Open Beta Patch Notes
Greetings Driftmasters, It has been a long journey since the June launch event, and now the Open Beta is upon us — beginning September 19th! We’re excited to unveil the changes made over the past three months as we refined Season 1 and began laying the foundation for Season 2. While the full details of Season 2 will be revealed later, this update introduces major new content and crucial adjustments to Season 1. Below is a highlight of the most important changes.
New Features & Content
Features
Cross-Server Auction House
- Seasonal legacy items (Blueprints, Cosmetics, MODs) can now be traded globally across servers.
- Non-global items (e.g., Consumables, Eclipsium-related items) remain server-bound.
- Buying items from other servers incurs additional shipping fees. Fees are a percentage of the item price:
- Planetary Shipping Fee: Same sector, different server
- Galactic Shipping Fee: Different sector
Veinhold Extraction (Cross-Server)
- Players can now queue for Veinhold Extraction across servers within the same sector.
- Cross-sector matchmaking is not supported.
- This adds more competitive features and opportunities to spar with other players in the same sector.
Faction Capital
- Each Faction map now has a neutral Capital Harvester Hub.
- The first Warband of a Faction to capture it establishes control of the Capital.
- That Warband’s leader is promoted to Faction Warlord, gaining access to National Policies, powerful buffs that apply across their territory.
- After establishing the capital, nearby map areas will be incorporated into the capital’s territory, granting enhanced resource yields.
- Top 3 Warbands in a Faction can declare war on the reigning Capital holder to seize sovereignty.
- Enemy Factions can invade a Capital Harvester Hub through territorial connections. Occupying an enemy Capital Harvester Hub only disables their Capital functions; you cannot build your own Capital on enemy territory.
Open World Vaults
- New underground vaults can now spawn dynamically in contested zones.
- Objective: Defeat all enemies and claim the treasures within.
- Vaults upgrade over time, increasing difficulty, rewards, and player capacity (5–7, across 2 Factions).
- Maps are nonlinear, with branching paths and ambush opportunities.
Central Server
- At the end of the season, before the new Season begins, players can travel via their local Underground Markets to a Central Server, a cross-server social space.
Features:
- Duels & Combat Dummies
- Chat & Social Gathering
- Cross-server Party Matching for next Season
Seasonal Legacy System
Fully Preserved:
- Driftmaster & Cosmetics: Driftmaster Titles, Avatars (including frames), acquired mounts, Driftmark appearances, emotes, sprays, and other cosmetic items.
- Key Progression: Unlocked Drifters (including Mastery Levels), unlocked equipment training (including Battle Infusion and Hypercharge Levels), acquired Mods, unlocked Boost Station recipes.
- Currency: Eternal currencies such as Solarbite, Eclipsium, Season Merit, Data Fragments, Veinhold Medals, Spray Tokens, etc.
- Items: Appearance unlock items (including fragments), Equipment Training Blueprints, MODle cores, Drifter and Equipment Battle Scars.
- Other: Subscription status, friends list.
Partially Preserved:
- Progression: Drifter and Equipment Mastery levels will be reset, with a portion of the pre-reset levels converted into Universal XP. Acquired Universal XP will also carry over to the next season at a certain percentage.
- Legion Rank: Legion Ranks will be partially carried over at a set scale.
Reset Each Season:
- Progression: Driftmaster levels, Driftmark Tech, Drifter Tiers (including attribute points).
- Currency: Seasonal currencies such as Starfall Tokens, Repair Vouchers, Exergy Ores, Faction Medals, PvP Medals, and Warband Medals.
- Items: Weapons, armor, and other equipment, as well as consumables like healing potions and Starfall Token Crates.
- Warband: Warband ranks, Warband Driftmarks, Warband Driftmark Techn, Warband Funds and vehicles etc. Any remaining Solarbite will be evenly distributed to all Warband members during settlement.
- Events: Survival Guide, Faction missions and passes, Season progression, Daily sign-ins and Power Upgrades events, etc.
New Drifters
Vire
Blood Curse
Dealing damage with skills or attacks marks the target. After 6s, the mark detonates, inflicting 30% True Damage of total damage received during the mark’s duration, and restoring 20% Health to the caster. (Cooldown: 25s)
Bloodstorm
Channels for 5s, scattering 8 Blood Seeds (up to 40 total) around the caster every second. Each seed explodes 1.5s after landing, dealing 70% Magic Damage to up to 5 enemies in range. If at least one enemy is hit by the explosion, the caster regenerates 15% Health. Movement speed is boosted by 30% during channeling, decaying over time. Cannot be interrupted.
New Firearms
Photonic Rifle
Photon Bolt
Scans enemies in front, locking onto 1 enemy every 0.3s, up to 6 (prioritizing unselected enemies). After scanning ends, fires energy projectiles at locked targets, consuming 1 Bullet per target. Each shot deals [Damage Rate: 175%] Magic Damage, reveals Stealth, and gives Basic Attacks a 40% chance to miss for 6s
New Bloom Staff
Venomstave
Toxin Injection
Inflicts natural toxins on the target, dealing [Damage Rate: 80%] Magic Damage every 1 second while reducing Attack Speed by 30% and Movement Speed by 30% for 4 seconds. The toxin's duration is refreshed whenever the target takes damage from the caster's Weapon Skills.
New Ice Focus
Shard of Fractured Ice
Ice Shards
Removes all Control Effects and generates 6 surrounding Ice Fracture Fragments around the user for 10 seconds. While active, increases Casting Speed by 40% and Damage Resistance by 25%. When other Weapon Skills deal damage, launches 1 Ice Fracture Fragment toward the target, dealing [Damage Rate: 100%] Magic Damage and applying 10% Reduced Attack Speed for 4 seconds. Stacks up to 4 times.
New Head
Riposte-Helm
Hardened Guard
After taking 3 Basic Attack Damages within 5s, gains 65 Block Value (scales with Power) for 6s. This effect enters a 25s cooldown after triggering.
New Chest
Aegis Robe
Warding
Gains +120 Armor (scales with Power) for 6s. While active, when taking damage from Basic Attacks or Skills, reduces the attacker's damage output by 40% and Movement Speed by 30% for 4s.
New Boots
Whirlwind Boots
Cyclone
Increases Attack Speed by 30%, Spellcasting Speed by 30%, and Movement Speed by 30% for nearby allied targets, lasting 5s.
System Updates
Settlement
New Season Settlement Rules
To add more strategy and competition at season end, the settlement system has been reworked.(Full developer log: https://store.steampowered.com/news/app/3142050/view/512967159089987622?l=english)
Queueing
Queueing & Map Capacity Rules
When a map reaches its player limit (200), queuing will be triggered to ensure a smooth combat experience. Among players with the same priority, those with lower Power will be removed from the map.
Map Combatants
- Any faction in the map with more than 0 players counts as one combatant. Warbands that declare war on the map are treated as independent combatants.
Map Entry Slot Calculation for Combatants
- Entry slots are allocated proportionally based on the number of players per combatant who meet the Combat Power requirements (Note 1), including both in-map and queued players.
- Combatants with a lower player proportion receive a “protected slot” (Note 2) to ensure a minimum number of players can enter the map.
- Map entry slots are recalculated every 90 seconds.
Priority Settings
- Warbands of level 10 or higher: Warband Leaders, Vice Leaders, Commanders, and Quartermasters have higher queue priority.
- During War time, players in attacking (Note 3) or defending (Note 4) warbands with the “scene queue priority” permission have higher queue priority.
- Players who do not participate in PvP activities for an extended period will have reduced queue priority and are more likely to be removed from the map.
Other
- On maps with active queues, the “crowd density” effect will be influenced by the total number of in-map and queued players.
Notes
- 1. Combat Power requirements increase as the season progresses.
- 2. Protected slots for each combatant decrease as the number of combatants increases.
- 3. Attacking Warband: A Warband occupying a Harvester Hub that meets the energy level requirements for attacking neighboring hubs, or a Warband with a completed Warband Harvester Node on the map.
- 4. Defending Warband: A Warband occupying the Harvester Hub on the map.
Faction
Faction Transfer Adjustments
Faction switching now follows Dynamic Prosperity Levels Balancing to prevent imbalance.
Regular Transfer:
- Available only during specific Season windows.
- Each player may transfer once per open window.
Prosperity Level Balancing:
- Contribution (Faction XP, PvP Merit) retained on transferring depends on target Faction’s Prosperity level.
- Weaker Factions grant higher retention rates (up to 100%).
- Each Faction has a daily cap on accepted transfers, with weaker Factions having higher allowances.
Faction Switch Tokens:
- Ignores time restrictions; can transfer anytime.
- Guarantee high retention (often 100%), as per item description.
- Still subject to daily transfer caps.
Harvester
Harvester Hub Adjustments
- Expanded Defensive Field radius.
- Prevents long-range attackers from damaging the Hub without risk.
CoreStats
Core Stat Changes
- Base MP cap: 100 → 150
- Base MP regen: 1.25 → 2.4 per second
- Out-of-combat mana regen: 200% → 250%
- Intelligence scaling: +0.5 MP cap per point (instead of +0.18% MP cap/regen)
- Removed mana return from Basic Attacks
- Removed MP regen bonuses from Agility/Intelligence helms
- Adjusted stat growth curves (Attack, HP, Armor, Resist) to narrow power gaps between players of different combat ratings.
SkillMechanics
Skill Mechanics
Buff/Debuff skills now apply effects that cannot be dispelled or immunity-cleansed. Examples include:
- Protector's Radiance
- Skyward Leap
- Light Resonance
- Titan's Stride
- Guardian Field
- Thunderclap Impact
- Banner of Justice
- Guarding Sweep
- Rain of Serenity
- Healing Bloom
- Divine Protection
- Vulnerability
- Charge
- Rally
- Mana Font
- Flame Star
- Miasma
- and others
Detailed Changes
Drifters
Aegis
Defiance of Will
Gains immunity to control effects and 20% Damage Increase for as long as the shield remains after obtaining any shield effect.
- Damage Resistance Increase from 20% to Damage Increase of 20%
- Maximum Duration after Triggering: 20s → 10s
Auri
Healing Guardian
After casting the skill, if HP is below 75%, increases Damage Resistance by 25% for 6s. Restores [Healing Rate: 60%] HP to nearby allies every 1s.
- Removed added shield effect
Blade
Cyclone Reap
On a Critical Hit, restores [Healing Rate: 42%] HP and deals additional [Damage Rate: 70%] Physical Damage to nearby enemy targets.
- Increases self-healing [Healing Rate: 42%] effect
Draknor
Base / Scaling
- Strength Growth: 2.4→2.2
Shackled Grip
Channels for 4s. Gains immunity to control effects, increases Damage Resistance by 40%, and increases Movement Speed by 30% during channeling. The chain gradually extends outward. When it touches an enemy, a chain is pulled from the target (up to 5 chains). If the distance between the target and the caster exceeds a certain threshold, the chain will break. At the end of channeling, pulls all targets connected by chains toward the caster, dealing [Damage Rate: 150%] Physical Damage and applying Stun for 1.5s. Can jump to a target location during channeling to end it early, dealing [Damage Rate: 300%] Physical Damage to enemies in range
- Remove the damage effect when touching enemies [Damage Rate: 215%]
- Pulling damage: 215% → 150%
- Adds the ability to cast again during channeling to dash up to 9m toward a target location, ending channeling early and dealing damage [Damage Rate: 300%] upon landing.
Helix
Genetic Cascade
Initiates a Genetic Cascade with the target for 15 seconds, restoring [Healing Rate: 30%] HP per second and increasing damage dealt by 3% for 5 seconds, stacking up to 10 times.
- Gains 30% Healing Rate per second and increases damage by 3% for 5s, stacking up to 10 times during the initial connection period
Kyra
Fractured Ice
After casting a skill, if damage is dealt within 5 seconds, increases Damage Resistance by 25% for 6 seconds. Unleashes frost in all directions.
- Frost spray now automatically sprays every second
Mad Barrel
Determination
While standing still, gain 1 stack of [Steadfast] every second. [Steadfast]: +2% Critical Rate, +2% Damage Resistance for 3s.
- Each stack increases damage by 1.5% → increases Damage Resistance by 2%
Cannonade
Transforms into a Cannon Form for 25s. During this time, Magic Resistance increases by 50, Basic Attack becomes Bombardment.
- Damage Rate: 250% → 230%
- Remove the Effect that Critical Damage is at Most 150%
- Add the Ability to Move During the Effect, with a Speed Limit of 1m/s
Moonveil
Base / Scaling
- Strength Growth: 1→1.4
- Intelligence Growth: 2.4→2
Lunar Rebirth
Restores Moonveil 1% Max MP to other allies within 12m every 2s
- MP Recovery: 3% → 1%
Twinlance Infusion
Creates a Lunar Domain and channels for 8s. Enemies in range take Starfall strikes on skill use, dealing [Damage Rate: 200%] Magic Damage and draining 20 MP.
- Enemies affected by skills in multiple areas will only be hit by Starlight Impact once.
Overdrive
Flamecore Rampage
Activates Overdrive Mode, increasing Casting Speed by 60% and Magic Damage by 20%. Consumes 4 MP every second. Use skill again to deactivate Overdrive. Automatically deactivates when MP is insufficient.
- Direct Damage 250% → 100%
- Adds a 4s DOT that deals 50% damage per second
Raven
Base / Scaling
- Agility Base Value: 10→18
- Agility Growth: 0.8→1
- Intelligence Base Value: 30→22
- Intelligence Growth: 2.1→1.9
Summon Raven
Skills grant the caster Raven's Call when dealing damage. Upon reaching 6 stacks, the next skill damage within 8s will deal [Damage Rate: 120%] Magic Damage to up to 5 enemy targets in range, dispel 1 stack of buffs on hit targets, and restore [Healing Rate: 72%] HP to the caster. (Raven's Call ICD: 0.5s, Raven Summon Cooldown: 10s)
- After stacking 6 marks, enters 10-second cooldown
Shadowseer
Shadow Cascade
Focuses dark energy, channeling for 4s. Every 0.8s, launches 5 dark energy spheres forward (total of 25), each dealing [Damage Rate: 50%] Magic Damage to enemy targets.
- Channeling Time: 5s → 4s
- Fire Interval: 0.5s → 0.8s
- Initial Launch Speed increased
- Number of Dark Energy Spheres: 37 → 25
- Dark Energy Sphere Damage: 35% → 50%
- Added effect to reduce Healing Received, Venomous Dark Matter stacks independently, each stack's damage: 10% → 15%, Healing Received reduced by an additional 8%, lasts 6s, stacks up to 5 times
- Cooldown: 50s → 40s
Sirokos
Base / Scaling
- Intelligence Growth: 1→0.8
Varnax
Base / Scaling
- Agility Growth: 1.5→1.3
- Strength Growth: 2.4→2.2
Veska
Base / Scaling
- Strength Growth: 1→1.2
Vryssia
Base / Scaling
- Base Strength: 5→10
- Strength Growth: 0.6→1
- Agility Growth: 2.3→2.1
- Base Move Speed: 5.3→5.4
Healing Bloom Hunter
Enters Stealth when standing still unhurt and not using skills for a short duration.
- Removes the effect of restoring 6% HP every 2 seconds while a skill is in Stealth
- Adds an effect that restores 3% HP every second while in Stealth (The HP restoration effect while Stealthed is affected by the Healing Received attribute)
Shadow Dive
Enters Stealth, gaining [Shadow Ward] and the skill [Phantom Bind], lasting 9 seconds.
- Removes the effect of restoring 6% Vitality every 2 seconds while Stealthed
- Cooldown: 60s → 45s
Greatsword
Defensive Slash - Weapon Q
Defensive Slash
Begins Blocking for 3s. While Blocking, reduces Movement Speed but gains control immunity and +70% Damage Resistance. Afterward, deals [Damage Rate: 320%] Physical Damage to nearby enemies and reduces their Armor for 4s. Block can be canceled early.
- Armor Reduction: 20% → 20 (Scales with Power)
Axes
Jump Slash — Weapon Special Basic Attack - A
Jump Slash
Can cast Jump Slash every 6s. Performs a powerful leap attack, dealing [Damage Rate: 220%] Physical Damage and reducing Armor for 4s.
- Armor Reduction: 15% → 10 (Scales with Power)
Firearms
Basic Attack
Armor Break
Can cast every 6s. Deals [Damage Rate: 180%] Physical Damage in path and reduces Armor for 4s.
- Cooldown: 7s → 6s
- Armor Reduction: 25% → 25 (Scales with Power)
Common Skill
Blinding Flash
Throws a flash grenade to the target location, dealing [Damage Rate: 200%] Physical Damage, revealing Stealth and giving Basic Attacks a miss chance for 6s.
- Basic Attack Miss Chance: 45% → 35%
Common Skill
Concussion Grenade
Throws a grenade, dealing [Damage Rate: 180%] Physical Damage, knocking enemies back, and applying AS/MS slow for 4s. Self is knocked back if within radius.
- Enemy and self knockback distance 6m → 9m
Burstfire Rifle
Rapid Fire
Locks onto an enemy and channels for 3s, consuming 1 Bullet every 0.5s. Each bullet deals Physical Damage and applies Armor Reduction (stacks).
- Cooldown: 25s → 20s
- Damage Rate: 150% → 160%
- Armor Reduction: 10% → 16 (with Power Growth)
- Max stacks: 5 → 3
- Duration: 4s → 6s
- Remove: crit scaling from Basic Attack Crit Chance
Blightspitter
Toxic Shroud
Launch two shrouds to create Toxic Mist fields dealing periodic Magic Damage and reducing Healing Received; has charges.
- Damage Rate: 40% → 60%
- Duration: 4s → 6s
- Radius: 4m → 5m
- Mist fields from same player no longer stack damage
Sentinel Barrage
Sentinel Barrage
Channels, consuming Bullets; grants shield and cones bullets forward repeatedly; channel cannot be interrupted.
- Damage Rate: 60% → 85%
- Cone Angle: 25° → 40°
- Cooldown: 25s → 20s
- Remove: increases Magic Resistance effect
Shadowhunter Rifle
Snipe
Consumes 1 bullet to fire a sniper round; can charge to pierce and increase damage.
- Full charge time: 3s → 2s
- Initial flight distance: 14m → 18m
- Hit first enemy damage: 100% → 280%
- Charged pierce damage: 200% → 300%
- Remove: basic-attack-crit based crit effect
- Remove: damage increase from number of hits
- Optimize trajectory
Voideye
Deadshot
Enter Deadshot mode; replace Basic Attack with high-damage shots; damage ramps with enemies hit.
- Remove: crit damage cap at 150%
- Damage Rate: 150% → 190%
- Per-target ramp: 12% → 10%
- Max ramp: 120% → 50%
- Duration set to 20s
Prism Cloak
Photon Beam
Deals Physical Damage and drains MP; after 3 beams, next Basic becomes Enhanced Photon Beam.
- Photon Beam Damage Rate: 120% → 135%
- Beam cooldown: 1.2s → 1s
Bow
Passive
Target Mark
Stacks from weapon skills or Basic Attacks; at 5 stacks triggers extra effects.
- Remove: +60% Attack Speed for 6s on next 3 Basics
- Stacks to activate: 3 → 5
- Basic range increase: 2m → 3m
- Now both Basics and Skills stack Target Mark
Basic Attack
Piercing Arrow
Replaces Basic Attack; chargeable arrow that scales with time; applies Target Mark at 1s charge.
- Add: at 1s charge, damage becomes 200%
- Base Damage Rate: 170% → 140%
- Armor Reduction: 10% → 15 (with Power Growth)
- Cooldown: 1.5s → 1s
- Optimize projectile trajectory
Common Skill
Blast Arrow
Gain Explosive Arrows; on hit, extra AoE damage to nearby enemies.
- Only applies Target Mark to the triggering target
Common Skill
Frost Arrow
Gain Frost Arrows; hits deal bonus damage and slow.
- Damage Type: Physical → Magic
Common Skill
Silencing Arrow
Hits then detonates after 2s for AoE Magic Damage and Silence.
- Silence: 3s → 4s
Predator's Splitbow
Splintershot
Gain Splintershots and Attack Speed; extra arrows fire on hits.
- Only the first arrow of each Splintershot applies Target Mark
Kinetic Arc
Powershot
Explodes on first hit; stun scales with distance; applies Target Mark stacks.
- Remove: instant activation of Target Mark
- Explosion treated as arrow damage (triggers Blast/Frost Arrow)
- Explosion radius: 4m → 5m
- Applies 3 stacks of Target Mark on explosion
Arcbolt
Arcbolt
Explodes on first hit for Physical Damage then attaches Thunderstorm field (DoT + Armor Reduction).
- Remove: separate first-hit 100% damage
- Field DPS: 60% → 45%
- Add: explosion on first enemy [Damage Rate: 150%]
- Explosion treated as arrow damage (triggers Blast/Frost Arrow)
- Applies 3 stacks of Target Mark on explosion
- Armor Reduction: 10% → 10 (scales with Power)
Eclipse Bow
Shadow Vortex
Sticks to target then converges after 0.5s for AoE pull + slow + damage.
- Remove: immediate Target Mark activation
- Charge time: 20s → 15s
- Damage Rate: 220% → 280%
- Add: applies 3 Target Mark stacks upon converge
Spears
Basic Attack
Piercing Spear
After 5 Basics, throws a piercing spear for Physical Damage and Move Speed.
- Cast Range: 12 → 14
- Now damages along the straight path
Common Skill
Warding Flourish
Channel with high DR + control immunity; reflects damage; can dash to apply damage + Armor Reduction.
- Armor Reduction: 20% → 20 (Scales with Power)
Shardspike
Bloodeye Burst
Multiple swings, higher damage to monsters; applies stacking Armor Reduction.
- Armor Reduction: 7% → 7 (Scales with Power Growth)
Drakespike
Rapid Thrust
Charge then multi-strike; heals per strike; can be recast.
- End damage count: 4 → 3
- Damage Rate: 50% → 67%
- Healing Rate: 50% → 67%
- Casting time increased
Daggers
Basic Attack
Armor Breaker
AoE damage + Bleed stacks; reduces Armor.
- Armor Reduction: 15% → 10 (Scales with Power)
Twilight Blades
Blade Dance
Teleport in, deal damage + drain MP, apply Bleed; recast to return and repeat.
- MP Cost: 20 → 25
Crimson Frenzy
Crimson Frenzy
AoE Physical + True Damage + Bleed; on Hemorrhage, heal and gain Move Speed.
- Cooldown: 25s → 20s
Sanguine Pounce
Sanguine Pounce
Leap, big AoE damage + Bleed + Healing Reduction; CD reduced on Hemorrhage.
- Damage Rate: 360% → 320%
- Healing Reduction lockout: 12s → 8s
Bloom Staff
Common Skill
Energize
Healing + MP regen aura for nearby allies.
- MP Recovery: 12 → 6
Verdant Embrace
Healing Bloom
Healing aura; consumes MP per second.
- Healing Rate: 24% → 27%
Spirit's Call
Breeze of Resurgence
Line heal, cleanse CC + DoTs, DoT immunity, big heal bonus.
- Healing Rate: 120% → 210%
Fire Conduits
Common Skill
Overdrive Mode
Increase Casting Speed + Magic Damage; drains MP per second; toggle.
- MP/s: 5 → 4
Blazruptor
Hell Salvo
After 1s cast, channel and fire salvos; each applies Burn and reduces MR.
- Damage Rate: 45% → 40%
- MR Reduction: 8% → 8 (grows with Power)
Flame Maw
Molten Blast
Fire an orb; at 2s charge it explodes for higher damage, applies 2x Burn, and knocks back.
- Charged blast now explodes on first target (no path damage)
- Charged Damage Rate: 250% → 300%
Molten Mortar
Molten Volley
Enter mode, replace Basic with magma launches; damage ramps with hits.
- Damage Rate: 90% → 165%
- Burn stacks per hit: 1 → 2
- Hits per magma: 2 → 1
- Ramp per hit: 10% → 8%
Ice Foci
Passive
Frost Armor
After not taking damage, gain shield; while shielded, Basic attackers get Frost.
- Time to gain shield: 15s → 10s
- Shield: 20% → 15% Max HP
- Frost slow/AS reduction: 40% → 30%; no longer decays
Common Skill
Frost Roar
Cone that deals Magic Damage, big knockback, and slows.
- Cast Range: 9m → 14m
- Knockback: 10m → 14m
- Damage Rate: 200% → 150%
Cryoshard Mask
Frostbound Echo
Projectile that bounces; can return and grant a shield; while shielded, Basic hits apply Frost.
- Rework/clarifications to bounce, shield, and Frost interactions
Frozen Conduit
Frozen Phase
Launch orb that deals periodic damage/slow; can blink to orb for AoE + Freeze + ally shield.
- Add: grants 15% Max HP shield to allies on blink
- Orb DPS: 70% → 50%
- Slow: 40% → 30%
- Shield duration: 6s → 4s
- Cooldown: 25s → 30s
- Orb movement speed ↑; stays 2s at destination
Frost's Caller
Deep Frost Slash
Line slash dealing Magic Damage; stacks Hypothermia; every third blade deals higher damage; Deep Frost disables actions briefly.
- First two blades: 110% → 120%
- Third blade: 110% → 145%
Radiant Flux
Common Skill
Holy Wall
Creates multiple holy walls; touching stuns enemies and grants you a shield.
- Shield can no longer stack
- Shield: 12% → 15% of target's Max HP
Guardian's Embrace
Divine Vault
Leap and deal AoE Magic Damage + Knockup; heals allies and buffs Overclock Reflexes Passive.
- Cast time: 1.03s → 0.76s
Voidcaller
Common Skill
Toxic Matter
Bounces on enemies; each hit damages, applies Plague, and reduces MR.
- MR Reduction: 15% → 20 (scales with Power)
- Duration: 4s → 6s
Necromist
Necrotic Eruption
Deploys device that spawns Death Clouds (periodic damage, Plague, healing reduction) in expanding area.
- Damage Rate: 60% → 40%
- Activation delay: 1s → 0.5s
- Fog tick interval: 2s → 1s
- Cloud spawn interval: 3s → 2s
- Own overlapping fogs no longer stack damage
Boots
Swiftstride Boots
Attack Speed
Increases Movement Speed and Attack Speed for a short duration.
- Effect: +60% MS, +35% AS for 5s
- Adjustment: Duration 6s → 5s
- Adjustment: Attack Speed 45% → 35%
Blinkstep Boots
Flash Step
Dash 12m to target direction and restore Vitality and MP.
- Effect: Dash 12m; heal [Healing Rate: 150%] Vitality; restore 25 MP
- Adjustment: MP Recovery 20 → 25
Phantomstep Boots
Ghost
After 1.5s cast, enter Ghost Form: +70% MS, immune to damage/control for 3s; cannot attack or cast.
- Adjustment: Invulnerability 4s → 3s
- Adjustment: Cooldown 50s → 40s
Chest
Guardian's Blessing
Block
Channel 2.5s: +90% Damage Resistance; can move but slowed.
- Adjustment: Movement Speed reduction 60% → 40%
Dazzling Guard
Stun
Deal [Damage Rate: 250%] Physical to nearby, Stun 2s, -40% Speed for 4s.
- Adjustment: Damage Rate 300% → 250%
- Adjustment: Stun 1.5s → 2s
Magsurge Armor
Converge
After 1.5s, deal [Damage Rate: 250%] Physical in 7m, pull to center, Stun 0.5s, Slow 30% for 4s.
- Adjustment: Cooldown 24s → 30s
Ranger's Hide
Armor Breaker
Deal [Damage Rate: 200%] Physical in area; -20% enemy DR for 6s; +15% self damage for 6s.
- Adjustment: Cooldown 20s → 25s
Warding Shroud
Barrier
Gain shield = 45% of target’s Max HP for 6s; restore MP on hit while shielded.
- Adjustment: MP per hit 20 → 10
Recovery Vest
Bandage
Briefly bandage, then recover [Healing Rate: 48%] Vitality every second for 4s.
- Adjustment: effect clarified/overhauled (same values, clearer timing)
Hero's Embrace
Rally
8s aura (7m): allies get +30% Attack Speed and +30% Cooldown Reduction.
- Adjustment: Cooldown 25s → 30s
- Adjustment: Duration 9s → 8s
Head
Hellfire Visor
Flame Star
On direct Basic Attack damage: create 6s Flame Star (7m). Enemies: -Magic Res 40 and take [Damage Rate: 50%] Magic every 1s. 30s internal cooldown.
- Adjustment: MR Reduction 50% → flat 40 (scales with Power)
Folly Helm
Break Free
On hard CC / silence / root: cleanse all, grant CC & debuff immunity and +25% MS for 3s. 45s internal cooldown.
- Adjustment: Immunity & Acceleration 4s → 3s
Purifier's Shroud
Dodge
On taking Basic Attack damage: gain Overclock Reflexes Passive Enhancement 50% for 8s. 25s internal cooldown.
- Adjustment: Enhancement 70% → 50%
- Adjustment: Duration 6s → 8s
Mystic Surge
Overflow
When MP < 40% while casting: gain 15 MP/s for 8s. 45s internal cooldown.
Earth Vein Hood
Miasma
On skill direct damage: create 6s venom zone at target (5m); deal [Damage Rate: 55%] Magic per second; -25 Magic Res. 30s internal cooldown.
- Adjustment: Damage Rate 25% → 55%
- Adjustment: MR Reduction 20% → flat 25 (scales with Power)
Crimson Breeze
Grievous Wounds
When skills deal damage: inflict [Damage Rate: 180%] Magic in area and reduce healing received by 40% for 6s. 25s internal cooldown.
- Adjustment: Healing reduction 25% → 40%
Mods
Absorb
On taking Skill damage, chance to heal and restore MP.
- MP Recovery range: 5–25 → 6–30
Advance
Physical Damage Bonus.
- Physical Damage Bonus: 3% [0.6% ~ 3%]
- Rework: Basic Attack Damage Bonus 10% → Physical Damage Bonus 3%
Charge
On Weapon Skill direct damage, chance to restore MP.
- Trigger Rate range: 15%–30% → 10%–50%
- Cooldown: 10s → 8s
Detonate
[Bow only] On arrow direct damage, chance to cause an explosion, Immobilize 1.5s, and apply Target Mark.
- Cooldown: 15s → 20s
- Immobilize: 2s → 1.5s
Disrupt
[Mace only] On weapon skill/basic direct damage, chance to create a field that reduces enemy Damage and Attack Speed.
- Cooldown: 15s → 20s
- Trigger Rate range increased to 6%–30%
Frenzy
On taking Basic-Attack damage, chance to gain Attack Speed.
- Trigger Rate range: 20%–40% → 8%–40%
- Attack Speed range: 8%–40% → 6%–30%
Haste
On casting weapon skills, chance to gain Cooldown Reduction.
- CDR bonus range: 3%–15% → 5%–25%
Magic Break
On Weapon Skill direct Magic Damage, chance to reduce target Magic Resistance.
- MR reduction duration: 4s → 6s
- Trigger Rate range: 15%–30% → 8%–40%
Ravage
On Critical Hit, chance to reduce target Damage Resistance.
- DR reduction range: 4%–20% → 2%–10%
- Trigger Rate range: 17.5%–35% → 8%–40%
Roar
On hard control, chance to Bellow (AoE Physical + Fear).
- Fear: 1.5s → 1s
- Cooldown: 30s → 20s
- Trigger Rate range: 17.5%–35% → 8%–40%
Seize Chance
[Axe only] On gaining Bloodthirst, chance to gain Attack Speed and Damage.
- Trigger Rate range increased to 8%–40%
Tactics
Magic Damage Bonus.
- Magic Damage Bonus: 3% [0.6% ~ 3%]
- Rework: Skill Damage Bonus 5% → Magic Damage Bonus 3%
Tactical Items
Paralysis Potion I
The target takes [Damage Rate: 90%] (player) / [Damage Rate: 180%] (mob) Fixed Damage each second for 9s, then suffers a 40% MS slow that fades over 4s.
- Cooldown: 30s → 60s
- Range: 10m → 14m
- Slow Duration: 4s → 6s
Enhanced Paralysis Potion
The target takes [Damage Rate: 120%] (player) / [Damage Rate: 240%] (mob) Fixed Damage each second for 9s, then 60% MS slow (fading) for 4s.
- Cooldown: 30s → 60s
- Range: 10m → 14m
- Slow Duration: 4s → 6s
Advanced Paralysis Potion
The target takes [Damage Rate: 180%] (player) / [Damage Rate: 360%] (mob) Fixed Damage each second for 9s, then 80% MS slow (fading) for 4s.
- Cooldown: 30s → 60s
- Range: 10m → 14m
- Slow Duration: 4s → 6s
Enhanced Warding Potion
Cleanse all debuffs/DoTs, heal 25% HP, grant immunity to debuffs/DoTs, and +150% healing received for 6s.
- Duration: 9s → 6s
- Added: immunity to debuffs and DoTs during effect
Advanced Warding Potion
Cleanse all debuffs/DoTs, heal 30% HP, grant immunity to debuffs/DoTs, and +200% healing received for 6s.
- Duration: 9s → 6s
- Added: immunity to debuffs and DoTs during effect
Enhanced Frost Potion
Self-freeze; gain Shield = 150% Max HP for 6s; while shield exists, heal 7% Max HP/s. Usable while skills are disabled.
- HP per second: 9% → 7%
Advanced Frost Potion
Self-freeze; gain Shield = 200% Max HP for 6s; while shield exists, heal 8% Max HP/s. Usable while skills are disabled.
- HP per second: 11% → 8%
Mid-level Weaken Field Potion
Throw to create a 6s Weaken Area: enemies suffer −25% MS and −120% Damage Dealt.
- Slow: 40% → 25%
Advanced Weaken Aura Potion
Throw to create a 6s Weaken Area: enemies suffer −30% MS and −150% Damage Dealt.
- Slow: 50% → 30%
Mass Haste Matrix
Increase Movement Speed by 60% for up to 15 nearby allies for 9s.
- MS Bonus: 80% → 60%
Webspinner Launcher (Immobilizing Explosive)
Throw to target location; explosion immobilizes enemies for 7s. Cannot be resisted.
- Now only affects hostile players
- Immobilize duration: 5s → 7s
- Effect cannot be resisted
Webspinner Launcher (Speed-Limited Domain Type)
Throw a Venom Sac to create a 10s zone that restricts enemy MS to 1.5m/s and disables movement skills. Cannot be resisted.
- Now only affects hostile players
- Effect cannot be resisted