New Abilities
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New Spells
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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%
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New Techniques
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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
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New Weapon Skills
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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
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Changes
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Combat/Gameplay Changes
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Item Stat/Appearance Changes
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- 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.
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Magic Changes
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- 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.
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Fighting Style Changes
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- 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.
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Weapon Changes
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- 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.
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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
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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.
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NPC Changes
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- 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.
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- 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.
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Visual Changes
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Destruction Changes
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- 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.
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Weather/Environment Changes
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- The texture of small wave particles on the ocean are being changed to be more visible.
- Higher resolution cloud models are being added.
(This also applies to sky islands) - The center dot of the temperature UI will indicate whether your character is currently tanning, not tanning, or losing their tan.
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Blood/Death Changes
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- 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.
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(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.
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Luck Rework
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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.)
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Player Spawning Changes
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- 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.
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Loot/Rarity Changes
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- 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
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Elysium Changes
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- 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.
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Game System
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- 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.
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-puppykeeper1234