0.30.6.0 - Module 1 Patch 21

November 12, 2026

  • Deep Gnome Bard is now in!
  • Improved patterns for autogenerating Deep Elf names
  • Guild notes now display up to 25 characters
  • Warmth of the Hearth pauses eligible buff timers. Your buffs will no longer tick while in an Inn or Tavern.
  • Temporary Translocator NPCs have been added to connect Scarwood to Rothold, bypassing Fields of the Lost. The old zone line that would dump you at at Shaded Dunes has been disabled.
  • Swimming depth should be better preserved when zoning in deep water.
  • Boat speed and frequency have been increased.
  • Click to target has a wider proximity search.
  • Fixed occasional resists when using beneficial abilities such as Rogue Poisons or Item Enhancements
  • Fixed an issue where failed lockpick messages were shown twice on pickable doors
  • Fixed an issue where Unique items in pet inventories or banks were not counted.
  • Fixed an issue where items can be placed on the wrong corpse when you die.
  • Bonded pet, mount, and pack animal fixes to hopefully prevent most of their issues where they may get lost.
  • Fixed a bug allowing too much airborne authority: Jumps and falls preserve takeoff momentum while allowing limited air steering.
  • Fixed false fall damage after getting wedged.
  • Improved Blink and Flying Kick placement near awkward terrain, hopefully preventing you from being yeeted to your death.
  • Corrected resurrection placement bugs causing you to being yeeted under ground or into the water.
  • Safe water arrivals better preserve swim depth with a short breath grace period, hopefully preventing you from appearing at Tech Diving Scuba depths and requiring decompression stops on the way up.
  • Fixed a bug causing illusions to not use a character’s original faction value when that illusion does not influence the faction being checked (such as being attacked in Wolf or Elemental form by an otherwise friendly NPC).
  • A caster’s death will now invalidate aggro created from their lingering area of effect ability after their death. For example, you cannot reaggro from your icestorm if you respawn in the same zone.
  • Deep elves should have an easier time getting breath at the water surface.
  • Ogres should have an easier time jumping out of water.
  • Fixed a bug where food wasn’t being eaten despite there being food in your inventory.
  • Sandstorms should no longer let water appear through them.
  • Fixed a rare bug where (wildy) incorrect models could appear for some players.
  • Fixed a bug where rezzing someone while they are on a boat journey could zone them to the docks.
  • Fixed a number of higher tier furniture items returning a lower tier item when picked up.
  • Fixed some furniture items that could not be placed.
  • Fixed merchants paying more for an item than they would sell them for in rare cases.
  • Fixed commerce skill gains from haggling not respecting the same minimum price requirements as non-haggling skill gains.
  • Fixed left-clicking while holding the right mouse button targeting yourself.
  • Turning off Simulate Cloth now stays off after restarting the game.
  • Fixed older saved chat layouts being reset to default when loaded.
  • Camping now stops actions such as fishing.
  • Fixed Ashira faction quest goblin parts turn-ins for evil races.
  • Movement waits for zone collision to finish loading.
  • Improved recovery when zone startup or a transfer fails.
  • Fixed coin losses or reversions during asynchronous character refreshes, including cursor money and bank withdrawals.
  • Fixed portals, harvest nodes, and NPCs lingering visually after the server removes them.
  • Extended most player-castable 35-minute buffs to 60 minutes and adjusted the mana costs of the affected spells.
  • Removed reagent costs from group buffs so players can save time and mana when buffing their group. Some other buffs still require reagents, and future buffs may use them.
  • Merchants will buy back reagents at their normal sale price if you have any you no longer need.
  • The concept of using reagents is not going away - but after reviewing spell use and player data, we do not want to charge a premium for the convenience of using group buffs to save yourself some time and mana.
  • Pets no longer give or receive passive sight or pulse aggro.
  • Trained NPCs avoid picking up bystanders during pursuit and use reduced aggro ranges while returning home.
  • NPCs react faster to initial threat, abandon stale chases, and recover better from stalled routes, excessive detours, fear, and shore transitions.
  • NPCs will no longer find ways off their current navmesh when they are feared.
  • NPCs will no longer leave their navmesh when wandering.
  • NPCs will no longer spawn on incorrect navmeshes, such as those on rocks or trees.
  • Outside NPC assistance blocks XP, loot, and pickpocketing until the target fully recovers out of combat.
  • Pets follow their master’s recent path more reliably around corners, obstacles, and stairs.
  • Permanent animal pets can now follow through zone lines more reliably.
  • Gate and evacuate now leave your pack animals and mounts behind.
  • Teleporting dismounts the rider.
  • Teleporting breaks your charm.
  • Overweight mounts now properly slow down while following or roaming.
  • Added **Free for All, Round Robin, and Group Loot**. A change applies from the next fight.
  • **Free for All**: Anyone in the party can loot anything.
  • **Round Robin**: Corpses take turns. Each corpse goes to the next party member who was nearby when it died. For 2 minutes only they can loot, then it is open to the party. Corpses with nothing to loot don't use a turn.
  • **Group Loot**: Magic items are held for a roll and the highest roll wins. Everything else takes turns like Round Robin.
  • **Loot master**: The leader can hand loot duties to a party member, who can give items and restart rolls. The loot master has a bag icon on the party frame, a leader who handles loot has a crown with a bag.
  • **See what’s held**: Hovering or considering a corpse shows held items, whose turn it is, who won what, time left on rolls, and when the corpse decays.
  • **Loot Alliance**: Up to five parties can share loot and rolls with /lootshare. Alliance members have their own nametag color, changeable in Settings.
  • **NO DROP** loot can be traded to eligible party and alliance members for 20 minutes after looting.
  • Leaving the party ends your part in rolls still going. Items you already won stay yours to loot until your time runs out.
  • Encounter NPCs now never unlock their corpses and do not expire for 20 minutes.
  • `/pet returnitems` retrieves items traded to your pet from the last two minutes.
  • Fixed some inventory bugs causing invisible items requiring a relog.
  • Prevent carrying UNIQUE items when you already have the same UNIQUE item in eligible inventories, preventing an invisible item bug, locking the item to cursor with no option but to drop it or destroy it.
  • Merchant Window Stock rows stay in place as inventory changes and show **Sold** and **New** indicators.
  • Up to 20 recent buy or sell entries can be undone within 15 minutes at the original price, subject to availability and eligibility.
  • Merchants: type what you’re looking for in the Ask field, or say it, to filter their list.
  • Players can no longer drop coins on the ground.
  • Charged items will no longer drop with depleted charges or partial charges except for items specifically flagged to do so. Right now, only “a torch” is flagged.
  • Pressing an eligible melee attack while it is on cooldown will also start auto-attack.
  • AI for Blind NPCs has been updated as follows:

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  • Blind NPCs move slightly below full run speed

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  • Blind NPCs without a target in melee range will move towards a random location near their current target instead of a random location near their own position. This moves them generally in the direction of a single aggressor, if present, and if they get within melee range they'll have found them and stick on them

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  • Blind NPCs in melee range of someone on their hate list switch to that target and attack

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  • Blind NPCs you're hitting at range no longer stop all movement

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  • The original implications of blind (no dodge/block/parry, no abilities outside of melee range) continue to apply
  • The Channeling skill has been updated as follows:
  • Interrupts due to melee hits happen immediately rather than at the end of the cast, with multiple hits within a small time window lumped together into a single check
  • Channeling chance for a single check should overall increase, particularly at low levels
  • Dexterity bonus for channeling has been slightly increased to help knights channel while tanking
  • Minimum percent health considered for hit impact penalty has been reduced, increasing the chance to channel through hits for low damage (this also helps knights a little more than cloth casters who will take higher damage hits more often).
  • Channeled Abilities have been updated to work with the channeling changes as follows:
  • During each channeling tick, if you were hit by a melee attack, you'll make a channeling skill check.
  • A successful channeling skill check will remove a single tick from your channel.
  • An unsuccessful check with interrupt the spell.
  • Debuffs that contain effects an NPC is immune to, such as a mesmerization or snaring effect will now apply to the target if they have other effects.
  • For example, the Bard Lento's line will no longer be outright resisted by npcs. They will be affected by the spell but only the melee slow will apply, not the snare.
  • Similarly, the Shadowknight/Necromancer Shadows spells will function as a DoT but not apply the snare versus snare-immune targets.
  • Abilities with an immediate effect that also apply a debuff the npc is immune to will now apply. Such as the Inquisitor Interdiction line's threat component.
  • Be aware, the visual effects of the debuff will show on the target if at least one component is applying, but does not guarantee the mez/snare/etc. is being applied.
  • All Abilities that deal Weapon Ratio Damage will now have a higher minimum hit, and roll their damage in a smaller range between that and their current maximum. These abilities will do more damage on average as well as the worst case improving.
  • Skilling up Dodge, Parry, and Block no longer require an xp-granting opponent, in order to be consistent with the Defense skill
  • Fixed an issue in to-hit calculation unintentionally granting an extra bonus when attacking npcs of a lower level
  • Improved placed ability placement checks and rejection messages, including a fix for Sanctuary placement being rejected because of ground-height correction.
  • Several types of traps that were not placeable near other deployed objects such as campfires or other traps can now be placed more freely
  • Alarm Trap now has a vfx and sound trigger on yourself when the alarm goes off
  • Poison Gas Trap now correctly hits multiple targets within its 4m radius, and no longer has a chance to break early due to damage
  • Damage of Oil Trap II & III, as well as both Poison Gas Traps, has been increased significantly
  • Tinkered traps used to learn trap abilities no longer have Scroll: in their name
  • Ranged autoattacks and abilities will now pull arrows from the quiver matching your equipped ammo, if possible.
  • Trap items description updated to note they are not a reagent with a chance to break.
  • Removed PVP Diminishing Returns for the Mesmerizing Whisper line
  • Sonnet of the Unseen no longer stacks with other forms of invisibility
  • Beetles of all types will now eat Vegetables in addition to Bread.
  • Sonic Pulse will no longer attempt to trigger on friend players and their pets
  • Wasp sting debuff no longer has an unintended chance to break on damage
  • Beetle pet’s Shield Wing ability and Bear’s Mighty Roar now cast on the pet instead of its target
  • Beastmaster has been dramatically over-performing on DPS, and the change to base ability damage (see the Combat section) further increases that. As such, they are getting an adjustment prior to the overall DPS tuning effort. This change mitigates the increase from base ability damage, and shaves a bit off their overall damage while still leaving them performing higher than desired:
  • Chop and Mangle have moved from a 10s cooldown to a 15s cooldown. Maul remains at 10s to reinforce that it’s the faster, dual-wield style attack, and make it a bit more compelling relative to the other two options.
  • The 100% chance to Critically Hit granted to your pet by Chop has been reduced to a 50% chance.
  • Beastmasters were not benefitting correctly from Wisdom in all cases where they should. This is now fixed.
  • Pet resurrection now only generates a success message when used with a valid pet corpse
  • Blessed and Divine Barrier spells is castable while moving again.
  • Increased the range for the Communion of Regeneration spell line
  • Improved the Swarm DoT spell line. This now lasts 30 seconds and does more damage per minute than it used to. Some ranks had their mana cost increased where the damage of the spell was increased.
  • Improved the Frostbite DoT spell line. This still lasts 60 seconds, but does more damage in that time. These spells scale up in damage within each rank, so they are a bit less mana efficient than they were on the level you unlock them, but scale to be more mana efficient than they when they finish scaling.
  • This balancing may receive additional adjustment as we work through our overall balance pass. This is an interim adjustment as druids are currently behind on sustained damage when compared to their peers, especially in groups with short duration fights.
  • Companion Strike mana costs have been reduced at some ranks.
  • Elemental Bolt damage has been increased at some ranks.
  • Improved the Torment spell line.
  • Mindshackle’s bonus damage now depends on the rank of Torment on the target. Higher Torment ranks grant more bonus damage.
  • Corrected Shadowkin pet spells to use level-appropriate mana costs for each rank. All ranks previously cost 10 mana.
  • Frenzy is now a channeled ability which deals an attack every 0.5s for a number of ticks based on the stacks of Vengeance consumed. This cannot be interrupted via melee attacks, but can be via stuns and interrupt abilities. This fulfills our goal of having all abilities that deal sequential weapon hits doing so over time.
  • Frenzy no longer requires a minimum of two stacks of Vengeance to activate
  • Clobber no longer has a reduced PVP duration
  • Level restrictions on the generation of Vengeance stacks has been temporarily disabled until next patch, when it can be fixed to generate based on your level instead of the target’s.
  • The Pillage Mana line has been rebalanced to scale with level on tiers 1-3.
  • The mana stolen on the first tier has been significantly increased to be similar in value to later tiers
  • Ravage Mana (tier 4) has had its mana stolen value slightly reduced
  • Psychic Choke is now uninterruptible through melee damage, but can still be interrupted by Kick or other interrupt abilities
  • Interdiction line PVP duration has been reduced
  • Fixed the range on Soul Reverberation differing from Celestial Strike, leading to scenarios where Celestial Strike hits but cannot proc Soul Reverberation
  • Flying Kick is no longer flagged as requiring a melee weapon, causing a confusing tooltip
  • Deep Elf and Deep Gnome Necromancers should now use the correct skeletons when using their Shed Bones line of spells. Previously, they were using the inferior surface-dweller skeletons, which was clearly unacceptable.
  • Pact of Vampirism- removed the heal sound so this spell is less noisy during normal gameplay
  • Vengeful Smite's bonus damage while standing in a consecration no longer hits the Paladin instead of their target
  • Oath of Sacrifice will now properly overwrite Oath of Vigilance
  • Divine Spark mana cost has been increased in tandem with its increased duration
  • Ranged autoattacks and abilities will now pull arrows from the quiver matching your equipped ammo, if possible.
  • Ranger attacks Opening Strike, Finishing Blow, Rending Cut, and Hamstring Slice now use melee weapons up close and your bow at range. Each merged attack retains both functions in one spell bar slot. Your spellbook and hotbar update automatically.
  • Finishing Blow is now Kill Shot and unlocks one level later. Rending Cut is now Barbed Wound and unlocks one level earlier. Hamstring Slice is now Maiming Strike and unlocks at level 6.
  • Leading Shot, Swift Shot, Barbed Shot, and Maiming Shot are no longer sold. Already scribed versions still work. If they are removed in a future update, their scroll costs will be refunded.
  • Improved damage on some Ranger attacks. Bleeds now scale as you level between ranks.
  • Cast times on the Healing Poultice lines have been improved.
  • Rangers now gain Snare at level 8, and Ensnare at level 22.
  • Poison Making now uses the appropriate skill gain formula, which should increase the frequency of skill-ups
  • Vials of poison now have 5 charges when created
  • Tooltips for Rain of Steel and Stealth have been updated
  • Reave cooldown is now correctly set to 20s, matching all other knight secondary attacks
  • Increased the flat damage portion of Reave.
  • Shadows line PVP duration has been reduced.
  • Increased the range for the Communion of Regeneration spell line
  • Static Field will now tick immediately on targets when entered or cast under them
  • Flurry is now a short duration channeled ability, with rank I hitting once each second for 2s and rank II triggering 3 attacks in 2.25s. Each triggered attack continues to potentially trigger dual wield and double attack. This cannot be interrupted via melee attacks, but can be via stuns and interrupt abilities. This fulfills our goal of having all abilities that deal sequential weapon hits doing so over time.
  • Seclusion can now be used while moving and cannot be interrupted during it’s brief casting time.
  • Firestorm and Icestorm now hit up to eight targets at a time.
  • Corrected Firestorm’s damage. It is now the highest-damage storm spell in the line.
  • Wizards now gain Release Glyphs at level 8. This hotbar skill instantly clears readied glyphs and requires no spell slot.
  • Increased Festerclasp’s proc damage, along with the minimum level required to proc.
  • We have added new early game gear sets across different enemy types in and around Night Harbor, The Underdocks, Faelindral, and Ail’vorith.
  • These drops are intended to provide more gearing options for players when popular rare camps are taken.
  • This gear is primarily designed to benefit players up to level 15, so the equipment will no longer drop when higher level players participate in the kills.
  • Some items with click effects were allowing more classes to use them than they should’ve. This has been updated, and you should expect most items to be clickable only by classes that can normally equip the item - with a few exceptions for some unusual items.
  • Hood of the Iron Lash can now be worn by Monks.
  • Blacktide Wristguard’s AC has been raised to match other plate wristguards of its level.
  • Whisperless Veil no longer gives Mana; it now gives more Health instead.
  • Drape of the Clouded Sky can now be worn by Clerics, Shamans and Beastmasters.
  • Matted Root Cloak can now be worn by Rangers, Beastmasters, and Paladins.
  • Relic of Old Irem click effect is now fixed.
  • Adjusted Landing Loop class restrictions
  • Merchant resale stock - Many equipment drops can be sold to merchants but no longer enter their resale inventory.
  • A pair of new haste items are available in the Deep and Calafrey.
  • Adjusted coin loot by raising higher-level NPC drops where lower-level NPCs were dropping more. This adjustment preserves the lower-level NPC coin drops and increase them on higher level NPCs that were lacking.
  • Fixes to a variety of issues related to splitting Night Harbor causing:
  • Houses with upkeep randomly being removed.
  • Houses not properly removing all their furniture when being released.
  • Crates and other furniture randomly missing.
  • Many houses have been fixed for:
  • Safe position.
  • Internal volumes attributed to the wrong house.
  • Fixed legitimate upkeep deposits being rejected when an account has reached its permitted property ownership limits.
  • Improved furniture placement checks and rejection messages.
  • Encounter NPC Corpses
  • All encounter NPC corpses now last 20 minutes.
  • They do, however, despawn if you fully loot them.
  • If you want to take a screenshot, make sure to take a picture before you loot it fully.
  • Lord Ga’Duuz
  • Lord Ga’Duuz’s combat sandstorm follows him within 150 meters and clears when he dies or despawns.
  • He can spawn in clear weather.
  • Glass Flats natural sandstorms are shorter, less frequent, and independent of the encounter.
  • Sandy Breath now does more damage and hits faster.
  • Lord Ga’Duuz now correctly does not despawn while deaggroing. He used to have to do that because he had no way to clear his own Rampage and due to the sandstorms. He has now gained that ability and the sandstorms were refactored.
  • Melee ability messages now report the damage actually dealt, including combined and offhand attacks.
  • Bone Construct
  • Fixed application of Heroic Resolve.
  • Charmed pets are now removed at the start of combat.
  • Pustulax
  • Pets can no longer get or spread the Spreading Plague.
  • Various bug fixes.
  • Capped spell-effect scaling so very large creatures like Pustulax do not produce excessively large VFX.
  • `Buffed and debuffed stats are now color coded`
  • `Added a "Send Tell" option to the target frame and party frame right-click menus`
  • `Tell windows`
  • `Updated the tabbed tell window flow`
  • `R now continues to reply to the focused tell window`
  • Added an Alert window in the middle of the screen for errors, warnings, weather and follow messages. Move or resize it in Edit UI, or close it there and its messages go back to Main and Combat.
  • Main now has History tab, and Combat has Faction and System tabs.
  • Each tab can be set to blink on new messages, blink once, or not at all (Appearance \> Tabs \> Notify).
  • Tabs can be dragged to reorder them within a window. Tabs that don’t fit are collected under a “+N” button.
  • Closing a named chat window now saves it with its tabs, filters and look. Bring it back with right-click \> Open \> Saved Windows.
  • Click Through can be turned on per chat window, so clicks go through it to the world. These windows can be edited via Edit UI.
  • Appearance options are now grouped into sections. New options: Combine Repeated Messages (x3), Only Whole Lines, and Slide Up While Fading.
  • The MUD window is now called Local.
  • `Updated the Player Notes view (/note) to include tabs for multiple pages. These are customizable in color and name. Notes are still maintained on the computer you are playing from.`
  • `Keybinds now display as SHIFT+Button instead of symbols`
  • Keybinds are grouped into sections. Each bound key has an X to clear it.
  • Keys used by more than one action are shown in red. Hover over one to see what else uses it, or use Show Red Keys to list them.
  • Party nametag color is back to light blue and can be changed in Settings.
  • Party leader now has a crown icon
  • Resizable windows can now be resized from any edge or corner.
  • `Added an experimental pop-out and resizable experience bar`
  • `Fixed slot alignment on the mini inventory`
  • Friends List
  • Improved online/offline notifications (no spam between zones)
  • Friends notes are now available (right click on your friend and put a note in for them to display in your list)
  • Guild Management now includes an officer chat permission. It is enabled by default for new guilds. Existing guilds may need to enable it for officers to read officer chat.
  • The Guild Ledger now records joins, leaves, kicks, permission changes, and rank name changes. It is stored on the server and available from any client.
  • Group Finder in the Social window now has separate LFG and LFM buttons. The XP range toggle filters LFG players using your level when solo and your group members’ levels when grouped.
  • Woodworking now uses the appropriate skill gain formula, which should increase the frequency of skillups
  • Added three quests at the Night Harbor blacksmithing, leatherworking, and tailoring trainers to introduce experimental crafting.
  • Steel bars now yield four per craft and require one flux, two coal, two iron, and four ingot molds.
  • Added helmet models for Deep Elf and Deep Gnome
  • Fixed an issue with the Overlord's Plate Helm
  • Dark kite shield should look darker now
  • Fixed some clipping issues found on male Dwarf helms
  • Updated Ogre skin textures
  • Ba'Haara Lute is no longer a shield
  • Many NPCs in Underdocks now have proper eye colors
  • Fixed deformation and clipping on Deep Elf female hairstyles
  • Humans now have a legitimate 'blind' eye color option
  • New Deep Gnome hair styles added (textures still wip)
  • Tel Ekir and Caves of Irem have had their pools of deaths fixed.
  • Keepers Bight – New structures, vendors, a bank, and tradeskill services have been added to Penshaw, with more updates coming soon.
  • Ail’vorith:
  • Added multiple new vendors, flavor NPCs and quests to the city
  • Adjusted some existing population
  • Adjusted some quests to be more approachable
  • Adjusted some faction gains to make it quicker to be able interact with inner city NPCs as a house-aligned deep elf
  • Added an immigration quest for non-AV natives
  • Added new Deep Elf combat and harvesting animations to replace placeholders.
  • Human Female swimming animation polish.
  • Added Orc Get Hit animations.
  • Inquisitor Choke now has a unique channeling animation.
  • Fixed stretching on various player characters.
  • Fixed npc swimming animations, in particular for giant races.
  • New combat audio prioritization system: Entities you are not fighting or which are not fighting you will now sound quieter than entities you are engaged in combat with.
  • Footsteps now sound softer when stealthed.
  • Archer’s Alarm Trap ability now has a sound effect when triggered.
  • Fixed a bug with city guards and PvP Aggression causing attacker to get on a guard's hate list when the attacker was nowhere near the guards.
  • This was due to attacking a player’s pet which was away from guards while the player was sitting next to guards, and attacking the pet was counting as attacking the player.
  • Fixed bug with `/who [all] lfg` and `/who [all] guild` not showing results on the PvP server.
  • Adjusted PvP Aggro status to always refresh timer when taking damage in PvP.

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  • You will now need to be out of PvP combat entirely, including your pets, for 60 seconds before it drops. Beware!
  • PvP FFA status now lasts 5 minutes, up from 3.
  • Higher Level PvP opt out time is now 15 minutes, up from 5.
  • Stealth detection adjustment:

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  • Lowered 360 radius detection range by 1m

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  • Adjusted frontal cone detection bonus arc from 60 degrees down to 45 degrees.
  • Tracking will now alert pet owners when their pet is tracked.
  • Players will no longer be able to hold charmed NPCs while in a PvP Suppression area.
  • Added PvP ‘Anti Train FFA’ Flagging:
  • When a player appears on several mobs' hate lists above a threshold, they receive a warning that they will become FFA if they remain on those lists. After 12 seconds, they will then be flagged FFA status continuously until no longer on those hate lists.
  • This obviously won’t be a surefire way to deal with every training scenario, but it’s a way to try and open up another option of stopping players before they reach you.
  • Players who take non-DoT tick damage from another player while feigning death will now have their feign broken.
  • Players who land a killing blow on a player over 20 levels below them will no longer receive PvP rewards. Also added functionality to apply a penalty debuff for players killing players 20+ levels below them who are not opted in/FFA flagged.
  • Damage Mitigation:
  • PvP damage mitigation now spreads more evenly. Mitigation still scales with attacker level, and large burst hits remain compressed so damage is impactful without deleting players too quickly.
  • "Spread" means the gap between big and small hits is preserved better. Lower damage from things like Spellblade spells, Druid DoT ticks, and fast weapons are mitigated less, while heavy hits like Wizard nukes and Shaman and Necromancer DoTs are reduced more. Two‑handed weapons get more leeway on top-end hits, which should hopefully feel more satisfying on the high rolls compared to DW, which remains more consistent damage.
  • Pets now get slightly more mitigated as attackers, and take mitigated damage themselves at about half the player rate when defending.
  • Finally, abilities with long cooldowns (\>10 minutes, e.g., Grip of Agony) get an exception: they are mitigated roughly 35% less so they remain impactful without being over the top.
  • Resists:
  • Most resists in PvP are much less of an all-or-nothing roll. Damage spells almost never get fully resisted (though there is still very small chance), and higher resist means more frequent and heavier partial damage on them instead. The maximum amount of partial damage a spell can be lowered by is 75% of its post PvP mitigated amount. The chance for this is based on the target's resist value (from gear and buffs) against the damage type, as well as a few random rolls.
  • This is also true for Damage over Time spells as these can now partial resist per tick in PvP as well.
  • Crowd control spells can no longer be fully resisted in PvP unless tied to a Damage spell. Higher resist value, including bonuses from level delta, now shortens how long a CC debuff can last, rather than whether or not it lands at all.
  • A caveat to this: players over 10 levels below their target will have an innate 25% chance to be fully resisted, up to the maximum amount (90%) at 20 levels below.
  • The % max duration a CC spell can be lowered by is 80% at maximum resist value.
  • With all of the above in mind, the resist value ceiling has been reduced from 255 to 200 in PvP.
  • This is to bridge the gap a little more for current itemization, and will be subject to change throughout EA.
  • These changes make both resistance buffs and debuffs (such as Magic Break, Elemental Break, et al.) more powerful tools in PvP.
  • Diminishing Returns:
  • CC spells and abilities which are part of a Diminishing Returns group, such as stuns, roots, mez, etc., now land at its full resist-adjusted duration twice in succession, rather than three times.
  • Durations no longer shrink on repeat casts. After two debuffs of the same CC group expire within the DR window (21 seconds, whether from overwriting with another cast, or it expiring another way), the target player then becomes temporarily immune.
  • As a note: PvE DR remains untouched at 3 stacks before immunity, and is still handled in the same duration shrinking on repeat application as before.
  • Debuffs/CC with a chance to break on damage (such as roots and fears) are now noticeably more likely to break when the target takes damage in PvP.
  • Hit Rating in PvP for auto attacks/abilities has been lowered slightly and added a soft cap, with a hard cap of 90%. This will make gearing for dex/agi a bit more weighty.
  • CC durations:
  • Adjusted Mesmerize durations in PvP to be a few seconds longer the higher tier spell used.
  • Also adjusted Enchanter’s Startling Ward to be 4 second duration on proc.
  • Adjusted all Fear durations to be 4 seconds baseline.
  • Lowered duration of most roots from 15 second base to 12 second base.
  • Ranger snares/roots lowered from 12 seconds to 9 seconds.
  • Live zone migrations now also retain NPC positions and corpses do not poof. There are more prominent restart notices and countdowns.
  • Client performance and memory leak improvements.
  • Fixes to NPCs appearing alive after dying during model reload.
  • Fixes to doors and other scene objects disappearing during /reload.
  • Fixes to old weather data impacting new zones or after reloads.
  • Improved asset clean up to prevent accumulating memory after multiple zones.
  • Improved distance culling.
  • Server performance improvements for very heavy traffic, such as Trem Night Harbor (West) at peak hours.
  • Improvements to position sync netcode. You should see things closer to where they are on the server.