Rise of Avalon Update
Features
ROADS OF AVALON
The Roads of Avalon are a network of paths through the ancient kingdom of Avalon, opening up new opportunities for travel and transport, exploration, and placing Hideouts.
1. Travel and Transport
The Roads of Avalon are accessed via gateways to Avalon, portals that appear and disappear throughout the world. They have varying lifetimes before disappearing, and allow only a set number of players to pass through at once. Once inside, the Roads themselves lead to numerous other gateways, which open into either the Outlands, the Royal Continent, or other Roads.
2. Exploration, Treasure, and Resources
The area outside the actual Road structure is called the Wilderness of Avalon. These areas include numerous features such as forest paths, resource sites, Avalonian camps, and Randomized Dungeon Entrances.
3. Living in the Roads of Avalon
Guilds can now place Hideouts in Avalon at any site where the mists have been cleared away by a power crystal. Guilds who live in the Roads can avoid much of the politics and territory warfare of the Outlands and will have access to unique resource and transport options, but can also be attacked by other guilds during the zone's prime time.
CORRUPTED DUNGEONS
Corrupted Dungeons are a new type of single-player dungeon found throughout the open world. After choosing a difficulty level, players will enter and begin cleansing the dungeon of corrupted creatures, which grant Infamy points. Players can also invade or be invaded, with the invaded player given a choice between destroying shards to banish the invader or facing off against them. Killing another player grants a portion of their Infamy; higher Infamy levels give access to higher-level dungeons and overall better rewards.
AVALONIAN WEAPONS
Avalonian Weapons are an entirely new line of Artifact Weapons and offhands, each with unique new abilities. They can be crafted with new Avalonian Artifacts, which can be obtained directly or forged from Avalonian Shards, which are dropped in Elite Dungeons and along the Roads of Avalon.
New skills include:
With the addition of the new Avalonian Weapons, the Destiny Board has been expanded with new slots for both combat and crafting. Additionally, due to the removal of the old general artifact weapon nodes, all Fame from the old nodes has been divided evenly between the new nodes that replace them. Overall Fame progression is preserved.
For more details, see the "Destiny Board Progression Changes" and "Food Crafting Changes" sections below.
UI QUALITY-OF-LIFE IMPROVEMENTS
2 NEW LANGUAGES ADDED
With the Rise of Avalon update, we are launching the beta version of 2 new languages: Korean and Simplified Chinese. Players can select these languages via the launcher and may log in and play in these languages with both existing and new characters. This update includes game and chat support, as well as limited web and forum resources.
Note that, as with all non-English languages, certain fields such as zone, city, and NPC names will remain in English for all players, and certain fields such as character and guild names only accept Latin characters (A-Z).
NOTE: These new languages will go live with the full launch of Rise of Avalon, and are not available on the current test server.
SATCHELS OF INSIGHT
Satchels of Insight are a new line of bags that reduce the effective amount of Silver earned through PvE in return for a faster Fame progression.
NEW VANITY BUNDLE
The Rogue Adventurer is a brand-new combination character/mount costume bundle with a sinister poison theme and two premium vanity weapon animations.
NOTE: The items in this set will go live with the full launch of Rise of Avalon, and are not available on the current test server.
UI Improvements
Reworked Scoreboard
The In-Match Scoreboard for the Arena, Crystal League, and City Fights has been completely revamped. Changes include:
Added a display to several major UIs showing the estimated current Silver value of the items they contain. Affected UIs:
Spells now display a numerical cooldown timer in addition to the cooldown shadow. This can be turned on or off in the "Interface" section of the Settings menu.
Building Highlighting on Cluster Map
Clicking on a player-built building on the cluster map (Hotkey: N) will now highlight all buildings of the same type within the cluster.
Other Improvements
Arcane Staffs
Features
ROADS OF AVALON
The Roads of Avalon are a network of paths through the ancient kingdom of Avalon, opening up new opportunities for travel and transport, exploration, and placing Hideouts.
1. Travel and Transport
The Roads of Avalon are accessed via gateways to Avalon, portals that appear and disappear throughout the world. They have varying lifetimes before disappearing, and allow only a set number of players to pass through at once. Once inside, the Roads themselves lead to numerous other gateways, which open into either the Outlands, the Royal Continent, or other Roads.
2. Exploration, Treasure, and Resources
The area outside the actual Road structure is called the Wilderness of Avalon. These areas include numerous features such as forest paths, resource sites, Avalonian camps, and Randomized Dungeon Entrances.
3. Living in the Roads of Avalon
Guilds can now place Hideouts in Avalon at any site where the mists have been cleared away by a power crystal. Guilds who live in the Roads can avoid much of the politics and territory warfare of the Outlands and will have access to unique resource and transport options, but can also be attacked by other guilds during the zone's prime time.
CORRUPTED DUNGEONS
Corrupted Dungeons are a new type of single-player dungeon found throughout the open world. After choosing a difficulty level, players will enter and begin cleansing the dungeon of corrupted creatures, which grant Infamy points. Players can also invade or be invaded, with the invaded player given a choice between destroying shards to banish the invader or facing off against them. Killing another player grants a portion of their Infamy; higher Infamy levels give access to higher-level dungeons and overall better rewards.
AVALONIAN WEAPONS
Avalonian Weapons are an entirely new line of Artifact Weapons and offhands, each with unique new abilities. They can be crafted with new Avalonian Artifacts, which can be obtained directly or forged from Avalonian Shards, which are dropped in Elite Dungeons and along the Roads of Avalon.
New skills include:
- Lucent Hawk (Bow): shoot up to four high-impact, long-range skillshots in a row
- Majestic Smash (Two-Handed Sword): knock all enemies around you into the air, then follow with a heavy vertical attack
- Soul Link (Nature Staff): temporarily links two targets together; the effect depends on the targets' alignments relative to the caster
With the addition of the new Avalonian Weapons, the Destiny Board has been expanded with new slots for both combat and crafting. Additionally, due to the removal of the old general artifact weapon nodes, all Fame from the old nodes has been divided evenly between the new nodes that replace them. Overall Fame progression is preserved.
For more details, see the "Destiny Board Progression Changes" and "Food Crafting Changes" sections below.
UI QUALITY-OF-LIFE IMPROVEMENTS
- Reworked and improved the In-Match Scoreboard for the Arena, Crystal League, and City Fights
- Major UIs now show the estimated Market Value in Silver for items
- Added optional numeric cooldown display to spell timers
- Clicking a player-owned building on a cluster map now shows all buildings of that type
2 NEW LANGUAGES ADDED
With the Rise of Avalon update, we are launching the beta version of 2 new languages: Korean and Simplified Chinese. Players can select these languages via the launcher and may log in and play in these languages with both existing and new characters. This update includes game and chat support, as well as limited web and forum resources.
Note that, as with all non-English languages, certain fields such as zone, city, and NPC names will remain in English for all players, and certain fields such as character and guild names only accept Latin characters (A-Z).
NOTE: These new languages will go live with the full launch of Rise of Avalon, and are not available on the current test server.
SATCHELS OF INSIGHT
Satchels of Insight are a new line of bags that reduce the effective amount of Silver earned through PvE in return for a faster Fame progression.
NEW VANITY BUNDLE
The Rogue Adventurer is a brand-new combination character/mount costume bundle with a sinister poison theme and two premium vanity weapon animations.
NOTE: The items in this set will go live with the full launch of Rise of Avalon, and are not available on the current test server.
UI Improvements
Reworked Scoreboard
The In-Match Scoreboard for the Arena, Crystal League, and City Fights has been completely revamped. Changes include:
- Visually overhauled to match the current UI style
- Now shows each player's full equipment, including consumables
- After match completion, players can change to a second page using paging buttons
- The second page contains tracked per-player match statistics about Kill Fame, Damage dealt/received, and Healing dealt/received
- After the match, pages 1 and 2 can also be sorted by category
Added a display to several major UIs showing the estimated current Silver value of the items they contain. Affected UIs:
- Inventory
- Loot
- Banks, Chests, Battlevaults
- Hideout Recovery Tabs
- Player Trading
- Item details
Spells now display a numerical cooldown timer in addition to the cooldown shadow. This can be turned on or off in the "Interface" section of the Settings menu.
Building Highlighting on Cluster Map
Clicking on a player-built building on the cluster map (Hotkey: N) will now highlight all buildings of the same type within the cluster.
Other Improvements
- Capped volume and frequency for repeated Tome of Insight use - now similar to that of Silver Bags
- [Mobile] Swiping windows horizontally in direction of their edge of the screen now closes them
- [Mobile] Travel destination text input now selects first entry in filtered list on submit
- With the introduction of Avalonian Weapons, Destiny Board Artifact nodes for both combat and crafting have been split into more specific nodes for each artifact, which require the same amount of Fame as a normal node, allowing for more accessible mastery of any specific item.
- With the removal of general nodes, all Fame from these has been divided evenly among the new nodes that replace them. In most cases, this results in the same level of progression in the new nodes. In the case of armor specialties for both crafting and combat, there are more nodes than can be filled by the Fame of the old artifact node, so the level of each node will be slightly reduced. Overall Fame progression is preserved.
- Non-artifact combat specialty nodes for weapon and armor continue to add 0.2 to Item Power per level for their category.
- Non-artifact combat specialty nodes for off-hand items have increased from 0.4 Item Power per level to 0.6 Item Power per level for their category.
- All artifact specialty nodes now add 0.1 to Item Power per level for their category. This will result in a node-specific reduction, but an overall increase.
- Non-artifact crafting specialty node bonuses for all items remain unchanged.
- All artifact crafting specialty nodes now add 0.15 to focus cost efficiency and 0.375 to quality bonus per level for their category. This will result in a node-specific reduction, but an overall increase.
- Node added for the new "Satchel of Insight" bag type; Bag Tailoring Specialist Fame requirement reduced by half, with Satchel of Insight Tailoring Specialist receiving the other half of this Fame. This means that whatever level someone has in Bag Tailoring Specialist, they will now have in both bag tailoring specialties.
- Bag crafting bonuses adjusted to result in the same overall bonus despite the node division.
- Modified the Fame Bonus given when crafting artifact items, resulting in a significant increase to Fame at higher tiers and artifact levels, and a reduction at some lower tiers and artifact levels.
- As the intention for crafting laborers is to provide additional resource return based only on the resources consumed, artifacts no longer provide additional Crafting Fame to journals.
- As Royal Armors no longer have an artifact specialist node, crafting Royal Armors no longer yields Crafting Fame.
- Reduced fishing bait crafting time
- Standardized nutritional value of fish sauce to make fish sauce consistent with the resource returns of seaweed salad and grilled fish and ensure Crafting Focus is consistent across recipes
- As fishing recipes are very rarely used for their nutritional values, the nutritional contribution of fish sauce has been removed to lower both its weight and its crafting times
- Crafting Focus is still calculated from the nutrition of the reagents but enchanted food no longer has increased nutrition, resulting in a large reduction of crafting times and weights for enchanted food
- Corrected inconsistencies in consumable crafting values, resulting in small adjustments to focus costs, weights, and crafting times - this primarily impacted high-tier potions, but in some cases also impacted high-tier consumables
- As the nutritional value of rare fish is no longer lost in the recipe, the Crafting Focus cost now includes this
- The appearance of Randomized Dungeon entrances has been updated to a similar cave-like entryway used in Corrupted Dungeons; dungeon type can still be determined by the appearance of the entrance:
- Solo Randomized Dungeon: cave with glowing green light
- Group Randomized Dungeon: cave with glowing blue light
- Corrupted Dungeon: cave with bloodstains and glowing red-orange light
- Entrances for Elite (Avalonian) Randomized Dungeons remain unchanged (large gates with glowing white light)
- Solo Randomized Dungeon: cave with glowing green light
- Solo Randomized Dungeons in red and black zones now behave like those in blue and yellow zones, and will close their portals a set amount of time after the last person enters
- Elite Dungeon mob changes:
- Tainted Shadows killed too far away from the Priestess will now heal her instead of damaging her
- Tainted Shadow move speed: 7.5 m/s → 5.5 m/s
- Tainted Shadow attack damage: -50%
- Tainted Shadow crowd control resistance: -50%
- Tainted Shadows killed too far away from the Priestess will now heal her instead of damaging her
- Access rights blacklists assigned to chests, buildings, etc. now overwrite all other access rights
- Reduced /stuck command to a 3-minute cast and a 30-minute cooldown (previously a 10-minute cast and 24-hour cooldown)
- Toggle spells now have a cancellation delay of 0.5 seconds to prevent unintentionally cancelling the spell immediately after activation
- [English Version] Variants of the terms "Hitpoints", "Hit Points", and "HP" have been standardized to "Health" for players, mobs, chests, etc. as these all refer to the same stat. Consistency for this stat will be reviewed for other languages in the coming months.
- Keeper, Morgana and Undead Chests:
- Health: +10%
- Armor and Magic Resistance: +50%
- Health: +10%
- Hellgates: Lava Bomb is now categorized as a Damage spell (previously CC) - this may slightly alter how some builds are affected by the ability. Creatures that use this ability:
- Veteran Fiendish Overlord
- Veteran Vicious Overlord
- Vicious Overlord
- Sadistic Overlord
- Veteran Fiendish Overlord
- Reworked the following item icons:
- Demon Helmet
- Demon Armor
- Demon Boots
- Hellion Hood
- Hellion Jacket
- Hellion Shoes
- Fiend Cowl
- Fiend Robe
- Fiend Sandals
- Demon Helmet
- Reworked the following spell icons:
- Rampant Staff E - Spirit Animal
- Permafrost Prism E - Ice Crystal
- Rampant Staff E - Spirit Animal
Arcane Staffs
- Removed the Arcane Purge ability
- Added new W-slot ability: Mimic (all Arcane Staffs):
- Temporarily get access to a W-Slot ability of another player. The ability you can mimic depends on the target's equipped weapon.
- List of available abilities:
- Arcane Staffs: Mimic (i.e. you keep the ability and nothing happens)
- Axes: Raging Blades
- Bows: Ray of Light
- Crossbows: Noise Eraser
- Cursed Staffs: Armor Piercer
- Daggers: Chain Slash
- Fire Staffs: Wall of Flames
- Frost Staffs: Frost Nova
- Hammers: Inertia Ring
- Holy Staffs: Holy Orb
- Maces: Snare Charge
- Nature Staffs: Protection of Nature
- Quarterstaffs: Forceful Swing
- Spears: Deflecting Spin
- Swords: Splitting Slash
- Arcane Staffs: Mimic (i.e. you keep the ability and nothing happens)
- Temporarily get access to a W-Slot ability of another player. The ability you can mimic depends on the target's equipped weapon.
- Frost Shot (all Bows):
- Added a 0.3s Cast Time
- Added a 0.3s Cast Time
- Ray of Light (all Bows):
- Cooldown: 10s → 14s
- Cooldown: 10s → 14s
- Magic Arrow (Warbow):
- Standtime: 0.2s → 0.4s
- Damage vs Mobs (close range): 156.11 → 184.00
- Damage vs Mobs (max. range): 211.21 → 257.00
- Standtime: 0.2s → 0.4s
- Chain Slash (all Daggers):
- Damage: 150 → 120
- Damage: 150 → 120
- Bloodthirsty Blade (One-handed Dagger):
- Lifesteal vs Mobs: 50% → 35%
- Lifesteal vs Mobs: 50% → 35%
- Lunging Stabs (Bloodletter):
- Range: 13m → 11m
- The cooldown reduction is now only applied when hitting an enemy player below 40% (can no longer be triggered by a mob)
- Range: 13m → 11m
- Ghost Strike (Deathgivers):
- Invisibility: 3s → 2s
- Invisibility is now canceled when activating any ability
- Invisibility: 3s → 2s
- Ignite (all Fire Staffs):
- Enemy Health Threshold for the buff: 20% → 40%
- Enemy Health Threshold for the buff: 20% → 40%
- Pyroblast (One-Handed Fire Staff):
- Cast Time: 2s → 1.5s
- Cast Time: 2s → 1.5s
- Iron Breaker (all Hammers):
- Hit delay: 0.4s → 0.35s
- Standtime: 0.5s → 0.45s
- Hit delay: 0.4s → 0.35s
- Power Geyser (all Hammers):
- Cooldown: 9s → 8s
- Hit delay: 0.45s → 0.4s
- Standtime: 0.6s → 0.5s
- Cooldown: 9s → 8s
- Grasp of the Undead (Tombhammer):
- Hit delay: 0.5s → 0.35s
- Standtime: 0.6s → 0.5s
- Hit delay: 0.5s → 0.35s
- Removed Flash Heal (all Holy Staffs)
- Added a new Q-slot ability: Holy Flash:
- Heals up to 5 allies by 40 health each in a 4m radius. The healing gets stronger the more allies are healed. Each additional ally increases the healing by 10%
- Cast Time: 0.8s
- Cooldown: 0s
- Heals up to 5 allies by 40 health each in a 4m radius. The healing gets stronger the more allies are healed. Each additional ally increases the healing by 10%
- Moved Smite from the W-slot to the Q-slot (all Holy Staffs)
- Sacred Pulse (all Holy Staffs):
- Removed the Heal over Time
- The area now instantly heals up to 5 allies for 56 and also deals 112 magic damage to enemies
- Hit delay: 0.2s → 0s
- Standtime: 0.2s → 0.5s
- Adjusted spell unlock order
- Always Unlocked:
- Generous Heal
- Smite
- Sacred Pulse
- Level 3: Holy Beam
- Level 15: Holy Flash
- Level 40: Holy Blessing
- Level 70: Holy Orb
Level 100: ResurrectionLevel 85: Reawaken
- Generous Heal
- Removed the Heal over Time
- Self-Healing Sickness (all Holy Staffs):
- Now requires fewer casts to activate
- Debuff Duration: 10s → 18s
- Healing Reduction: 25% → 40%
- Now requires fewer casts to activate
- Thorns (all Nature Staffs):
- Damage on normal attacks: 52 → 56
- Reflected damage: 12 → 8
- Damage on normal attacks: 52 → 56
- Revitalize (all Nature Staffs):
- Added a 0.5s delay before the first tick
- Damage now further decreases the channel time (Disruption factor: 5 → 10)
- Added a 0.5s delay before the first tick
- Self-Healing Sickness (all Nature Staffs):
- Now requires fewer casts to activate
- Healing Reduction: 25% → 40%
- Now requires fewer casts to activate
- Circle of Life (One-Handed Nature Staff):
- Cast Time: 1s → 0.7s
- Cast Time: 1s → 0.7s
- Well of Life (Wild Staff):
- Area Duration: 10s → 6s
- Heal per tick: 26.89 → 46.00
- Energy cost: 20 → 18
- Area Duration: 10s → 6s
- Harpoon (Spirit Hunter):
- Cooldown: 25s → 20s
- Cooldown: 25s → 20s
- Growing Rage (Royal Hood):
- Damage increase per stack: 6% → 5%
- Damage increase per stack: 6% → 5%
- Retaliate (Hunter Hood):
- Reflected Damage: 100% → 70%
- Reflected Damage: 100% → 70%
- Purging Shield (Mage Robe):
- Duration: 5s → 4s
- Duration: 5s → 4s
- Obsessive Burst (Druid Robe):
- Max Stack: 8 → 6
- Buff strength per stack: 7% → 6%
- Cooldown: 60s → 45s
- Max Stack: 8 → 6
- Levitate (Cultist Robe):
- Removed the physical damage immunity
- Instead, physical and magic resistance are increased by 0.50 during the channel
- The channel duration is now also reduced when taking damage
- Added a 0.5s delay before the first tick
- Tick Interval: 0.5s → 1s
- Healing and Energy per tick: 3% → 5%
- Number of ticks: 10 → 5
- Removed the physical damage immunity
- Taunt (all Plate Armors):
- Bonus Damage when used on players: 30% → 10%
- Resistance Reduction when used on players: -20% → -10%
- Bonus Damage when used on players: 30% → 10%
- Requite (Armor of Valor):
- The effect no longer stacks
- Removed the Healing Reduction debuff
- Instead, the reflect now silences enemies for 2s and slows them by 20% for 3s
- Removed the DoT; instead, every reflect deals 50 damage directly
- Channel Duration: 7s → 3s
- The effect no longer stacks
- Vengeful Sprint (Demon Boots):
- Cooldown: 30s → 60s
- Cooldown: 30s → 60s
- Vanisher (Undead Cape):
- Activation Health Threshold: 25% → 15%
- Activation Health Threshold: 25% → 15%
- Sticky Potions:
- Cooldown: 120s → 100s
- Projectile Speed: 25 → 40
- Removed the indication area before impact
- Cooldown: 120s → 100s
- Invisibility Potions:
- Now also reduces damage by 50%, which lasts two seconds longer than the invisibility
- Invisibility Duration increased by 1s
- Now also reduces damage by 50%, which lasts two seconds longer than the invisibility
- Raven Scream and Reactive Scream (Morgana Raven):
- No longer inflict Fear on mounted enemies
- No longer inflict Fear on mounted enemies
- AoE Escalation max bonus: 100% → 70%
- Maximum Ability Damage Increase from buffs: +150% → +100%
- Bonus AoE Escalation per player: 10% → 7%
- Spell fixes:
- Self-ignition is no longer canceled when the caster receives damage immunity, as intended
- Raging Storm (Bow of Badon) now inflicts damage on enemies casting uninterruptible spells, as intended
- Final tick of Cataclysm (Damnation Staff) now does the same amount of damage as other ticks
- Fixed an issue where Hunting Instinct (Snow Husky) could accidentally be cancelled if activated while moving
- Self-ignition is no longer canceled when the caster receives damage immunity, as intended
- The Tier 8 versions of the Earthmother and Harvester now count toward their respective achievements.as intended
- Fixed an issue where "Reset Camera" would not work correctly while on islands
- [Mobile] Fixed an issue where the bottom tab's positioning of craft and store building windows could be off-screen on max. scaling
- Numerous additional graphical, animation, terrain, audio, UI, and localization fixes