V Rising Gets Huge Update 1.1 With Extensive Patch Notes

Today, V Rising received its largest update yet: Update 1.1, also known as the “Invaders of Oakveil” expansion. After officially launching last year following its time in early access, V Rising has consistently introduced new updates, but none as significant as this one. The “Invaders of Oakveil” update significantly alters various aspects of V Rising in multiple ways.

Currently available on Steam and PS5, the latest update for “V Rising” is incredibly substantial. Developer Stunlock Studios has meticulously fine-tuned every existing feature within “V Rising”, while also introducing a massive amount of new content. This includes a fresh region to explore, a plethora of new items, and adjustments to the game’s various systems. Whether you’re a seasoned player or just starting out, this free update is definitely worth checking out.

In today’s update for the game V Rising, you can explore all the changes that have been made by checking out the detailed patch notes for Update 1.1, which are conveniently provided below in a comprehensive, approximately 8,000-word document.

V Rising Update 1.1 Patch Notes

World Updates

New Biome – Oakveil Woodlands

* The northwesterly trails disappear into the thick foliage, consumed by the perilous and untamed wilderness of Oakveil Woodlands. For centuries, this territory has remained uncharted by the folks of Vardoran, concealing a menacing mystery within. On its northern edge, an hostile force has infiltrated and is now preparing to carry out sinister intentions. Under the stern gaze of their Serpent Queen, Megara, the Venom Blades secretly conduct rituals to contaminate the land and gather priceless Venom Exudate from the polluted flora.*

Or:

* Trails leading northwest vanish into the underbrush, absorbed by the treacherous and untamed wilds of Oakveil Woodlands. For ages, this region has remained unexplored by the denizens of Vardoran, concealing a hidden menace. On its northern border, an enemy force has intruded and is now readying itself for nefarious purposes. Beneath the commanding gaze of their Serpent Queen, Megara, the Venom Blades are covertly performing rituals to poison the land and collect valuable Venom Discharge from the tainted vegetation.*

As a protector of Vardoran, I must not let them amass their complete power, for it could engulf our entire world. So, here I go, Vampire, to demonstrate that the true heart of Vardoran lies within us who strive to preserve its balance and harmony.

  • New Location – Carvers Logging Outpost
  • New Location – Venom Mixing Outpost 
  • New Location – Venom Blades Bastion
  • New Location – Oakveil Shoreline

Venom Blades

New enemy faction ‘Venom Blades’ have been added to the game.

As a gamer, I’d put it this way: Mysterious Venom Blades hail from somewhere uncharted, fanatical in their devotion to the Serpent Queen Megara. Her every whim is their obsession. They mark trees with ominous symbols, tapping into the dark venom sap that seeps from the bark, which they then gather for their sinister rituals and arcane needs.

Farbane Woods

  • A cave exit has been added, allowing players to fast travel here from Oakveil Woodlands.

Silverlight Hills

  • Two connecting pathways have been built to bridge the northern parts of Silverlight Hills with Oakveil Woodlands. 

Dunley Farmlands

  • New Location – List Field
  • In the northwestern parts of the biome, a new road has been established, connecting Dunley to Gloomrot North. 

Gloomrot

  • Two connecting roads have been built to bridge Gloomrot North with Oakveil Woodlands. 

Idle interactions

  • Units now perform additional types of actions while idle. These actions include units leaning against walls, working in the fields, sitting by campfires, and more.

Dynamic Clouds

  • Clouds have been slightly reworked to allow for different kinds of density in different areas.
  • Some boss arenas now have denser dynamic clouds, making it easier to fight these enemies during daytime. This includes the following V Bloods.
    • Grayson the Armourer
    • Finn the Fisherman
    • Quincey the Bandit King
    • Sir Erwin the Gallant Cavalier (New)
    • Terah the Geomancer
    • Gaius the Cursed Champion (New)
    • Octavian the Militia Captain
    • Angram the Purifier
    • Mairwyn the Elementalist
    • Stavros the Carver (New)
    • Talzur the Winged Horror
    • Megara the Serpent Queen (New)

Contests

This update brings a new way to play PvP called ‘Contests’. 

Here are two methods to participate in competitions: you could create a Challenge Flag for one-on-one battles, or utilize the latest Castle upgrade to construct an Arena for team combats.

Contests are available in both PvP and PvE. 

Dueling Banner

A fresh addition: When set, it provides an opportunity for other gamers to challenge the flag-holder for a duel. Once finished, both combatants’ health will be restored back to their original levels.

Arena Station

Enhances the possibility for sophisticated Player vs Player (PvP) configurations, such as team arrangements, customizable battle zones, tweaks to sudden death rules, and additional features.

Castle Updates

New Stations

Stables

As a gamer, I’d rephrase it like this: In my castle, my beloved horses find their perfect sanctuary. They don’t just reside here; they thrive. Proper nourishment ensures they perform optimally. Plus, I get to unlock exclusive abilities for my cherished steeds, making our bond even stronger in this magical game world.

Horses and Mounts

By incorporating the Stable feature, players now have an option to stably house their horses, which will automatically provide them with hay for no charge. Introducing flowers in the Stable environment leads to a permanent boost in horse stats. When a horse is transformed into a Vampire Horse, the Stable offers additional benefits, such as unlocking special abilities, thereby increasing its overall functionality.

  • Improved the mechanics for mounting, dismounting, and recalling your horse
  • Horses may now be randomized with Max speed between 7.5-9.5 (increased from 7.0-9.0).
  • Horses may now be randomized with acceleration speed between 3.5-6 (increased from 3.0-5.0).
  • Vampire horse health has been reduced by 50% (from 400 to 200).
  • Non-vampire horses can now be revived by players when downed.
Redistribution Engine

Doctor Henry Blackbrew’s second most remarkable invention! This intricate device serves the purpose of instantly transporting items from one location to another without any intermediary station.

Blood Homogenizer

With this marvelous device, you can mix two different blood types together, enjoying advantages from each. Have you ever dreamed about merging the swiftness of rogue’s blood with the power of warrior’s blood? Now that possibility is a reality!

Fusion Forge

As a devoted player, I’m thrilled about the latest addition to my castle – the Fusion Forge! This exciting new station becomes available after conquering Dantos the Forgebringer. The Fusion Forge offers an extraordinary opportunity: by fusing Reforged or Shattered Ancestral Weapons, I can combine the finest traits of both weapons into a single, powerful weapon. What a game-changer!

You can perform a similar procedure with gems, merging two identical gems together to create a single gemstone, giving you the ability to take out and blend the desired effects.

Treasury

By utilizing the Treasury setup, you’re now equipped to create your very own personal Treasury. Anything enclosed within this Treasury will be incorporated into your inventory of the territory. This feature enables smooth operation of crafting stations, castle construction, and player inventory crafting, as they can automatically draw materials from the territory inventory without the hassle of manually gathering resources from containers.

Advanced Sawmill

A more powerful version of the sawmill. Used to extract late game resources.

Research Rework

In the Research Desk, Study, and Athenaeum, you now have the option to choose a specific category for your research rather than receiving a random selection across all categories.

Invisible Foundations

Introduced a ‘Subterranean Base’ exclusively placable at ground level, ensuring preservation of the game world’s natural landscape within player-owned territories.

  • Invisible Foundations may be placed on top of destructible objects such as trees and rocks, but will prevent resources from regrowing on these tiles.
Moving Growing Plots and Plants

You’re free to relocate full planters and growing sections with plants or trees attached, no need to detach them prior to moving.

Other Castle Additions
  • Two new growing plots have been added
    • Large Growing Plot with Decorative Paving
    • Extra Large Growing Plot with Decorative Paving
  • Added a new castle teleporter pair
  • The Throne of Darkness now allows you access to the Servant Hunt panel.

New Decorations & Structures

The following new decorative and structural items have been added:

  • New Treasury Floors added for the new Treasury room addition.
  • A set of wall-mounted weapon decorations and a set of wallpapers for the new Arena feature.
  • A large set of fences, signposts, wallpapers, floors, and other decorations for the Stables.
  • Miscellaneous decorations fitting for your Workshop and your Smithy.
  • Miscellaneous decorations fitting for your Alchemy laboratory.
  • Tables now have a selection of table settings, including dinner sets, candles, flowers, and glassware that can be attached to them for further customization.
  • New chairs and matching secretary desk decorations.
  • Garden fountains and most castle water features have gotten updated visuals.
  • Two new Well variants added.
  • New Lavender plants for the Vase category.
  • Dyable Wisteria plants for the wall growth and garden structure category.
  • A new set of lamps with a crystal ball aesthetic.

Servant Updates

The term “Dominate Human” has been changed to simply “Dominate“. Now, players can enchant any unit based on their blood type. This broadens the possibilities for capturing and makes it simpler to acquire different blood types. Nevertheless, it’s important to note that only humans are primarily allowed to be converted into servants when they are dominated.

  • The Castle Throne is now accessible in the early game as it no longer requires reinforced planks to be built.
  • Servants now start with 100 Hunting Proficiency, and early hunts in Farbane require less Hunting Proficiency to successfully complete. 
  • Servants can no longer be injured from participating in hunts.
  • Hunt durations and success rates have been tweaked to make it somewhat easier to make servant hunts worthwhile and accessible in the early game. 
  • Servant convert timer reduced to 20 min from 40 min.

New Servant Hunts locations:

  • Venom Blades Bastion
  • Carvers Logging Outpost
  • Venom Mixing Outpost
  • Oakveil Shoreline

Audio

  • Added a sound option for setting speaker mode such as 7.1 or stereo.
  • Lots of sound effects have been updated and improved in all areas of the game.

Music

Two new music tracks have been added to the new biome and to the music box. 

  • Oakveil Woodlands – Day – The Forest Remembers
  • Oakveil Woodlands – Night – Under Her Veil

Voices

  • Added new vampire voice lines for reviving horses.
  • Added new vampire voice lines for drinking blood potions.

Server Settings

  • Added functionality to restrict Castle Limit to per Clan instead of per player.
  • Added a separate server settings to modify stygian shard drops in Mortium. This modifier increases the total amount of shards dropped from enemies, breakables, chests, and incursion crystals.
  • Added a new server setting that allows players to alter the rate at which Soul Shards lose durability

Pause Functionality 

In the scenario of running a personal game, the server’s master can temporarily halt the game using the options within the game interface.

Castle Raiding

  • Golems may now trigger the castle under attack timer when attacking stairs.
  • Pillars can now be destroyed again during a raid; destroying a pillar destroys any connected entrance.
  • Siege Golem Slam may no longer hit through castle walls or other obstacles.
  • A few entrances to some territories are now properly blocking the placement of stairs in front of them.
  • Siege Golems now always deal the same damage and are no longer affected by any attribute or secondary attribute modification. 
  • Fixed an exploit where players could use a wide entrance to get stuck in the air and be able to cast spells beneath them.
  • Castle Entrances have had their HP reduced to 50% of their previous value.

Incursion Events

  • Enemies spawned from incursion events now have less health scaling when several players are nearby on PvP servers.

UI/UX Updates

Build Menu

  • The Build Menu has been slightly reorganized.
    • A new “General” sub-category has been added to the “Production” tab. Mist Brazier, Mirrors, Target Dummy and Music Box have been moved here.
    • The “Teleporters” sub-category has been moved from the “Production” category to the“Castle” category.
    • The “Research” sub-category has been renamed to “Knowledge”
    • “Altar of Recollection” and “Altar of Stygian Awakening” has been moved from the “Dominance” sub-category to the “Knowledge” sub-category.

Trader Menus

  • Added descriptions to all traders.

Inventory – Stack Splitting

  • It is now possible to split item stacks into any desired amount using a slider. The previous method for quickly splitting a stack evenly (50/50) is still available and is now called Quick Split.

Accessibility

  • Added Text Scaling. This increases the size of texts on a curve, the smallest text will increase in size the most.

Sorting

  • Rats and Hearts are now considered alchemy items instead of consumable items. (for sorting)
  • Painting frames, sculptured wood, and stone body are now considered material items. (for sorting)

Alerts

  • Added intro motions to all HUD Alerts.
  • Added additional animation and sound to War Event alerts.

Map Changes

  • Soul Shards are now displayed as a single entry in the map legend. Remaining Soul Shard duration is now displayed when hovering a Soul Shard instead.

New Consumables

Weapon Coating

A fresh item has been introduced which lets you enchant a weapon with one out of six elemental abilities. This ability activates upon initial attacks and has a 15-second cooling down period along with a 5-second global cooldown. Players can imbue several weapons with distinct abilities, but the global cooldown might limit the efficiency of rapidly switching among up to three different weapons due to the cooling down time.

As a gamer, I’ll put it like this: “With each strike, my attacks unleash a sinister Leech and Vampiric Curse. After a brief 2-second delay, they deal 40% of magical damage and spawn a malevolent Blood Orb.

Chaotic Aura Strike: Your upcoming main attack unleashes a Chaotic Blast, causing 50% magical damage within an area and igniting the foes.

Impure Aura Attack: Your main attack temporarily enhances with 40% bonus magical damage, curses the target with “Condemn,” and summons a ghostly bone spirit that orbits around them. This spirit deals 50% damage to any enemy it encounters and also curses them with “Condemn.”

In simpler terms, when you use your primary attack, it gets an extra 40% magical power boost, curses the target with a status called “Condemn,” and summons a spirit made of bones that circles around the target. This spirit damages any enemies it encounters by 50%, also cursing them with “Condemn.

As a fervent admirer: Phantom Shielding: Unleash your following main assault, igniting a Spectral Blast that dispenses 30% magical harm within an expanse, debilitating enemies with Frailty and bestowing upon them 4 Phantasm stacks.

As a gamer,

“Ice-Breath Strike:” When I unleash my next primary attack, I’ll release an icy blast, dealing 30% of magic damage to nearby enemies and leaving them chilled.

Storm Coating: Your next primary attack deals 40% bonus magic damage and triggers Chain Lightning.

Elixirs

As a gamer, I’d describe it like this: “Bat’s Elixir”: Boosts my Spell Leech by 5% and reduces my Spell Cooldown by 7% for a cool 60 minutes.

Elixir of the Beast:Increases Maximum Health by 10% and Healing Received by 12% for 60 minutes.

Enchanted Potion of Blessing: Boosts the recovery rate of your ultimate ability’s cooldown by 16% and enhances its power by 10% for a duration of 60 minutes.

Crow’s Elixir: Boosts Weapon Drain Efficiency by 5% and accelerates Weapon Cool Down recovery by 7% over a period of 60 minutes.

Elixir of the Werewolf: Increases Attack Speed by 8% and Weapon Skill Power by 10% for 60 minutes.

Raven’s Essence: Boosts your chances of scoring a critical hit in physical attacks by 8%, and enhances the damage of those critical hits by 8% over a duration of 60 minutes.

“Twisted Elixir Boost”: Enhances your chances of landing critical hits on spells by 8%, and also increases the power of those critical hits by 8% for a duration of 60 minutes.

Agility Elixir: Boosts movement speed by 4% and expedites Veil recharge by 7% for a duration of 60 minutes.

Progression Changes

Journal (Quests) and Tutorial

The sequence of events in the journal’s quest has been slightly adjusted, enabling you to construct the Throne as soon as your first servants are obtained. This modification allows players to dispatch their servants for hunting missions sooner.

Progression & Resources

  • Local Castle teleporters are now unlocked separately from Ziva, Domina, Voltatia and Stavros
  • Added recipes for summoning Blood Souls using the Stygian Summoning Circle
    • 200 Scrolls + 1 Primal Blood Essence to summon a Lesser Blood Soul
    • 280 Schematics + 80 Blood Crystals to summon a Primal Blood Soul
  • New materials added
    • Corrupted Oak
    • Venom Sap
    • Emery
    • Ember Glass
    • Corrupted Fish
  • Onyx Tear no longer requires Blood Crystals to craft but requires 4 Ember Glass instead.
  • Blood Key no longer requires Greater Stygian shards to craft but requires 200 Blood Crystals instead.
  • Anatheum now requires 100 emery to build.
  • Cost for crafting glass bottles reduced to 4x Glass from 8x Glass
  • Carpet Rolls now has a 1x additional Gem Dust cost (this was added primarily to fix a user experience issue where it was common to craft carpet rolls by mistake due to shared resources with other loom recipes)

V Blood Unlocks

The order of some spells that are unlocked has been changed, and new technological unlocks have either been added or their positions have been adjusted within the VBloods.

V Blood – Rufus the Foreman

  • Now unlocks the Dueling Banner

V Blood – Clive the Firestarter

  • Now awards a Tier 2 Chaos Spell Point, used to give a Tier 1 Chaos Spell Point
  • Clives’ center position for determining when the player has left his combat area is now set to a fixed position in the sulfur quarry and he is now allowed to always be fought throughout the entire lower section. Was previously centered on him based on where he was on his patrol path.

V Blood – Nicholaus the Fallen

  • Unlocks Treasury Flooring

V Blood – Beatrice the Tailor

  • Unlocks Veil of Blood

V Blood – Vincent the Frostbringer

  • No longer unlocks a Tier 2 Frost Spell Point
  • Unlocks Veil of Frost

V Blood – Bane The Shadowblade

  • No longer unlocks the ability to craft Slashers.
  • No longer unlocks a Tier 1 Unholy Spell Point
  • Unlocks Veil of Bones
  • Unlocks new Weapon ‘Daggers’
  • Fixed an issue where feeding on the minions spawned by Bane, the Infiltrator’s Blood Soul would lock the vampire in the feed animation while the Blood Soul was still attacking.

V Blood – Meredith the Bright Archer

  • No longer unlocks a Tier 1 Storm Spell Point
  • Unlocks Veil of Storm
  • Unlocks the Elixir of the Prowler

V Blood – Frostmaw the Mountain Terror

  • Unlocks the new Claw weapon
  • Unlocks the Elixir of the Beast

V Blood – General Elena the Hollow

  • Unlocks a Passive slot
  • Unlocks the Elixir of the Raven

V Blood – General Cassius the Betrayer

  • Unlocks a Passive slot
  • Unlocks the Elixir of the Bat

V Blood – Jade the Vampire Hunter

  • No longer unlocks a Tier 2 Chaos Spell Point
  • Unlocks Veil of Chaos
  • Unlocks the Elixir of the Crow

V Blood – Ziva the Engineer

  • No longer unlocks a Tier 1 Storm Spell Point
  • Now unlocks a Tier 2 Storm Spell Point
  • Unlocks the Yellow Teleporter

V Blood – Domina the Blade Dancer

  • Unlocks the Red Teleporter
  • Unlocks the Elixir of the Blasphemous

V Blood – Angram the Purifier

  • No longer unlocks a Tier 3 Chaos Spell Point
  • Unlocks a Tier 2 Chaos Spell Point

V Blood – Ungora the Spider Queen

  • Ungora the Spider Queen’s poison now counts as a damage over time effect, meaning it does not trigger on-hit effects and can’t cause lethal damage.

V Blood – Ben the Old Wanderer

  • Now unlocks a Tier 2 Frost Spell Point instead of a Tier 1

V Blood – Wilfred the Village Elder

  • Now unlocks a Tier 3 Blood Spell Point instead of a Tier 2
  • Unlocks the Elixir of the Werewolf

V Blood – Cyril the Cursed Smith

  • No longer unlocks a Tier 3 Illusion Spell Point
  • Unlocks a Passive slot
  • Now unlocks Veil of Illusion

V Blood – Sir Magnus the Overseer

  • Now unlocks a Tier 1 Frost Spell Point instead of a Tier 2
  • Fixed an issue on Sir Magnus the Overseer where his charge would occasionally teleport the player to him even when the player were not hit by it (for example when countering the charge using Bloodrite).

V Blood – Morian the Stormwing Queen

  • Now unlocks a Tier 1 Chaos Spell Point instead of a Tier 2

V Blood – Mairwyn the Elementalist

  • Now unlocks a Tier 1 Storm Spell Point instead of a Tier 2
  • Unlocks the Crystal Light lamp set

V Blood – Henry Blackbrew the Doctor

  • Now unlocks the Redistribution Engine

V Blood – Matka the Curse Weaver

  • Level increased to 76 from 74

V Blood – Terrorclaw the Ogre

  • Level decreased to 76 from 77

V Blood – Azariel the Sunbringer

  • Now unlocks a Tier 3 Spell Point instead of a Tier 2
  • Level increased to 79 from 77

V Blood – Voltatia the Power Master

  • Unlocks the Blue Teleoporter
  • Level increased to 79 from 77

V Blood – Simon Bellmont the Vampire Hunter

  • Unlocks a Passive slot

V Blood – Gorecrusher the Behemoth

  • Now unlocks a Tier 3 Spell Point instead of a Tier 2
  • Level increased to 84 from 83

V Blood – Lord Styx the Night Champion

  • Level increased to 84 from 83

V Blood – General Valencia the Depraved

  • Level increased to 84 from 83

Dracula the Immortal King

  • No longer unlocks the last set piece in the Dracula’s Regalia set

Units

Unit Updates

Corpse Pile

  • Can no longer teleport down slopes when emerging after the tunneling ability.
  • Corpse Pile can now only spit you out in the direction it is facing.

New V Blood Units

7 New V Blood units have been added to the game:

  • Sir Erwin the Gallant Cavalier
  • Gaius the Cursed Champion
  • Stavros the Carver
  • Jakira the Shadow Huntress
  • Lucile the Venom Alchemist
  • Dantos the Forgebinder
  • Megara the Serpent Queen

New Units 

Oakveil Forest

  • Wood Carver
  • Peon
  • Lurker
  • Dartflinger
  • Dreadcleaver
  • Viper
  • Alchemist
  • Striker
  • Sentinel
  • Corrupted Wolves
  • Corrupted Bears
  • Corrupted Man Traps
  • Corrupted Deer
  • Corrupted Treant
  • Corrupted Crow
  • Emery Golem
  • Emery Elemental

Attribute Rework

Spell Free Cast Rework

The free spell cast granted by Scholar blood, and the Illusion phantasm buff’s ability to potentially restart spell cooldowns upon use, has been altered. Now, whenever a player casts a spell, they will accumulate X Spell Charges, with the number of charges depending on the new “Spell Charge” attribute. Once a player gathers 100 or more charges, they will receive a buff that will reset their spell cooldown upon casting their next spell.

Attribute Updates

List of attributes:

Core Attributes:

  • Max Health
  • Physical Power
  • Spell Power
  • Movement Speed
  • Resource Harvest Power

Physical Attributes:

  • Bonus Physical Power
  • Attack Speed
  • Physical Crit Chance
  • Physical Crit Power
  • Weapon Skill Power
  • Weapon Charges

Spell Attributes:

  • Bonus Spell Power
  • Spell Crit Chance
  • Spell Crit Power
  • Ultimate Power
  • Minion Damage
  • Spell Charges

Speed Attributes:

  • Bonus Movement Speed
  • Shapeshift Speed
  • Bonus Mount Movement Speed

Defense Attributes:

  • Damage Reduction
  • Shield Efficiency

Health & Healing Attributes:

  • Bonus Maximum Health
  • Health Regeneration
  • Healing Received
  • Primary Attack Leech
  • Weapon Skill Leech
  • Spell Leech

Utility Attributes:

  • Blood Efficiency
  • Blood Drain Reduction
  • Resource Yield

Cooldown Attributes:

  • Weapon Cooldown Rate
  • Spell Cooldown Rate
  • Veil Cooldown Rate
  • Ultimate Cooldown Rate

Significant attribute changes

  • Bonus Physical Power and Spell Power are now percentage increases on your base Power instead of static values.
  • Blood Efficiency bonuses (granted from 100% blood, blood moon, etc) bypass the “soft” cap.
  • Cooldown rate now speeds up the rate at which an ability resets. Previously, it only set the cooldown when the ability was used. This change will result in cooldown rate changes taking effect regardless of whether an ability is on cooldown or not when the rate change occurs.
  • Weapon Skill Power is a new attribute that affects the damage output of the two weapon skills, boosting the damage with a set percentage.
  • Ultimate Power is a new attribute that affects the damage, healing, shield, and minion damage output of Ultimate skills.
  • Weapon Charge is a new attribute that allows you to gain Weapon Charges which will reset the cooldown of your next weapon skill used once you’ve reached 100 weapon charge stacks. 
  • Bonus Movement Speed no longer adds movement speed when shapeshifted. A new attribute that specifically scales shapeshift movement speed has been added.
  • Attributes on Jewels and Ancestral Weapons are now divided into 5 tiers instead of a fully randomized roll between 0-100%. This change will allow players to more easily max out a weapon or jewel with the addition of the Fusion Forge crafting station while also presenting the actual power of an item in a more digestible manner.

Blood

Blood Types

The revamping of all Blood Types aims to enhance their combat effectiveness and overall utility. It will become less challenging to acquire uncommon Blood Types like Creature, Scholar, and Mutant Blood, as we’ve increased the likelihood of encountering superior Blood Type units, especially for those with limited sources.

  • Almost all units with blood can now be dominated and put into prisons. However, only humans and some draculin units can be transformed into servants.
  • Werewolves may now also be dominated in both forms, and werewolf villagers generally have higher blood quality
  • Mutant Spitters may now be dominated and imprisoned, these units also have increased chances for higher blood quality.
  • Generally increased Draculin and Scholar blood quality chances from units.

New Blood Type Bonuses

Warrior
  • 10% Increased Physical Power and Veil attacks deal 30% bonus damage.
  • 14% Increased Weapon Skill cooldown recovery rate and 5% increased Weapon Skill Leech.
  • 20% Increased Weapon Skill Power and 24% increased damage when striking enemies at full health.
  • 12% Increased Weapon Charge Rate.
Brute
  • 14% Increased Primary Attack Speed and gain 5% increased Physical Power.
  • 10% Primary Attack Life Leech and 4% increased Damage Reduction
  • 20% Increased Maximum Health. Heal self for 5% of your victim’s health when striking a killing blow.
  • 15% Chance to parry an attack reducing damage taken by 25%. Parrying an attack increases your own physical damage by 20%.
Rogue
  • 16% Change to Critical Strike on Weapon Attacks and 8% increased Physical Critical Strike Power.
  • 8% Increased Movement Speed and gain 10% additional speed for 3s when striking a killing blow.
  • 14% Increased Veil cooldown recovery rate. 100% chance to critical strike on next physical attack after using a veil.
  • 50% Chance on critical strike to expose victims armor, increasing damage taken from all sources by 15% for 4s.
Creature
  • 20% Increased Maximum Health and 40% increased health regeneration.
  • 8% Increased Movement Speed and 8% increased shapeshift movement speed.
  • 24% Increased Healing Received and 20 increased All Resistances.
  • Bite heals you for 5% of your maximum health and temporarily increases your attack speed and physical damage output by 25%.
Scholar
  • 14% Increased Spell Power and 10% Shield Efficiency.
  • 14% increased Spell cooldown recovery rate and shield self for 25% of your spell power when casting a spell.
  • 20% Ultimate Power and reset your Spell Cooldowns when using an Ultimate.
  • 12% Increased Spell Charge Rate.
Draculin
  • 14% Increased Spell power and 8% increased Spell Critical Strike Power.
  • 16% Increased Spell Critical Strike chance and Spell hits grants 8% movement speed for 3s.
  • 10% Increased Spell Leech and 3% Spell charge Rate.
  • Spell Critical Strike hits increases Spell Cooldown Recovery Rate by 40% for 3s.
Mutant
  • 14% Increased Spell Power and 10% increased Shapeshift Speed.
  • 28% Increased Ultimate Cooldown Rate and spawn 2x Mutant Rats that fight by your side when casting an Ultimate.
  • 20% Ultimate Power and 12% increased Minion Damage.
  • 7% Increased Veil Cooldown Rate and landing a Veil attack reduces Ultimate Cooldown by 7s.
Worker
  • 24% Increased Resource yield.
  • 24% Increased Damage against Resource Objects.
  • 16% Increased Mount Speed.
  • 3% Chance to instantly destroy a resource node and trigger a burst of speed.
New blood Type – Corrupted

Has the following effects:

  • 25%-50% Reduced damage taken from Corrupted Attacks and gain 5% Life Leech but you suffer 10% increased damage taken from all other sources.
  • Reduces the maximum amount of Vile Corruption stacks by 4-8 but you suffer 50%-100% increased Blood drain rate.
  • 12% Increased Movement Speed & 18% increased Attack Speed but there is a 25% chance when taking damage to trigger an eruption dealing damage and inflicting a 2s snare.
  • 15% Spell and Weapon charge rate but there is a 30% change to spawn a shadow that attacks you when using an ability.

Stygian Awakenings

Passives

Instead of passives being pre-activated, you now gain the ability to activate them by defeating specific VBloods. Once activated, these passive slots can be used to equip any previously unlocked passive in the Stygian Altar. A maximum of five passives can be equipped simultaneously at any given time.

The design of the Stygian Altar has been revamped, making it operate more like a research station. Now, when Blood Souls are defeated, they might drop scrolls which can be used to unlock a particular passive skill. Alternatively, you can use Stygian Shards to research a random passive ability directly.

Tier 1 Passives (Elemental Awakenings)

Research Cost = 400 Stygian Shards

Enhanced Bleeding Edge: Boosts the probability of landing a Critical Hit by 8%, with such hits draining 5% of the target’s health. Additionally, there is a 25% likelihood that a Blood Orb will materialize when eliminating a foe who is under the influence of Leech.

Vigorous Command: Boosts physical damage dealt against enemies afflicted with Leech, by 8%, while also amplifying the effectiveness of your current blood type trait by 8%.

Boosting Speed of Spell Recharge: Enhances the rate at which your spell cooldowns are reduced by 7%. The Ignite ability causes 25% more damage, while explosions from Chaos also ignite the enemies they strike.

Revitalizing Spark: Enhances the magic damage dealt to foes afflicted by Ignite, with a boost of 8%. Additionally, Ignite restores up to 25% of your spell power as healing to you.

Mystic Summoner: There’s a 16% probability that a Skeleton Mage will appear upon the demise of a Cursed enemy, and your minions inflict a 12% increased damage.

Soul Rejuvenator: Speeds up the recovery rate of your feeding cooldown by 24%, and employing ‘Bite’ conjures a Skeleton Warrior.

Divine Boost: Enhances healing received by 12%, and amplifies spell damage by 8% against weakened foes.

Enhanced Mystical Energy: Boosts the rate at which spell cooldowns are recovered by 7%, and there’s a 35% likelihood that using a Phantasm won’t initiate a cooldown reset.

Enhanced Magic Precision: Boosts your critical strike chance against chilled or frozen foes by 8%, and increases the damage you inflict on them by 8%.

Frost Barrier: This protective barrier increases the amount of damage absorbed by 10%. When you break free from the freeze using an attack that causes harm, it sets off a Frost Explosion, dealing 40% magical damage and causing a Chilling Effect.

Swift Strike Bonus: Boosts the speed of your primary attack by 7% and enhances Static’s impact, causing it to deal 20% more damage.

Boosted Magic Potency: Amplifies Spell Power by 7%, while your spells additionally deal extra damage to foes afflicted with Static.

Tier 2 Passives (Vampire Awakenings)

Research Cost = 600 Greater Stygian Shards

Hunger For Blood: Increases Primary Attack Leech by 5% and increases damage against V Bloods by 8%.

Rampage: This ability boosts your chances of landing a physical critical strike by 8%. When you successfully land a critical physical hit, your attack speed will increase by 12% for a duration of 4 seconds.

Overpower: Increases Weapon Cooldown Recovery Rate by 7% and Weapon Charge Rate by 6%.

Ravenous Strikes: Increases Weapon Skill Power by 10% and Weapon SKill Leech by 5%.

Enhanced Critical Hits: Amps up your Physical Critical Strike Potency by 8%, while inflicting a 12% boost in physical harm on foes whose health is less than 30%.

Embrace Mayhem: Increases Ultimate Cooldown Recovery Rate by 16% and Ultimate Power by 10%.

Feral Haste: Increases Movement speed by 4% and Movement Speed while shapeshifted by 15%.

Boosted Magic Potency: Enhances the probability of successful spell crits by 8%, and when spell crits occur, there’s a 50% likelihood they’ll trigger a random magical effect.

Enhancement: Boosts maximum health by 10 percentage points and lessens the damage received by 25% during crowd control situations.

Strong Protective Charm: Boosts Damage Reduction by 4%, and creates a protective barrier that absorbs 2.7 times your spell power for 4 seconds when you sustain more than 30% of your maximum health as damage within the last 2 seconds. This effect can only activate once every 30 seconds.

As an avid player, I can’t help but feel a surging desire for control with this enchantment! It boosts my Spell Leech by a compelling 5%, and whenever I unleash the Bite, I gain a thrilling 15% speed bonus on movement, alongside a powerful 15% enhancement to my spellcasting ability, for an exhilarating 5 seconds.

Fast-Paced Speed: Boosts your movement speed by 4% and further increases it by 4% for 4 seconds whenever you inflict damage on an opponent.

Weapons, Spells & Armor

New Weapons

Claws

Main Attack: Execute a sequence of close-range strikes causing 40%, then 40%, and finally 50% physical damage. The third strike accumulates the ‘Puncture’ effect, capping at 3 instances.

Cause an explosion that deals 75% damage directly to the target, and 50% damage to surrounding enemies once it has reached its maximum accumulation.

Lunge: Leap forward aggressively towards the cursor, piercing through opponents with a force that causes 120% physical damage and leaves them wounded with Puncture effects.

Precise Lunge: Dash towards the specified spot, causing full physical damage, causing Puncture wound and rendering the enemy immobile for 1 second.

As a player, I leap off adversaries, propelling myself towards my target. If I fail to hit an enemy, I’ll temporarily adhere to the ground for a brief moment.

Daggers

Main Attack: Toss as many as 4 daggers, inflicting 40% physical harm with each. A strike on an opponent or a sturdy surface will make the dagger embed itself into the ground.

Aerial Assault: Jump up and toss four sharp blades forward, causing them to deal 40% of your physical power as damage and immobilize targets with a 2-second snare that gradually fades. The blades remain active on the ground for a total duration of 8 seconds.

Unleash Thrown Knives: Cause a temporary entangling trap for 1.5 seconds, and launch any knives stuck in the ground around you. The retrieved knives pierce enemies, dealing 40% physical damage. Retrieving each knife adds one knife stack to you, and decreases the cooldown of Shower of Knives by 0.2 seconds.

Twinblade

Primary Attack: Perform a combo of melee double attacks dealing 60%/60%/80% physical damage.

Javelin: Throw your projectile at the target, causing 125% physical damage and creating a 1.5-second snaring effect that gradually weakens over time within a certain zone.

After a delay of 2 seconds, retrieve your weapon, making it lunge forward, slicing through any adversaries in its line, inflicting 80% of its physical damage upon them.

“Charging Slash with My Twinblades”: Leap ahead, then slice through with my twin blades, dishing out pure physical harm along a path, flinging adversaries high in the air and catapulting them to the far side of me.

Spell School Mastery

By using your spell points to specialize in a particular magical discipline, you’ll advance your proficiency, thereby uncovering additional expertise abilities.

Blood
  • Improved Blood Mend
    • Increases the amount of health recovered when using Blood Mend by 15%.
  • Blood Drain Reduction
    • Reduces the rate at which you lose blood over time by 15%.
  • Leech Mastery
    • Increases the effective healing from attacking targets affected by Leech by an additional 3%.
Chaos
  • Veil Cooldown Rate
    • Increases Veil Cooldown Rate by 5%.
  • Ultimate Power
    • Increases the effect of Ultimate spells, increasing their damage, healing, shield effects and minion damage by 5%.
  • Chaos Mastery
    • Ignite lasts 1s longer and deals damage one additional time.
Unholy
  • Health Regeneration
    • Increases the rate at which you regenerate health out of combat by 15%.
  • Feed Cooldown Rate
    • Increases Feed Cooldown Rate by 15%.
  • Skeleton Mastery
    • Increases the lifetime of Skeletons by 2s.
Illusion
  • Spell Cooldown Rate
    • Increases the Spell Cooldown Rate by 5%.
  • Shapeshift Speed
    • Increases movement speed by 6% while shape shifted.
  • Illusion Mastery
    • Increases the maximum number of Phantasm stacks by 2.
Frost
  • Shield Efficiency
    • Amplifies the effect of all shields applied to you by 8%.
  • All Resist
    • Increase all resistances by 10.
  • Frost Mastery
    • Chill lasts 1s longer and Freeze lasts 0.25s longer
Storm
  • Attack Speed
    • Increases your attack speed by 5% when using primary weapon attacks.
  • Mount Speed
    • Increases movement speed by 5% while mounted.
  • Storm Mastery
    • Chain Lightning deals 20% bonus damage and bounces one additional time.

Spell and Ability Changes

General Spell updates

  • All abilities have been updated with tags that describe how the ability functions and specific ability properties such as:
    • If the ability is an offensive or defensive ability
    • If the ability is a channelling spell
    • If the ability is a projectile spell 
    • if the ability may critically hit or not
    • And more. 
  • Ultimates and many defensive spells may no longer trigger critical hits. This is a change made to improve the balance between offensive and defensive abilities and to make sure some of the Blood Type changes scale better for various builds. Ultimates can now be boosted through ultimate specific attributes.
  • Diminishing returns have been added to various stun buffs.
  • Weapon attacks with 0.1s cast may no longer be cancelled during the cast time.
    • Camouflage (Slashers)
    • Leap Attack (Great Sword)
  • Ability-cast priority has been changed on the following abilities to avoid an exploit triggered by cancelling said ability during cast.
    • Smack (Mace)
    • Explosive Shot (Pistols)

Veils (Space)

Veils are now unlocked from specific V Bloods instead of from “Tier 2” spell points.

New Vampire Spells

Blood: Carrion Swarm

Gather four vampire bats and arrange them in a row, flying aggressively towards the designated spot. As they swoop down on their targets, each bat delivers 50% magical damage and drains health from foes with the Leech effect.

Chaos: Rain of Chaos

Pelt an area with 8 chaotic meteors for 3.2 seconds, causing up to 380% magical damage and setting the target ablaze.

Unholy: Chains of Death

Initiate a tether that restrains the marked foe, slowing their movement by 10% – 30%, depending on proximity. For approximately 1.7 seconds, concentrate on casting this spell, dealing a multiplier of 260% magical damage and imposing the “Condemn” effect upon its termination.

If you’re more than 14 meters away from your target, the connection will snap, creating a 2-second disappearing trap.

Illusion: Curse

As a spellcaster, summon five spectral wraiths in a column, each emanating both Weaken and Cursed auras. The Curse hampers my foes’ mobility by diminishing their speed by 25% for a brief span of 3.5 seconds, and for the duration, 40% of the damage they suffer is stored and unleashed as extra damage once the curse expires. This additional damage can reach a maximum of fivefold their initial damage taken.

Each enemy hit by the wisps grants Phantasm.

Frost: Arctic Storm

As a chiller, I unleash a blast of frosty power that lasts for 1.2 seconds, dealing 180% magical damage and leaving my foes shivering with Chill. At the tail-end of this icy spectacle, I conjure a frigid cone of cold that freezes any unfortunate soul it strikes for a chilling 2 seconds.

Storm: Lightning Tendrils

Launch 6 Lightning Bolts in a sequence that deals 40% magic damage each and inflicts Static.

Spell Changes

Blood School

Shadow Bolt

  • Damage increased to 190% from 185%.

Blood Rite

  • Can no longer inflict Critical Hits.

Blood Rage

  • Duration reduced to 3s from 4s

Blood Fountain

  • Activation timer reduced to 1.1s from 1.2s.

Sanguine Coil

  • May now hit self or allies that are immaterial.

Crimson Beam

  • Can no longer inflict Critical Hits.

Heart Strike

  • Can no longer inflict Critical Hits.
  • Explosion radius increased to 3m, up from 2.7m

Blood Storm

  • Can no longer inflict Critical Hits.
Chaos School

Chaos Volley

  • Damage increased to 120% from 115%.

Aftershock

  • Fixed issue where the spell could sometimes hit floor colliders and stop working.

Void

  • Radius increased to 2.5m from 2.2m.

Power Surge

  • Duration reduced to 3s from 4s.

Merciless Charge

  • Stun duration reduced to 1s from 1.5s.
  • Stun now properly follows rules for diminishing returns.
  • Dash damage reduced to 100% from 125%.
  • Area damage increased to 250% from 125%.
  • Removed the 0.15s invulnerability at the end of the Merciless Charge.

Veil of Chaos

  • Now triggers the recast when landing the veiled primary attack.
  • Slightly increased dash distance.
Unholy School

All Skeleton Warriors and Skeleton Mages have had their lifetime reduced to 7s down from 8s.

Bone Explosion

  • Activation timer reduced to 0.9s from 1.0s.

Soulburn: Reworked into a more defensive ability. 

  • The ability no longer interrupts and inflicts silence. 
  • Now deals 50% damage to nearby enemies and leeches 100% health. 
  • Jewel effects updated/reworked adding more defensive value as well as means to summon additional skeletons.

Army of the Dead

  • Reduced the number of Skeleton Mages spawned to 2, down from 3.
  • Increased the number of Skeleton Warriors spawned to 6, up from 5.
  • Duration of skeletons spawned reduced to 7s, down from 8s.
Illusion School

Instead of providing a 1% chance for a free cast of a spell with Phantasm, now each stack of Phantasm adds 1 to the number of Spell Charges you gain.

Spectral Wolf

  • Damage increased to 150% from 140%.

Phantom Aegis

  • Reduced Shield to 170% from 180%

Wraith Spear

  • Damage increased to 170% from 160%.
  • Tweaked effects and sizing of effect to improve clarity and the position of the spear projectile
  • Reduced cast time to 0.7s from 0.8s
  • The movement is now slightly snappier than before

Veil of Illusion

  • No longer fires projectiles per default.
    • Added a new jewel that enables the effect where the illusion fires projectiles that replaces the jewel that adds damage to projectiles.

Spectral Guardian

  • Increased the damage of the Guardian’s attack to 150%, up from 100%
  • The Guardian’s attacks can no longer inflict Critical Hits.

Wisp Dance

  • Increased the damage of circling Wisps to 70%, up from 60%.
  • Increased the damage of launched Wisps to 125%, up from 110%
  • Can no longer inflict Critical Hits.
Frost School

Freeze now removes Chill if applied during Freeze to remove Freeze into Freeze jewel combos.

Frost Bat

  • Damage increased to 120% from 115%.

Cold Snap

  • Shield reduced to 50% from 80%.

Ice Nova

  • Fixed an issue which caused the Ice Nova to hit targets through floors if there was more than one target hit.
  • Radius increased to 2.5m from 2.4m.

Frost Barrier

  • Damage per nova reduced to 50% from 60% 

Arctic Leap

  • Damage increased to 250% from 225%.
  • Can no longer inflict Critical Hits.

Ice Block

  • Can no longer inflict Critical Hits.

Veil of Frost

  • Shield reduced to 70% from 100% and jewel that increases shield reduced to 20-40% from 36-60%.
  • Duration of frost shields reduced to 4s from 5s.
Storm School

In the updated version, Static will no longer activate or cause damage-over-time effects, nor will it result in critical hits.

Tornado: The spell’s mechanism has been revised. It now launches a far-reaching projectile that can be blocked; when this projectile comes back to the user, they receive a storm shield as a reward.

  • Cast time reduced to 0.6s down from 0.7s
  • Jewel effects have been updated/reworked.

Discharge

  • No longer inflicts stun or knockback (but still static) if target is immaterial when the hit triggers.

Raging Tempest

  • Damage on the additional strikes have been increased to 50%, up from 40%.
  • Can no longer inflict Critical Hits.

Lightning Typhoon

  • Can no longer inflict Critical Hits.

Jewels

  • All jewels are now randomized in 5 different tiers instead of a 0-100% roll. Many jewel attributes have received slight changes to better line up with these 5 tiers.
  • Rebalanced all cast rate jewel effects to 12-24%, was 10-25%.
  • Cooldown Reduction jewel effects have been increased to 8-12%, up from 6-12%.
Blood Jewels

Veil of Blood

  • Fixed issue with the blood nova area jewel effect. It now properly scales from 15-30%.
  • Changed the range of extra damage against leech to 8-16% from 10-15%.

Blood Rite

  • Reduced the number of daggers thrown by the jewel effect to 1-5, down from 2-5. Also lowered the damage to 16-24%, down from 20-40%.
  • Bloodrite jewel that makes the player invisible now uses the same stealth visuals as Slashers
  • The Bloodrite explosion is now visible to enemy players when triggered when the enemy has the invisibility jewel effect.

Blood Rage

  • Changed the scaling of the physical damage increase jewel effect to 8-16% from 10-15%.
  • The shield self and allies jewel effect has been decreased to 25-45%, down from 30-50%.

Sanguine Coil

  • Lowered the extra healing jewel effect to 14-30%, down from 15-50%.
Chaos Jewels

Chaos Volley

  • Knockback jewel now knocks players back with the same force as other knockback jewel effects.
  • Increased the extra damage of the second projectile hit to 40-60%, up from 25-50%.
Unholy Jewels

Veil of Bones

  • Added jewel effect that causes spawned skeleton to explode after 3s, dealing 40-80% damage and inflicting Condemn.

Corpse Explosion

  • Skull Nova projectiles now pierce. Also fixed behavior allowing targets hit by the Area of Effect component to also be hit by one projectile.
  • Added Jewel that causes skeletons to explode after 3s, dealing 40-80% magic damage. Skeletons can not attack while under this effect.

Corrupted Skull

  • Jewel that causes skeletons to detonate now instead causes them to detonate after a duration of 3s, dealing 40-80% magic damage. Skeletons can not attack while under this effect.

Ward of the Damned

  • Added Jewel for skeletons to detonate after 3s, dealing 40-80% magic damage. Skeletons can not attack while under this effect.
Illusion Jewels

Veil of Illusion

  • New – Respawn your Illusion when recasting and your illusion launches projectiles inflicting weaken and granting Phantasm.

Mist Trance

  • Fear jewel duration reduced to 0.8-1.6s from 1.2-2s
Frost Jewels

Veil of Frost

  • Improved shield jewel effect has been decreased to 20-40%, down from 36-60%.

Cold Snap

  • Removed the jewel effect that makes the player immaterial.
  • Movement speed bonus while shield is active has been reduced to 4-8%, down from 10-15%.

Frost Barrier

  • Absorbing an attack increases your spell power by 4-8%, reduced from 4-10%.
Storm Jewels

Stuns from consuming Static on target now have proper diminishing returns.

Discharge

  • Removed the jewel that makes the player immaterial.
  • Recast jewel now inflicts Fading Snare instead of Knockback (no longer interrupts casts).

Ancestral Weapons

New traits have been incorporated into the selection of features for these weapons. Unique Ancestral Weapons no longer come with predefined bonus stats; instead, they share the same stat distribution as Epic versions. Furthermore, Fusion Forge workstations have been introduced, allowing players to tailor the attributes of all Ancestral Weapons (including unique items) according to their preferences.

Furthermore, enhancing a “blue” weapon will now boost its level by 1 (without any extra physical strength), making it reach Level 24 after being upgraded once and Level 27 after being upgraded twice.

Weapon Changes

Whip

Primary attack has been reworked.

As a gamer, I unleash a devastating combo: melee strikes from my whip dealing about 65-70% physical damage within a compact radius at the tip. If opponents are lined up, they’ll take 35-40% physical damage instead.

  • The first attack of the combo now has a longer cast time.
  • Attack range of Primary Attack and Entangle reduced by 10%
Mace
  • Crushing blow cast time reduced to 0.65s from 0.7s.
  • Smack cast time increased to 0.4s from 0.35s.
  • Smack damage increased to 70% from 50%.
  • Smack incapacitate duration reduced to 1s from 1.2s.
Longbow
  • Multishot cast time increased to 0.45s from 0.4s.
Slashers
  • Elusive Strike distance reduced to 6.5 from 7.
  • Camouflage on Slashers now always renders the character with the same visibility for enemy players, regardless of equipped armor or cosmetics. 

Unlock moved from Bane the Shadowblade to Jakira the Shadow Huntress.

Reaper
  • Tendon Swing damage increased to 130% from 125%.
  • Tendon Swing fading snare duration reduced to 2s from 2.5s.
Great Sword
  • Great Cleave damage reduced to 125% from 150%
  • Great Cleave knockup duration reduced to 0.65s from 0.75s.
  • Leap attack damage increased to 125% from 100%
  • Fixed an issue where units would only go straight up into air if there were any minor height differences near the impact location.
Spear
  • Thousand Spear cast time increased to 0.45s from 0.35s
  • Thousand Spear damage reduced to 140% from 160%
  • Now has diminishing returns, stacking up to 10 times and making the target immune for up to 7s. A full attack may inflict 8 stacks. The recast does not inflict any stacks and is unaffected by the diminishing returns.
  • Harpoon damage increased to 110% from 90%.
  • The player is able to move again slightly faster after finishing casting Harpoon.
Sword
  • Shockwave damage increased to 100% from 70%.
  • Slightly increased the post cast duration to reduce the risk of triggering Whirlwind twice in a row with Weapon Charges (Free Cast). 
Crossbow
  • Rain of bolts activation timer reduced to 0.9s – 1.4s from 1.0s – 1.6s.
Pistols
  • Fixed an issue where Explosive Shot could interrupt the veil ability, triggering veil cooldown without triggering the veil dash. 
  • Added overhead bar to display the duration for owner and victim.

Ancestral Weapon Changes

Hand of Winter
  • No longer inflicts incapacitate on Smack (Now always inflicts Chill or Freeze).
Cloud Dancers
  • Elusive Strikes additional dash now deals 20% less damage per hit.
  • Camouflage now deals 50% bonus damage when consuming static and no longer grants Storm Shield.
Wings of the Fallen

Wings of the Fallen have been reworked.

  • Elusive Strike now reads: Conjure a lesser blood fountain when dashing. The eruption heals for 40% and deals 40% damage.
    • No longer inflicts Leech on hit
  • Camouflage now reads: Inflicts Vampiric Curse on hit but reduces stun duration by 1s. Vampiric Curse deals 100% damage and leeches 30% health after 3s.
    • No longer increases movement speed 
The Red Twins
  • X-Strike no longer inflicts incapacitate.
The Siren’s Wail
  • Snapshot fear duration reduced to 1s from 2s. Feared enemies movement speed is significantly increased, feared targets gain +50% movement speed.
The Thousand Storms
  • A Thousand Spears now launches a lesser Ball Lightning that periodically shocks a nearby enemy inflicting Static and dealing up to 25% magic damage.
  • The Thousand Storm’s Harpoon cast time increased to 0.6s from 0.5s
The Endbringers
  • Reduced Explosive Shot recast damage to 75% from 100%
Talons of the Lich Beast (Claws)

Consuming Puncture heals you for 25% of your spellpower.

Leaping Lunge and Impaling Strike: On successful attack, there’s a 25% likelihood that it summons an agonized skeleton, which detonates after 3 seconds, inflicting 80% of the spell damage as explosion.

The Wraithblades (Daggers)

Rain of Daggers: Inflicts Weaken and deals 3% bonus damage for each stack of Phantasm.

Release Daggers: 33% chance to gain one stack of Phantasm for each returning dagger.

The Fate Dancers (Twinblade)

Javelin: The first strike causes an enemy to become chilled, and any returning twinblades will freeze those same enemies who are chilled for a duration of 2 seconds.

Sweeping Strike: Deals 50% bonus damage to Chilled or Frozen enemies.

Armor

Following a revamp, all armor attributes and corresponding set bonuses have undergone subtle adjustments for better balance.

Dracula’s Shadow 

NEW Set Bonus:

(2) Increases Movement Speed by 4%.

(3) Increases Veil Cooldown Rate by 7%.

(4) Gain 12% Physical Critical Chance and 6% movement speed for 4s after using a Veil.

Dracula’s Dread

NEW Set Bonus:

(2) Increases Weapon Skill Power by 10%.

(3) Increase Weapon Cooldown Rate by 7%.

(4) Veil attacks deal 30% bonus damage.

Dracula’s Grim

NEW Set Bonus:

(2) Increases Primary Attack Leech by 5%.

(3) Increase Damage Reduction by 5%.

Using a Veil restores an extra 1% of maximum health and increases the attack speed by 10% over a duration of 4 seconds.

Dracula’s Maleficer

NEW Set Bonus:

(2) Increases Spell Cooldown Rate by 7%.

(3) Increase Spell Leech by 5%.

(4) Gain 15% Spell Critical Chance for 4s after using a Veil.

Maleficer Scholar

NEW Set Bonus:

(2) Increases Spell Cooldown Rate by 6%.

(3) Increase Spell Leech by 4%.

(4) Increases Gear Level by 1.

Dread Plate

NEW Set Bonus:

(2) Increases Weapon Skill Power by 8%.

(3) Increase Weapon Cooldown Rate by 6%.

(4) Increases Gear Level by 1.

Grim Knight

NEW Set Bonus:

(2) Increases Primary Attack Leech by 4%.

(3) Increase Damage Reduction by 4%.

(4) Increases Gear Level by 1.

Shadowmoon

NEW Set Bonus:

(2) Increases Movement Speed by 3%.

(3) Increase Veil Cooldown Rate by 6%.

(4) Increases Gear Level by 1.

Dark Magus 

NEW Set Bonus:

(2) Increases Spell Cooldown Rate by 8%.

(3) Increase Gear Level by 1.

(4) Increases Spell Leech by 4%.

Blood Hunter 

NEW Set Bonus:

(2) Increases Weapon Skill Power by 7%.

(3) Increase Gear Level by 1.

(4) Increases Weapon Cooldown Rate by 4%.

Crimson Templar

NEW Set Bonus:

(2) Increases Primary Attack Leech by 3%.

(3) Increase Gear Level by 1.

(4) Increases Damage Reduction by 4%.

Duskwatcher

NEW Set Bonus:

(2) Increases Movement Speed by 3%.

(3) Increase Gear Level by 1.

(4) Increases Veil Cooldown Rate by 4%.

Warlock

NEW Set Bonus:

(2) Increases Spell Cooldown Rate by 4%.

(4) Increase Gear Level by 1.

Grim Ranger

NEW Set Bonus:

(2) Increases Weapon Skill Power by 7%.

(4) Increase Gear Level by 1.

Marauder

NEW Set Bonus:

(2) Increases Primary Attack Leech by 3%.

(4) Increase Gear Level by 1.

Shadewalker

NEW Set Bonus:

(2) Increases Movement Speed by 3%

(4) Increase Gear Level by 1.

Plated Boneguard

NEW Set Bonus:

(2) Increases Bonus Max Health by 8%.

(4) Increase Bonus Physical Power by 1%.

Leather Bag

Increased Inventory Slots to +8 from +7.

Mountain Peak Bag

Increased Inventory Slots to +13 from +12.

Magic Sources

After undergoing modifications, the characteristics (attributes) have been significantly adjusted. Consequently, many magical source attributes have been subtly re-tuned to ensure balance.

Furthermore, several magic source trigger effects have undergone adjustments. Now, all magic sources of Tier 7 and above will grant a self-buff when activated.

New on-hit effects for magic sources: 

Amulet of the Arch-Warlock

  • 10% chance to trigger Cold Blood.

Soul Shard of the Winged Horror

  • 15% chance to trigger Power Surge.

Soul Shard of the Monster

  • 15% chance to trigger Storm Shield.

Soul Shard of Dracula

  • 15% chance to trigger Bloodthirst.
Soulshards

Players can now choose to replace the Ultimate ability granted from a Soul Shard with another one by selecting a different ultimate through their spellbook instead.

New Tier 4 –  Ring of the Sorcerer

Attributes:

+12.8 Spell Power 

+5% Spell Life Leech

New Tier 4 – Ring of the Warrior

Attributes:

+12.8 Spell Power 

+10% Weapon Skill Power

General Bug Fixes

  • Fixed an issue where workstations would not get their bonus for the “In Contained Castle Room” condition applied when constructed in a specific way.
  • Fixed an issue where the “Building a Castle” quest could trigger as completed too early.
  • Fixed an issue where carriages could never respawn.
  • Fixed an issue after Castle Relocation where clan members would get blocked from building in the new territory.
  • None-hostile villagers, fleeing creatures such as deer, and the corrupted shadow spawned by using abilities no longer trigger in-combat state on the player. Taking damage or dealing damage to any of these units will still trigger the in-combat state.
  • Chaining ability casts should now feel a bit more responsive.
  • Fixed some outlier cases where Prisons did not have the correct limitations for interactions.
  • Fixed a couple of castle territories in Farbane where units could get into enclosed castles.
  • Fixed an issue where wandering bosses occasionally could appear inside player castles.
  • Picking up a death container no longer exits you from shapeshift.
    • This change also fixes an issue where it was possible to instantly exit Siege Golem form by interacting with a death container.
  • Reduced memory usage and fixed a couple of memory leaks.
  • Fixed an issue where a player in Bat form could sometimes land inside collision.
  • Fixed issue where V Blood combat music could, in rare cases, continue playing forever.
  • Fixed issue where other players’ mounts could continue running in the air after dismounting.
  • Fixed issue where player hit invisible walls while in bat form over specific locations in Dunley and Farbane.
  • Fixed issue where player could use bat form to land on inaccessible terrain
  • Removed resource nodes that were stuck in terrain in Dunley and Cursed Forest.
  • Fixed a ground texture issue underneath the crystal in Dracula’s Demise.
  • Fixed an issue where footsteps could be heard after entering the coffin while auto-running.
  • Fixed issue where players could sometimes not build on certain places in their castles.
  • Fixed issue where a spot right below certain ramps was blocked from building on.
  • Fixed some locations where units could spawn inside collision.
  • Fixed an issue where VFX stones on the grinder workstations were displaying incorrectly at night.
  • When in Admin mode (Invisible Ghost) the player no longer makes any footstep sounds and nearby fadable structures/objects will no longer fade out around the admin.
  • The in-game chat no longer automatically scrolls to the bottom when a new message is received.
  • Fixed bug where attack speed could be slower on certain abilities when playing with high latency.
  • Fixed issue where players could get stuck in collision.

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2025-04-28 20:30