
Live Event: Twilight's Tide

Click here to watch on YouTube
The dreaded time of year has come once again when Sariour na Yenlui thins the veil between the Realm of Chaos, and the known world. Archmages strengthen wards on ancient menhirs, while Asur hosts assemble to face the daemonic onslaught. Only superior elven craftsmanship will see Ulthuan through another Twilight’s Tide.
During the Age of Reckoning the Asur armies are spread thin. Phoenix King Finubar has taken a large portion of Ulthuan's warriors to answer the Empire's call for aid, leaving Prince Tyrion to defend Ulthuan against all threats with a fraction of the isle's defenders. Thus, this year's Twilight's Tide puts an even greater strain upon the Asur defenders of Ulthuan. As such, the mastersmiths and jewelers of Ulthuan have agreed to help craft powerful rings for the elves and their allies, rings to help hold back the tide of Destruction. The Dark Elves however are not ones to be outdone and seek to monopolize the opportunity to strike at a weakened foe. Malekith believes he can use the daemons to his advantage and then bind them to his will, and should they grow too troublesome he can always ask his 'loyal' allies to help deal with the daemonic threat.
Twilight’s Tide marks the time of year when Morrslieb is closest to the known world, a dangerous time of year when the daemons of Chaos flood into the known world, with a particular focus on Ulthuan and the ancestors of Aenarion. Meanwhile, the dreaded Druchii are never ones to miss an opportunity to strike at a distracted foe.
Twilight's Tide will start on July 26th at 12:00 Altdorf time and last until August 16th 12:00 Altdorf time.
Rewards
Basic reward: [Ore Refiner's Writ], [Ore Jewelsmith's Writ], or [Artificer's Writ] - a quest item to start you on your limited-time crafting profession.
Advanced reward: The Twilight's Ward, a live-event slot item with an absorb shield proc.
Elite reward: [Potion of Acclaim], the Cloak of Twilight for the forces of Order, or Cloak of Shadowy Tendrils for the forces of Destruction. Cloak previews are available here.
Completing the Event Quest - A Sapherian Unicorn for the forces of Order, or a Dark Unicorn / Twilight's Ascent Disc for the forces of Destruction. Mount previews are available here, and discs here.
All Live Event rewards are only available from the associated heralds: Morlian Shadowsight in the Altdorf War Quarters, or Plykar Flayedhand in the Inevitable Slaanesh Chambers.
Twilight's Tide Rings
The main element of this live event is the ability for players to craft their own rings, tailored to their needs. 40 combinations have been made, which across four tiers (levels 11, 21, 31, and 40) and four rarity brackets (green, blue, purple, red) equals 440 rings. Upon being crafted rings will have a talisman slot intended for unique live-event talismans, though the rings will decay after 30 days and turn into a permanent ring without a talisman slot. The talismans only work on these event rings for balance purposes.
Twilight's Tide Professions
During Twilight's Tide elven smiths will share the secrets of their craft - all for your realm's greater glory! The basic reward for this live event consists of three writs: one for an ore-refiner; one for a jewelsmith, an one for an artificer. These professions allow players to refine raw materials into a refined product which can be used to craft a ring or talisman.
Ore-refiners can turn metal ore into metal bars. The metal of a ring determines its defensive property. Silver increases spiritual resistance predominantly. Gold increases elemental resistance predominantly. Copper increases corporeal resistance predominantly. Platinum increases all resistances evenly. Iron increases armor instead of resistances for those who shun the ways of magic... and grow beards.
Jewelsmiths can turn unrefined gems into refined gemstones to set in a ring. Gemstones determine the primary stats a ring will have, with the secondary stat typically being wounds. Sapphires grant intelligence. Rubies grant strength. Emeralds grant will power. Amethyst grant toughness. Diamonds grant wounds with a secondary of toughness. Topaz grants ballistics skill. Citrine grants initiative. Onyx grants weapon skill.
Artificers can harvest damned souls for shards of aethyr, that is the Winds of Magic. Two different Winds of Magic can be bound by the artificer into a volatile talisman. No amount of skill can force the Winds of Magic to remain bound together, so these talismans will decay in time.
Refined resources are treated as crafting items and go into your crafting bag!
Players can only choose one profession, so they must work with others to refine all three types of raw materials! All refining attempts can yield four rarities of a refined product, ranging from uncommon (green) to rare (blue) and upwards to mythic rarity. Will fortune smile upon you and grant you a mythic rarity resource?
Obtaining Raw Resources
During Twilight's Tide players have a chance to drop a Crate of Metal Ore, containing one of five metals; a Box of Gemstone Ore, containing one of eight unrefined gemstones; or a Pouch of Aethyric Shards, containing one of eight aethyr-charged crystals. Players have a low chance of dropping Pouches of Aethyric Shards. The primary source of Pouches of Aethryic Shards are the damned daemons that invade Ulthuan. The higher the level/difficulty of the mob, the higher the chance they will drop a Pouch of Aethyric Shards - and for those who are strong and daring, perhaps a lord will reward them with two Pouches of Aethyric Shards!
Ore and Gemstones also have a (very small) chance to drop from level 37+ Daemon mobs. Players who find themselves at an impasse if facing strong premades or while outnumbered in RvR can also use this option to try and grind materials.
Please note that all these items are considered 'trash' - so check your auto-rolls!
Crafting and Upgrading Your Rings
Rings come in four level-brackets, and in four rarity-brackets. Uncommon/Green rings are called 'Bands' and are the lowest level in every level-bracket. Bands do not have talisman slots, but they can be upgraded into Blue/Rare rings called 'Rings' which do have talisman slots. Purple/Very Rare rings are 'Signets' and become available at level 31. Mythic/Orange-Red rings are called 'Annulii' or 'Annulus' in the singular form - named for the Annulii Mountains that form the ring-shaped spine of the isle of Ulthuan. Annulii are only available at level 40.
Rings can be upgraded from Green > Blue > Purple > Red rarity, but only in their level bracket! Despite the same name, you cannot convert your level 11 Green ring into a level 40 Blue ring! 11 > 11, 40 > 40.
All Ring Vendors will persist five days after the live event ends as they pack their bags. So be sure to keep you resources to trade with your friends until the very end!
Dyes
Twenty-two rare dyes are available only during this live event, for those who wish to expand their colorful horizons. Six dyes are specular dyes which will dye the specular area of armor pieces that have specular areas. Dye previews are available here, but please be aware that the colors may apply differently on different base armor colors. We hope to continue to introduce new dyes based on inspiration from the source material in the Live Events to come.
City & Framerate Updates
The amount of Game Objects and decorations in the City Event Areas, especially in The Inevitable City, has been reduced to improve frame rate and lessen stutters in these areas.
Combat and Careers

General Changes and Fixes
- The target cap has been lowered back down to 9 instead of 24.
The change from 9 to 24 was intended to make it easier to bust zergs, but to a large degree it has instead also made it more difficult for well organized warbands to face zergs. Many other things has also changed since then, so we are trying out a change back down to the original target cap of 9.
Note that this is a test for a limited period, after which the results will be evaluated.
- Hitting enemies with a siege weapon now flags you for combat.
- Evasive proc - The detaunt duration has been lowered from 15s to 5s.
Realm versus Realm

Scenarios
Barriers are added around the spawn area in Serpent's passage.
One spot where you could enter the destruction spawn area in Phoenix Gate has been fixed.
Contents

General
- Quest and Liveevent that states "win" PQ now correctly only counts on wins and not if you loose a realm tug PQ.
User Interface

Guild
- Guild roster should now properly update players location when they change zones.
Bug Fixes

- The code for handling objects entering and leaving visibility range has received several fixes. This should among other things fix issues with ground effects sometimes not being visible.
[22975] - [General] Pets should now be attack-able in duels even if you are of the same realm.
[22919] - [Witch Hunter] Shroud of Magnus does not proc Vindication
[23014] - [Knight] KOTBS Morale "No Escape" roots you not them
[22893] - [Items] Lotd-ring set
[23023] - [Archmage] Bug double detaunt with AM