Stacking onto an existing buff adds the requested stack count
Group Buffs
The following group buff spell lines should be castable on players outside your group:
Speed of the Pack
Wolf Pack
Sagacity
Group Enlightenment
Tribal Spirit
Hymn of Resilience
Union of Wood
Communion of Regeneration
Pack Regeneration
Enchanter
Charm spells moved to levels 4/12/24/36/48. Max target levels are unchanged. Scroll prices were lowered to match the new levels.
Sagacity and Group Sagacity mana costs were lowered to better match the value of the buffs.
Torment:
Damage increased for Torment I to improve the early game damage of Enchanters
New rank of Torment added at level 4
Torment III mana cost lowered to be in line with its damage
Wizard
Volley spells are now much more sustainable as a primary source of damage.
Multiple wizards can now play more easily together, as they have their own individual stacks for Reclaim Magic using the new Spark of Magic system described below.
Seal of Magic
While Seal of Magic is active, your Evocation spells still activate Mark of Magic, and your harmful spells now also leave Sparks of Magic on your target.
Mark of Magic
Mark of Magic works as before and is shared by everyone. It increases all Spell Damage the target takes by 2% per stack, up to five stacks, for 1 minute. Reclaim Magic no longer consumes it, so the damage bonus stays up while your group keeps casting.
Spark of Magic
Spark of Magic is new and belongs to the Wizard who left it. Your spells leave more Sparks the more Mana they cost, and Volleys leave the most. Sparks last 1 minute, lower the target's Maximum Mana slightly, and can't be dispelled.
Reclaim Magic
Reclaim Magic now consumes your own Sparks and returns Mana based on how many you had. It no longer has a cooldown, and grants your party Arcane Acceleration if you don't already have it.
Reclaim Magic can't use another Wizard's Sparks, and another Wizard can't use yours. With more than one Wizard in the group, every Wizard can build and reclaim on the same target without taking stacks from each other.
Arcane Volley and Fire Volley
Arcane Volley and Fire Volley now hit five times at every rank, and their damage per hit is about the same as before. Reclaiming after a full Volley returns more Mana than it cost, so alternating Volley and Reclaim Magic lets you keep casting while slowly regaining Mana.
Cleric
Clerics have two new spells at level 4, Blessing of Smiting and Hymn of Smiting. These buffs allow the cleric to sanctify the weapons of their group, causing them to occasionally channel holy power into their strikes.
Blessing of Smiting blesses a single ally for 35 minutes. While it's active, their melee and ranged attacks have a chance to strike with Sanctified Weapon, dealing Holy damage to their target. Hymn of Smiting grants the same blessing to your whole group with one cast.
Sanctified Weapon grows stronger as the blessed ally gains levels. The two blessings don't stack with each other, so use whichever fits the moment.
Fighter
Kick and Shield Bash now share a cooldown, instead of Shield Bash and Shield Block
Inquisitor
Kick has been added back at level 3 and shares a cooldown with Reflecting Bash
Paladin
Kick has been added back at level 3 and shares a cooldown with Shield Slam and Warding Slam
Bonus Threat has been added to Crusader Strike to match other tank basic melee abilities
Rogue
Rogue Poisons can now be used on any Piercing or Slashing weapon, fixing cases where they could not be used on items like the Ashira War Tooth.
Spellblade
Kick has been added back at level 3
Druid
Removed Summon Cureberries spell at level 16
Druids and rangers can now forage Cureberries instead, using their forage skill.
Foraged Cureberries are not unique, so you can carry more than one. They do have a 60 second reuse timer so you can't gobble them up too quickly.
Bard
Base speed for Traveler's March and Voluminous Voyage has been reduced from 25-75% to 20-65% to account for increase in base instrument values.
General Abilities
Kick now locks casters out of a school of casting by 2 seconds, down from 4 seconds. Jab and Shield Bash abilities remain 4 second lockouts.
PvP Gameplay
Fix known exploit with PvP Suppression logic:
PvP Suppressed players are now free to attack PvP Aggressors hanging out in the protection volume.
Likewise, guards should no longer aggro players attacking PvP Aggressors.
PvP Balance
Removed 'level squashing' bonus hit chance for attacks/abilities from lower levels against higher levels.
Lowered minimum and maximum hit chance for attacks/abilities by a single digit amount.
Adjusted base mitigation percent values slightly at higher levels.
The goal of these adjustments is to help increase the TTK (time to kill), giving casters some breathing room, and to make fights a bit more drawn out.
Further adjustments may still be needed, but we'll re-evaluate when we get there.
Tradeskills
Buff food now how item descriptions and buff descriptions
Reduced the cost of mount tread recipes
Slightly reduced cost of Sharpening Stone and Weightstone recipes
Tier 1 mount equipment has been removed
Adjusted vendor bag slots and prices to be more in line with crafting progression
Added contextual crafting messages for experimental crafting, providing some feedback for recipe guessing
Ail'vorith
City population refinements
Lighting and Propping
Spell scroll prices
We've reworked how spell and ability scrolls are priced so that every class spends the same amount to learn its full kit.
The old prices were set per level, so a scroll cost about the same no matter who bought it. That sounds fair until you count the scrolls. A wizard has far more abilities to learn than a monk, so a wizard ended up paying roughly four times as much to buy everything. We couldn't find a good reason for that - A wizard isn't more powerful than a monk, doesn't need less gear, and doesn't earn more money along the way.
Now each 5-level range has a set total cost that's the same for every class. For levels 1-5, buying all of your scrolls costs 4sp 5cp, whether that's 6 scrolls or 24. If your class has lots of scrolls in a range, each one is cheaper. If it has only a few, each one costs more, but everyone spends the same total.
Within a range, earlier scrolls cost less than later ones, so your level 1 scrolls are cheaper than your level 5 scrolls.
A few scrolls are shared between classes, like Gate. Those have one price for everyone, set low enough to fit every class that uses them.
This does create some eye-catching prices at high level, where some melee classes only get one or two new abilities in a range. We have built the game with the expectation that all classes should be competitive and useful with their full kit, so pricing those to require equal spend feels like a sensible choice.
Blind Spells
Spells with a Blind effect have temporarily gained a 60 second cooldown before re-use.
We'll be reworking Blind spells soon after Early Access starts, and expect to remove the cooldown after we update the spell's effects.
Shaman
Fixed a bug that would cause their invisibility and invisibility to undead to often end right after casting
Pact of Renewal line (healing over time): every rank now unlocks 4 levels earlier, starting at level 8, so new ranks arrive at the same levels as other healers' heal upgrades.
Each cast delivers the same total healing over a shorter duration, so the healing lands faster.
Consuming Pact: has been adjusted slightly at some levels to account for the earlier Pact of Renewal ranks. Mana returned and health cost are unchanged.
Lull Spells
Lull Beasts and Nature's Calm spell lines now have a 30 yard range, no additional cooldown, and can each lull one target at a time.