Build 0.14.667
Released: 25th Aug,2024 (Hot fix: 0.14.615)
Known Issues
- Animations and sound effects may sometimes play while skinning animals.
- Quests may sometimes disappear from your journal or recently completed quests may reappear when zoning or when logging out or back in. This issue is actively being investigated. Please continue to report it in Discord if you experience it happening to you.
- Player corpses may sometimes spawn with a collider, or have one after relogging. It may look like you can't loot your corpse when this happens - if you position your camera more directly above the corpse and look down, you should be able to get a loot cursor.
General
- The sale values for commonly dropped weapons and armor have been slightly decreased.
- The amount of coin carried by most humanoid NPCs has been slightly increased.
- The notifications panel (which shows things like skillups and items gained, etc.) is now moveable and should stay where you put it. You'll have to do something to trigger a notification (such as looting an item) and then click and drag the notification that pops up to where you want it. Take care to not position it such that notifications appear offscreen.
- The buffs/debuffs panel is now moveable and should stay where you put it. You'll need to get a buff/debuff on you and then you should be able to click and drag that buff to move the panel where you like it. Take care to not position it such that buffs will appear offscreen.
- The group mob chevrons on the offensive target UI now point up instead of down. This is not a final solution, it's simply a quick change that should hopefully be more intuitive than when they were pointing down.
General Tuning
- NPC abilities and templates have been adjusted, please report any over/under-tuned NPCs or NPC abilities.
- Overland NPC mitigations reduced.
- Reduced group NPC armor mitigation.
- Fixed an issue with slows not reducing attack speed as heavily as they should.
- Fixed an issue where Divine, Curse, Nature, and Chemical Resistances couldn't be reduced.
- Increased Paladin Wrath generation.
- Increased Direlord Essence generation.
- Class debuff cast times reduced from 4s to 3s:
- Divine Weakening
- Weathering
- Scorched Fog
- Forceful Will
- Mental Fatigue
- Added threat to arcane cords.
- Tanks get Exposure at a skill of 20 (30s cooldown).
- Healers get Force at a skill of 20 (30s cooldown).
Class Updates
Rogue
- Fan of Knives damage increased.
- Backstab damage and penetration increased.
- Waylay readiness cost removed.
Wizard
- Ice Volley now consumes Focus even if it's interrupted early.
Cleric
- Cloak of Light - increased healing amount.
- Remedy - Added drawn sickness to cure disease list.
DireLord
- Provoking Phantoms - initial aggro increased.
Monk
- Bruiser trait switched from 10 AP to 2 STR.
- Resonating Strike - heal scaling adjusted to 150% of damage dealt.
Ranger
- Sabotage no longer requires [Opening Gap] to apply states.
Shaman
- Skymane's Pact scroll description updated to 20% and 45 min duration.
- Hurry the Past mana changed to 10% of base mana pool (cost reduction at 10, scales with player).
- Mantle of Mist scales for an additional level, healing increased by ~20%.
- Mantle of the Stream scales for an additional level, healing increased by ~20%.
- Mantle of the River scales for 2 additional levels, healing increased by ~20-25%.
- Replenish healing increased by 2-3 per tick.
- Shaman pet damage reduced.
Enchanter
- Enchanter's Expose should now use the proper version (25m range).
- Mana Guzzle is no longer interrupted by auto attacks. Threat greatly reduced.
- Significantly reduced threat on the mesmerize line.
Items
- The drop rate for the Misshapen Bag has been reduced and its weight has been increased. The item is now also marked as Unique.
- The drop rate for wolf blood has been increased. Some other loot items from wolves have had their drop rate slightly lowered as a result.
- The damage and delay values for all hand-to-hand (fist) weapons have been adjusted.
- The damage values of all weapons tuned for level 15 and above have been increased.
Quests
- The fourth harvesting quest (Under the Moonlight) from the Scavenger has been revised with a new name and a new objective. If you have this quest active in your journal, you may need to abandon and retake it in order to complete it.
- The fourth skinning quest (Better Quality, Pt. 2) from the Scavenger has been revised with a different objective. If you have this quest active in your journal, you may need to abandon and retake it in order to complete it.
- The fourth woodcutting quest (Lining the Nest) from the Scavenger has been revised with a different objective. If you have this quest active in your journal, you may need to abandon and retake it in order to complete it.
- New low-level, class-specific tasks have been added for Monks and Rangers. Tasks for Shamans and Dire Lords were added in previous updates.
Crafting
Outfitting
- The resource requirements for creating cloth and leather panels have been adjusted.
Smelting
- The number of asherium lumps obtained from smelting chunks of asherite ore has been slightly increased.
- The frequency of obtaining rock salt when smelting chunks of asherite ore or caspilrite ore has been increased.
- The frequency of obtaining copper when smelting chunks of asherite ore has been decreased.
- The amount of rock salt that can be obtained when smelting chunks of tascium ore or slytheril ore has been increased.
Bug Fixes
- Tarnished Knuckles may now be salvaged using the appropriate tool.
- The quests "Head Protection" and "In Uniform" can now be turned in to the proper NPC.
- Fixed a bug with channeled wizard abilities where they weren't expending focus when interrupted.
- Shimmering celestium dust should now be usable in the appropriate crafting schematics.
- Fixed a crash that was happening with certain chests.
Build 0.14.646
Released: 22nd Aug,2024 (Hot fix: 0.14.615)
Known Issues
- Animations and sound effects may sometimes play while skinning animals.
- Corpse dropping needed to be disabled for now because of a last minute bug.
- Quests may sometimes disappear from your journal or recently completed quests may reappear when zoning or when logging out or back in. This issue is actively being investigated. Please continue to report it in Discord if you experience it happening to you.
General
- NPC mitigation from armor formula has been reworked. A singular AC debuff should increase melee damage significantly. This should prevent groups from feeling forced into stacking AC debuffs. (Discord contains a current state of the game post with more details in general-feedback).
- We've added (mitigated damage) to the combat log so you can see what you would have hit for unmitigated. Hopefully, this helps players understand what is happening in combat and how they can improve their damage.
- The sale values for commonly dropped weapons and armor have been slightly decreased.
- The amount of coin carried by most humanoid NPCs has been slightly increased.
Crafting
Outfitting
- The resource requirements for creating cloth and leather panels have been adjusted.
Bug Fixes
- Tarnished Knuckles may now be salvaged using the appropriate tool.
Build 0.14.639
Released: 21st Aug,2024 (Hot fix: 0.14.615)
Known Issues
- Animations and sound effects may sometimes play while skinning animals.
- Corpse dropping needed to be disabled for now because of a last minute bug.
- Quests may sometimes disappear from your journal or recently completed quests may reappear when zoning or when logging out or back in. This issue is actively being investigated. Please continue to report it in Discord if you experience it happening to you.
Bug Fixes
- Rare wolves should now sometimes drop usable wolf fangs when killed (instead of unusable ones).
- The description for the food item 'Fox in the Henhouse' has been updated to reflect its actual effect.
- Crafted bows should now display properly when equipped.
- Drawn sickness will now be cleared if a character dies while it is active.
- Food buffs should now properly add stats to characters when used.
- Fixed a bug where mobs were sometimes dodging, blocking, and parrying DOTs.
- Fixed an issue that was causing a chain reaction of mobs crying for help, which would pull more mobs than was intended.
- Fixed a bug where the social button in the main menu wasn't opening the social window.
- Fixed a bug that would prevent the player from moving and using other controls if they closed the settings window when an input dialog was waiting for a response from the player.
- Fixed an issue where splitting items in the bank wasn't displaying the new item stack that was created.
- Doors in Halnir Cave now disable collision when opening and closing.
General
- Fixed a bug with NPC assist radius pulses. Previously, every NPC who joined the fight during a pull would also send out an assist radius pulse. This behavior could chain infinitely as long as NPCs were within distance of each other. Now only the first NPC aggro'ed will use that assist radius pulse. Players should be able to more accurately predict how many NPCs will assist an enemy when pulled.
- The experience formula has undergone its first adjustment. Exp rate has been reduced slightly. Solo exp will be slightly less rewarding. Players will receive less experience for trivial encounters (light blue and lower).
- Group NPCs have been added to the overland populations. This should provide engaging, rewarding encounters for lower-level players who desire to group before options like the goblin caves are available. (Feedback on these NPCs is welcome)
- Physical and spell crit rating stats are now displayed on the item tooltip if an item has them.
- Beneficial class buffs are now single target instead of mass AoE.
World
- Ranger and Summoner trainer NPCs have been added to Demith village in Avendyr's Pass.
Combat Difficulty Tuning
- Adjusted the combat formula to use a ceiling rather than floor for damage calculations. This should significantly reduce the number of 1's players see in their log. Previously, a 1.1 dmg hit and a 1.9 dmg hit were both regarded as a 1 dmg hit, rather than a 2. Additionally, the 2.1-9's will jump to 3's, etc. This should help the combat look/feel much better and increase melee DPS against enemies with mitigation more consistently with levels and upgrades. A lot of intended damage was being squished/removed/lost because of that rule.
- Adjustments have been made to some combat formulas related to damage and mitigation.
- Several NPC abilities have been updated.
- Removed unintended mitigation from NPC Resistances and Armor contributions.
- Many NPCs that were previously too strong have been adjusted. (Please post any missed culprits in discord).
Class Updates
Wizard
- Focus recharge rate increased from 6s > 8s.
- Fixed a bug that caused focus refresh timer to restart if you casted a new spell.
- Focus should no longer be consumed if a spell fails to trigger due to LoS or range.
- Cold Blast updated to only consume 2 Cold Focus.
- Snowball knockdown duration fixed from 0s to 4s.
- Volcanic Ash changed to instant cast targeted, added stat scaling, mana cost increased slightly.
- Shock Focus vendor level adjusted to 7.
- Cold, Fire, Shock Focus now have unique icons.
- Surespell Scroll description updated.
- Cold Snap Scroll description updated to consume 2 Cold Focus.
- Cold Snap snare properly applies.
- Novice Elemental Focus moved from level 10 to level 15.
- Static Storm damage reduced slightly (-5 tick).
- Ember Blast maximum damage reduced slightly, minimum damage increased slightly (variance was really high).
- Reduced damage variance on most DD skills (buff).
- Evoker Trait passive penetration now works correctly (+10%).
- Elemental Piercing penetration now works correctly (+15%).
Shaman
- Weathering Scroll description updated from 10% > 25%.
- Scorched Fog Scroll description updated from 20% > 25%.
- Threat from Weathering and Scorched Fog reduced.
- Increased replenish heal per tick.
Enchanter
- Forceful Will threat reduced.
- Stun threat reduced significantly.
- Mental Fatigue threat reduced significantly.
- Fixate duration increased to 12 seconds.
- Mezmerize duration increased to 24 seconds.
- Entrance duration increased to 33 seconds.
- Entrance mana cost reduced from 10 to 8.
- Fascinate duration increased to 45 seconds.
- Fascinate mana cost reduced from 12 to 10.
- Expose should now work properly.
Paladin
- Faithful Strike properly unlocks at level 1.
- Shock Undeath base damage increased.
- Missed this with last patch notes - Paladin Wrath was reworked. Max Wrath pool set to 2000, slowly normalizes at 250 Wrath out of combat (up or down). Offensive actions now contribute to Wrath generation at a greater rate than defensive. Wrath costs were adjusted.
DireLord
- Doubled initial threat when applying Provoking Phantoms.
- Lifetap damage increased.
- Bloodfiend duration increased to 30 seconds (CD 60s).
Rogue
- Shadow Walk provides penetration to the first attack while stealthed.
- Sinister Strikes no longer breaks stealth, duration increased to 10 seconds.
- Sinister Strikes now properly provides penetration to all damage used while active.
- Blackjack kick cooldown reduced to 15 seconds.
Ranger
- Rangers now have a second axe in their starting inventory.
Cleric
- Divine Weakening is now usable at level 5.
- Conviction fixed to be self only, duration reduced to 10s.
Monk
- Slightly reduced the scaling on unarmed h2h damage so weapons of similar level will always result in a damage increase.
Techniques
- Force and Expose techniques had their threat reduced.
- Caster techniques now properly respect enemy mitigation.
- Caster technique range increased to 25m (not including level 1 skills).
- Added diminishing returns to the [Exposed] and [Opening Gap] states.
- Changed magical techniques cost to 4% base mana, rather than 5 flat mana.
- Changed the state manipulation descriptions to reduce Resistances by 25% instead of Resilience. These buffs remove 25% of magical damage reduction that enemies have per debuff up to 75% total.
Quests
- The Heavy Lift quests have been moved to a different NPC in Availia.
- The Gadai Trappers quest has been moved to a different NPC in Availia.
- Additional low-level tasks have been added for Shamans and Dire Lords.
- If you have any of these quests in progress, you may need to abandon and retake the quests in order to be able to complete them.
Salvaging
- The chance to obtain usable cloth when salvaging cloth items has been slightly increased.
Audio
- Extra sound effects for Halnir Cave
Build 0.14.615
Released: 17th Aug,2024
Known Issues
- Animations and sound effects may sometimes play while skinning animals.
- Corpse dropping needed to be disabled for now because of a last minute bug.
- Quests may sometimes disappear from your journal or recently completed quests may reappear when zoning or when logging out or back in. This issue is actively being investigated. Please continue to report it in Discord if you experience it happening to you.
Combat Systems Update
This update introduces major revisions to the mechanics that govern combat in Pantheon.
- Most abilities, spells, and items have been updated to work with the new combat mechanics.
- Debuffs have had their effectiveness increased (cast times and costs also adjusted).
- The effect of attribute scores such as strength or dexterity on combat calculations has been rebalanced.
- The effect of the armor stat has been reworked.
- The effect of the various resistance stats has been reworked.
- Resistances now apply spell mitigation rather than avoidance.
- The speed of melee weapons has been increased, however damage per hit has been reduced.
- NPC health, resistances, avoidance, and mitigations have all been rebalanced.
- Group tuned NPC's will now have significant mitigations that can be reduced through various debuffs and states.
- NPC's higher level than you will now pose a much greater threat.
- NPC's lower level than you will not fall in power as quickly.
- Disclaimer: Many abilities are using base values without significant stat contributions.Once we have our baseline balance in order we will be shifting away from the static numbers and leaning more into stat contributions. (Gear may not feel super impactful for some classes yet)
As with any revision of this type, tuning will be occurring on an ongoing basis and balance issues may occur. Testers are encouraged to provide feedback on their experiences to help us identify issues and ensure consistent challenges throughout the game.
Death Penalty
Players will now drop a corpse and lose experience starting at level 5.
Earned Experience Changes
In this update, we have reworked the way that experience is earned by characters for participating in combat, as well as the experience required to progress in adventuring levels. The pace of levelling will be different from previous tests as a result.
Kill Credit Changes
The rules to determine who gets credit for a kill have been modified. It's still based on who does the most damage, however, the damage of all group members now gets totalled in the comparison, so if there are multiple groups fighting the same mob, the group that did the most total damage will get the credit. Pet damage also gets added into the group's total, or to their master's total if their master is not in a group.
Technique Changes
Techniques used in combat by all classes have been substantially revised.
- Added the new Techniques hot bar. Techniques that were placed on your action hot bar before this patch will need to be right-clicked to remove them from the action bar and then re-memorized (right-click the techniques in your codex to put them on the new Techniques hot bar). By default, ALT+1 through ALT+4 are mapped to the four technique slots, but those can be remapped to your liking in the Settings window in the Input tab. Finally, if you would like to trigger the technique slots from a macro, you can use /technique followed by the slot number (1-4), such as "/technique 1".
Techniques will now play a significant role in the state manipulation system, resulting in powerful debuffs. To leverage these debuffs players must progress [States] provided by another archetype to meet the conditions of applying a debuff.
- Melee DPS will create the starting state [Exposed].
- Caster DPS will create the starting state [Opening Gap].
- Utility classes will be able to create a wide variety of starting states.
- Casters can progress [Exposed], while Melee can progress [Opening Gap].
- Opening states will start with a 30 second duration (diminishing returns applies).
- Most major debuffs will have a two minute duration once applied.
Type of Reduction |
Opening Gap (caster start) |
Exposed (melee start) |
Off-Balance |
Resistance (magical mitigation) |
Overwhelmed Mind |
Susceptible Mind |
|
AC (physical mitigation) |
Pierced Armor |
Severed Armor |
|
Slow (auto, ability, spell) |
Restrained |
Constrained |
|
Power (outgoing damage) |
Grappled |
Rattled |
|
P Def (physical avoidance) |
Defenseless |
|
|
M Def (magical avoidance) |
|
Unguarded |
|
Anti-Heal |
Traumatized |
Doomed |
|
Vulnerable (more mag dmg) |
|
|
Vulnerable |
Weakened (more phys dmg) |
|
|
Weakened |
Knocked-Down |
|
|
Knocked-Down |
Loot Controls
This patch introduces the first iteration of group loot controls for Pantheon. Group leaders may now choose additional options for how loot is handled within their group. These loot controls apply to all loot obtained while in the group from any source, including gathering.
- Coin loot is now split among group members.
- Added the /lootmode command, which allows a group leader to set the loot mode the group will use. The modes currently supported are Free for All (the default, where anyone can loot), Round Robin (group members take turns looting), and Master Looter (designate one group member to do all the looting and they decide who gets what). Note that this is just a basic, initial implementation. More functionality, UI elements, and additional modes will be added later.
- If a player is in a group when something is killed and then leaves the group to try to get around the group's loot mode restrictions (such as not being able to loot because it isn't their turn), they won't be able to loot that corpse. If they left the group by mistake, they can rejoin the group and will be able to loot if they're allowed to according to the loot mode of the group.
- Added the /skiplooter (also /skip) command, which allows a group leader to skip the current looter's turn if the group's loot mode is set to Round Robin. This could be useful when the current looter is AFK.
World
This update allows players to access Halnir's Cave. Halnir's Cave is a major dungeon area designed for groups of players between level 10 and level 30. Many dangerous enemies and ancient secrets await within its depths, but the rewards for those who survive the experience are great. The entrance to Halnir's Cave may be found within Avendyr's Pass for those brave enough to seek it.
General
- The /assist command now allows you to assist a player's pet by name (defensively targeting a pet and typing /assist already worked).
- The escape key will now open/close the game menu if the player has no targets to clear or windows that should be closed with escape first.
- Added window settings button to the chat tab settings dialog, which will bring up the window settings for the chat window (allows for setting the window opacity, scale, etc.).
- There is now a scale value for tooltips in the Settings window General tab. Tooltips can be scaled from 50% to 200% of their normal size.
- Added some basic tutorial popups. More will likely be added over time as time permits and we see more places where new players get tripped up. Feel free to suggest other instances where tutorials may be needed/helpful. If you don't want to see any tutorials, uncheck "Display Tutorials?" on the character select screen. If you have already seen the tutorials, but want to see them over again, uncheck "Display Tutorials" and then turn it back on to reset your tutorial progress.
- Corpses now decay/despawn immediately after the last item is looted from them (as long as they aren't skinnable).
- Pressing the "Sheathe Weapon" key (default: Z) now cycles through the primary and ranged weapon visuals for your equipped weapons each time they are unsheathed. Primary and Secondary -> Sheathed -> Ranged -> Sheathed -> etc.
- It is now possible to trade acclimation glyphs. Please note that acclimation glyphs will always reside in the glyph pouch (within the acclimation portion of the character sheet) rather than in main inventory.
- The L key now opens and closes the social window.
- For classes that have stances, the first stance is now mapped to T by default, and the other two possible stances are unmapped. You can remap them in the Input tab of the Settings window.
- Added a key binding for Climb, which defaults to shift, but can be remapped in the Input tab of the Settings window.
- The default autorun key binding now ignores modifier keys, which means that autorun will be toggled even if you are holding shift to sprint. However, you'll need to reset your key binds (button in the Input tab of the Settings window) for this to start working.
- Added a "Never Show" setting to the Show Endurance Bar option (found in the settings window General tab), which will turn off the endurance bar in the 3d view and display it on the player panel instead. When one of the other settings is used, the bar will only be shown in the 3d view.
- Beneficial class buffs are now single target instead of mass AoE.
Class Changes
Wizard
- Wizard Focus pools changed to start full and regen over time instead of starting empty and building from spell use. When a wizard casts a spell that has a focus cost (such as fire), but the wizard doesn't have any of that focus, the spell will pull from other focus pools at double the original focus cost, expending one point of focus at a time from the highest other focus pool in order to distribute the drain evenly across the other focus pools. If all pools are even, it will use a random focus pool. If the wizard has no focus left, the spell will then draw from the wizard's health.
- Removed the wizard arcane focus, and spell weaving bonus damage.
- Wizard is still undergoing some major changes over the next few weeks, expect some issues with their new skills and buffs.
Summoner
- There is now a list of the abilities a summoner pet knows on its pet sheet window (accessed by right-clicking on the pet's UI element). Right-clicking on an ability in the list will make the pet memorize it (add it to the pet's ability bar), and pet abilities can be unmemorized/removed from the bar by right-clicking the ability in the ability slots at the bottom of the pet sheet window. Pet abilities can also be dragged from one slot to another in those ability slots by left-clicking on them and dragging and dropping them in a different slot.
- Any pets that are summoned will now persist across zone lines and logout/login.
- If a pet has been summoned, it will be despawned if its master removes the ability that summoned the pet from the hot bar/LAS.
Bug Fixes
- Gadai Picklox will now drop the appropriate grinding stone for their level range.
- Shady Outdoorsmen and Wayward Trappers now count as Humanoids for tracking purposes.
- The Ceremonial Collar may now be equipped by players.
- Roan Grizzlebacks and Roan Wolves now count as animals in the Tracking window.
- Fixed an issue where the say chat channel color would sometimes get set to black without user intervention.
- When crafting a simple axe with a dust of might, a usable axe will now be properly produced.
- Fixed a kill credit bug that would prevent a group from getting XP and loot rights if a pet did the most damage to a mob but the pet died/despawned before the mob was killed. Credit will now be given to the entity that did the next highest damage.
- Fixed the pet back off command so that if a pet was ordered to attack something and it's moving toward it, back off will now cause the pet to stop immediately, rather than only responding after attacking.
- Fixed a bug where the window settings dialog wouldn't display the first time you right-clicked on a UI window.
- When accepting a quest, the quest rewards now properly display the amount of silver that will be given.
- Possible fix for quests returning to the quest journal after they had been completed and turned in.
- The range too close message will no longer be displayed when you have a ranged weapon equipped and auto attack enabled but are within melee range of your target.
- Fixed an issue where text in the chat bubbles wasn't wrapping and was exceeding the bounds of the chat bubble.
- The quest 'Ulthirian Presence' should now update correctly when the objective is reached.
- Fixed a bug that happened when a stackable item was only partially added and there wasn't any other free space in the inventory, which caused the rest of the amount that couldn't be added to be lost.
Items
Equipment Rebalancing
All equipment items have been rebalanced due to changes in underlying combat formulas. These changes impact all equippable items in the game, regardless of how they are obtained.
- The armor values on most armor pieces have been increased. Please note that the impact of the armor stat becomes more noticeable at higher levels when more damage is being dealt to you by NPCs.
- The amount of bonus attributes granted by rare items has been reduced.
- The amount of resistance bonuses granted by rare items has been reduced. However, due to changes in the underlying formulas, resistance bonuses are now much more effective than they were before this update.
- The amount of health and mana bonuses granted by rare items has been reduced.
- The attack power and spell power stats are no longer used except in very special circumstances and bonuses to these stats have been removed from items that had them.
- The delay values of all equippable weapons have been significantly reduced. Damage values have also been reduced. This means that your character will attack more frequently in combat, but that the amount of damage you deal with each hit will be smaller.
- The damage values of clubs, staves, and bo staves crafted using Ash have been slightly reduced to maintain balance with other weapon types in their level range.
- Shield block chances have been rebalanced. Small shields should now be more effective at low levels for all classes that can use them. Warriors and Paladins should find that larger shields are more desirable when they become available.
Other item changes
- The resistance bonuses provided by the food items Crunchy Frog Legs, Glazed Wolf Skewers, Roasted Boar Meat, and Snakebite Stir-fry have been adjusted.
- The resistance bonus provided by the drinks Frostcider and Thronefast Cider have been adjusted.
- The effects of the alchemical potions Essence of Flames, Essence of the Forest, Essence of the Golem, Essence of Health, Essence of the Serpent, Essence of the Shadow, Essence of Snow, Essence of the Sun, Essence of the Toad, and Essence of the Wisp have been adjusted.
- The effects of the Sage's Philter and Soldier's Philter created by alchemists have been updated.
- The effects of the Lesser Acid Flak, Lesser Fire Flask, Lesser Freezing Flask, Lesser Shocking Flask, and Lesser Toxic Flask created by alchemists have been updated.
- The effect of the Entangle Flask created by alchemists has been updated.
- The duration and effects of the Time Twister potion have been updated.
- The drop rate of Fox Fur used in crafting has been slightly increased.
- The stack size of all varieties of celestium dust has been increased to 20.
- The stat modifiers on the Oversized Backpack have been adjusted.
- The effectiveness ratings of the Ancient Mining Pick, Boal's Chopping Axe, the Ceremonial Sickle, and Krane's Skinning Knife have been increased.
- The Night Warden's Jerkin has been upgraded based on the tasks required to obtain it.
- Most wooden clubs may now be used by Monks.
Tasks
- Additional adventuring tasks have been added to Thronefast. Speak with NPCs to discover them.
- Additional adventuring tasks have been added to Avendyr's Pass. Speak with NPCs to discover them.
- The introductory tasks for Woodworkers, Outfitters, and Blacksmiths have been reworked and expanded.
- The gathering introductory tasks named "Into the Dark," "Barons of the Forelyn," "Better Quality," and "Under the Stars" have been adjusted.
Salvaging
It is now possible to salvage most looted weapons and armor for crafting materials.
- To learn the Salvaging skill, undertake the quest "Reuse, Recycle!" from the Scavenger in Availia.
- Salvaging uses the Scavenging Workbench crafting station. You can find these in Availia and Demith.
- When you learn the Salvaging skill, you will acquire a Crude Salvaging Tool. This item is a special crafting schematic and is required to enable salvaging. You may purchase more advanced salvaging tools from the Toolsmith vendors, which are used for salvaging higher-level items. Please note that due to technical limitations, you must still use lower-level tools to salvage lower-level items at this time.
- When salvaging, there is a chance to receive crafting materials based on the type and level of the item that you salvage. Higher-level items will yield more and better materials (including rare materials) than lower-level items. There is also a chance to fail the salvage and receive a scrap item instead.
- The Crude Salvaging Tool can break down items dropped by enemies between levels 1 and 15.
- The Simple Salvaging Tool can break down items dropped by enemies between levels 15 and 25.
- The Basic Salvaging Tool can break down items dropped by enemies between levels 25 and 35.
- It is currently not possible to salvage crafted items. This capability will be added in a future update.
- As this is the first iteration of this system, only common drops can be salvaged at this time. Rare drops will become salvageable in future updates, and will potentially yield special materials when salvaged.
Gathering
In preparation for the reintroduction of group gathering to the game in a future update, the following changes have been made to all gathering activities.
- Gathering time for normal-sized nodes and skinning has been reduced.
- Gathering time for large and huge nodes has been significantly reduced.
Please note that using tools that are below the difficulty level of the gathering target will still increase your gathering time.
- Gathering yields for all node types are now identical with the exception of dust/shards. When group gathering is re-enabled, that will allow players to work together to obtain additional resources from large and huge nodes.
- It is no longer possible to gather celestium dust or shards from normal-sized nodes of any type.
- It is no longer possible to gather celestium dust from the lowest-level gathering nodes of any size.
- It is no longer possible to gather celestium dust from skinning NPCs below level 10.
Crafting
Outfitting
- The skill requirements for leather panels have been reduced.
- The amount of leather needed to create armor harnesses has been reduced.
- Outfitters may now craft Bow Grips to support woodworkers.
Blacksmithing
- The number of asherium nuggets required to smelt ashen bronze bars has been reduced.
- Blacksmiths may now craft arrowheads for use by woodworkers. There are several different types of arrowheads which may be crafted. The required schematics are available on the Toolsmith vendors.
Woodworking
- Woodworkers may now craft short bows and long bows. The required schematics are available on Woodworker vendors. The strength of the bow is based on the materials used in construction. Crafting these weapon types has similar requirements to other wooden weapons.
- Woodworkers may now craft arrows for use with short bows and long bows. There are multiple types of arrows which may be constructed, and some types of arrows have additional effects in combat in exchange for lower damage values. The required schematics are available on Woodworker vendors.
- Please note that as with other low-level crafting, most materials necessary to produce entry-level bows and arrows (such as asherium field point arrowheads and burlap twine) may be purchased directly from the Woodworker vendors. However, higher-level materials must be crafted by the appropriate professions.
- New schematics have been added to the woodworker vendors to support Inscription.
Jewelcrafting
- Jewelcrafters may now learn the Inscription skill, which allows them to create acclimation glyphs with the appropriate schematics and materials. Be warned, the path to learn this skill is not easy, nor is the act of creating a glyph.
Alchemy
- The quantity of oil produced when using the oil press has been increased.
- An additional alchemy kit has been added to the game. This kit may be used to craft more complex potions as well as various other substances. Please note that additional potion combinations will be added to both alchemy tools as the world continues to expand.
Provisioning
- A new cooking tool is now available for provisioners who have completed the necessary requirements.
- Cooking tools now show the minimum number of ingredient types required in their item description.
- New cooking combinations have been added. Please note that additional cooking and brewing combinations will be added to provisioning as the world continues to expand.
Audio
- New music in Halnir Cave
- New Ambiance in Halnir Cave
- New Reverb in Halnir Cave
- Added new Stinger system that play once only
- Add new SFX on Ultharian