V Rising Gets Huge Invaders of Oakveil Update!

Summary

  • V Rising’s 1.1 update debuted on April 28.
  • Called Invaders of Oakveil, the game’s latest content drop introduces a new map, enemies, and crafting materials, among other novelties.
  • Core gameplay systems like blood types and attributes have also been reworked.

The latest update titled “Invaders of Oakveil” for the game “V Rising” is now ready for download, marked as version 1.1. This significant release introduces a fresh map, new adversaries, and gear, along with numerous exciting additions to the game.

On May 8th, it will be one year since the PC release of V Rising, following two years in early access. The game quickly moved to the PS5, debuting on the PlayStation Store in June 2024. As of January 2025, V Rising has sold over 5 million copies and garnered widespread acclaim for its engaging blend of action RPG, base-building, and survival elements.

The popular action role-playing game has been enhanced further with the release of its 1.1 update, titled Invaders of Oakveil, which became available to PC and PS5 users on April 28. This latest patch introduces a new V Rising V Blood boss – Megara the Serpent Queen, an enigmatic witch who wields immense power. She resides in the Oakveil Woodlands, a once tranquil forest that has been transformed into something sinister due to Megara and her Venom Blades. The ominous faction now leaves ritual markings on Oakveil trees, harvesting the venom sap from their bark for unknown, malicious intentions.

The recent update for “V Rising” introduces multiple new Servant Hunt locations like Oakveil Shoreline, Venom Blades Bastion, and Venom Mixing Outpost. Along with these, you’ll find new crafting materials such as Corrupted Oak and Venom Sap, along with around a dozen extra decorations and structures. This update also revamps some fundamental aspects of the game, including attributes and blood types. As part of these adjustments, bonus Spell and Physical Power ratings now provide percentage-based increases instead of fixed values, which should make them more consistently valuable in gameplay.

Stunlock Studios, the developers, have introduced a new attribute known as Weapon Skill Power. This attribute increases the damage of two weapon skills by a specific percentage. Moreover, the latest update for V Rising allows you to capture and control almost every unit using blood, including Mutant Spitters and both types of Werewolves. However, it’s important to note that only humans and certain draculin species can transform these entities into servants.

In this latest update (1.1), not only have aspects like servant management, battle strategies for raids, and castle Player vs Player battles been finessed, but also the game’s passive abilities and user interface have received improvements. New weapon coatings, elixirs, and adjustments to magic equipment are part of the package, along with revamped armor sets, enhanced accessibility options, and bug corrections.

The 1.1 update has made some changes to how you manage your servants, fight in raids, battle in castles (PvP), and use certain abilities in the game. It also includes new customizations for weapons, elixirs, magic items, and armor sets, as well as improvements to accessibility and bug fixes.

V Rising Update 1.1 (Invaders of Oakveil) Patch Notes

New Biome – Oakveil Woodlands

The routes leading northwestward disappear into the thick foliage, engulfed by the perilous and untamed wilderness of Oakveil Woodlands, a place that has remained undisturbed for centuries. Unaware to the inhabitants of Vardoran, this hidden corner of the world conceals a menacing secret. On its northern border, an enemy force has infiltrated and is readying itself for a sinister objective. In the shadow of their Serpent Queen Megara, the Venom Blades carry out clandestine rituals to defile the land and extract valuable Venom Sap from the tainted flora.

It’s essential that they don’t amass their complete power, for fear they might devour all of Vardoran, including yourself. So, Vampire, venture out and demonstrate who truly rules over Vardoran.

  • 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.

The enigmatic Venom Blades hail from uncharted territories, fanatically devoted to executing the wishes of their sovereign, Queen Megara the Serpent. Their allegiance is unwavering, and they mark trees with ominous symbols as part of their dark rituals. From these symbols, they extract a magical, altered sap, which they gather for their mysterious arcane endeavors.

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’.

As a gamer, here’s my take on it: I’ve found there are two exciting ways to engage in contests within this game. Firstly, I can set up a Dueling Flag for one-on-one battles. Alternatively, if I fancy a team fight, I can construct an Arena right in my castle using the latest feature.

Contests are available in both PvP and PvE.

Dueling Banner

An added feature lets others challenge the bearer of the flag for a duel. Once finished, both participants are restored to their original health levels.

Arena Station

Offers a complex PvP structure with features like team formation, customizable battle zones, tweaks to the sudden death rules, among other enhancements.

Castle Updates: New Stations

Stables

In your grand castle, create a haven tailored specifically for your beloved horses. They won’t just feel comfortable here, but thrive, attaining their optimal performance levels. Additionally, you have the opportunity to reward your cherished equines with unique benefits, enhancing their special status.

Horses and Mounts

Introducing the new Stable feature, players now have the convenience of automatically feeding their horses for free using plant fibers. By incorporating flowers, horses’ statistics will see a permanent boost. Moreover, once a horse has been transformed into a Vampire Horse, the Stable becomes useful for unlocking additional 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

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

Blood Homogenizer

With this marvelous device, you can mix two different blood types, enjoying benefits from each. Have you ever dreamt about merging the swiftness of rogue’s blood with the might of warrior’s blood? Now that dream can become a reality.

Fusion Forge

In your fortress, a fresh structure called the Fusion Forge has been made accessible upon vanquishing Dantos the Forgebringer. This new facility enables you to combine Reforged or Shattered Ancestral Weapons, thereby incorporating the top qualities of both weapons into a solitary piece of equipment.

You can achieve a similar result by merging identical jewelry pieces together, thereby enabling you to selectively gather and blend their desired properties.

Treasury

By constructing a Treasury, you have the ability to establish your own personal treasury. Any item enclosed within this Treasury will be incorporated into your territorial inventory. This feature enables seamless crafting station use, castle construction, and player inventory crafting, as these activities can automatically draw materials from the territorial inventory without requiring manual resource extraction 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 having it randomly selected across all categories.

Invisible Foundations

Introduced a ‘Subterranean Base’ exclusively placable at ground level, ensuring players can maintain the natural surroundings within their castle domain.

  • 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

It’s okay to transfer entire planters and cultivation areas with attached plants or trees, 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

As a gamer, I’ve noticed that the term ‘Dominate Human‘ has been revamped to simply ‘Dominate‘, giving us the power to enchant any unit based on their blood type. This broadens our imprisonment possibilities and makes it simpler to obtain different blood types. However, the primary limitation of converting dominated units into servants remains confined to humans.

  • 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

  • Updated some vampire voice lines to match the Dominate changes.
  • 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 a private gaming session, the host can now temporarily halt the game action directly from the built-in game menu.

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 accessory is now available for your weapons, enabling you to infuse them with one of six elemental powers. These powers activate on initial attacks and have a cooling-off period of 15 seconds, along with a 5-second global cooldown. Players can equip various weapons with distinct effects; however, the global cooldown may restrict the efficiency of weapon swapping up to three different weapons.

As a fervent admirer, let me share this exhilarating combat enhancement: Your main attack now triggers two enchantments – Leech and Vampiric Curse. After a brief 2-second delay, it unleashes 40% magical damage upon your enemies. Furthermore, it summons a Blood Orb to add even more intensity to the fray!

Disorderly Aura Attack: With your next main attack, unleash a Disorderly Blast that causes 50% magical damage within an area and sets the target ablaze.

Impure Aura: For your next main attack, you’ll deal an extra 40% magic damage and curse the target with ‘Condemn’. Additionally, a spirit made of bones will circle around the target. It will deal half its damage to any enemies it encounters, also cursing them with ‘Condemn’.

Energy Burst Illusion: Your main attack unleashes a phantom-like energy burst, causing 30% magical damage in the vicinity, debilitating with the Weaken effect, and accumulating 4 stacks of Phantasm.

Frosty Blast: On your next main attack, you’ll unleash a Frost Wave that hits nearby enemies with 30% magical damage and leaves them chilled.

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

New Consumables: Elixirs

Bat’s Essence Elixir: Boosts Spell Drain by 5% and reduces Spell Cooldown by 7% over a duration of 60 minutes.

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

Blasphemy Elixir: Boosts your Ultimate’s readiness by 16% and enhances its potency by 10% over a duration of 60 minutes.

Crow’s Essence Elixir: Boosts Weapon Energy Drain by 5% and accelerates the recovery rate of Weapon Cooldown 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.

Potion of Ravens’ Fury: Enhances your chances of delivering a physical critical strike by 8%, and boosts the impact of those critical strikes by 8% for a duration of 60 minutes.

Potion of the Entwined: Enhances your chances of landing critical hits on spells by 8%, and also boosts the power of those critical hits by 8% for a duration of 60 minutes.

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

Progression Changes: Journal (Quests) and Tutorial

The process for advancing in the journal’s quest has been slightly adjusted. Now, once you’ve recruited your initial servants, you can start constructing the Throne. This change enables players to dispatch their servants on 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 arrangement of spells that unlock has been changed, and new technology-related unlocks have either been added or repositioned 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

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 Cast” ability granted by Scholar blood, along with the “Illusion phantasm” enchantment, will no longer offer a chance to refresh spell cooldowns upon use. Instead, as players cast spells, they’ll accumulate X “Spell Charge” points. The number of charges depends on the new “Spell Charge” attribute. When a player amasses 100 or more charges, they will receive a buff that will cause their next spell cast to refresh the cooldown.

Attribute Updates

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 Types

The revised Blood Types aim to enhance their combat effectiveness and overall usefulness by making them more battle-ready. It’s now expected to be less challenging to obtain scarce Blood Types like Creature Blood, Scholar Blood, and Mutant Blood, as the probability of encountering high-quality units from these types has been increased 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

As a gamer, I’ve noticed that passive abilities have undergone some changes. Now, instead of finding them scattered around, I earn the chance to unlock Passive Slots by taking down specific VBloods. Once unlocked, these slots can be used to equip any passive skill I’ve earned at the Stygian Altar. At any given time, I can have up to five active passives equipped.

The Stygian Altar has undergone some changes and now operates in a manner similar to research. Now, you can discover scrolls that fall from Blood Souls, which can be used to activate a particular passive skill. Alternatively, you can use Stygian Shards to study a random passive ability.

Tier 1 Passives (Elemental Awakenings)

Research Cost = 400 Stygian Shards

Enhanced Bleeding Edge: Boosts your chances of landing a critical hit in physical attacks by 8%. When you score a critical hit, it drains 5% health from the opponent. Additionally, there’s a 25% likelihood that a Blood Orb will be generated when you eliminate a target under the Leech effect.

Vigorous Command over Wounds: Increase physical damage dealt against enemies inflicted with Leech by 8%, and enhance the effectiveness of your current blood type trait by 8%.

Speeding Up Spell Cool Down: Enhances the rate at which spell cooldowns are recovered by 7%. The ‘Ignite’ spell causes 25% more damage, while ‘Chaos Explosions’ set ablaze any enemies they strike.

Revitalizing Spark: Boosts the magic damage of spells against foes afflicted by Ignite, while also healing you by up to 25% of your spell potency when Ignite is active.

Mystical Caster: A 16% chance arises for summoning a Spiritual Mage whenever a doomed enemy is vanquished, and minion attacks inflict a 12% increased damage.

As an avid fan, let me share how I would rephrase the “Soul Drinker”:

“With this awesome ability, I can speed up my cooldown recovery by an impressive 24%. Plus, when I unleash my Bite, a fierce Skeleton Warrior joins the battle!

Divine Empowerment: Boosts healing received by 12% and amplifies spells against weakened targets by 8%.

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

Boosts the probability of critical success on spells by 8%, and inflicts an additional 8% damage on frozen or chilled foes. (Or alternatively, Enhances spell critical strike chance by 8%, dealing more damage to frostbitten and iced adversaries.)

Enhanced Barrier Protection: These defensive barriers boost their resistance by an extra 10%. When you break free from the Freeze state using a damaging action, it sets off a Frost Explosion, dealing 40% magical damage and causing a Chill effect.

Swift Attacks, Intensified Damage: Boosts your Base Attack Speed by 7% and enhances Static’s effect to deal 20% more damage.

Boosted Spell Efficiency: Amplifies Spell Potency by 7%, while casting spells simultaneously deals extra harm to adversaries under the influence of 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 execute a physical critical hit, it temporarily increases your attack speed by 12% over 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%.

Critical Blows: Boosts the chance of landing a critical hit in physical attacks by 8%, and increases the physical damage dealt to opponents with less than 30% health by 12%.

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%.

As a cunning gamer, I’ve boosted my chances of scoring a critical hit on my spells by a whopping 8%, turning even the most routine cast into a potential game-changer! And

Fortification: Boosts maximum health by 10% and decreases the damage received by 25% during crowd control conditions.

Strong Protective Charm: Boosts Damage Resistance by 4%, and activates a protective barrier that absorbs 2.7 times your spell power for 4 seconds when you sustain damage exceeding 30% of your total health within the last 2 seconds. This effect can only occur once every 30 seconds.

Thirst for Dominance: Boosts Spell Leech by 5%, while executing a Bite enhances your movement speed by 15% and your spell power by 15% for a duration of 5 seconds.

Swift Motion Velocity: Boosts your speed by 4% and further increases your speed by 4% for 4 seconds upon attacking an opponent.

New Weapons, Spells & Armor

Claws

Main Attack: Execute a sequence of close-quarter strikes causing 40%, then 40%, and finally 50% physical damage. The final strike will cause the ‘Puncture’ effect, which can accumulate up to three instances.

As I reach my peak, I unleash a devastating burst that deals 75% damage to the target and 50% to surrounding foes, leaving them reeling!

Leap Forward: Jump towards the mouse pointer, strike enemies, and deal 120% physical damage while causing Puncture.

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

Instead of rebounding off opponents towards your target, not hitting an opponent will momentarily make you adhere to the ground.

Daggers

Main Assault: Launch as many as four daggers, inflicting 40% of physical damage per strike. If an adversary or a hard surface is hit, the dagger will embed itself into the ground.

Airborne Strike: Jump up and hurl four sharp blades forward, causing each to inflict 40% physical damage and apply a 2-second duration snare that gradually wears off. The blades linger on the ground for 8 seconds.

Throw and Recall Daggers: Unleash a brief, diminishing snare on enemies while releasing any daggers you’ve embedded in the ground nearby. The freed daggers will fly back to you, causing 40% physical damage as they pierce through foes. For each returning dagger, you’ll gain a stack of daggers, and the cooldown for Rain of Daggers decreases 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 specified spot, causing 125% physical harm and creating a 1.5-second waning tether around it. (This tether slows enemies as they move through it.)

After a delay of 2 seconds, reclaim your weapon, enabling it to penetrate and inflict 80% of its physical damage on any enemies it encounters.

Forceful Charge Attack: Advance swiftly, brandishing your dual blades, delivering a powerful physical attack along a straight path that sends opponents flying to the side and high into the air.

Spell School Mastery

By using your spell points to specialize in a particular magical discipline, you’ll advance your proficiency, unveiling new abilities related to that field.

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

Call forth a quartet of blood bats, aligning them in a row. As they charge toward the designated spot, each bat will assault enemies, causing half their magical damage and also draining their vitality (Leech effect).

Chaos: Rain of Chaos

Pelt an area with 8 chaotic meteor showers for 3.2 seconds, causing up to 380% magical damage and igniting the targeted region.

Unholy: Chains of Death

Initiate a link that restricts the mobility of the marked opponent, slowing their pace by 10%-30%, depending on proximity. For a duration of approximately 1.7 seconds, harness the incantation to unleash magical damage multiplied by 2.6 and apply the Condemn effect upon the spell’s conclusion.

If you’re more than 14 meters away from your target, the connection weakens and sets up a gradually tightening trap for a period of 2 seconds.

Illusion: Curse

Summon five spectral wisps, forming a conical array, each one afflicting both Weaken and a Curse. The Curse slows movement speed by 25% for 3.5 seconds, and during that time, 40% of the damage you take gets stored up, dealing extra damage equal to five times the amount when the curse is removed. The maximum additional damage it can deal is 500%.

Each enemy hit by the wisps grants Phantasm.

Frost: Arctic Storm

Unleash a cold surge lasting 1.2 seconds, causing 180% magical damage and chilling the target. At the end of this spell, a cone of frost forms, freezing any affected targets for 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

Rather than providing a 1% opportunity for free casting spells with Phantasm, now each accumulated stack of Phantasm boosts the number of spell charges you gain by 1.

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 rules, Static will no longer initiate Damage over Time (DoT) or Critical Hit events.

Tropical Cyclone: The spell’s mechanics have been updated. It now launches a projectile over a great distance, which can be blocked, but upon its return to the caster, it bestows a storm shield on them.

  • 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 introduced to the roster of weapon characteristics. The distinct “Ancestral” weapons no longer possess fixed bonus stats. Instead, they share the same stat distribution table as the “Epic” variants. Furthermore, with the installation of “Fusion Forge” crafting facilities, players can now customize the attributes of all Ancestral Weapons, including unique items, to suit their preferences.

Furthermore, enhancing a “blue” weapon now increases its level by one (without any extra physical force), making it reach level 24 after being improved once and level 27 following the second improvement.

Weapon Changes

Whip

Primary attack has been reworked.

Unleash a sequence of close-range physical assaults that inflict 65%, 65, or 70% damage within a small area at the end of the whip. If opponents are not within this range, they will take 35%, 35, or 40% damage in a straight line 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.

Lunge and Impaling Jump: Upon successful attack, there’s a 25% probability that a tormented skeleton will be summoned. This skeleton will detonate 3 seconds later, dealing 80% of the spell damage as explosion damage.

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)

In this weapon, the first strike causes an enemy to become chilled, and any foes already chilled will be frozen solid for 2 seconds upon encountering the returning twinblade.

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

Armor

After undergoing some changes, the attributes of items now have a new balance. This adjustment has led to minor alterations in all armor attributes and set bonuses.

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%.

After utilizing the Veil, it restores 1% extra maximum health and boosts attack speed by 10% for 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

Following a revision, several magical attribute sources have undergone adjustments. These changes are minor alterations aimed at restoring balance.

As a gamer, I’ve noticed that some of the magic source trigger effects have received an update. Now, whenever a Tier 7 or higher magic source triggers, it grants me a self-buff!

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

As an enthusiast, I’m thrilled to share that I can now customize my Ultimates! Instead of being bound by the one from a Soul Shard, I have the freedom to switch it up by selecting any other Ultimate through the handy spellbook.

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 17:18