Wolcen: Lords of Mayhem - calistaen
Community translations in progress:
DE - FR - RU



The Patch will be out on June 26, 2019


  • The Story mode is added to the game. Act 1 is now available, including cutscenes, dynamic scenes, and English voiceover.
  • All characters and stashes have been wiped for this Content Patch.
  • All nodes from the Gate of Fates have been reviewed/clarified.
  • 117 nodes have been added to the Gate of Fates.
  • All skills now have 8 Modifiers available instead of 4.
  • Added 8 new unique items.
  • Added 19 new creatures and creatures variations.
  • You can now discover every environment of the ACT1.
  • New tutorials have been added.
  • A new balancing pass has been done.


  • New Dialogues UI: main quest dialogues, gameplay pop-ups, over-head bubbles, and cutscene subtitles.
  • Added temporary bonus icons to display spell advantages.
  • The options menu interface has been redone to improve clarity and allow more space for various options.
  • Fixed issues with chat fading resulting in "undefined" messages.
  • New pop-up UI to display important messages at game start. It can also be accessed through a new "What's new?" button.
  • The chat history is now displayed when changing map.
  • Red error messages are now closer to your ROS dock to improve their visibility.
  • Resource names are now displayed when hovering over the corresponding bar in the UI.
  • Added a World Map button to the interface next to the settings button.
  • Fixed an issue causing a friendly AI's name to remain on screen when hovering over it.
  • Mouse cursor is now hidden during cutscenes.
  • The dungeon name is now displayed on top of the screen when entering.


  • You can now skip cutscenes by holding the spacebar.
  • The Soldier Of Fortune introduction cutscene has been removed.
  • An overlay effect now indicates that a portal is interactive.
  • NPC interaction capsules have been reworked.
  • Fixed an issue preventing the achievement of a quest objective when killing a monster.


  • Improved overall performance, both on client and server.
  • Fixed a crash when swapping items in the storage stash.
  • Fixed a server infinite loop causing player disconnection.
  • Fixed an issue causing the player stash content to be lost.
  • Fixed an issue causing the game to freeze when ALT was pressed while in windowed mode.
  • Fixed a character progression loss issue.
  • Other players don't stutter anymore while moving in slope or using movement skills.
  • Added a synchronization point between players when starting a game at a critical story point.


  • Support AIs are now bound to specific gameplay areas and cannot follow you where they're not allowed.
  • New enemy type: Ghosts. Player and other AI are able to move through ghosts.
  • Fixed an issue in the AI behavior which was causing some monsters to stop moving when they got stuck against a wall.
  • Monsters will now signal nearby allies when they spot a target.
  • The way monsters fall back to their original spawn position has been improved.


  • The AI silhouette shader now works on transparent characters.
  • Added new shader for displaying the player silhouette behind obstacles.
  • Random-dungeons camera orientation has been readjusted to improve the experience.
  • Overkill VFX now fade out before disappearing.


  • Added the Green Bluffs, a forest environment.
  • Added the Coast of Wrecks environment.
  • Added fire caves environment in the Svriir Cave Network.
  • All Act One Environments have been improved for narrative purposes.
  • Destroyable objects can now be more clearly identified
  • Added new gameplay aspects:
    • Explosive barrel
    • Electrical barrel
    • Flow of souls
    • Icy soul
    • Fire area


  • Fixed multiple issues with the game creation pipeline.
  • Fixed multiple issues leading to the “Your game could not be created” error.
  • You can now choose a region to connect on the servers in the Network options.
  • Added the possibility to automatically start the game Offline in the Network options.
  • Improved server stability.


  • Player character, main characters, and most of the secondary NPCs now have a voice.
  • Additional musics have been added to serve the story.
  • Added Skill unlocked sound for the Active Skills Modifier.
  • Modified Pistol fire sound. We are keen to hear your feedback after long sessions with it.
  • Added alternate pistol sound when using Dual Pistols.
  • Weapon melee impact sounds now are tighter and thicker sounding
  • Dagger now has unique critical hit sounds
  • Fixed abrupt sound transition from Stormfall Marketplace to Exterior.
  • Added reverb to Stormfall.
  • Fixed breakable object sounds occasionally cutting out.
  • Improved starting cast sound for Arrows Wail and Stings of Krearion.
  • Added enemy impact sound for Arrows Wail and Stings of Krearion.
  • Melee gore sound effect has been re-balanced.
  • Impactful skill sounds now dip low priority and overall game mix audio volume.
  • Added Demon of Souls Cage attack warning sound.
  • Added player damage sound to the Demon of Souls’ Banshee scream.
  • Added a sound for the Devourer’s death when his body falls
  • Added a sound when the player is taking damage while frozen
  • Added 'Ghost' melee impact damage sounds, for spirit-type enemies
  • Added sounds for spiders and bears.
  • Added and modified sounds for various Svriirs.
  • Added sounds for new skill modifiers.
  • Added sounds for new environment ingredients.


  • Gameplay texts updated from Frenglish to English.
  • A clarification pass has been done on all the gameplay localization.



  • Reworked the ailment system: each hit will now be able to inflict maximum 1 ailment. The ailment inflicted depends on the non-physical element having the highest average damage. This limitation of one ailment per hit can be upgraded with nodes from the Gate of Fates(Passive Skill Tree) and we want to allow the player to bypass it or upgrade it with uniques, skills and more Gate of Fates nodes down the line.
  • The basic staff projectile explosion radius has been decreased to fix Willpower generation issues.
  • The Health Regeneration Frequency now ticks every second instead of every 3 seconds. This should improve the viability of Life Leech builds.
  • The act map has been revamped and displays more useful information than before.
  • Auto-dash now retargets enemies if the player can't reach its initial target.
  • A gameplay event system has been added to the game in order to gate main quest objectives.
  • Fixed an issue causing monsters to slide on the ground.
  • Monster distribution in levels has been reworked.
  • Reworked damage computation of several skills (AI & players).
  • Knocking monsters back now has a cooldown.
  • Traps have been reworked to avoid multiplayer desynchronization.
  • You now regain health potion charges when picking a health globe up.
  • You now regain potion charges when reviving from down state.
  • Close fire areas don't stack their damage if they're overlapping.
  • Damage conversion formula has been fixed and revamped.
  • Specific game rules have been added to the game introduction quest: forced equipment and skills, limited game systems access, etc.
  • Reworked damage computation when AI of different factions fight.
  • Faction reactions between AI may be different depending on the selected game mode.
  • Expedition difficulty progression is now shared by all characters of the player.
  • All new enemies and the Green Bluffs random environment have been added to the expeditions
  • Accepting a mandate will now spawn a portal instead of instantly teleporting the players.
  • Chests now grant more loots


  • The Frost Tormentor now gives loot as it should do.
  • Added 19 new monsters and monster variations:
      Wildlings
      • Wallbreaker
      Svriirs
      • Noxious Swarmwing
      • Omega Female Svriir
      • Sea Noxious Swarmwing
      • Sea Omega Female
      • Caves Noxious Swarmwing
      • Caves Omega Female
      Cult of the Sleeper
      • Lost Soul
      • Cultist of the Sleeper
      • Fanatic of the Sleeper
      Republic of Mankind
      • Republican Infantry
      • Alastor
      Fauna
      • Grizzly Bear
      • Araneïs
      • Alba Araneïs
      • Parvus Araneïs
      • Crystallis Araneïs
      • Minuere Araneïs
      • Vegrandis Araneïs
  • You may now encounter named monsters.
  • Added 12 new named/boss fights, including a final Act Boss fight with 3 phases.
  • Fixed an issue with Svriir Alpha leap orientation.
  • Fixed an issue causing the Svriir Screecher to scream at the sky instead of aiming at the player.


  • The player character has a new starting gear.
  • Added new unique items:
    • Frayed Combat Cleats
    • Bracer of the Ancients
    • Veiled Eclipse
    • Morbid Retribution
    • Genesis
    • Agony
    • Mark of the Blackstaff
    • Soulsbane
  • Item tooltip now displays a color code for qualities.
  • Instruction footer notes have been added to item tooltips.
  • Fixed gem stats reroll.
  • Fixed an issue causing loot drops to appear near a manhole cover in Stormfall.
  • Offhand items now have a visual.


  • Bleeding Edge’s damage conversion now works properly and should not be overpowered anymore
  • Fixed an issue causing Annihilation to fail at hitting destroyable objects.
  • An error message is now displayed when trying to cast Mark of Impurity without a valid target.
  • The Active Skills Modifiers list is now scrolled to the right position when selecting a skill in the skill bar.
  • Added 4 new runes for each skill for a total of 8 Active Modifiers per skill.
  • We reviewed the distribution of points and the way modifiers are unlocked:
    One Modifier Point is now granted every 2 levels of the skill.
    Two skill Modifiers are unlocked when the skill reaches level 5, 10, 15 and 20.
    Added a Major/Minor system for runes in the Active Skills Modifier. Major Modifiers cost 4 Modifier Points. Minor Modifiers cost 2 Modifier Points.
  • All the new modifiers, new placements, and new costs for modifiers can be consulted on this news about the Active Skills Modifier, updated today: https://steamcommunity.com/games/424370/announcements/detail/1616143596919180305



  • 117 new nodes have been added to the Gate of Fates. Ring 1 talents have increased from 15 to 24 nodes. Ring 2 talents have increased from 15 to 30 nodes.
  • The total of available points for the Gate of Fates at level 20 has been increased from 19 to 38. Players now gain 2 passive points at each level.
  • All node values, effects and descriptions from the Gate of Fates have been reviewed/clarified.
  • A gameplay description field has been added to the Gate of Fates nodes tooltips.
  • Weapon of Affliction, which allowed your basic attacks with staves to be considered as spells, has been replaced. This effect is now only available on a specific Unique item.


Sentinel
  • [Major] +40% Attack Speed Score / +40% Spell Casting Speed Score
  • [Major]Gain 3 Stamina Points when at low health. This ability has a cooldown.
  • [Major] 50% Dodge Chance Score after taking a hit.
Scholar
  • [Major] +50% Status Ailment Chance Score. Every hit is more likely to inflict an ailment on its target.
  • [Major] 25% Force Shield Recharge from Health Globes. Health globes now both heal your health and recharge your force shield.
  • [Major] 10% Damage Reduction when your Force Shield is full.
Soldier
  • [Major] +50% Critical Hit Chance Score
  • [Major] +25 Rage per hit taken
  • [Major] When under 75% of Max Health, you gain a burst of Health Regeneration. This ability has a cooldown.


Ranger
  • [Major] Projectiles pierce every target within a 6 m radius.
  • [Major] +1 Projectile to all Projectile Attacks and Spells / -60% Damage
  • [Major] Increase Projectile Damage over distance up to 175% at 15 m (starts at 8 m)
  • [Intermediary] Damage increased by 20% when you are at least at 6 m of all enemies
  • [Intermediary] Enemies with impaired movement take 20% more damage.
Warlock
  • [Major] Attacks gain 20% damage from the last spell cast. The type of damage is the same as the spell's damage.
  • [Major] Life Leech affects Force Shield instead of Health
  • [Major] +100% Spells Critical Hit Chance Score while your Willpower is above 75%
  • [Intermediary] Damage Over Time is dealt to your Force Shield before your Health
  • [Intermediary] +200 to your Maximum Willpower and Rage.
Praetorian
  • [Major] +20% to All Resistances for you and your allies after blocking a hit.
  • [Major] +40% to All Resistances for you and your allies after picking up a Health globe
  • [Major] +10% Added Block Chance and allow any weapon to block
  • [Intermediary] +0.75% Damage per percent of Physical Resistance
  • [Intermediary] Apply 2 Weakness Stacks upon Blocking an Attack to the targets in a 7m radius
Assassin
  • [Major] 50% Physical Damage converted into Toxic Damage.
  • [Major] +150% Critical Hit Damage / -30% Non-Critical Damage
  • [Major] +15% Damage when only one enemy is within 7m range
  • [Intermediary] The Critical Hit Chance of the Dash Attack is doubled
  • [Intermediary] Active dodge can go through enemies.
Cabalist
  • [Major] +2 Ailment Stacks applied / -30% Damage that is not Damage Over Time
  • [Major] You can now apply 1 Additional Ailment
  • [Major] Killing an enemy grants 15% Damage for each Ailment Stack on that enemy
  • [Intermediary] +50% Chance to apply an Additional Ailment Stack
  • [Intermediary] Damage Over Time generated with a Critical Hit deals critical damage
Warmonger
  • [Major] +30% Material Damage / Can only deal Material Damage
  • [Major] +4% Global Life Leech
  • [Major] 30% Physical Damage is converted into Rend Damage
  • [Intermediary] +2% Damage per 100 unspent Rage points
  • [Intermediary] +4% Damage per each nearby enemy within 4m range

Useful links :
Wolcen's Official Website
Wolcen's Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions votes

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Reddit
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
Community translations:
DE - FR - RU

Hello everyone!

I have some new elements to share with you about improvements brought with Content Patch 1.



In case you missed it on our Twitter, here is the new World Map for Act I, where you will live your adventure. Each area has a small lore description. One is omniscient and will tell you who you will fight, another is a quote with a perspective, so you can learn a little more about this region and its secrets.







We’ve changed the icons on the Active Skills Modifier to dissociate major and minor modifiers. We’ve also added some additional information on the skills.





We’ve improved the settings menu to have more space for different additions and provide you with a more clear interface. This is what it will look like, keep in mind that we didn’t add all the options yet, more will be added in the future:









We finally have 8 new uniques coming with this patch. Like the Gameplay Beta uniques, they will have a levelling and a high-level version. Here are some of the new uniques that you will be able to loot. The values still have to be tweaked and are not yet representative of what you will have ingame:









Thank you for following us and for your support!

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Reddit
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen


Community translations:
[DE translation] - [FR translation] - [RU translation]

Hello everyone,

Just a quick news to keep you updated as promised. Following our last testing on Content Patch 1, we have decided to postpone its release to June 26, 2019. We still have very important bugs to fix and we want to address these issues before releasing the game.

Considering the bad reviews on the Gameplay Beta, we also want this new content to be as polished as possible so you can have a good experience. That is why we need a bit more time to make it right for everyone.

Of course, we will continue to share information about Content Patch 1 in the next days.

Thank you for your understanding.

Wolcen: Lords of Mayhem - calistaen
Community translations:
[DE translation] - [FR translation] - [RU translation]



Edited on 21/06/2019 for the Patchnote.

Hello everyone!

Content Patch 1 is almost here! We are done bringing all the pieces together and we plan to do a lot of testing in the next few days to identify major game-breaking issues and resolve them before releasing the patch.
During our earlier tests, we already identified several major bugs, some we've already fixed, others that we still have to fix before we release Content Patch 1.

We’re really proud of all the work we’ve done and we don’t want you to encounter critical bugs that might affect your game experience, so know that we might decide to postpone the date if it's necessary. We will be able to tell you more about the status of the game and the release of Content Patch 1 early next week.

In the meantime, we would like to share other information about the new elements added with Content Patch 1.



As we have mentioned previously, 4 new modifiers have been added for each skill. We’re also introducing the minor and major Modifiers with Content Patch 1.

With this addition, we have reviewed the point system and the level at which Modifiers are unlocked:

You will still have a total of 10 points to spend on Modifiers, with one point granted every 2 skill levels.
At level 5, 10, 15 and 20, two Modifiers will be unlocked. Minor modifiers cost 2 points, Major modifiers cost 4 points.

Here are all the Modifiers additions for Content Patch 1 for each skill:


Level 5:
  • Increased teleport range. (Minor)
  • Enemies near the beginning and end of the teleport are afflicted with Stasis. (Minor)
Level 10:
  • Gain Willpower for each enemy passed through with Aether Jump.
    (Minor)
  • Swap position with foes around the target location. (Major)
Level 15:
  • Leaves a decoy behind when teleporting. (Major)
  • Deals Aether Damage to enemies between the beginning and end of the teleport and increases the chance of applying Stasis. (Minor)
Level 20:
  • Casting this ability removes all crowd control effects. (Minor)
  • Can be cast multiple times at an increased cost. (Major)


Level 5:
  • Costs less Willpower per second. (Minor)
  • Increased damage. (Minor)
Level 10:
  • Increased beam radius. (Minor)
  • Pierces enemies. (Major)
Level 15:
  • Converts base Aether Damage to Toxic Damage. Applies an additional stack when applying Poison. (Major)
  • Turn speed while casting is increased. (Minor)
Level 20:
  • Gradually increased damage over time while channeling. (Minor)
  • Grants a second beam. (Major)


Level 5:
  • Increased damage. (Minor)
  • Reduced rage cost. (Minor)
Level 10:
  • Increased area of effect. (Minor)
  • Higher critical chance on stunned enemies. (Minor)
Level 15:
  • Converts base Physical Damage to Lightning Damage. Increased damage. (Major)
  • More likely to apply Ailments. (Minor)
Level 20:
  • Critical hit deals more damage. (Minor)
  • Able to charge up the ability to deal more damage. (Major)


Level 5:
  • Increased damage. (Minor)
  • Reduced Willpower cost. (Minor)
Level 10:
  • Longer creation delay but increased damage. (Minor)
  • Frozen foes killed by Arctic Spear shatter in shards, damaging nearby enemies. (Major)
Level 15:
  • Converts base Frost Damage into Sacred Damage. Increased chance of applying Weakness. (Major)
  • More likely to apply ailments. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • Every Arctic Spear that hits an enemy increases the damage of the next Arctic Spear. The buff is reset if an Arctic Spear misses. (Major)


Level 5:
  • Reduced cooldown. (Minor)
  • Increased damage. (Minor)
Level 10:
  • Adds a slowing effect in the area. (Minor)
  • All damage is now dealt directly but is reduced overall. (Major)
Level 15:
  • Converts base Physical Damage to Fire Damage. Increased damage. (Major)
  • More likely to apply ailments. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • Arrows become a vertical barrage that creeps forward slowly. (Major)


Level 5:
  • Increase projectile speed. (Minor)
  • Increased area of effect. (Minor)
Level 10:
  • Increased bleed chance. (Minor)
  • The axe keeps spinning for a short duration after being thrown at an increased cost and reduced damage. (Major)
Level 15:
  • Converts base Physical Damage to Fire Damage. Increased damage. (Major)
  • Damage dealt by this ability now gives Life Leech. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • The axe now follows you as you move. (Major)


Level 5:
  • Increased duration. (Minor)
  • Grants bonus to All Resistance while inside the area. (Minor)
Level 10:
  • Grants sacred damage to Attacks while standing in the area. (Minor)
  • Area is now centered at cursor location. (Major)
Level 15:
  • The healing area can be moved by recasting the ability. (Major)
  • Increased healing rate. (Minor)
Level 20:
  • Standing in the healing area increased Stamina Regeneration. (Minor)
  • The healing area follows the player that it was cast on. (Major)


Level 5:
  • Increased area of effect. (Minor)
  • Increased damage. (Minor)
Level 10:
  • The projectiles no longer collide or explode. Instead, they gain an increased area of effect and pierce the targets, burning them on the way. (Major)
  • Adds one projectile at an increased cost. (Major)
Level 15:
  • Converts base Fire Damage to Lightning damage. Increased damage. (Major)
  • More likely to apply ailments. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill. (Major)


Level 5:
  • Increased area of effect. (Minor)
  • Reduced minimum range. (Minor)
Level 10:
  • Adds a slow effect to the target area. (Minor)
  • Adds two projectiles but each one deals reduced damage (Major)
Level 15:
  • Converts Physical Damage to Rend Damage. Applies an additional stack when applying Bleed. (Major)
  • Increased damage (Minor)
Level 20:
  • Critical hits deal more damage. (Minor)
  • The projectile stays where it lands for a while and detonates if there is an enemy nearby. (Major)


Level 5:
  • Marked enemies are more vulnerable. (Minor)
  • The marked target is slowed. (Minor)
Level 10:
  • Marks last longer. (Minor)
  • Enemies killed while under the effect of Mark of Impurity explode and deal damage based on the target’s max life in an area around them. (Major)
Level 15:
  • Marked enemies take increased critical damage. (Minor)
  • Marked enemies are more likely to be afflicted with ailments. (Minor)
Level 20:
  • Marked enemies take increased damage from ailments. (Minor)
  • Mark of Impurity spreads to surrounding units on the death of the target. (Major)


Level 5:
  • Increased damage. (Minor)
  • Reduced reload time for charges. (Minor)
Level 10:
  • Increased area of effect. (Minor)
  • The projectile circles around the cursor’s location. (Major)
Level 15:
  • Converts base Physical Damage to Toxic Damage. Applies an additional stack when applying Poison.
  • Can hold 1 additional charge. (Minor)
Level 20:
  • Projectile becomes a bola that roots enemies. (Major)
  • Teleport to the projectile’s location on recast. (Major)


Level 5:
  • Faster dash. (Minor)
  • Part of the overall damage dealt to the target is dealt in an area around it. (Minor)
Level 10:
  • Increased damage. (Minor)
  • Teleport behind the target. (Major)
Level 15:
  • Converts base Physical Damage to Shadow Damage. Increased chance of applying Shaded. (Major)
  • Every time the skill is recast within a short period of time, its damage is increased. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • On kill, spreads the status ailment stacks to foes around the dead target. (Major)


Level 5:
  • Grants rage per enemy hit by the shout and improved rage per hit for the duration of the skill. (Minor)
  • Increase the likelihood of Health Globes spawning by for each enemy hit while this ability is active. (Minor)
Level 10:
  • Grants bonus to all resistance per enemy hit by the shout. (Minor)
  • Stun foes in a small radius. (Major)
Level 15:
  • Enemies hit by the shout gain stacks of “weakened”. (Major)
  • Increases the duration of the buffs granted by this skill. (Minor)
Level 20:
  • Increases all buffs granted by this skill and other skills. (Minor)
  • You and your allies are cleansed of crowd control effects. (Major)


Level 5:
  • Increased damage. (Minor)
  • Reduced rage cost. (Minor)
Level 10:
  • Reduced number of projectiles but increased damage. (Minor)
  • Arrows explode on enemy contact. Cannot pierce enemies. (Major)
Level 15:
  • Converts base Physical Damage to Toxic Damage. Applies an additional stack when applying Poison. (Minor)
  • More likely to apply ailments. (Minor)
Level 20:
  • Increased number of projectiles. (Minor)
  • Summon ghosts to shoot arrows alongside you. (Major)


Level 5:
  • Increased area of effect. (Minor)
  • Reduced Willpower cost. (Minor)
Level 10:
  • Reduced creation delay. (Minor)
  • Increased damage. (Minor)
Level 15:
  • Converts Frost Damage to Fire Damage. Increased damage. (Major)
  • More likely to apply ailments. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • Longer creation delay but increased damage. (Major)


Level 5:
  • Reduced Willpower cost. (Minor)
  • Reduced damage loss on each bounce. (Minor)
Level 10:
  • Increased damage. (Minor)
  • Adds another bounce. (Major)
Level 15:
  • Converts base Lightning Damage to Shadow Damage. Increased chance of applying Shaded. (Major)
  • More likely to apply ailments. (Minor)
Level 20:
  • More likely to deal critical hits. (Minor)
  • Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill. This ability can target allies. (Major)


Level 5:
  • Increased range. (Minor)
  • Foes affected by the hook are stunned. (Minor)
Level 10:
  • Gain Rage for each enemy hit by this ability. (Minor)
  • Pulls you toward the final target of the hook. (Major)
Level 15:
  • Deals Rend Damage and applies an additional stack when applying Bleed. (Major)
  • Reduced cooldown. (Minor)
Level 20:
  • Foes hit by the hook are more likely to drop Health Globes. (Minor)
  • Pulls enemies from every direction. (Major)


Level 5:
  • Greater rage generation. (Minor)
  • Increased flight speed. (Minor)
Level 10:
  • Stuns on impact. (Minor)
  • Creates a damage-dealing shockwave. (Major)
Level 15:
  • Converts base Physical Damage to Sacred Damage. Increased chance of applying Weakness. (Major)
  • Increased damage. (Minor)
Level 20:
  • Knockback enemies on landing. (Minor)
  • No longer has a cooldown. Costs one Stamina point to use. (Major)


Level 5:
  • Increased area of effect. (Minor)
  • Reduced cooldown. (Minor)
Level 10:
  • Increased freeze duration. (Minor)
  • Winter’s Grasp is cast in a circle around the cursor. (Major)
Level 15:
  • Converts Frost Damage to Shadow Damage. (Major)
  • Increased damage. (Minor)
Level 20:
  • Leaves a damaging area on the ground for a few seconds. (Minor)
  • Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill. (Major)

Thank you for reading, and see you early next week for an update on the status of Content Patch 1!

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Reddit
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation] - [FR translation] - [RU translation]

Hello everyone!

The Passive Skill Tree is one of the core elements in Wolcen: Lords of Mayhem’s gameplay.

With Content Patch 1 now coming in two weeks, we add more depth to the Passive Skill Tree to open new possibilities and go deeper into the classless philosophy of the game.

Designing the Passive Skill Tree

We want the Passive Skill Tree to allow several options:
  • Make a straight-forward archetype by following conspicuous paths
  • Refine passive skills according to your attacks and spells (and their modifiers)
  • Build around itemization and unique items (more advanced)

Therefore, we keep these 3 elements in mind when we design something for the Passive Skill Tree, Active Skill Tree, or even Unique items. It’s very important for us to have synergy between all of this to bring depth and interest to the game.

One of the most important and tricky things is to allow various kinds of builds to travel through most of the themed section without feeling they “wasted points”. We also want you to make choices and don’t feel forced to take certain paths, even if there will be very powerful nodes for some build types.

For instance, if I want to build a character based on daggers and toxic ailment, I can either choose to focus on the rogue-themed sections and have something that works well, or explore the Cabalist section and specialize the character into ailment damage and application.

Here is an example of a possible build if I play daggers with a toxic ailment specialization.



This is only one of the many builds that you will be able to make. The choices you make might vary according to your defense system as well; someone who chooses to have a Force Shield based defense will not choose the same paths as someone else who chooses Health or Resistance.

We will share more of these examples on Twitter, Discord, and Reddit before the patch is out so don’t hesitate to follow us on the social media linked at the end of the news to see more about the Passive Skill Tree in Content Patch 1.

Website update: the forums are back!

We’ve been working on a website revamp over these last few months and we’re currently testing the new forums. You can use your previous login to use them and you can also connect with a Steam or a Twitch account.

We plan to have a lot of features connected to your game progression in the future and we will present them in time. For the moment, you can help us by testing these new forums and reporting any issue you might encounter on our website: a dedicated section has been added to the forums to gather these reports: https://wolcengame.com/forum/

The other sections have also been updated, including the news section which is much more readable now ;)

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Reddit
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation]
[FR translation]
[RU translation]

Hello everyone!

We are now 3 weeks away from Content Patch 1’s release and all our forces are combined here at Wolcen Studio to make it awesome on all aspects. This week, I want to share with you some of our progress:

Skill modifiers

We are now finishing all the visual modifications required for the new skill modifiers although there are still some details to polish and you have to keep in mind that these videos are still showing a work in progress.
Here are a few additional modifiers that you will have in Content Patch 1:

Assassin’s Flurry

This new modifier will allow you to teleport behind your target with Slayer’s Flurry.



Ring of Ishmir

This new modifier will allow you to perform AOE damage in a ring shape once landing with Wings of Ishmir.



Tear of Abanazar

You will be able to change damage type for Tear of Etheliel into fire damage.



Environment polish

Our environment team is working a lot on all the needs for the cinematics and dynamic scenes from Act I. They are also adding more destroyable items for you to crush and more storytelling in the environments that you will discover or revisit with Content Patch 1.









Wild creatures

As I told you in a previous news, wild creatures will be added with Content Patch 1 to populate the forest alongside svriirs and bandits. Let’s welcome the wild bears and spiders! (Click on the image's link for higher quality)

Bear



Spider



That’s it for our weekly news guys and gals, see you soon for more information about our progress!

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation]
[RU translation]
[FR translation]

Hello everyone!

Today we want to share with you some preview on Content Patch 2. As a reminder, CP2’s deadline is internally planned for July and will include:

  • The new “Wrath of Sarisel” Cooperative Game mode: specific enemies designed to push cooperation between players.
  • “World Modifiers”: add different mods in random dungeons, including monsters and reward spawns, increasing its challenge, but also increasing its rewards. (example: All enemies of the dungeon are Specialists and Elites...)
  • Player customization for male characters, including alternative skin colors, heads, beards, hairs and eyes.
  • New active skills and new passive skills sections

We have set the list for the new skills, and here is a preview of their concept:

Whirlwind
Requires Rage. Your character spins in the cursor’s direction and deals damage to everything in its path.

Bull’s eye
Requires Rage. This skill will allow you to mark creatures or spots around your character. Upon release, the marker targets the enemy's last placement, if the mark is on the ground the projectile will target its direction.

Turret
Requires Rage. Creates a turret that shoots projectiles. A quick tap creates an automatic turret that will shoot in the direction of the cursor at the moment of its creation. Maintaining the skill allows you to control the turret and use it as a channeled skill.

Charge
Requires Rage. Your character performs a charge in the cursor’s direction, bumping creatures on his way and dealing a bit of damage. When the target is reached, it deals AOE damage based on the distance traveled with it.

Devastation
Requires Rage. This skill is a 3 steps attack. Your character performs a cleave that will grow and deal more and more damage at each blow. Upon reaching 3 attacks, the loop starts over.

We will develop more about these skills as we approach Content Patch 2. We want this patch to offer more options to warriors and ranged shooting archetypes since they have less variety than mages archetypes at the moment.

Content Patch 1 progress

Passive Skill Tree

We are still progressing well on Content Patch 1 and we are now finalizing the Passive Skill Tree’s improvements. All 252 nodes types and positions are defined and we will tell you more about these changes in a future news.

You can already have a glimpse of what this addition will look like:



Of course, more points will be allowed to your character to fully enjoy this new PST.

Character wipe
We have discussed a lot about a possible character wipe for the next patch. We didn’t want a level 20 character to start the story mode with full gear and full skills leveled, that would make the game experience trivial for the first experience with this mode.

We also need you to test the progression in the game since there will be balancing changes. In addition to this, our programmers needed to make some changes that would eventually require a character wipe.

We came to the conclusion that is was better to make this as soon as possible and used that opportunity to add the technical modifications needed for character saving, in order to prepare for different game modes coming in the future.

Therefore, characters and stashes will be wiped with Content Patch 1.

Thank you for your support and see you soon for more news about our progress :)

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation]
[RU translation]
FR translation

Hello everyone!

Like every week, we want to keep you informed on the progression of Content Patch 1 and the overall development of the game.

Content Patch 1 additional environments

We are adding three new areas for Content Patch 1/Act I.

Burning camp





Coast of Wrecks



Random dungeon Forest

We heard your feedback regarding the lack of light in environments, so we wanted to add an environment with much more daylight and wild creatures. This environment will be available in the story mode and in expeditions as a new random dungeon.







Skill modifiers progression

We’ve selected three new modifiers to show you this week :) Keep in mind that these previews are always showing a work in progress.

Toxic annihilation

We’ve added a toxic damage modifier to Annihilation.



Shadow’s Flurry

We’ve added a Shadow modifier to Slayer’s Flurry.



Winter’s Call

We’ve added the possibility to cast Winter’s Grasp under the cursor.



Release date for Content Patch 1

The internal date for Content Patch 1 release was set to May 30th. After reviewing our progress and considering the amount of work still needed for the 20 cutscenes and 46 dynamic scenes associated with the Act I, we have decided to set the release date for Content Patch 1 to June 13, 2019. We want to offer you a good game experience and not just settle with an overall “good enough”.

We plan to use this additional time to make the game experience even better by adding a professional voice over for the English version.
Content Patch 1 is a very important release for us and we want to make things right.

Once again, we want to thank you for your support :) See you next week for more information about our progress!

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social medias
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation]
[RU translation]
[FR translation]

Hello everyone!

Here is a quick follow-up on our progress for Content Patch 1 planned for May 30.

Creatures

Cultists



The Cultists of the Sleeper are led by Demons of Souls. They are gifted with soul magic, using it to freeze their foes and raise the deads.
They have 3 types of attacks, including two different types of summoning.

Lost Souls



Lost Souls are forced out of their after death journey to serve followers of the Sleeper. Souls are fundamentally very cold, that is why their attacks can freeze you.

Alastor



The Alastor is an assassin of the Republic. Unseen, unheard, deadly, he comes straight from the shadows to end you. The Alastor has 5 skills, although his specialty is to kill at close range, he can easily evade and attack you from the distance as well.

Passive Skill Tree

We’re currently adding depth to the Passive Skill Tree to offer more options.

Ring 1 talents will be upgraded from 15 to 24 nodes.



Ring 2 talents will be upgraded from 15 to 30 nodes.



That change will go with an increase of the passive points that you will be able to attribute at each level, although the level cap remains level 20. Along with these additions, the major nodes will be much more impactful since reaching them will require a more important investment in points.

New elemental modifiers for skills

We have three more skill modifiers to share with you this week.

Shadow’s Grasp

You will be able to inflict shaded to your enemies with your Winter’s grasp transformed into a Shadow’s grasp.



Sacred Spear

One of the new modifiers from Content Patch 1 will allow you to change frost damage from Arctic Spear into Sacred damage.



Toxic Blades

Phantom Blades will also have its damage type modifier and allow you to poison your foes.



And that is all for today! Thank you for reading and see you next week for more news about our advancement :)

Useful links :
Wolcen's Official Website
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions

Social medias
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
Wolcen: Lords of Mayhem - calistaen
[DE translation]
[FR translation]

Hello everyone!

Today we would like to share the progression on the story and cutscenes, on some Active Skill Tree new modifiers, and some in-game implementations. But first of all, let’s set a date! You can expect the Content Patch 1 in about a month. Our internal date is set for May 30!

Story mode

Content Patch 1 will allow you to discover the beginning of the game until the Act I boss. We want you to live the adventure with quality as close as possible to the final release version. This represents a colossal work, and all our efforts are directed to the goal of providing you an epic experience.

17 cutscenes from various lengths are planned for Act I, along with various dynamic scenes. And just in case you feel more interested in the next slaying, our programmers have added the possibility to skip these :)

Here is a small preview of two cutscenes so you can have a glimpse on the level of quality we are aiming for the game:

[SPOILERS]
Operation Dawnbane
https://youtu.be/qreL-vxtlMU

Svriir Raid
https://youtu.be/TIyBprOpI_Y

Dialog system

We’re also working on dialogs implementation, we’ve improved it a bit compared to the Alpha.

NPC dialog



Talk-to dialog



Gameplay dialog



Character outline

We’ve improved the character visibility when passing through environments that could prevent from seeing it. This will be implemented with Content Patch 1 as well. The character outline system also works with big creatures, so you never lose track of your character.



Active Skill Tree new modifiers

Finally, the work on new modifiers is also progressing well. We decided to focus on skills that were lacking major modifiers compared to the other ones. A minor modifier is a passive bonus granted to the specific skill (willpower or rage cost / more or less damage...). A major modifier changes drastically the skill and opens other possibilities (multiple projectiles, damage type...).

Here are some skills we’re currently working on:

Bulwark of Dawn - Recast




Bleeding Edge - Follow



Stings of Krearion - Ghosts



We will share more elements in the next few weeks to keep you updated on our progression :) Stay tuned!

Useful links :
Wolcen's Gameplay Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website

Social medias
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Instagram Page

Community websites:
German Fan Site : http://www.wolcen-game.de/
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