Provinces
The Province system reshapes Faction Warfare gameplay, focusing the action into active conflict zones which shift and evolve over time. Factions strive to attack and take over rivals’ Provinces, with rewards and bonuses available for participating players. This generates a dynamic territorial system on the Royal Continent, as Factions engage in an ongoing struggle for dominance.- A Province consists of multiple regions on the Royal Continent
- There are 20 Provinces in total [list]
- 15 non-lethal Provinces
- 5 lethal Provinces
- Faction Chests and Raided Camps can spawn (more on these below)
- Outposts can be captured by either attacking or defending Provinces [list]
- During the Bandit Assault, Outposts in those regions can be captured by any Faction, as before
- Controlling Outposts [list]
- This generates Supplies for the controlling Faction over time
- This generates Supplies only for the first Faction who opens the chest
- This generates Supplies only for the first Faction who opens the chest
- Attacking Faction is victorious: [list]
- Supplies are no longer generated in that Province by any side
- A Fortress fight begins (see ‘Faction Fortresses’ below)
- The conflict ends in that Province
- The defending side declares an attack on a neighboring Province
- If an attack on a Faction Fortress has been successful, the victors will then begin to attack another Province
- If an attack on a Faction Fortress has failed, the defenders begin an attack on a neighboring Province
- If a Faction has too few active conflicts, they will begin a new attack [list]
- At any one time, a Faction should have two attacks on non-lethal Provinces, and one attack on a lethal Province
- No Fame, Silver, and loot bonuses are granted to the controlling Faction
- Faction Camps and Faction Chests do not appear
- There is no contest for Supplies
- Fortresses can be attacked at any time by a Faction which controls all regions within the Province, and an adjacent Province that is not cut-off
Faction Fortresses
Faction Fortresses are fortifications which stand within each Province, providing a climactic battle objective to a Province conflict, where attackers attempt to break in and seize control while the defenders fight to repel them.- Each Faction Fortress is owned by a Faction
- The Faction which controls a Fortress also controls its Province
- If an attacking Faction wins the supply battle in a Province, they will begin a Siege on the Fortress
- All players who do not belong to the defending Faction are removed from the Fortress
- The Fortress gates are closed
- Guards man the Fortress
- Members of an attacking Faction can attempt to destroy its walls and gates using Siege Hammers
- Members of a defending Faction can repair its walls and gates using Siege Hammers
- A ring around the tower displays the progress of this capture
- A capture will only progress when every player within the tower belongs to the attacking Faction
- When this process begins for the first time, a number of Guards appear in a Last Stand against capture [list]
- These must all be killed before the Fortress can be captured
- If the defenders capture a Weapons Cache, they receive a boost to their Fortress Defense Progress
- If the attackers capture a Weapons Cache, the defenders lose some Fortress Defense Progress
- The Faction which captures the Weapons Cache also receives a stacking buff to their damage and defense [list]
- This buff applies to all players of that Faction in the Fortress region until completion of the Fortress fight
Faction Chests
Faction Chests are new objectives which can spawn in any Province that is in conflict.- Faction Chests exist in different rarity levels
- Only Faction-flagged players can open them
- Loot is divided amongst all players of the same Faction within a certain radius, even if they are not in the same Party
- When not actively being looted by one Faction, members of an opposing Faction can also loot the chest
- After a period, the chest can be looted by anyone, regardless of Faction status
Faction Camps
Faction Camps are Faction supply camps that have been overrun and looted by opportunistic bandits. Faction-flagged players can expel these bandits to earn loot for themselves and Supplies for their Faction.- Faction Camps can appear in any Province that is in conflict
- They appear in two sizes: [list]
- Small Camps for solo players and small groups
- Medium Camps for medium-sized groups
- This chest functions in the same way as Faction Chests
Faction Transports
Faction Transports offer players a way of getting into Faction Warfare action quickly from the Royal Cities. Faction Transports can be found:- In each Royal City, close to the Faction Leader
- In Yellow Zone Faction Fortresses
- A Province that is in conflict
- An open party currently in a Province that is in conflict [list]
- If a Faction flagged Party leader selects the option to "Open Party for Faction Warfare", their Party can appear as a Faction Transport destination
Faction Warfare Mounts
To revitalize Faction Warfare rewards and give Faction Mounts a more defined role among their peers, they’ve received new passive abilities. These abilities are available on both Saddled (Tier 5) and Elite (Tier 8) Faction Mounts.- Saddled Moabird/Elite Terrorbird [list]
- Injured Escape: Activates when you take damage, increasing your move speed by 100% for 1.5s [list]
- Cooldown: 20s
- Charged Gallop: After 4 seconds of gallop, increases gallop move speed by 15%
- Camouflage: Activates when you take damage, turning you invisible for 2s [list]
- Cooldown: 45s
- Winter Lord: Gain Winter Lord Charges each time you take damage; once you have 10 Charges, you become immune to crowd control for 4s [list]
- Cooldown: 90s
- Boar Sprint: Activates when mounting up, increasing your move speed by 30% for 2s [list]
- Cooldown: 60s
- Feral Intimidation: Activates when you dismount, reducing the resistances of mobs in a 15m radius around you [list]
- Cooldown: 30s
Other Faction Warfare Changes
- Faction Points can be earned from the new Faction Warfare features [list]
- Faction Points generated from controlling regions and Outposts have been rebalanced to fit with the new Province system
- Faction Point to Faction Standing ratios have been adjusted to account for the new sources of Faction Points and keep higher Faction ranks prestigious
- Existing Faction Warfare missions have also been reorganized
- As a result, repair costs are 30% lower
- These are turned off by default to not impact the gameplay experience of non-Faction Warfare players, and to collect more feedback about this feature. We encourage players to opt-in to this feature and leave feedback for us on our official forums!
New Faction Vanity Items
A brand-new vanity set, the Faction Legionnaire, is available from the Faction Commander in each Royal City, along with brand-new Avatars and Avatar Rings. These items proudly display your Faction’s colors, allowing you to show off your allegiance, and this changes when you enlist with a new Faction. These new vanity items are available to purchase with Faction Points once you have attained the necessary rank.Season 28 Winner Statues Unveiled
The statues to honor the winners of Season 28 are now viewable in each servers’ Conqueror’s Hall. Congratulations go out to PIVAS, Sunset, and Woof Woof!New Player Experience
The early-game experience has been improved with additional content and guidance for new players:- A new cinematic now plays after the tutorial, accompanying players on their voyage to the Royal Continent and showcasing the adventures that await
- Players can now sell all obtainable items during the tutorial at the Marketplace in the Cove, except Soups and Mules
- Added new tutorial hints
UI Changes
- Marketplace UI ‘Sell’ tab now displays the estimated sell value after repairs of damaged items
- Default minimap zoom in cities for fresh accounts is now 10%
- Exit icons on region maps are now clickable, opening the map of the connected region
- Double-clicking the region map now pings that location [list]
- CTRL+ click pings to attack
- Shift + click pings to defend
Changes
[b]New Crossbow Spell[/b] Crossbows have a new W spell, Explosive Salvo, to improve early-game PvE and provide more options for Crossbow players across content types.- Explosive Salvo [list]
- Launch a salvo of explosive bolts at the targeted position, dealing 135 damage in a 4.5m radius
- Creates corrosive fumes for 3.5s, decreasing enemies damage resistances by 0.14
- Cooldown: 12s
- Range: 11m
- Hit delay: 0.25s (+ projectile time)
- Stand time: 0.5s
- Always unlocked: Auto Fire, Explosive Bolt, Explosive Salvo
- Level 6: Sunder Shot
- Level 15: Caltrops
- Level 40: Knockback Shot
- Level 70: Noise Eraser
- Capes and Bags are now separate top-level categories
- Gathering gear category names now match their corresponding item names: [list]
- Armor → Garbs
- Head → Caps
- Shoes → Workboots
- Accessories → Backpacks
- All furniture items from the Showroom Island are now available to purchase for Player Islands
- Doubled Adventurer’s Challenge points for gathering to better align with the PvE rate
- Tomes of Insight can now be combined into higher tiers at the Artifact Foundry [list]
- This process is irreversible
- Players must now select a Category and Subcategory when submitting a report
- This is now enabled by default for all players
Combat Balance Changes
[b]Arcane Staffs[/b] [quote][i]Astral Staff have had their Resilience Penetration reduced to align with most melee weapons.[/i][/quote]- Starfall (Astral Staff) [list]
- Resilience Penetration while channeling: 30% → 20%
- Relentless Assault (Crystal Reaper) [list]
- Dash end stand time: 0.3s → 0.25s
- Damage to mobs: 105 → 95
- Whirlwind (Greataxe) [list]
- Added 20% bonus move speed for 0.75s on hit
- Demon Arrow (Wailing Bow) [list]
- Now always deals 391 damage to mobs
- Raging Storm (Bow of Badon) [list]
- Damage per tick: 24.20 → 23
- Vicious Barrage (Siegebow) [list]
- Added 33.333% defense vs players while channeling
- Added 33.333% defense vs mobs while channeling
- Cursed Beam (all Cursed Staffs) [list]
- Damage per tick with 1+ stacks: 68 → 72
- Chain Slash (all Daggers) [list]
- 2nd target damage: 125 → 140
- 3rd target damage: 140 → 200
- Removed 4th chain hit
- Eye of the Storm (Dreadstorm Monarch) [list]
- Stand time per cast reduced by 0.1s
- Hit delay: 0.3s → 0.25s
- Ground Shaker (all Maces) [list]
- Knock-up duration: 0.6s → 0.4s
- Damage: 200 → 219
- Guard Rune (all Maces) [list]
- Resistance increase: 0.225 → 0.2
- Cartwheel (all Quaterstaffs) [list]
- Resistance increase: 0.1 → 0.2
- Whirling Strikes (all Quarterstaffs) [list]
- Damage per tick: 38 → 40
- Cooldown: 4s → 3s
- Removed cooldown refund based on stacks
- Airborne (Lightcaller) [list]
- Movespeed bonus is now removed when transforming back to human form
- Cripple (all Spears) [list]
- Changed debuff type: attack speed reduction → decrease all damage
- Charge (Claymore) [list]
- Cast range: 11m → 13m
- Dash end stand time: 0.8s → 0.5s
- Hamstring (all Swords) [list]
- 1st cast damage: 78 → 86
- 1st cast cooldown: 8s → 6s
- 2nd cast max dash range: 7m → 8m
- 2nd cast cooldown: 8s → 10s
- 2nd cast no longer requires or consumes an Heroic Charge
- Heroic Strike (all Swords) [list]
- Movespeed buff duration: 3s → 3.5s
- Limitbreaker (Infinity Blade) [list]
- Channel can now be interrupted
- Splitting Slash (all Swords) [list]
- Root duration: 1s → 1.25s
- Block (Soldier Helmet) [list]
- Cooldown: 30s → 40s
- Hush (Demon Helmet) [list]
- Is now a ground-targeted spell
- Range: auto-attack based → 11m
- Radius: 4m
- Hit delay: 1s → 0.45s
- Silence duration: 4.86s → 3.3s
- Cooldown: 40s → 30s
- Ice Block (Cleric Cowl) [list]
- Cannot receive healing while channeling
- Dynamic Defense (Jacket of Tenacity) [list]
- Resistance increase: 0.5 → 0.8
- Mist Cloud (Mistwalker Jacket) [list]
- Self-slow strength: 20% → 30%
- Frost Walk (Druid Sandals) [list]
- Always slows for full value while in the area
- Slow is removed when leaving the area
- Hover (Sandals of Purity) [list]
- Movement speed: 60% → 50%
- Swift Cut (Assassin Shoes) [list]
- Interrupting the dash now prevents damage
- Shield of Protection (Martlock Cape) [list]
- Defense buff is no longer purgeable
- Base cooldown: 225s → 245s
- Cooldown reduction per 100 Item Power: 5s → 8s [list]
- Cooldown at 700 IP: 190s → 189s
- Cooldown at 1600 IP: 145s → 117s
- Zig (Elite Terrorbird) [list]
- Now starts galloping after use
- Now stuns after five Winter Lord Charges, instead of rooting
- Range: 16m → 12m
- Defense vs mobs: 5.66% → 33.333%
- Defense vs players: 10.714% → 33.333%
- Cooldown: 30s → 20s
- Crowd control immunity duration: 2s → 3s
- Saddled Wild Boar/Elite Wild Boar [list]
- Base move speed: 60% → 55%
- Saddled Swamp Salamander [list]
- Carry weight: 195kg → 391kg
- Carry weight: 396kg → 791kg
- Blessing of Compassion [list]
- 4% less health recovered instantly at all stack counts
- 1 stack: 10% → 5% (total heal: 15% → 10%)
- 15 stacks: 24% → 19% (total heal: 32.5% → 27.5%)
- Broadsword [list]
- 40% → 30%
- 40% → 30%
- 35% → 25%
- 15% → 5%
- 35% → 25%
- 30% → 20%
- 30% → 20%
- 25% → 15%
- 30% → 20%
- 30% → 20%
- 25% → 15%
- 25% → 15%
- 25% → 15%
- 30% → 20%
- 25% → 15%
- 25% → 15%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 30% → 20%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 35% → 25%
- 35% → 20%
- 20% → 10%
- 30% → 20%
- 20% → 10%
- 30% → 20%
- 30% → 20%
- 30% → 20%
- 35% → 25%
- 40% → 30%
- 40% → 30%
- 20% → 10%
- 15% → 5%
- 35% → 25%
- 35% → 25%
- 15% → 5%
- 50% → 40%
- 50% → 40%
- 50% → 40%
- 50% → 40%
- 35% → 25%
- 50% → 40%
- 35% → 25%
- 30% → 20%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 20% → 10%
- 50% → 40%
- 20% → 10%
- 30% → 20%
- 20% → 10%
- 20% → 10%
- Players (unmounted) now experience slightly lower Resilience starting from 5 or more attackers. As a result, melee weapons are less affected by the Resilience Penetration reductions, while ranged weapons gain improved performance against targets with 5+ stacks of Resilience. Example comparisons: [list]
- Against targets with 7 attackers’ worth of Resilience: ranged weapons deal 6.4% [i]more[/i] damage, and melee weapons (on average) 4.6%[i] less[/i]
- Against targets with 12 attackers’ worth of Resilience: ranged weapons deal 18.8% [i]more[/i] damage, and melee weapons (on average) 2.8% [i]less[/i]
- Slowing Charge (all Hammers): No longer interrupts movement input
Fixes
[b]Spell Fixes[/b]- Gale Dance (all Quarterstaffs): Fixed inaccurate spell indicator
- Flaming Phoenix (Dawnsong): Fixed issue where the area VFX did not match the spell effect’s duration
- Groundbreaker (Polehammer): Fixed incorrect range values shown in the ability description and tooltip
- Shrinking Curse (Incubus Mace): Fixed incorrect tags displayed in the ability description
- Tectonic Shift (Earthrune Staff): Fixed issue where the ability could move in the player’s facing direction instead of the cursor’s aim when crowd-controlled
- Block (Soldier Helmet): Fixed issue where the ability was interruptible in the first 0.25s of the channel
- Fixed issue where node icons on the Destiny Board could display incorrectly when hovered over with a controller
- Fixed issue where trade invitations would still appear when Hide HUD and GUI mode was enabled [list]
- Invitations are now automatically declined in this mode
- Fixed issue where Faction-flagged players would not see members of their own Faction as friendly in unrestricted PvP zones
- Fixed issue where crafting a Hideout Construction Kit would not contribute progress to Tinker Journals
- Fixed issue where furniture could not be placed near the Travel Planner on Brecilien islands
- Fixed issue where chopping certain fish at the Butcher was faster than intended
- Fixed issue where Fisherman Skills on T8 Fisherman Garb had a delayed activation
- Various additional graphical, animation, terrain, audio, UI, and localization fixes
