

Highlights

Display your valor at keep and tower sieges and be rewarded with our new contribution–based reward system!

Buffing and support classes have been given more active tools to control and impact the battle!

Alpha–striking is back on Assassins! Try out their improved Envenom and Stealth lines too!

Skald, Minstrel, and Bard classes have new speed–based buffs to dazzle their realm–mates with!

Light Tank stances and a new climb–wall ability allow them new utility and prowess on the battlefield!

Crafting has been sped up and simplified and SIegecrafting has been improved!

Crowd control has been given more potency as well as new counters to go along with it!

Several underused specializations have been given major facelifts on classes including Bainshees, Animists, Bonedancers, Paladins, Clerics, Druids, Shaman, and many more!

More Class Balance changes, along with several bug fixes, than could fit in the Highlights await those brave enough to venture onward through the notes!

Producer’s note:

Friends,

This patch is one of our most ambitious yet – and that’s saying something with a whole new zone and campaign launched just two patches ago! We’ve taken a look at almost every single one of the 45 classes in the game and many of those have received significant updates. If your class is one of the few not in these notes, fret not, we’ll be looking at it closely next patch. We haven’t just stopped at classes either, we’ve delivered a brand new keep–warfare contribution system, siege system overhaul and widespread improvements to crafting as well!

Many of these ideas were cultivated by you, the community, through your work and feedback on the class and RvR podcasts over the past half year and we couldn’t be happier with how the notes have turned out. That said, we’ll be leaving them up on Pendragon for a bit longer than normal to ensure we deliver as an exciting, bug–free, and EPIC update to the game as we can!

We look forward to your feedback and assistance testing these changes on the Pendragon test server over the next several weeks! Keep your eye on the Herald for testing events and a post–patch discussion Devcast announcement!

Onward,

John Thornhill

Producer

Dark Age of Camelot

Realm vs Realm

Frontier Outpost Reward System

A new individual contribution system will replace the flat bonuses received for attacking and defending keeps and towers.

This new individual contribution system will instead tie the bonus RPs to the RPs earned (through kills or rezzes only) by a player within a keep or tower’s area. This means attackers and defenders will get bonus RPs when a keep or tower is taken or when a keep or tower is successfully defended. Dead defenders will still be rewarded when a keep or tower is taken Dead attackers will still be rewarded when a keep or tower is defended The defense bonus is triggered when no alive enemy–realm players are left within the immediate region of an under–siege outpost and that outpost’s “flame” icon disappears from the /realmwar map. The attack bonus is triggered as soon as an enemy successfully kills the outpost’s lord. Bonus RPs will now be earned every time a player (or their group) earns RPs (through kills/rezzes only) within a keep or tower’s region that is currently under siege. A keep or tower’s region is defined by the “you enter/leave <outpost name>” messages. A keep or tower becomes under siege when it has the “flame” icon on the /realmwar map. Bonus RPs will not be earned until the keep goes under siege. The bonus RPs will take into account kills made by the player’s group and will be placed into an individual contribution pool for that player as follows: 50% of RPs earned through kills/rezzes at a keep will be added to a player’s individual contribution pool 20% of RPs earned through kills/rezzes at a tower will be added to a player’s individual contribution pool For example: If Player A earns 1,000 RPs over the course of a keep siege (through kills/rezzes only) they will receive 500 RPs when that keep is taken or successfully defended. If Player B earned 10,000 RPs over the course of the same keep siege, they will earn 5,000 RPs. If Player C arrives just as the keep is taken or defended and earned 0 RPs within the keep’s immediate region prior to that, they will receive no bonus RPs. If Player D earns 1,000 RPs over the course of a tower siege, they will receive 200 bonus RPs when that tower is taken or successfully defended. So long as players are within 8000 in–game units of the outpost when it is taken or defended, they will be rewarded. Again, contribution is only earned within the immediate outpost region but awarded as long as the player is still within 8000 in–game units. Players that leave the 8000 in–game unit radius will have their contribution totals saved for 10 minutes before their accumulated bonus RPs are lost. Players will be capped at earning 10x their individual character’s realm–point value. This means a player worth 2000 RPs for a solo kill will be able to earn up to 20,000 RPs from this new reward system. In other words, if that player is able to earn more than 40,000 RPs at a keep siege, they will only get 20,000 bonus RPs instead of 50% of the amount over 40,000. RP bonus items, spells, and zone/region bonuses will allow players to achieve values over this cap. Ruined keeps and towers will not be part of this new reward system. Ruined outposts will no longer grant any bonus RPs when taken or defended.



World Changes

Combat dummies are now available for target practice in each realm’s Portal Keep courtyard.

Resource Crates

Resource crates have been located around each of the Coastal Keeps and are ready to be gathered! There are 9 locations at each of the 6 keeps. The first 3 locations begin spawning at keep level 3, for a total of 3 locations at a given keep. The second 3 locations begin spawning at keep level 6, for a total of 6 locations at a given keep. The last 3 locations begin spawning at keep level 9, for a total of 9 locations at a given keep. The spawn rates become faster as the keep levels up. Each crate has a chance to drop the following items: A key for the nearby Keep’s supply chest 100 duskwood Otherworldy Essence Otherworldly Ore Crates may only be picked up by the realm that controls the keep.



Crafting

General

Crafting timers have been normalized which has resulted in dramatically reduced crafting times. There are a few select recipes which have had their crafting timer increased but this is only to keep with the normalization and are very low level recipes. Crafting timers are in seconds and are truncated after the first decimal. For example: 4.57 will simply be 4.5 seconds. Material Level starts at 1 and goes to 10. Bronze is 1, Iron is 2, etc.

Any item that can be used for crafting, now has a delve stating that it can be used for crafting.

Armorcrafting, Fletching, Spellcrafting, Tailoring, Weaponcrafting

Crafting timer has been normalized for all recipes. Timer = 3 + Material Level + ( Recipe Level / 100 ) The net change is that recipes craft faster than before. Fletching Ammo (arrows and bolts, although they are infrequently used) have also had their crafting timers changed. Timer = 4 + ( Recipe Level / 200 ) The net change is that recipes are faster than before. This behaves as if all ammo recipes have a Material Level of 1 . The recipe level has less effect on the increment of the timer.



Alchemy

Crafting timer has been normalized for all recipes. Timer = 4 + ( Recipe Level / 200 ) This behaves as if all Alchemy recipes have a Material Level of 1. The recipe level has less effect on the increment of the timer. The net change is that recipes are faster than before. Removed all craftable poisons from Alchemy. All existing poisons will no longer work. Removed poisons and items used to craft poisons from merchants. Existing poisons in a player’s pack can be sold to any merchant at-cost.



Siegecraft

Crafting timer has been normalized for all recipes. Timer = 13 + ( Recipe Level / 100 ) This behaves as if all Siegecraft recipes have a Material Level of 10. The recipe level has the same effect on the increment of the timer as normal crafting (such as Armor/weapon, Tailor, or Spellcrafting).

The Siegecraft list has been re-organized so that players can find the recipe they want much faster. Ram deployment recipes are now under the header “Ram Deployment” All non-ram deployment recipes are now under the header “Siege Deployment” Ammunition recipes are broken out into headers that identify the siege weapon type associated with the ammo Apparatus recipes are broken out into headers that identify the siege weapon type associated with the apparatus

Made crafting siege weapons simpler by removing the need to craft siege parts. Instead, the materials for the siege parts have been rolled into the apparatus recipe. Players need only craft the apparatus recipe now before being able to craft to deploy a siege weapon.

Reduced the number of craftable siege weapons. Players will choose between Field or Fortified siege weapons now, the rest of the siege weapons can no longer be crafted. NPCs in battlegrounds can still drop the battleground-level appropriate siege weapons. “Field” level siege does not require a siege tent and can be deployed anywhere: Siege Ram – fewer hit points, does less damage than War Ram, requires only 4 players to swing at full speed War Ram –more hit points, does more damage than Siege Ram, requires 12 players to swing at full speed Field Catapult – good vs players (AoE) Field Trebuchet – good vs keep walls Field Ballista – good vs players (single-target) Field Palintone – good vs other siege weapons “Fortified” level siege still requires a siege tent: Fortified Siege Ram – fewer hit points, does less damage than War Ram, requires 4 players to swing at full speed, provides riders with 70% damage resistance Fortified War Ram –more hit points, does more damage than Siege Ram, requires 12 players to swing at full speed, provides riders with 10% damage resistance Fortified Catapult – good vs players (AoE) Fortified Trebuchet – good vs keep walls Fortified Ballista – good vs players (single-target) Fortified Palintone – good vs other siege weapons “Field” level siege now all give 50 RPs for destroying them. “Fortified” level siege now all give 100 RPs for destroying them.

Reduced the number of craftable siege ammo. Specialty siege ammo has been reduced to only 2 choices instead of 3. Catapult specialty ammo: Stone Shot – high damage, small radius Ice Ball – medium damage, snares, large radius Trebuchet specialty ammo: Lava Stone – high damage, small radius Boulder – medium damage, large radius Ballista specialty ammo: Field Bolt – high damage, small radius, resist debuff Serrated Bolt – medium damage, large radius Palintone specialty ammo: Heavy Bolt – high damage, small radius Lethal Bolt – medium damage, large radius, damage-over-time (only affects player targets) Specialty siege ammo delves have been updated to include the type of siege weapon used to fire the ammo.

Removed siege parts from merchants. Players that have these can sell them to merchants at cost.

Due to the extensive culling of recipes in the Siegecraft tradeskill, players now only need 200-250 Siegecraft in order to craft everything in the line.

Oil damage has been doubled.

User Interface

Changes

Borders of spell, ability, and style icons have had their saturation and width increased slightly. This should make it easier to distinguish among the different levels (green, blue, yellow, and pink) of abilities on your quickbars and as buffs/debuffs.

Some spell and style icons have been made less “busy” so that their pictures are more easily discerned.

Class Balance

General Changes

All classes can maintain up to 8 pulses at once now. Adjustments to individual pulses are in the class–specific sections below.

All magic resistance debuffs have been increased from 25% to 30% for the middle tier, and from 40% to 50% for the highest tier.

All root and memerization spells in all realms have had their damage types changed as follows: Albion: Changed to Energy damage type Midgard: Changed to Body damage type Hibernia: Changed to Spirit damage type

New, instant–cast resist debuffs have been added (see class–specific sections below) to each realm that debuff their realm’s new CC damage type.

The minimum stealth distance required to be away from enemies has been removed. Stealth classes can now stealth so long as they are not in combat.

Champion Level disease spells have had their range reduced from 1500 to 1000.

Items

The Cruel Malaise bedazzling melee fumble debuff on several CL15 weapons has been changed to a 10% weapon skill debuff that lasts 20s.

Battlemaster Master Level

Grapple now has a 1 minute duration immunity timer when the effect fades. New grapple types (outlined in class–specific sections below) have separate immunities from the other grapple types. Battlemaster grapple – grappled target is immune to melee damage but can be hit by spell damage. New grapple (outlined below) – grappled target is immune to both melee and spell damage.



Spymaster Master Level

Enduring Poison (ML3) has been changed to a single–target stealth ally spell called ‘Cloak’. Behaves identically to Blanket of Camouflage (ML10) but does not require a group. Shares a RUT with Blanket of Camouflage (ML10). 5 min RUT, 1500 range, 20 sec cast time, 2 min duration.

Essence Flare ML9 (Mez Poison) is now Essence Blades. Converts your melee damage type to essence damage for 30 seconds. 5 min RUT, instant cast, 30 sec duration.



Animist

Animists have been given a forced full skill respec



Arboreal Path baseline

The level 45 lifedrain in baseline Arboreal Path has had its damage increased from 164 to 179.



Arboreal Mastery specialization

A slow–moving bomber that does massive damage upon impact has been added to Arb spec. This bomber can be killed or stopped with stun spells before it reaches its target. It can also be killed with confuse. All slow bombers are 1875 range, 5s cast time, have a 2 min RUT, and cannot be quickcast. Level 13 – Heavy Spirit. 99 body damage. Level 23 – Plump Spirit. 199 body damage Level 33 – Inflated Spirit. 329 body damage. Level 45 – Bulging Spirit. 499 body damage.





Creeping Mastery specialization

A new matter damage bomber–spell has been added at the following levels and values: Level 7 – Spirit of Deceit – 2.8s cast – 1500 range – 34 matter damage – 5 power cost Level 16 – Spirit of Cunning – 2.8s cast – 1500 range – 68 matter damage – 10 power cost Level 27 – Spirit of Trickery – 2.8s cast – 1500 range – 122 matter damage – 13 power cost Level 38 – Spirit of Deception – 2.8s cast – 1500 range – 153 matter damage – 25 power cost Level 47 – Spirit of Guile – 2.8s cast – 1500 range – 199 matter damage – 31 power cost

A new ground–targeted fire–and–forget healing shroom has been added at the following levels and values: Level 9 – Grove Sibyl – 5s cast – 1500 range – 120s duration – 16 power cost – 20 hit point heal, 850 range Level 21 – Grove Augur – 5s cast – 1500 range – 120s duration – 38 power cost – 55 hit point heal, 850 range Level 32 – Grove Oracle – 5s cast – 1500 range – 120s duration – 50 power cost – 100 hit point heal, 850 range Level 42 – Grove Druid – 5s cast – 1500 range – 120s duration – 65 power cost – 215 hit point heal, 850 range

A new ground–targeted fire–and–forget diseasing shroom has been added at the following levels and values: Level 5 – Forest’s Blight – 5s cast – 1500 range – 120s duration – 8 power cost – 10s duration disease, 850 range, disease potency: 5 str debuff, 3% snare Level 14 – Forest’s Curse – 5s cast – 1500 range – 120s duration – 16 power cost – 15s duration disease, 850 range, disease potency: 10 str debuff, 6% snare Level 20 – Forest’s Scourge – 5s cast – 1500 range – 120s duration – 34 power cost – 30s duration disease, 850 range, disease potency: 15 str debuff, 9% snare Level 31 – Forest’s Torment – 5s cast – 1500 range – 120s duration – 50 power cost – 30s duration disease, 850 range, disease potency: 20 str debuff, 12% snare Level 41 – Forest’s Menace – 5s cast – 1500 range – 120s duration – 65 power cost – 30s duration disease, 850 range, disease potency: 25 str debuff, 15% snare

A new instant–cast, ground–targeted fire–and–forget healing shroom has been added at level 50 with the following values: Level 50 – Shroom of Life – instant cast – 15s duration – 30 power – 400 pbaoe hit point heal, 350 range

The AoE root spells have had their range increased from 1500 to 1875 at all levels.

The Body resistance debuff and PBAoE melee DPS debuff fire and forget pets in Creeping specialization have been removed.

Armsman

Polearm specialization

Level 34 - Defender’s Rage – Anytime – Growth rate decreased slightly

Level 44 – Defender’s Revenge – Phalanx rear positional followup – damage increased

Level 50 – Defender’s Aegis – Poleaxe side positional followup – growth rate increased



Two-Handed specialization

Level 34 - Obfuscate – Anytime – Growth rate decreased slightly

Level 44 – Two Moons – Onslaught side positional followup – growth rate increased

Level 50 – Sun and Moon – Doubler rear positional followup – growth rate increased

Bainshee

Bainshees have been given a forced full skill respec



Spectral Guard baseline

Single–target root has been removed and moved to the Spectral Force specialization.



Spectral Force specialization

The Group Pulse magic ablative chant has been changed as follows: A single target 100% magic ablative. 2.8 sec cast, 60 RUT, 30 sec duration. Cannot be cast on self. Audible Barrier, Level 20, absorbs 300 magic damage. Moved from Level 30 to 20. Tumultuous Barrier, Level 30, absorbs 375 magic damage. Moved from Level 40 to 30. Resounding Barrier, level 40, absorbs 500 magic damage. Moved from Level 50 to 40. The single–target root in Spectral Guard baseline has been moved to Spectral Force at levels 6, 12, 21, 28, 35, 43, and 49 specialization





Phantasmal Wail specialization

The single–target Dex–Qui Debuff / Body direct damage spell has been changed into an AoE Body direct damage / 10% body debuff spell with the following damage value changes: Level 3 – 9 to 3 body damage, 0 to 350 radius Level 7 – 26 to 25 body damage, 0 to 350 radius Level 13 – 52 to 44 body damage, 0 to 350 radius Level 19 – 77 to 64 body damage, 0 to 350 radius Level 27 – 111 to 89 body damage, 0 to 350 radius Level 35 – 145 to 110 body damage, 0 to 350 radius Level 43 – 178 to 120 body damage, 0 to 350 radius Level 48 – 199 to 141 body damage, 0 to 350 radius

Single–target shears have been added to the specialization at the following levels: Level 33 – Strength shear Level 34 – Constitution shear Level 36 – Dexterity shear Level 37 – Acuity shear Level 38 – Str/Con shear Level 39 – Dex/Qui shear

A new single–target random shear has been added at level 50 PW specialization with a 2-minute RUT, 1500 range, and 4s cast time.



Ethereal Shriek specialization

A new single–target cold–based nuke has been added at the following levels and values: Level 7 – Frosty Torment – 2.8s cast – 1500 range – 4 power – 34 cold damage Level 17 – Bleak Torment – 2.8s cast – 1500 range – 9 power – 68 cold damage Level 27 – Chilled Torment – 2.8s cast – 1500 range – 17 power – 122 cold damage Level 37 – Icy Torment – 2.8s cast – 1500 range – 22 power – 153 cold damage Level 47 – Frigid Torment – 2.8s cast – 1500 range – 29 power – 199 cold damage

The AoE nuke and AoE bolt have had their damage types changed from Body to Cold damage.

A new AoE pet–scare ability has been added with the following values: Level 50 – 1250 radius – 20s duration – 5s cast time – 5-minute RUT

A new single–target mesmerization cure ability has been added at the following values: Level 26 – Alarming Screech – 3s cast time – 1500 range – 6% power cost



Bard

Bards have been given a forced full skill respec



Regrowth baseline

Cure Poison and Cure Disease have been reduced to a 2.4s cast time.



Music specialization

Added Crescendo, a realm–targeted, 2.8s cast, 7s duration, 130% speed buff at 34 Music. Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.

Great Crescendo, a realm– targeted, 2.8s cast, 9s duration, 160% speed buff at 44 music. Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.



Berserker

Berserkers have been given a forced full skill respec

Berserkers have been given a forced realm ability respec

Berserkers now get the climb wall ability, Climbing Spikes, for free at level 50.

The Charge realm ability has been removed from Berserker’s trainable realm abilities and they instead get it for free at the following class levels: Level 30 – Charge 1 Level 35 – Charge 2 Level 40 – Charge 3 Level 45 – Charge 4 Level 50 – Charge 5





Light Tank Stances

Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.

All stances cost 60% of MAX endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful. War Stance Default Stance. Gained at level 5. Accuracy is increased by 10%. No penalties. Wild Stance Damage Stance. Gained at level 30. Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Wild Stance. All melee swings will always ignore bladeturn spells. Increases chance of a critical hit by 20%. Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability). All damage taken from enemy melee and magical attacks is increased by 25%. Frenzy Stance Mobile Stance. Gained at level 45. Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps. Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds. Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets. All melee damage dealt is reduced by 35%. All damage taken from melee and magical attacks is increased by 10%.





Left Axe specialization

Level 12 – Atrophy – Ravager anytime style followup – 12 hinder changed to a 21%, 20s attack speed debuff

Level 21 – Scathing Blade – Doubler frontal style followup – Attack speed debuff changed to a 12s hinder

Level 29 – Snowsquall - Rear positional – Rear snare removed, growth rate increased

Level 34 - Doublefrost – Anytime – Damage decreased slightly

Level 44 – Icy Brilliance – Snowsquall rear style followup – 30% attack speed debuff replaced with 7s stun, growth rate increased



Axe specialization

Level 15 – Evernight – Rear positional – Rear snare removed, growth rate increased

Level 29 – Havoc – Anytime – growth rate decreased slightly

Level 44 – Arctic Rfit – Evernight rear positional followup – growth rate increased



Hammer specialization

Level 29 – Conquer – Rear positional – rear snare removed, growth rate increased

Level 32 – Comminute – Anytime – growth rate decreased slightly

Level 44 – Sledgehammer – Conquer rear positional followup – growth rate increased



Sword specialization

Level 34 – Polar Rift – Anytime – growth rate decreased slightly

Level 50 – Ragnarok – Rear positional – rear snare removed, growth rate increased

Blademaster

Blademasters have been given a forced full skill respec

Blademasters have been given a forced realm ability respec

Blademasters now get the climb wall ability, Climbing Spikes, for free at level 50.

The Charge realm ability has been removed from Blademaster’s trainable realm abilities and they instead get it for free at the following class levels: Level 30 – Charge 1 Level 35 – Charge 2 Level 40 – Charge 3 Level 45 – Charge 4 Level 50 – Charge 5





Light Tank Stances

Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.

All stances cost 60% of MAX endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful. Balanced Blades Default Stance. Gained at level 5. Accuracy is increased by 10%. No penalties. Punishing Blades Damage Stance. Gained at level 30. Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Punishing Blades. All melee swings will always ignore bladeturn spells. Increases chance of a critical hit by 20%. Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability). All damage taken from enemy melee and magical attacks is increased by 25%. Dancing Blades Mobile Stance. Gained at level 45. Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps. Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds. Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets. All melee damage dealt is reduced by 35%. All damage taken from melee and magical attacks is increased by 10%.



Celtic Dual specialization

Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and growth rate reduced to bring in line with other detaunt styles

Level 21 – Hurricane – Rear positional – Rear snare removed, damage increased

Level 34 - Meteor Shower – Anytime – Growth rate decreased slightly

Level 50 – Supernova – Hurricane rear positional followup – 34% attack speed debuff replaced with 7s stun, growth rate increased

Blunt specialization

Level 25 – Back Crush – Rear positional – rear snare removed, growth rate increased

Level 39 – Stunning Blow – Parry style – Attack speed debuff replaced with 15s hinder effect

Pierce specialization

Level 12 – Black Widow – Rear positional – Rear snare removed, growth rate increased

Blades specialization

Level 34 – Revenging Blade – Rear positional – Rear snare removed, growth rate increased

Bonedancer

Bonedancers have been given a forced full skill respec



Bone Army baseline

A new level 40 version of the baseline Skeletal Commanders has been added. This is now the only Skeletal Commander with the Charge ability, all other Skeletal Commanders have had it removed.



Suppression specialization

The Shards of Bone damage–shield buff cast from the fossil guardians has been removed.

Added a new pet–type, fossil conjurer, that performs a spirit–based nuke at levels 34 and 44.

Removed the single–target ABS buff from the line.



Bone Army specialization

The Bone Army archer commander at level 40 specialization has been moved to level 50. The commander is now called Bone Army General and is yellow–con to level 50s. The commander is able to support up to 6 sub–pets instead of 4. The commander is able to have his sub–pets assist or not assist him.

Several abilities in Bone Army specialization have had their levels changed to compensate for these changes: Damage Add moved from level 50 to 48. Fossil Warrior sub–pet moved from level 48 to 46. Taunt spell moved from level 46 to 43. Str/Con buff moved from level 43 to 40.

All Bone Army melee pets have lost their Charge ability.

The endurance and power drain totem has had its values increased t0 20% power / 50% endurance from 10% / 25%. These values drain the current end/power values of the target, not their max values.



Cabalist

Cabalists have been given a forced full skill respec



Matter Magic baseline

Added a new baseline matter direct damage spell at the following levels and values: Level 3 – Earth Pyre – 2.6s – 13 matter damage – 1500 range – 3 power Level 11 – Heat Pyre – 2.6s – 49 matter damage – 1500 range –6 power Level 24 – Burning Earth – 2.6s – 85 matter damage – 1500 range – 14 power Level 35 – Molten Earth – 2.6s – 126 matter damage – 1500 range – 21 power Level 45 – Magma Crush – 2.6s – 179 matter damage – 1500 range – 30 power





Matter Manipulation specialization

Added a new AoE matter direct damage spell at the following levels and values: Level 8 – Earth Shatter – 3.0s – 28 matter damage – 1500 range – 350 radius – 5 power Level 17 – Earth Break – 3.0s – 72 matter damage – 1500 range – 350 radius – 12 power Level 28 – Earth Crush – 3.0s – 95 matter damage – 1500 range – 350 radius – 16 power Level 37 – Stone Break – 3.0s – 123 matter damage – 1500 range – 350 radius – 21 power Level 47 – Stone Shatter – 3.0s – 158 matter damage – 1500 range – 350 radius – 28 power





Essence Manipulation (Body) specialization

Added a new instant–cast Energy resistance debuff at the following levels and values: Level 22 – Energy Wither – 15% energy debuff – 1500 range – 10 power Level 34 – Energy Siphon – 30% energy debuff –1500 range – 16 power Level 46 – Energy Void – 50% energy debuff – 1500 range – 24 power

Moved the following spells to compensate for the new energy debuff: Level 22 disease spell moved to level 20 Level 34 disease spell moved to level 30 Level 46 life transfer spell moved to level 41





Spirit Animation specialization

Added a pet-targeted mesmerization cure at level 16.

Champion

Champions have been given a forced full skill respec

Badge of Valor Realm Rank 5 ability has had its RUT reduced from 15 to 10 minutes.



Valor Specialization

All direct damage shouts have been changed from body to energy damage.

The Dex/Qui debuff now links to a self–secondary magic resistance buff that lasts 20s.

The Str/Con debuff now dispels the current bladeturn or next bladeturn pulse on the target.

The Haste debuff now also increases the champion’s critical hit chance for 20s.

The Acuity debuff now also restores the Champion’s power pool.

A new spell has been added to Valor that allows the Champion to change the damage type of themselves and their allies to Energy damage for a short duration. Also casts a self–offensive proc on the Champion: Level 50 – Champion’s Call – Changes ally damage type to Energy damage – 600 radius – 30s duration – Only affects melee/archery damage – 10 minute RUT; also casts: Level 50 – Call of the Champion – 30s duration – 10 minute RUT – 100% chance to proc a 30% energy resistance debuff – only affects Champion





Large Weaponry specialization

Level 34 – Demolish – Anytime – growth rate decreased slightly

Level 50 – Annihilation – Rear positional – growth rate increased

Cleric

Clerics have been given a forced full skill respec



Rejuvenation baseline

Cure Poison and Cure Disease have been reduced to a 2.4s cast time.



Enhancements specialization

Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff. 2000 range, 3s cast time, 30s pulse duration These tri–resist pulses will co–exist but not stack with CL and Paladin tri–resist buffs. Level 13 – Energy Shield – Increases Spirit/Energy/Body resists by 12%. Level 30 – Energy Guard – Increases Spirit/Energy/Body resists by 18%. Level 40 – Energy Barrier – Increases Spirit/Energy/Body resists by 24%. Hand of God single–target focus damage shell has been changed as follows: Reduced from 85% to 50% damage reduction, no longer focus and the target of the spell can now enter combat and cast. 5s cast, 10s duration, 60s RUT, 25% power cost Moved from level 46 to 45 specialization





Smite specialization

Moved Minor Deliverance (PBAoE snare) from 7 to 6 Smite.

Added a single–target mez: Level 9 – Heavenly Slumber – 28s duration – 3s cast – 1500 range – 5 power Level 14 – Graceful Slumber – 34s duration – 3s cast – 1500 range – 8 power Level 23 – Hallowed Slumber – 40s duration – 3s cast – 1500 range – 11 power Level 31 – Divine Slumber – 50s duration – 3s cast – 1500 range – 15 power Level 41 – Holy Slumber – 60s duration – 3s cast – 1500 range – 19 power

Added a single–target Instant heal: Level 7 – Divine Light – 60 sec RUT – Heals for 15% – 2000 range – 40% power Level 28 – Holy Light – 60 sec RUT – Heals for 25% – 2000 range – 40% power Level 46 – Pure Light – 60 sec RUT – Heals for 45% – 2000 range – 40% power

Added a root cure spell, Blessing of Movement, at level 13 specialization. 5 min RUT, 3.0 sec cast, 1500 range, 10% power. Cannot be used on self.



Druid

Druids have been given a forced full skill respec



Regrowth baseline

Cure Poison and Cure Disease have been reduced to a 2.4s cast time.



Nurture specialization

Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff. 2000 range, 3s cast time, 30s pulse duration These tri–resist pulses will co–exist but not stack with CL and Bard tri–resist buffs. Level 13 – Warmth of the Badger – Increases Heat/Matter/Cold resists by 12%. Level 30 – Warmth of the Wolf – Increases Heat/Matter/Cold resists by 18%. Level 40 – Warmth of the Bear – Increases Heat/Matter/Cold resists by 24%. Nature’s Cocoon single–target focus damage shell has been changed as follows: Reduced from 90% to 50% damage reduction, no longer focus and the target of the spell can now enter combat and cast. 5s cast, 10s duration, 60s RUT, 25% power cost Moved from level 47 to 45 specialization





Nature baseline

All summonable Nature specialization pets have been moved to Nature baseline at the same levels. The final level 40 pet will cap at level 40 (green con to a level 50 player).





Nature specialization

Removed existing pet summon spells

Removed the AoE damage shield buff

Added a single–target, ranged grapple: Level 14 – Forest’s Pull - 1000 range – Target is unable to melee, be meleed, or be damaged by spells – 5s duration – 5 minute RUT – 3s cast – stuns the Druid for 6 seconds Level 35 – Forest’s Reach - 1000 range – Target is unable to melee, be meleed, or be damaged by spells – 8s duration – 5 minute RUT – 3s cast – stuns the Druid for 9 seconds

Added a new summoned pet at level 42, Call Nature Sage. Level 50 nature sage (yellow con to a level 50 player) pet with a self-cast melee–haste buff.

Added a targeted AoE Instant heal to Nature: Level 15 – 60s RUT – Heals for 15%, 1500 range, 250 radius. Level 45 – 60s RUT – Heals for 45%, 1500 range, 250 radius.

Added a root cure spell, Free Wind, at level 13 specialization. 5 min RUT, 3.0 sec cast, 1500 range, 10% power. Cannot be used on self.



Eldritch

Eldritches have been given a forced full skill respec

Eldritches have been given a forced realm ability respec

Ichor of the Deep has been added to the Eldritch’s list of trainable realm abilities.

Mana Magic specialization

The level 2 PBAoE has been removed.

The level 8 strength/constitution debuff has been replaced with the level 12 version.

The level 32 PBAoE, Mana Billow, has moved to level 31.

A new single target root has been added at the following levels and values: Level 2 – Soul Grasp – 2.5s cast – 1500 range – 15s duration – 3 power – Roots the target in place. Level 12 – Soul Clutch – 2.5s cast – 1500 range – 23s duration – 7 power – Roots the target in place. Level 22 – Soul Hold – 2.5s cast – 1500 range – 44s duration – 17 power – Roots the target in place. Level 32 – Soul Embrace – 2.5s cast – 1500 range – 57s duration – 23 power – Roots the target in place. Level 42 – Soul Restraint – 2.5s cast – 1500 range – 69s duration – 29 power – Roots the target in place.





Light Magic specialization

The level 40 nearsight, Abrogate Sight, has been moved to level 41.

The level 22 cold nuke, Shadowcrash, has moved to level 21.

The level 46 dexterity/quickness debuff, Extinguish Coordination, has moved to level 44.

A new spirit resistance debuff has been added at the following levels and values: Level 22 – Crumble Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s spirit resistance by 15%. Level 34 – Fade Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s spirit resistance by 30%. Level 46 – Vanquish Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s spirit resistance by 50%.



Enchanter

Mana Magic specialization

A new single target instant haste debuff has been added at the following levels and values: Level 5 - Distracting Scintillation – Instant cast – 1500 range – 45s duration – 5 power – Decreases the target’s attack speed by 14%. Level 17 - Blinding Scintillation – Instant cast – 1500 range – 45s duration – 12 power – Decreases the target’s attack speed by 22%. Level 25 - Disturbing Scintillation – Instant cast – 1500 range – 45s duration – 17 power – Decreases the target’s attack speed by 24%. Level 37 - Perturbing Scintillation – Instant cast – 1500 range – 45s duration – 23 power – Decreases the target’s attack speed by 31%. Level 48 - Agitating Scintillation – Instant cast – 1500 range – 45s duration – 31 power – Decreases the target’s attack speed by 38%.



Light Magic specialization

The single target instant haste debuff has moved to mana magic. The instant AoE haste debuff remains.

Friar

Friars have been given a forced full skill respec



Rejuvenation baseline

Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.



Rejuvenation specialization

A new single–target mesmerization cure ability has been added at the following values: Level 26 – Awaken Soul – 3s cast time – 1500 range – 6% power cost

A new single target pulsing poison cure has been added at the following levels and values: Level 14 – Pulsing Cure Poison I – 3.5s cast – 2000 range – 20 power – All damage over time effects are removed from the target. Level 28 – Pulsing Cure Poison II – 3.7s cast – 2000 range – 25 power – All damage over time effects are removed from the target.

A new single target pulsing disease cure has been added at the following levels and values: Level 18 – Pulsing Cure Disease I – 3.5s cast – 2000 range – 20 power – All disease effects are removed from the target. Level 36 – Pulsing Cure Disease II – 3.7s cast – 2000 range – 28 power – All disease effects are removed from the target.





Enhancements specialization

Changed the group resistance buffs to become a group pulse. They are now consolidated into a single buff. 2000 range, 3.0 second cast, pulse lasts 30 seconds. Level 13 – Golestandt's Fire – Increases Heat/Matter/Cold resists by 12%. Level 31 – Golestandt's Breath – Increases Heat/Matter/Cold resists by 18%. Level 46 – Golestandt's Heart – Increases Heat/Matter/Cold resists by 24%.





Staff specialization

Level 4 – Figure Eight – Frontal positional style – 14 damage bleed replaces group heal effect

Level 15 – Double Strike – Frontal positional style followup – 21% attack speed debuff replaces group heal effect

Level 21 – Counter Evade – Off evade style – removed 14s hinder effect, increased damage

Level 25 – Banish – Friar’s Friend side positional followup – replaced PBAoE heal effect with a PBAOE 175 direct damage (spirit)

Level 34 – Holy Staff – Anytime – Heal-over-Time effect removed

Level 39 – Friar’s Fury – Counter Evade followup – replaced FAE heal with 14s hinder

Level 50 – Exommunicate – Anytime followup – 150 direct damage (spirit) spell replaces dd+heal effect. Damage changed from energy to spirit.

Healer

Healers have been given a forced full skill respec

Healers have been given a forced realm ability respec

The Quickcast ability has been added to Healers at level 1

The Concentration RA has been added to Healers list of trainable realm abilities.

Healer power regen now overrides Skald power regen song when cast on the target.



Mending Baseline

Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Removed the mesmerize reduction self-buffs.

Changed the group resistance buffs to become a group pulse. They are now consolidated into a single buff. 2000 range, 3.0 second cast, pulse lasts 30 seconds. Level 13 – Gods’ Health – Increases Spirit/Energy/Body resists by 12%. Level 30 – Gods’ Vigor – Increases Spirit/Energy/Body resists by 18%. Level 40 – Gods’ Potency – Increases Spirit/Energy/Body resists by 24%.



Augmentation Spec



Pacification Specialization

Added a single–target Instant heal: Level 33 – Healing Surge – 50 sec RUT – Heals for 20% – 1000 range – 40% power Level 43 – Restorative Surge – 50 sec RUT – Heals for 45% – 1000 range – 40% power



Heretic

Heretics have been given a forced full skill respec

Heretics have been given a forced realm ability respec

Ichor of the Deep has been added to the Heretic’s list of trainable realm abilities.

Rejuvenation baseline

Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.



Rejuvenation specialization

Reanimate Corpse (monster rez) has received the following changes: Now resurrects targets at 50% hitpoints/power/endurance instead of 100%. Still clears resurrection sickness. No longer prevents healing or buffing of resurrected characters Resurrected characters can now cast and perform normal combat actions. Resurrected characters will receive a 75% damage reduction, 20s duration buff as before but will no longer get an AoE damage-over-time interrupt. Instead, the resurrected target will be diseased. Curing this disease will results in the shapeshift + damage reduction buff dropping from them as well.

A new single-target matter-based nuke has been added at the following levels and values: Level 2 – Dark Ashes – 2.6s cast – 1500 range – 4 power – 13 matter damage. Level 17 – Dark Obsidian – 2.6s cast – 1500 range – 9 power – 37 matter damage. Level 24 – Dark Slag – 2.6s cast – 1500 range – 14 power – 64 matter damage. Level 35 – Dark Basalt – 2.6s cast – 1500 range – 28 power – 108 matter damage. Level 45 – Dark Magma – 2.6s cast – 1500 range – 44 power – 179 matter damage.

The AoE focus snare-nuke has had its range increased to 1750 at all levels.

Enhancement specialization

A new base constitution debuff has been added at the following levels and values: Level 4 – Dark Horror – 3.0s cast – 1500 range – 45s duration – 5 power – Decreases constitution by 11. Level 20 – Mind Horror – 3.0s cast – 1500 range – 45s duration – 14 power – Decreases constitution by 25. Level 31 – Evil Horror – 3.0s cast – 1500 range – 45s duration – 18 power – Decreases constitution by 31. Level 42 – Demon Horror – 3.0s cast – 1500 range – 45s duration – 22 power – Decreases constitution by 41.

A new base strength debuff has been added at the following levels and values: Level 3 – Soften Joints – 3.0s cast – 1500 range – 45s duration – 5 power – Decreases strength by 11. Level 13 – Soften Limbs – 3.0s cast – 1500 range – 45s duration – 9 power – Decreases strength by 16. Level 22 – Soften Bones – 3.0s cast – 1500 range – 45s duration – 14 power – Decreases strength by 25. Level 34 – Soften Muscle – 3.0s cast – 1500 range – 45s duration – 18 power – Decreases strength by 31. Level 44 – Soften Strength – 3.0s cast – 1500 range – 45s duration – 22 power – Decreases strength by 41.

A new base dexterity debuff has been added at the following levels and values: Level 6 – Heat Wave – 3.0s cast – 1500 range – 45s duration – 5 power – Decreases dexterity by 11. Level 16 – Heat Rush – 3.0s cast – 1500 range – 45s duration – 9 power – Decreases dexterity by 16. Level 25 – Heal Swell – 3.0s cast – 1500 range – 45s duration – 14 power – Decreases dexterity by 25. Level 35 – Heat Coil – 3.0s cast – 1500 range – 45s duration – 18 power – Decreases dexterity by 31. Level 45 – Heat Flux – 3.0s cast – 1500 range – 45s duration – 22 power – Decreases dexterity by 41.

A new single-target strength/constitution shear has been added at the following levels and values: Level 36 – Endowment Seize – 3.0s cast – 1750 range – 12 power

The single-target damage shield spells have been removed.

The group-target damage shield spells have been removed.

The group-target reactive buff shear proc has been removed.

The level 36 self damage add, Infernal Tear, has moved to level 37.

The following self melee-absorb buffs have moved from baseline to specline: Buffer of Warmth from level 9 base to spec. Buffer of Heat from level 21 base to spec.



Hero

Celtic Spear specialization

Level 34 – Eagle Talon – Anytime – growth rate decreased slightly

Level 50 – Cuchulain’s Revenge – Dragon Talon side positional followup – growth rate increased



Large Weaponry specialization

Level 34 – Demolish – Anytime – growth rate decreased slightly

Level 50 – Annihilation – Rear positional – growth rate increased

Hunter

Hunters have been given a forced full skill respec

All archers now receive the Remedy Realm Ability free at level 50 Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s





Archery specialization

Critical Shots have had their damage increased by about 10% across the board. Critical Shots’ archer immunity penalty has been increased from -50% damage to -75%.

Standard Shots have had their cast speed reduced from 5s to 4.7s.

Elemental Shots have had their cast times reduced from 7s to 5.5s and damage types changed across the realms as follows: Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots. Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots. Scout: Now gets Lithic (matter) and Somatic (body) shots.

Power shot has had its cast time reduced from 6s to 4.5s and is now modifiable by dexterity. Power Shot has had its damage increased by about 13% across the board. Power Shot now ignores but doesn’t pop bladeturn and cannot be blocked or intercepted Power shot now has a 30s RUT Power shot now checks and sets archer damage immunity

Rapid Fire shots have been changed to a 90 degree frontal cone AoE (FAE) 700 radius, same damage, same cast speed

A new root shot has been added at the following levels: Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range

A new snare shot has been added at the following level: Level 45 – Patella Shot – 15s duration melee hinder – 20s RUT – 4s cast – 2100 range

Point Blank Shots have been removed and replaced with three new versions of Point Blank shot: Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 10s frequency. Level 26 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 8s frequency. Level 36 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 6s frequency.

Poison shots have been removed.

Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.

Siege Shots have had their damage increased: Siege Shot 1 – Damage increased from 2 to 7 Seige Shot 2 – Damage increased from 7 to 21 Siege Shot 3 – Damage increased from 15 to 42 Siege Shot 4 – Damage increased from 21 to 60 Siege Shot 5 – Damage increased from 26 to 75 Siege Shot 6 – Damage increased from 37 to 90 Siege Shot 7 – Damage increased from 42 to 105 Siege Shot 8 – Damage increased from 47 to 125

Long Shots now have a cast-speed debuff linked to them at the following values: Long Shot 1 – 3% cast speed debuff – 40s duration Long Shot 2 – 6% cast speed debuff – 40s duration Long Shot 3 – 9% cast speed debuff – 40s duration Long Shot 4 – 12% cast speed debuff – 40s duration Long Shot 5 – 15% cast speed debuff – 40s duration Long Shot 6 – 18% cast speed debuff – 40s duration Long Shot 7 – 21% cast speed debuff – 40s duration Long Shot 8 – 24% cast speed debuff – 40s duration

A new spell, Track, has been added at the following levels and values in the Archery specialization: Level 20 – 15% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 30 – 25% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 40 – 35% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 50 – 45% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target



Infiltrator

Infiltrators have been given a forced full skill respec

Infiltrators have been given a forced realm ability respec

Infiltrators have had their spec points increased from 2.5 to 2.9 spec points.

Infiltrators can now train for Mastery of Magery and Wild Power realm abilities.

Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization.

Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Run ability.

Assassins may now spec for the Determination and Strike Prediction realm abilities.

Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.

Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.

The Viper realm ability has had its values reduced as follows: Level 1 – 10% to 5% Level 2 – 20% to 10% Level 3 – 35% to 20% Level 4 – 50% to 30% Level 5 – 75% to 40%





Stealth specialization

Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged. A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values: Level 10 – Shadow Run I – instant cast – Permanent duration – 5% detection bonus Level 15 – Shadow Run II – instant cast – Permanent duration – 10% detection bonus Level 20 – Shadow Run III – instant cast – Permanent duration – 15% detection bonus Level 25 – Shadow Run IV – instant cast – Permanent duration – 20% detection bonus Level 30 – Shadow Run V – instant cast – Permanent duration – 25% detection bonus Level 35 – Shadow Run VI – instant cast – Permanent duration – 30% detection bonus Level 40 – Shadow Run VII – instant cast – Permanent duration – 35% detection bonus Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed Level 45 – Shadow Run VIII – instant cast – Permanent duration – 40% detection bonus Also casts Shadow Run II – 85% normal run speed while stealthed Level 50 – Shadow Run IX – instant cast – Permanent duration – 45% detection bonus Also casts Shadow Run III – 100% normal run speed while stealthed Detect Hidden and Assassinate abilities have been removed from the specialization Save Fall V has been moved from 50 to 48 specialization A new ability, Overshadow, has been added at level 49 specialization Stealth an ally – 10s duration – Ally must be out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action. The Vanish I realm ability is now obtainable at level 49 specialization A new ability, Blur, has been added at level 50 specialization Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage



Envenom specialization

Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Evenom specialization. These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire and cannot be resisted. These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them. When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.

Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise. Poisons cannot be resisted and will always land for their full duration and value on the target.

There are 5 poison proc buff types: Effectiveness poison: melee dps + attack speed debuff Withering poison: disease + melee resistance debuff Stat debuff poison: weapon skill + all stats debuff Damaging poison: damage-over-times Shadowbind poison: snare Tranquilizing poison: mesmerization

All poisons have a RUT of 8s except for the Shadowbind and Tranquilizing poison. Shadowbind and Tranquilizing poison have unique RUTs of 8 seconds and 25 seconds, respectively.

for the Shadowbind and Tranquilizing poison. Effectiveness Poison: Debuffs the target’s effectiveness. Lowers the target’s damage dealt with all melee attacks and reduces their attack speed. This poison lasts 20 seconds. 3 Envenom – Minor Essence of Lethargy. Lowers melee damage dealt by 4% and attack speed by 5%. 13 Envenom – Weak Essence of Lethargy. Lowers melee damage dealt by 6% and attack speed by 10%. 23 Envenom – Essence of Lethargy. Lowers melee damage dealt by 10% and attack speed by 15%. 33 Envenom – Major Essence of Lethargy. Lowers melee damage dealt by 15% and attack speed by 20%. 43 Envenom – Swordbreaker. Lowers melee damage dealt by 20% and attack speed by 25%. Withering Poison: Applies a disease to the target that inhibits healing and lowers melee resistances. Diseased targets received heals are reduced by 50% and are snared. Disease prevents health regen. This poison lasts 15 seconds. 4 Envenom – Minor Widow Sting. Diseased, 15% slow and reduces strength by 5. 16 Envenom – Widow Sting. Diseased, 15% slow and reduces strength by 10. 26 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 15, and lowers resistances to melee attacks by 5%. 36 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 20, and lowers resistances to melee attacks by 10%. 46 Envenom – Widow Venom. Diseased, 15% slow, reduces strength by 25, and lowers resistances to melee attacks by 20%. Stat debuff Poison: Debuffs the target’s stats. The stats debuffed are Weaponskill, Dexterity, Strength, and Constitution. This poison will debuff all four stats with on application. This poisons lasts 30 seconds. 7 Envenom – Weakening Poison. Debuffs WS by 5% and stats by 13. 17 Envenom – Inhibiting Poison. Debuffs WS by 8% and stats by 24. 27 Envenom – Enervating Poison. Debuffs WS by 10% and stats by 30. 37 Envenom – Unnerving Poison. Debuffs WS by 14% and stats by 41. 47 Envenom – Touch of Death. Debuffs WS by 19% and stats by 60. Snare Poison: Snares the applied target for a set duration. This snare ignores root or snare immunities on the target and always applies for its full duration. This snare does not break upon damage. Unlike other poisons, snare poison can be reapplied to the target before its current duration has ended. 9 Envenom – Crippling Toxin. Snares the target by 15% for 4 seconds. 29 Envenom – Snaring Toxin. Snares the target by 35% for 6 seconds. 49 Envenom – Shadowbind. Snares the target by 60% for 9 seconds. Mez Poison Removed from Spymaster and added to Envenom. Mez poison has its own RUT of 25 seconds and does not share a RUT with any other poison. This poison will interrupt through bodyguard. Mez poison has a 500 radius and will always last its full duration on all targets, not counting dropoff duration reduction. 18 Envenom – Tranquilizing Gas - 5s duration PBAoE mez. 46 Envenom – Tranquilizing Miasma – 15s duration PBAoE mez. Damage-over-Time Poison: Applies a poison that does damage over time to the target. This poison lasts 20 seconds. 1 Envenom – Minor Lethal Poison. The target takes 9 body damage every 3.9 seconds. 5 Envenom – Lesser Lethal Poison. The target takes 15 body damage every 3.9 seconds. 10 Envenom – Lethal Poison. The target takes 22 body damage every 3.9 seconds. 15 Envenom – Major Lethal Poison. The target takes 29 body damage every 3.9 seconds. 20 Envenom – Greater Lethal Poison. The target takes 36 body damage every 3.9 seconds. 25 Envenom – Minor Lethal Venom. The target takes 36 body damage every 3.9 seconds. A second poison is applied that does 22 matter damage every 3.9 seconds 30 Envenom – Lesser Lethal Venom. The target takes 38 body damage every 3.9 seconds. A second poison is applied that does 30 matter damage every 3.9 seconds 35 Envenom – Major Lethal Venom. The target takes 42 body damage every 3.9 seconds. A second poison is applied that does 39 matter damage every 3.9 seconds 40 Envenom – Greater Lethal Venom. The target takes 50 body damage every 3.9 seconds. A second poison is applied that does 46 matter damage every 3.9 seconds. 45 Envenom – Insidious Lethal Venom. The target takes 72 body damage every 3.9 seconds. A second poison is applied that does 55 matter damage every 3.9 seconds. 50 Envenom – Lifebane. The target takes 101 body damage every 3.9 seconds. A second poison is applied that does 60 matter damage every 3.9 seconds.





Critical Strike specialization

Armor Wither effects can no longer be resisted and last their full duration.

Level 8 – Pincer – Side positional – 1% ABS debuff replaced with 4s melee stun

Level 12 – Hamstring – Evade reactionary – bleed effect replaced with a 20% attack speed debuff

Level 18 – Garrote – Anytime – snare effect replaced with 14 damage bleed

Level 21 – Perforate Artery – Frontal stealth opener – growth rate and damage increased signficantly, 10s duration armor wither effect added

Level 25 – Achilles Heel – Now a rear positional – Attack speed debuff effect replaced with 10s duration armor wither, damage reduced slightly

Level 29 – Leaper – Now follows Pincer style – Bleed effect changed to 1% ABS debuff, damage increased

Level 39 – Stunning Stab – Follows Creeping Death style – Bleed effect replaced with 3% ABS debuff

Level 44 – Rib Separation – Now follows Achilles Heel style – Armor wither effect replaced with 6s melee stun

Level 45 – Incapacitate style removed

Level 46 – Neck Shot – Now an anytime style – damage has been reduced slightly, targets helm armor slot

Level 47 – Rib Shot – Now an anytime style – damage has been reduced slightly, targets chest armor slot

Level 48 – Hip Shot – Now an anytime style – damage has been reduced slightly, targets leggings armor slot

Level 50 – Ripper – Now follow Garrote style – Applies a 20s duration armor wither



Dual Wield Specialization

Level 21 – Penumbra – Rear positional – rear snare removed, 26% attack speed debuff added, growth rate increased

Level 34 – Dark Tendrils – Anytime – growth rate decreased



Slash Specialization

Level 39 – Backslash – Rear positional – rear snare removed, growth rate increased



Thrust Specialization

Level 29 – Pierce – Rear positional – rear snare removed, growth rate increased

Mentalist

Mana Magic Specialization

Added group versions of all power regen spells that didn’t exist.

Moved the level 25 DoT Lesser Mind Melt to 27.



Mentalism Specialization

The spec single target mez has changed: The level 23 mez as been lowered to 40 sec. The level 31 mez has been lowered to 50 sec. The level 41 mez has been lowered to 60 sec. The level 50 mez, Unmake Mind, has been removed.



Mercenary

Mercenaries have been given a forced full skill respec

Mercenaries have been given a forced realm ability respec

Mercenaries now get the climb wall ability, Climbing Spikes, for free at level 50.

The Charge realm ability has been removed from Mercenary’s trainable realm abilities and they instead get it for free at the following class levels: Level 30 – Charge 1 Level 35 – Charge 2 Level 40 – Charge 3 Level 45 – Charge 4 Level 50 – Charge 5





Light Tank Stances

Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.

All stances cost 60% of MAX endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful. Way of the Mercenary Default Stance. Gained at level 5. Accuracy is increased by 10%. No penalties. Way of the Soldier Damage Stance. Gained at level 30. Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Way of the Soldier. All melee swings will always ignore bladeturn spells. Increases chance of a critical hit by 20%. Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability). All damage taken from enemy melee and magical attacks is increased by 25%. Way of the Rogue Mobile Stance. Gained at level 45. Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps. Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds. Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets. All melee damage dealt is reduced by 35%. All damage taken from melee and magical attacks is increased by 10%.





Dual Wield Specialization

Level 21 – Penumbra – Rear positional – rear snare removed, 26% attack speed debuff added, growth rate increased

Level 34 – Dark Tendrils – Anytime – growth rate decreased

Level 50 – Dark Shadows – Penumbra rear positional followup – 30% attack speed debuff replaced with 7s stun, growth rate increased



Slash Specialization

Level 39 – Backslash – Rear positional – rear snare removed, growth rate increased



Thrust Specialization

Level 29 – Pierce – Rear positional – rear snare removed, growth rate increased



Crush Specialization

Level 25 – Divine Hammer – Rear positional – rear snare removed, growth rate increased



Minstrel

Minstrels have been given a forced full skill respec



Instruments specialization

Added Crescendo, a realm–targeted, instant–cast, 7s duration, 130% speed buff at 34 Music. Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.

Great Crescendo, a realm– targeted, instant–cast, 9s duration, 160% speed buff at 44 music. Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.

The Group Pulse melee ablative chant has been changed. Cannot be cast on self. A single target 100% melee ablative. 2.8 sec cast, 60 RUT, 30 sec duration. Barrier of Sound, Level 30, absorbs 150 melee damage. Shield of Melody, Level 40, absorbs 225 melee damage. Wall of Song, level 50, absorbs 300 melee damage. The single target flute mez has had its duration reduced by 33% at all levels Level 50: from 29 to 20 seconds. Level 36: from 26 to 18 seconds. Level 24: from 20 to 14 seconds. Level 18: from 17 to 12 seconds. Level 9 : from 12 to 8 seconds. Please note that the flute mez spells effectively double their listed delve when determining spell duration. For instance, the level 50 version listed at 20s will apply like a 40s duration mez.





Necromancer

Necromancers have been given a forced full skill respec



Death Servant specialization

A new shade–cast PBAoE spell has been added as follows to the Death Servant specialization: Level 47 – Necrotic Conduit – 225 damage, 350 radius PBAoE – 20% power cost – 3s shade–cast, instant–cast by pet – shade must be within 250 range of pet The traditional level 47 PBAoE spell, Channeled Frenzy, is now trained at level 46 Death Servant specialization.





Nightshade

Nightshades have been given a forced full skill respec

Nightshades have been given a forced realm ability respec

Nightshades have had their spec points increased from 2.2 to 2.8 spec points.

Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization.

Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Run ability.

Assassins may now spec for the Determination and Strike Prediction realm abilities.

Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.

Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.

The Viper realm ability has had its values reduced as follows: Level 1 – 10% to 5% Level 2 – 20% to 10% Level 3 – 35% to 20% Level 4 – 50% to 30% Level 5 – 75% to 40%





Stealth specialization

Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged. A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values: Level 10 – Shadow Run I – instant cast – Permanent duration – 5% detection bonus Level 15 – Shadow Run II – instant cast – Permanent duration – 10% detection bonus Level 20 – Shadow Run III – instant cast – Permanent duration – 15% detection bonus Level 25 – Shadow Run IV – instant cast – Permanent duration – 20% detection bonus Level 30 – Shadow Run V – instant cast – Permanent duration – 25% detection bonus Level 35 – Shadow Run VI – instant cast – Permanent duration – 30% detection bonus Level 40 – Shadow Run VII – instant cast – Permanent duration – 35% detection bonus Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed Level 45 – Shadow Run VIII – instant cast – Permanent duration – 40% detection bonus Also casts Shadow Run II – 85% normal run speed while stealthed Level 50 – Shadow Run IX – instant cast – Permanent duration – 45% detection bonus Also casts Shadow Run III – 100% normal run speed while stealthed Detect Hidden and Assassinate abilities have been removed from the specialization Save Fall V has been moved from 50 to 48 specialization A new ability, Overshadow, has been added at level 49 specialization Stealth an ally – 10s duration – Ally must be out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action. The Vanish I realm ability is now obtainable at level 49 specialization A new ability, Blur, has been added at level 50 specialization Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage



Envenom specialization

Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Evenom specialization. These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire and cannot be resisted. These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them. When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.

Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise. Poisons cannot be resisted and will always land for their full duration and value on the target.

There are 5 poison proc buff types: Effectiveness poison: melee dps + attack speed debuff Withering poison: disease + melee resistance debuff Stat debuff poison: weapon skill + all stats debuff Damaging poison: damage-over-times Shadowbind poison: snare Tranquilizing poison: mesmerization

All poisons have a RUT of 8s except for the Shadowbind and Tranquilizing poison. Shadowbind and Tranquilizing poison have unique RUTs of 8 seconds and 25 seconds, respectively.

for the Shadowbind and Tranquilizing poison. Effectiveness Poison: Debuffs the target’s effectiveness. Lowers the target’s damage dealt with all melee attacks and reduces their attack speed. This poison lasts 20 seconds. 3 Envenom – Minor Essence of Lethargy. Lowers melee damage dealt by 4% and attack speed by 5%. 13 Envenom – Weak Essence of Lethargy. Lowers melee damage dealt by 6% and attack speed by 10%. 23 Envenom – Essence of Lethargy. Lowers melee damage dealt by 10% and attack speed by 15%. 33 Envenom – Major Essence of Lethargy. Lowers melee damage dealt by 15% and attack speed by 20%. 43 Envenom – Swordbreaker. Lowers melee damage dealt by 20% and attack speed by 25%. Withering Poison: Applies a disease to the target that inhibits healing and lowers melee resistances. Diseased targets received heals are reduced by 50% and are snared. Disease prevents health regen. This poison lasts 15 seconds. 4 Envenom – Minor Widow Sting. Diseased, 15% slow and reduces strength by 5. 16 Envenom – Widow Sting. Diseased, 15% slow and reduces strength by 10. 26 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 15, and lowers resistances to melee attacks by 5%. 36 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 20, and lowers resistances to melee attacks by 10%. 46 Envenom – Widow Venom. Diseased, 15% slow, reduces strength by 25, and lowers resistances to melee attacks by 20%. Stat debuff Poison: Debuffs the target’s stats. The stats debuffed are Weaponskill, Dexterity, Strength, and Constitution. This poison will debuff all four stats with on application. This poisons lasts 30 seconds. 7 Envenom – Weakening Poison. Debuffs WS by 5% and stats by 13. 17 Envenom – Inhibiting Poison. Debuffs WS by 8% and stats by 24. 27 Envenom – Enervating Poison. Debuffs WS by 10% and stats by 30. 37 Envenom – Unnerving Poison. Debuffs WS by 14% and stats by 41. 47 Envenom – Touch of Death. Debuffs WS by 19% and stats by 60. Snare Poison: Snares the applied target for a set duration. This snare ignores root or snare immunities on the target and always applies for its full duration. This snare does not break upon damage. Unlike other poisons, snare poison can be reapplied to the target before its current duration has ended. 9 Envenom – Crippling Toxin. Snares the target by 15% for 4 seconds. 29 Envenom – Snaring Toxin. Snares the target by 35% for 6 seconds. 49 Envenom – Shadowbind. Snares the target by 60% for 9 seconds. Mez Poison Removed from Spymaster and added to Envenom. Mez poison has its own RUT of 25 seconds and does not share a RUT with any other poison. This poison will interrupt through bodyguard. Mez poison has a 500 radius and will always last its full duration on all targets, not counting dropoff duration reduction. 18 Envenom – Tranquilizing Gas - 5s duration PBAoE mez. 46 Envenom – Tranquilizing Miasma – 15s duration PBAoE mez. Damage-over-Time Poison: Applies a poison that does damage over time to the target. This poison lasts 20 seconds. 1 Envenom – Minor Lethal Poison. The target takes 9 body damage every 3.9 seconds. 5 Envenom – Lesser Lethal Poison. The target takes 15 body damage every 3.9 seconds. 10 Envenom – Lethal Poison. The target takes 22 body damage every 3.9 seconds. 15 Envenom – Major Lethal Poison. The target takes 29 body damage every 3.9 seconds. 20 Envenom – Greater Lethal Poison. The target takes 36 body damage every 3.9 seconds. 25 Envenom – Minor Lethal Venom. The target takes 36 body damage every 3.9 seconds. A second poison is applied that does 22 matter damage every 3.9 seconds 30 Envenom – Lesser Lethal Venom. The target takes 38 body damage every 3.9 seconds. A second poison is applied that does 30 matter damage every 3.9 seconds 35 Envenom – Major Lethal Venom. The target takes 42 body damage every 3.9 seconds. A second poison is applied that does 39 matter damage every 3.9 seconds 40 Envenom – Greater Lethal Venom. The target takes 50 body damage every 3.9 seconds. A second poison is applied that does 46 matter damage every 3.9 seconds. 45 Envenom – Insidious Lethal Venom. The target takes 72 body damage every 3.9 seconds. A second poison is applied that does 55 matter damage every 3.9 seconds. 50 Envenom – Lifebane. The target takes 101 body damage every 3.9 seconds. A second poison is applied that does 60 matter damage every 3.9 seconds.



Armor Wither effects can no longer be resisted and last their full duration.

Level 8 – Pincer – Side positional – 1% ABS debuff replaced with 4s melee stun

Level 12 – Hamstring – Evade reactionary – bleed effect replaced with a 20% attack speed debuff

Level 18 – Garrote – Anytime – snare effect replaced with 14 damage bleed

Level 21 – Perforate Artery – Frontal stealth opener – growth rate and damage increased signficantly, 10s duration armor wither effect added

Level 25 – Achilles Heel – Now a rear positional – Attack speed debuff effect replaced with 10s duration armor wither, damage reduced slightly

Level 29 – Leaper – Now follows Pincer style – Bleed effect changed to 1% ABS debuff, damage increased

Level 39 – Stunning Stab – Follows Creeping Death style – Bleed effect replaced with 3% ABS debuff

Level 44 – Rib Separation – Now follows Achilles Heel style – Armor wither effect replaced with 6s melee stun

Level 45 – Incapacitate style removed

Level 46 – Neck Shot – Now an anytime style – damage has been reduced slightly, targets helm armor slot

Level 47 – Rib Shot – Now an anytime style – damage has been reduced slightly, targets chest armor slot

Level 48 – Hip Shot – Now an anytime style – damage has been reduced slightly, targets leggings armor slot

Level 50 – Ripper – Now follow Garrote style – Applies a 20s duration armor wither

Critical Strike specialization



Celtic Dual specialization

Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and growth rate reduced to bring in line with other detaunt styles

Level 21 – Hurricane – Rear positional – Rear snare removed, damage increased

Level 34 - Meteor Shower – Anytime – Growth rate decreased slightly



Pierce specialization

Level 12 – Black Widow – Rear positional – Rear snare removed, growth rate increased



Blades specialization

Level 34 – Revenging Blade – Rear positional – Rear snare removed, growth rate increased

Paladin

Paladins have been given a forced full skill respec

The Mastery of Healing realm ability has been added to Paladin’s list of trainable realm abilities.

The Wild Healing realm ability has been added to Paladin’s list of trainable realm abilities.



Shield specialization

Level 44 – Immobilize – Requires target’s side – 21s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.

Level 46 – Cripple – Requires target’s back – 23s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.



Chants specialization

The group endurance buff has changed back to a pulse: Level 2 – Chant of Endurance – Instant cast – 8s RUT – 2000 range – Target regenerates 3 endurance. Level 12 – Chant of Stamina – Instant cast – 8s RUT – 2000 range – Target regenerates 4 endurance. Level 22 – Chant of Persistence – Instant cast – 8s RUT – 2000 range – Target regenerates 5 endurance. Level 32 – Chant of Resilience – Instant cast – 8s RUT – 2000 range – Target regenerates 6 endurance. Level 42 – Chant of Perseverance – Instant cast – 8s RUT – 2000 range – Target regenerates 7 endurance.

A new group instant-heal has been added at the following levels and values: Level 2 – Holy Recovery – Instant cast – 60s RUT – 1500 range – 5% power – The target regains 25 hit points. Level 5 – Holy Renewal – Instant cast – 60s RUT – 1500 range – 5% power – The target regains 50 hit points. Level 12 – Holy Refreshment – Instant cast – 60s RUT – 1500 range – 10% power – The target regains 100 hit points. Level 20 – Holy Restoration – Instant cast – 60s RUT – 1500 range – 20% power – The target regains 180 hit points. Level 35 – Holy Rejuvenation – Instant cast – 60s RUT – 1500 range – 25% power – The target regains 250 hit points. Level 45 – Holy Revitalization – Instant cast – 60s RUT – 1500 range – 35% power – The target regains 300 hit points.

The group-target magic ablative chant has been removed.

A new single-target magic absorb buff has been added at the following levels and values: Level 30 – Barrier of Faith – 2.8s cast – 60s RUT – 1500 range – 30s duration – 10% power – Absorbs the next 300 magic damage on the target. Cannot be cast on self. Level 40 – Barrier of Virtue – 2.8s cast – 60s RUT – 1500 range – 30s duration – 15% power – Absorbs the next 375 magic damage on the target. Cannot be cast on self. Level 50 – Barrier of Temperance – 2.8s cast – 60s RUT – 1500 range – 30s duration – 20% power – Absorbs the next 500 magic damage on the target. Cannot be cast on self.

A new self-target base dexterity buff has been added at the following levels and values: Level 4 – Righteous Dexterity – 3.0s cast – 20m duration – 3 power – Increases dexterity by 12. Level 13 – Righteous Deftness – 3.0s cast – 20m duration – 11 power – Increases dexterity by 22. Level 21 – Righteous Proficiency – 3.0s cast – 20m duration – 16 power – Increases dexterity by 32. Level 31 – Virtuous Agility – 3.0s cast – 20m duration – 25 power – Increases dexterity by 42. Level 47 – Virtuous Fluidity – 3.0s cast – 20m duration – 43 power – Increases dexterity by 52.

A new single-target major heal has been added at the following levels and values: Level 5 – Major Restoration – 3.2s cast – 2000 range – 5 power – Target regains 55 hit points. Level 8 – Major Recuperation – 3.2s cast – 2000 range – 7 power – Target regains 82 hit points. Level 11 – Major Renewal – 3.2s cast – 2000 range – 9 power – Target regains 109 hit points. Level 14 – Major Revival – 3.2s cast – 2000 range – 11 power – Target regains 136 hit points. Level 18 – Major Resuscitation – 3.2s cast – 2000 range – 14 power – Target regains 172 hit points. Level 25 – Major Reviction – 3.2s cast – 2000 range – 19 power – Target regains 235 hit points. Level 33 – Major Refection – 3.2s cast – 2000 range – 24 power – Target regains 307 hit points. Level 43 – Major Refocillation – 3.2s cast – 2000 range – 30 power – Target regains 396 hit points.

All group-target resistance chants have been removed.

All group-target multi-resist chants have been removed.

A new single-target resistance buff has been added at the following levels and values: Level 27 – Elemental Ward – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 8%. Level 46 – Elemental Shield – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 12%.





Two-Handed specialization

Level 34 - Obfuscate – Anytime – Growth rate decreased slightly

Level 44 – Two Moons – Onslaught side positional followup – growth rate increased

Level 50 – Sun and Moon – Doubler rear positional followup – growth rate increased

Ranger

Ranges have been given a forced full skill respec

All archers now receive the Remedy Realm Ability free at level 50 Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s





Archery specialization

Critical Shots have had their damage increased by about 10% across the board. Critical Shots’ archer immunity penalty has been increased from -50% damage to -75%.

Standard Shots have had their cast speed reduced from 5s to 4.7s.

Elemental Shots have had their cast times reduced from 7s to 5.5s and damage types changed across the realms as follows: Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots. Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots. Scout: Now gets Lithic (matter) and Somatic (body) shots.

Power shot has had its cast time reduced from 6s to 4.5s and is now modifiable by dexterity. Power Shot has had its damage increased by about 13% across the board. Power Shot now ignores but doesn’t pop bladeturn and cannot be blocked or intercepted Power shot now has a 30s RUT Power shot now checks and sets archer damage immunity

Rapid Fire shots have been changed to a 90 degree frontal cone AoE (FAE) 700 radius, same damage, same cast speed

A new root shot has been added at the following levels: Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range

A new snare shot has been added at the following level: Level 45 – Patella Shot – 15s duration melee hinder – 20s RUT – 4s cast – 2100 range

Point Blank Shots have been removed and replaced with three new versions of Point Blank shot: Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 10s frequency. Level 26 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 8s frequency. Level 36 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 6s frequency.

Poison shots have been removed.

Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.

Siege Shots have had their damage increased: Siege Shot 1 – Damage increased from 2 to 7 Seige Shot 2 – Damage increased from 7 to 21 Siege Shot 3 – Damage increased from 15 to 42 Siege Shot 4 – Damage increased from 21 to 60 Siege Shot 5 – Damage increased from 26 to 75 Siege Shot 6 – Damage increased from 37 to 90 Siege Shot 7 – Damage increased from 42 to 105 Siege Shot 8 – Damage increased from 47 to 125

Long Shots now have a cast-speed debuff linked to them at the following values: Long Shot 1 – 3% cast speed debuff – 40s duration Long Shot 2 – 6% cast speed debuff – 40s duration Long Shot 3 – 9% cast speed debuff – 40s duration Long Shot 4 – 12% cast speed debuff – 40s duration Long Shot 5 – 15% cast speed debuff – 40s duration Long Shot 6 – 18% cast speed debuff – 40s duration Long Shot 7 – 21% cast speed debuff – 40s duration Long Shot 8 – 24% cast speed debuff – 40s duration

A new spell, Track, has been added at the following levels and values in the Archery specialization: Level 20 – 15% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 30 – 25% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 40 – 35% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 50 – 45% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target





Celtic Dual specialization

Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and growth rate reduced to bring in line with other detaunt styles

Level 34 - Meteor Shower – Anytime – Growth rate decreased slightly

Reaver

Reavers have been given a forced full skill respec



Soulrending specialization

The instant damage over time spell has been removed.

A new single-target direct damage nuke has been added at the following levels and values: Level 12 – Soul Rot – Instant cast – 15s RUT – 1000 range – 8 power – 28 spirit damage. Level 24 – Soul Toxin – Instant cast – 15s RUT – 1000 range – 16 power – 62 spirit damage. Level 35 – Soul Venom – Instant cast – 15s RUT – 1000 range – 21 power – 95 spirit damage. Level 49 – Soul Bane – Instant cast – 15s RUT – 1000 range – 30 power – 120 spirit damage.

The self-target lifetap offensive proc has been removed.

A new single-target lifetap has been added at the following levels and values: Level 3 – Vigor Drain – Instant cast – 20s RUT – 1500 range – 3 power – The target takes 12 body damage and the attacker is healed for 80% of the damage dealt. Level 12 – Health Drain – Instant cast – 20s RUT – 1500 range – 8 power – The target takes 35 body damage and the attacker is healed for 80% of the damage dealt. Level 21 – Vitality Drain – Instant cast – 20s RUT – 1500 range – 13 power – The target takes 55 body damage and the attacker is healed for 80% of the damage dealt. Level 31 – Spirit Drain – Instant cast – 20s RUT – 1500 range – 23 power – The target takes 81 body damage and the attacker is healed for 80% of the damage dealt. Level 45 – Soul Drain – Instant cast – 20s RUT – 1500 range – 30 power – The target takes 109 body damage and the attacker is healed for 80% of the damage dealt.

The radius on all levels of the PBAoE damage pulse has been increased to 400.

The low-level damage pulsing PBAoE now overwrites itself with higher level versions. This means that there is only one version of the PBAoE damage pulse that can be up at any time.

The Pulsing PBAoE Melee DPS debuff has been changed to a single use PBAoE Melee DPS debuff that now lasts 25 seconds. This ability has a 120 second RUT. Values have been unchanged The level 8 Crippling Curse spell has been moved to level 3 under the original name Arthritic Curse. The values remain unchanged.

The instant lifetap spell, Life Siphon, has been moved from 41 to 42 Soulrending.

A new PBAoE damage nuke has been added at the following levels and values: Level 41 – Circle of Despair – Instant cast – 90s RUT – 750 radius – 15% power – Does 5% spirit damage to the target.

A new PBAoE pet scare has been added at the following levels and values: Level 39 – Malefic Horror – Instant cast – 5m RUT – 350 radius – 15s duration – 5% power – Causes enemy pets and monsters to flee in terror.

The pusling PBAoE melee ABS debuff has been changed to a single use PBAoE melee ABS debuff It has been changed at the following levels and values: Level 5 – Aura of Foreboding – Instant Cast – 120s RUT – 350 radius – 25s duration – 2 power – Reduces the target’s ABS by 6%. Level 14 – Aura of Destiny – Instant Cast – 120s RUT – 350 radius – 25s duration – 6 power – Reduces the target’s ABS by 9%. Level 25 – Aura of Fate – Instant Cast – 120s RUT – 350 radius – 25s duration – 10 power – Reduces the target’s ABS by 11%. Level 35 – Aura of Destiny – Instant Cast – 120s RUT – 350 radius – 25s duration – 14 power – Reduces the target’s ABS by 15% (up from 13%). Level 47 – Aura of the Inevitable – Instant Cast – 120s RUT – 350 radius – 25s duration – 20 power – Reduces the target’s ABS by 20% (up from 15%).

All levels of the acuity debuff now have a 30% power heal attached to them.

A new energy resistance debuff has been added at the following levels and values: Level 20 – Energy Wither – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s energy resistance by 15%. Level 30 – Energy Siphon – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s energy resistance by 30%. Level 40 – Energy Wither – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s energy resistance by 50%.



Runemaster

Runemasters have been given a forced full skill respec



Suppression specialization

The AoE root’s range has been increased from 1500 to 1875.



Runecarving specialization

Added a new single–target energy nuke at the following levels and values: Level 6 – Mark of Thunder – 43 energy damage – 2.8s cast – 1500 range – 6 power Level 16 – Insignia of Thunder – 86 energy damage – 2.8s cast – 1500 range – 12 power Level 26 – Seal of Thunder – 133 energy damage – 2.8s cast – 1500 range – 17 power Level 36 – Signet of Thunder – 163 energy damage – 2.8s cast – 1500 range – 22 power Level 46 – Rune of Thunder – 209 energy damage – 2.8s cast – 1500 range – 29 power

Several spells have been moved in the Runecarving specialization to compensate the new nuke: Mark of Ruin (GTAoE) has moved from level 19 to level 11f Mark of Havoc (GTAoE) has moved from level 26 to 21 Mark of Devastation (GTAoE) moved from level 36 to 31 Mark of Undoing (GTAoE) moved from level 43 to 41 Moved Vex of Earth from level 46 to 44 Moved Odin’s Hatred from level 44 to 43 Moved Lesser Sigil of Havoc (bolt) from level 6 to 8



Savage

Savages have been given a forced full skill respec

Savages have been given a forced realm ability respec

Savages now get the climb wall ability, Climbing Spikes, for free at level 50.

The Charge realm ability has been removed from Savage’s trainable realm abilities and they instead get it for free at the following class levels: Level 30 – Charge 1 Level 35 – Charge 2 Level 40 – Charge 3 Level 45 – Charge 4 Level 50 – Charge 5





Light Tank Stances

Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.

All stances cost 60% of MAX endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful. War Stance Default Stance. Gained at level 5. Accuracy is increased by 10%. No penalties. Wild Stance Damage Stance. Gained at level 30. Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Wild Stance. All melee swings will always ignore bladeturn spells. Increases chance of a critical hit by 20%. Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability). All damage taken from enemy melee and magical attacks is increased by 25%. Frenzy Stance Mobile Stance. Gained at level 45. Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps. Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds. Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets. All melee damage dealt is reduced by 35%. All damage taken from melee and magical attacks is increased by 10%.





Hand to Hand specialization

Level 6 – Wild Call – Anytime – growth rate decreased

Level 8 – Clan’s Call – Rear positional – 11s hinder removed, replaced with 5s stun

Level 18 – Clan’s Might – Clan’s Call rear positional followup – 5s stun removed, replaced with 11s hinder



Axe specialization

Level 15 – Evernight – Rear positional – Rear snare removed, growth rate increased

Level 29 – Havoc – Anytime – growth rate decreased slightly

Level 44 – Arctic Rfit – Evernight rear positional followup – growth rate increased



Hammer specialization

Level 29 – Conquer – Rear positional – rear snare removed, growth rate increased

Level 32 – Comminute – Anytime – growth rate decreased slightly

Level 44 – Sledgehammer – Conquer rear positional followup – growth rate increased



Sword specialization

Level 34 – Polar Rift – Anytime – growth rate decreased slightly

Level 50 – Ragnarok – Rear positional – rear snare removed, growth rate increased

Scout

Scouts have been given a forced full skill respec

All archers now receive the Remedy Realm Ability free at level 50 Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s





Archery specialization

Critical Shots have had their damage increased by about 10% across the board. Critical Shots’ archer immunity penalty has been increased from -50% damage to -75%.

Standard Shots have had their cast speed reduced from 5s to 4.7s.

Elemental Shots have had their cast times reduced from 7s to 5.5s and damage types changed across the realms as follows: Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots. Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots. Scout: Now gets Lithic (matter) and Somatic (body) shots.

Power shot has had its cast time reduced from 6s to 4.5s and is now modifiable by dexterity. Power Shot has had its damage increased by about 13% across the board. Power Shot now ignores but doesn’t pop bladeturn and cannot be blocked or intercepted Power shot now has a 30s RUT Power shot now checks and sets archer damage immunity

Rapid Fire shots have been changed to a 90 degree frontal cone AoE (FAE) 700 radius, same damage, same cast speed

A new root shot has been added at the following levels: Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range

A new snare shot has been added at the following level: Level 45 – Patella Shot – 15s duration melee hinder – 20s RUT – 4s cast – 2100 range

Point Blank Shots have been removed and replaced with three new versions of Point Blank shot: Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 10s frequency. Level 26 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 8s frequency. Level 36 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – Fires a self bladeturn pulsing spell for 30s, 6s frequency.

Poison shots have been removed.

Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.

Siege Shots have had their damage increased: Siege Shot 1 – Damage increased from 2 to 7 Seige Shot 2 – Damage increased from 7 to 21 Siege Shot 3 – Damage increased from 15 to 42 Siege Shot 4 – Damage increased from 21 to 60 Siege Shot 5 – Damage increased from 26 to 75 Siege Shot 6 – Damage increased from 37 to 90 Siege Shot 7 – Damage increased from 42 to 105 Siege Shot 8 – Damage increased from 47 to 125

Long Shots now have a cast-speed debuff linked to them at the following values: Long Shot 1 – 3% cast speed debuff – 40s duration Long Shot 2 – 6% cast speed debuff – 40s duration Long Shot 3 – 9% cast speed debuff – 40s duration Long Shot 4 – 12% cast speed debuff – 40s duration Long Shot 5 – 15% cast speed debuff – 40s duration Long Shot 6 – 18% cast speed debuff – 40s duration Long Shot 7 – 21% cast speed debuff – 40s duration Long Shot 8 – 24% cast speed debuff – 40s duration

A new spell, Track, has been added at the following levels and values in the Archery specialization: Level 20 – 15% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 30 – 25% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 40 – 35% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target Level 50 – 45% stealth detection bonus – 2s cast – 30s duration – Focus spell is broken if caster moves or casts – Self-target



Shadowblade

Shadowblades have been given a forced full skill respec

Shadowblades have been given a forced realm ability respec

Shadowblades have had their spec points increased from 2.2 to 2.8 spec points.

Shadowblades can now train for Mastery of Magery and Wild Power realm abilities.

Shadowblades’ Blooddrinking RR5 realm ability has had its 20% health return on damage dealt increased to 60% and its duration reduced from 30s to 15s.

Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization.

Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Run ability.

Assassins may now spec for the Determination and Strike Prediction realm abilities.

Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.

Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.

The Viper realm ability has had its values reduced as follows: Level 1 – 10% to 5% Level 2 – 20% to 10% Level 3 – 35% to 20% Level 4 – 50% to 30% Level 5 – 75% to 40%





Stealth specialization

Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged. A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values: Level 10 – Shadow Run I – instant cast – Permanent duration – 5% detection bonus Level 15 – Shadow Run II – instant cast – Permanent duration – 10% detection bonus Level 20 – Shadow Run III – instant cast – Permanent duration – 15% detection bonus Level 25 – Shadow Run IV – instant cast – Permanent duration – 20% detection bonus Level 30 – Shadow Run V – instant cast – Permanent duration – 25% detection bonus Level 35 – Shadow Run VI – instant cast – Permanent duration – 30% detection bonus Level 40 – Shadow Run VII – instant cast – Permanent duration – 35% detection bonus Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed Level 45 – Shadow Run VIII – instant cast – Permanent duration – 40% detection bonus Also casts Shadow Run II – 85% normal run speed while stealthed Level 50 – Shadow Run IX – instant cast – Permanent duration – 45% detection bonus Also casts Shadow Run III – 100% normal run speed while stealthed Detect Hidden and Assassinate abilities have been removed from the specialization Save Fall V has been moved from 50 to 48 specialization A new ability, Overshadow, has been added at level 49 specialization Stealth an ally – 10s duration – Ally must be out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action. The Vanish I realm ability is now obtainable at level 49 specialization A new ability, Blur, has been added at level 50 specialization Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage Shadowblades get two unique thrown-weapon abilities at the following levels and values in the Stealth specialization: Level 46 – Decapitate – Ranged Frontal positional – Very High Damage – Very High Endurance – Very High To-Hit Bonus – Very High Defense Penalty – 500 range – 10s disarm – Can proc poison from proc buffs Level 48 – Tomahawk – Ranged Stealth opener – High Damage – Very High Endurance – Low To-Hit Penalty – Very High Defensive Bonus – 1000 range – 10s disarm – Can proc poison from proc buffs



Envenom specialization

Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Evenom specialization. These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire and cannot be resisted. These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them. When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.

Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise. Poisons cannot be resisted and will always land for their full duration and value on the target.

There are 5 poison proc buff types: Effectiveness poison: melee dps + attack speed debuff Withering poison: disease + melee resistance debuff Stat debuff poison: weapon skill + all stats debuff Damaging poison: damage-over-times Shadowbind poison: sna