewels, enchantments and modifiers by 18.18%
  • Bananas and giant bananas now maintain their hunger value when cooked instead of having it halved.

Magic Changes

  • Imbued Plasma Magic is now a different color
  • Magic material interactions now apply to the rubble that appears when fragmenting terrain.
  • Metal Magic now has a new texture.
  • High tier Blast spells with amounts over 5 no longer have sphere explosion effects.
  • Increased the base tiers of 2nd Magics.
  • Added color gradients to spell names in chat.
  • The brightness on some Magics’ Surge spell particle effects has been reduced. (Not specified which Magics)
  • The visual effects of Explosion Magic have been changed
  • Charging Water Magic energy now gradually clears the dirt on your character.
  • The Magic icon and Magic circle symbol for Flare Magic have been changed.
  • There are now more hit effects for getting hit with magics that cause bleeding.
  • Fire Magic Gear is now 1.0x Power Scaling only
  • Wind Magic Gear is now 0.50x Attack Speed, 0.25x Agility, 0.25x Attack Size
  • Ash Magic Gear is now 0.75x Attack Size, 0.25x Power
  • Magma Magic - Damage synergy with Poisoned Status Effect: +10% → +5%
  • Acid Magic - Damage synergy with Poisoned Status Effect: +10% → +5%
  • Fire Magic - Damage synergy with Poisoned Status Effect: +10% → +5%
  • Plasma Magic - Damage synergy with Poisoned Status Effect: +10% → +5%
  • Reduced the added spell unlock requirements for 2nd Magic Savant builds from 70 → 50
  • Light Magic speed: 1.8x → 1.6x
  • Lightning Magic speed: 1.5x → 1.4x
  • Wind Magic speed: 1.4x → 1.35x
  • Ash Magic speed: 0.9x → 0.95x
  • Crystal Magic speed: 0.75x → 0.85x, size 1.15x → 1.1x
  • Explosion Magic, Ice Magic speeds: 0.8x → 0.85x
  • Magma Magic speed: 0.7x → 0.75x
  • Earth Magic speed: 0.6x → 0.7x
  • Metal Magic speed: 0.55x → 0.65x
  • Beam spell speed affinity efficiency on range: 25% → 33.33%
  • Explosion spell speed affinity efficiency on startup: 50%
  • Snare spell speed affinity efficiency on startup: 100% → 33.3%
  • Fire Magic’s particle effects have been improved, and its colors/brightness have been changed.
  • Light imbue +0.025 damage (0.875x → 0.9x).
  • Wind imbue +0.025 damage (0.875x → 0.9x).
  • Plasma imbue +0.025 damage (0.875x → 0.9x).
  • Magma imbue -0.025 damage (1.0x → 0.975x).
  • Poison imbue -0.025 damage (0.85x → 0.825x).
  • The imbue effect colors of both Poison Magic variants and purple Lightning Magic have been altered to be more accurate to the Magic’s effects.
  • Cooldown sharing between 1st and 2nd Magic Aura spell 25% → 90%
  • Reduced damage multiplier from by Power Aura spell 22% → 15%
  • Damage multiplier from Power Aura spell is no longer multiplied by Magic damage affinity.
  • Agility efficiency on Leap spell 75% → 60%
  • Ultimate Art Leap cooldown 30s → 10s.
  • Ultimate Art Leap height 1.5x → 1.25x
  • Ultimate Art Leap energy cost 3x → 1.5x
  • Leap spell startup 0.25s → 0.2s.
  • Beam spell damage and power stat scaling are being reduced by 15.625%
  • Beam Size now increases damage the lower it is by up to +24%
  • Blast spell startup 0.33s → 0.4s.
  • Blast spell amount 4+ Ultimate Art size increase 140% → 100%
  • Blast spell arrow shape speed multiplier +50% → +40%
  • Blast Spell amount 2-4 interval between blasts +20%
  • For Blast Spell shapes that use the default blast hitbox, the blast hitbox size is now multiplied based on the shape’s size multiplier.






Fighting Style Changes

  • Thermo Fist no longer has reduced heat gain when out of combat.
  • Increased the base tiers of 2nd fighting styles.
  • Iron Leg Gear is now 0.75x Resistance, 0.5x Power, -0.25x Attack Speed.
  • Thermo Fist - Imbued Weapon Damage: 0.875 → 0.825.
  • Thermo Fist - Bleed Synergy: +5% → +20%
  • Basic Combat - No longer interacts with Crystallized Status.
  • Boxing - No longer interacts with Crystallized Status.
  • The Ultimate Art Smash technique has been given additional effects.
  • The Smash technique has been given additional embodiment visuals.
  • Embodiment visuals on Ultimate Art techniques are now more vibrant.
  • Cooldown sharing between 1st and 2nd fighting style Focus technique 25% → 90%
  • Iron Arms reflex dodge distance reduction -15% → -10%
  • Reduced damage multiplier from by Power Focus technique 22% → 15%
  • Damage multiplier from Power Focus technique is no longer multiplied by fighting style damage affinity.
  • Agility efficiency on Airstep technique 75% → 60%
  • Airstep technique startup 0.25s → 0.2s.
  • Shot technique raycast width size -50%
  • Shot technique damage and power stat scaling +32%
  • For Shot technique, fixed amount 1 having 1.6x damage instead of 1.0x
  • Shot technique Size now increases damage by up to +24% at its lowest setting.
  • Shot technique Explosion damage scaling increased.
  • Fixed an issue with the Shot techniques clash hitbox.
  • Smash technique Ultimate Art size increase 80% → 50%
  • Smash technique shockwave type startup -0.05s.
  • Smash technique slam type size multiplier 1.15x → 1.25x
  • Smash technique slam type now restores all air movements and dodge reflexes when used.
  • Smash technique tier size scaling 3.5 → 2.625.

Weapon Changes

  • Seismic Slash’s rocks are no longer effected by gravity, and will keep moving forward for one second.
  • Added color gradients to skill names in chat.
  • The “weapon energy” particle effect has been improved.
  • Parrying weapon skills now creates additional visual effects/sounds.
  • Plunderers - Reload Time: 10s → 15s
  • Ravenna Greataxe - Quality: Standard → Good.
  • Samerian Scimitar - Damage: 1.0x → 0.975x | Size: 1.0x → 1.05x
  • Keraxe Broadsword - Damage: 1.0x → 1.05x | Size: 1.0x → 1.1x | Speed: 1.0x → 0.85x
  • Thalassi - Speed: 0.9x → 0.925x
  • Dense Enchant - Speed: -20% → -25%
  • Text is being added to the end of weapon item descriptions, stating you can customize their skills by disarming them at a Blacksmith. (Does not appear for a weapon that has already been disarmed)
  • Agility efficiency on Rising Tide skills 100% → 60%
  • Sparrow Thrust startup 0.55s → 0.6s.
  • Sparrow Thrust clash hitbox is now accurate to the hitbox of the skill, and lasts 50% less duration.
  • Sparrow Thrust radius -30%
  • Sparrow Thrust length +15%
  • Sparrow Thrust power stat scaling 100% → 80%
  • Sparrow Thrust damage -7.5%
  • Rain of Arrows and Storm of Arrows now share a cooldown.
  • Shining Cycle skill damage +10%, power stat scaling -40%
  • Whirlwind skill power stat scaling -27.5%
  • Rising Tide skill power stat scaling -27.5%
  • Rising Tide damage +10%
  • Piercing Gale skill changes: speed affinity/attack speed/imbue speed on startup 100% → 70%, power stat scaling -15%, fixed an issue with its clash hitbox lingering.

Intensity Rework

The Intensity effect is being revamped to now reduce the cooldowns of all abilities, including Ultimate Arts, depending on how much Intensity you have.

  • 50% efficiency with Pulsar.
  • 50% efficiency with Colossal Cleave.
  • 50% efficiency with Fury of the Sea
  • 20% efficiency with Aura
  • 20% efficiency with Focus
  • 20% efficiency with Array

Jewel Secondary Effects

Due to Intensity being reworked, its old properties are being given to Jewel secondary effects.

  • Potency Jewels (Potency Boost %) - Increases the potency of powerups (Aura spell/Focus technique), and increases the duration of potions that you consume or use. This effect can be applied to jewels by using Corroding reagents.
  • Affliction Jewels (Status Durations %) - Increases the duration of status effects applied by your attacks. This effect can be applied to jewels by using Poison reagents.
  • The size of Magic hazards (clouds, puddles, and rubble) is now boosted by the Attack Destruction jewel effect.

NPC Changes

  • NPCs can now spawn with the Lazy and Fighter animation packs. (Fighter is limited to fighting style NPCs)
  • Invisibility potions no longer work on Atlanteans and Sirens.
  • 33% of NPC ships in the Nimbus Sea are now Brigs.
  • Defeating an NPC 20 or more Levels higher than you now gives a guaranteed Rare+ Treasure Chart. (NPC must be at least Level 60)
  • Defeating an NPC that is 1.5x your current Level now gives a guaranteed Exotic+ Treasure Chart. (NPC must be at least Level 60)
  • Defeating an NPC that is 2x your current Level now gives a guaranteed Legendary Treasure Chart. (NPC must be at least Level 80)
  • NPCs can no longer jump or high jump while in water.
  • Grand Navy notoriety ships no longer unload based on distance.
  • Quests that aren’t chained from previous quests can now be cancelled by clicking an “X” in the top right corner of them in the quests UI.
  • Clearing notoriety now despawns any of your notoriety ships currently spawned.
  • NPCs Level 80+ can no longer use weapon or fighting style basic attacks.
  • Increased the cooldown of weapon throws and piercing type skills when used by NPCs.
  • Some NPC’s now display a “Miniboss Healthbar” on your screen when you’re in combat with them.
    • This effects NPCs that are +50% higher Level than you, 50 Levels higher than the current level cap, or are Minibosses (Such as commodore Kai).
  • NPCs Level 140 and higher can now use Rare Spells and Techniques.
  • Certain NPCs can now sometimes “supercharge” attacks, giving them increased visual effects, a visual indicator, higher startup, higher attack size, and higher power.
    • The NPCs that can do this are bosses (can’t supercharge their unique boss skills, only regular spells/techniques/skills), Minibosses, or NPCs that are over 50 Levels higher than the current Level cap.

  • You can now change your current Dodge Reflex by clicking its icon in the Info UI.
  • Spell/Technique/Skill/Rite names now are gradient in chat.
  • Renown gain from hunting and faction killing is now based on the lower of the killer/victim renown.
  • You no longer gain renown for hunting if the difference between the killer and victim’s renown is 100x or over
  • Cannonballs and ship attachments can now damage and dissipate waves. (Ship attachments do far more)
  • Reflex dodge barriers can no longer be aimed at.
  • The user’s projectiles can no longer collide with their own reflex dodge barriers.
  • Resistance will have a global 0.5s period where it is active during skills, effective when the skill’s startup begins and forcibly ends when the skill does.
  • Resistance stat efficiency 75% → 70%
  • Resistance now works at 35% efficiency if a skill is still being cast or in endlag after the 0.5s period.
  • The Regeneration stat now adds 0.045 health regen per tick per point instead of using the regular stat formula. (In combat, this amount is reduced by 25%)
  • Silverhold infamy gain rate 80 → 40
  • Momentum after dodging/reflex dodging is now reduced more with agility, which caps at -20%
  • Agility effect on regular jump height 100% → 60%
  • Agility efficiency on high jump 75% → 60%
  • Agility efficiency on dodge/dodge reflex 30% → 60%
  • An issue with the Attack Size stat formula has been fixed.
  • Blocking startup is being reduced by 0.125s
  • Blocking endlag is being reduced by 0.1s
  • You can now block while dodging.
  • All renown is being wiped this update due to a bug.

Visual Changes

Destruction Changes

  • Visual rubble effects will now, instead of flying out from explosions and shrinking, will land on the ground, and sink into it after two seconds.
  • Hitting terrain that isn’t destructible now creates the visual rubble effect.
  • Fountains now make water splash effects when destroyed.
  • Wooden bridges collapsing from being walked on now makes them unanchor.
  • Destroyed structures now break apart visually instead of vanishing.
  • Indestructible terrain layers underneath fragmented terrain now have a crack texture on them.

Weather/Environment Changes

Blood/Death Changes

  • All blood-related particle effects are being revamped.
  • There are now additional bleed visual effects, blood droplet sound effects, and a unique death effect that occurs when your character has 2 or more Bleeding status effects.
  • There is a new blood splash particle effect for the Drawback effect.
  • A bug with Drawback which caused it to have the full effect with every attack, has been fixed.
  • The death screen has been improved.
  • There is now a sound effect when a player or NPC dies.

(This doesnt include Magic/Fighting Style/Weapon visuals, those are under their own respective area in Combat/Gameplay Changes)

  • New material for the metal used on ships, rings on bronze+ cannon/mortar types, and the metal forest Dark Sea biome.
  • The shockwave effect has been improved.
  • The large shockwave effect now has additional visuals.
  • The large shockwave effect has been removed from ramming speed.
  • The backpack button has been updated.
  • The Coward animation pack’s run animation are being updated.
  • The Cute animation pack’s walk, run, injured walk, and injured run animations are being updated.
  • Increased the tiling size and resolution of the slate (rock) material used in the game.
  • Various insanity visual effects have been improved.
  • Fishing line visuals have been improved
  • Character tilting based on movement direction is being added.
  • Items that don’t have a color variation due to a bug now display their default color variation when equipped.
  • Port Mistrals fire visuals are being updated to match the rest of the fire visuals in the game.
  • Corrected the issue that Morden had no iris color after the Ravenna story.
  • The color of the gravel material is being updated.
  • The water material used around the game is being slightly improved.

Luck Rework


The luck effect has been revamped to be more balanced.

  • Tier 1 Luck: 10% chance of rolling a second drop
  • Tier 2 Luck: 40% chance of rolling a second drop
  • Tier 3 Luck: 70% chance of rolling a second drop
  • Tier 4 Luck: 100% guaranteed roll of a second drop
  • Tier 5 Luck: 200% guaranteed 3 rolls

This affects:

  • Rock Drops
  • Chest Loot
  • NPC Drops
  • Sealed Chests
  • Jewelcrafting (Works the same as before, so luck IV+ still gives guaranteed perfect secondary status effects.)
  • Fishing (Only items, not fish.)

Player Spawning Changes

  • Players in factions now always spawn at their faction’s base/hideout when traveling to previous seas.
  • When dying in a previous sea, your ship now despawns and respawns with you at the sea border.
  • You are now teleported into the sea your file was last in when pressing Continue on a file on the titlescreen.
  • Camp markers cannot be placed on claimed islands anymore, even if it is your Clan.

Loot/Rarity Changes

  • Item spawning cap on Shell Island increased by 50%
  • Drop rates for Dark Sealed Chests have changed to:
    • Gems (all types) 20% → 50%
    • Enchant scrolls (all types) 16.6% → 33.3%
    • Dark Sea exclusive items 20% → 50%
  • Items found in Chests now count towards collect item quests.
  • Ravenna items/weapons and Samerian/Keraxe weapons can no longer be found in chests.
    • Ravenna items/weapons can now only be found in chests at Ravenna, Fort Talos, Blasted Rock, Cassia Bay, and Akursius Keep, or obtained as drops from Ravenna soldiers.
    • Samerian items/weapons can now only be found in chests at Sameria, or obtained as drops from Samerian soldiers.
  • The spawn rate of islands, rifts, and volcanos in the Far Reaches of the Dark Sea has been increased.
  • Increased the amount of Tartarus tears spawned on volcano Dark Sea islands by 2.5x
  • Removed Monkey Sails

Elysium Changes

  • The Elysium server access system is being remade to use reserved server.
  • When buying access, it teleports you into your own server and displays the private server code in the menu, which other players can teleport to from the titlescreen.
    • If someone tries joining when you aren’t in the server, they are automatically kicked so the timer doesn’t go down
  • Elysium access is now linked to the player, instead of the file that bought it.
  • When the private server owner leaves, everyone in the server is kicked.
  • While owning a private server with access remaining, you can open it directly from the titlescreen by entering its code, rather than travelling to an Elysium portal.
  • Private server owners can now buy more access time while in their server, by clicking the “+” in the menu by the access time remaining text.
  • A new exotic reagent called Godly Nectar is being added, which can be brewed to make an Elysium Flask. Drinking from the Elysium Flask will teleport you into your Elysium Server.
    • The item is not consumed when you drink the Flask
    • The reagent has a 1 in 2000 drop chance from Treasure Chests.

Game System

  • Physics system is now adaptive, making the game less performance intensive, with the the tradeoff of possibly making physics calculations less accurate.
  • A memory leak related to imbuing has been fixed.
  • Clan data saving, changing, and loading has been improved.
  • Other player’s character models now unload when they are far away.
  • Possible optimization to ship physics
  • There is now a setting to limit who can join you.
    • It can be set to: Anyone. Friends, My Clan, or Nobody.
    • These settings are ignored if you are on a renown leaderboard.


-puppykeeper1234

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