
Dear friends!
Preparing this update took us longer than usual. In it, we not only completed the migrated weekly tasks from the roadmap but also made changes in response to your questions and suggestions.You can find the detailed changelog below.
Changes to equipment stats and enchantments:
Increased base stats of items:
By 25% for large and small gear sets.
By 40% for jewelry (amulets and bracers);
Enchantments for the large gear set now modify the item's base stats instead of adding flat values to Physical and Magical Defense.
Enchantments for the small set now modify the item's base stats more significantly rather than adding flat values.
Enchantments for jewelry and the small set now require half the amount of the secondary attribute.
Minor adjustments to enchantment bonuses, including a slight increase in the effectiveness of offensive enchantments for the small set and jewelry.
Despite its deceptively simple description, this is a fairly significant change that will cause the following changes:
An item's quality, based on its "Base Stats," will be significantly increased;
There will be an overall average increase to Physical Defense and a more substantial increase to Magical Defense;
Enchanting light armor with defensive Physical and Magical Defense enchantments will become now less effective;
In this iteration, we deliberately did not increase the stat requirements to avoid rendering players' currently equipped gear unusable;
Alongside these changes:
The effectiveness of Regeneration and Meditation powders has been reduced: the duration between ticks has been increased from 3 to 5 seconds;
The effectiveness of the Druid's group healing powders has been reduced by 20%;
The bonus for headshots with melee weapons has been increased to 30%, and the damage spread range has been narrowed to 50% (higher end for headshots, lower end for leg shots).
In one of the upcoming patches, control magic will receive adjustments for improved effectiveness and usability, combined with protection against repeated application.
Spot Spawners Adjustments (hares, wolves, menadas, etc.):
Disabled the ecosystem;
Adjusted the number of mobs to better fit the spawner's area;
Mobs are now prevented from leaving their spawner's designated area;
Т2 and Т3 bosses:
Scorpion: Increased attack and defense stats, widened damage spread;
Volcanic Golem: Increased defense and HP, added HP regeneration when not taking damage for a short duration;
Swamp Hag: Now had an aura that prevents flying above her;
A Black Zone has been added to the Leper Camps in Gwaelot;
Northerners were incorrectly spawning in the Leper Camps (this has been fixed);
Increased the cost of processing mammoth pelt;
Parcels and Frost Leaves can now be sold on the Market;
Fixed errors related to dungeons;
Updated teleportation token levels to match the tier of their corresponding counties;
The bonus for excess crafting points during enchanting has been increased by 50%;
Increased the price of the Profession Reset and "Tabula Rasa" scrolls. The "Tabula Rasa" scroll now grants 50 attribute redistribution points instead of 20;
Fixed a bug causing an entire group to teleport to Fazira;
Added the ability to upgrade the cauldron in player housing;
Best regards,Atlant Games Team