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[PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

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[PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#1 » Fri Jul 24, 2026 1:10 am

Highlights
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Public Test Server

Drakwald, our Public Test Server is online again to provide testing ground for the RDPS Patch and New Scenario Mechanic, which will be arriving on the Live server in the near future!

You can join our Public Test Server through the launcher:
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As with any new system, it's normal to have some bugs to iron out - one of the best ways to help us reduce and squash bugs before this arrives on the live server is by joining the PTS, either alone or with friends, and queueing for some Scenarios!

On the PTS, you can select Templates for new characters to help you start fully geared and level 40, ready for testing!

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THIS IS A PTS PATCH
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These changes are live on the PTS (Public Test Server) only and are not yet on the live server. We need your help testing before this goes live.

Priority Testing Needed:
  • Ranged DPS Career Balance Changes (Sorcerer, Bright Wizard, Magus, Engineer, Squig Herder, Shadow Warrior) - please get into RvR and Scenarios on these classes and report back on how the changes feel.
  • Talabec Dam - this scenario has been completely reworked from a bomb-carry into an escort scenario with a brand new mechanic. We need groups to run this and report any bugs, exploits, or balance issues.
Please post feedback and bug reports in the appropriate PTS forum threads. Thank you for helping us test!

Combat and Careers
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Introduction
Today we are happy to announce the final major installment in the line of archetype-focused balance phases that have been rolled out over the last couple of years.

Following our previous patches aimed at Tanks, Healers and Melee DPS our sights have now been set on the Ranged DPS careers. For each class we first give you some of the highlights, followed by the full list of changes. Under some abilities you will find more detailed comments from the Balance Team.

Damage Formula
In the patch notes you will often see damage being displayed in the form of (150 + 1.0*DB + 0.75*WDPS).

The first number, in this case 150, is the base damage of the ability. This base damage scales with the ability level, which is assumed to be ability level 40.

The second number is the Damage Bonus (DB) multiplier, in this case 1.0. If your character has 175 damage bonus, then 175 * 1.0 = 175 damage will be added to the ability.

The third number is the Weapon DPS (WDPS) multiplier, in this case 0.75. The damage added to your ability is your Weapon DPS multiplied by this number. If the DPS of your weapon is 80, then 80 * 0.75 = 60 will be added to the ability.

In this example, the total damage would be 150 +175 + 60 = 385 damage.

General Balance Changes

- Sleight of Hand: Reworked to: Reduce all your cooldowns by 2 seconds.

- Close Quarters: Now additionally reduces your chance to be set back while casting by 50% and now affects abilities that do not have a target requirement.

- Siphon Power: Reworked to: 100 ft range. Instant. You drain power from your target, dealing 1800 damage over 15 seconds and reducing their Willpower by 150, while increasing your Intelligence by 150 over 15 seconds.

- Expert Skirmisher: Now additionally reduces your chance to be set back while casting by 50% and now affects abilities that do not have a target requirement.

- Crippling Barrage: New Morale 2 ability for Engineer, Shadow Warrior and Squig Herder: 65ft range. Instant. - Targeted area-effect attack that deals 900 over 3 seconds to all enemies within 20 feet, and snares the targets by 60%.


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Balance Changes

Summary
- The balance team has decided to not make significant changes to the core mechanic of the Sorcerer. Sorcerer is already the most squishy class on Destruction and we felt that if we would add a more complex mechanic to the class, it would become too niche. Additionally, unlike the old Choppa Rage mechanic, the Dark Magic mechanic does not discourage you from using a full set of abilities. At last, the class abilities are balanced around the strong Dark Magic mechanic, hence the mechanic would require a lot more sweeping changes to keep the class overall balanced.

- The single target specialization using Path of Agony and Path of Calamity sees a handful of changes. Most notably a rework to Shades of Death, now granting better synergy with Melee in the Sorcerer's group and improvements to Obsessive Focus.

- For the AoE Sorcerer Black Horror has been changed to a shorter cast and lower damage ability to set it apart from Shattered Shadows. You will also find some additional tactic options in Cruel Reprisal or Frozen by Fear.

- Darkstar Cloak has been reworked into a strong defensive and potentially offensive tool, depending on the situation you want to use it.


Tactics
- Recover Energy: Reworked into Cruel Reprisal; Anytime an attack you make is defended, you will automatically deal (187 + 1.0*DB) Corporeal damage to that target. Cannot occur more than once every two seconds per target.

- Empowered Dhar: Reworked to: Dhar Wind will now heal you for 100% of the damage dealt to the target.

- Manic Obsession: Now additionally increases the damage bonus from Obsessive Focus by 5%.

- Hastened Fear: Replaced by Frozen By Fear: Grip of Fear now deals (187 + 1.0*DB) Spirit damage and hits up to 6 players. The root no longer breaks when the enemy takes damage, but has its duration reduced by 2 seconds.

A new utility focused AoE tactic for the Sorcerer which gives them another interesting tactic option that doesn't translate to "more damage".

Abilities
- Shades of Death: Reworked to: Curse. 30 AP. 100 ft range. Instant. 10s CD. Your target is haunted by spectres of death and doom for up to 10 seconds, causing an additional 199 Spirit damage each time that they are hit by any group member. Cannot occur more than once every half second

- Absorb Vitality: Damage increased from 5 * (161 + 0.3*DB) to (191 + 0.9*DB) Corporeal Damage.

- Hand of Ruin: Damage per interval changed from (448 + 1.0*DB) to (262 + 2.0*DB).

- Gloom of Night: Cast time reduced from 2.0 to 1.5 seconds.

- Shadow Knives: Damage increased from (299 + 0.75*DB) to (299 + 1.0*DB)

- Disastrous Cascade: Damage changed from (225 + 0.67*DB) to (187 + 1.0*DB)

- Black Horror: Reworked to: Curse. 35 AP. 80 ft range. 1.0s cast. 10s CD. Builds 10 Dark Magic. Has a chance to cause a Backlash! - You create a maelstrom of evil power which deals (225 + 1.0*DB) Corporeal damage to your target and all other enemies within 20 feet of them, and reduces their Initiative by 100 for 10 seconds.

- Daemonic Chill: Reworked to: Enchantment. 30 AP. Self. Instant. 30s CD. - Everyone in your group that is within 100 feet of you is surrounded by a demonic chill for 1 hour, giving them a 25% chance to reduce the auto attack damage of the attacker by 10% for 3 seconds when they are struck by a melee attack.

- Dhar Wind: Damage with 91-100 Dark Magic increased from 750 to 900.

- Shroud of Darkness: Now additionally increases your chance to disrupt attacks by 10%.

- Obsessive Focus: Duration reduced to 15 seconds. No longer reduces damage to other targets. Damage increase reduced from 10% to 5%, but Obsessive Focus now additionally reduces your chance to be disrupted by the target by 10%.

Morale
- Shatter: Removed

The Balance Team has moved away from certain classes having too many Morale Abilities. Hence we remove Shatter from the Sorcerer. Of course, you can still use Focused Mind as an offensive morale option for AoE bombing.

- Darkstar Cloak: Reworked to: Self. Instant. - For the next 10 seconds, all damage you take is reduced by 50% and the cooldown of your abilities are reduced by 10 seconds.

- Crippling Terror: Radius increased from 15 to 20 feet.

Bug Fixes
- Stricken Voices: No longer cleansable.


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Balance Changes

Summary
- The balance team has decided to not make significant changes to the core mechanic of the Bright Wizard. Bright Wizard is already the most squishy class on Order side and we felt that if we would add a more complex mechanic to the class, it would become too niche. Additionally, unlike the old Slayer Rage mechanic, the Combustion mechanic does not discourage you from using a full set of abilities. At last, the class abilities are balanced around the strong Combustion mechanic, hence the mechanic would require a lot more sweeping changes to keep the class overall balanced.

- Path of Incineration has 2 major changes in a buff to Burning Iron and its attached tactic Draining Burn, as well as a brand new tactic with Burning Focus which improves the burst potential of the Bright Wizard.

- The most significant changes in Path of Immolation is a buff to Playing With Fire and a rework on Detonate.

- The area of effect damage of the Bright Wizard is already rather strong. Additionally the balance team feels that the spec already feels good and fun to play. Hence there are little changes in Path of Conflagration, the most significant one being a small damage buff to Annihilate.

- Several Core tactics have been reworked or improved to provide a wider range of options to choose from.


Tactics
- Draining Burn: Reworked to: Burning Iron now applies a Hex on the enemy for 20 seconds, inflicting 352 Elemental damage each time they use a melee ability.

- Searing Vitality: Reworked into Burning Focus: Your Path of Incineration damaging abilities deal an additional (337 + 1.5*DB) Elemental damage. You have a 50% chance to deal the same damage to yourself. This effect can only occur once per 10 seconds.

A brand new tactic to improve your own burst potential as a soft mirror to Swell of Gloom.

- Ignition: Now Minor Ignite also reduces the Corporeal Resistance of its targets by 240.

- Power From The Ashes: Reworked to: Meltdown will now heal you for 100% of the damage dealt to the target.

- Fan The Flames: Now additionally has the following effect: If the enemy is affected by your Slow Boil, Detonate will also spread Minor Slow Boil to nearby enemies

- Distracting Fires: Reworked to: Fire Cage hits up to 6 enemies and deals (187 + 1.0*DB) Elemental damage when applied and another 5 * (75 + 0.45*DB) Elemental damage over 5 seconds when broken.

- Fueled From Within: No longer affects Flame Shield.

Abilities
- Detonate: Damage of over time part replaced by: If the target is Ignited, you will apply Minor Ignite to all enemies within 20 ft.

- Minor Ignite: New "ability" that can be applied through Detonate: A Hex which causes your target to burst into flames, dealing 3 * (112 + 0.35*DB) Elemental damage to them over 9 seconds.

- Minor Slow Boil: New "ability" that can be applied through Detonate: For the next 5 seconds, the target is inflicted with a Hex which raises their temperature to a delirious fever, causing them to lose 3 Action Points every 1 seconds. When this effect ends, they will suffer (187 + 1.0*DB) Corporeal damage as the fever peaks.

The Balance Team has reworked Detonate to both improve the ability, but also to add to its flavour. You can now spread Ignite (and Slow Boil when using Fan the Flames) from your target to the surrounding enemies. This also synergizes with the Ignition tactic.

- Fireball Barrage: Damage changed from (450 + 0.75*DB) to (300 + 1.5*DB) for its single target damage and from (225 + 0.38*DB) to (150 + 0.75*DB) for its AoE damage.

- Withering Heat: Damage changed from 4 * (399 + 1.0*DB) to 4 * (300 + 1.5*DB).

- Playing With Fire: Now undefendable. Duration increased from 10 to 15 seconds.

- Annihilate: Damage changed from (187 + 0.67*DB) to (187 + 1.0*DB).

- Burning Iron: Base damage increased from 187 to 337.

- Flame Shield: Reworked to: Enchantment. - 30 AP. Self. Instant. 30s CD. - All groupmates within 100 feet are Enchanted with a protective shield of flickering flames for 1 hour, giving them a 25% chance to reduce the damage over time abilities of the attacker by 10% for 3 seconds when they are struck by a ranged or magical attack.

- Meltdown: Damage with 91-100 Combustion increased from 750 to 900.

Morale
- Heart of Fire: Reworked to: Self. Instant. - Removes all Hexes, Curses and Ailments from group members within 100 feet.

A previously bad morale has been reworked to provide a group cleanse, keeping the flavour of the morale, but adding a unique effect for a DPS class.

Bug Fixes
- Spreading Flames: Three second DoT application can now proc Wildfire.


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Balance Changes

Summary
- The Path of Havoc has seen improvement, both to abilities directly as well as tactic options. This will hopefully lead to a more reliable performance and a smoother gameplay experience without too big of an increase in peak potential.

- The Path of Changing AoE spec brings good value to warbands and will mostly stay intact except for a change to Seed of Chaos.

- The Path of Daemonology has received changes to increase the reward for taking the additional risk of playing in very close range. Damage type has been changed to Spirit where it was previously Elemental and Warpfire has been improved in both damage and utility.

- Daemonic Minions have been reworked to feel more rewarding to play around and use. The damage bonus provided by being near your Minion no longer builds up over time but instead is based only on proximity. Additionally, each Minion type now provides a unique secondary bonus.


Tactics
- Changer's Blessing: Now additionally affects Bolt of Change.

- Fiery Winds: Reworked to: Flickering Red Fire and Surging Violet Fire will now deal an additional 5 * (82 +0.5DB) Elemental damage over 5 seconds.

- Infernal Flesh: Now additionally increases the Intelligence of your Daemons by 160.

- Unearthly Shriek: Reworked to: Your summoned daemon gains additional benefits as long as you are within 30ft.
* Pink Horror: Daemonic Consumption will now snare the target by 30% for 5 seconds.
* Blue Horror: Your Horror is healed for 50% of the value whenever you are healed.
* Flamer: Your Flamers abilities have their cooldowns reduced by 50%.

- Surging Power: No longer affects Surge of Insanity. Now additionally affects Baleful Transmogrification, Warpfire and Rend Winds.

- Swift Flames: Reworked to: Whenever you cast Surging Violet Fire you become empowered, reducing the cast time of your next casted ability within 10 seconds by 50%.

- Daemonic Withering: Now additionally causes Withered Soul to be undefendable.

Abilities
- Daemonic Minions: The damage bonus you gain from being nearby your minions is changed to be static based on your vicinity to your minion: While you are within 30 feet of your minion, your damage is increased by 20%. Otherwise while you are within 45 feet of your minion, your damage is increased by 10%.

- Summon Pink Horror: Now gains 125% (up from 100%) of the player's Intelligence and 75% (up from 50%) of the player's Wounds from item bonuses. The player now gains 10 additional feet range as long as they remain within 30 feet of the Pink Horror.

- Summon Flamer: Now gains 100% (up from 75%) of the player's Intelligence and 100% (up from 75%) of the player's Wounds from item bonuses. The player now has their AP cost of abilities reduced by 5 as long as they remain within 30 feet of the Flamer.

- Summon Blue Horror: Now gains 75% (up from 50%) of the player's Intelligence and 125% (up from 100%) of the player's Wounds from item bonuses. The player now gains 10% Disrupt and Dodge as long as they remain within 30 feet of the Blue Horror.

- Indigo Fire of Change: AP gain on killing blow reworked to: Victims killed while bathed in this flame will become a Screamer, mindlessly attacking their former allies for 30 seconds.

This ability has gotten a new(old) effect if successfully killing its target. We hope to bring back some of the old, thematically fitting, flavour to the ability but this time in a way that is more impactful.

- Dissolving Mist: Damage changed from (99 + 0.3*DB) / (199 + 0.3*DB) / (299 + 0.3*DB) to (99 + 0.3*DB) / (199 + 0.6*DB) / (299 + 0.9*DB)

- Seed of Chaos: Now deals 5 * (60+ 0.35*DB) Spirit damage over 5 seconds. Explosion damage changed from (248 + 0.38*DB) to (225 + 0.67*DB).

- Agonizing Torrent: This ability can now be used while moving.

- Baleful Transmogrification: AP cost reduced from 45 to 35.

- Withered Soul: Cooldown removed, but can only be applied to a single enemy at a time. Damage and duration changed from 10 * (145 + 0.6*DB) over 20 seconds to 5 * (206 + 0.86*DB) over 15 seconds. Now also reduces enemy's block chance by 5%.

- Mutating Blue Fire: Initial damage changed from (674 + 1.0*DB) to (450 + 2.0*DB).

- Infernal Blast: Changed to Hex and now deals Spirit damage.

- Warpfire: Cooldown reduced from 13 to 8 seconds. Damage increased from (187 + 0.67*DB) to (187+ 1.0*DB). Additionally each damage pulse reduces your pet's cooldowns by 1 second if they are within range.

Warpfire has been improved in several ways. Damage numbers have improved, it is now affected by Surging Power and it also improves your minions APM. Together with Agonizing Torrent being made castable on the move, we hope this will improve the way Magus PBAoE feels and performs.

- Warp Traversal: New ability available at level 40: Buff. No AP. 45ft range. Instant. 60s CD. Requires a summoned minion. You cannot perform this action while rooted. You cannot perform this action while airborne. - Your daemonic disc connects with your minion through the warp, sending you surging towards your summoning circle. Upon arriving, your disc consumes the daemons life force, allowing you to shrug off one snaring effect as the summoned minion is destroyed.

The Magus has historically had one less ability compared to the Engineer which gave us the opportunity to introduce something new to the kit of the Magus. This is a new mobility tool which uniquely ties into your pet management. In terms of cost and cooldown, it shares a lot with Instability. By having its destination locked to your minions position, we aim to limit its directly offensive use while still allowing the creation of clutch moments by using it to quickly fall back, reposition or juke your enemies.

- Shocking Jolt: Cooldown increased from 20 to 60 seconds. No longer induces a global cooldown and additionally grants Unstoppable for 3 seconds to the affected allies.

- Chaotic Rift: Randomness in pull distance reduced, making the ability more consistent overall.

Morales
- Conduit of Chaos: Reworked to: Buff. Rank 3 morale. Self. Instant. 60s CD. - Focusing the great powers of Chaos for 7 seconds, your movement speed increases by 50% and all your abilities continue to build up while moving.

Conduit of Chaos has been reworked into a strong personal buff that substantially increases your movement speed and allows all of your abilities to build up while moving. Handy for both sticking with or staying away from your enemies.

- Soul Leak: Now additionally removes 720 Morale of the target every 2 seconds.

Pets
- Blue Horror: Armor increased from 1200 to 2400.

- Daemonic Consumption: Cast time reduced from 2.0 to 1.0 second. Damage increased from 6 * (24 + 0.5*DB) to 6 * (60 + 1.0*DB) and now almost always deals critical damage to targets below 50% health.

- Flames of Change: Tick interval reduced from 2.0s to 1.33s.

- Warping Energy: Cast time reduced from 2.0 seconds to instant.

- Coruscating Energy: Damage changed from (75 + 1.5*DB) to (150 + 1.0*DB).

Bug Fixes
- Withered Soul no longer undefendable. (Damage part was not undefendable, but the debuff part was).


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Balance Changes

Summary
- The Path of the Riflemen has strong single target damage and many good tactic choices. However, the turret mechanic and the cooldowns on their DoT abilities prevented a smooth gameplay experience. Therefore, the team has added several quality of life improvements to the Riflemen spec to improve its gameplay, without increasing their maximum potential too much.

- The Path of the Grenadier AoE spec brings good value to warbands and will mostly stay intact except for a change to Sticky Bomb.

- The Path of the Tinkerer is built to get in the face of your enemies to deal AoE damage. Currently the risk versus reward doesn't feel balanced. Therefore Path of the Tinkerer will see some damage improvements.

- Turrets have been reworked to feel more rewarding to play around and use. The damage bonus provided by being near your Turret no longer builds up over time but instead is based only on proximity. Additionally, each Turret type now provides a unique secondary bonus.


Tactics
- Extra Powder: Additionally affects Sticky Bomb.

- Tracer Rounds: Changed to core tactic available at level 35. Now requires the player to be within 30 feet to gain 15% critical hit chance. Otherwise, if the player is within 45 feet they gain 8% critical hit chance.

Moved to Core as it fit the Tinkerer tree the least in terms of playstyle. To compensate it has its range reduced, meaning you have to remain closer to your turret to gain the full benefit.

- Auto-Repair Matrix: New tactic replacing Tracer Rounds as 11 pt tactic in Path of Tinkerer: While you are within 45 feet of your turret, whenever you are healed, your turret is also healed for 50% of the healing. Increases the damage of your turret abilities by 25%.

A new tactic in the Tinkerer tree, which together with an Armor buff to the Flame Turret, should allow the Engineer to play around the Flame Turret better in AoE situations. Of course, it can also be used together with other turrets to increase their damage output, but that would come at the sacrifice of other tactics for your own personal damage.

- Proximity Alarm: Removed.

- Reinforced Casing: Now additionally increases the Ballistic Skill of the player's turrets.

- Stopping Power: Reworked into Drake Shot: Hip Shot and Blunderbuss Blast now deal Corporeal Damage.

Stopping Power has been replaced by the new Drake Shot, giving the Engineer the opportunity to make Blunderbuss Blast (and Hip Shot) deal Corporeal damage.

- Tangling Wire: Damage increased from 6 * (44 + 0.25*DB) to 6 * (50 + 0.38*DB).

- Coordinated Fire: Now additionally causes Signal Flare to be undefendable.

Abilities
- Turrets: The damage bonus you gain from being nearby your turrets is changed to be static based on your vicinity to your turret: While you are within 30 feet of your turret, your damage is increased by 20%. Otherwise while you are within 45 feet of your turret, your damage is increased by 10%.

- Gun Turret: Now gains 100% (up from 75%) of the player's Ballistic Skill, 75% of the player's Weapon Skill (no change) and 25% (down from 50%) of the player's Wounds from item bonuses. The player now gains 10 additional feet range as long as they remain within 30 feet of the Gun Turret.

- Bombardment Turret: Now gains 100% (no change) of the player's Ballistic Skill, 25% of the player's Weapon Skill (down from 30%) and 75% (up from 70%) of the player's Wounds from item bonuses. The player now has their AP cost of abilities reduced by 5 as long as they remain within 30 feet of the Bombardment Turret.

- Flame Turret: Now gains 100% (no change) of the player's Ballistic Skill, 0% of the player's Weapon Skill (down from 10%) and 100% (up from 90%) of the player's Wounds from item bonuses. The player now gains 10% Dodge and Disrupt as long as they remain within 30 feet of the Flame Turret.

- Snipe: Damage increased from (647 + 2.0*DB + 3.0*WDPS) to (647 + 3.0*DB + 3.0*WDPS)

- Napalm Grenade: Damage changed from (99 + 0.3*DB) / (199 + 0.3*DB) / (299 + 0.3*DB) to (99 + 0.3*DB) / (199 + 0.6*DB) / (299 + 0.9*DB)

- Sticky Bomb: Now deals 5 * (60+ 0.35*DB) Corporeal damage over 5 seconds. Explosion damage changed from (248 + 0.38*DB) to (225 + 0.67*DB).

- Bugman's Best: Cast time reduced from 2.0 to 1.5 seconds. Radius increased from 25 to 45 feet.

- Incendiary Rounds: AP cost reduced from 45 to 35. Cooldown removed.

- Signal Flare: Cooldown removed, but can only be applied to a single enemy at a time. Damage and duration changed from 7 * (206 + 0.86*DB) over 21 seconds to 5 * (206 + 0.86*DB) over 15 seconds.

This DoT ability is crucial to the single target damage build of the Engineer. Its long cooldown combined with the cooldown of Incendiary Shot made target swapping particularly difficult for the Engineer. Signal Flare no longer has a cooldown, but can only be applied to one enemy at a time. We feel like this is both a great way to balance the ability, while still fitting within the context of the ability.

- Flashbang Grenade: Projectile speed increased.

- Friction Burn: Damage changed from 3 * (198 + 0.8*DB) to 4 * (176 + 0.6*DB).

- Static Discharge: Damage increased from dealing (187 + 0.75*DB) once to dealing (187 + 0.67*DB) twice. Cooldown increased from 5 to 10 seconds.

The most notable damage buff to Tinkerer is a buff to Static Discharge. This previously lackluster ability will now reward the Engineer of going in melee range for their maximum AoE output.

- Shock Grenade: Cooldown increased from 20 to 60 seconds. No longer induces a global cooldown and additionally grants Unstoppable for 3 seconds to the affected allies.

- Electromagnet: Randomness in pull distance reduced, making the ability more consistent overall.

Morales
- Autoloader: Reworked to: Self. Instant. - For the next 10 seconds, the cooldown of your Gun abilities are reduced by 10 seconds and their chance to critically hit is increased by 25%.

- Mortar Round: Removed so all classes have 3 Morale 2 options.

- Scattershot: Replaced by Unshakable Focus: Self. Instant. - A cold unyielding focus causes your abilities to have 50% less chance to be defended against and their chance to critically hit is increased by 100% for 15 seconds. Additionally, you cannot be set back while casting.

- Artillery Barrage: Now deals 800 damage every 2 seconds to enemies within 25 feet, but additionally reduces the chance of enemies within the Artillery Barrage to defend attacks by 50%.

- Fling Explosives: Reworked to: Damaging. Self. Instant. - You fling packets of explosives all around you, which explode after a short delay, dealing 2400 damage to all enemies within 25 feet.

Pets
- Flame Turret: Armored increased from 1200 to 2400.

- Machine Gun: Damage changed from (37 + 1.5*DB) to (150 + 0.5*DB)

- Shock Grenade: Cast time reduced from 2.0 to 1.0 seconds and damage increased from (199 + 1.5*DB) to (225 + 1.5*DB).

- High-Explosive Grenade: Cooldown reduced from 8 to 6 seconds.

- Flamethrower: Cast time reduced from 2.0 seconds to instant and damage type changed from Physical to Corporeal.

- Steam Vent: Damage changed from (75 + 0.5*DB) to (150 + 1.0*DB).

Bug Fixes
- Signal Flare no longer undefendable. (Damage part was not undefendable, but the debuff part was).


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Balance Changes

Summary
- The Path of Big Shootin' has been improved by increased synergy with Gas Squig and a reworked Poison Arrer. Offering a more competitive alternative next to the current ranged "meta" playstyle revolving around Quick Shootin' abilities and tactics combined with Finish Em Off.

- The Path of Bouncing now has its Morale 4 ability back at 15p. It has also been given a few new or improved effects and tactics for those who want to play a pet-using, more ST focused, melee build. In terms of AoE, they have gotten a slight improvement to their output with the change to Da Smell Dont Bother Me.

- We've slightly reduced the size of the game's largest toolkit, but done so in a way we think doesn't take away from the overall feel and fun of the class or its versatility.

- The uptime of pressure available to the current Quick Shootin' build has been toned down.

- The Squig Herder now follows the norm when it comes to number of Morale-abilities and their placement.

- AP costs have been equalized between many of the near-mirror abilities shared with the Shadow Warrior.


Tactics
- Aimin' Quickly: Moved to 7 pt in Path of Big Shootin'. No longer reduces cast time of Poison Arrer. Instead causes What Blocka? to reduce the target's Corporeal Resistance by 360.

- I Feelz Yer Pain: Moved to 11 pt in Path of Big Shootin' and reworked to: Poison Arrer's duration is increased to 7 seconds and the poison damage deals 10% more damage for each 10% health missing on the target.

- Sharp Toofs: Now additionally causes Git Em! To increase the player's Auto Attack Damage by 25% for 10 seconds.

- Sneaky Bouncin': No longer grants more Armor when using Squig Armor (this is moved to Da Smell Don't Bother Me, below).

- Sneaky Git: replaced by Da Smell Don't Bother Me: Your Squig Armor grants an additional 50% of armor from items and your attacks deal an additional 187 corporeal damage against any target affected by Bad Gas!.

- Shootin' Quicka: No longer increases the Auto Attack Speed of your Pet.

Quick Shootin' has lost a bit of its constant sustain dps by Shootin Quicka no longer affecting the pet.

- I Got Lots: Now available at level 15 and additionally reduces Farty Squig's cooldown to 10 seconds.

- Tastes Like Stunty: New tactic replacing Da Smell Don't Bother Me (available at level 39): You and your squig now heal for 100% of the damage that you, respectively, deal with Git Em!.

- Say Hello to My Lil' Fren-zy!: New tactic available at level 37: The Cooldown of Squig Frenzy is reduced by 20 seconds. Activating Squig Frenzy resets your Squigs Cooldowns.

Abilities
- Poison Arrer: Reworked to: Ailment. 30AP. 100ft range. 2.0s cast. 10s CD. - Deals (300+2.0DB+2.0WDPS) Corporeal damage to your target and poison them, dealing an additional 5*(75+0,5DB) Corporeal damage over 5 seconds.

Poison Arrer and I Feelz Yer Pain has been reworked and Aimin' Quickly has been changed in order to provide a set of synergizing mastery investments for those who wish to lean into the Big Shootin' playstyle, trading mobility for more reach and a high burst/pressure window.

- Finish 'em Off: Damage above 30% health reduced from (299 + 1.5*DB + 2.0*WDPS) to (262 + 1.5*DB + 1.5*WDPS)

- Bad Gas!: Now requires Squig Armor.

- Tastes Like Stuntie: Removed

- Outta My Way!: Moved to 13 pt in Path of Bouncin'. Now, targets cannot be knocked back more than once every 1.5 seconds (similar to Wind of Insanity).

- What Blocka?: AP cost reduced from 40 to 35 AP. Duration increased from 10 to 15 seconds.

- Explodin' Arrer: Damage type changed from Elemental to Corporeal Damage.

- Lots o' Arrers: AP cost reduced from 30/s to 25/s. Flight Speed increased.

- Squig Armor: Now grants 792 Armor instead of half the amount gained from items.

Squig Armor no longer provides armor based on your gear at baseline, but instead a flat buff. For builds going deep into Bouncing, the option to keep some extra leverage on armor from talismans and equipment remains available via Da Smell Don't Bother Me.

- Ard Noggin: No longer reduces threat generated by your pet. Instead increases the damage of your pet by 25% for 3 seconds.

- Cut Ya: Removed.

- Drop That!!: Damage reduced from (225 + 1.5*DB) to 187 Proc damage.

Drop That! has had its damage reduced and turned into the non-scaling type in order to reduce the damage available off-GCD, especially when combined with Squig Beast and/or Squig Frenzy. This aligns with changes done to similar abilities in the White Lion's kit during the MDPS phase.

- Kaboom: Radius reduced from 30 to 25 feet. Damage reduced from (412 + 1.0*DB) to (225 + 1.0*DB).

- Run 'n Shoot: Damage increased from (150 + 1.5*DB + 1.5*WDPS) to (187 + 1.5*DB + 1.5*WDPS)

Morales
- Wind Up Da Waaagh!: Now available again as 15 pt Morale in Path of Bouncin'

- Arrer O' Mork: DoT part now deals 1200 damage over 5 seconds, down from 10 seconds.

- Step On Da Gas!: New morale ability replacing of Squig Goo (which itself got replaced by Crippling Barrage): Buff. Rank 2 morale. 100ft range. Instant. 60s CD. - You send one of your least favourite squigs to motivate one of your group members. The squig will chase them around for 10 seconds, increasing their movement speed by 30% for the duration. The squig constantly expels fumes, granting a barrier absorbing 240 damage every second to group members within 25ft of the target.

A new Morale 2 has been added to make the number of options equal to other classes. Here SHs will find a new tool for providing your group members with utility and a bit of defence. Squig Goo's effect has been moved to the new archetype Morale 2, Crippling Barrage, which will be available to all physical RDPS.

Pets
Pets have had various balance changes to both their stats and their abilities. We hope this brings the roster closer to each other in terms of viability. Melee pets can once again be summoned on the move from inside the Squig Armor.

- Summon Squig: Armor increased from 2400 to 3000. Can now be summoned on the move while in Squig Armor.

- Horned Squig: Now gain 50% of the player's Wounds from Items instead of Toughness. Can now be summoned on the move while in Squig Armor.

- Gas Squig: Now gains 100% (no change) of the player's Ballistic Skill, 50% of the player's Weapon Skill (down from 100%) and 50% (up from 0%) of the player's Wounds from item bonuses.

- Spiked Squig: Now gains 100% (down from 150%) of the player's Ballistic Skill and Weapon Skill (up from 50%).

- Goop Shootin': Cast time reduced from 2.0 to 1.0 seconds. Old Frenzied effect removed. Now applies 1 stack of Goop for 10 seconds, stacking 2 times. Your Big Shootin' hits will consume one stack of Goop to deal an additional (150+1.5DB) Corporeal damage. While frenzied, Goop Shootin' applies two stacks of Goop.

- Spore Cloud: Damage type changed from Physical to Corporeal. Old Frenzied effect removed. Now additionally reduces the enemy's chance to dodge by 10% for 10 seconds. While Frenzied, your next ability hit against a target affected by Spore Cloud will almost always critically hit.

- Gore: DoT increased from 5 * (20 + 0.23*DB) to 5 * (45 + 0.3*DB).

- Head Butt: Cooldown and duration reduced from 20 to 10 seconds. Damage increased from (112 + 1.5*DB) to (150 + 1.5*DB).

- Poisoned Spine: Old Frenzied effect removed. Now, While frenzied, your squigs auto attack haste is increased by 50% for 5 seconds.

- Spine Fling: Frenzied effect reduced from 50% faster tick interval to 25% faster tick interval.

- Squig Squeal: No longer increases the Pet's damage on the target. Instead, while Frenzied, taunted enemies also deal 30% less damage for the duration.

Bug Fixes
- Shrapnel Arrer: Now an Ailment

- Squig Frenzy: Updated tooltip


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Balance Changes

Summary
- Festering Arrow has been reworked in a way that allows Path of the Scout to remain the go-to for ranged burst, while giving more counterplay opportunities for those on the receiving end.

- Path of the Skirmisher will see a reduction in AoE damage output by adjustments done to Lileath's Arrow, Split Arrows and Steady Aim. Spiral-Fletched Arrow and Broadhead Arrow now have their default range set to 65ft but the path will once again have access to a tactic that increases the range of all its targeted abilities.

- Underused tactics have been improved or reworked to provide more potential options without necessarily becoming new staples.

- The Assault SW has been turned away from a stance-camping playstyle with high passive mitigation and towards a more fluid high risk/reward hybrid range opportunist.

- AP costs have been equalized between many of the near-mirror abilities shared with the Squig Herder.


Tactics
- Guerilla Training: Moved to core tactic, available at level 37 and reworked into: After switching stance your action point costs are reduced by 25% for 5 seconds. You gain an additional bonus for 5 seconds, based on the stance that you enter:
* Scout Stance - Auto attack damage increased by 25%.
* Assault Stance - Incoming damage reduced by 15%
* Skirmisher Stance - Movement speed increased by 20%.

Guerilla Training is now a base line tactic and has received unique bonuses for the different stances, meaning permanent increased movement speed is no longer possible with the tactic alone.

- Leading Shots: Moved to 3 pt tactic in Path of The Scout and critical hit bonus increased from 8 to 10%.

- No Quarter: Moved to 7 pt in Path of the Scout. No longer affects Festering Arrow. Instead now additionally causes Acid Arrow to reduce the target's Corporeal Resistance by 360.

- Enchanted Arrows: Moved to 11 pt in Path of the Scout. Reworked into Accelerated Decay: Festering Arrow deals damage an additional time after 4.5 seconds.

- Merciless Soldier: Now also increases critical damage of damage over time effects.

- Split Arrows: Damage reduction of Spiral-Fletched Arrow and Broadhead Arrow increased from 20 to 30%.

- Keen Arrowheads: Reworked to: Increases the durations of Broadhead Arrows to 21 seconds and Takedown to 15 seconds and increases the armor penetration of Lileath's Arrow and Barrage by 15%.

- Powerful Draw: Reworked to: Increases the ranges of all Path of The Skirmisher abilities by 15ft.

- Smoldering Arrows: Reworked to: Flame Arrow's initial hit will now interrupt enemies and its damage over time is increased to 5 * (150 + 0.65*DB) Corporeal damage.

- Distracting Rebounds: Replaced by Bolstering Fervor: The cooldown of Hunter's Fervor is reduced by 30 seconds and affected group members gain 20 Morale per second.

- Blood-Soaked War: Reworked into: Draw Blood will now heal you for 75% of the damage dealt.

Abilities
- Eye Shot: Moved to Path of The Skirmisher, available at level 18. AP cost increased from 20 to 30 AP. Now requires Scout or Skirmish Stance. Ranged reduced from 100 to 65 feet. Damage increased from (75 + 1.5*DB + 1.5*WDPS) to (187 + 1.5*DB + 1.5*WDPS). Now has the following additional effect: Your melee attacks deal an additional 112 damage to the target (same duration at the initiative debuff).

Moved back to being more similar to its mirror in terms of Mastery Path and range. Now has a new effect rewarding players for well timed use of their stances and hybrid-range capability.

- Glass Arrow: Moved to 5 pt ability in Path of The Scout. Damage reduced from (199 + 1.5*DB + 2.0*WDPS) to (199 + 1.5*DB + 1.5*WDPS).

- Festering Arrow: Reworked to: Ailment. 30AP. 100ft range. 1.0s cast. 10s CD. Requires Scout Stance. - You fire a festering arrow dealing (187+1.5DB+1.5WDPS) Corporeal damage. After 9 seconds the target takes (187+1.5DB+1.5WDPS) corporeal damage. This damage is increased by 10% each time you hit the target, up to 100%. If you are Vengeful, Festering Arrow instantly gains 5 stacks. This ability will continue to build up even if you move.

Festering Arrow has had its damage moved from being fully frontloaded to a mainly backloaded delivery. In combination with the tactics Rapid Rot and No Quarter, this gives the Scout SW a bit more to fill its ST rotation with and shifts the focus to building up the DoTs stacks and bursting on the 5s or 10s timestamp. While Festering Arrow becomes move-cast, we intend the playstyle around it to still be more stationary than that of the skirmish ST build, as you would need to use stationary abilities if you want to maximize damage output and stack rate. When it comes to playing against the ability, the target now gets a clear debuff timer to track and the damage can be reduced or removed by either denying the SW the opportunity to build stacks or by cleansing.

- Fell The Weak: AP cost reduced from 35 to 30 AP. Damage to target's below 30% health reduced from (862 + 1.5*DB + 3.45*WDPS) to (825 + 1.5*DB + 3.0*WDPS). Now has the following additional effect: If you are Vengeful, landing a killing blow with this ability resets the cooldown of your stances and Fell The Weak.

- Shadowstep: Reworked to: Buff. 30AP. 45ft range. 1s cast. 20s CD. Requires Assault Stance. You cannot perform this action while rooted. You cannot perform this action while airborne. - You merge with the shadows and appear at your target within the blink of an eye, striking them for (112+1.5DB+1.5WDPS). If the target dies within 10 seconds, the cooldown of Shadowstep is reduced by 15 seconds. Can't be used if there is a too big height difference between you and your target or if you are airborne.

Shadowstep has historically been lacking when compared to its gap closing peers. This rework will hopefully help the ability to better live up to its name and tooltip, as the gap is now closed in an instant once the cast completes. By having a longer base cooldown than most other gap closers and replacing the old defensive buff with a new way of reducing the cooldown on successfully killing the target, we want to promote using shadowstep offensively while limiting its efficiency as defensive mobility.

- Crosscut: Moved to core ability in Path of Assault, available at level 25. No longer has a Vengeful effect.

- Blurring Blade: New ability at 9 pt in Path of Assault: Enchantment. 35 AP. 5 ft range. Instant. 30s CD. Requires Assault Stance. - You become one with the shadows, increasing your chance to Parry, Dodge and Disrupt by 35% for 5 seconds, then striking your enemy for (262+1.5*DB+1.5*WDPS) damage.

With Path of Assault shifting into a more high risk, high reward playstyle with lower innate defense, Sweeping Slash has made way for Blurring Blade; A new brief but strong defensive tool.

- Exploit Weakness: Now has the following additional effect: If you are Vengeful, the target's movement speed is reduced by 40% for 6 seconds.

- Lileath's Arrow: Moved to 5 pt ability in Path of the Skirmisher. Cast time increased from 0.5 to 1.0 seconds. Damage reduced from (348 + 1.2*DB + 2.0*WDPS) to (337 + 1.2*DB + 1.5*WDPS)

- Shadow Sting: AP cost increased from 30 to 35 AP.

- Acid Arrow: Debuff duration increased from 10 to 15 seconds.

- Rapid Fire: Cooldown increased from 7 to 8 seconds. Flight Speed increased. Damage increased from (112 + 0.5*DB + 0.75*WDPS) to (150 + 0.5*DB + 0.75*WDPS). Now has the following additional effect: If you are Vengeful, Rapid Fire will remove up to one damage absorbing effect.

- Flame Arrow: Moved to core ability in Path of the Scout, available at level 14. Range increased from 65 to 100 feet. Now requires Scout or Skirmisher Stance. Initial damage changed from (187 + 1.0*DB) to (112 + 0.75*DB + 1.5*WDPS). Damage over time effect changed from 3 * (101 + 0.5*DB) Elemental damage over 9 seconds to 5 * (66 + 0.25*DB) Corporeal damage over 15 seconds.

This will provide Scout builds with an additional option to help prevent Festering Arrow from being cleansed

- Throat Shot: AP Cost increased from 25 to 30 AP.

- Grim Slash: Now has the following additional effect: Your next ranged ability within 10 seconds has its chance of being defended reduced by 100%.

- Brutal Assault: Vengeful effect changed to reduce its cooldown by 2 seconds.

- Draw Blood: Now has a 5 second cooldown. No longer usable in Skirmish Stance. Now when Vengeful, its duration is increased by 6 seconds.

- Swift Strikes: Damage increased from (93 + 0.5*DB + 0.75*WDPS) / (187 + 0.5*DB 0.75*WDPS) to (112 + 0.5*DB + 1.0*WDPS) / (187 + 0.5*DB 1.25*WDPS). Vengeful effect changed, now increasing your movement speed by 40% for 1 second each time you hit an enemy.

- Counterstrike: Now has the following additional effect: If an ability is interrupted, that ability has 5 seconds added to its cooldown while your next ability within 10 seconds has its cooldown reduced by 5 seconds.

A new reward for successfully interrupting your opponents key abilities.

- Sweeping Slash: Removed.

- Opportunistic Strikes: Reworked and now available at level 40: Ailment. 35AP. 5ft range. Instant. 10s CD. Target must be facing away from you. Requires Assault Stance. - A Precision attack that deals (112+1.5DB+1.5WDPS). As long as you remain within 25 feet of your target, you continue to slash them every 2 seconds for up to 6 seconds dealing (75+0.75DB+0.75WDPS) with each hit. If the target is ailing, your Strength is increased by 150 for 20 seconds.

A new impactful tool for the Assault Shadow Warrior. The unique behavior of this ability allows its hits to act as Direct Damage rather than a normal DoT effect.

- Broadhead Arrow: Range reduced from 100 to 65 feet.

- Spiral-Fletched Arrow: Range reduced from 100 to 65 feet.

- Flanking Shot: Now has additional effect: If you are Vengeful, this attack may be used from any position.

- Scout Stance: No longer grants 100 Initiative, instead grants 5% strikethrough.

- Assault Stance: 35% Auto Attack speed replaced by 35% Auto Attack damage. No longer grants more Armor, instead grants 100 Initiative.

The Assault Shadow Warrior has undergone a long list of changes, including the Stance itself. The Armor-doubling in Assault stance has been removed and new or improved defensive cooldowns have been made available to help you survive while moving in and around melee combat. Our goal is to have more interesting, unique and rewarding gameplay in the smaller, single-target focused, scale of combat that the Assault Shadow Warrior specializes in. To compensate for becoming less stout, the damage potential of the Mastery Path of Assault is improved in several ways.

- Skirmish Stance: No longer grants 100 Toughness, instead grants 100 Initiative.

- Distracting Shot: Now has the following additional effect: While using Assault Stance the duration of Distracting Shot is reduced to 5 seconds but you will additionally detaunt all enemies within 25ft around you.

This provides the Shadow Warrior with another tool to help survive when suddenly being focused by several enemies while in melee range.

- Steady Aim: Now only affects your offensive target (meaning if you use an AoE attack, only your offensive target will take an additional 25% critical damage).

Morales
- Rain of Steel: Reworked to: Debuff. Rank 4 morale. 100ft range. Instant. 60s CD. Requires Line of Sight. - Your targets Armor is reduced by 1320 and their Resistances are reduced by 480 while all enemies within 20 feet of the target take 300 damage per second. This effect refreshes every second up to 30 seconds as long as you remain stationary and within range of the target.

- Whirling Rage: Reworked to: Damaging. Rank 4 morale. Self. Instant. 60s CD. - Your movement speed is increased by 30% and you become immune to snares and root for 10 seconds. You slash at enemies within 25ft dealing 300 damage each second for the duration.

- Penetrating Arrow: Damage over time effect now deals 1200 damage over 5 seconds instead of 1200 damage over 10 seconds.

- Lileath's Forgiveness: Action Point gain replaced by: Your armor is increased by 1320 and all your resists are increased by 480 for 1 second per effect removed, up to 10 seconds.

- Ambush: Reworked to: Buff. Rank 2 morale. Self. Instant. 60s CD. - You become invisible and gain a barrier absorbing up to 1800 damage over 10 seconds. You remain invisible until the barrier is broken or removed. Using any ability while invisible consumes the barrier and makes your next attack within 5 seconds deal an additional 1200 damage. (Old Ambush effect now on Crippling Barrage).

A new Morale 2 has been added to make the number of options match that of other careers. Invisibility was something we felt fits very well with the class fantasy of the Shadow Warrior. At the same time invisibility on a ranged dps can be tricky to balance and frustrating to face. Hopefully this implementation can make it feel fair for both sides. It being a Morale prevents SWs from entering stealth out of combat and increases opportunity cost. The absorb can be of good use defensively but is mainly there to limit the effectiveness of the vanish if used while under heavy focus, as it would break quickly from DoTs/AoE and thus end the invisibility while also denying the SW the follow-up damage. The old functionality of Ambush can now be found in the archetype Morale Crippling Barrage.


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Balance Changes

- Trained to Threated: Toughness transferred from gear reduced from 100% to 75%. Now gains 25% from the player's Armor.


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Balance Changes
The priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so. Hence you will find a couple changes to Witch Elf and Witch Hunter specifically aimed at that. The nerf to Sacrificial Stab is aimed also at group play.

- Shadow Leap: Cooldown now resets on Killing Blow instead of resetting on stealth.

- Shadow Prowler: Now has a maximum duration of 30s. When you are hit 10 times while in Stealth, you will lose Shadow Prowler.

- Witchbrew: Duration reduced from 60 to 30 seconds.

- Sacrifices Rewarded: Internal cooldown increased from 3 to 6 seconds.

- Kiss of Doom: Now reduces the damage of your Kisses by 50%, but heals for 200% of the damage dealt.

- Sacrificial Stab: Armor Penetration now scales with Bloodlust from 20-40-60-80-100% with 1 to 5 Bloodlust. Now always snares the target for 40% for 5 seconds. Base damage reduced from 131-175-220-262-307 to 131-161-195-228-262 damage for 1-5 Blood Lust.


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Balance Changes

- Incognito: Now has a maximum duration of 30s. When you are hit 10 times while in Stealth, you will lose Incognito.

- Sanctified Bullets: Now reduces the damage of your Blessed Bullets by 50%, but heals for 200% of the damage dealt.

- Atonement: Critical hit chance bonus on Burn Away Lies reduced from 25% to 15%. Critical hit chance bonus remains 25% for Absolution.


RvR
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- The central point of the warcamp debuff (for fighting too near to the opposing realm's warcamp) in Caledor has been moved from near the siege weapon merchant to near the Resource drop-off banner.

- Supply Boxes now snap to the ground when spawning and dropped. This should make it so they do not float on dying in the air and it should hopefully also address boxes spawning slightly underground on some BOs

- Banners can no longer be planted near the postern

T2 and T3 Keep Lords
- Keep Lords in T2 and T3 have had their armor reduced by ~20%, as many of these were taking longer than intended to kill.
- Destruction's Keep Lord in Saphery no longer has a lifetap tied to its AOE ability, to better mirror the lords.


Itemization
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General Statement
With the introduction of War Emblems, obtained from Scenarios and Scenario Weeklies, our intention is to have three progression paths for PvP players to obtain items:

- First is the general War Crest route which players can use to purchase weapons, accessories, and armor.

- Second is the RvR route which combines Genesis Crests and War Crests to purchase weapons and accessory sets. Genesis Crests account for a 12 War-Crest conversion rate, making them worth more from RvR bags than the War Crest payout.

- Finally, there is the SC route which combines War Emblems and War Crests to purchase weapons, with accessory sets planned in a future patch.

Weapons
- Tome Unlocks have been rebuilt for weapons in order for us to shift weapon purchasing to use tome unlocks instead of weapon trade-ins. In general, the Achievements - Armory section has been cleaned up with a lot of unused unlocks being removed so players do not have unobtainable ?s

- Reverence/Anathema weapons no longer require the previous tier of weapons to be traded in, only the tome unlock for purchasing that weapon.

- Supremacy/Infamy weapons require the tome unlock from Reverence/Anathema.

- The next tier of War Crest weapons have been added to vendors: Of Supremacy and Of Infamy

- The Besieger weapons now additionally cost 65/130 (1h/2h) War Crests to match the cost of other PvP weapons.

- Subjugator no longer requires Besieger weapons to be traded in. Subjugator weapons now additionally cost 280/560 (1h/2h) War Crests to match the cost of other PvP weapons.

- Fortress weapons no longer require Subjugator weapons to be traded in, and now instead of the Invader Ward unlock, will require the tome unlock for the Subjugator weapon. The War Crest cost has been lowered from 800/1600 (1h/2h) to 620/1240. These weapons now require 15/30 (1h/2h) Genesis Crests to purchase. The gold cost has been removed. These weapons have been moved from the vendors selling Invader gear to the vendors utilizing Genesis Crests.

Armor
- The cost of Decimator/Braggart pieces have changed as follows: Chest from 40 -> 45 War Crests; Boots from 22 -> 20 War Crests; Belts from 13 -> 10 War Crests. The total cost of the sets remains unchanged.

- The cost of Obliterator/Challenger pieces have changed as follows: Chest from 50 -> 55 War Crests; Gloves from 24 -> 25 War Crests; Boots from 28 -> 25 War Crests; Helm from 40 -> 45 War Crests. The total cost of the set has gone from 142 -> 150 War Crests.

- The cost of Devastator/Duelist pieces have changed as follows: Chest from 61 -> 65 War Crests; Gloves from 29 -> 30 War Crests; Boots from 34 -> 30 War Crests; Helm is unchanged; Shoulders from 46 -> 50. The total cost of the sets has gone from 220 -> 225 War Crests.

- The cost of Annihilator/Mercenary pieces have changed as follows: Chest from 98 -> 95 War Crests; Gloves from 46 -> 45 War Crests; Boots from 54 -> 45 War Crests; Helm from 81 -> 70 ; Shoulders from 73 -> 70. A belt will be added in the upcoming armor rework at a cost of 25 War Crests The total cost of the sets has gone from 352 -> 350 War Crests; or 325 excluding the future belt.

- The cost of Conqueror/Dominator pieces have changed as follows: Chest from 216 -> 225 War Crests; Gloves from 102 -> 115 War Crests; Boots from 119 -> 115 War Crests; Helm from 178 -> 170; Shoulders from 162 -> 170; Belt from 72 -> 55. The total cost of the sets has gone from 849-> 850 War Crests.

- The cost of Vanquisher/Oppressor pieces have changed as follows: Chest from 430 -> 450 War Crests; Gloves from 204 -> 225 War Crests; Boots from 237 -> 225 War Crests; Helm from 355 -> 335; Shoulders from 322 -> 335; Belt from 143 -> 110. A Backpiece will be added with the armor rework at a cost of 170 War Crests to put the set in line with other sets in its bracket (Vale-Walker, Onslaught, Sentinel). The total cost of the sets has gone from 1691-> 1850 War Crests with the backpiece, or 1680 without.

- The cost of Invader pieces have changed as follows: Chest from 936 -> 1000 War Crests; Gloves from 444 -> 500 War Crests; Boots from 515 -> 500 War Crests; Helm from 772 -> 750; Shoulders from 701 -> 750; Belt from 312 -> 250; Jewelry 887 -> 875. A Backpiece will be added with the armor rework at a cost of 375 War Crests. The total cost of the sets has gone from 4567 -> 5000 War Crests, or 4625 War Crests without the backpiece.

- The cost of Triumphant/Victorious pieces have changed as follows: Chest from 1360 -> 1000 War Crests; Gloves from 752 -> 500 War Crests; Boots from 648 -> 500 War Crests; Helm from 1128 -> 750; Shoulders from 1024 -> 750; Belt from 456 -> 250; Jewelry from 9999 -> 2190; Back from 628 -> 375. The total cost of the sets has gone from 16,127 -> 6315 War Crests.
*Note: In a previous statement it was said that the Jewelry would cost 2000, however after new formulas the price as changed slightly. Overall it is still a significant reduction in cost.

- The cost of Warlord pieces have changed as follows: Chest from 1495 -> 2000 War Crests; Gloves from 709 -> 1000 War Crests; Boots from 822 -> 1000 War Crests; Helm from 1233 -> 1500; Shoulders from 1120 -> 1500; Belt from 498 -> 500; Jewelry from 1417 -> 1750; Back from 628 -> 750. The total cost of the sets has gone from 7922 -> 10000 War Crests.
The increase in costs is due to the set being brought to the same level as Sovereign in the upcoming armor rework.

- The cost of Sovereign pieces have changed as follows: Chest from 1950 -> 2000 War Crests; Gloves from 924 -> 1000 War Crests; Boots from 1073 -> 1000 War Crests; Helm from 1608 -> 1500; Shoulders from 1461 -> 1500; Belt from 649 -> 500; Jewelry from 1849 -> 1750; Back from 819 -> 750. The total cost of the sets has gone from 10333 -> 10000 War Crests.


PVE
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Quality of Life

- Thanks to a player suggestion, two portals have been added to every starting zone.
- New characters will find these portals available shortly after being zoned in following character creation.
- The portals lead to the starting zones of the other classes within that character's realm.
- For example, Chaos players can now take a portal soon after creation to the Dark Elf starting zone, or to the Greenskins starting zone, and so on.
- This makes it easier for new or alt characters to explore and level alongside friends who chose a different starting class within the same realm.


Scenario
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New Vendors & Weapons

- Four new vendors have been added to all Cities.
- Over 800 new weapons have been added to the game across these vendors.
- Weapons are purchased using a combination of War Crests and War Emblems gained from Scenarios.
- Pricing scales by tier, with War Emblems reducing the War Crest cost at higher tiers.

War Emblem Currency

- A new Emblem currency has been introduced, earned through Scenario play.
- Emblems do not replace War Crests, they work alongside them to discount Scenario weapon costs.
- Weapons only for now, no armor changes at this time.
- Accessory sets are planned for a future update.
- Emblem payout per scenario is set at half the War Crest rate.
- The Weekly Scenario track now offers 20, 40, and 60 Emblems.

War Emblem Merchant - Potion Crates

- One of the four new vendors in each city is the War Emblem Merchant, selling crates that each contain a single potion.
- These crates are purchased using War Emblems.
- Novice Crates can be opened by characters up to level 40, but will only ever contain potions up to level 10 quality.
- Seasoned Crates cannot be opened by characters under level 16, can be opened up to level 40, and will contain potions up to level 30 quality.
- The potion contained scales to the opening character's level, within the crate's quality cap.
- Potions from these crates are Green quality.
- Pricing is currently set steeper than intended long term, this is a trial run.
- The goal is to give new players easier access to leveling potions without undercutting the existing Apothecary or Auction House economy.
- Pricing and availability may be adjusted, or this system removed, in future patches based on how it performs.
- More items will be added to this vendor over time, player suggestions are welcome.

Weekend Warfront & Weekly Scenario Adjustments

- Weekend Warfront bonus drops from 50% to 25%.
- All item rewards have been removed from Weekend Warfront.
- Base Scenario renown has been increased by a flat 20% to offset the change and encourage regular weekly Scenario play.
- A new Scenario Weekly system has been added, rewards are now tied to points earned in Scenario play.
- Points gained in a Scenario convert directly to contribution points toward your Weekly total, for example 500 points earned equals 500 contribution points.
- 5000 contribution points is the current Tier 3 reward threshold.

Scenario Duration

- Scenario time limit reduced from 15 minutes to 12 minutes.
- Surrender timer is unchanged for now.

Flag Carrier Exhaustion

- The exhaustion debuff has been reworked to be more gradual and to kick in sooner.
- Incoming damage increase and speed reduction now scale harder the longer a flag is held.

Nordenwatch - Developer Note

- Nordenwatch is now the first scenario fully switched to a hybrid state machine and Lua control system.
- No function of the scenario has changed for players, this is purely a backend change.
- This serves as the first test case for porting all scenarios to an easier coding method, opening the door for more developers who aren't as C# inclined to contribute to scenario work.

Talabec Dam (PLEASE TEST THIS)

- Talabec Dam has been reworked from a bomb carrying scenario into an escort scenario, introducing a brand new mechanic never before seen in RoR.
- Previously, players picked up the bomb from the center of the map and carried it to the enemy's bridge themselves.
- Players now escort a giant that spawns in the center of the map and carries the bomb toward the enemy's bridge.
- Points are awarded at three milestones along the march to the bridge.
- A final point award is granted when the giant plants the bomb at the bridge and it explodes.


Content
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New Pure Talismans
- A new +25 Talisman type, named "Pure", can now be earned via vendors in each capital city. Order players should look for Fina the Flawless and Destruction players for Pryda the Pure, both located not far from the Soulstone vendors. These Talismans are designed to become the new end-game grind in place of the previous Triumphant/Victorious rings.

- Pure Talismans require a Pure Essence and a Potent (+24) Talisman to complete the upgrade. Pure Essence is a new item that requires 1000 War Crests, 3 Champion's Marks, and 100 gold to purchase.

- Pure Talismans can be traded, mailed, and sold on the Auction House. This is intentional both to to allow players who might purely play PvP or PvE additional methods to acquire them, and to create a player market around these items to reward longtime veterans.

Dungeon: Lost Vale

- A new Speed Run Quest has been added to the Lost Vale. As this quest has a challenging timer of 1 hour 15 minutes, it will award 2x Champion's Marks to successful parties. This quest can be started at either Jarlson the Blacksmith (Destruction) or Sammog the Smith (Order).

- New Quality-of-Life Teleport: We noticed many parties leaving group after clearing the first wing in order to more quickly begin the second wing. We've added a new teleport in Dralel's cave after defeating the boss that will fast travel players closer to the next wing, so they don't need to re-buff, re-guard, or wait through the loading screens.

- For those with fast load times, overall time to Wing 2 should be almost the same or slightly faster; those with slower PCs should be able to save even more time now!

Dungeon: Hunter's Vale

- A new repeatable Speed Run quest has been added to Hunter's Vale, which awards a Champion's Mark. Begin this quest inside the Dungeon at the Spirit of the Vale NPC on the left.

Dungeon: Mount Gunbad

- Blaz and Velkyrixx have been fixed so that Blaz' enrage will now properly vanish if the party wipes.

Dungeon: Bastion Stair

- Skull Lord Var'Ithrok has more range for his punt now, and a new ability that he can cast if his current target is distant. Groups trying to tank him far from the fire circle are warned: Khorne does not appreciate cowardice in fights.


Guilds
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- Implemented vote to kick from alliance feature for guilds. For it to pass at least half of the alliance members leaders needs to vote yes for the kick (rounded up). This means for a 3 guild alliance at least 2 leaders need to vote yes.


Bug Fixes
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- The appearance of the Fortress Tome has been fixed.
- AoE pet abilities will now also fire when there are NPCs within range, instead of only working when there is an enemy player in range. [25460]
- Stop hittin' me! can no longer be shattered off the enemy by your allies.
- Touch of Rot should now trigger damage when enemy hits with a melee ability.
- Vehement Blades now matches trigger behaviour of Touch of Rot and has its tooltip updated.
- Seeping Wound no longer has a chance to slow when using Tainted Wound tactic.
- Waves of Chaos level requirement now matches the level it is available at.
- Fixed an issue where divine altar could remain unusable if a player crashes or logs off within 60 seconds of interacting with divine altar [25497]
- Fixed a bug where the realm lock would not remember the end time correctly and instead always set it to 1h on login
- IC throne room scenario side portals no longer remove the user from the scenario instance [25537]
- Throwing Arm tooltip clarified [25541]
- Flame's Kiss now actually makes Flickering Red Fire and Rend Winds undefendable [25561]
- Git to da Choppa and Furious Stompin level requirements have been corrected [25568]
- Fixed text errors in numerous quests [25578]
- Corruption tooltip is now more clear on what it does [25579]
- Bitter Wood Silkenwrap, Bitterspring Bits Keepa, and Bitterspring Waistwrap now have caster stats [25581]
- Bellow Commands and Power from the Gods now have more concise descriptions
- Rough Gunbad Emerald now has Wounds as its secondary stat instead of Intelligence as intended per the rework
"Courage, Honor, Loyalty, Sacrifice. You're braver than you think."

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wardfan220
Posts: 201

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#2 » Fri Jul 24, 2026 2:12 am

Any word on fixing the bugging out of Kaarn the Vanquisher? Everyone moves him to the stairs to avoid the adds.

Also, isn't the rDPS patch supposed to align more with Melee? It seems the ranged is getting buffed (well except order), this is going to make melee even less relevant.
Ninjas - RP, NinjasTank - IB, NinjasSlayer - SL
The Altdorf First Legion

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vanbuinen77
Posts: 411

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#3 » Fri Jul 24, 2026 2:27 am

- Heart of Fire: Reworked to: Self. Instant. - Removes all Hexes, Curses and Ailments from group members within 100 feet.


This group cleanse is way too strong, more so is multiple bw are in a grp or wb.
Malificatium-Magus
Malificatiium-Shaman
Malificatiiium-Chosen
Unlimited-White Lion

Endari
Posts: 182

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#4 » Fri Jul 24, 2026 2:49 am

Emissary wrote: Fri Jul 24, 2026 1:10 am Morale
- Shatter: Removed
The Balance Team has moved away from certain classes having too many Morale Abilities. Hence we remove Shatter from the Sorcerer. Of course, you can still use Focused Mind as an offensive morale option for AoE bombing.
So you think the Sorc with its 10 core morale abilities has too many?

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Brew
Posts: 114

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#5 » Fri Jul 24, 2026 2:53 am

You should lock these threads, people just copy/paste 1 change out of context and just put ???? afterwards.
<Art Supplies>

Shogun4138
Posts: 310

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#6 » Fri Jul 24, 2026 2:57 am

Stealth classes are done. So many other mdps are a better choice for groups. Sac stab nerfed and BAL still does the same without having to deal with armor. Tell me this game isnt biased to order and Ill ask you, where do the Devs play..

Listening to another GM, I also may shut down the guild.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

Endari
Posts: 182

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#7 » Fri Jul 24, 2026 2:58 am

Brew wrote: Fri Jul 24, 2026 2:53 am You should lock these threads, people just copy/paste 1 change out of context and just put ???? afterwards.
I know right! How dare people post their opinions and questions on a forum!

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Faraso
Posts: 106

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#8 » Fri Jul 24, 2026 3:24 am

Really nice changes! Thank you!

P.S. At last squigs are not gonna be abusing the knockback thing :D
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abezverkhiy
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Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#9 » Fri Jul 24, 2026 3:31 am

Snowflakes have won, stealth is cut to 30 seconds and breaks on damage.

Look, could you reduce its cooldown to 15 seconds to make the change fair?
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

Endari
Posts: 182

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#10 » Fri Jul 24, 2026 3:34 am

Can't log into test

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