A new region opens east of Ashen, with the coastal capital of Alderhaven, new quests, monsters, equipment and spells. Please close the game and restart through the launcher to install the update.
Eastern Region and Alderhaven
- A new connected region opens east of Ashen, featuring the coastal capital of Alderhaven.
- Explore Westmere, Miller's Reach, Hollowbough, Crownscar and Greywake. The region mainly targets levels 30-45, with additional hunting grounds for lower levels and tougher areas for experienced groups.
- Larger caves and hunting routes support longer hunts. Most group areas suit 2-4 players, with harder options for 5-6.
- Alderhaven includes a bank, shops and class trainers. Its Waystone unlocks on your first interaction. Existing Waystones retain their progression requirements.
- The harbour prepares for future boat travel. Routes to snowy and desert regions are not open yet.
- Sealed Spire introduces an access quest and a portal to Veilreach. Warlocks keep their distance, cast spells and briefly turn invisible. Rogues can still see and attack them.
- The Silent Sanctum is a sealed landmark reserved for future content. A Warlock boss has not been added there yet.
Quests, monsters and equipment
- Added regional questlines featuring investigations, deliveries and hunting objectives.
- Three quest finales offer a choice of equipment reward. You can review your choice before confirming, and the selection is permanent.
- Added 15 equipment items with unique sprites, including Bramblebreaker Maul, Greywake Arbalest, Veilglass Wand and Crownscar equipment.
- The crossbow uses the same arrows, quiver and ranged spells as bows. New equipment supports existing cores and core replacement.
- New monsters have their own loot tables and abilities. Regular monster spells have no separate warning indicators. Tidecallers can occasionally heal themselves.
- Previously completed quests do not award their rewards again.
New spells and upgrades
- Rogue, level 20, Caltrops Trap: Places a 5×5 trap that deals damage when enemies step through it. Lasts 8 seconds, with a 12-second cooldown.
- Rogue, Ambush: Now available from level 30.
- Rogue, level 40, Cold Blood: Grants +5 Distance plus 15% of your Distance before the buff. Lasts 5 minutes, with a 7-minute cooldown.
- Marksman, level 40, Barbed Volley: Upgrades Barbed Shot into a 3×3 attack with increased direct damage and bleeding.
- Templar, level 40, Shield Bash: Replaces Power Strike. Deals 200% weapon power and grants a 5-second defensive buff that reduces the next direct physical hit by 35%. Requires a shield.
- Sorcerer, level 40, Great Fireball: Replaces Fire Bolt. Hits a 3×3 area, applies a burn and has a 4-second cooldown.
- Priest, level 40, Radiant Bolt: Replaces Fire Bolt. Heals you and eligible nearby party members for a portion of the damage dealt. Has a 4-second cooldown.
- Berserker, level 40, Cleave: A separate spell dealing 150% weapon power. Hits two rows of three tiles in front of you, plus one tile on each side. Costs 20 mana and has an 8-second cooldown. Execute remains available.
- Purchased upgrades revert to their previous spell if you fall below the required level, then return when you regain it. The purchase, assigned key and shared cooldown are preserved.
Combat balance
- Whirlwind now hits twice: 112.5% weapon power immediately, followed by 56.25% after 0.5 seconds.
- The follow-up follows your movement and requires the same two-handed weapon to remain equipped. Range, line of sight and PvP rules still apply.
- Whirlwind costs 20 mana and now has a 6-second cooldown. Both hits share the existing lifesteal limit. Divine Storm is unchanged.
- Bloodlust retains 8% lifesteal. Its healing cap increases to 3% of maximum HP per second, with the existing minimum cap of 10 HP per second. All hits share this limit.
- Berserk retains 15% lifesteal and a cap of 8% of maximum HP per second.
- Warrior Resilience reduces physical monster damage taken by Warriors, Berserkers and Templars by up to 3 after armour and blocking, capped at 25% of the hit. It does not affect PvP or magic damage.
- Sorcerer class spells cost 10% more mana, rounded up. Priest spells and shared utility spells are unaffected.
Club passive: Armor Break
- Replaces the previous personal armour and defence penetration bonus.
- Each damaging club autoattack or physical club spell reduces the target's armour by 5 percentage points, up to 25%.
- Lasts 8 seconds and refreshes on a qualifying hit. Everyone attacking the target benefits from the reduction.
- Shield defence is unaffected. The first hit applies the debuff after dealing damage, and subsequent hits benefit from it.
Interface and inventory
- Added a movable Support bar beside the main action bar. It is visible by default and can be hidden in Interface settings.
- Support spells can have their own keybinds. The existing K button also has a separate visibility option.
- Classic controls are now the default for new installations. Existing saved preferences are preserved.
- Clearer minimap and world map markers for banks, magic shops, general stores and class trainers.
- Added Copy name to the player right-click menu.
- The Wiki's two-handed weapon filter shows melee weapons rather than bows.
- Partially filled item stacks can now be topped up when moving items: combining 80 and 50 fills one stack to 100 and leaves 30 at the source. Existing stack limits, weight and access rules still apply.
- Divine Fortitude now appears among Support spells.
- Mana Shield displays the actual mana lost in blue instead of a misleading zero.
World improvements and fixes
- Added a Wolf/Young Wolf cave near the starting town and expanded the rat cave near Ogre Mountain.
- Improved tree variety to suit each environment, opened crowded passages and made smaller trails look more natural.
- Improved shorelines, height transitions, buildings and environmental details.
- Removed obstructing crates near Ashen's mana shop.
- Fixed spiders becoming stuck when returning to occupied spawn tiles.
- The Grave Warden ritual can now be repeated. One-time rewards remain one-time rewards.
- Ancient Sentinel spawn attempts occur twice as often. The rare spawn chance per attempt and the limit of one active Sentinel remain unchanged.
Performance
- More map preparation now happens during the build, allowing the client to use prepared map and model resources.
- Nearby areas are loaded ahead of the player while keeping the world seamless.
- Reduced unnecessary work involving hidden monsters, movement, terrain and combat effects.
- These changes reduce load and some frame stutters. Large group fights and longer hunts still need playtesting across different computers.
How to update
Please close the game and restart through the launcher to install the update.