Unify your clan by showing pride in the most common way - with pictures and colors!
New work station: Clan Totems.
Totems with cultural themes.
Used to combine images and colors to make an emblem to represent your clan.
Shows your clans current emblem on the totem.
Clan emblems are displayed on clan armor, shields, banners, etc.
Requires permissions in clan to edit emblem.
Emblems appear on bespoke assets:
Wall Banners.
Carpets.
Flag Banners.
Shields.
Horse caparison.
New feature: Coffers!
Clan coffers are a new feature for players to find treasure, bring it home, and display it at their base.
Place any treasure placeables within the coffers radius to contribute to your personal coffer and the clan coffer totals. Treasures can also be placed directly in the chest next to the Treasurer NPC. Interact with the Treasurer NPC to check the coffer values.
Heroic Treasures are special treasures found in the world that have to be carried home. You must make their way back to the base while carrying the treasure, it will not be added to their inventory.
Recipes for Potion of Natural Learning and the Bestial Memory has been moved off of Midnight Alchemist and are now part of the Firebowl Cauldron knowledge. The Raw Ash ingredient for both these potions has been removed as a requirement for crafting them.
Yellow Lotus Potion no longer resets attributes or knowledge, and instead provides a Stamina buff.
Fixed an issue where certain placeables would return the wrong materials when dismantled.
Prying Kit now correctly removes effect from Blunted and Balanced Weapon Fittings.
Blacksmith Bench no longer modifies Blood-Moon Bow and Bite of the Huntress stats.
Faded Purple Dye and Full Purple Dye are now less pink and more purple.
Golem crafting stations acquired from the Bazaar now have the same build costs as those found through game play, except that Blood Crystal Golem Workbench requires Blood Crystals.
Purple Lotus Orb recipe now correctly requires both Black and Purple Lotus.
Charcoal Kiln now has the correct fuel displayed in the crafting formula.
We’ve rebalanced several systems with the intention of making it more dynamic, tactical, and deadly, while also addressing several concerns from the community, such as the usefulness and power level of Legendary weapons.
We’ve recategorized many items. The new classifications are: “Unique”, “Epic”, and “Legendary”.
Legendary items are end-game items that cannot be crafted.
Epic items are end-game items that can be crafted, such as Khari Steel, Hardened Steel, Venomsteel, Star Metal, etc.
Unique items are the best-in-tier; a unique steel dagger is the best steel dagger you might find, but it will not be better than a Legendary or Epic dagger.
Journeys that required crafting Legendary items now instead require crafting Epic items
Animals and monsters are now generally speaking more deadly but have significantly less health, making dodging and blocking more important in combat. Humans (including thralls) have had their health reduced, but still vary in threat level between tribes as before.
Alpha animals (1 skull) are now much closer to the strength of their animal type
Champions (2 skulls) can now be found among the tribes and drop Unique items (see above)
World bosses (3 skulls) have been adjusted similarly to other enemies but the exact adjustments vary - in general expect shorter but deadlier fights
Stamina costs and regeneration adjustments
Stamina cost for weapons have been greatly increased, from numbers ranging 3-9 to numbers ranging 10-40
Stamina cost for jumping has increased to 8, and an extra Stamina cost of 16 for double-jump has been introduced
The stamina regen pause has been decreased from several seconds to 0.1 seconds, thus you will start regenerating stamina a lot sooner than before. Related server default values have been changed:
StaminaRegenerationTime = 3 (was 3.75)
StaminaOnConsumeRegenPause = 0.1 (was 1.5)
StaminaOnExhaustionRegenPause = 0.1 (was 2.75)
The gray-out post-processing effect for when you run out of stamina has been removed, as you will no longer be out of stamina for very long.
Weapon adjustments
Heavy attacks will do more damage than before, ranging from 5% to 20% more damage, depending on weapon type
Shields have had their base durability halved
Heavy attacks will always apply special effects such as bleed or sunder, except when sprinting
Short swords now apply Bleed on heavy attacks
Two-Handed Axes now apply Cripple on heavy attacks
Combo multipliers adjustments
First Heavy attack for One-Handed Axes decreased from 1.5 to 1.2
Katana Special attack increased from 0.6 to 1
One-Handed Sword, 4th Heavy attack increased from 1.5 to 2
Kicks, Backflips and the Katana Special attack has had their combo multiplier Stamina cost reduced
Repair adjustments
Legendary repair kits have been renamed to “Grandmaster Repair Kits”
Armor Patch kits have been renamed to “Armor Repair Kits”
Cost for crafting repair kits have been doubled
Weight for repair kits have been lowered to 0.1
Legendary and Unique items can not be repaired in any way
Max Durability for Unique and Legendary items have been greatly increased
Adding a weapon/armor/tool modification kit no longer reduces max durability
The Max Durability reduction from Prying kits have been reduced from 50% to 30%
Returns from dismantling items has been greatly increased
All repair kits now work on all tiers of weapons and armor, repairing 20% of original Max Durability per tier of the repair kit.
Items have a 10% chance to suffer Max Durability loss when repaired. This chance increases to 100% when using a Repairing Grindstone, so make sure you really do want to use it for everything on your hotkey bar.
Enemies can no longer break their stun-lock state.
Dead Golem followers no longer yield too many Blood Crystals when harvested.
Turanian and Yamatai Epic armors no longer give too much heat and cold resist.
The Tower of the Elephant achievement has been tweaked so that players now require a minimum of two people on top of them before they die.
Our valiant #spellchekker team has gone to war against the armies of Typus Maximus and came victorious. Ish.
Activating the inventory shortcut while on another interface screen now only closes that screen, and no longer switches to the inventory.
Respawn interface will now take a small moment to appear, to allow a moment of dread and/or laughter before being asked to do it all again. The death camera has also been tweaked to improve the experience.
Pristine Khari Daggers now both show up on their icon.
Claim Challenge Reward has its own controller button also on the Japanese PlayStation version, and no longer shares X with “Back”.
All elephants now have visible health bars making it easier to spot the elephant in the room.
Dying by passing through the Cursed Wall will no longer in certain cases open several unrelated interface windows.
Inventory grid no longer displays on top of the Info and Split buttons on Xbox.
Stables and Animal Pens Rename button can now be navigated to with controller.
Character Copy window can now be closed with Esc on keyboard or Back on controller.
Avatar controls now show and work correctly also when doing the summoning from inventory.
Corrected some translations of the “Defeat Prey Animals” challenge.
Misha’s Bite description now correctly refers to Asagarth, not Asgard.
Dryer now visually shows dried meat in it.
Show Journey Steps setting now correctly applies in all situations.
A new icon for Skeleton Key has been made to distinguish it better from other keys in the game.
Zeal being stolen is now messaged only when Zeal is actually being stolen.
Loot and interaction windows now work properly in the start area of Well of Skelos.
Added text to the (at first) empty Sorcery Knowledge tab.
Long localized Journey descriptions now have reduced text size to fit in the description box.
Corrected German translation of the “Beat Chest” emote.
Battle Pass reward display will no longer show two characters under certain conditions.