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Heat - EU

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  1. Sad
    no love for hunter yet again?

  2. Like
    Heat - EU got a reaction from Danlo in Increase Skill Set Slots to 3   
    Current situation:
    We currently have only 2 skill set slots for skills.

    At the same time, we already have:
    3 armor set slots
    3 talent branches

    The problem:
    Having only 2 skill sets feels limiting when the game already allows us to have 3 different armor sets and 3 talent branches.
    Players can have different setups for different content, for example:
    PvE / Farming
    PvP / Arena
    GvG / Mass PvP
    But with only 2 skill sets, one of these builds will always be missing, meaning we have to manually change skills or replace one of our saved setups.

    Suggestion:
    Increase the skill set limit from 2 to at least 3, matching the 3 armor set slots and 3 talent branches we already have.

    It would make switching between builds much more convenient and give players more freedom to make use of different skills and setups.

    3 armor sets + 3 talent branches = 3 skill sets would make much more sense.

  3. Like
    Heat - EU got a reaction from Shadowmon in Increase Skill Set Slots to 3   
    Current situation:
    We currently have only 2 skill set slots for skills.

    At the same time, we already have:
    3 armor set slots
    3 talent branches

    The problem:
    Having only 2 skill sets feels limiting when the game already allows us to have 3 different armor sets and 3 talent branches.
    Players can have different setups for different content, for example:
    PvE / Farming
    PvP / Arena
    GvG / Mass PvP
    But with only 2 skill sets, one of these builds will always be missing, meaning we have to manually change skills or replace one of our saved setups.

    Suggestion:
    Increase the skill set limit from 2 to at least 3, matching the 3 armor set slots and 3 talent branches we already have.

    It would make switching between builds much more convenient and give players more freedom to make use of different skills and setups.

    3 armor sets + 3 talent branches = 3 skill sets would make much more sense.

  4. Like
    Heat - EU reacted to Maces in Increase Skill Set Slots to 3   
  5. Like
    Heat - EU got a reaction from LeeLoo in [2026.09.01] In Development: Cross-Realm Tournament   
    This is The Hottest thing EVER Let's Go
  6. Like
    Thank you very much!!! 
  7. Thanks
    Greetings, Warriors!
     
    Please note that the Warspear Online servers will be taken offline today, June 11 at 14:00 CEST, as we roll out the new client update to version 13.4.1. The game will be unavailable for approximately 10 minutes. 
     
    Here's what's new:
     
    Tournament Guild Event in a GvG Area: Treasures of the Archipelago
    Fixed a bug that caused certain locations connected by island bridges to be incorrectly treated as neutral territory Skills, Talents, Mechanics
    Fixed a bug where summoned creatures would not inherit the effects of the non-class skills Magic Resistance and Magic Extension from the character Fixed a bug where the Subjugation bonus granted by Arcane Breach would not apply to the character Fixed incorrect movement behavior when using the Death Knight's Threads of Darkness skill  Interface Scaling
    Updated interface scaling values for PC and mobile devices Reduced the game window size and interface scale in the Windows XP client Fixed a bug that caused character models and hairstyles to scale incorrectly Updated the visual style of digital fonts New Display Settings
    Added a toggle for button labels on the quick action bar Added an option to adjust text size in the chat window Added an option to adjust text size in the chat overlay Added an option to adjust the size of character and object nameplates Other Changes
    Fixed a bug that could occasionally cause the client to lose connection to the server after restoring the game from a minimized state All changes are only available in client version 13.4.1, so be sure to update as soon as it's out! Please note that release times may vary across platforms.
     
    The interface adjustments introduced in Update 13.4.1 are only the first step in a broader series of improvements driven by player feedback.
    We're already working on the next round of changes, including further refinements to the quick action bar. We'll also be revisiting discussions with the community about its color scheme to better align the design with player expectations and feedback.
     
    During maintenance, active elixirs and summoned minions will be temporarily paused. If your character is inside a dungeon when maintenance begins, Seeker's Stamina will also be restored.

    Please plan your in-game activities accordingly. Thank you for your understanding.
    The Warspear Online Team
     
  8. Like
    Rhinella Marina
     
    No coração do Reino de Arinar, onde a luz do sol dançava entre árvores antigas e o ar era sempre perfumado, vivia um pequeno sapo chamado Rhinella. Diferente dos outros, ele não gostava de pântanos escuros nem de caçar insetos barulhentos. O que realmente fazia seu coração vibrar eram as flores da Floresta Encantada.
     
     

     
     
    Certa noite, a floresta tremeu. Uma sombra antiga tentou sugar a vida das flores, fazendo-as murchar em silêncio. Foi então que algo despertou dentro do pequeno sapo. Seu amor puro pela floresta ecoou pelas raízes da terra, e um poder magnífico surgiu: uma energia verde-dourada, viva como a própria natureza. Então ele conseguiu afastar todo o mal que rodeava suas tão preciosas flores.
     
     

     
     

    Desde aquele dia, Rhinella passou a ser conhecido como o Guardião das Flores de Arinar. Pequeno em aparência, imenso em espírito, ele segue protegendo a floresta encantada — provando que até o menor dos seres pode carregar a maior das magias quando ama aquilo que protege.
     
     

     

     
     
  9. Haha
  10. Like
    I will improve my costume design from distortions and i could do some changes but whenever i get a free time to do so, i still have until 20 Feb.
    I want to see my boy Miraj within the game that's what matters to me the most! 
  11. Like
    Miraj, Shadow of the dunes
     

     
     
    In the endless Golden Sands of Almahad, where the sun scorches the earth and the winds carry whispers of ancient power, a lone figure moves unseen.
    Known only as Miraj, he strikes with the swiftness of a sandstorm and vanishes as silently as he appeared.
     
    Clad in shadow and mystery, his presence is marked only by a faint cyan glow in the night.
    Some say he was born under the gaze of a sleeping dragon, others that he walks the desert to guard secrets older than any kingdom.
     
    Travelers speak of fleeting eyes in the dark, of mercenaries disappearing without a trace, and of the desert itself seeming to bend to his will.
    Miraj seeks no glory, no followers only balance.
     
    Those who threaten it learn quickly: the dunes remember, and so does Miraj, Shadow of the dunes.
     

     
    Made by Heat - EU Emerald Server
  12. Like
    Miraj, Shadow of the dunes
     

     
     
    In the endless Golden Sands of Almahad, where the sun scorches the earth and the winds carry whispers of ancient power, a lone figure moves unseen.
    Known only as Miraj, he strikes with the swiftness of a sandstorm and vanishes as silently as he appeared.
     
    Clad in shadow and mystery, his presence is marked only by a faint cyan glow in the night.
    Some say he was born under the gaze of a sleeping dragon, others that he walks the desert to guard secrets older than any kingdom.
     
    Travelers speak of fleeting eyes in the dark, of mercenaries disappearing without a trace, and of the desert itself seeming to bend to his will.
    Miraj seeks no glory, no followers only balance.
     
    Those who threaten it learn quickly: the dunes remember, and so does Miraj, Shadow of the dunes.
     

     
    Made by Heat - EU Emerald Server
  13. Like
    Heat - EU got a reaction from Mixver in Heat - EU Emerald Costume: Miraj, Shadow of the dunes   
    Miraj, Shadow of the dunes
     

     
     
    In the endless Golden Sands of Almahad, where the sun scorches the earth and the winds carry whispers of ancient power, a lone figure moves unseen.
    Known only as Miraj, he strikes with the swiftness of a sandstorm and vanishes as silently as he appeared.
     
    Clad in shadow and mystery, his presence is marked only by a faint cyan glow in the night.
    Some say he was born under the gaze of a sleeping dragon, others that he walks the desert to guard secrets older than any kingdom.
     
    Travelers speak of fleeting eyes in the dark, of mercenaries disappearing without a trace, and of the desert itself seeming to bend to his will.
    Miraj seeks no glory, no followers only balance.
     
    Those who threaten it learn quickly: the dunes remember, and so does Miraj, Shadow of the dunes.
     

     
    Made by Heat - EU Emerald Server
  14. Like
    When using the “Nearest Neighbor” filter (not sure if that’s the correct English term), even slightly scaling up a pixel image can often cause unnatural distortions. However, judging by some details, it seems that the author likely continued drawing after distortions, since it does not look as bad as the example 
     ---->
  15. Like
    Heat - EU reacted to Shimarin in [2026.01.29] Contest: Best Costume 2026   
    Calling All Creative Minds!

    Our annual Best Costume 2026 contest has begun, and this is your chance to bring your dream costume to life! Let your imagination run wild and compete for the grand prize – your design added to the game!
     
    How to Enter
    Create your costume design in any format – draw it on paper, sketch it in a notebook, or use digital tools like Paint, Photoshop, or any other editor. Head to THIS section and create a new topic with your entry. Make sure the topic title includes your character nickname, realm, and costume name.  Contest Guidelines
    Your costume must be pixel art. A front view is required; other angles are optional but encouraged. Make sure your entry follows the Forum Rules and the game's Rules of Conduct. This means no offensive, adult, inappropriate, or otherwise prohibited content. No modifications to existing in-game costumes (e.g., recoloring, adding or altering elements). No direct copies of costumes from movies, games, or other media. No using other people's artwork from the Internet or other participants. AI-generated images are not allowed. And remember – it's only one entry per participant!

    To ensure a smooth transition of your costume into the game, we've updated the requirements for digital submissions. Following these guidelines will minimize the need for adjustments during integration.

    Please note: We reserve the right to modify your design if necessary due to technical limitations of the game engine or graphic editor.
     
     
    Use the provided template for your design. Do not resize or alter it, as this may prevent your costume from being properly transferred into the game. Keep all costume elements (helmet/mask, jacket, shoulder pads, arms, legs) within their designated template areas. These areas correspond to the transparent space around the mannequin's body. Avoid excessive bulk. Costumes that completely fill the available space can appear oversized or cluttered. For example, a shoulder pad that extends all the way to the far right pixel may overlap with the character's face in-game. Stick to an even number of pixels for both width and height. A front view is required for submission. Other angles are optional, but if your design is selected, our artists will complete the remaining perspectives based on the artwork. Asymmetrical designs will appear mirrored in the game due to engine limitations. You may use any number of colors; however, all colors will be converted to a 256-color indexed palette when the costume is brought into the game. For optimal compatibility when importing costume components into the game engine, use the following resolution settings: 1:1 scale and 72 ppi.  
    For traditional (hand-drawn) submissions, feel free to use a mannequin template as a reference.

     
    To ensure the best possible fit, align the elements of your costume with the boundaries of the template so that everything scales correctly within the game.
     
     
    Judging Criteria
    Level of Detail. Even with the limitations of pixel art, a well-designed costume can showcase impressive intricacy. Modern digital tools make it possible to add fine detail, so take advantage of them! Submitting additional angles beyond just the front view will give your design an extra edge. In-Game Adaptability. While Arinar is filled with diverse characters, not every design will fit seamlessly into the game world. Keep in mind the aesthetic of the game when creating your costume. Originality. A standout costume isn't just well-designed – it should also be distinctive and visually appealing. Aim for something fresh and memorable rather than relying on overused themes. Costume Backstory. Although this is primarily an art contest, adding a brief description can bring your design to life. Share what materials it's made of, its special properties, or a bit of its lore! Prizes
    First Place: 40,000 Miracle Coins + costume added to the game in the next update (awarded to the winner) + unique Gold Forum Badge
    Second Place: 35,000 Miracle Coins + costume added in a future update (awarded to the winner) + unique Silver Forum Badge
    Third Place: 30,000 Miracle Coins + costume added in a future update (awarded to the winner) + unique Bronze Forum Badge
     
    You have until February 20 to submit your entries. After that, the contest section will be closed to new entries. We'll announce and award the winners by March 6.
     
    Best of luck, and may inspiration guide you!
    The Warspear Online Team
     
  16. Like
    Decent changes for the chief
  17. Like
    Heat - EU got a reaction from Gaunter in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I   
    This is actually greattt
  18. Thanks
    Warriors!
     
    As the frost tightens its grip on the Snowy Bound, a wind of change sweeps across Arinar! We're rolling out a new update to class skill and talent balance, aimed at making combat more dynamic and expanding the range of tactical choices available to you. These adjustments are based on extensive analysis of thousands of encounters, your feedback, and careful observation of class performance in Arenas, dungeons, and large-scale battles.
     
    As always, we invite you to test these changes on the public test server and share your thoughts. Some skills and talents may be further tuned based on the results.
     
    PvP Status: Version 1.0
     
    Heroes of Arinar, a new era of change begins! We're introducing a dedicated PvP configuration system – a major milestone in combat balance that will make every encounter more intense and engaging. Going forward, all skills and talents will have two distinct power profiles: one for PvE challenges and another specifically for PvP combat.
     
    Update 13.2 introduces the new PvP status mechanic, allowing us to fine-tune PvP balance with even greater precision using your feedback and combat data.
     
    Let's take a closer look at how it works!
     

     
    PvP Status in a Nutshell
    PvP status indicates whether your character is currently considered part of the PvP aspect of the game.
    It has two modes: on and off.
    Its current state is displayed next to your character's – or your target's – health bar.
    Depending on whether PvP status is active, certain skills and talents will use different modifiers.
    When PvP status is off, your character takes 80% less damage from the first attack made by a PvP opponent.
     

     
    Enabling and Disabling PvP Status
     
    PvP status is automatically enabled whenever your character enters one of the following locations or activities:
    Arena
    Catacombs
    GvG events
    Cup events
    Alliance events
    Golden Sands (surface locations of Almahad)
    Outposts
    Castle sieges
     
    In all other areas, PvP status is disabled by default. If you engage a PvP target – whether another player, a monster summoned by a player, or a PvP monster – PvP status will turn on automatically and remain active for as long as you're fighting at least one such target. After leaving combat, PvP status remains active for an additional 6 seconds before turning off. It also disengages automatically if your character dies. When leaving areas where PvP status is permanently enabled – or when entering or exiting dungeons, attractions, or event instanced territories – PvP status will also switch off automatically.
     
    Developer's Note: We understand that damage-focused classes currently enjoy a smoother experience in PvE activities. They clear solo content quickly and remain valuable in party play, while defensive and support-oriented classes often find themselves limited to more specialized roles. Our goal is to give heroes who traditionally struggle in PvE more room to shine – without disrupting PvP balance and while preserving the flexibility needed for ongoing adjustments.
     
    Looking ahead, we plan to expand the PvP status system and broaden the list of skills and talents that behave differently depending on whether it's active. Future class mechanics and overall game balance will be closely tied to the evolution of this feature.
     
    A full list of the skills and talents affected by this update can be found below.
     
    Standardized Attribute Limits for Summoned Monsters
     
    With Update 13.2, we're introducing the first set of changes to the mechanics governing summoned monsters. From now on, all summoned creatures will share the same maximum attribute caps as player characters.
     
    This change applies to the following skills and talents:
    Arcane Phantom (Mage's Guild of Almahad talent)
    Elemental Support (Druid's skill)
    Water Spirit (Druid's talent, Raging Spring branch)
    Dead Soldier (Necromancer's skill)
    Undead Army (Necromancer's talent)
    Call (Charmer's skill)
    Chaotic Assistance (Charmer's skill)
    Spawn of Gloom (Charmer's talent, Spawn of Gloom branch)
    Particle of Life (Templar's skill)
    Relentless Defender (Templar's talent, Stronghold of Faith branch)
    Beast Awakening (Beastmaster's skill)
    Deadly Illusion (Skill)
    Sneer of Fate (Skill)
     
    Developer's Note: In Update 13.2, we are taking the first meaningful step toward updating how summoned monsters function. A key issue with the previous system was that summons could reach significantly higher maximum combat and defensive attributes than the characters who controlled them.
     
    This update marks the beginning of a broader overhaul. In future updates, we plan to expand the range of character attributes inherited by summoned monsters and improve the usability and consistency of set skills that interact with summons. Starting with Update 13.3, we'll also refine how summoned monsters interact with AoE mechanics by including them in player-target limits for area skills. When this change goes live, summoned monsters will have a reduced chance of being selected compared to player targets, and their contribution to the target limit will scale dynamically based on the number of players within the affected area.
     
    Physical Defense Adjustment
     
    Starting with Update 13.2, the Physical Defense values granted by armor will be increased as follows:
    Cloth Armor: +~23.5%
    Light Armor: +~9.5
     Chosen
     
     Paladin
     Harad's Call
    Now deals magic damage, scaling with the character's combined Physical and Magic Power.
    Damage scaling changed to 160 / 175 / 190 / 210% and 115 / 125 / 135 / 150% (PvP) of Magic Power (was 115 / 125 / 135 / 150%).
    Damage scaling changed to 130 / 140 / 150 / 170% and 95 / 100 / 110 / 120% (PvP) of Physical Power.
    The Stun duration increases by 0.5 / 0.6 / 0.8 / 1 sec with higher Magic Power, while higher Physical Power increases damage Penetration by 5 / 6 / 8 / 10%.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14)
     Inner Forces
    Removed the separate damage-taken modifier from monsters. Now reduces damage by 2.5% and 2% (PvP), scaling with the character's missing healt
     Shackles of Justice
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
    Effect duration changed to 2 / 2.5 / 3 / 3.5 / 4 sec (was 3 / 3.5 / 4 / 4.5 / 5 sec).
     Heavenly Light
    Cooldown time increased to 14 sec (was 12 sec).
     Harad's Banner
    Damage scaling changed to 50 / 60 / 70 / 85% and 40 / 45 / 50 / 60% (PvP) of Magic Power (was 40 / 45 / 50 / 60%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Purifying
    Damage scaling changed to 30 / 55 / 80 / 110 / 140 plus 135 / 145 / 160 / 185 / 200% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%).
    Damage scaling changed to 15 / 25 / 35 / 50 / 65 plus 50 / 55 / 60 / 70 / 80% and 10 / 20 / 27 / 35 / 45 plus 35 / 40 / 45 / 50 / 55% (PvP) of Magic Power (was 10 / 20 / 27 / 35 / 45 plus 35 / 40 / 45 / 50 / 55%)
     Sun Seal
    Damage scaling changed to 170 / 180 / 200 / 220% and 120 / 130 / 140 / 155% (PvP) of Physical Power (was 120 / 130 / 140 / 155%).
    Damage scaling changed to 180 / 200 / 220 / 250% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%)
     Paladin's Prayer
    Damage scaling under Paladin's Prayer changed to 110 / 120 / 130 / 145% and 90 / 100 / 110 / 120% (PvP) of Physical Power (was 90 / 100 / 110 / 120%).
    Damage scaling under Paladin's Prayer changed to 120 / 130 / 150 / 170% and 100 / 110 / 125 / 140% (PvP) of Magic Power (was 100 / 110 / 125 / 140%).
    Damage scaling under Paladin's Retribution changed to 125 / 140 / 160 / 180% and 105 / 120 / 135 / 150% (PvP) of Physical Power (was 105 / 120 / 135 / 150%).
    Damage scaling under Paladin's Retribution changed to 155 / 170 / 190 / 215% and 120 / 140 / 160 / 180% (PvP) of Magic Power (was 120 / 140 / 160 / 180%).
     Stunning Blow
    Damage scaling changed to 180 / 190 / 205 / 225% and 130 / 135 / 145 / 160% (PvP) of Physical Power (was 130 / 135 / 145 / 160%).
     
      Faith Reckoning (Reckoning branch)
    Application chance changed to 20% for instant damage skills and 10% for damage over time skills (was 20% for all damage-dealing skills).
    Damage scaling changed to 35% and 25% (PvP) of Magic Power (was 25%).
     Power Surge (Assassin's Guild of Almahad)
    Mechanics reworked: Now heals for 5% of missing health.
     Divine Lightbringer
    Monster target limit added: 6.
     Intercession (Bulwark of Faith branch)
    Activation interval changed to once per 2 sec (was once per 2.5 sec).
    Healing scaling changed to 75% of Magic Power (was 85%).
     External Influence
    Healing bonus from missing health changed to 2% (was 2.5%).
     Shackles of Justice +
    Skill duration bonus changed to 0.2 / 0.3 / 0.4 sec (was 0.2 / 0.4 / 0.6 sec).
     
     Mage
     Overload
    The Overload effect no longer prevents the character from accumulating stacks of Tension.
     Aura of Fire
    There is a 20 / 25 / 30 / 40% chance to deal retaliatory damage to the attacker when hit by an auto-attack or instant damage skill.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Blazing Ground
    Cooldown time increased to 16 sec (was 14 sec).
    PvP targets are no longer interrupted by damage from the zone.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
      Illusionary Chains
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     Time Warp
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Stone Shards
    Damage scaling changed to 150 / 160 / 175 / 190 / 210% and 125 / 135 / 145 / 160 / 175% (PvP) of Magic Power (was 125 / 135 / 145 / 160 / 175%).
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Roaring Flame
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Frostbolt
    Damage scaling changed to 160 / 175 / 190 / 220% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%).
     
     Cryostasis (Assassin's Guild of Almahad)
    The talent no longer activates on zero damage.
     Excess Energy
    Now increases Skill Power instead of skill damage.
     Magma Boulder (Pyromancy branch)
    Frostbolt damage is now always increased, rather than only against targets affected by Blazing Ground.
     Elemental Power (non-playable guilds of Almahad)
    Using Dragon's Eye or Refinement now also applies Arcane Synthesis to the character.
     Arcane Phantom (Mage's Guild of Almahad)
    Phantom summon chance changed to 14% (was 10%).
     Spatial Manipulation (Arcane Magic branch)
    Effect duration changed to 18 sec (was 14 sec).
    Magic Power bonus accumulation rate changed to once per 2 sec (was once per 3 sec).
     Sorcerer's Creed (Adventurer's Guild of Almahad)
    Cooldown reduction bonus for skills on cooldown changed to 0.4 sec (was 0.2 sec).
     Sheaf of Lightning
    Healing from damage dealt changed to 110% (was 65%).
     Runic Rock (Geomancy branch)
    Effect duration changed to 25 sec (was 16 sec).
    Physical and Magic Defense penalty from Dull Wounds changed to 8% (was 5%).
    Physical and Magic Defense penalty from Open Fracture changed to 40% (was 20%).
     
     Seeker
     Splitting Blow
    Fixed a bug that caused the reduction of the enemy's Health Steal to be calculated incorrectly.
    Bleeding damage scaling changed to 45 / 50 / 60 / 70% and 35 / 40 / 50 / 60% (PvP) of Physical Power (was 30 / 35 / 40 / 50%).
     Sun Nets
    Cooldown time reduced to 16 sec (was 20 sec).
    Mechanics added: Now applies Defensive Atrophy to enemies, reducing their highest defensive attribute: Dodge by 13 / 16 / 20 / 25%, Block by 5.5 / 6.5 / 8 / 10%, or Parry by 8.5 / 10 / 12 / 15%.
    Monster target limit added: 5 / 6 / 8 / 10.
      Exhaustive Blow
    Mechanics added: If the target is already under Stun, the skill deals 20 / 25 / 30 / 40% increased damage.
    Damage scaling changed to 130 / 135 / 140 / 150% and 110 / 115 / 120 / 125% (PvP) of Physical Power (was 110 / 115 / 120 / 125%).
     Bloodthirst
    Healing per Bleeding stack on the enemy changed to 2.5 / 3 / 4 / 5% (was 2 / 2.5 / 3.5 / 4%).
     Vanish
    Stun duration changed to 2 / 2.2 / 2.4 / 2.7 / 3 sec (was 1.5 / 1.7 / 2 / 2.5 / 3 sec).
      Attraction
    Damage amplification changed to 8 / 10 / 12 / 15% (was 6 / 8 / 10 / 12%).
    Duration of damage amplification changed to 5 / 6 / 8 / 10 sec (was 5 / 6 / 7 / 8 sec).
    Fixed a bug that caused the immobility duration to be calculated incorrectly
     Attack Instinct
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     
     Warrior of Light (non-playable guilds of Almahad)
    Fixed a bug where Skill Power would not increase the character's Physical Power.
     Battle Potential (Steel Tempest)
    Number of non-critical auto-attacks required to activate the effect changed to 5 and 7 (PvP).
      Inner Harmony (Righteous Fury branch)
    Mechanics reworked: Now increases Resistance from all sources by 30%. Whenever the character resists a harmful effect, Inner Harmony is applied for 16 sec, increasing Skill Cooldown rate by 10%. Stacking this effect increases its power by 10% (up to 40%) and refreshes its duration.
      Bloody Rampage
    Bloodthirst damage bonus per Bleeding stack on the enemy changed to 7% (was 5%).
    Maximum Bloodthirst damage bonus changed to 28% (was 25%).
    Cooldown reduction bonus per Bleeding stack changed to 0.7 sec (was 0.5 sec).
    Maximum Bloodthirst cooldown reduction bonus changed to 2.8 sec (was 2.5 sec)
     Residual Acceleration
    Effect duration changed to 5 sec (was 6 sec).
     
     Priest
     Redemption
    Monster target limit added: 3 / 4 / 5 / 6.
    Player target limit changed to 4 / 5 / 6 / 7 (was 5 / 6 / 7 / 8).
     Elusive Threat
    Cooldown time increased to 25 sec (was 16 sec).
    Damage scaling changed to 70 / 75 / 85 / 100% and 50 / 55 / 65 / 80% (PvP) of Magic Power (was 55 / 65 / 75 / 90%).
    Damage Penetration bonus changed to 6 / 7 / 9 / 12% (was 4 / 8 / 12 / 15%).
     Mystic Mark
    Effect duration changed to 10 sec (was 15 sec).
    Damage scaling changed to 155 / 170 / 190 / 220% and 140 / 150 / 160 / 185% (PvP) of Magic Power (was 140 / 150 / 160 / 185%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Light's Wrath
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
    Damage scaling against the primary target changed to 155 / 170 / 190 / 220% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 120 / 130 / 145 / 160%).
    Damage scaling against enemies within 1 yard changed to 120 / 130 / 145 / 160% and 100 / 105 / 115 / 130% (PvP) of Magic Power (was 100 / 105 / 115 / 130%).
     Payback
    Damage scaling changed to 175 / 190 / 210 / 240% and 145 / 160 / 180 / 200% (PvP) of Magic Power (was 145 / 160 / 180 / 200%).
     Word of Power
    Damage dealt at the end of Curse Oath changed to 135 / 145 / 155 / 170 / 190% and 120 / 125 / 135 / 145 / 160% (PvP) of Magic Power (was 120 / 125 / 135 / 145 / 160%).
     
     Remorse
    Mechanics reworked: Now Redemption also heals the target for 3% of their maximum health for every harmful effect it removes.
     Illusion of Salvation
    Stun duration changed to 3 sec (was 4 sec).
    Standing-still requirement for applying Stun changed to 2 sec (was 1.5 sec).
     Punishment by Pain (Holy Wrath branch)
    Bonus damage scaling changed to 40% and 30% (PvP) of Magic Power (was 30%).
     Penance (Assassin's Guild of Almahad)
    Activation interval changed to once per 2.5 sec (was once per 1.5 sec).
     Zealous Aid (Mage's Guild of Almahad)
    Cooldown reduction bonus from using skills on allies changed to 0.4 sec (was 0.3 sec).
    Healing bonus from using skills on enemies changed to 20% (was 15%).
     
     Templar
     Harad's Teachings
    Damage scaling changed to 45 / 55 / 65 / 80% and 30 / 40 / 50 / 65% (PvP) of Magic Power (was 30 / 40 / 50 / 65%).
    Damage scaling changed to 55 / 65 / 80 / 100% and 45 / 55 / 65 / 80% (PvP) of Physical Power (was 20 / 30 / 40 / 50%).
    Healing range changed to 6 yards (was 5 yards).
    Healing can now affect the monster summoned by Particle of Life.
    The healing effect can now only occur once per 4 / 3 / 3 / 2 sec.
    The effect now applies even if the enemy resists Stun.
     Whirlwind of Repentance
    Now deals magic damage, scaling with the character's combined Physical and Magic Power.
    Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 115 / 125 / 140 / 155 / 175% and 20 / 40 / 60 / 80 / 100 plus 85 / 95 / 105 / 115 / 125% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 85 / 95 / 105 / 115 / 125%).
    Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 125 / 135 / 145 / 160 / 180% and 20 / 40 / 60 / 80 / 100 plus 105 / 115 / 125 / 135 / 150% (PvP) of Magic Power.
    Chance to apply Quicksand changed to 100% (was 60 / 70 / 80 / 90 / 100%).
    Now, starting at skill level 4, higher Physical Power causes Quicksand to reduce enemy Accuracy, while higher Magic Power increases the skill's area of effect by 3 yards.
     Deity Statue
    Cooldown time reduced to 30 sec (was 38 sec).
    Statue duration changed to 12 / 14 / 16 / 20 sec (was 16 / 20 / 24 / 28 sec).
    The Statue now absorbs damage from auto-attacks and instant damage skills (previously from auto-attacks only).
    The Statue no longer applies Divine Retribution to enemies that deal damage to it.
     Onslaught
    Damage scaling changed to 145 / 155 / 170 / 190% and 115 / 125 / 140 / 155% (PvP) of Physical Power (was 115 / 125 / 140 / 155%).
    Now affects all enemies within 2 yards of the target (previously only the target).
    Monster target limit added: 5 / 6 / 8 / 10.
     Reverse Flow
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     Touch of Truth
    Monster target limit added: 5 / 6 / 8 / 10.
     Forbidden Trick
    Damage scaling changed to 175 / 190 / 210 / 240 / 280% and 130 / 145 / 160 / 180 / 200% (PvP) of Physical Power (was 130 / 145 / 160 / 180 / 200%).
      Particle of Life
    Damage scaling changed to 135 / 145 / 160 / 180% and 120 / 125 / 130 / 150% (PvP) of Physical Power (was 120 / 125 / 130 / 150%).
    Summoned monster's damage scaling changed to 80 / 100 / 125 / 155 plus 75 / 85 / 100 / 120% and 55 / 80 / 105 / 130 plus 65 / 75 / 85 / 100% (PvP) of the character's Magic Power (was 55 / 80 / 105 / 130 plus 65 / 75 / 85 / 100%).
    Summoned monster's base movement speed increased.
     
     Wisdom of Overcoming (Oathkeeper branch)
    Mechanics reworked: Harad's Teachings now heal an additional party member and increase the healing received by allies by 25%.
      Light's Vengeance (Assassin's Guild of Almahad)
    Stun is now applied specifically to the enemy who inflicted a harmful or control effect on the character, rather than a random enemy.
      Cleaving Confession (Adventurer's Guild of Almahad)
    Now increases Skill Power instead of skill damage.
     Blessed Step (Tactician branch)
    Effect duration changed to 18 sec (was 14 sec).
     Power Inversion (Tactician branch)
    Penalty to the activation rate of Reverse Flow changed to 90% (was 60%).
      Light Burn
    Effect duration changed to 12 sec (was 8 sec).
     Defensive Strike
    Monster target limit added: 6.
     Strength of Faith
    Mechanics reworked: Now, increases the Deity Statue's maximum health by 30%, extends its area of effect by 1 yard, and heals it for 15% of its maximum health every 4 sec.
     
     Firstborn
     
     Blade Dancer
     Vortex Blade
    Removed the separate damage-taken modifier from monsters. Now increases damage against targets under Bleeding by 15 / 20 / 25 / 30 / 40% and 6 / 9 / 12 / 16 / 20% (PvP).
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Mark of the Blade
    Healing interval added: once per 2 / 2 / 1.5 / 1 sec.
     Rush  
    Monster target limit added: 5 / 6 / 8 / 10.
     Hamstring  
    Damage scaling changed to 40 / 45 / 50 / 55 / 60% and 30 / 35 / 40 / 45 / 50% (PvP) of Physical Power (was 30 / 35 / 40 / 45 / 50%).
     Sonic Boom
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     
     Virtuoso (Featherlike Agility branch)
    Now, taking damage from melee auto-attacks or instant damage melee skills applies Virtuoso for 10 sec, increasing the Parry chance by 2%, but this can only occur once per 3 sec. Stacking this effect increases its power by 2% (up to 6%) and refreshes its duration.
     Weakness Suppression (Featherlike Agility branch)
    Mechanics reworked: Now, when Spirit of Resistance activates, the character becomes immune to all control effects for the next 1 sec.
     Unrelenting Onslaught
    Removed the separate modifier that increased the Rush duration differently for monsters. The duration now increases by 10% for each enemy hit (previously 12% per player and 8% per monster).
     Vortex Blade +
    Damage bonus against Bleeding targets changed to 1.5 / 3% (was 2 / 4%).
    The effect now applies to any target affected by Bleeding.
     
     Ranger
     Explosive Trap
    Fixed a bug where the skill damage would not trigger instant damage character mechanics.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Scatter Shot
    Now additionally shifts the character 2 yards backward, away from the target.
     Bow Strike
    Damage scaling changed to 115 / 125 / 135 / 150% and 80 / 90 / 105 / 120% (PvP) of Physical Power (was 80 / 90 / 105 / 120%).
     Hail of Arrows
    Damage to enemies within the area around the target changed to 90 / 100 / 115 / 130% (was 45 / 50 / 60 / 70%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Vengeful Shot
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     
     Marksman's Precision (Adventurer's/Mage's Guild of Almahad)
    Now additionally increases damage of auto-attacks for each yard between the character and the target.
    Distance-based damage bonus for skills and auto-attacks changed to 0.85% (was 0.5%).
    Removed the double bonus granted when using a skill at maximum range.
     Quick Reaction (Anomalous Evasion branch)
    Now additionally applies Quick Reaction after taking damage from damage over time effects.
     Fire Volley
    Removed the separate damage modifier against monsters. Now increases Hail of Arrows damage by 8% and 5% (PvP) for each yard between the character and the target.
     Detoxification (Anomalous Evasion branch)
    Mechanics reworked: Now, dodging an enemy attack applies Detoxification to the character for 4 sec, increasing Resistance by 30% of the character's Dodge chance. This effect can only occur once per 6 sec.
     Spearhead Onslaught (Masterful Cannonade branch)
    Using Bow Strike no longer reduces the effect's strength.
    Maximum Attack Strength bonus changed to 30% (was 20%).
    Removed the double bonus to Attack Strength on critical hits.
    The Attack Strength bonus now builds 1% faster when attacking the same target.
     Butterfly Dance (Assassin's Guild of Almahad)
    Effect duration increased to 18 sec (was 14 sec).
     Increased Danger
    Damage scaling changed to 35% and 25% (PvP) of Physical Power (was 25%).
     Flexible Bowstring (Masterful Cannonade branch)
    Penalty to Ranger's Blessing damage reduced to 55% (was 70%).
     Precision (Mage's Guild of Almahad)
    Time window for stacking the effect changed to 10 sec (was 8 sec).
     
     Druid
     Secret Link
    Healing from this skill can now be critical.
    Fixed a bug where the effect did not apply to the character when used on an allied monster.
     Healing Barrier
    Fixed a bug where healing from the skill would not properly scale with healing bonuses and penalties.
    Skill range increased to 5 yards (was 4 yards).
     Patronage of the Forest
    Cooldown time reduced to 40 sec (was 50 sec).
    Skill range increased to 5 yards (was 4 yards).
    Now, when the healing effect occurs, it also removes 1 / 1 / 2 / 3 random harmful or control effect(s) from the target.
     Invigorating Stream
    Healing from this skill can now be critical.
     Punitive Roots
    Physical and Magic Power reduction from Weakness changed to 15 / 20 / 25 / 30% (was 55 / 65 / 75 / 90%).
    Weakness no longer breaks when the target performs an attack.
     Power of Water
    Cooldown time reduced to 12 sec (was 18 sec).
    Damage scaling against the primary target changed to 130 / 140 / 150 / 165% and 110 / 115 / 125 / 135% (PvP) of Magic Power (was 140 / 150 / 165 / 180%).
    Damage scaling against enemies within the area around the target changed to 60 / 70 / 80 / 90% and 50 / 60 / 70 / 80% (PvP) of Magic Power (was 60 / 70 / 80 / 90%).
    Water Curse duration changed to 5 / 6 / 7 / 8 sec (was 4 / 5 / 6 / 8 sec).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Lightning Bolt
    Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 130 / 135 / 140 / 145 / 155% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%).
     Insect Swarm
    Damage scaling changed to 40 / 45 / 50 / 55 / 60% and 30 / 35 / 40 / 45 / 50% (PvP) of Magic Power (was 30 / 35 / 40 / 45 / 50%).
     Tornado
    Damage scaling changed to 40 / 50 / 60 / 70% and 30 / 40 / 50 / 60% (PvP) of Magic Power (was 30 / 40 / 50 / 60%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Elemental Support
    Summoned monster's damage scaling changed to 65 / 80 / 100 / 120% and 55 / 65 / 80 / 100% (PvP) of the character's Magic Power (was 55 / 65 / 80 / 100%).
     Barkskin
    Effect duration changed to 30 / 35 / 40 / 50 / 60 sec (was 20 / 30 / 40 / 50 / 60 sec).
    Physical and Magic Defense bonus increased to 25 / 30 / 35 / 40 / 50% (was 15 / 20 / 30 / 40 / 50%).
     Forest Song
    Monster target limit added: 5 / 6 / 8 / 10.
     
     Internal Impact
    Mechanics reworked: Applying Healing Barrier to the ally now also grants the effect to the character. The shield strength is reduced by 25%.
     Elemental Fury (Raging Spring branch)
    The talent's effect now applies to the character themselves. While it is active, all existing summoned monsters also gain the bonus.
     Insight (Forest's Bounty branch)
    While the talent is active, healing from the skill no longer weakens for each subsequent target.
     Thorn Trap (Mage's Guild of Almahad)
    Now, the talent accumulates damage regardless of the target's defensive attributes.
     Water Spirit (Raging Spring branch)
    Summoned monster's damage scaling changed to 145% and 120% (PvP) of the character's Magic Power (was 120%).
     Thorny Bush
    Penalty to enemy Penetration increased to 5% (was 4.5%).
     
     Warden
     Punishment
    Now additionally reduces enemy Skill Power by 6 / 8 / 10 / 12 / 16%.
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     Warden's Protection
    Damage from the skill is now channeled to the character every 2 sec, instead of hitting on every attack against allied characters.
     Defense Mastery
    Removed the separate damage-taken modifier from monsters. Now reduces damage by 2 / 3 / 4 / 5% and 2 / 2.5 / 3 / 4% (PvP) per stack.
     Warden's Spirit
    Cooldown time reduced to 22 sec (was 25 sec).
     Powerful Lunge
    Damage range increased to 1 / 1 / 2 / 2 yard(s) (was 1 yard).
    Damage scaling changed to 185 / 210 / 240 / 280% and 160 / 180 / 205 / 235% (PvP) of Physical Power (was 160 / 180 / 205 / 235%).
     Powerful Blow
    Damage scaling changed to 25 / 50 / 70 / 95 / 120 plus 135 / 140 / 150 / 160 / 175% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%).
     Shield Throw
    Damage scaling changed to 150 / 160 / 180 / 200% and 115 / 120 / 130 / 140% (PvP) of Physical Power (was 115 / 120 / 130 / 140%).
     Warden's Fury
    Weakness duration increased to 8 / 9 / 10 / 12 sec (was 7 / 8 / 9 / 10 sec).
     
     Resonating Technique (Guardian's Waraxe branch)
    Now, when an auto-attack or instant-damage skill is used, the effect accumulation rate increases by 1 sec, but this can only occur once per 0.4 sec.
     Combat Healing (Scorching Fury branch)
    Now, the damage from the health restored is doubled when the character is at full health.
     Solar Protection (Assassin's Guild of Almahad)
    Number of resisted harmful effects required to activate the effect increased to 4 (was 3).
     Crowd Inspiration
    Skill range increased to 4 yards (was 2 yards).
     Will to Live (Unbridled Will branch)
    Fortification strength bonus reduced to 3% for every 5% of the character's missing health (was 4%).
     Unbreakable Barrier (Mage's Guild of Almahad)
    Damage scaling changed to 140% and 100% (PvP) of Physical Power (was 100%).
     
     Beastmaster
     Forest Symbol
    Earth Bonds duration changed to 3 / 3 / 3.5 / 4.5 sec (was 3 / 3.5 / 4.5 / 6 sec).
    Now affects 1 / 2 / 3 / 4 target(s) at once (previously affected only a single target).
     Moonlight
    Now, the Moon Monster's attacks extend the shortest remaining effect stack duration (previously always extended the same effect).
     Chain Lightning
    Fixed a bug where targets could occasionally receive zero damage.
    Damage scaling changed to 70 / 80 / 90 / 100 / 115% and 55 / 65 / 75 / 85 / 95% (PvP) of Physical Power (was 55 / 65 / 75 / 85 / 95%).
    Damage scaling changed to 120 / 135 / 150 / 170 / 190% and 100 / 115 / 130 / 145 / 160% (PvP) of Magic Power (was 100 / 115 / 130 / 145 / 160%).
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 7 / 8 / 9 / 10).
     Double Concentration
    Cooldown time increased to 30 sec (was 22 sec).
    Double Concentration duration on the Moon Monster increased to 25 sec (was 15 sec).
    Beast Instinct duration on the character increased to 25 sec (was 15 sec).
    Enabling Deadly Dexterity now removes all effects applied by this skill.
    Disabling Deadly Dexterity now removes all its effects.
     Moon Touch
    Damage scaling changed to 50 / 70 / 90 / 115 / 140 plus 140 / 155 / 170 / 185 / 200% and 40 / 55 / 70 / 100 / 120 plus 130 / 140 / 155 / 165 / 175% (PvP) of Magic Power (was 40 / 55 / 70 / 100 / 120 plus 130 / 140 / 155 / 165 / 175%).
     Order to Attack
    Moon Monster movement speed bonus changed to 25 / 30 / 35 / 40 / 50% (was 10 / 15 / 20 / 25 / 30%).
    Moon Monster Physical Power bonus changed to 20 / 25 / 30 / 40 / 50% (was 10 / 15 / 25 / 30 / 40%).
     Forest Aura   
    Skill range changed to 1 / 1 / 1 / 2 yard(s) (was 1 yard).
    Damage scaling changed to 35 / 45 / 60 / 80% and 25 / 35 / 50 / 65% (PvP) of Magic Power (was 35 / 45 / 60 / 80%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Beast Awakening
    Cooldown time reduced to 26 sec (was 30 sec).
     Proximity to Nature
    Target limit changed to 3 / 3 / 4 / 5 (was 3 / 4 / 5 / 6).
     
     Resonance
    Stun now applies to additional targets guaranteed (previously with a 50% chance).
     Full Moon
    The effect is now also applied to the Moon Monster when used on an ally (previously only applied when used on the character or an ally).
    Now also increases Accuracy by 10%.
    Penalty to the effect duration removed.
     Predatory Bond (Mage's Guild of Almahad)
    Fixed a bug that caused the talent to stop functioning after leaving the Arena.
     Sabertooth (Guardian Unity branch)
    Healing penalty from the skill reduced to 30% (was 40%).
     Lotus Grandeur (Forest Inspiration branch)
    Penalty to Forest Aura damage increased to 25% (was 20%).
     Symbiosis (Dual Rage branch)
    Damage bonus increased to 15% (was 10%).
     Forest Symbol +
    Effect duration bonus reduced to 0.6 sec (was 1 sec).
     Mountain Clans
     
     Barbarian
     Scream of Fury
    Cooldown time increased to 16 sec (was 14 sec).
    Mechanics reworked: Now, draws all enemies within 2 yards 1 yard closer to the character, dealing physical damage for 50 / 60 / 70 / 80% and 40 / 45 / 55 / 65% (PvP) of the character's Physical Power. Enemies pulled in gain Bleeding for 8 sec, causing physical damage for 35 / 40 / 45 / 55% and 25 / 30 / 35 / 45% (PvP) of the character's Physical Power every 2 sec. Affects up to 3 / 4 / 5 / 6 player targets and 5 / 6 / 8 / 10 monster targets.
      Roar
    Now additionally applies Stun to enemies for 0.8 / 1 / 1.2 / 1.5 / 2 sec.
    Monster target limit added: 5 / 5 / 6 / 8 / 10
     Stone Skin
    The granted effect is now undispellable.
     Charge
    Damage scaling changed to 90 / 95 / 105 / 115 / 130% and 65 / 70 / 75 / 80 / 90% (PvP) of Physical Power (was 65 / 70 / 75 / 80 / 90%).
     Shield Strike
    Damage scaling changed to 150 / 160 / 180 / 200% and 115 / 120 / 130 / 140% (PvP) of Physical Power (was 115 / 120 / 130 / 140%).
     Strong Blow
    Damage scaling changed to 25 / 50 / 70 / 95 / 120 plus 135 / 140 / 150 / 160 / 175% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%).
     Defeat
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Warcry
    Defense bonus changed to 30 / 35 / 45 / 55% (20 / 30 / 40 / 55%).
     
     Bastion (Reinforcement branch)
    Now additionally increases the character's Block chance by 2% for each party member affected.
    Damage reduction effect changed to 25% (was 20%).
     Bloodshed   
    Damage scaling changed to 45% and 33% (PvP) of Physical Power (was 33%).
     Buffering (Defense branch)
    Block chance bonus increased to 6% (was 4%).
    Parry chance bonus increased to 9% (was 6%).
     Scream of Fury +
    Talent bonus reworked: Now increases the skill's damage over time by 1 / 1.65 / 2.25% of the character's Physical Power.
     
     Rogue
     Stealth
    Using the skill now removes all slowing effects from the character.
    Now additionally increases the character's movement speed by 15 / 20 / 25 / 30 / 40% for 3 sec.
     Gouge
    Cooldown time reduced to 16 sec (was 20 sec).
    Now additionally applies Dizziness to enemies, reducing their Accuracy by 20 / 25 / 30 / 35 / 40% for 8 / 10 / 12 / 14 / 16 sec.
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     NEW Skill: Assassin's Mark (replaces Kick in the Back)
    Type: Active
    Energy Cost: 13 / 14 / 15 / 16 / 17
    Cooldown: 8 sec
    Range: 5 yards
    Applies Assassin's Mark to the enemy for 14 sec, increasing the character's damage against the marked target by 1.5 / 1.75 / 2 / 2.5 / 3% and by an additional 1.5 / 1.75 / 2 / 2.5 / 3% (up to 12 / 14 / 16 / 20 / 24%) every 2 / 1.5 / 1.5 / 1 / 1 sec while the mark is active or whenever the target is hit by an auto-attack or instant damage skill. Only one enemy can be marked at a time. Using this skill does not break invisibility.
     Elusive Jump
    Now recharges 30 / 40 / 50 / 60% faster when used during Stealth invisibility.
     Trickiest Technique
    Damage scaling changed to 125 / 130 / 140 / 150% and 110 / 115 / 120 / 125% (PvP) of Physical Power (was 110 / 115 / 120 / 125%).
    Now, the Stun duration increases by 0.5 / 0.7 / 1 / 1.5 sec when used during Stealth invisibility.
     Ricochet
    Skill range increased to 4 yards (was 3 yards).
    The skill can now hit an additional 1 / 1 / 1 / 1 player targets and 1 / 1 / 2 / 2 monster targets when used during Stealth invisibility.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Steel Flurry
    Damage scaling changed to 135 / 145 / 160 / 180% and 115 / 120 / 135 / 150% (PvP) of Physical Power (was 115 / 120 / 135 / 150%).
     Absolute Reflexes
    Activation interval changed to once per 4 / 4 / 3 / 2.5 sec (was once per 4 sec).
     Poison Blades
    Cooldown time reduced to 16 sec (was 19 sec).
    Damage scaling changed to 35 / 40 / 50 / 60% of Physical Power (was 30 / 35 / 40 / 50%).
     Furiousness
    Critical Hit Strength bonus increased to 13 / 16 / 20 / 25% (was 8 / 12 / 17 / 20%).
     
     Combo Mastery (Elimination branch)
    Now, using skills that do not deal instant damage no longer resets the effect.
     Double Threat (Lethality branch)
    Removed the separate activation modifier against monsters. Now, non-critical auto-attacks have a 55% and 25% (PvP) chance to deal double damage.
     Tirelessness
    Accuracy reduction effect for enemy attacks increased to 7% (was 5%).
     Murderous Thirst
    Health threshold to activate the effect increased to 25% (was 20%).
     Quick Kill (Adventurer's Guild of Almahad)
    Bonus weakening rate reduced to 3.2% for each subsequent critical strike on the same monster (was 4%).
     Bee Sting (Assassin's Guild of Almahad)
    Damage scaling changed to 60% and 40% (PvP) of Physical Power (was 40%).
    Assassin's Mark + (Assassin's Guild of Almahad) (replaces Kick in the Back +)
    Increases the duration of the skill's effect by 1 / 2 sec.
     
     Shaman
     Fire Totem
    Now, the Totem's attack speed is increased by 1 / 1.2 / 1.6 / 2% for every 5% of the character's Attack Speed.
     Healing Totem
    Monster target limit added: 3 / 4 / 5 / 6.
     Shamanic Cleansing
    Now removes 1 / 2 / 2 / 3 harmful effects from the target (previously removed all effects).
     Power of the Earth
    Now additionally increases the character's critical healing power by 1.5 / 2 / 2.5 / 3% per stack.
    Critical Hit chance bonus reduced to 1.5 / 2 / 2.5 / 3% per stack (was 1 / 2 / 3 / 4%).
     Totem of Weakness
    Monster target limit added: 5 / 6 / 8 / 10.
      Lightning Shield
    Cooldown time reduced to 26 sec (was 30 sec).
    Retaliation chance when struck by an auto-attack or instant damage skill increased to 30 / 35 / 40 / 50% (was 15 / 20 / 25 / 30%).
    Damage scaling changed to 55 / 60 / 70 / 80% of Magic Power (was 85 / 90 / 100 / 110%).
    Retaliation rate against player attacks reduced to once per 0.3 sec (was once per 1.3 / 1.2 / 1 / 0.8 sec).
     Earthquake
    Damage scaling changed to 135 / 145 / 155 / 170 / 190% and 120 / 125 / 135 / 145 / 160% (PvP) of Magic Power (was 120 / 125 / 135 / 145 / 160%).
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Ball Lightning
    Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 130 / 135 / 140 / 145 / 155% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%).
     Earth Protection
    Effect duration changed to 30 / 35 / 40 / 50 / 60 sec (was 20 / 30 / 40 / 50 / 60 sec).
    Physical and Magic Defense bonus increased to 25 / 30 / 35 / 40 / 50% (was 15 / 20 / 30 / 40 / 50%).
     
     Electrified (Fury of the Skies branch)
    Effect duration changed to 12 sec (was 9 sec).
    Now, the effect applies whenever the target is hit by an auto-attack or instant damage skill (previously applied when the target dealt damage).
    Application chance changed to 10% (was 20%).
    Maximum application chance changed to 30% (was 60%).
    Damage interval changed to once per 2 sec (was once per 1 sec).
     Ancestral Charm (Spiritual Patronage branch)
    Cooldown time increased to 80 sec (was 60 sec).
     Viscous Shell
    Effect power increased to 5% (was 4.5%).
     Lunar Eclipse (Adventurer's Guild of Almahad)
    Cooldown reduction effect reduced to 14% (was 16%).
     
     Hunter

     Hunter's Mark
    Enabling Sniper Training now removes all Alert Hunter stacks applied by this skill.
    Disabling Sniper Training now removes all Alert Hunter stacks gained from the talent.
     Arrow of Confusion
    Fixed a bug that prevented the skill's target from being properly counted toward target limits.
    Monster target limit added: 5 / 6 / 8 / 10.
     Forester's Trap
    Damage scaling changed to 90 / 100 / 115 / 130% and 75 / 85 / 95 / 110% (PvP) of Physical Power (was 75 / 85 / 95 / 110%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Poisonous Saber
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Pathfinder's Arrow
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     
     Double Profit (Self-Propelled Artillery branch)
    Removed the separate damage modifier against monsters. Now, increases the damage of Sapping Shot by 70% and 40% (PvP) of the character's Skill Cooldown.
    While the talent is active, Sapping Shot no longer reduces Physical or Magic Power.
     Self-Cleansing (Ancestor Spirit branch)
    Mechanics reworked: Now, losing 20% of maximum health grants a chance equal to the character's Dodge chance to remove 1 random non-control harmful effect. Below 50% health, control effects are removed first. This effect can only occur once per 5 sec.
     Cobra Bite
    Monster target limit changed to 6 (was 14).
     Snake Dance (Assassin's Guild of Almahad)
    Accuracy reduction effect for enemy attacks changed to 2.5% (was 2%).
    Maximum accuracy reduction effect for enemy attacks changed to 7.5% (was 6%).
      Stunning Shot + (Ancestor Spirit branch)
    Talent bonus updated: Now, increases the range of the skill by 1 yard.
     
     Chieftain
     Pack Support
    Mechanics updated: Now, the duration of the immunity increases by 0.1 / 0.2 / 0.3 / 0.4 sec (up to 0.5 / 1 / 1.5 / 2 sec) when taking damage from auto-attacks or instant damage skills.
     Clan Support
    Mechanics added: Now, the Bear Clan and Boar Clan effects are applied when the character loses 35 / 25 / 20 / 15% health while under Rugged Hide.
     Thrashing
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     Eagle Eye
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Plague Curse
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Swooping Army
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Bear Endurance  
    Cooldown time increased to 16 sec (was 13 sec).
    Healing scaling changed to 80 / 85 / 95 / 105 / 115% of Magic Power (was 105 / 115 / 125 / 135 / 150%).
    Healing scaling changed to 7 / 8 / 10 / 12 / 15% of missing health (was 3 / 4 / 5 / 6 / 8%).
     
     Survivor (Assassin's Guild of Almahad)
    Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health.
     Bloody Rain (Eagle Nature branch)
    Maximum number of applied effects changed to 5 and 3 (PvP) (was 3).
     Forsaken

     Death Knight
      Dark Shield
    The granted effect is now undispellable.
    Mechanics reworked: Now, reduces the Penetration of incoming attacks by 0.6 / 0.7 / 0.8 / 1 / 1.2% for every 500 Physical Defense.
     Secret Reserves
    Mechanics reworked: Now, heals the character for 6 / 7 / 8 / 10% of Health Steal every 3 sec. If the character's health drops to 30% of the maximum, the healing effect is increased by 200 / 250 / 300 / 400% for 8 sec, repeating every 1 sec. This effect can only occur once per 70 sec and then enters cooldown, which scales with the character's Skill Cooldown. While the skill is on cooldown, damage taken from monsters is reduced by 5 / 10 / 15 / 20%.
     Saturation
    Now affects the character and all party members in the same location.
    Party members receive 10 / 9 / 8 / 6% less effect for each additional member.
     Aura of Hatred
    Now affects the character and all party members in the same location.
    Party members receive 10 / 9 / 8 / 6% less effect for each additional member
     Silence Blow
    Monster target limit added: 5 / 6 / 8 / 10.
      Thorn of Death
    Damage scaling changed to 30 / 55 / 80 / 110 / 140 plus 135 / 145 / 160 / 185 / 200% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%).
     Exhalation of Darkness
    Damage scaling changed to 50 / 80 / 110 / 140 / 180 plus 150 / 165 / 180 / 200 / 225% and 30 / 55 / 80 / 105 / 130 plus 110 / 120 / 130 / 145 / 160% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 120 / 130 / 145 / 160%).
     Steel Hurricane
    Damage scaling changed to 145 / 155 / 170 / 190% and 105 / 110 / 120 / 135% (PvP) of Physical Power (was 105 / 110 / 120 / 135%).
    Damage scaling changed to 170 / 190 / 215 / 245% and 130 / 140 / 155 / 175% (PvP) of Magic Power (was 130 / 140 / 155 / 175%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Sharp Shadow
    Damage scaling changed to 75 / 85 / 100 / 120% and 50 / 55 / 65 / 80% (PvP) of Physical Power (was 50 / 55 / 65 / 80%).
    Damage scaling changed to 175 / 195 / 220 / 250% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%).
     Knight's Curse
    Damage scaling changed to 140 / 160 / 190 / 220% and 100 / 115 / 135 / 160% (PvP) of Physical Power (was 100 / 115 / 135 / 160%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).

     Bounty of Death
    Now interacts with Threads of Darkness.
    Mechanics reworked: Threads of Darkness no longer draws the enemy to the character. Instead, the character now moves to the target and applies Stun to them and all enemies within 1 yard for 3 sec. While stunned, targets cannot move, attack, or use skills. Affects up to 4 player targets and 6 monster targets.
     Healing Ichor (Adventurer's/Mage's Guild of Almahad)
    Activation chance now increases by 1.5% for every 4% of the character's Health Steal (previously scaled with missing health).
     Blood Scent (Vampiric Nature branch)
    Talent bonus reworked: Now, increases Skill Power by 1.5% (previously increased Critical Hit chance). Stacking this effect increases its power by 1.5% (up to 15%) and refreshes its duration.
    Health Steal healing required to activate the effect changed to 12% of maximum health (was 3%).
    At full health, Health Steal builds the effect twice as fast.
     Dead Man's Howl
    Effect duration increased to 12 sec (was 8 sec).
     Dark Retaliation (Assassin's Guild of Almahad)
    Stun duration increased to 1.5 sec (was 0.5 sec).
    Number of hits required to apply Stun to the enemy increased to 6 (was 4).
     Dark Shield +
    Now, increases the penalty to enemy Penetration by an additional 0.06%.
     Dark Shield + (Adventurer's Guild of Almahad)
    Now, increases the penalty to enemy Penetration by an additional 0.03 / 0.06%.
     Dark Shield + (Assassin's Guild of Almahad)
    Now, increases the penalty to enemy Penetration by an additional 0.03 / 0.06%.
     Secret Reserves + (Vampiric Nature branch)
    Healing power bonus changed to 0.3 / 0.4 / 0.5% (was 1 / 1.5 / 2.5%).
     
     Warlock
     Weakness Zone
    Fixed a bug that prevented the Weakness Zone from affecting enemies when they re-entered the area.
    Monster target limit added: 5 / 6 / 8 / 10.
      Pool of Darkness
    Cooldown time increased to 14 sec (was 12 sec).
    PvP targets are no longer interrupted by damage from the zone.
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
     Spirit Steal 
    Now additionally applies Spirit Steal to the character for 18 / 20 / 24 / 28 sec, increasing maximum energy by 100% of the drained energy (up to 20 / 25 / 35 / 45, plus 0.6 / 0.7 / 0.8 / 1 for each character level).
    Energy drained by damage over time reduced to 1 / 1.25 / 1.5 / 1.75% (was 1 / 1.25 / 1.5 / 2%).
      Dark Circle  
    Monster target limit added: 5 / 5 / 6 / 8 / 10.
     Hex
    Damage scaling changed to 70 / 75 / 85 / 100% and 60 / 65 / 70 / 80% (PvP) of Magic Power (was 60 / 65 / 70 / 80%).
     Fear
    Effect duration changed to 2 / 2.5 / 3.5 / 4 / 5 sec (2.4 / 2.8 / 3.4 / 4 / 4.8 sec).
     Grimoire
    Cooldown time reduced to 20 sec (was 25 sec).
    Effect duration reduced to 10 / 12 / 14 / 16 sec (was 14 / 16 / 18 / 20 sec).
     
     Singularity
    Healing calculation updated: Now, all energy spent contributes to healing.
    Maximum energy required for bonus scaling changed to 20 and 1% (was 200 and 10%).
     Energy Decay
    The effect can no longer be dodged or blocked.
     Underworld Flame (Two-Faced Taint branch)
    Removed the penalty applied to Weakness Zone strength.
    Damage scaling changed to 60% of Magic Power (was 40%).
    Monster target limit changed to 10 (was 14).
     Dark Circle + (Inevitable Darkness branch)
    Talent bonus reduced to 0.4 sec (was 0.5 sec).
     Dark Circle + (Two-Faced Taint branch)
    Talent bonus reduced to 0.4 sec (was 0.5 sec).
     Fear +
    Effect duration bonus reduced to 0.2 / 0.4 / 0.6 sec (was 0.3 / 0.6 / 1 sec).

     Necromancer
     Deathly Eye
    Now additionally reduces the target's healing from skills, Health Steal, and health regeneration by 15 / 20 / 25 / 30 / 35%.
    Now, monsters summoned by Dead Soldier and Undead Army will prioritize the marked target.
     Nightmares
    Skill range changed to 5 yards (was 4 yards).
    Now, the target's energy regeneration is also disabled while under the effect.
    Now, when the effect ends, the target takes 100% of the absorbed damage.
     NEW Skill: Mental Barrier (replaces Mental Pit)
    Type: Active
    Energy Cost: 18 / 20 / 22 / 24
    Cooldown: 24 sec
    Applies Mental Barrier to the character or ally for 5 / 5 / 6 / 7 sec, reducing damage taken by 20 / 25 / 30 / 40%. Taking damage from an auto-attack or instant damage skill inflicts Mental Pit on the attacker for 10 sec once per 2 sec, reducing their Physical and Magic Power by 0.9 / 1.2 / 1.5 / 2% (up to 9 / 12 / 15 / 20%) and the Skill Cooldown rate by 1.5 / 2 / 2.5 / 3% (up to 15 / 20 / 25 / 30%) every 1 sec.
     Poisonous Shield
    Cooldown time increased to 22 sec (was 18 sec).
    Damage scaling changed to 30 / 36 / 42 / 50% and 25 / 30 / 35 / 40% (PvP) of Magic Power (was 25 / 30 / 35 / 40%).
    The damage can now be dodged or blocked.
    Healing mechanics reworked: Now, additionally heals the target for 8 / 10 / 12 / 15% of the character's Magic Power every 2 sec, increased by 2.5 / 3 / 3.5 / 4% (up to 15 / 18 / 21 / 24%) for each enemy hit.
    Healing from this skill can now be critical.
    Now, additionally removes a random harmful or control effect every 8 / 7 / 6 / 5 sec.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Panic
    Mechanics reworked: Now, applies to the target (previously applied around the character). Range: 5 yards.
    Now, applies Panic to the target and all enemies within 1 yard for 2.5 / 3 / 4 / 5 sec. Affected targets cannot move, attack, or use skills, and their Skill Cooldown rate is reduced by 20 / 25 / 30 / 40%.
    Monster target limit added: 5 / 6 / 8 / 10.
     Acid Rain
    Damage scaling changed to 35 / 40 / 45 / 50% and 30 / 35 / 40 / 45% (PvP) of Magic Power (was 30 / 35 / 40 / 45%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Poison Spittle
    Instant damage scaling changed to 35 / 65 / 95 / 125 / 155 plus 135 / 140 / 145 / 150 / 160% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%).
    Damage over time scaling changed to 12 / 22 / 31 / 42 / 55 plus 25 / 30 / 35 / 40 / 50% and 10 / 18 / 26 / 32 / 45 plus 20 / 25 / 30 / 35 / 40% (PvP) of Magic Power (was 10 / 18 / 26 / 32 / 45 plus 20 / 25 / 30 / 35 / 40%).
     Infection   
    Damage scaling changed to 160 / 175 / 190 / 210% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%).
     Dead Soldier 
    Cooldown time reduced to 30 sec (was 45 sec).
    Totem duration reduced to 6 / 9 / 9 / 12 sec (was 8 / 12 / 16 / 20 sec).
    Summon interval increased to every 3 sec (was every 4 sec).
    Summoned monster damage scaling changed to 40 / 45 / 50 / 60% and 30 / 35 / 40 / 59% (PvP) for the regular monster, 55 / 60 / 70 / 80% and 45 / 50 / 60 / 70% (PvP) for the enhanced monster (was 49 / 56 / 63 / 70% for the regular monster and 65 / 72 / 81 / 90% for the enhanced monster).
     
     Undead Army
    Summoned monster damage scaling changed to 60% and 50% (PvP) for the regular monster, 80% and 70% (PvP) for the enhanced monster (was 40% for the regular monster and 60% for the enhanced monster).
     Undying Wrath (Life After Death branch) (replaces Undead Obedience)
    Deathly Eye additionally applies Undying Wrath to the target for 14 sec. Monsters summoned by Dead Soldier and Undead Army deal 20% increased damage and have a 15% chance to bypass the target's defense on hit.
     Cleansing Filth
    Mechanics reworked: Now, Acid Rain heals all allies within the area of effect instead of damaging enemies. The healing effect is reduced by 40% and scales with the level of Acid Rain.
     Echoes of Horror
    Cooldown time reduced to 25 sec (was 30 sec).
     Pleasure of Pain (Unbreathing Patronage branch)
    Damage scaling changed to 40% and 30% (PvP) of Magic Power (was 30%).
     Mental Barrier + (replaces Mental Pit +)
    Now, reduces damage taken by the target by an additional 3%.
     Panic +
    Effect duration bonus reduced to 0.2 / 0.3 / 0.4 sec (was 0.3 / 0.6 / 1 sec).
     
     Charmer
     Goading
    Fixed a bug that caused the reduction of the enemy's Health Steal to be calculated incorrectly.
     Summoner Skill
    Damage dealt by monsters summoned by Call against enemies near the target changed to 55 / 60 / 70 / 80% (was 100%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
      Dark Prism
    Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 120 / 125 / 130 / 140 / 150% and 20 / 40 / 60 / 80 / 100 plus 105 / 110 / 115 / 120 / 125% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 105 / 110 / 115 / 120 / 125%).
    Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 140 / 145 / 150 / 160 / 170% and 30 / 55 / 80 / 105 / 130 plus 120 / 125 / 130 / 135 / 140% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 120 / 125 / 130 / 135 / 140%).
     Dead Man's Knowledge
    Damage scaling changed to 70 / 85 / 105 / 130% and 50 / 65 / 85 / 110% (PvP) of Physical Power (was 50 / 65 / 85 / 110%).
    Damage scaling changed to 90 / 105 / 125 / 150% and 65 / 80 / 100 / 125% (PvP) of Magic Power (was 65 / 80 / 100 / 125%).
     Otherworldly Fire  
    Damage scaling changed to 65 / 75 / 90 / 110% and 60 / 65 / 75 / 90% (PvP) of Magic Power (was 60 / 65 / 75 / 90%).
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
     Oppression
    Damage scaling changed to 50 / 80 / 110 / 140 / 180 plus 85 / 95 / 105 / 120 / 140% and 30 / 55 / 80 / 105 / 130 plus 65 / 70 / 75 / 85 / 100% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 65 / 70 / 75 / 85 / 100%).
     Otherworldly Blessing
    Cooldown time reduced to 25 sec (was 28 sec).
     
     Unleash the Beast (Adventurer's/Mage's Guild of Almahad)
    Now additionally increases the Attack Speed of the summoned monsters by 15%.
      Spawn of Gloom (Spawn of Gloom branch)
    Now interacts with Call.
    Call now summons a Spawn of Gloom. Its health is increased by 60% and scaled with the level of Call. The monster deals 40% less magic damage, scaling with both the level of Call and the character's Magic Power.
     Plagued Minion
    Monster target limit added: 6.
     Bonds of Life
    Channelled damage to monsters increased to 15% (was 13%).
     Unwavering Devotion (Assassin's Guild of Almahad)
    Damage penalty effect on affected targets increased to 4% (was 3%).
     
     Reaper
     Delayed Death
    Absorbed damage dealt to the character changed to 100 / 95 / 90 / 80% (was 100%).
     Explosion of Chaos
    Now deals damage immediately upon use.
    Damage scaling changed to 135 / 145 / 160 / 180% of Physical Power (was 130 / 135 / 145 / 160%).
    Demonic form effect updated: Now, the skill activates again after a 5 sec delay.
    Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
      Chains of the Underworld
    Skill Cooldown reduction effect changed to 25 / 30 / 35 / 42 / 50% (was 15 / 20 / 25 / 30 / 35%).
    Monster target limit added: 4 / 5 / 6 / 7 / 8.
     Demonic Appearance
    Cooldown time reduced to 14 sec (was 18 sec).
     Otherworldly Dash
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).
    Damage scaling changed to 35 / 40 / 45 / 50 / 55% and 25 / 30 / 35 / 40 / 45% (PvP) of Physical Power (was 25 / 30 / 35 / 40 / 45%).
     Hand of the Underworld
    Damage scaling changed to 75 / 85 / 95 / 110% and 55 / 65 / 75 / 95% (PvP) of Physical Power (was 55 / 65 / 75 / 90%).
     
      Devastating Flash
    Mechanics reworked: Now, Explosion of Chaos also applies Stun to affected enemies for 1.5 sec, and for 3 sec when it activates again in demonic form. Its damage is increased by 40%, and by 20% in demonic form.
      Demon's Face (Adventurer's Guild of Almahad)
    Now, critical auto-attacks can also restore 1 Hate.
    Hate restoration can now only occur once per 2 sec.
     
    Developer's Note: This year, much of our work has been dedicated to reshaping the game's balance in preparation for the new PvP status system. We began with the classes that needed a smoother PvE experience, and now, with the ability to fine-tune skills – and eventually entire mechanics – separately for PvE and PvP, we expect class gameplay to gradually become more consistent and enjoyable across the board.
     
    We also took a closer look at several classes we felt required more substantial attention. These heroes received overhauled skills, updated mechanics, or meaningful power boosts. Along the way, we revisited your feedback to correct long-standing issues and breathe new life into skills and talents that hadn't been seeing much use. Our goal remains unchanged: to make every class feel comfortable and fun to play.
     
    As we move into the public test server phase, we'll be reviewing all updated skills and talents once more – this time together with you. Your active participation is invaluable, and we appreciate every bit of feedback you provide!
     
    See you in the next part of the announcement!
    The Warspear Online Team
     
  19. Wow
    Sad...
    Rebalancing update when?
  20. Cool Story
    Sad...
    Rebalancing update when?
  21. Like
    Heat - EU reacted to Hari in Chieftain small Buff/Rework   
    Buff Rugged Hide by 2% - 10%/12%/14%/16%.
    Remove bleed cap from Bloody Rain talent.
  22. Like
    Yay Spooky stuff
  23. Like
    Heat - EU reacted to Drown in Ideas to improve charmer   
    I have been playing charmer since its release which was in june 2017. That makes over 8 years as a charmer player. So I think its safe to say that I know my class pretty well. Currently charmer isnt really fitting in the pvp meta, but its one of the best pve classes if not the best. 
    Physical charmer can dish out ridiculous amount of damage, but it takes time to set up all the summons and they are easily defeated by aoe dmg. 
    In my opinion physical build very strong, but can still be easily countered. 
    Personally i would keep physical build in pvp as it is or reduce the dmg of summons and increase their survivability somehow. 
     
    The issue with charmer is that magic build has fallen behind of the physical charmer. The support abilities of magic charmer are really lacking compared to other supports. 
    Magic charmers strenghts are high heals and good stuns, but that is not something all other supports cant do, and charmers magic build focused talent branch deletes most of the healing ability as tradeoff for slightly increased dmg output. 
     
    Here are some of my ideas for skill adjustments for charmer: 
     
    Call: immunity for dmg until first hit, but the first hit dmg is reduced by 30% 
    Also could slightly reduce the base dmg of the skill.
     
    Dead mans knowledge: add separated checks for dmg and stun
     
    Otherworldly blessing: Since charmer dont have any buff skill that is relevant in pvp, I think this skill should be reworked a bit.  
    Now adds the buff for whole party 
    When using a staff. Increased skill dmg and healing received
    When using mace and shield. Increases max hp and resist.
     
    Goading: increased range from 2 to 3 yards
     
    Spawn of Gloom talent branch:
    Currently Spawn of Gloom makes charmer weaker than it is without the talent. The removed healing from Chaotic assistance is not a worthy tradeoff for the slight increase in dmg output from spawn of gloom. 
     
    Here are my 2 ideas to improve this talent branch
     
    1.Improve the offensive strenght of the branch:
    After every successful auto attack, the gloom gets a buff that increases its magic dmg. maximum stacks is 4(for example 5% each stack) after reaching maximum amount if stacks the gloom heals itself for certain amount of its maximum hp. 
    This would greatly increase its dmg output in pve while not making it overly strong in pvp since its still relatively easy to kill.
     
    Add skill dmg parameter to glooms inherited stats so Glooms prism can deal slightly higher dmg.
     
    2. Increase the supportive aspect:
    Applies a shield to the character its applied on every 10s. Shield absorbs certain amount of dmg scaling on targets maximum hp.
     
    Thats it for the changes. These would propably balance the difference between physical- and magic builds and make
    magic charmers popular again.
  24. Like
    Hi,
     
    Right now, costumes can be changed freely via a selection menu, but weapon skins are permanent and get replaced when applying a new one.
     
    I suggest making weapon skins work like costumes — once unlocked, they should be selectable from a menu without losing previous skins. This would improve customization and make players more willing to use/buy skins.
     
    😊 thanks
  25. Like
    Heat - EU reacted to Tanuj in Minions. Suggestions and impressions.   
    Now that we have an update that shows the minion in the character section, it would be nice if we had the ability to unequip it whenever we want to, just so the lifespan of the minion doesn't die out when we are offline and it would be really nice if minions had the ablity to collect gold from dead monsters, that would be reallly handy

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