The Arcane and Frost Patch

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    • The Arcane and Frost Patch

      Into the Fray Patch 4 / Arcane and Frost Patch - Ver. 20.040.1 - August 9, 2022


      Magic Staff Overhaul: Arcane and Frost Staffs

      This patch finished the Magic Staff overhaul that began with the Into the Fray update. Arcane and Frost Staffs have new and updated abilities, as well as new visuals and animations.
      See the Combat Balance Changes section below for details.

      Season 15 Winner Statue Unveiled

      Congrats to Elevate, winners of Guild Season 15! Check out their new statue in Conquerors' Hall, alongside banners for second- and third-place winners Team Pilas and RAQ.

      UI & Quality-of-Life Improvements
      • The Building Nutrition UI has been updated with new fields and shows how much nutrition is being added. This affects player buildings, Hideouts, and Territories.
      • The Trade UI layout has been updated and now displays the Silver amount bid by each side at the upper left.
      Black Zone Loot Changes

      For the first 90 seconds after a black-zone kill, the dead player can only be looted by the following:
      • The killed player's allies (same party, guild or alliance)
      • The player that dealt the killing blow
        • The killer's allies
      • The player that dealt the most damage to the killed player
        • That player's allies
      • After 90 seconds the corpse can be looted by any player
      Other Changes
      • Might from Castle and Outpost Chests is now distributed to the guild's members in a larger radius, to better include all participants
      • Hideout Power Cores and Territory Energy Crystals will now award Might to the captor, any guild members that are within range, and any eligible guild members that have recently helped in its capture
      • Added buttons to the character stats window enabling you to directly contact players via whisper or mail
      • Pieces of furniture in the open world must be placed at least 10 meters apart:
        • This distance only applies to other furniture objects and not walls or terrain
        • This doesn’t apply on Player Islands, Guild Islands, in Hideouts, or in Cities
      • The Faction Warfare "Last Stand" buff no longer prevents the Journey Back ability
      • The Faction Warfare Flagging Bonus can no longer be purged
      • Level 6+ Crystal League Championship tokens no longer appear in the Marketplace
      Combat Balance Changes

      Arcane Staffs
      • Arcane Protection (all Arcane Staffs)
        • Shielded target is now immune to Forced Movement effects
        • Blocking a Forced Movement effect will remove the shield
        • The shield no longer affects threat generation
        • Cooldown: 5s → 6s
      • Removed the ability Energy Bolt (all Arcane Staffs)
      • New Q-slot Ability Chain Missile (all Arcane Staffs)
        • Shoot a Chain Missile in the targeted direction
        • Upon hitting an enemy, it will jump to the closest enemy within 8m, dealing 121 magical damage (can hit up to 3 targets; cannot hit the same target multiple times)
        • Applies one Arcane Charge to all enemies hit
        • Arcane Charges are consumed when you deal direct damage to the affected target, dealing an additional 61 magical damage
      • Magic Shock (all Arcane Staffs)
        • Damage: 150 -> 135
      • Frazzle (all Arcane Staffs)
        • Cast Range: 11m -> 13m
        • Casttime: 1.2s -> 0.6s
        • Cooldown 10s -> 12s
        • Now reduces enemy resistances (instead of bonus defense vs players)
        • Resistance Reduction Duration 5s -> 4s
      • Empowering Beam (all Arcane Staffs)
        • The caster can now move during the channel
      • Mimic (all Arcane Staffs)
        • Cast Range: 11m -> 15m
        • Mimicked abilities
          • Axes: Raging Blades -> Battle Rush
          • Frost Staffs: Frost Nova -> Glacial Obelisk
          • Maces: Snare Charge -> Guard Rune
      • Removed the ability Energy Beam (all Arcane Staffs)
      • Added new W-slot Ability Enigma Blade (all Arcane Staffs)
        • Combine up to two abilities; combo resets after 4s
        • 1st ability, Enigma Blade:
          • Conjure a magic blade that hits all enemies in a cone in the targeted direction, dealing 200 magical damage
          • Hitting at least one enemy enables the next combo ability
        • 2nd ability, Flicker:
          • Teleport to the targeted position (cannot teleport through obstacles)
      • Arcane Orb (one-handed Arcane Staff)
        • Projectile Speed: 14.4 m/s -> 17.7 m/s
      • Time Freeze (Great Arcane Staff)
        • Now also affects allies (group-, guild- and alliance members only)
        • Freeze Duration vs players: 4s -> 2s (remains 4s vs Mobs)
        • Hit Delay: 1.1s -> 0.5s
        • Base cooldown: 39s -> 50s
        • Cooldown reduction per 100 Item Power: 0.8s -> 1s
      • Black Hole (Witchwork Staff)
        • Radius: 5m -> 6m
      • Time Corridor (Occult Staff)
        • Now always costs 15% energy
        • Base cooldown: 30s -> 44s
        • Cooldown reduction per 100 Item Power: 0s -> 1s
      • Dark Sphere (Evensong)
        • Hit Delay: 0.6s -> 0.4s
      • Removed the Passive ability Aggressive Caster (all Arcane Staffs)
      • Added a new Passive ability Lingering Power
        • After casting any spell, increases your Attack Speed by 120% and your Attack Range by 33% for the next three normal attacks within 3s
      Frost Staffs
      • Removed the Q-slot Ability: Frost Bolt (all Frost Staffs)
      • Added new Q-slot Ability: Frostbite (all Frost Staffs)
        • Shoot a projectile in the targeted direction, dealing 128 magical damage upon impact with an enemy; increases your damage by 4% for 2.5s (stacks up to 3 times)
      • Removed the Q-slot Ability: Hoarfrost (all Frost Staffs)
      • Added new Q-slot Ability: Frozen Surge (all Frost Staffs)
        • Freeze the ground in front of you along a 16m long and 3.8m wide path, dealing 80 magical damage
        • Slows all enemies hit by 20% for 3s
      • Frost Bomb (all Frost Staffs)
        • Now instantly slows enemies by 20% while the bomb is building up
      • Frost Nova (all Frost Staffs)
        • Range: 11m -> 9m
        • Stun Radius: 5m -> 3m
      • Frost Beam (all Frost Staffs)
        • Channel Tick Interval: 0.5s -> 0.3s
        • Channel Duration: 4.5s -> 2.7s
      • Removed W-slot Ability Shatter (all Frost Staffs)
      • Added new W-slot Ability Frost Lance (all Frost Staffs)
        • Fire a Frost Lance from a targeted position in a chosen direction
        • Hitting an enemy causes the lance to explode, dealing 145 magical damage to all enemies within 3m radius
        • Decreases damage resistances of all enemies hit by 0.16 for 4s
      • Added new W-slot Ability Glacial Obelisk (all Frost Staffs)
        • Create a Glacial Obelisk at the targeted position, lasting 6s
        • Increases all damage and the Cooldown Rate of up to 10 allies within a 6m radius of the Obelisk by 15%
        • Recast ability to detonate the Obelisk, dealing 70 magical damage within a 5m radius
        • Slows all enemies hit by 40% for 4s
      • Freezing Wind (one-handed Frost Staff)
        • Standtime 0.2s -> 0.4s
        • Area cone reduced by 1m
      • Hail (Great Frost Staff)
        • Each Hail wave can now be cast independently
        • Damage per wave: 119 -> 150
        • Damage is now reflectable
      • Avalanche (Hoarfrost Staff)
        • Reworked ability:
          • Launch a giant snowball in the targeted direction, rolling over all enemies
          • Deals 60 magical damage (cannot be reflected)
          • The snowball starts with a 2m radius, growing up to 3.1m while rolling
          • Leaves behind a freezing trail that lasts 4s
            • Slows all enemies on it by 40%
          • Recast to make the snowball explode, dealing 160 magical damage (cannot be reflected)
          • Stuns all enemies hit for 1,33s
      • Frozen Crystal (Chillhowl)
        • Now called Glacial Prison
      Holy Staffs
      The Hit Delay of Smite has been increased, as it was very easy to continuously hit enemy players with it. With their combination of high self-sustain and reliable high damage output, Holy Healers could be a frustrating match-up in Corrupted Dungeons.
      • Smite (all Holy Staffs)
        • Hit Delay: 0s -> 0.15s
      Maces
      The Morning Star E-ability has been reworked. Its root duration is now limited to 1.5s against single enemies, to make it harder for groups to catch solo targets with it. However, its mobility has been increased along with its synergy with Air Compressor, making it more effective in group vs group fights.
      • Air Compressor (all Maces)
        • Standtime: 1s -> 0s
      • Root Prison (Morning Star)
        • Has been reworked and is now called Gravitas
          • Combine up to two abilites; combo resets after 3s
          • 1st ability Close In:
            • Dash towards the targeted position
          • 2nd ability Gravitas:
            • Conjure a high gravity field with a 5m radius around you, rooting all enemies (ignoring crowd control resistance), while channeling for up to 4s (cannot be interrupted)
            • At the end of the channel enemies remain rooted for 1.5s
            • Hitting less than 3 enemy players ends the root after 1.5s (mobs are not affected by this condition)



      Fixes

      • Party UI fixes:

        • Members with no role, or who are in a different zone, now appear lowest on the list if sorted by roles
        • Targeted party member now highlighted in member list
      • General UI fixes:
        • Fixed issue where Territory UI did not close when an attack started
        • Fixed issue where items could vanish when two players moved them to or from a guild vault at the same time
        • Fixed issue where some display elements would not appear after closing the World Map in recording mode
        • Fixed issue where Guild Rights Management UI lagged when scrolling
        • Fixed issue where cooldown duration of Guild Crest change would not display
      • Spell fixes:
        • Evasive Jump (Royal Shoes) provides immunity to knockbacks
        • Ethereal Path (Harvester Workboots) move speed buff ends when mounted
        • Throwing Blades (all Daggers) deals damage to mounts
        • Fixed issue where changing a spell slot could result in an incorrect cooldown for that spell
        • Fixed issue where vanity ability keyboard shortcuts did not work while in recording mode
      • Additional graphical, UI, terrain, audio, and localization fixes
    • Corik wrote:

      Hola.. hace pense que ibais a poner en esta Actualizacion las Nieblas de Avalon, no es correcto?
      nop, no especificaron las nieblas de avalon para este parche de contenido, de hecho en el stream del 5to aniversario dijeron que retrasarían las nieblas si mal no recuerdo, así que toca esperar un poco más

      Yo creo que esto llegará en una nueva actualizacion de contenido casi a finales de año
      Battle Bracers supremacy
    • RenKatal wrote:

      JudgeNutmeg wrote:

      Removed the ability Energy Beam (all Arcane Staffs)
      Could you possibly tack on the energy regeneration ability to the empowering beam, Energy beam was very useful ability for helping out other players.
      what is the percentage of people using energy beam in PvP or PvE over something like lymhurst cape or royal armor or druid cowl
      the 3 other alternative options i listed is way better in all PvP and PvE senarios than using a W slot on a weapon to give mana
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • The_Support_God wrote:

      RenKatal wrote:

      JudgeNutmeg wrote:

      Removed the ability Energy Beam (all Arcane Staffs)
      Could you possibly tack on the energy regeneration ability to the empowering beam, Energy beam was very useful ability for helping out other players.
      what is the percentage of people using energy beam in PvP or PvE over something like lymhurst cape or royal armor or druid cowlthe 3 other alternative options i listed is way better in all PvP and PvE senarios than using a W slot on a weapon to give mana
      People who run group content with players who aren't as experienced or cannot afford to buy the items you listed, I'm not even asking for it back, just tack some energy regen onto empowering beam, and call it a day.
      Guild Master of American Craftsman
      ~Discord gb5Xdpr~
      T8 Quarrier, Miner, Lumberjack, Skinner, Harvester, Fisher
    • Ok tagging some mana regen onto empower beam is reasonable

      but Unable to buy lym cape, royal armor, druid cowl
      thats a first

      pretty sure people get out of the i cannot use or purchase phase very fast especially when people actualy donate to get new people spec up
      i have guild mates who pay players to spec up enigimatic now
      and even have sets to spare for enig players in HO all the time

      Enig players are the backbone of the zvz for sure
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • while i do help new players
      but off the boat is a no from me

      there is fresh and there is not yet "grow up"


      when we recruit we at least have players know the basics and have some pvp and pve fame
      when i remembered when i was given recruiter role we recruit people with at least 10 mil total fame

      this is at least we know they will play the game
      and they are not bots/ scammers and ect because if they get banned at least we have comfort they lose several days of their life leveling a banned character
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build

      The post was edited 1 time, last by The_Support_God ().

    • @The_Support_God

      And I help players get to that point, everyone has to start somewhere.

      I help players learn the basics of the game, how to start and run an economy, how to gather refine and craft.

      I basically pick people up where the tutorial dropped them off, and help them grow and develop. Some leave for more exciting guilds, like yours that have fame requirements, but I have quite a few people who have stuck around for a long time.

      Hmm, all this to say putting energy regen back into Arcane staffs via empowering beam would be nice... lol.
      Guild Master of American Craftsman
      ~Discord gb5Xdpr~
      T8 Quarrier, Miner, Lumberjack, Skinner, Harvester, Fisher
    • sorry its just wierd that you have to bring up that people cant afford mana alternatives as an example to quote a removal of energy beam
      and slapping mana regen on empower beam

      most people when they get defensive about removal of a skill or item would have a more "convincing" argument
      your response was abit wierd

      wierd in a good way...

      well slapping mana regen onto empower beam would do much harm so Go for it
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • @The_Support_God

      Honestly it always felt weird that they where two separate abilities to me anyway, and I know that Energy Beam didn't get all that much use in the first place.

      But, I liked having it as a hard support option as it helped in keeping groups from having 'Stand Time' when going through group PvE content.

      Tacking some energy regen to Empowering Beam instead of bringing Energy Beam back would allow it to have a bit more versatility (not necessarily just use in combat), and allow the 'Empowered' player to use their abilities more freely while in combat.
      Guild Master of American Craftsman
      ~Discord gb5Xdpr~
      T8 Quarrier, Miner, Lumberjack, Skinner, Harvester, Fisher
    • For the first 90 seconds after a black-zone kill, the dead player can only be looted by the following:
      • The killed player's allies (same party, guild or alliance)
      • The player that dealt the killing blow
        • The killer's allies
      • The player that dealt the most damage to the killed player
        • That player's allies
      • After 90 seconds the corpse can be looted by any player



      This change is wicked dumb. not alot of thought put into this.
      I just secured the kill of a 8.1 frost staff ganker- he was running away from 2 guys who were very far behind and he would 100% have gotten away had i not dismounted in front of him on the choke and clapped him. guy was at about 20%. Now, do i deserve 0 of this loot? even though without my input he 100% would have gotten away? this change is ass. you didnt think this through and you just listened to support god or 1 of these other free QA tests on the forums. I want you to know SBI, we know that you get what you pay for. AND THESE PLAY TESTERS YOU HAVE ARE SMOKING SOMETHING.
    • another day another patch gone the players' wrong way.

      Please. put forth a patch that actually implements new play. New weapons is a vastly complicated task and what you are doing is most likely going to "EOC" your game. Remember evolution of combat in runescape? It nuked their playerbase.
      You are about to do the same. When you changed fire to be MORE of a standing turret, i was very surprised- fire has always been a good turret build- exceptional at standing and fighting. But then you nerfed the other weapons that COULD go toe to toe with fire.....and its starting to make sense.

      Youve done some market research on who plays your game, who spends the most, and why they leave. im 100% willing to bet that more than a few whales have come and gone due to being cheesed by something random in game.
      Theres this funny phenomenon where when you complain with money- people listen more.

      So please stop selling out to the 1 rich guy and being greedy. If you make a game for everyone you will be happier and you will make more money and you wont be enslaved to 1 dude or 1 group of people. You know what im talking about.
    • ZvZ heaven

      No rats anywhere
      and the winning zerg gets to actualy loot

      loot tables have gone from 30 mil to over 90 mil per cta if we win

      imagine how much the rats took
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • Sedocoi wrote:

      For the first 90 seconds after a black-zone kill, the dead player can only be looted by the following:
      • The killed player's allies (same party, guild or alliance)
      • The player that dealt the killing blow
        • The killer's allies
      • The player that dealt the most damage to the killed player
        • That player's allies
      • After 90 seconds the corpse can be looted by any player



      This change is wicked dumb. not alot of thought put into this.
      I just secured the kill of a 8.1 frost staff ganker- he was running away from 2 guys who were very far behind and he would 100% have gotten away had i not dismounted in front of him on the choke and clapped him. guy was at about 20%. Now, do i deserve 0 of this loot? even though without my input he 100% would have gotten away? this change is ass. you didnt think this through and you just listened to support god or 1 of these other free QA tests on the forums. I want you to know SBI, we know that you get what you pay for. AND THESE PLAY TESTERS YOU HAVE ARE SMOKING SOMETHING.
      Bro what are you talking about? If you dealth the killing blow you can loot them. You typed alot of words, but made 0 sense.

      What are you big mad about again?