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[2026.05.29] Warspear Online Update 13.4. Song of the Spear. Announcement

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Warriors!

 

The Warspear Online anniversary is fast approaching, and a new chapter of adventure is about to unfold for the warriors of Arinar! Ancient bosses awaken from the depths of ages past, while the fires of war burn brighter than ever before! But with the return of long-forgotten legends come new deadly foes threatening Arinar... And as the storm of battle draws near, the fate of both Alliances will rest in the hands of their heroes!

 

Weekly Guild Tournament: Ancient Chronicles

 

The traditional weekly guild tournament in honor of the Warspear Online anniversary is about to begin! All guilds level 2 and above are invited to compete for supremacy. At the start of each tournament week, every guild is placed into a division based solely on its level, regardless of Alliance affiliation. From there, you'll compete within your division to earn the highest amount of Knowledge.

 

Guild Breakdown


EU-Emerald, US-Sapphire, BR-Tourmaline
Division A: Guilds Level 10-12
Division B: Guilds Level 6-9
Division C: Guilds Level 2-5

 

SEA-Pearl
Division A: Guilds Level 5-12
Division B: Guilds Level 2-4

 

RU-Amber, RU-Topaz, RU-Ruby
Division A: Guilds Level 10-12
Division B: Guilds Level 6-9
Division C: Guilds Level 2-5

 

Gain Knowledge through various in-game activities to help your guild come out on top and earn unique personal rewards at the end of the week! Each weekly event brings exclusive tournament rewards tailored to the week's special theme.


Remember, if a player joins and leaves a guild during the same tournament week, all points earned by that player will be deducted from the guild's total score. To see how your guild is performing, go to the Activity Center and click the Guild Statistics button under the Guild Tournament menu.

 

World Event: Storm of Bones

 

Driven by a thirst for power, Tasa'akh the Unbound ventured into the Valley of Bones in search of an ancient artifact – only to lose his mind. Now, the rogue mage lurks on Irselnort, twisting the island into a realm of nightmares. Heroes from both Alliances must rise against the maddened sorcerer before his corruption spreads across all of Arinar!

 

Stage I: Blazing Fury
The Mage's Guild of Almahad treasures its ancient relics, but not all mages honor the old ways. Once one of their own, Tasa'akh the Unbound has stolen a unique artifact – the Oracle's Staff – which carries a formidable power, whispering to its bearer. For the strong-willed, its murmurs bring prophecy, but for Tasa'akh, the voices brought madness. Now under the staff's influence, he has fled to Irselnort, spreading chaos in his wake. His escape from Nadir-Sard has disturbed the local elementals, igniting them into a frenzy of flame. Extinguish the uprising before the city is reduced to ash!

 

Stage II: Sandsnare
The Oracle's Staff continues to cloud Tasa'akh's mind with even darker thoughts, pushing him deeper into insanity. As he flees, he leaves behind deadly traps powered by runic stones scattered across the land. To survive the raging sandstorm, you must destroy the elemental energy locked within these stones. Fight off the furious wild boars – they're none too pleased with this unnatural weather!

 

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Stage III: True Companion
The crazed sorcerer has vanished without a trace – but hope is not lost. The Mage's Guild has sent its finest tracker to hunt down Tasa'akh, a gifted hound with a nose for the scent of relics and curses. Protect the dog as it follows Tasa'akh's fading trail!

 

Stage IV: Tasa'akh the Unbound
The Oracle's Staff has fully consumed Tasa'akh, turning him from a man into a wild beast! Prepare to face the ultimate threat and defend Irselnort from total destruction!

 

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Tournament Guild Event in a GvG Area: Treasures of the Archipelago

 

The blazing Lava Archipelago awakens once more, beckoning a new wave of adventurers to its shores! Will the warriors of Arinar claim the treasures hidden among the islands, crush their rivals, and survive the wrath of ancient horrors? The battle for fame and fortune begins now!

 

The mighty Snorlar calls on brave heroes once again for a guild competition! This time, adventurers must scour the islands for treasures and deliver them to the archipelago antiquarians in exchange for tournament points. But the path to victory is far from safe! Rare chests and ancient relics are guarded by the monstrous offspring of Volcano, and anyone who seizes these coveted treasures becomes marked by dangerous magic. Carry your spoils carefully – enemy players can ambush you at any moment and steal everything you've earned!

 

The only way to reach the archipelago is through the docks within the military camps, where ships set sail toward danger, treasure, and perilous battles. Passage requires a fee: a gold coin from a sack that can be found right there in the camp.

 

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The islands of the archipelago are connected by a maze of narrow bridges and hide untold riches: sacks of gold, treasure-filled chests guarded by monsters, and powerful relics dropped by defeating bosses. Every trophy earned brings glory and strengthens your guild's standing in the tournament – but the most valuable prizes can quickly turn the hunter into the hunted!

 

At the beginning of the battle, guilds will face Snorlar himself! Defeating the lord of the archipelago grants a huge number of points and awakens three deadly bosses across the islands: the Spirit of Magma, Baldrazar, and Gorefiend. Although defeating Snorlar does not reward a relic, victory over him temporarily empowers the entire guild with extraordinary strength! Only the Guild Commander can activate this powerful blessing.

 

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The Spirit of Magma, Baldrazar, and Gorefiend each carry a special relic. Once obtained, the Guild Commander must then deliver the relic to the archipelago antiquarians waiting on wooden platforms between the islands to claim valuable points. However, relics can only be sold on the opposite side of the map. If the Commander falls in battle, the relic passes into enemy hands!

 

Near the volcano's mouth lie the shards of Snorlar's fury, relics imbued with cursed power. Only the hand of a Commander can awaken their strength. While these relics grant no additional points, they affect the entire guild, providing powerful bonuses at the cost of constant damage. Their power is fleeting, so use Snorlar's gift wisely!

 

Claim victory by outscoring rival guilds and earning points through various activities:

  • Kill an Archipelago Martyr – 1 point

  • Kill an enemy player – 2 points

  • Kill a Volcano Spawn – 3 points

  • Kill a Molten Guardian – 5 points

  • Kill a Cursed Executioner – 10 points

  • Collect a sack of gold – 15 points

  • Loot a treasure chest – 50 points

  • Sell a relic – 250 points

  • Kill the Spirit of Magma – 300 points

  • Kill Gorefiend – 300 points

  • Kill Baldrazar – 300 points

  • Kill Snorlar – 750 points

Rotating Competitive Guild Raid: Shadow Beneath the Dunes

 

Disaster has swept across Almahad, plunging even the fiercest desert tribes into fear and despair. In their search for salvation, the nomads of the Golden Sands turned to an ancient horror – the bloodthirsty Jarak. Rumors of the sinister cult surrounding the creature have already spread far beyond Almahad's shores! Will the heroes of Arinar have the courage to face this monster in a new competitive raid?

 

Jarak is a beast that should have been destroyed long ago. Instead, the nomads of the Golden Sands chose to worship it like a living god. Countless warriors have fallen victim to their senseless superstitions, unknowingly offering themselves as sacrifices. Some were devoured by the creature, while others were twisted into parasitic creatures that now swarm among the remains of Jarak's feasts. To this day, no one has dared stop this horrific ritual or stop the spreading plague...

 

From the moment the battle begins, Jarak will emerge before the warriors of Arinar in all his terrifying glory. Strike the monster without hesitation – once weakened, the beast will burrow beneath the sands, opening portals to the trembling basin. There, raiders must face Jarak's massive limbs, each possessing its own deadly powers. Only by destroying enough of these appendages will you force Jarak back onto the battlefield. But beware – as the monster weakens further the portals will reopen once more, and Jarak's enraged limbs will return stronger than before!

 

Prepare your raid party carefully: higher difficulty levels increase both the number of active portals and the number of limbs your team must destroy!

 

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Against Jarak, even the desert itself becomes your enemy. Starting at difficulty level 6, heroes will encounter quicksand that drains Mobility over time. As your Mobility steadily decreases during combat, your character suffers increasing penalties: each missing point reduces movement speed by 0.5%, Attack Speed by 0.4%, and Skill Cooldown rate by 0.8%.

 

The only way to preserve your strength is to keep moving! Traversing the scorching sands restores Mobility, allowing heroes to resist the desert's draining effects. Additionally, destroying certain limbs can weaken the quicksand's effects! Each raid participant can keep track of their current Mobility level using a special bar at the top of the screen.

 

Jarak grows stronger with every difficulty level, and only true heroes will be able to defeat the beast and put an end to the bloody cult! And remember: all mechanics from the Golden Sands of Almahad are fully active during the raid.

 

Open-World Guild Events

 

As the celebration draws near, the dark legends of Arinar's past rise once more. Only the bravest heroes will be able to stand against the encroaching darkness before it consumes the world! Complete the requirements to unlock each event and prepare to battle fearsome bosses!

 

Flame of Wrath

An ancient dragon that once guarded the Spear of War now bears the mantle of the Avenger. It bestowed its great fury and wisdom upon Berengar before taking eternal rest in the Hidden Sanctuary – but its enmity for Garahan was so deep that it found no solace in death and rose from the ashes as a fearsome bone beast. Lay this creature to rest in battle to restore peace to the Ashen Coast.

 

Deadly Stare

A spawn of Chaos, the Beholder was once held captive by Berengar himself. With his disappearance, the Beholder was freed and now lurks deep within the caverns of Irselnort, poised to wreak havoc on the island. Calling upon his kin in the Abyss, the Beholder has unleashed an invasion of Chaos upon the lands of Irselnort! The only way to silence his malevolent summons is to face the Beholder and kill him!

 

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Lost Soul

In a time long past, the Demonologist's pursuit of forbidden knowledge drove him to the brink of madness, forfeiting his soul in exchange for immeasurable power. He joined forces with Sam Hain, but was ultimately defeated and forced to flee to the one place no one would dare follow – beyond the Shadow Gates. With the threat fading, he has reappeared on Irselnort, taking refuge in a newly unearthed dungeon. Only by meeting his end can the Demonologist's thirst for vengeance be quenched!

 

And remember, you don't have to wait for the event to face them – the druid bosses are always ready for a fight!

 

Holiday Achievements

 

The Warspear Online anniversary is your chance to etch your guild's name into the history of Arinar! Be the first on your realm to defeat every boss and dominate the Treasures of the Archipelago guild tournament event to claim brand-new legendary achievements!

 

Activity Season 42

 

Shortly after the anniversary update goes live, a brand-new Activity Season will begin in Arinar! This is your opportunity to earn a wide range of rewards, including powerful buffs and valuable resources for character progression, a unique anniversary skill, and exclusive costumes! The Activity Center will once again feature daily and weekly missions, allowing you to track your progress throughout the season. As always, Battle Pass holders will gain access to an additional reward track packed with even more unique prizes!

 

Battle Pass Benefits:

  • Extra daily and weekly mission slots

  • An additional reward slot after completing all seasonal rewards

  • Quick access to the Personal and Guild Storage

  • Free hairstyle changes from your Personal Hairdresser

  • A personal Knowledge Bank

Expanded Inherited Attributes for Summoned Monsters

 

With the release of Update 13.4, PvP summoned monsters will now inherit 100% of the following character bonuses and attributes:

  • All healing bonuses granted to the character

  • Strength of the Ancients (Battle Pass buff)

  • Ward of the Ancients (Battle Pass buff)

  • Increased Critical Hit (Talent)

  • Increased Penetration (Talent)

  • Increased Ferocity (Talent)

  • Increased Dodge (Talent)

  • Increased Resilience (Talent)

  • Bestial Rage: Ranks I-IV (Talents)

  • Animal Rage: Ranks I-IV (Talents)

  • Bestial Meekness: Ranks I-IV (Talents)

  • Animal Fortitude: Ranks I-IV (Talents)

  • Predatory Restraint: Ranks I-II (Talents)

  • Skill Power (Attribute)

  • Tenacity (Attribute)

  • Facilitation (Attribute)

  • Subjugation (Attribute)

Totem Target Limit Adjustments

 

Starting with Update 13.4, the PvE and PvP target separation system will be extended to all totem installation artifacts. Artifact descriptions will now clearly specify the types of targets their effects apply to.

 

Control Effect Priority Adjustments

 

The interaction rules for control effects have been adjusted to eliminate conflicts caused by multiple control effects activating simultaneously. Control effects are now divided into three priority categories: high, medium, and low. If a character is affected by multiple control effects at the same time, only the effect with the highest priority will remain active.

 

Effect priorities:

  • High: Stun, Sleep, Paralysis

  • Medium: Coercion

  • Low: Fear, Hypnosis, Blindness, Disorientation

Harmful Effect Resistance Adjustments

 

Additionally, a bug has been fixed that prevented the RESIST notification from appearing when harmful effects from certain skills and talents were successfully resisted. Due to this bug, some mechanics that should activate upon resistance also failed to work correctly. The fix applies to the following skills and talents: 

  • Truce (Priest's skill)

  • Relentlessness (Warden's talent, Unbridled Will branch)

  • Vampire Purge (Median Night branch)

  • Stunning Purge (Median Night branch)

Skill and Talent Updates

 

image.png Thirst for Life

  • Fixed a bug where the skill would not reduce damage received from monsters summoned by skills or talents.

image.png Deadly Illusion

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Sneer of Fate

  • Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).

  • Monster's maximum damage changed to 4,000 (was 3,000).

  • Monster's damage scaling changed to 100% of the target's total Physical and Magic Power (was 40%).

  • The summoned monster now inherits 130% of the character's Physical and Magic Defense.

image.png Arcane Breach

  • Fixed a bug where the skill's effect could occasionally fail to apply if the target resisted harmful effects.

  • The effect now also bypasses Resistance and Tenacity for harmful effects applied by PvP summoned creatures.

  • The skill's effect can now also occur when an enemy resists movement effects.

image.png War-Forged Blade

  • Now fully interacts with the Moon Monster summoned by the Beastmaster's Beast Awakening skill:

    • Attacks and kills performed by the Moon Monster can now activate the skill's effects on both the character and the Moon Monster.

    • While the effects are active, the Moon Monster's attacks partially bypass enemy Resilience and skill-based damage reduction.

image.png Guillotine

  • Fixed a bug where the skill's attack could be parried while using ranged weapons.

image.png Rotbound

  • Fixed a bug where the skill's effect could occasionally fail to reapply if the target resisted Rotbound.

image.png Battle Fury (Adventurer's Guild of Almahad) 

  • Fixed a bug that caused the talent to increase the character's movement speed after killing PvE monsters.

image.png Stunning Purge (Median Night branch)

  • The talent can now also ignore movement effects.

image.png Magic Relic of Reaction

  • Fixed a bug where the relic's effect would not apply if the skill's effect was resisted through the Magic Relic of Reaction.

  • The relic can now also ignore movement effects.

image.png Lesser Relic of Curse Removal
Great Relic of Curse Removal

  • The relics will no longer remove damage over time effects from the character.

image.png Magic Relic of Physical Blocking
image.png Magic Relic of Magical Blocking

  • Fixed a bug where the relic effects would not absorb damage dealt to shields.

image.png Magic Relic of Deceptive Control

  • The relic's effect will no longer disable the target's health and energy regeneration.

image.png Icy Relic of Cruelty

  • Mechanics reworked: While affected by Rage, the character's non-critical skill attacks become critical, but their critical damage is reduced by 50%.

image.png Mage


image.png Arcane Phantom (Mage's Guild of Almahad)

  • Fixed a bug where the Phantom was not treated as a PvP summoned monster.

image.png Priest
 

image.png Truce

  • The skill can now also ignore movement effects.

image.png Barrier of Faith

  • Fixed a bug where the talent's effect would not occur separately for each shield applied by the skill.

image.png Templar


image.png Solar Mark

  • Enemies can no longer ignore Stigma.

image.png Whirlwind of Repentance

  • Fixed a bug where the skill dealt magic damage instead of physical damage (this did not affect the final damage value).

  • Fixed incorrect animation playback when damaging immobilized targets.

image.png Forbidden Trick

  • Fixed a bug where the skill's movement effect could occasionally not be resisted, especially when used against monsters.

image.png Particle of Life

  • Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).

  • Summoned monster's damage scaling changed to 85 / 100 / 120 / 140% and 80 / 90 / 105 / 120% (PvP) of the character's Magic Power (was 75 / 85 / 100 / 120% and 65 / 75 / 85 / 100% (PvP)).

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

  • Simultaneous monster limit added: 3

image.png Deity Statue

  • The summoned monster now inherits 130% of the character's Physical and Magic Defense.

image.png Skullcrusher (Mage's Guild of Almahad)

  • Fixed a bug where the talent would not activate when enemies resisted movement effects from the character's skills.

image.png Relentless Defender (Stronghold of Faith branch)

  • Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Druid


image.png Patronage of the Forest

  • Fixed a bug where the skill could remove damage over time effects from the target.

image.png Elemental Support

  • Monster limit per location changed to 3 (was 2).

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Healing Barrier

  • Fixed a bug that prevented the Terrible Relic of Apathy from reducing healing from the skill.

image.png Forest Song

  • The skill's effect will no longer disable health and energy regeneration.

image.png Emerald Scales

  • Activation logic reworked: The activation interval and lost health calculations are now tracked separately for each party member.

  • If multiple Druids with this talent are in the same party, only one instance of the talent will function.

image.png Water Spirit (Raging Spring branch)

  • The monster now also uses Lightning Bolt against the enemy every 8 sec.

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Warden
 

image.png Switcheroo

  • All harmful effects from the skill are now applied regardless of whether the target can be moved.

  • The skill can no longer be used while the character is immobilized.

image.png Beastmaster
 

image.png Forest Aura

  • Damage type changed from instant damage to damage over time.

image.png Beast Awakening

  • PvE target limit added for the Moon Monster's area attacks: 5 / 5 / 6 / 8 / 10 targets.

image.png Symbiosis (Dual Rage branch)

  • Now deals pure damage, meaning it is no longer modified by the character's offensive attributes or the target's defensive attributes.

image.png Rogue
 

image.png Assassin's Mark

  • Now causes the character to lose their current target when used during Stealth invisibility.

image.png Hunter
 

image.png Hunter's Mark

  • Fixed a bug where Hunter's Mark could occasionally be resisted by enemies.

image.png Death Knight


image.png Bounty of Death

  • The skill can no longer be used while the character is immobilized.

image.png Necromancer


image.png Nightmares

  • Fixed a bug where enemies would take more damage than intended after the effect expired.

image.png Dead Soldier

  • Summoned monster's auto-attack interval changed to 2.5 sec (was 3 sec) for Skeletons and to 2.5 sec (was 2 sec) for Skeleton Warriors.

  • Skeleton's damage scaling changed to 30 / 35 / 40 / 50% and 25 / 30 / 35 / 40% (PvP) of the character's Magic Power (was 40 / 45 / 50 / 60% and 30 / 35 / 50 / 50% (PvP)).

  • Skeleton Warrior's damage scaling changed to 45 / 50 / 60 / 70% и 40 / 45 / 50 / 60% (PvP) of the character's Magic Power (was 55 / 60 / 70 / 80% and 45 / 50 / 60 / 70% (PvP)).

  • Skeleton Warrior's base Block chance changed to 20% (was 0%).

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Bone Mastery

  • Fixed a bug where the talent's effect would not occur separately for each shield applied by the skill.

image.png Undying Wrath (Life After Death branch)

  • Fixed a bug where the talent effect could not be removed.

image.png Undead Army (Life After Death branch)

  • Summoned creatures replaced with Skeleton Archers and Cursed Skeleton Archers.

  • Skeleton Archer's damage scaling changed to 70% and 60% (PvP) of the character's Magic Power (was 60% and 50% (PvP)).

  • Cursed Skeleton Archer's damage scaling changed to 90% and 80% (PvP) of the character's Magic Power (was 80% and 70% (PvP)).

  • The summoned monster now inherits 80% of the character's Physical and Magic Defense.

image.png Engulfing Cold (Ice Heart branch)

  • Fixed a bug where the talent's effect would continuously attempt to reapply itself even after being resisted. The effect will now only attempt to reapply if the target leaves the talent's area of effect and enters it again.

image.png Charmer
 

image.png Chaotic Assistance

  • Summoned monster's auto-attack interval changed to 3.5 sec (was 4.5 sec).

  • The summoned monster now inherits 70% of the character's Physical and Magic Defense.

image.png Call

  • Cooldown time changed to 18 sec (was 22 sec).

  • Summoned monster's lifespan changed to 11 / 13 / 15 / 18 / 21 sec (was 12 / 15 / 18 / 22 / 26 sec).

  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Summoner Skill

  • Skill range increased to 5 yards (was 4 yards).

  • Area damage mechanics of summoned creatures changed to around the target (was around the monster).

image.png Spawn of Gloom (Spawn of Gloom branch)

  • Summoned monster's auto-attack interval changed to 3 sec (was 2 sec).

  • Summoned monster's attack range changed to 3 yards (was 2 yards).

  • Monster's damage penalty changed to 20% (was 40%).

  • The summoned monster now inherits 90% of the character's Physical and Magic Defense.

  • Now also increases the monster's Attack Strength by 60% of the character's Skill Power.

image.png Swarm Invasion (Fearsome Horde branch)

  • The cooldown of Call is now increased by 4 sec while the talent is active.

  • Summoned monster's lifespan penalty changed to 55% (was 40%).

image.png Pack Power (Fearsome Horde branch)

  • Summoned monster defense bonus changed to 7% (was 12%).

  • Fixed a bug that caused the talent's defense bonus to function incorrectly.

 

Interface Improvements

 

With Update 13.4, we're starting a major overhaul of the quick action bar, quick menu, and radial menu interfaces. The first stage of improvements brings refreshed visuals and new customization features designed to make the interface more flexible and allow players to tailor it to their preferences.

 

Quick Action Bar Update

 

After carefully reviewing feedback from players who participated in the focus group testing, we're ready to introduce the first wave of updates to the quick action bar!

 

Most importantly, you can now customize the layout of the Quick Action Bar to better match your preferences and screen size. A new display mode selector has been added under Settings → Screen → Quick Action Bar:

  • Adaptive: Automatically switches between one-row and two-row layouts depending on screen width.

  • Two rows: Always displays the quick action bar in two rows regardless of screen size.

  • Single row: Always displays the bar in a single row. If all slots don't fit, a toggle button will appear allowing you to switch between rows. 

Спойлер

 

image.png

 

photo_2026-06-04_06-40-56.jpg

 

 

 

Interface Scaling Improvements

Interface scaling has also been updated and now features five preset scaling options that automatically adapt to the current screen resolution. These settings are available under Settings → Screen → Interface Scale and include:

  • Smoother scaling behavior

  • More consistent and predictable interface resizing

  • Proper aspect ratio preservation on PC

The Compact UI option has been removed from the screen settings. Players who previously used this option will now have the lowest available UI scale set.

 

Спойлер

image.png

 

 

Quick Menu Improvements

  • Updated the design of the quick menu buttons.

  • Added text labels for buttons in the quick menu panels.

 

Radial Menu Design Improvements

 

Alongside the overall visual refresh, we are updating how the Opaque Menus option under Settings → Screen interacts with the radial menu interface. These buttons will now always remain fully opaque, while the setting itself will continue to work normally for all other interface elements.

 

Additionally, radial menu buttons now properly scale according to the selected interface scaling settings.

 

Other Changes

  • Adjusted the attributes of Dummy monsters located on the faction islands, Irselnort, Ayvondil, and Almahad: their maximum health has been increased and now scales with the zone in which they are located, while defensive attributes have been removed.

  • Active game account links will now appear at the top of the list of available authorization methods in the Account menu.

  • Added the NPC Sage Al-Mu'alim to the Catacombs lobby, offering an ability shop that accepts Crimson Corundum.

  • Fixed a bug where the Study button appeared for talents within unavailable talent clusters.

 

That's all for now – but stay tuned for more details on rewards, gifts, and more changes on release day!

 

See you at the open test!
The Warspear Online Team

Edited by nth

Admins after posting any announcement...

 

image.jpeg.e24dd37df68b71ce79d95d024a27dab3.jpeg

2 minutes ago, Jollier said:

Barbarians, Deathknight, and Bladedancer literally will stay the same for atleast 6 more months. Sad

Yep. But deathknights got nerfed a lot...

58 minutes ago, Grid said:

Nothing about warlock, apparently everything is fine :sk21_2:

🗿 Warlocks need a Golem summon No way is 2 summoners vs 3 summoners gonna work in this game There should be a bit of balance on MC side aside from the lack of Energy Stability relic Users on Mountain Clan side There should've been an additional rework on Hunters and Warlocks since they are severely underpowered when it comes to AOEs

Can devs fix this also? if it only increases critical dmg against PvP monsters, its completely useless. Other than Demon of the Golden Sand and Sphinx, all other areas in the Sand dont even have 10 monsters to even make the talent refresh. Also, monsters of all kinds just get more resilience (more critical dmg reduced even at average 30% heat) and we are denied even this temporary buff?

 

Ảnh chụp màn hình 2026-05-29 181343.png

@Gaunter

Suggestions

Can't we keep 7x3=21 Slots? Coz that can be more practical?

No-one needs big landscape Menu button, rather give Portrait Menu button and make 7x3 Shortcut menu like new 5x2 update, then keys will be really accessible and we will have there Real big improvement.

 

4 hours ago, Gaunter said:

Control Effect Priority Adjustments

 

The interaction rules for control effects have been adjusted to eliminate conflicts caused by multiple control effects activating simultaneously. Control effects are now divided into three priority categories: high, medium, and low. If a character is affected by multiple control effects at the same time, only the effect with the highest priority will remain active.

 

Effect priorities:

  • High: Stun, Sleep, Paralysis
  • Medium: Coercion
  • Low: Fear, Hypnosis, Blindness, Disorientation

So does that mean if someone is under the effect of the dk's 0.5 sec stun, and I use my heavy catacomb gear 4set forced aggro skill on them, it won’t apply and will just be ignored?

Did yall just forget BD exist? havnt been a update for that class in like 1,5-2 years now and we had admins talk to certain EU players in private discord messages and acknowledge you know BD is basically a dead class other then 1vs1(was 6 months btw). + got nerfed in pve becuse other Minion classes abused cruelty relic on their 5-8 spawned minions. GG

Another update, and the Hunter class has once again been left behind. Please take another look at Hunters.

Meanwhile, Charmer — a class that is already very strong — keeps getting buffed, while Hunters are no longer able to fulfill the role they were originally created for: dealing damage.

Right now, almost every other class is capable of doing more damage than Hunter, which makes the class feel weak and unrewarding to play.

" Summoner Skill

  • Area damage mechanics of summoned creatures changed to around the target (was around the monster). " 

Excuse me, when the target dies, will the area damage take effect at its death location, or will it simply disappear?

8 hours ago, Gaunter said:

image.png Engulfing Cold (Ice Heart branch)

  • Fixed a bug where the talent's effect would continuously attempt to reapply itself even after being resisted. The effect will now only attempt to reapply if the target leaves the talent's area of effect and enters it again.

Ah man

11 hours ago, Gaunter said:

image.png Swarm Invasion (Fearsome Horde branch)

  • The cooldown of Call is now reduced by 4 sec while the talent is active.

  

On 5/29/2026 at 2:14 AM, LeeLoo said:

нашест своры.png Нашествие своры (ветка “Свирепое полчище”)

  • Теперь длительность перезарядки навыка "Вызов" с активным талантом увеличена на 4 сек.


Does this mean the cd is increased? Russian forum seems to say that the cd increases..

Honestly, it’s becoming harder and harder to understand the direction of this game’s balancing. With every update, it feels like the only solution is adding even more damage and buffing classes that already dominate PvP, while others continue to be ignored.

 

Now summoned pets will receive even more Ferocity, Resilience, Skill Power, Critical Damage, Tenacity, and Subjugation. How exactly did classes like Charmer and Necromancer need even more strength? They are already extremely difficult to fight against, and instead of fixing the game’s problems, the developers decided to increase the gap even more.

 

Meanwhile, Paladin continues to be abandoned. No meaningful changes, no adjustments to the class’s problematic mechanics, and honestly, it feels like the class simply doesn’t exist for the balancing team.

 

The biggest example is Sun Seal. Physical Paladin depends entirely on the mark activating to sustain during fights. If the enemy resists the seal, the Paladin basically loses the only reliable way to heal. This is an old and extremely frustrating problem.

 

And the most frustrating part is seeing that this exact issue was fixed for Templar. Now their aggro mark can no longer be resisted, guaranteeing that they can apply their mechanic and heal properly. So the question is: why not apply the same logic to Paladin? What is so difficult about it?

 

It feels like some classes constantly receive attention, buffs, fixes, and improvements every update, while others only accumulate disadvantages. Paladin players are tired of bein

g ignored.

12 minutes ago, ExDoff said:

Now summoned pets will receive even more Ferocity, Resilience, Skill Power, Critical Damage, Tenacity, and Subjugation. How exactly did classes like Charmer and Necromancer need even more strength? They are already extremely difficult to fight against, and instead of fixing the game’s problems, the developers decided to increase the gap even more.

What do you mean? more resil fero critical dmg? skill power useless bcoz pets deal auto-attacks, subjugation? useless lol, our pets cannot stun enemy, templar got buffed, dont cry

1 hour ago, ExDoff said:

Honestly, it’s becoming harder and harder to understand the direction of this game’s balancing. With every update, it feels like the only solution is adding even more damage and buffing classes that already dominate PvP, while others continue to be ignored.

 

Now summoned pets will receive even more Ferocity, Resilience, Skill Power, Critical Damage, Tenacity, and Subjugation. How exactly did classes like Charmer and Necromancer need even more strength? They are already extremely difficult to fight against, and instead of fixing the game’s problems, the developers decided to increase the gap even more.

 

Meanwhile, Paladin continues to be abandoned. No meaningful changes, no adjustments to the class’s problematic mechanics, and honestly, it feels like the class simply doesn’t exist for the balancing team.

 

The biggest example is Sun Seal. Physical Paladin depends entirely on the mark activating to sustain during fights. If the enemy resists the seal, the Paladin basically loses the only reliable way to heal. This is an old and extremely frustrating problem.

 

And the most frustrating part is seeing that this exact issue was fixed for Templar. Now their aggro mark can no longer be resisted, guaranteeing that they can apply their mechanic and heal properly. So the question is: why not apply the same logic to Paladin? What is so difficult about it?

 

It feels like some classes constantly receive attention, buffs, fixes, and improvements every update, while others only accumulate disadvantages. Paladin players are tired of bein

g ignored.

Necro skele just got a def buff since they always get 1 shot. But the damage got a 10% nerf. And Engulf got nerf too.

I think there's an issue with Streamlined Shot hunter core talent.

The talent description says Pathfinder's Arrow "cannot be blocked or dodged," but in the attached video it's clearly being dodged while Streamlined Shot is active.

I've attached both the talent description and the video. Not sure if this is a bug or if there's some interaction I'm missing, but it doesn't seem to match the talent description.

WhatsApp Image 2026-05-30 at 07.02.38.jpeg

reapers are ana bonded for so long, boring class. beastmasters summons are too strong especially on levels before expert skills. its unbealivable like one bm can easily kill reaper or other class without special effort. just standing behind this minion and stun every player. idk this stun system is horrible in this game. many classes can use stun one by one and most on classes like rreaper for example doesnt have any good one. so many classes and expert skills and those"balances" every 3months completly changing some classes idk how good im end game 1year ago or more cs sometimes i login to game and elfs win every server and raid bosses. nothing change

Tbh, class rebalances should be a bit more often... I mean.. It really takes a whole year just to end with changes like

"was 0.1% now is 0.2%"???

 

I don't really know if is taken into account the general public, or just those with all the endgame gear/weapons/gacha books.

 

 

Anyway.......

On 5/29/2026 at 1:17 PM, uncletoms said:

🗿 Warlocks need a Golem summon No way is 2 summoners vs 3 summoners gonna work in this game There should be a bit of balance on MC side aside from the lack of Energy Stability relic Users on Mountain Clan side There should've been an additional rework on Hunters and Warlocks since they are severely underpowered when it comes to AOEs

We dont need more summons charmer and necros can flood the server with their summons. What bother me is that wlock lacks damage since its a dd/debuffer.

 

Warlock pool can deal up to 60% of total damage, which is better than all the other skills combined. Even though they nerfed image.png Icy Relic of Cruelty the damage output will be way lower now—and that's just in PvE. 

 

In PvP, I don't see how the warlock is missing AoE at all. We have Pool, AoE Hex (which does an insane amount of damage), and the third branch talent, Zone.

Edited by Grid

The new user interface is pretty bad especially, like the colour really does make me bore out of the game it takes too much strain on eyes. moreover since you guys changed the scale of the hotkeys most of players need to adjust which may take a month or more because all this time playing (year to years) player has somehow developed a muscle memory on using skill loop etc but since you guys change the scale that muscle memory will now turn against us. there were so many misclick!! 

On 5/29/2026 at 2:01 PM, Gaunter said:

Charmer
 

image.png Chaotic Assistance

  • Summoned monster's auto-attack interval changed to 3.5 sec (was 4.5 sec).
  • The summoned monster now inherits 70% of the character's Physical and Magic Defense.

image.png Call

  • Cooldown time changed to 18 sec (was 22 sec).
  • Summoned monster's lifespan changed to 11 / 13 / 15 / 18 / 21 sec (was 12 / 15 / 18 / 22 / 26 sec).
  • The summoned monster now inherits 100% of the character's Physical and Magic Defense.

image.png Summoner Skill

  • Skill range increased to 5 yards (was 4 yards).
  • Area damage mechanics of summoned creatures changed to around the target (was around the monster).

image.png Spawn of Gloom (Spawn of Gloom branch)

  • Summoned monster's auto-attack interval changed to 3 sec (was 2 sec).
  • Summoned monster's attack range changed to 3 yards (was 2 yards).
  • Monster's damage penalty changed to 20% (was 40%).
  • The summoned monster now inherits 90% of the character's Physical and Magic Defense.
  • Now also increases the monster's Attack Strength by 60% of the character's Skill Power.

image.png Swarm Invasion (Fearsome Horde branch)

  • The cooldown of Call is now increased by 4 sec while the talent is active.
  • Summoned monster's lifespan penalty changed to 55% (was 40%).

image.png Pack Power (Fearsome Horde branch)

  • Summoned monster defense bonus changed to 7% (was 12%).
  • Fixed a bug that caused the talent's defense bonus to function incorrectly.

Charmer/Enchanter nowadays is far too strong even a character that uses max resilience (greatness equipment) is hit by tons of damage like 1.3k to 3.5k by their summoned monsters, and that is one mob now imagine in a group fight lets say there is 3 charmer or in a castle deffense system, all that Summoned Monsters. i dont think this is balanced at all and developers decided to do this while maintaining barbarians and deathknight superiority. 

On 5/29/2026 at 2:01 PM, Gaunter said:

image.png Icy Relic of Cruelty

  • Mechanics reworked: While affected by Rage, the character's non-critical skill attacks become critical, but their critical damage is reduced by 50%.

 

As for this relic it would be far more balanced for it to be "REMOVED ENTIRELY" from Charmer/Enchanter (Call) it just doesnt even make sense to me, and i think its better if developers differentiate pve and pvp effects of that relic eg. Critical damage is reduced by 50% (PVP). means in pvp the critical damage would be only 50% of the 100% before update. it would not be entirely useless too because there is a non-class skill book that activates when character deals a critical damage.

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