Wolcen: Lords of Mayhem - Nyhlus [Wolcen]
Hi everyone ! My name is Hadrien and I am Gameplay and Rendering programmer here at Wolcen Studio, but you may know me as Nyhlus on the game’s Discord and our Steam forums. I have worked on Wolcen : Lords of Mayhem for over a year now, and I’ve created several features that changed the way you play, like the rotating Passive Skills Tree (PST) or the Resource Opposition System (ROS). Yeah, I’m the guy putting acronyms everywhere. And today’s feature is not really different, because I call it the NQM and it will change your whole experience of Wolcen in the future : the New Quest Manager.

You probably feel like me on this : Wolcen current quests are not that cool. They are too short and not very interesting, and that’s not what we want you to experience. We want the open-world to be challenging, rewarding and immersive, and this usually comes with solid quests that bring you hours of fun gameplay without repeating themselves too much. Such quests surely are a challenge to script, but we also needed a robust system that would be easy to maintain and to debug, because quests bugs can be really annoying and quite hard to fix. So a few months ago I started the development of the NQM, along with my colleagues from the Environments department who started to work on the new version of the open-world, and together we tried to design a system that would be super-powerful and easy to setup at the same time.

The implementation on my side was a bit tricky and needed a lot of strictness, because the world state had to be precisely saved and loaded depending on your progression inside each available quest, and data management needed to be handled carefully but I made it through with a lot of testing. Creating the system also required a global rework of the quests User Interface, so as to show different windows for rewards, tracking objectives and accepting / declining quests. This has been achieved by my colleague Lucas, the UI-Master of Wolcen.




The result is a few thousand lines of code that allow us to track quests progression, launch tons of different actions and animate the whole world so that you feel like you’re part of something real. Without being too technical, let’s just say the system sees quests as a list of steps, themselves containing a set of goals that need to be reached in order for the quest to be achieved. A step can be seen as a quest checkpoint since it represents where the game will save your progression (intra-step goals progression won’t be saved), whereas global progression in the game is coded through a forward-links architecture that tell which one unlocks which other and what are all the quests that must be achieved to reach the next story milestone. By knowing your exact progression inside an act but also in the various secondary questlines, we’re able to instantiate the world when loading the game at the exact state in which you left it during your last play.

As for the quest itself, the whole game-interaction trick is done through a dedicated events system that can be fired, linked or read by the other game systems in real time and that allow us to script the behavior of the world. When initializing a quest, we setup triggers for all pending events and wait for you to perform key actions. Then the ProcessEvent function (1.2k lines long) parses and dispatches all things we need to do in order to react to your actions. Events may or may not be triggered and cover a wide variety of situations, and the implementation of the whole events-system surely was the trickiest part of the NQM development.

As an example, now that I write those lines we have 10 fully functional sub-goals that when combined together create a simple task (go there, talk to someone, kill those enemies without leaving the area, gather items, interact with this object within the given time, etc.) associated with 32 unique event types that rule what happens on screen (spawning that monster here, moving this entity, playing a specific music or animation, switching gameplay parameters, changing weather, etc.) and that can be triggered in 13 different ways (entering an area, failing a goal, killing somebody, waiting too much time, etc.), so when mixing them all we get a ton of possible objectives, not forgetting that the layout of the world itself also plays a role in how the situation must be handled, like the terrain disposition or the positioning of doors and obstacles. And since the system is now developed and functional, we regularly add new events types and goals types when we need them, within a few minutes.

The main issue we had with that system is that describing quests in XML files for those of us who were not familiar with it could be a pain, so we internally created a small tool for editing quests files and managing goals, events and triggers. As an example, quests file in their initial form looked like this :



This was neither user-friendly nor easy to read, so we had an intern working exclusively on a dedicated software for writing those files without ever needing to read them in their raw form. In addition to the quests writing aspect, this tool also needed to have a back-end interface for adding new events, event triggers or goals through configuration files without modifying its code, so its implementation was a bit tedious. Then, in January 2017, the Wolcen Quest Manager baby was born and was weighing a few MB. We managed to take a few pictures of it when it was sleeping :

Quest edition window :


Event edition window :


Events and triggers management :


You guessed it right, using this tool make things a lot easier for us, since it allows us to create a fully functional quest with a few clicks only. Imagine what modders could do if we publically released such a tool along with the game, right ? Not counting the Affixes Manager and Lootclasses Manager already packed in the software… But I digress.

The NQM was born and with time we understood that there’s nothing we can’t do with this system, at least there’s no existing feature of the game that we can’t link to quests. For instance, we created events to start and pause sequences, which are sequential actions recordings that have direct access to most game systems (entities, visual effects, camera movements, sounds and so on) and allow to script entire scenes. More practically, we can move the camera when you enter an area without preventing you to play, or we can animate the objects around you when you perform a key action. Pretty cool, right ? Here’s an exemple of simple sequence that took a few minutes to setup and during which you can still move :



We want the playthrough to be immersive and dynamic, with always something happening on screen, and we believe sequences will help in that direction. Of course, never-ending action also mean tough fights, and we plan on improving the game a lot in that way, with scenarized areas of the open-world and coherent enemies, and a lot of hidden secondary quests that lead you to interesting places and rare rewards. On my end, the coding part of the NQM is almost over, although I may have to add goals or events in the future. But the scripting part has just began, and I also have to handle all the dialog writing since I’m the one in charge of this for now, while we don’t have a proper writer. So it’s needless to say that creating a strong first act for Wolcen represent a lot of work and will take time.

Moreover, new game mechanics and features are often needed when creating a new quest. For instance, I am currently creating destroyable spawners and bigger “nodes” that will spread them on the ground and that will be a key feature of act 1 quests. I simulate its life cycle with a series of states in order to link animations and visual effects to gameplay, with an implementation based on a simple state machine pattern. A good example for this application is the spawning egg that start with a birth action (the egg become activated when an active player enter its global vicinity), then starts growing and scaling up. When in growing state, you can attack the egg to stop it before it hatches, in which case it will go straight to decaying phase. But if you don’t and after reaching maturity, the egg will hatch and spawn its contained enemy in the world, then will slowly decay and finally disappear.

All those states have their own animations and visual effects and this system will allow us to create a dynamic world where you always need to fight evil or it will spread even more. The bigger nodes will spread a goo-like thing on the ground that moves further with time and that spawns new smaller eggs, themselves containing enemies. And the characteristics of a node (density of eggs, damage resistance but also rewards amount) will change depending on its current propagation state, meaning that it could be harder but also more rewarding to let the goo spread before destroying the spawner.

I can’t say more about their purpose in the main story, but those challenging entities will surely help us create some memorable situations. Anyway, that’s just an example of the new mechanics we have to develop before releasing the new version of the world and the first act. And because I know you crave for new things, I managed to pull an early concept of such an object from Alex’s old dusty concept-arts drawer :



Such additional features represent a lot of side work, and in my case they included all kind of things like reviving the player from a checkpoint when dying in a story-driven area, creating a system of automated animated doors that can be locked or unlocked depending on your progression, being able to force a quest equipment or skillbar and prevent the player from removing it, dynamically unlock waypoints and override their usual handling, etc. So finally the whole NQM development turned out to be way more complex and deeper than expected, with a lot of new features added during quests scripting, and I guess I will continue to create more of those features as soon as we need them for a new quest.

I hope the first act of Wolcen will give you satisfaction and that you will enjoy all those new interactions and events inside quests, we can't wait for you to experience this new world and its stories. Although I can’t give you a precise ETA for this world, I do know that the worst in terms of development is already behind us.

That’s all for now, see you soon for another devblog and thank you for your support. :)

Hadrien,
Wolcen Studio.
Wolcen: Lords of Mayhem - Nyhlus [Wolcen]
Hi everyone ! My name is Hadrien and I am Gameplay and Rendering programmer here at Wolcen Studio, but you may know me as Nyhlus on the game’s Discord and our Steam forums. I have worked on Wolcen : Lords of Mayhem for over a year now, and I’ve created several features that changed the way you play, like the rotating Passive Skills Tree (PST) or the Resource Opposition System (ROS). Yeah, I’m the guy putting acronyms everywhere. And today’s feature is not really different, because I call it the NQM and it will change your whole experience of Wolcen in the future : the New Quest Manager.

You probably feel like me on this : Wolcen current quests are not that cool. They are too short and not very interesting, and that’s not what we want you to experience. We want the open-world to be challenging, rewarding and immersive, and this usually comes with solid quests that bring you hours of fun gameplay without repeating themselves too much. Such quests surely are a challenge to script, but we also needed a robust system that would be easy to maintain and to debug, because quests bugs can be really annoying and quite hard to fix. So a few months ago I started the development of the NQM, along with my colleagues from the Environments department who started to work on the new version of the open-world, and together we tried to design a system that would be super-powerful and easy to setup at the same time.

The implementation on my side was a bit tricky and needed a lot of strictness, because the world state had to be precisely saved and loaded depending on your progression inside each available quest, and data management needed to be handled carefully but I made it through with a lot of testing. Creating the system also required a global rework of the quests User Interface, so as to show different windows for rewards, tracking objectives and accepting / declining quests. This has been achieved by my colleague Lucas, the UI-Master of Wolcen.




The result is a few thousand lines of code that allow us to track quests progression, launch tons of different actions and animate the whole world so that you feel like you’re part of something real. Without being too technical, let’s just say the system sees quests as a list of steps, themselves containing a set of goals that need to be reached in order for the quest to be achieved. A step can be seen as a quest checkpoint since it represents where the game will save your progression (intra-step goals progression won’t be saved), whereas global progression in the game is coded through a forward-links architecture that tell which one unlocks which other and what are all the quests that must be achieved to reach the next story milestone. By knowing your exact progression inside an act but also in the various secondary questlines, we’re able to instantiate the world when loading the game at the exact state in which you left it during your last play.

As for the quest itself, the whole game-interaction trick is done through a dedicated events system that can be fired, linked or read by the other game systems in real time and that allow us to script the behavior of the world. When initializing a quest, we setup triggers for all pending events and wait for you to perform key actions. Then the ProcessEvent function (1.2k lines long) parses and dispatches all things we need to do in order to react to your actions. Events may or may not be triggered and cover a wide variety of situations, and the implementation of the whole events-system surely was the trickiest part of the NQM development.

As an example, now that I write those lines we have 10 fully functional sub-goals that when combined together create a simple task (go there, talk to someone, kill those enemies without leaving the area, gather items, interact with this object within the given time, etc.) associated with 32 unique event types that rule what happens on screen (spawning that monster here, moving this entity, playing a specific music or animation, switching gameplay parameters, changing weather, etc.) and that can be triggered in 13 different ways (entering an area, failing a goal, killing somebody, waiting too much time, etc.), so when mixing them all we get a ton of possible objectives, not forgetting that the layout of the world itself also plays a role in how the situation must be handled, like the terrain disposition or the positioning of doors and obstacles. And since the system is now developed and functional, we regularly add new events types and goals types when we need them, within a few minutes.

The main issue we had with that system is that describing quests in XML files for those of us who were not familiar with it could be a pain, so we internally created a small tool for editing quests files and managing goals, events and triggers. As an example, quests file in their initial form looked like this :



This was neither user-friendly nor easy to read, so we had an intern working exclusively on a dedicated software for writing those files without ever needing to read them in their raw form. In addition to the quests writing aspect, this tool also needed to have a back-end interface for adding new events, event triggers or goals through configuration files without modifying its code, so its implementation was a bit tedious. Then, in January 2017, the Wolcen Quest Manager baby was born and was weighing a few MB. We managed to take a few pictures of it when it was sleeping :

Quest edition window :


Event edition window :


Events and triggers management :


You guessed it right, using this tool make things a lot easier for us, since it allows us to create a fully functional quest with a few clicks only. Imagine what modders could do if we publically released such a tool along with the game, right ? Not counting the Affixes Manager and Lootclasses Manager already packed in the software… But I digress.

The NQM was born and with time we understood that there’s nothing we can’t do with this system, at least there’s no existing feature of the game that we can’t link to quests. For instance, we created events to start and pause sequences, which are sequential actions recordings that have direct access to most game systems (entities, visual effects, camera movements, sounds and so on) and allow to script entire scenes. More practically, we can move the camera when you enter an area without preventing you to play, or we can animate the objects around you when you perform a key action. Pretty cool, right ? Here’s an exemple of simple sequence that took a few minutes to setup and during which you can still move :



We want the playthrough to be immersive and dynamic, with always something happening on screen, and we believe sequences will help in that direction. Of course, never-ending action also mean tough fights, and we plan on improving the game a lot in that way, with scenarized areas of the open-world and coherent enemies, and a lot of hidden secondary quests that lead you to interesting places and rare rewards. On my end, the coding part of the NQM is almost over, although I may have to add goals or events in the future. But the scripting part has just began, and I also have to handle all the dialog writing since I’m the one in charge of this for now, while we don’t have a proper writer. So it’s needless to say that creating a strong first act for Wolcen represent a lot of work and will take time.

Moreover, new game mechanics and features are often needed when creating a new quest. For instance, I am currently creating destroyable spawners and bigger “nodes” that will spread them on the ground and that will be a key feature of act 1 quests. I simulate its life cycle with a series of states in order to link animations and visual effects to gameplay, with an implementation based on a simple state machine pattern. A good example for this application is the spawning egg that start with a birth action (the egg become activated when an active player enter its global vicinity), then starts growing and scaling up. When in growing state, you can attack the egg to stop it before it hatches, in which case it will go straight to decaying phase. But if you don’t and after reaching maturity, the egg will hatch and spawn its contained enemy in the world, then will slowly decay and finally disappear.

All those states have their own animations and visual effects and this system will allow us to create a dynamic world where you always need to fight evil or it will spread even more. The bigger nodes will spread a goo-like thing on the ground that moves further with time and that spawns new smaller eggs, themselves containing enemies. And the characteristics of a node (density of eggs, damage resistance but also rewards amount) will change depending on its current propagation state, meaning that it could be harder but also more rewarding to let the goo spread before destroying the spawner.

I can’t say more about their purpose in the main story, but those challenging entities will surely help us create some memorable situations. Anyway, that’s just an example of the new mechanics we have to develop before releasing the new version of the world and the first act. And because I know you crave for new things, I managed to pull an early concept of such an object from Alex’s old dusty concept-arts drawer :



Such additional features represent a lot of side work, and in my case they included all kind of things like reviving the player from a checkpoint when dying in a story-driven area, creating a system of automated animated doors that can be locked or unlocked depending on your progression, being able to force a quest equipment or skillbar and prevent the player from removing it, dynamically unlock waypoints and override their usual handling, etc. So finally the whole NQM development turned out to be way more complex and deeper than expected, with a lot of new features added during quests scripting, and I guess I will continue to create more of those features as soon as we need them for a new quest.

I hope the first act of Wolcen will give you satisfaction and that you will enjoy all those new interactions and events inside quests, we can't wait for you to experience this new world and its stories. Although I can’t give you a precise ETA for this world, I do know that the worst in terms of development is already behind us.

That’s all for now, see you soon for another devblog and thank you for your support. :)

Hadrien,
Wolcen Studio.
Apr 21, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

Have you ever wondered who are the people behind Wolcen: Lords of Mayhem ? Well today we’d like you to meet them !



Wolcen: Lords of Mayhem is made in Nice, France by a team of 13. People came from all over the country to be a part of the team, and all the available space is now filled in the office !
Our office is sectioned in three main parts :
  • The environnement room, to the west. This is the room where the world of Wolcen is being created.



    Simon is our lighting and environment artist. Thanks to his mastery of CryEngine and his experience in cinema, he has been able to fill the landscape with a moody atmosphere and beautiful vistas.

    Alexandre is our concept artist. He is responsible for the the general look and feel of the game. Every character, prop and environment has been imagined and drawn by him first, so 3D artist have a base to work form. He ensures the game world is consistent, visually interesting and feels lived-in.

    Jérome is our second environment artist. He has created a lot of the new architectural assets that will come with our new open world, and has significantly improved our dungeons architecture too. Plus, he’s a really nice person.

    Kevin, our trainee, creates weapons and various props for our environments.


  • The programming room, in the middle, where the core elements of the game are coded and implemented.



    Daniel Dolui, our CEO and overlord. He his the man who created Wolcen, assembled the team and made the first Hack and Slash on CryEngine. He coded most of the original system that are in the game on his own. He is also writing the story and lore of the game.

    Hadrien is our gameplay and rendering programmer. He has been responsible for implementing major gameplay features like the Passive Skills Tree, Active Skills Trees and our new Quest System, plus many underlying systems related to item affixes, monster characteristics and other minor elements that when combined add depth to the game. He also coded rendering features, like our advanced weapon trails system.

    Alternate gameplay modes like Housing, Dungeon Challenge or Daily Dungeon have been handled by Lucas. He is also in charge of implementing our User Interface elements. From the new character sheet to item tooltip comparisons, he does it all. Subsystems like online elements are his thing too.

    Axel is the newest addition to the programming team. He already made his mark with the on-the-ground items auto-rearranging and is currently working on the Arena system.

    Finally, there’s me. I’m Alan, the resident game-designer and community manager. I’m writing most of the articles that you can read on our websites and on steam, and I’m doing it right now. And yes, I do read every message on our main forums, even If I can’t always respond.
    I’m also in charge of designing and balancing the core gameplay elements of the game. Player and monster skills, items characteristics, loot drops, game modes, and various other gameplay features are put on virtual paper here before getting implemented.


  • To the east, the characters room. Characters for the game are modeled and animated here.



    Patrick is our character artist. He makes highly detailed monsters and humans for the game, from modeling to integration in the engine. He also oversees global art direction, making sure that every visual element of the game fits together in harmony.

    Benjamin is the artist who creates weapons and armors for the characters, and helps with environments when necessary. He also really likes Goblins.

    Quentin is our animator. He takes care of every player and monster animations in the game. He often films himself with Alexandre for references, which often looks quite funny.

    Finally, Victor is our latest trainee. He’s making characters with the help of Patrick.


    Everyone here is passionate, and we work closely with each other to make the best hack and slash for you guys. It’s a fun and rewarding experience, and it’s all thanks to you, the community ;)


In the coming weeks we’ll take an in-depth look at each person’s personal workflow and duties, and we’ll explain in detail how specific elements of the game are made from start to finish.
Don’t hesitate to ask us questions ! We’re available on our website and on the Steam forums. We’re also chatting with the community on the Wolcen Discord server.

Thank you for your support !
Apr 21, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

Have you ever wondered who are the people behind Wolcen: Lords of Mayhem ? Well today we’d like you to meet them !



Wolcen: Lords of Mayhem is made in Nice, France by a team of 13. People came from all over the country to be a part of the team, and all the available space is now filled in the office !
Our office is sectioned in three main parts :
  • The environnement room, to the west. This is the room where the world of Wolcen is being created.



    Simon is our lighting and environment artist. Thanks to his mastery of CryEngine and his experience in cinema, he has been able to fill the landscape with a moody atmosphere and beautiful vistas.

    Alexandre is our concept artist. He is responsible for the the general look and feel of the game. Every character, prop and environment has been imagined and drawn by him first, so 3D artist have a base to work form. He ensures the game world is consistent, visually interesting and feels lived-in.

    Jérome is our second environment artist. He has created a lot of the new architectural assets that will come with our new open world, and has significantly improved our dungeons architecture too. Plus, he’s a really nice person.

    Kevin, our trainee, creates weapons and various props for our environments.


  • The programming room, in the middle, where the core elements of the game are coded and implemented.



    Daniel Dolui, our CEO and overlord. He his the man who created Wolcen, assembled the team and made the first Hack and Slash on CryEngine. He coded most of the original system that are in the game on his own. He is also writing the story and lore of the game.

    Hadrien is our gameplay and rendering programmer. He has been responsible for implementing major gameplay features like the Passive Skills Tree, Active Skills Trees and our new Quest System, plus many underlying systems related to item affixes, monster characteristics and other minor elements that when combined add depth to the game. He also coded rendering features, like our advanced weapon trails system.

    Alternate gameplay modes like Housing, Dungeon Challenge or Daily Dungeon have been handled by Lucas. He is also in charge of implementing our User Interface elements. From the new character sheet to item tooltip comparisons, he does it all. Subsystems like online elements are his thing too.

    Axel is the newest addition to the programming team. He already made his mark with the on-the-ground items auto-rearranging and is currently working on the Arena system.

    Finally, there’s me. I’m Alan, the resident game-designer and community manager. I’m writing most of the articles that you can read on our websites and on steam, and I’m doing it right now. And yes, I do read every message on our main forums, even If I can’t always respond.
    I’m also in charge of designing and balancing the core gameplay elements of the game. Player and monster skills, items characteristics, loot drops, game modes, and various other gameplay features are put on virtual paper here before getting implemented.


  • To the east, the characters room. Characters for the game are modeled and animated here.



    Patrick is our character artist. He makes highly detailed monsters and humans for the game, from modeling to integration in the engine. He also oversees global art direction, making sure that every visual element of the game fits together in harmony.

    Benjamin is the artist who creates weapons and armors for the characters, and helps with environments when necessary. He also really likes Goblins.

    Quentin is our animator. He takes care of every player and monster animations in the game. He often films himself with Alexandre for references, which often looks quite funny.

    Finally, Victor is our latest trainee. He’s making characters with the help of Patrick.


    Everyone here is passionate, and we work closely with each other to make the best hack and slash for you guys. It’s a fun and rewarding experience, and it’s all thanks to you, the community ;)


In the coming weeks we’ll take an in-depth look at each person’s personal workflow and duties, and we’ll explain in detail how specific elements of the game are made from start to finish.
Don’t hesitate to ask us questions ! We’re available on our website and on the Steam forums. We’re also chatting with the community on the Wolcen Discord server.

Thank you for your support !
Apr 10, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone, we've published a small update with a few fixes and changes :

  • Optimized blood particles.
  • The Orc warlock should now drop better loot.
  • Hard to kill monsters like the Ghoul, the Skull Crusher or the Orc Warlock will now always drop loot.
  • Decreased Laceration bleeding time per level to 0.5s.
  • Fixed player chest saving issues in online mode.
  • Fixed navmesh issues in dungeon resulting in the player being unable to move.
  • Raised up the timeout for network messages from 30 to 60 seconds.
  • Fixed some “server error” that appeared randomly.
  • Fixed issue where clicking “Return to Amarth” after death was not properly working.
  • Fixed Chest items levelling issue
  • Bleeding Damage from different sources were not always stacking
  • Fixed a bug that prevented you from deleting characters without a name created following a server error.
  • Orc Charger and Skull Crusher don’t behave like Heat-seeking missiles when charging anymore.
  • Leaderboard rank now properly start at 1.
  • Leaderboard now display all the registered times. Will be replaced by a page system later.

Thank you for your patience and support.
Apr 10, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone, we've published a small update with a few fixes and changes :

  • Optimized blood particles.
  • The Orc warlock should now drop better loot.
  • Hard to kill monsters like the Ghoul, the Skull Crusher or the Orc Warlock will now always drop loot.
  • Decreased Laceration bleeding time per level to 0.5s.
  • Fixed player chest saving issues in online mode.
  • Fixed navmesh issues in dungeon resulting in the player being unable to move.
  • Raised up the timeout for network messages from 30 to 60 seconds.
  • Fixed some “server error” that appeared randomly.
  • Fixed issue where clicking “Return to Amarth” after death was not properly working.
  • Fixed Chest items levelling issue
  • Bleeding Damage from different sources were not always stacking
  • Fixed a bug that prevented you from deleting characters without a name created following a server error.
  • Orc Charger and Skull Crusher don’t behave like Heat-seeking missiles when charging anymore.
  • Leaderboard rank now properly start at 1.
  • Leaderboard now display all the registered times. Will be replaced by a page system later.

Thank you for your patience and support.
Wolcen: Lords of Mayhem - Dany
Hello everyone!

We just pushed a small update fixing yesterday's patch issue to launch the game.
Our apologies for this, now please enjoy the game and let us know what you think about the new features!

Thank you,
Wolcen Studio
Wolcen: Lords of Mayhem - Dany
Hello everyone!

We just pushed a small update fixing yesterday's patch issue to launch the game.
Our apologies for this, now please enjoy the game and let us know what you think about the new features!

Thank you,
Wolcen Studio
Wolcen: Lords of Mayhem - Synce0
Hi everyone !

Update 0.4.0 is now available !

WARNING: Because of deep changes brought to the save files and the game in general, this update wipes saves that are older than 0.4.0 experimental. If you created your character on 0.4.0 experimental, only your inventory, active skills and passive skills and passive skills will be reset. We apologize for the inconvenience.



With this update, we are introducing the “Cloud mode”. In this mode, your save data (character, chest, house…) will be stored on our servers. You can still play in offline mode (with everything stored on your harddrive and no internet connection required) by clicking the “switch to offline” button on the main menu.
Multiplayer co-op is not available yet but Cloud mode is a first step in its direction.



With Cloud mode and 0.4.0, we are also introducing the daily dungeon: a daily randomly generated dungeon shared by every players. The daily dungeon is bigger than the random dungeon you are used to and should offer more challenge with more elite enemies and a boss at the end you have to kill to finish the dungeon. A new beautiful Orc Dungeon architecture is also available. Furthermore, the daily dungeon is timed and offer you a way to compete with your friend for who finishes the dungeon the fastest.
You can access the daily dungeon by talking to Don John in Amarth. You will also find the leaderboard next to him.
The daily dungeon is only accessible in Cloud mode.



With 0.4.0 also comes the new active skill tree which offers you customization options for each and every skill like more range, more damage, cost reduction, but also a few gameplay variants that completely modify the way the skill will work. We aim to develop 10 variants for each skill in the future, meaning a highly customizable gameplay.

Two new enemies are also joining the party with 0.4.0 :
the Grave Keeper, an elite warrior of the zombie horde who wields a deadly sword and leads its minions into the melee



and the Orc Warlock, a powerful sorcerer manipulating dark magic and taking an ethereal form to avoid direct fights

Finally, with this update come a lot of bug fixes, optimization, balancing and QOL improvements like, for example, the automatic positioning of the item’s text to avoid overlap :



You will find a complete list in the changelog below.

CHANGELOG
GENERAL:
  • Cloud mode is now available ! In Cloud mode, your character saves are stored on our server instead of your hard drive. Co-op multiplayer is not available yet.
  • The Active Skills Tree has been revamped ! You can now personalize your spells with different variants and they now all get their own dedicated tree with specific per-level improvements.
  • You can now access Daily Dungeons ! Try to find the exit and beat the boss of the pre-generated Daily-Dungeon and compare your score to other players by consulting the Leaderboard in Amarth. This feature is only available in Cloud mode. Daily dungeon rewards are not enabled yet.
  • The randomly generated dungeon key system have been removed. Instead, you will now have to kill the boss at the end of each floor before being allowed to continue.
  • The mouse picking accuracy has been greatly improved. Targeting monsters should be easier and more reliable.
  • The player now has a smooth rotation. This can be slightly modified by the “player turn rate” setting, in game settings (500=slow 1000=fast).
  • We’ve improved performances in a lot of our game systems and fixed some FPS drops. Lower end CPUs should benefit the most from these improvements. We’ve also fixed multiple memory leaks which should improve ram usage slightly and fix some memory related crashes.
  • Fixed various random crashes.

VISUALS:
  • New weapon trails for One Handed combo
  • New weapon trails for Two Handed Sword combo
  • New weapon trails for Great Hammer combo
  • New weapon trails for Dual Wield combo
  • New weapon trails for Shield combo
  • Fixed the nude player bug.
  • Templar’s skill effect has been reworked.
  • Fixed the Ice Breaker showing as a red ball.
  • Camera Shake is now slightly stronger by default.
  • Camera Shake is now stronger on critical strikes.
  • Improved and optimized melee hit particle.
  • Slightly reduced the camera speed from 22 to 17 for smoother movements.
  • The colored outline on enemies, objects and NPCs have been reworked.
  • Some particle effects have been optimized.
  • New Wolcen.exe icon.
  • Fixed persistent FX on fern
  • Fixed the GI in release compilation
  • Chests now stay visually opened when emptied.
  • Fixed a bug in the weather system, the puddles are now drying correctly

UI:
  • Revamped Main Menu ! We’ve completely reworked the main menu, including the ability for the player to switch between Cloud mode & offline mode.
  • We’ve added a “News” window on the main menu summing up the last news and updates about the game.
  • Active Skills icons have been redone and improved.
  • The main menu will now automatically load the last character you played.
  • The Active Skills Tree UI have been reworked.
  • The Skills tooltips have been reworked.
  • New Leaderboard UI.
  • Item level is now displayed in the item details.
  • New background for unique items.
  • Improved housing mannequin UI.
  • Sleep windows now closes automatically when you are done sleeping.
  • Improved items rarity background for better readability.
  • Fixed the Ice Breaker’s icon size.
  • Fixed the flickering top screen health bar on allied NPC.
  • Fixed the flickering passive skill tree tooltips.
  • Fixed on-ground books text color.
  • Optimized selection of skills in the PST
  • Fixed persistant UI (fern, locked slot tooltip)
  • Fixed uninitialized character sheet bug
  • On-ground Loot text will now automatically organize to avoid overlapping
  • Fixed camera zoom issue when the map is displayed
  • Fixed potion timer z-depth issue
  • Ally character’s health bar removed

HOUSING:
  • Housing mannequins are back and should be free of bugs.
  • Fixed housing items duplication glitch.

AUDIO:
  • Added a Master volume slider
  • Added player damaged sounds (hits from enemies).
  • Added new Orcs & Zombies sounds.
  • Added sounds for the Orc Warlock.
  • Added torch weapon impacts.
  • Added low health sounds and effects.
  • Added Arrows Rain Skill sound.

ENVIRONMENT:
  • The water reflections in caves have been reduced.
  • Most caves are now darker.
  • Various minor adjustments
  • New Orc Dungeon architecture

CHARACTERS:
  • The player is no longer pushed by enemies
  • Explosion’s physics are not applied on player anymore
  • The old Ogre has been reworked, is slightly bigger and has new attacks.
  • New monster: the Orc Warlock. He uses his magic staff to cast powerful spells and will use his Ghost form to escape the fight if you engage him in close combat.
  • New monster: the Grave Keeper, an undead giant wielding a rusty sword. He’ll swing his sword in wide arcs, slashing anyone foolish enough to stand in the way.
  • Skeletons in the open world have temporarily been replaced by regular Undeads.
  • Animation Optimization has been removed for large entities.

LOCALIZATION:
  • Many items have been renamed to better fit their role and rarity.
  • New text_ui_online.xml file.
  • New community Finnish translation! Thanks Ammummummu!
  • Various updates thanks to our awesome community.

GAMEPLAY:
  • Fixed various issues when the player character was not facing its target in melee combat
  • Monster health, damage and experience rewards have been rebalanced to fit the new armor and weapon values.
  • Default player health values have been rebalanced to fit new monster damage values.
  • Health and Health Regeneration given per constitution point have been rebalanced to fit new player health values.
  • Enemies spawners now reset at 6:00am (in-game time).
  • Equipped skills now gain 20% of player experience. Skills no longer gain experience when used.
  • Reduced the skill learning time to 0.5 seconds and removed the particle FX.
  • Weapon Style do not bind a spell on Right Click anymore.
  • Decreased default Rage Loss from 5 to 4 points per second.
  • Decreased default Time Before Rage Loss from 5 to 4 seconds.
  • Slightly increased the drop chance of rare items.
  • Decreased the dual wield damage penalty for the first two strikes.
  • The Move Speed bonus given by Dexterity has been decreased.
  • Templars now use Umbral Blast against foes instead of expulse blow.
  • Grozogr now heals once his health reaches 40% and can only do it again once every minute.
  • Grozogr has more health than before and can resist being frozen.
  • Auto-Dashing damage is now based on a percentage of your weapon’s damage.
  • The Health Regen boss modifier has been rebalanced.
  • Dungeon Chests will now drop better loot, and have a higher chance to drop unique items.
  • Damage calculation formula has been enhanced.
  • Gold drops have been tweaked.
  • Fixed the way Skill Damage from weapon factor is calculated.
  • Fixed the Knock-down duration calculation.
  • Fixed skills damage computation issues.
  • Fixed skills that kept being casted when targeting an enemy even when the associated skill wasn’t pressed.
  • Fixed blown away passive skill that sent enemies in the air.
  • Fixed equipping a weapon reset the right mouse skill assignation.
  • Fixed a bug where Weapon Damage wasn’t correctly calculated for regular attacks, especially when Dual Wielding.
  • Fixed Damage beyond enemy’s max health not being shown.
  • Fixed Dodge roll casting.
  • Fixed Character not rotating when casting ray spells.
  • Fixed Grozogr not seeing the player if shot from far away.
  • Fixed a bug modifying the speed of projectiles once launched.
  • Daily dungeons now spawn more elites.
  • Caves daily dungeons will now be longer
  • Daily dungeon local timer should now be more consistent with server timer

ITEMS
  • A new “Unique” rarity now exists for designating relatively rare items. A Unique item is no Legendary item, but can be one of the most powerful in the game since it will pack a very specific list of affixes, sometimes uniques themselves, that perfectly fit a designated play style. The coolest Unique items will come in the future with their own visuals and gameplay effects, but for now you can simply enjoy collecting them all and maybe find the one that will really match your character. Unique items are recognizable by their purple name and decorated background. New unique items will periodically be added to the game.
  • Every piece of armor and weapon has been rebalanced and given proper minimum level requirements.
  • Armor pieces now have default affixes to better specialize players depending on their gear.
  • The drop level of items now depends on monster level and not player level.
  • The prosecutor is now a two-handed axe (was a two-handed hammer)
  • New weapons are available to use : the Templar Sword, the Orcish Battleaxe and the unique sword Doomslayer.
  • Lootables have been rebalanced.
  • The loot rarity calculation formula has been slightly reworked.
  • There is no randomization of the base stats of an item anymore, this is now done indirectly via the item’s quality.
  • The effect of qualities on item stats has been increased. There is also more chance for an item to roll with a non-standard quality.
  • Item rarities now have an associated minimum quality. Blue item cannot roll a used or broken quality, yellows will always roll with at least a reinforced quality and legendaries cannot roll beneath exceptional quality.
  • Lots of armor parts models have been reworked to better fit your character’s body.

AFFIXES:
  • Fixed the “All-Resistances” affix not affecting Poison Resistance.
  • Decreased the effect and maximum stacks of movement speed given by potions.
  • The health affix has been rebalanced to fit the new default health values.
  • Balanced the critical damage affix.
  • Balanced the Umbra Cost percent affix.
  • Balanced the Rage Cost percent affix.
  • Spell Damage will now roll on any mage item.
  • Increased the Spell Damage bonus given by mage staves.
  • Increased the physical damage given by the Bronze Ring.
  • Re-balanced the general amount of attribute points given by affixes.
  • Armor points and percent affixes will now roll on shields.
  • Mage-type items will now roll bonuses to umbra regen in percent and not in points.
  • Decreased the amount of resource points given by the templar cape.
  • Life-on-hit now rolls on rings.
  • Health-Regen now rolls on any armor piece or accessory.
  • Mage-type items will now roll bonuses to resource pool in points and not in percent.

ACTIVE SKILLS:
  • Lots of modifications have been brought to the active skills tree, and we’re slowly redesigning all the Skills of the game. We want each of them to be unique, rewarding and fun to use, but by entering this design phase we had to remove some skills and change others. Some skills are left without a tree but this is a side-effect of this transition period. We aim to have a few dozens skills with complete trees within a few months, each with a fully functioning and customizable gameplay.
  • New spell : Umbral Blast
  • New spell : Bladeslinger
  • New spell : Arrows Rain
  • The Arrows Rain skill will use the activated Ammo from your skill bar.
  • The Laceration Skill (previously Daggers Rend) is now a Skill of its own, and not a Weapon-bound skill anymore.
  • Ammunition Skills remain in the game for now, although they don’t have any experience tree. They will be redesigned soon.

PASSIVE SKILLS:
    Thief
    • The Light Armor Mastery skill has been moved to the Assassin section
    • New skill: Swift Blades, which allow you to use Dexterity instead of Strength for Damage calculation when wielding one or two Daggers.
    • Acrobatics and Vigorous Strikes have been rebalanced.
    Hunter
    • Enhanced Reflex has been rebalanced.
    • Vitality now increases your Dodge Chance instead of your Dexterity.
    Guardian
    • Many skills have been deactivated since active Shield Blocking has been removed from the game. The Guardian Tree will be revamped soon.
    Arcanist
    • Rage Globe Understanding, Power Boost, Longer Power Boost, Extended Power Boost, Rage Globe Catalyst, Umbra Globe Catalyst and Lethal Magic have been rebalanced.
    Legionary
    • Enraged, Unfair Fight, Wrath and Change of Mind have been rebalanced.
    Gladiator
    • Renowned Target now increases your Strength only.
    • Expert has been rebalanced.
    • Killing Chain now increases your Attack Speed and Physical Damage instead of your Dexterity and Strength.
    Trickster
    • Gifted has been rebalanced.


Thank you for your continuous support ! We hope you’ll enjoy this patch !
Wolcen: Lords of Mayhem - Synce0
Hi everyone !

Update 0.4.0 is now available !

WARNING: Because of deep changes brought to the save files and the game in general, this update wipes saves that are older than 0.4.0 experimental. If you created your character on 0.4.0 experimental, only your inventory, active skills and passive skills and passive skills will be reset. We apologize for the inconvenience.



With this update, we are introducing the “Cloud mode”. In this mode, your save data (character, chest, house…) will be stored on our servers. You can still play in offline mode (with everything stored on your harddrive and no internet connection required) by clicking the “switch to offline” button on the main menu.
Multiplayer co-op is not available yet but Cloud mode is a first step in its direction.



With Cloud mode and 0.4.0, we are also introducing the daily dungeon: a daily randomly generated dungeon shared by every players. The daily dungeon is bigger than the random dungeon you are used to and should offer more challenge with more elite enemies and a boss at the end you have to kill to finish the dungeon. A new beautiful Orc Dungeon architecture is also available. Furthermore, the daily dungeon is timed and offer you a way to compete with your friend for who finishes the dungeon the fastest.
You can access the daily dungeon by talking to Don John in Amarth. You will also find the leaderboard next to him.
The daily dungeon is only accessible in Cloud mode.



With 0.4.0 also comes the new active skill tree which offers you customization options for each and every skill like more range, more damage, cost reduction, but also a few gameplay variants that completely modify the way the skill will work. We aim to develop 10 variants for each skill in the future, meaning a highly customizable gameplay.

Two new enemies are also joining the party with 0.4.0 :
the Grave Keeper, an elite warrior of the zombie horde who wields a deadly sword and leads its minions into the melee



and the Orc Warlock, a powerful sorcerer manipulating dark magic and taking an ethereal form to avoid direct fights

Finally, with this update come a lot of bug fixes, optimization, balancing and QOL improvements like, for example, the automatic positioning of the item’s text to avoid overlap :



You will find a complete list in the changelog below.

CHANGELOG
GENERAL:
  • Cloud mode is now available ! In Cloud mode, your character saves are stored on our server instead of your hard drive. Co-op multiplayer is not available yet.
  • The Active Skills Tree has been revamped ! You can now personalize your spells with different variants and they now all get their own dedicated tree with specific per-level improvements.
  • You can now access Daily Dungeons ! Try to find the exit and beat the boss of the pre-generated Daily-Dungeon and compare your score to other players by consulting the Leaderboard in Amarth. This feature is only available in Cloud mode. Daily dungeon rewards are not enabled yet.
  • The randomly generated dungeon key system have been removed. Instead, you will now have to kill the boss at the end of each floor before being allowed to continue.
  • The mouse picking accuracy has been greatly improved. Targeting monsters should be easier and more reliable.
  • The player now has a smooth rotation. This can be slightly modified by the “player turn rate” setting, in game settings (500=slow 1000=fast).
  • We’ve improved performances in a lot of our game systems and fixed some FPS drops. Lower end CPUs should benefit the most from these improvements. We’ve also fixed multiple memory leaks which should improve ram usage slightly and fix some memory related crashes.
  • Fixed various random crashes.

VISUALS:
  • New weapon trails for One Handed combo
  • New weapon trails for Two Handed Sword combo
  • New weapon trails for Great Hammer combo
  • New weapon trails for Dual Wield combo
  • New weapon trails for Shield combo
  • Fixed the nude player bug.
  • Templar’s skill effect has been reworked.
  • Fixed the Ice Breaker showing as a red ball.
  • Camera Shake is now slightly stronger by default.
  • Camera Shake is now stronger on critical strikes.
  • Improved and optimized melee hit particle.
  • Slightly reduced the camera speed from 22 to 17 for smoother movements.
  • The colored outline on enemies, objects and NPCs have been reworked.
  • Some particle effects have been optimized.
  • New Wolcen.exe icon.
  • Fixed persistent FX on fern
  • Fixed the GI in release compilation
  • Chests now stay visually opened when emptied.
  • Fixed a bug in the weather system, the puddles are now drying correctly

UI:
  • Revamped Main Menu ! We’ve completely reworked the main menu, including the ability for the player to switch between Cloud mode & offline mode.
  • We’ve added a “News” window on the main menu summing up the last news and updates about the game.
  • Active Skills icons have been redone and improved.
  • The main menu will now automatically load the last character you played.
  • The Active Skills Tree UI have been reworked.
  • The Skills tooltips have been reworked.
  • New Leaderboard UI.
  • Item level is now displayed in the item details.
  • New background for unique items.
  • Improved housing mannequin UI.
  • Sleep windows now closes automatically when you are done sleeping.
  • Improved items rarity background for better readability.
  • Fixed the Ice Breaker’s icon size.
  • Fixed the flickering top screen health bar on allied NPC.
  • Fixed the flickering passive skill tree tooltips.
  • Fixed on-ground books text color.
  • Optimized selection of skills in the PST
  • Fixed persistant UI (fern, locked slot tooltip)
  • Fixed uninitialized character sheet bug
  • On-ground Loot text will now automatically organize to avoid overlapping
  • Fixed camera zoom issue when the map is displayed
  • Fixed potion timer z-depth issue
  • Ally character’s health bar removed

HOUSING:
  • Housing mannequins are back and should be free of bugs.
  • Fixed housing items duplication glitch.

AUDIO:
  • Added a Master volume slider
  • Added player damaged sounds (hits from enemies).
  • Added new Orcs & Zombies sounds.
  • Added sounds for the Orc Warlock.
  • Added torch weapon impacts.
  • Added low health sounds and effects.
  • Added Arrows Rain Skill sound.

ENVIRONMENT:
  • The water reflections in caves have been reduced.
  • Most caves are now darker.
  • Various minor adjustments
  • New Orc Dungeon architecture

CHARACTERS:
  • The player is no longer pushed by enemies
  • Explosion’s physics are not applied on player anymore
  • The old Ogre has been reworked, is slightly bigger and has new attacks.
  • New monster: the Orc Warlock. He uses his magic staff to cast powerful spells and will use his Ghost form to escape the fight if you engage him in close combat.
  • New monster: the Grave Keeper, an undead giant wielding a rusty sword. He’ll swing his sword in wide arcs, slashing anyone foolish enough to stand in the way.
  • Skeletons in the open world have temporarily been replaced by regular Undeads.
  • Animation Optimization has been removed for large entities.

LOCALIZATION:
  • Many items have been renamed to better fit their role and rarity.
  • New text_ui_online.xml file.
  • New community Finnish translation! Thanks Ammummummu!
  • Various updates thanks to our awesome community.

GAMEPLAY:
  • Fixed various issues when the player character was not facing its target in melee combat
  • Monster health, damage and experience rewards have been rebalanced to fit the new armor and weapon values.
  • Default player health values have been rebalanced to fit new monster damage values.
  • Health and Health Regeneration given per constitution point have been rebalanced to fit new player health values.
  • Enemies spawners now reset at 6:00am (in-game time).
  • Equipped skills now gain 20% of player experience. Skills no longer gain experience when used.
  • Reduced the skill learning time to 0.5 seconds and removed the particle FX.
  • Weapon Style do not bind a spell on Right Click anymore.
  • Decreased default Rage Loss from 5 to 4 points per second.
  • Decreased default Time Before Rage Loss from 5 to 4 seconds.
  • Slightly increased the drop chance of rare items.
  • Decreased the dual wield damage penalty for the first two strikes.
  • The Move Speed bonus given by Dexterity has been decreased.
  • Templars now use Umbral Blast against foes instead of expulse blow.
  • Grozogr now heals once his health reaches 40% and can only do it again once every minute.
  • Grozogr has more health than before and can resist being frozen.
  • Auto-Dashing damage is now based on a percentage of your weapon’s damage.
  • The Health Regen boss modifier has been rebalanced.
  • Dungeon Chests will now drop better loot, and have a higher chance to drop unique items.
  • Damage calculation formula has been enhanced.
  • Gold drops have been tweaked.
  • Fixed the way Skill Damage from weapon factor is calculated.
  • Fixed the Knock-down duration calculation.
  • Fixed skills damage computation issues.
  • Fixed skills that kept being casted when targeting an enemy even when the associated skill wasn’t pressed.
  • Fixed blown away passive skill that sent enemies in the air.
  • Fixed equipping a weapon reset the right mouse skill assignation.
  • Fixed a bug where Weapon Damage wasn’t correctly calculated for regular attacks, especially when Dual Wielding.
  • Fixed Damage beyond enemy’s max health not being shown.
  • Fixed Dodge roll casting.
  • Fixed Character not rotating when casting ray spells.
  • Fixed Grozogr not seeing the player if shot from far away.
  • Fixed a bug modifying the speed of projectiles once launched.
  • Daily dungeons now spawn more elites.
  • Caves daily dungeons will now be longer
  • Daily dungeon local timer should now be more consistent with server timer

ITEMS
  • A new “Unique” rarity now exists for designating relatively rare items. A Unique item is no Legendary item, but can be one of the most powerful in the game since it will pack a very specific list of affixes, sometimes uniques themselves, that perfectly fit a designated play style. The coolest Unique items will come in the future with their own visuals and gameplay effects, but for now you can simply enjoy collecting them all and maybe find the one that will really match your character. Unique items are recognizable by their purple name and decorated background. New unique items will periodically be added to the game.
  • Every piece of armor and weapon has been rebalanced and given proper minimum level requirements.
  • Armor pieces now have default affixes to better specialize players depending on their gear.
  • The drop level of items now depends on monster level and not player level.
  • The prosecutor is now a two-handed axe (was a two-handed hammer)
  • New weapons are available to use : the Templar Sword, the Orcish Battleaxe and the unique sword Doomslayer.
  • Lootables have been rebalanced.
  • The loot rarity calculation formula has been slightly reworked.
  • There is no randomization of the base stats of an item anymore, this is now done indirectly via the item’s quality.
  • The effect of qualities on item stats has been increased. There is also more chance for an item to roll with a non-standard quality.
  • Item rarities now have an associated minimum quality. Blue item cannot roll a used or broken quality, yellows will always roll with at least a reinforced quality and legendaries cannot roll beneath exceptional quality.
  • Lots of armor parts models have been reworked to better fit your character’s body.

AFFIXES:
  • Fixed the “All-Resistances” affix not affecting Poison Resistance.
  • Decreased the effect and maximum stacks of movement speed given by potions.
  • The health affix has been rebalanced to fit the new default health values.
  • Balanced the critical damage affix.
  • Balanced the Umbra Cost percent affix.
  • Balanced the Rage Cost percent affix.
  • Spell Damage will now roll on any mage item.
  • Increased the Spell Damage bonus given by mage staves.
  • Increased the physical damage given by the Bronze Ring.
  • Re-balanced the general amount of attribute points given by affixes.
  • Armor points and percent affixes will now roll on shields.
  • Mage-type items will now roll bonuses to umbra regen in percent and not in points.
  • Decreased the amount of resource points given by the templar cape.
  • Life-on-hit now rolls on rings.
  • Health-Regen now rolls on any armor piece or accessory.
  • Mage-type items will now roll bonuses to resource pool in points and not in percent.

ACTIVE SKILLS:
  • Lots of modifications have been brought to the active skills tree, and we’re slowly redesigning all the Skills of the game. We want each of them to be unique, rewarding and fun to use, but by entering this design phase we had to remove some skills and change others. Some skills are left without a tree but this is a side-effect of this transition period. We aim to have a few dozens skills with complete trees within a few months, each with a fully functioning and customizable gameplay.
  • New spell : Umbral Blast
  • New spell : Bladeslinger
  • New spell : Arrows Rain
  • The Arrows Rain skill will use the activated Ammo from your skill bar.
  • The Laceration Skill (previously Daggers Rend) is now a Skill of its own, and not a Weapon-bound skill anymore.
  • Ammunition Skills remain in the game for now, although they don’t have any experience tree. They will be redesigned soon.

PASSIVE SKILLS:
    Thief
    • The Light Armor Mastery skill has been moved to the Assassin section
    • New skill: Swift Blades, which allow you to use Dexterity instead of Strength for Damage calculation when wielding one or two Daggers.
    • Acrobatics and Vigorous Strikes have been rebalanced.
    Hunter
    • Enhanced Reflex has been rebalanced.
    • Vitality now increases your Dodge Chance instead of your Dexterity.
    Guardian
    • Many skills have been deactivated since active Shield Blocking has been removed from the game. The Guardian Tree will be revamped soon.
    Arcanist
    • Rage Globe Understanding, Power Boost, Longer Power Boost, Extended Power Boost, Rage Globe Catalyst, Umbra Globe Catalyst and Lethal Magic have been rebalanced.
    Legionary
    • Enraged, Unfair Fight, Wrath and Change of Mind have been rebalanced.
    Gladiator
    • Renowned Target now increases your Strength only.
    • Expert has been rebalanced.
    • Killing Chain now increases your Attack Speed and Physical Damage instead of your Dexterity and Strength.
    Trickster
    • Gifted has been rebalanced.


Thank you for your continuous support ! We hope you’ll enjoy this patch !
...