Runemaster
Added the third Mage class Mastery : Runemaster!
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The Runemaster provides the greatest opportunity for customization and skill expression to date with Runic Invocation.
Mastery Skill: Runic Invocation
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Passive: Whenever you directly use an elemental skill, gain one Rune of the corresponding element. For Channeled skills you gain 1 rune per second instead.
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Active: Consume all of your active Runes to cast a unique Invocation based on the combination and order of runes consumed.
5 Point Skill: Flame Rush
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- Turn into a ball of flame and launch yourself in a targeted direction. The longer you channel the ability the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.
15 Point Skill: Frost Wall
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- Create a wall of frost which persists for 6 seconds. Enemies inside the wall take cold damage over time and receive a stack of chill every 0.25 seconds. You can have one active Frost Wall at a time. Enemies that reach the wall at least 0.2 seconds after it’s been created are frozen for twice as long as the wall hAs existed, up to a 2 second freeze duration. Bosses cannot be frozen in this way.
30 Point Skill: Rune Bolt
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- A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold.
35 Point Skill: Glyph of Dominion
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- Places a lightning glyph on the ground that grows over time. Deals lightning damage over time and slows in its area. At full size it detonates, dealing large amounts of lightning damage to enemies within its area. You can have a maximum of one Glyph at a time by default.
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Frost Claw
In response to early feedback from the Runemaster mastery, missing the ability to quickly and easily generate Heo (cold) Runes early, we have added a new low level, spammable, cold spell for all Mage Masteries!
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- Added new Base Mage Class Skill: Frost Claw
- Unlocked at Level 12 as a Mage
- Fires three projectiles in an arc to a targeted location to create a burst of frost. Added spell damage applies to the burst at 100% effectiveness, and it has a freeze rate of 40.
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Rune Prisons and Experimental Items
Rune Prisons
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- Rune Prisons are randomly occurring encounters in the campaign and endgame, similar to shrines.
- When you click on a rune prison it opens to free the Exiled Mage inside, who is a miniboss with a random set of abilities that will attack both you and other enemies in the zone.
Experimental Items
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- Defeating Exiled Mages allows you to find new Experimental Affixes, which have unusual effects and are crafted in an unusual way.
- Each Exiled Mage drops an item with an Experimental Affix.
- Experimental Item Affixes can drop from T1-T7, and can be used for Legendary Crafting when Exalted
- Items can only have one Experimental Affix at a time
- Experimental Affixes cannot be removed with a Rune of Removal
Experimental Crafting
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- At above level 70, Exiled mages may also drop a Rune of Research, which can seal experimental affixes and give you a chance to create a Glyph of Insight when you do so.
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- A Glyph of Insight can be used to craft experimental affixes onto your items. The exact affix you add, and its tier, are determined by the numerical properties of your item, but exactly which properties decide the outcome and how is something you’ll need to discover through experimentation.
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One-shot and Lost Caches
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Added One-shot and Lost caches, a new type of discoverable, that are essentially more exciting chests.
There are two types of Item cache:
- One-Shot Caches. These exist in specific locations in campaign zones. The first time you open one on a character you get specific loot from it, but on subsequent occasions it’ll just give you some weaker generic items.
- Lost Caches. These spawn randomly in endgame, so you get the full loot from them every time you encounter them. They contain random related items.
If one player opens a cache it only opens it for players 16 meters around the cache. For other players it will still appear closed and they can open it for themselves later on in that instance of the zone, or in another instance of the zone in future. This is to prevent players accidentally missing the one-time loot for a cache because they weren’t aware of it.
We wanted items from Fixed Caches in the campaign to be special in terms of stats and lore connection, without requiring a full unique item. To do this we’ve added Personal Items, which are rare items with a personal affix. Personal affixes do not drop naturally and completely define the name of the item, e.g. an Astrolabe with an Ucenui’s personal affix will always be called Ucenui’s Astrolabe regardless of the other affixes and it will be a pale yellow color. Personal Items are intended to be useful levelling items for specific builds that you may want to go out of your way to pick up, but are not intended to be particularly viable in endgame. Personal items drop with no forging potential and their other affixes are predetermined.
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Localization
- Added Language Support for: Simplified Chinese, French, German, Korean, Polish, Brazilian Portuguese, Russian, and Spain-Spanish.
- You can now change the game’s language in Settings > Gameplay > Interface.
- This setting is separate from Chat Language, which determines what chat channels you connect to.
- The game’s text can now be displayed in French, German, Spanish, Portuguese, Russian, Korean, Chinese, or Polish.
- This localization is still early: there will be bugs to fix and translations to improve. Let us know what you think.
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Monolith of Fate
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Echo Layouts and Spawners
- Improved layouts of most Monolith scenes
- Reduced backtracking by making some older echoes more linear, adding connections where echoes previously were dead ends, and removing some dead end paths.
- Reduced sizes of many large monolith echoes. For example Alpine Halls is about 1/3 the size it was before.
- Updated many player spawn points and added new ones to create more variation in each echo.
- Increased the pack size of enemies in monolith echoes.
- Made some monster spawners more compact to make groups of monsters spawn closer together. We have more to do here in the future, but this is a first step towards better balanced endgame monster density.
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Ambushes
- Removed the ambush that featured two Covenants of Dominion.
- Added a new ambush that contains two Forged Soldiers.
- Added a new ambush that contains the two new Chapter 1 osprix minibosses, Sturiax the Burning Sky, and Brightblade Palarus.
- The Lightmage ambush no longer spawns in the Reign of Dragons Timeline.
- The Misshapen Remains ambush can now spawn in the Reign of Dragons Timeline.
- Ambush objectives can now be disguised as either a Boss or Gate objective. These work the same as normal ambushes, but the quest UI displays as if it’s another type of objective until the ambush is triggered.
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Blessings
- Bones of Eternity grants 3% - 4% block chance and 100 - 140 block effectiveness (from just 300 - 450 block effectiveness).
- Grand Bones of Eternity grants 5% - 8% block chance and 180 - 240 block effectiveness (from just 500 - 800 block effectiveness).
- Resonance of the Sea grants 17 - 23 ward per second (from 10 - 19).
- Grand Resonance of the Sea grants 30 - 42 ward per second (from 20 - 30).
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Cosmetics
- Added two new Portal cosmetics: Arcane Orrery and Rune Gate.
- Added two new Backslot cosmetics: Orchirian’s Pride and Shards of Arcanum.
- Fixed a bug where the Brash Skullen from Ardent Champion supporter packs did not appear in your list of Pets.
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Ladder
- The Ladder window is now drawn on top of all other windows, preventing the “Continue” button overlapping it in Arena.
- Opening the Ladder while in the Arena now automatically displays the Ladder you’re currently competing on.
- Ladder entries now show what abilities that player has specialized, rather than what is on their action bar. This does not apply to existing entries.
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In-game Bug Reporting
- There is now a Bug Report button at the top left of the screen at Character Select, and at the bottom of the Esc menu.
- Making a bug report from in-game automatically includes diagnostic information from the server you’re connected to, making it much easier for us to investigate technical issues.
- You can also type in a description, choose a category and severity, and optionally add Player Data and/or take a screenshot of your current game state.
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Mechanics
Endgame Experience Requirements
- Increased xp requirements for level 81+
- 80 → 85 takes about 10% more xp
- 85 → 90 takes about 30% more xp
- 90 → 95 takes about 70% more xp
- 95 → 100 takes about 250% more xp
- The changes to Monolith Echo layouts do result in higher xp gain than before, but these changes are intended to increase the time it takes to level up in endgame so the leveling process doesn’t end so abruptly compared to the late endgame item hunt.
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Region Selection
- Fixed some issues causing region selections to not update properly.
- Changing region as a solo player now causes you to change region on the next scene transition in Campaign. Arena and Monolith work differently; if you go back to Town you’ll be in your chosen region.
- Added a system message in the chat window noting which region is being changed to and who changed it.
- The Region Identifier that appears when hovering over your ping display has been temporarily removed due to technical issues: we will bring it back once those are resolved.
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Grace Period (damage invulnerability)
- Fixed a bug where the 15 second countdown could start before the client was fully connected to the server (potentially leading to being dead on arrival).
- Moving during the 15 second countdown now ends the grace period after 2 seconds rather than immediately.
- Players with Grace Period active are no longer targeted by enemies.
- Improved how time remaining is displayed on the Grace Period icon.
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Vitality
- Each point of Vitality now grants 6 health (from 10).
- Each point of Vitality now grants 1% necrotic and poison resistance instead of 2% increased health regeneration.
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Other Changes
- Your character list is now ordered by when that character was last modified (saved).
- Your character can now change direction more quickly for a brief period of time after starting to move. This improves positioning responsiveness.
- Minions now follow you through player portals, fixing issues where they would get stuck behind in-zone transitions (i.e. the climb down at the start of Imperial Maj’Elka).
- Changed minion AI so that they no longer run back and forth when you give them an enemy target outside their normal leash range.
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