Wolcen: Lords of Mayhem - Nicou12313
Wolcen: Lords of Mayhem - CoTTo
These Patch Notes are divided into two parts. You are currently reading Part 1
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Hunts: The hunts are a new gameplay feature found in the Story and in the end game mode. Events and choices lead you to the prey that you will be chasing in 4 new environments (3 of which will be replayable in the end game mode).

The storyline has been adapted to the new Chronicle and now contains 3 new narrative missions.

Currency: A new currency has been added to the game, tied to the Hunts, it will be used to purchase new gear to a new dedicated NPC in Stormfall.

Tributary Affixes: Tributary Affixes are new affixes that you be able to get via the Hunts. They are more powerful than regular affixes but always come with a malus.

Chronicle rewards: Exclusive armor sets and pets awarded to players who participate in the new Chronicle.

Pets: You will now be able to obtain dogs, wolves, and drakes to follow you along while helping you trace your Prey. If you link your Twitch account to your Wolcen account, you will also be able to get a Time Devourer Wolf Pet, more information in our Twitch Drop FAQ.

A new skill: Talon Shot is a new skill usable with Daggers, Bows, and Guns.

Active Skills Modifiers: We added more than 70 new Damage type Modifiers, alongside 40 new minor Modifiers. You will be able to select independently from other modifiers, meaning you’ll be able to turn almost every Skill in the game in 3 to 6 different elements, every elemental variant will have its own VFX and icon.

Out of the 41 Skills present in the game, 38 will benefit from these new Damage type Modifiers, these are just a few examples:

  • Feeding Swarm: Can now be converted into Fire, Aether, Toxic, Rend or Lightning damage.
  • Bladestorm: Can now be converted into Frost, Fire or Toxic damage.
  • Stings of Krearion: Can now be converted into Toxic, Frost, Sacred or Fire damage.
  • Slayer’s Flurry: Can now be converted into Shadow, Lightning or Toxic damage.

This will allow you to further personalize your builds no matter what Skills you want to use.

Cosmetics: Two new cosmetics armor sets for Heavies and Bruisers (Obtainable in a new city building).

We also sent/will also send the cosmetics Kickstarter rewards.

Items: 5 New unique items have been added to the game.

Monsters: 3 new bosses and 11 different elites for the Hunts. Monsters will now also react to Area-Of-Effect skills.

Ailments stacks will now appear on the enemy’s health bar.

Crafting: A new crafting UI made to help you clearly understand how you are modifying your items.

Loot filter: You will now be able to filter out the loot you want to appear on the screen based on item type and Rarity.

Quality of life: We have added several quality of life features and improvements to the game.

  • The number of summons currently alive will be visible next to your character portrait.
  • Item classes will now be displayed directly on the loot when dropping.
  • Map modifiers will be displayed on screen during expeditions.
  • Newly looted items will be highlighted in your inventory.
  • Gate of Fates search function : A new search function for the Gate of Fates, making it easier to target specific nodes rapidly.
  • It is also now possible to remove points individually, with a proportionally reduced Primordial Affinity cost, making it possible to have small tweaks done to your Gate of Fates without having to completely reset it.



As we announced in a previous news, we worked on an overhaul of the general balancing of the game, it implies:
  • New values for affixes on items, Gate of Fates nodes, Skills, and Attributes.
  • A brand new formula for character damage computation.
  • New damage and health values for monsters.

The objective of these changes are as follow:
  • Increase the impact of the choices a player makes in building its character archetype.
  • Reduce the damage and health values of characters as well as monsters in order to improve readability.
  • Reduce the inequality in effectiveness between the different archetypes and ways of playing the game.

What you should expect is having smaller values on everything (items*, attributes, Gate of Fates nodes), dealing less damage and having less health and force shield. But monsters also deal less damage and have less health, so, in the end, the difficulty of the game shouldn't be impacted.

Finally, experience values from level 70 and up have been reworked. They have been increased compared to the latest version but are still way inferior to the release version.

*NOTE: Items already in your possession might not have been impacted by these changes. They are now tagged as being Legacy.

Gameplay

Attributes:
In previous versions, bonuses to damage from attributes were way too important. Characters could reach more than +600% damage just by investing in their attributes. As a result, bonus damage from other sources (items and Gate of Fates nodes for example) had close to no impact.

We reduced the amount of damage given by attributes but made it multiplicative with other sources of damage. It now amplifies other sources of damage instead of overshadowing them.

We also reworked the score formula a bit so that bonuses to critical chance score and ailment chance score from Ferocity and Wisdom have a larger impact in your final critical chance and ailment chance value.

  • There are no longer primary, secondary, tertiary, and quaternary attributes.
  • Attributes bonus to weapon damage has been greatly reduced: from approximately 0.5% per point to 0.05% per point.
  • Agility now increases the attack speed and cast speed by 0.05% per point instead of using a score system.
  • Toughness' impact on health has been reduced: from 0.75% to 0.4% per point.
  • Toughness' impact on force shield has been increased: from 0.25% to 0.4% per point.

Statistics/Affixes:
  • Attack and Cast speed no longer use a score. Bonuses to Attack and Cast Speed are now final and directly added to your current Attack or Cast Speed. The corresponding values on Attributes, Items and Gate of Fates nodes are rescaled to reflect this change.
  • The Force Shield Regeneration characteristic has been reworked: it previously added a flat value of your Force Shield every second from the moment your Force Shield started to regenerate, it now regenerates a percent of your max Force Shield every second. The corresponding values on Items and Gate of Fates nodes have been rescaled to reflect this change.
  • Block Chance and Block Efficiency are now always added additively. Previously it could be multiplicative with your current Block Chance and Block Efficiency.
  • New modifiers that are used on Gate of Fates nodes and Unique items are added. They are "Multipliers": they affect one characteristic and multiply its final value. For example, if an item gives +10% Fire Damage Multiplier, all fire damage will be multiplied by 1.1 (increased by 10%) when this item is equipped.

Ailments:
  • Burn damage is now affected by % increases to Fire and Elemental damage.
  • Shock damage is now affected by % increases to Lightning and Elemental damage.
  • Bleed damage is now affected by % increases to Rend and Material damage.
  • Poison damage is now affected by % increases to Toxic and Material damage.
  • Burn, shock, bleed, poison ailments first stack damage is greatly increased.
  • Additional stacks damage are reduced: from +100% damage per stack to +5% damage.

Economy:
  • Reduced production bonus multiplier in Champion of Stormfall by approximately 60%
  • It is now possible to reset Gate of Fates nodes individually.
  • Changed the amount of Primordial Affinity required to reassign Gate of Fates nodes: it should cost way less during the campaign and early endgame, and should cost a lot more afterward.
  • Changed the amount of Primordial Affinity given by Enneracts, it now depends on the level of the enneract.
  • Changed the amount of Gold required to reassign attributes: it costs less before level 52, and more after that.

Gate of Fates:
Nodes placement and distance from one another is an important part of character customization. The path you take in your Gate of Fates defines what your character specializes in. We felt that this path wasn't as meaningful as we wanted it to be because it was too easy to take many important nodes no matter how far apart they were. Additionally, we also felt that the Gate of Fates didn't offer enough nodes that would help the players to really specialize their character.

So we added 126 new minor nodes that should increase the distance from one major node to another as well as allow for more choices as to how specialized you want your character to be.

We also rescaled the value of all the nodes to match the new curves and improved some major damage modifiers to make them multiplicative with other sources of damage. For now, it is only sparingly used but, long-term, we plan to make it so every major node will act that way.

Items

Affixes values on weapons, armors and accessories are rescaled to match the new damage and health curve.

Additional changes have been made to weapons in particular in order to reduce the difference in effectiveness between the different weapons combinations:

  • Dual Wielding (equipping two One-Handed weapons) now has its own advantages.
  • One-Handed weapons now deal more damage: their base damage and the value of their damage modifiers have been increased.

About Unique Items, all their values have also been rescaled to fit the new curves.

We also felt that they were very underwhelming compared to legendary items so we took this opportunity to greatly improve their potency, particularly to make them a more suitable possibility beside their legendary counterparts. Already existing unique items will be fully regenerated with their new values.

  • Base damage of two-handed melee weapons reduced by 30%
  • Base damage of one-handed weapons and bows increased by 25%
  • Staves can now roll weapon damage affixes.
  • All two-handed melee weapons now also have a -25% cast speed modifier.
  • All Bows now have the +25% weapon damage but -25% attack and cast speed modifier (same modifier as the two-handed melee weapons)
  • The attack and cast speed modifier attached to two-handed weapons now acts multiplicatively with the current attack speed instead of additively.
    • Before: with a character that has +60% attack speed, it became +35% (60-25) when equipping a two-handed weapon
    • Now: with a character that has +60% attack speed, it becomes +20% (160 * 0.75) when equipping a two-handed weapon.
  • All one-handed weapons now have a +5% attack and cast speed modifier when dual wielding (no catalyst or shield equipped).
  • The generic %damage modifier can’t roll on armors anymore.
  • Guns now have a +15% critical damage modifier when dual wielding
  • One-handed Swords now have a +5% block efficiency modifier when dual wielding
  • One-handed Axes now have a +15% ailment damage modifier when dual wielding
  • One-handed Maces now have +20% ailment chance score modifier when dual wielding
  • Daggers now have +20% critical chance score modifier when dual wielding
  • Catalysts spell damage has been greatly reduced since spell damage is now also based on the weapon damage of the other weapon.
  • Base force shield, all resistance and health on armors have been reviewed: increased on gloves, boots and shoulders but reduced on chests, helmets and pants.
  • Base all resistance on shield reduced.
  • Base block chance and block efficiency on shield increased
  • Shields can’t roll local block chance percent and local block efficiency percent anymore
  • Reworked most implicit affixes on items:
    • Changed flat Health and Force shield on amulets and rings for Health and Force shield percent
    • Reduced attack, spell damage, and critical chance score on belt: from 10 to 30 → 10 to 15
    • Reduced Ferocity, Toughness, and Agility on amulets: from 10 to 25 → 10 to 15
    • Reduced All attributes on amulets: from 5 to 10 → 4 to 6
    • Reduced resistance score percent on rings: from 15 to 30 → 15 to 20
    • Reduced critical damage on rings: from 10 to 30 → 10 to 15
    • Reduced dodge chance score percent on rings: from 10 to 30 → 10 to 15
    • Rescaled Rage conservation time on weapons: from 2 to 5 → 3 to 5
    • Reduced Movespeed on armors: from 5 to 10 → 5 to 8
    • Reduced attributes on armors: from 2 to 20 → 2 to 10
  • Potions:
    • Number of max charges for low level potions increased: from 20 to 40 → 50.
    • Charge cost increased: 10 → 25
    • Health potions values have been adjusted with the new HP curve
  • Sea Tamer:
  • The lightning procs now have 100% to occur on critical strikes.
  • The lightning procs don’t damage the caster anymore.
  • The lightning procs now deal 100% damage to every target (from 50% to secondary targets)
  • Genesis:
  • The cooldown of the procs has been reduced: from 10 seconds to 3 seconds.
  • The Sacred Ground proc now heals 5% max HP per second.
  • The Macksfesten Enneract:
  • Fixed an issue where the duration of the bonus damage from the last Spell cast lasted for 10 seconds instead of 5 seconds.
  • Vulcaïn Steel Sword:
    • No longer provides a Physical Damage bonus

Active skills

Because the skills had 90 levels but weapons could scale for more than 120 levels, damage from spells (based on skill level) fell off quicker than damage from attacks (based on weapons).

A second issue with the previous way Spells were scaling is that a Staff that would allow to cast an attack would not be very potent, due to the fact that staves gave spell damage and not weapon damage.
In order to improve spell scaling and also to streamline the way damage for all skills are computed, spell damage is now based on weapon damage. There is still a difference between spells and attacks: some modifiers still only affect spells, and others only attacks.

Active Skill Modifiers (ASM) that modify increase damage or ailment chance now act multiplicatively. This means that if you take a modifier that increases the damage of your skill by 30% it will really deal 30% more instead of just adding this 30% to all the bonus damage you already have, resulting in a net increase of 5% at most.
This change should make the choice of your ASMs more meaningful while making it easier to understand what they really do.

Finally, we rebalanced most skills so that they are more in an equal footing in terms of viability. This makes it so more skills, and builds, can be played effectively during the campaign as well as the endgame.

General:
  • Damage of spells (including summons) is now based on Weapon damage.
Aether jump:
  • Continuum Expertise: Now also increases the willpower cost of the skill by 25
  • March of the Time Devourers: Now also increases the willpower cost of the skill by 25
  • Convolution: Now also reduces the willpower cost of the skill by 25
Annihilation:
  • Increased base damage of the skill by 30%
  • Puncturing Gaze. Now also reduces the damage of the skill by 25%
  • Increment of Infinity: Now also reduces the damage of the skill by 15%
  • One with the Weave:
    • Base cost increased: from 10 to 15
    • Channeling cost reduction: from -30 to -20
Anomaly:
  • Transfert time increased: from 1.5s to 2s
  • Critical Point:
    • Damage of the explosion are increased: from 100% of the base damage of the skill to 500%
  • Confluence Of All things:
    • Damage of the explosion are increased: from 100% of the base damage of the skill to 500%
  • Event Horizon: damage of the pull is now 30% of the base damage of the skill (from 100%)
  • Destabilization: Now also reduces the damage of the skill by 20%
Anvil’s Woe:
  • Reduced transfer time: from 2.2s to 1.5s
  • Damage increased by 25%
  • Striking Flint: damage multiplier of the explosions is increased to 80% of the base damage of the skill (from 25%)
  • Crackling Grindstone: Critical hits now have 100% chance to launch a chain lightning (from 50%)
  • Radical Shake: Now also increases the damage of the skill by 100%
Arctic Spear:
  • Base damage increased by 15%
  • Fixed an issue where projectiles would not always directly face the targeted direction.
  • Hiemal Ambush: Bonus damage decreased from +50% to +33% per projectile stack.
  • Sublime Fracture: smaller projectiles now spawn along the path of the main projectile instead of every 5 meters.
  • Shattering Blasphemy: Explosion on frozen kill damage increased from 30% of base damage to 200%
Avenger' Autoturret:
  • Fire rate multiplier when the turret is held is increased from 1.6 to 2
  • Ballistic Reinforcements: Now also reduces the damage of the skill by 15%
  • Flak Launcher: Now also increases the damage of the skill by 20%
Bladestorm:
  • Transfert time reduced: from 2s to 1.5s
  • Damage increased by 50%
  • Unfettered Determination: Now also reduces the damage of the skill by 25%
  • Echoes of Meadhalls: No longer have a chance to drop globes on hit. Now provides 1% life leech.
  • Chaining Wrath: chances to launch a chain lightning increased from 10 to 20%
  • Unrelenting Strikes: damage of the shockwave increased from 75% of the base damage to 200%.
Bleeding Edge:
  • Transfert time reduced: 2s → 1.5s
  • Self-adjusting Principle: Now also reduces the damage of the skill by 20%
  • Unstoppable Momentum: No longer reduces the damage of the skill.
  • Astral Orbit: Now also reduces the damage of the skill by 15%
  • Cyclonic Expansion: Now also increases the damage of the skill by 50%
Blood for Blood:
  • Now gives at least 10% more damage as rend. (from 0%)
  • Conniption: now deals 100% of the weapon damage per 10% HP missing. (from 20% weapon damage)
Bulwark of Dawn:
  • Rescaled the cost reduction per level: from -0.8 to -0.5 per level
  • Transfert time increased: from 1s to 2s
  • Everlasting Aurora: Now also increases the willpower cost of the skill by 50
  • Generative Star: The cooldown reduction has been reduced: from -4 to -2
  • Blade of Truth: Now adds a percent of your damage as sacred damage instead of adding flat damage.
Consuming Embers:
  • Heartpiercer: Now also reduces the damage of the skill by 25%
  • Meteor Shower: Now also reduces the damage of the skill by 15%
  • Fervor’s Smoke: The radius of the explosion is increased
Eclipse:
  • Shambling Eyeless: value of the slow increased from 30% to 50%
  • Bursting of Desert Rocks: Damage of the globe explosion increased from 200% of the damage of the skill to 500%
Evasion:
  • Primis Tenebris: Now correctly slows enemies that are affected by the damage zone
Gunslinger’s Brand:
  • Friendly Fire: Now also adds a cooldown of 3s to the skill
Havoc Orb:
  • Base damage increased by 20%
  • Mine Launcher: Now also increases the damage of the skill by 50%
  • Disintegrating Payload:
    • The damage of the additional explosions increased from 50% of the base damage of the skill to 75%.
    • Radius of the additional explosions increased by 100%
    • Number of additional explosions increased from 5 to 6
  • Glory to Mankind: speed of the projectile is increased by 50%
  • Hailing Devastation:
    • No longer reduces the damage of the skill.
    • Now adds a cooldown of 8s.
Infinity Blades:
  • Three-Dimensional Scoring: Now also increases the damage of the skill by 15%
  • Cosmic Recursion: Now also increases the damage of the skill by 15%
Juggernaut:
  • Damage absorption adjusted to the new monsters damage curve
  • Damage dealt is now based on the weapon damage of the caster instead of the current absorption of the shield.
    • A multiplier is still applied depending on the left absorption: the more absorption the shield has left, the higher the damage.
Light-Bringer:
  • Step 1: Time to reach is reduced from 0.7s to 0.5s.
  • Step 2: Time to reach is increased from 0.7s to 0.75s. Damage is increased accordingly.
  • Step 3: Time to reach is increased from 0.7s to 1s. Damage is increased accordingly.
  • Step 4 (Solar Logos modifier): Time to reach is increased from 0.7s to 1.25s. Damage is increased accordingly.
  • Transfert time reduced: from 2s to 1.2s
  • Base damage reduced by 50%
  • Sunstruck: Added cooldown increased from 4 to 8
Mark of Impurity:
  • Big Game Hunting: The damage increase is reduced from 10% to 5%
  • Weight of Culpability: The damage increase is reduced from 10% to 5%
  • Fate of the Unholy: the damage dealt by the explosion is now based on the weapon damage of the caster instead of the maximum life of the target.
Parasite:
  • Base damage increased by 50%
  • Life steal reduced from 50% to 5%
Plagueburst:
  • Willpower cost increased from 100 to 200
Slayer’s Flurry:
  • Zealous Blades:
    • Now increases 2% damage per stack to a maximum of 100% damage.
Solarfall:
  • Base damage increased by 50%
  • Willpower cost per second reduced from 150 to 100
  • Golden Hour: Now also reduces the damage of the skill by 30%
  • Plasmic Eruption:
    • Cooldown of the nova reduced from 4s to 1s.
    • Damage of the nova reduced from 150% of the base damage to 100%
Sovereign Shout:
  • Blood Drunk:
    • No longer generates globes
    • Now allows Sovereign Shout to deal a small amount of damage in its area of effect.
    • Heals the caster for 100% of the damage dealt.
Stings of Krearion:
  • Transfert time increased: from 1.2s to 1.5s
  • Ardent Knock: Speed value reduced from +20% to +15%
Tear of Etheliel:
  • Glass Firmament:
    • Step 2: Time to reach is increased from 0.5s to 0.75s. Damage is increased accordingly.
    • Step 3: Time to reach is increased from 0.5s to 1s. Damage is increased accordingly.
  • Base damage increased by 10%
  • Tear of Etheliel: Transfert time increased: from 1 to 2s
  • Stalactite Rain:
    • No longer adds a willpower cost
    • Tickrate is increased: from 1 per second to 2 per second.
    • Damage reduced: from 100% of the base damage to 10% of the base damage.
Thunderstrike:
  • Base damage increased by 20%
  • Willpower cost reduced from 100 to 85
  • Now has +20% damage per bounce instead of -10% damage.
  • Knees Hitting Ground: Now also increases the damage of the skill by 100%
Wailing Arrows:
  • Transfert time increased: from 1.2s to 2s
  • Spirited Advance: Now also increases the damage of the skill by 50%
  • The Black Cloud: Now also reduces the cooldown of the skill by 4 seconds.
Winter’s Grasp:
  • The duration of ailments applied by the skill is now correctly affected by increases to ailment duration.
  • Skill modifiers that change the damage type of the skill now still allow the character to apply the Freeze ailment in cases where it can apply more than 1 ailment.
  • Glacial Blast: chance to trigger the ice nova increased from 15% to 50%
  • Immortalized Perfection: now increases the duration of all ailments applied by the skill. Bonus duration to ailments other than freeze is increased: from +1s to +2.5s

Enemies:
  • Slightly adjusted difficulty of the different encounters of the campaign so that there is less of a spike of difficulty between intermediate bosses and Chapter bosses.
  • The “Unstoppable” Modifier doesn’t remove the break bar anymore. Now doubles the HP of the break bar instead.
  • The “Fast” Modifier doesn’t increase the attack and cast speed of the monster anymore. The movement speed value is increased: +10% → +35%
  • The modifiers “Fire Imbued”, “Lightning Imbued”, “Frost Imbued” “Physical Imbued”, “Rend Imbued”, “Sacred Imbued”, “Shadow Imbued”, “Toxic Imbued”, “Aether Imbued” and “Powerful” bonus damage value has been reduced by 75%.
  • Blue, Yellow , Orange and Red monsters no longer have a movement speed and attack speed bonus.
Wolcen: Lords of Mayhem - CoTTo
These Patch Notes are divided into two parts. You are currently reading Part 2
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Community Translations:



  • The Gate of Fates node “Elementary Destabilization” (Oracle of the Trinity) now properly scales with the player’s maximum HP rather than the enemy’s.
  • The Gate of Fates node “Academic Fieldwork” (Exorcist) now properly increases damage by 15% after killing a Champion enemy instead of 5%.
  • The Gate of Fates node “Safe from Afar” (Ranger) now correctly increases projectile damage based on the target’s distance.
  • The Gate of Fates node “Stunning Presence” (Alastor) now properly reduces the Power Charge cost of skills.
  • Fixed an issue causing Luring Untainted in offline mode to cost 2000 primordial affinity instead of 1000.
  • Changed the “Strike By Lightning” node from the Cabalist part of the Gate of Fates to share the same values as the other “Strike By Lightning” nodes.
  • Fixed an issue where the Chapter 3 Boss would sometimes fall through the ground and disappear when surrounded by enemies near a pillar.
  • Fixed an issue where summons would sometimes stop attacking if the player stayed inactive for too long.
  • Fixed an issue allowing the player to perform an Active Dodge Roll while channeling the Town Portal.



  • The unique helmet “Genesis” now correctly heals the player when Bulwark of Dawn is cast via the item’s last affix.
  • The unique armor “Bio-Flow symbiosis” now correctly allows the player to use Deathgazer Railgun.
  • Fixed an issue preventing the player to use the Lightning variant of Livor Mortis when using the unique sword “Zephyron, Herald of Change”.
  • Fixed an issue preventing the staves projectiles to not bounce when the unique amulet “Mark of the Blackstaff” was equipped.



  • Arctic Spear: The player now correctly loses all of the stacks gained from the “Prolonged Deceit” Modifier when missing a target.
  • Bladestorm: Fixed an issue causing the “Unrelenting Strikes” (formerly “Imposing Will”) Modifier to launch several waves instead of one.
  • Bulwark of Dawn: Fixed an issue causing the “Vitality Exhumed” Modifier to fully regen the player’s HP instead of increasing the tick rate of the heal.
  • Feeding Swarm: The Modifier “Saturated Tissue” now correctly increases the damage of the Skill and explosion when the player reaches the maximum number of Summons.
  • Infinity Blades: The “Static Environment” (formerly “Field of Sapience”) Modifier now correctly inflicts Stasis on blocked hits.
  • Juggernaut: The “Crushing Wall” Modifier now correctly reflects damage based on the enemy’s weapon damage instead of the player’s.
  • Livor Mortis: Fixed an issue where the skill would still cost Willpower instead of Rage despite having equipped the unique "Veiled Eclipse" if the “Dusklight Guardian” (formerly “Ravenous Reach”) Modifier was equipped.
  • Plagueburst: The “Erupting Flesh” (formerly “Loser’s Gift”) Modifier now correctly increases the average damage of the skill by 10% instead of 1%.
  • Slayer’s flurry: Fixed an issue making it possible to use this skill with any type of weapon if the “Piercing Shadows” Modifier was used alongside the unique item “Veiled Eclipse”.



  • The Demon of Souls will no longer be able to be teleported to Stormfall with the player when using their teleporting skills.
  • Fixed an issue causing the Golden Scarabs to sometimes disappear, not move or not cast their skill after moving
  • Fixed an issue where the enemy’s animations would glitch when trying to hit the player will they stand still.
  • Fixed an issue where enemy’s animation-driven movement skills would sometimes glitch out.
  • Fixed an issue where the Spiker’s skill would go over the player’s hitbox, and thus not doing damage.
  • Fixed an issue where Rats would collide with other entities.



  • Fixed an issue preventing the minimap to display a portion of a pathway inside of Stormfall.
  • Mercy’s arena’s gate’s clickable area now properly matches its visual.
  • Fixed a bug where the Vault’s door to reach the second part of the Helion could be closed shortly after opening, preventing the player from being able to go through it.
  • Fixed an issue allowing the player to go through an immaterial tent during the story.
  • Fixed an issue making it look like two guards were levitating in Stormfall Palace.
  • Removed a placeholder that was present on a wall in the Inn.
  • Fixed several issues where the player could randomly get stuck in the environment when using Wings of Ishmir.
  • Fixed an issue causing some statues to not fade out when the player passed behind them.
  • Fixed an issue causing some ground textures to sometimes glitch underneath specific barrels in Stormfall.
  • The Navmesh around the Waypoint in the “Conflux Platform” is now properly displayed.



  • Fixed a localization issue in the City building screen: Renovate Institute (East) in Primordial Institute (East) stating that it gave one Gate of Fates point instead of two
  • Fixed a localization issue in the “Incendiary Rounds”’ Modifier’s tooltip (Deathgazer Railgun) stating that a trail would be left at minimum charge rather than maximum.
  • Clarified the tooltip of the “House of Leeches” Modifier from Parasite.
  • The correct value is now displayed in the “Immortalized Perfection” Modifier’s tooltip.
  • The unique gloves “Argand’s Hearth”’s tooltip now properly specifies that the dash attack cooldown is only reduced on kill.
  • The tooltip for the “Relentless Pursuit” Modifier from Wings of Ishmir doesn’t specify that the skill costs Rage anymore.
  • The tooltip of the “Erratic Progression” Modifier from Anomaly has been clarified to specify that the movement speed buff triggers when stepping in the skill’s area of effect.
  • The tooltip of the “Shockwave” Modifier from Flight of Gaavanir now correctly specifies that the enemies have a chance to be stunned when hit by the hammer rather than exclusively along its recall trajectory.
  • Clarified the tooltip of the “Feeding the Spirit” Modifier from Tracker’s Reach that led to thinking the Skill already had a chance of dropping Health Globes when it did not.
  • The tooltip of the “Augmented Ammunition” Modifier from Gunslinger’s Brand now correctly specifies that the base Physical Damage can be converted to a random damage type rather than only an Elemental one.
  • Fixed an issue in the tooltip for 'Bleeding Edge' describing it as a 'projectile' when it is not counted as one.
  • The tooltip of the node “Captured Velocity” now properly specifies that Supernatural Paradox and Earthly Paradox points are gained when inflicting Stasis with an Attack or a Spell instead of when hitting an enemy in Stasis.
  • The node “Unbridled Rage” now correctly reads “+10 Rage per hit taken” rather than “+10% Rage per hit taken”.
  • The tooltip of the node “Take All Challengers” now properly states that the Radius for enemies to be considered Nearby is increased by 2m.
  • The tooltip from Plagueburst now properly states that the skill will be cast on the character’s location and not on the cursor’s location.
  • The tooltip of the “Toxic Entropy” Modifier from Annihilation has been clarified and now correctly states that it grants a Buff to the Damage Type you inflict with this Skill.
  • The tooltip of Parasite now specifies the possessed limitation for Underlings and Specialists.
  • Fixed a text format issue in the “Salt Baths Of Stormfall” project.
  • Fixed the description of the “Establish Contract: Golden Child” that was missing apostrophes.
  • The tooltip of the node “Studied Pursuer” has been clarified and now properly states that it changes the interval between gaining Cold Blooded points by 1s.



  • Fixed an issue where “dialogue bubbles” were sometimes flickering.
  • The main menu now correctly displays the progression and parameters based on the team leader rather than the player.
  • Fixed an issue allowing the player to open several menus during the cinematics.
  • Fixed an issue causing the “Game Settings” button to be hoverable and clickable when greyed out.



  • Fixed an issue where a blood sound effect would be played instead of a rock one on some surface type.
  • Anasareth’s beam and the sequence of it activating the Conflux portal now properly displays its sound effects.
  • Fixed Gunslinger's brand activate sound carrying across long distances for party members
  • Fixed Holding turret skill down plays summon sound twice
  • Fixed Republic MortarBeast ranged attack sound cutting off abruptly.
  • Fixed incorrect one-handed mace attack swings and impact sounds on enemies.
  • Added more armor movement and attack foley.
  • Added bespoke Republic Justicar warcry sound, rather than reusing Edric's.
  • Added a helmeted effect to Republic Justicar vocalisations.
  • Added signpost sounds to some Justicar skills.
  • Added player pain vocalisation when approaching low health.
  • Added 12 sets of armor foley which change depending on what you are wearing.
  • Added sounds to breakable objects which were previously lacking them.
  • Added new vocalisations and improved idle vocal sounds for Zombie-like enemies.
  • Added various ambient environmental detail sounds in game areas and cutscenes.
  • New loot and inventory sounds for item drop, pick, select, release and equip.
  • New Unique and Legendary detail sounds added.
  • New stash inventory open, close and item stash & unstash sounds.
  • Enemies now have a chance to taunt dialogue when you encounter them.
  • Pistol bullets now have environment impacts, ricochets and kill sounds.
  • Flight of Gaavanir throw, catch, impact timings improved and explosion modifier sound added.
  • Hauntstones now play rock sounds when damaged.
  • Improved footstep types for different surfaces.
  • Improved the footstep sound rhythm/sync when moving while equipped with dual melee weapons.
  • Improved Melee sounds for impacts on ground.
  • New ambient/environment sounds added across the game to various areas and cutscenes.
  • A Pistol's first shot has extra detail reflections to enhance the feel of entering combat.
  • Groups of enemies now have their own subtle ambient bubble of sound which scales depending on the size of the group.
  • A large pack of dogs will howl and bark, a screen full of ghosts sounds like a spirit vortex, a unit of Infantry will have weapons and armor movement and the legions of undead zombies will moan in chorus.




  • Fixed an issue preventing the VFX of Stings of Krearion to be green when both the “Unnatural Causes” and “Pride of the Deerstalker” Modifiers were equipped.
  • The trail caused by the “Incendiary Rounds” Modifier from Deathgazer Railgun now correctly displays its VFX.



  • Fixed an item duplication technique that would happen when losing internet connection while using the Jeweler Zanafer Stark’s interface.
  • Fixed an item duplication technique allowing the duplication of two-handed weapons using the second tab of the Jeweler Zanafer Stark’s interface.
  • Fixed an issue sometimes preventing the player from teleporting back to town or exiting a secondary area.
  • Fixed an issue preventing the Presence statistic to be correctly displayed in the Character Sheet.
  • Fixed an issue preventing two players from entering a dungeon at the exact same time.
  • Fixed an issue where friend requests were automatically accepted if the player was in the initial startup of the game.
  • Fixed an issue making a quest marker sometimes disappear when the player went in and out of a secondary dungeon.
  • Gernese and the Aurora Knight now correctly display their idle animations after their dialog. Additionally they do not turn invisible anymore when the player returns to the main menu and comes back to their location.
  • Fixed a client crash happening when the game files for Dyes were manually modified in the wrong way.
  • Fixed a client crash randomly happening when using Feeding Swarm with the “Cadaverine” Modifier and summoning a zombie at the exact frame it dies and explodes.
  • The player’s Town portal now closes automatically after finishing a Mandate.
  • Fixed an issue where a player joining a party that finished a Sarisel expedition without exiting the area would be able to see a red portal at the end of it.
  • Fixed an issue where UI artifacts were visible just before Operation Dawnbane’s cutscene.
  • Fixed a layering issue preventing Valeria and Gernese character models to correctly disappear after completing the Dawnbringer quest.
  • Fixed an issue where a character would be in T-pose during a cinematic in Chapter 3.
  • The Havoc Orb projectiles’ sound effects and VFX are now properly synced with the visual of the skill.
  • The information regarding Magic Find and Monster level is now displayed on the expeditions’ interface when using a Memory’s Echo.
  • Fixed an issue where the player could get soft locked if they died during the first quest of the first Chapter and clicked “Revive in town”.
  • The “Revive at last checkpoint” option is now correctly displayed when dying rather than reading “Undefined”.
  • Fixed an issue in the dialog before “The Last Stand” event in Chapter 1 that would cut before the female character could deliver her last voice line.
  • Fixed an issue that could cause monsters (including character-summoned monsters) to T-Pose.
  • Fixed an issue causing the encounter to sometimes not reset properly when dying to the Alastor in the Laughing Sea Gal’.
  • The player now properly has the option to return to town when dying during a Boss fight.
  • Fixed an issue causing the player to sometimes be soft locked by opening the Skills UI while channeling Gunslinger’s Brand.
  • Fixed a client crash sometimes happening when minimizing and maximizing the game repeatedly.
  • Fixed an issue allowing the player to teleport to another player after the completion of a Mandate, causing them to fall under the map.
  • Fixed a client crash happening when the player transformed into Aspect of the Apocalypse right when getting impaled by the Untainted Zealot’s charge in Offline mode.
  • Fixed an issue causing the Spider from the Companion Shrines to clip through the map and slide down slopes.
  • The player is now properly teleported at the last checkpoint after dying in the arena during the “Dethrone the Beast” quest in Chapter 1.
  • Fixed an issue allowing the player to use Town Portal during the Merchant-Prince Damaskus’ cinematic.
  • Fixed an issue causing a fresh character to not have the Republican Armor during the prologue.
  • Fixed an issue causing the player to sometimes get soft locked by out-of-range enemies during the quest “The Darkest Dusk”.
Wolcen: Lords of Mayhem - CoTTo


Community translation: Русский

Hello everyone,

The servers of Wolcen: Lords of Mayhem are now offline while we prepare for the release of our Chronicle I: Bloodtrail, and allow you to pre-download the update.
Until the Chronicle is released this evening, you will not be able to play Wolcen whether it is online or offline, but here are some details that you might enjoy before joining the hunt!

The full Patch Notes will be available soon].

Here is a short summary of what you can expect in this first major update.

We’ve added a new Game Mode: Chronicles.

Chronicles allows you to play with a new character in a completely fresh economy, and access the seasonal events during the campaign and in the endgame. This specific event will require you to successfully track a Prey and make decisions during your hunt to make it more or less challenging depending on the choices you make. This will allow you to customize your hunt in order to earn even more powerful rewards!

Hunters are commonly known for having a faithful companion, so we have also introduced Pets to that first Chronicle!

We have also added new endgame buildings in the Champion of Stormfall Game Mode, including a new Narrative Bloodtrail event where you will work with a new character: Ilthain, from the Order of Oshara, to find clues on the whereabouts of the missing Dragon Matriarch. Finishing all the narrative missions, including the Chronicle Boss, will earn you 4 baby dragon pets, and the Order of Oshara armor skin.

Kickstarter backers will be able to receive their armor skins and pet skins from their pledge. To find out how you can claim your rewards, we’ve made a specific FAQ. These skins are also Steam inventory items, so you can trade them with other players, but you will lose the ability to use them in-game if you choose to do so.

In addition to these Chronicle specific content, a new skill is available to Ranger/Rogue archetypes, and the balancing has been completely overhauled to give more meaningful upgrades from the Gate of Fates and gear, but also more reasonable values when it comes to damage numbers in-game.
We redesigned the Active Skills tree, you will now select Damage Types independently from other modifiers.
More than 70 new Damage Type Modifiers have been added to the Active Skills and 40 new minor modifiers have been added as well.

We revisited the crafting approach by adding a new Crafting UI that will allow players to have more understanding and control over the outcome of their craft.

Stay tuned on Twitch!

We are working with several Twitch streamers to give you the possibility to receive a unique and stylish pet: the Time-Devourer Wolf.
All you have to do is link your Wolcen and Twitch accounts, then watch one of our partnered streamers playing Wolcen for about 1 hour.
Make sure to check the FAQ to see the list of eligible streamers and follow the steps to link your Wolcen account to Twitch.

A new update means that some bugs might have slipped past our team, but rest assured we will be working on fixes as fast as we possibly can. If this happens, please contact our Customer Support and provide us with as many details as possible.

Finally, we will continue to develop and bring even more free updates in the future, and we hope that you will enjoy it as much as we did, developing and supporting Wolcen to new heights for the community.

This is only the beginning of this journey to bring the game where our community wants it to be.
Please don’t hesitate to share your feedback, ideas and suggestions, we will read them carefully.

Wolcen: Lords of Mayhem - CoTTo
Community translation: Русский

Hello everyone,

We will soon be releasing our first Chronicle for Wolcen: Lords of Mayhem. Chronicle I: Bloodtrail is our first Free Content Update for Wolcen and it includes gameplay improvements and new content.

More details about the content of this update will be shared as we approach its release.

With Chronicle I: Bloodtrail, we also wanted to make a complete reset of the economy. Therefore, characters created before the release of the Chronicle will be moved to a separate Game Mode called Legacy, and they will not be able to interact or trade with characters created after the release of Bloodtrail. They will, however, still be able to interact or trade with the other Legacy characters.

Since the release of the game in February, we have released 17 patches for Wolcen in order to improve balancing, performance, servers, and fix the most common and critical issues. These last months, we’ve been preparing for Chronicle I: Bloodtrail, and although we chose to remain silent, we’ve been listening to your feedback and used them to enhance the game experience and improve the foundations of Wolcen.

This update is only the beginning of a new journey for Wolcen, and we hope that you will join us for it.

Thank you for your support.

Aug 27, 2020
Wolcen: Lords of Mayhem - CoTTo
Community translation: Русский


  • Chapter III Boss: Improved the indicators for the fire projectiles so that they better fit the actual size of the explosion.
  • Chapter III Boss: Fixed to the fire projectiles sometimes not exploding when colliding with the ground.
  • Fixed an issue preventing damage type conversion to work on default attacks. This affected the following nodes in the Gate of Fates: "Primal Power"(Warmonger), "Blood Reaper"(Warmonger), "Blessing of the Jade Legion"(Assassin), "Initial Spark"(Child of Fury) and "Conflagration"(Child of Fury).
  • Fixed the amount of delayed damage dealt through the Gate of Fates node "Which Time Cannot Heal"(Timeweaver) not being exactly 100% of the original damage.
  • Fixed the Gate of Fates node "Virtuose Stance"(Arms Maester) having a chance to double any damage instead of being limited to default attacks as stated in its description.
  • Changed the Gate of Fates node “Purifier's Will” description to match its behavior in-game.
  • Changed the Gate of Fates node “Life's First Movement” description to match its behavior in-game.


  • Mournfall Treads: The boots correctly slow down nearby enemies instead of increasing their movement speed.
  • Shadowcall: The ring now correctly spreads the status ailments of the target to its surrounding allies as it should.
  • Shimmering Shadows: the shield will now properly apply Curse stacks upon dashing to a target.
  • Veiled Eclipse: Fixed a bug where shadow-type spells would not have any cast cost when equipping the "Veiled Eclipse" Unique item.
  • Zapstick: The staff is now properly converting Burn and Freeze chance into Shock chance instead of taking into consideration Shock Chance.
  • Zapstick: Changed an affix translation to better match its behavior in-game.
  • "Frost Damage into Life Leech" has been changed into "Life Leech from Frost Damage" for consistency.


  • "Health Regeneration" has been corrected to "Life Leech" in the Skills details for accuracy.
  • Fixed a bug where secondary hits triggered by special skill interactions would sometimes fail to apply (ex: "Friendly Fire" Modifier for the "Gunslinger's Brand" skill).
  • Anvil's Woe: Changed the “Axhammer” Modifier description to better match its behavior in-game.
  • Arctic Spear: Fixed the damage bonus from the "Hiemal Ambush" Modifier. It was higher than the value displayed in the skill tooltip.
  • "Avenger” Autoturret: Fixed an issue where canceling the skill at the right timing would make the turret invisible but still deal damage.
  • "Avenger” Autoturret: Changed the “Flak Launcher” Modifier description to better match its behavior in-game.
  • "Avenger” Autoturret: Fixed an issue where the player got stuck holding the Turret instead of placing it on the ground.
  • Bladestorm: Fixed an issue in the Rage cost displaying a Rage per second value in the tooltip even if the "Unfettered Determination" Modifier was disabled, and a wrong overall Rage cost when no Modifier was enabled at all.
  • Bladestorm: Fixed an issue with the "Lethal Momentum" Modifier which provided 44 Rage points for each enemy killed by the skill instead of 20 as stated in the tooltip.
  • Bladestorm: Changed the “Spoils of War” Modifier description to better match its behavior in-game.
  • Bladestorm: Changed the “High Velocity Rotation” Modifier description to better match its behavior in-game.
  • Bladestorm: Changed the “Chaining Wrath” Modifier description to better match its behavior in-game.
  • Blood for Blood: The "Unstable Flesh" Modifier was displaying an incorrect VFX when an enemy died, leading players to think the damage was done in an area instead of being single-targeted.
  • Blood for Blood: Changed the “Unstable Flesh” Modifier description to better match its behavior in-game.
  • Blood for Blood: Changed the “Fear Marches” Modifier description to better match its behavior in-game.
  • Deathgazer's Railgun: Fixed a bug where the "Aether Piercing Ammunition" Modifier would inflict stasis stacks twice instead of once.
  • Duskshroud: Changed the “Friendly Territory” Modifier description to better match its behavior in-game.
  • Eclipse: Fixed a typo in the “Far Side of the Moon” Modifier description.
  • Evasion: Changed the “Silhouetted Spectre” Modifier description to better match its behavior in-game.
  • Feeding Swarm: Changed the “Saturated Tissue” Modifier description to better match its behavior in-game.
  • Havoc Orb: Fixed an issue causing the projectiles to disappear instead of displaying an explosion VFX when used with the "Glory to Mankind" Modifier.
  • Juggernaut: Fixed an issue causing the "Grudges Collected" Modifier to provide rage once every five hits, instead of every hit.
  • Juggernaut: Changed the “Sound Body” Modifier description to better match its behavior in-game.
  • Light-Bringer: Fixed an issue preventing the "Insuppressible Rhapsody" Modifier to provide Force Shield Points for each enemy hit as it should have done.
  • “Light-Bringer: Changed the “Sudden Dehydration” Modifier description to better match its behavior in-game.
  • Livor Mortis: Changed the “Hateful Swords” Modifier description to better match its behavior in-game.
  • Mark of Impurity: Fixed an issue preventing the "Weight of Culpability" Modifierl to increase the damage taken by the target.
  • Phantom Blades: The “Cut through the Aether" Modifier doesn't consume a charge anymore when recast to teleport on the projectile.
  • Phantom Blades: The "Bladed Blizzard" Modifier will now be able to properly trigger the "Ancient Fervor" bonus from the Gate of Fates.
  • Plagueburst: The "Blades of Pestilence" Modifier will now correctly provide an Ailment Chance Score buff to your nearby allies, not just to yourself.
  • Plagueburst: Changed the “Mortiferous Guest” Modifier description to better match its behavior in-game.
  • Plagueburst: Changed the “Nervous Agent” Modifier descriptionl to better match its behavior in-game.
  • Slayer's Flurry: The "Curse of the Dark Crescent" Modifier is now spreading status ailments on kill as it should.
  • Slayer's Flurry: The "Fullered Blades" Modifier now correctly increases the dash speed.
  • Slayer's Flurry: Changed the “Crepuscular Escalation” Modifier description to better match its behavior in-game.
  • Slayer's Flurry: Changed the “Crashing Moons” Modifier description to better match its behavior in-game.
  • Solarfall: Fixed a bug where the explosion triggered by the "Plasmic Eruption" Modifier would not deal any damage.
  • Solarfall: Fixed a bug where the "Punishing Brilliance" Modifier would prevent the skill to deal damage.
  • Stings of Krearion: Fixed a bug where additional shots from the “Pride of the Deerstalker” Modifier were not following the limited turn speed of the character's animation.
  • Wailing Arrows: Changed the “Call of the First Archers” Modifier description to better match its behavior in-game.
  • Warpath: The "Mania" Modifier now consistently generates Rage on the final explosion caused by the skill and on the damage wave added by the "Overwhelming Impact" Modifier.
  • Warpath: The "Lingering Visions" Modifier now summons allied ghosts on regular hits, and not just on the bump effect caused by the skill.
  • Warpath: Fixed the "Inflexible Stance" Modifier not providing damage bonus based on the player's block chance like it should.
  • Winter's Grasp: The "Glacial Blast" Modifier will now proc on any type of kill, not only on the kills done by the original skill cast. However, it will now only trigger once at most, meaning it won't chain explode as it could before.
  • Winter's Grasp: Changed the “Glacial Blast” Modifier description to better match its behavior in-game.


  • Fixed an interface rendering issue that would cause details from the character sheet tooltips to be displayed elsewhere on-screen on lower screen resolution (1680x1050 and below).
  • The "Spell Life Leech" tooltip in the character sheet has been fixed to remove extra words.
  • The message displayed when the character is down will now take into account the key assigned to the Revive function.
  • Corrected some typos in the subtitles of the opening cinematic to match the voice lines.



  • Fixed a client crash happening randomly when switching characters in the character selection menu.
  • Fixed a server crash happening when a secondary dungeon entry entity was deleted while requesting the creation of its secondary dungeon (ex: when its parent dungeon was deleted).
  • Fixed a random client crash happening when changing resolution, going into the fullscreen mode or pressing Alt-Tab, depending on AA settings. That crash was more likely to happen on AMD graphics cards.
  • Fixed a server crash happening when applying a lot of status ailments in a short period of time using the "Fatal Pact" Gate of Fates node from the "Abyssal Shaper" class.
  • Fixed a server crash happening when a player could accept a trade without the necessary resource while using the Expedition Modifiers interface.
  • Fixed a random client crash related to dynamic mesh computation happening when changing level(leaving the main menu or changing chapters).
  • Fixed a client crash related to merchant UI trying to display an invalid item.

Recently added:
  • Fixed an issue causing the Gate of Fates nodes tooltip to stay on screen when hovering nodes and selecting them rapidly.
  • Fixed an issue with the rotation buttons of the Gate of Fates to better match the visuals.
  • The Gate of Fates is now automatically closed when starting a cutscene.
  • Timeweaver: Fixed an issue causing the "Dire Juncture" node to knock the character back twice.
  • Fixed a visual artifact occurring when dropping an item into the stash.
  • Skills are now equipped when releasing the button in the skill bar instead of when hovering the skill slot.
  • Aether Jump: fixed erratic usage of this skill with the "Convolution" Modifier in online mode.
  • "Avenger” Autoturret: Fixed an issue with the "Autonomous Sensors" Modifier, causing the turret to target dead monsters still processing their on-death skill.
  • Sovereign Shout: The "Infectious Determination" Modifier now mentions the duration increase in its tooltip.
  • Duskshroud: Changed the "Unseen Thrills" Modifier description to better match its behavior in-game.
  • Gunslinger's Brand: fixed the projectile computation with the "Wild Gunsman" Modifier to prevent erratic shots when aiming very close to the character.
  • Infinity Blades: Fixed a bug where the damage bonus from the "Reading of Quantic Memories" Modifier would not change its type according to elemental skill modifiers.
  • Slayer's Flurry: The "Crepuscular Escalation" Modifier now correctly mentions a "+1 projectile" instead of a "+2 projectiles".
  • Fixed issues with all channeling-type skills, where the character would get stuck in the animation if the player interacted with specific UI elements at the same time.
  • Removed residual "Bleeding Edge" axes during cutscenes.
  • Fixed an issue causing the character to get stuck under the bridge in Cordanon.
  • Fixed an issue where monsters would not always play their attack animation when using the same skill twice in a row.
  • UI and Expedition windows cannot be opened at the same time anymore.
  • Fixed an issue leading the character to move when opening a trade window on-screen resolutions that were different than 1920x1080.
  • Accessories cannot be placed in the Dark Market quality-enhancement project anymore.
  • Channeled actions such as using the town portal are now canceled when the character receives a hit.
  • Fixed a keyboard shortcut interaction with Attribute points assignments, where the 1/5/50/250 multipliers would work when adding points but not when removing them.
  • Fixed an item duplication technique that would happen when connecting one character twice at the same time during game loading, and complete a trade with the other character.
  • Fixed an issue where allied characters got stuck and disappeared after dying two times.
  • Fixed an issue making the character move when requesting a trade by clicking on a party member's portrait.
  • Fixed an issue causing the character to keep on attacking destroyed barrels when holding the left mouse button.
  • Fixed an issue causing visual artifacts on characters (invisible body parts) during the Untainted Expedition's victory screen.
Wolcen: Lords of Mayhem - calistaen
Community translation: Français - Русский

[1.0.16 Patch Notes: Part I] [1.0.16 Patch Notes: Part II]

Hello everyone!

Second Dawn marked a shift in our priority regarding the development of the game, while we initially wanted to prioritize new league content and the new chapter, the feedback from our community was unanimous, and we totally agree with you: the game needed to be fixed, and polished as much as possible before adding new content.

Second Dawn started 5 months ago, after patch 1.0.4, and ends 11 patches later with patch 1.0.16. During these 5 months, we focused on identifying and fixing the most issues possible. We received precious feedback from our community on a daily basis, this greatly helped us identifying and prioritizing bug fixing.

The end of Second Dawn does not mean that every bug is fixed, nor that we will stop fixing them. We will continue working hand in hand with our community to make sure the game keeps getting better, hotfixes and bug fixing will still occur after Second Dawn, to give the healthiest environment possible for new content to be added, starting with the first Chronicle coming this Autumn.

Thank you all for your support and your feedback! And here are the Patch Notes for the balancing/skills part:


  • Fixed an issue with the "range" value displayed in some skills modifier tooltips, which showed the total skill range instead of the range added by the modifier (ex: the ASM "Stunning Reach" for the "Evasion" skill).
  • Permanent skills launched using an Aspect of Apocalypse (such as the "Hammer of Aurora") are now properly removed when the Aspect is dropped.
  • Added damage computation in Juggernaut's skill tooltip.
  • Fixed an issue preventing the modifier "Shifting along the walls" for the "Duskshroud" skill to trigger player's force shield regeneration as stated.
  • Fixed an issue preventing the "Corruption's bloat" modifier for the "Plagueburst" skill to increase explosion damage as it should when friendly summons died in the area.
  • Fixed an issue with the 'Mark of Impurity' tooltip description that stated it was inflicting a "number of curse ailment stacks" on the enemies but it does not by default.
  • Fixed a tooltip issue regarding the rage generation per second for several active skills.
  • The internal logic multipliers computation formula of skills with secondary hits has been changed. This improves how certain skills will scale with damage modifiers provided by Active Skill Modifiers.

Second Dawn also comes with a wave of balancing changes. Our designers expressed their objectives with these changes and explained a bit more about their plans for the future of Wolcen on that news. Don’t hesitate to take a look!

Since these changes are quite extensive and everything doesn't fit on single news, you can check the balancing changes on this page!


  • Base damage increased from 10-11 to 11-12.
  • Increased damage gained with levels:
    • +1 to +2 from level 2 to level 10.
    • +1 to +3 from level 11 to level 20.
    • +1 to +4 from level 21 to level 30.
    • +1 to +6 from level 31 to level 40.
    • +2 to +9 from level 41 to level 50.
    • +2 to +13 from level 51 to level 60.
    • +3 to +19 from level 61 to level 70.
    • +3 to +28 from level 71 to level 80.
    • +3 to +41 from level 81 to level 90.
Modifiers:
  • Consumed by Nothingness: increase damage bonus from 10% to 20%.
  • Catatonic Accumulation: increase damage bonus from +100% to +150%.
  • Finality’s Axiom: increase damage bonus from 20% to 40%.


  • Increased damage gained with levels:
    • +0.5 to +1 from level 2 to level 10.
    • +0.5 to +1 from level 11 to level 20.
    • +1 to +2 from level 21 to level 30.
    • +1 to +3 from level 31 to level 40.
    • +1.5 to +4 from level 41 to level 50.
    • +1.5 to +5 from level 51 to level 60.
    • +1.5 to +6 from level 61 to level 70.
    • +1.5 to +8 from level 71 to level 80.
    • +1.5 to +10 from level 81 to level 90.
Modifiers:
  • Elongation: increase damage bonus from 10% to 20%.
  • Event Horizon: increase damage when enemies are pulled into the anomaly from 50% to 100%.


  • Base damage per level increased:
    • +1% to +1.2% weapon damage up to level 40.
    • +1% to +2.4% weapon damage from level 41 to level 50.
    • +1% to +3.6% weapon damage from level 51 to level 60.
    • +1% to +4.8% weapon damage from level 61 to level 70.
    • +1% to +6.0% weapon damage from level 71 to level 80.
    • +1% to +7.2% weapon damage from level 81 to level 90.
Modifiers:
  • The Axhammer: reduced the attack speed bonus from 50% to 25%. Damage reduction has been removed.
  • Remnant Of Shock: damage dealt by the ghost spawned increased by 50%.
  • Crackling Grindstone: the lightning hit now only converts physical damage to lightning (instead of all damage types).
    • Damage on first target increased by 100%.
    • Damage on the second target increased by 80%.
    • Damage on third and fourth target increased by 60%.
    • Damage reduction removed.
  • Crater Maker: added base damage increased from 30% to 40%.
  • Stormbound: added base damage increased from 30% to 40%.
  • Voltaic Arc: added base damage increased from 60% to 80%.


  • Base damage increased from 11-13 to 13-15.
  • Increased damage gained with levels:
    • +1 to +2 from level 2 to level 10.
    • +1 to +3 from level 11 to level 20.
    • +1 to +5 from level 21 to level 30.
    • +1 to +8 from level 31 to level 40.
    • +2 to +12 from level 41 to level 50.
    • +2 to +18 from level 51 to level 60.
    • +3 to +27 from level 61 to level 70.
    • +3 to +41 from level 71 to level 80.
    • +3 to +62 from level 81 to level 90.
  • Reduce cast delay from 1s. to 0.75s.
  • Pierce increased from 1 to 2 targets.
Modifiers:
  • Crystal Javelin: increase damage bonus from 10% to 20%.
  • Comet Ballista: reduce cast delay malus from 1 sec to 0.75 sec.
  • Cold Regard: increase damage bonus from 10% to 20%.
  • Crooked Jab: remove the malus resource consumption time.
  • Prolonged Deceit: increase damage bonus per stack from 5% to 15%.
  • Prolonged Deceit: decrease maximum stack from 20 to 10.
  • Hiemal Ambush: Increase the damage multiplier per lance from 1% to 15%.
  • Organic Temperature Shift: increase damage bonus from 100% to 200%.


  • Base damage per level increased:
    • +0.5% weapon damage up to level 40 (not changed).
    • +0.5% to +1.0% weapon damage from level 41 to level 50.
    • +0.5% to +1.5% weapon damage from level 51 to level 60.
    • +0.5% to +2.0% weapon damage from level 61 to level 70.
    • +0.5% to +2.5% weapon damage from level 71 to level 80.
    • +0.5% to +3.0% weapon damage from level 81 to level 90.


  • Fixed an issue preventing the "Bleeding Edge"’s axe to be removed when the character died, which led to weird interactions when choosing to respawn in town and made the character invisible.
  • Base damage reduced from 290% to 210%.
  • Base damage per level reworked:
    • +1.5% to +0.9% weapon damage up to level 40.
    • +1.5% to +1.8% weapon damage from level 41 to level 50.
    • +1.5% to +2.7% weapon damage from level 51 to level 60.
    • +1.5% to +3.6% weapon damage from level 61 to level 70.
    • +1.5% to +4.5% weapon damage from level 71 to level 80.
    • +1.5% to +5.4% weapon damage from level 81 to level 90.
  • Total damage around level 80 is the same as before the update.


  • Base damage increased from 6-7 to 8-9.
  • Increased damage gained with levels:
    • +0.5 to +2 from level 2 to level 10.
    • +1 to +3 from level 11 to level 20.
    • +1 to +5 from level 21 to level 30.
    • +1 to +6 from level 31 to level 40.
    • +2 to +8 from level 41 to level 50.
    • +3 to +11 from level 51 to level 60.
    • +3 to +15 from level 61 to level 70.
    • +3 to +21 from level 71 to level 80.
    • +3 to +29 from level 81 to level 90.
Modifiers:
  • Passion Aflame: increase damage bonus from 10% to 20%.
  • Engulfing Desires: increase effect radius from 2m to 2.5m.
  • Fratricidal Reunification: increase damage bonus from 10 to 25.
  • Immolator: increase damage bonus from 10% to 20%.
  • Lord of Char: increase damage bonus from 100% to 200%.


  • Base damage per level reworked:
    • +0.8% to +0.75% weapon damage up to level 40.
    • +0.8% to +1.50% weapon damage from level 41 to level 50.
    • +0.8% to +2.25% weapon damage from level 51 to level 60.
    • +0.8% to +3.00% weapon damage from level 61 to level 70.
    • +0.8% to +3.75% weapon damage from level 71 to level 80.
    • +0.8% to +4.50% weapon damage from level 81 to level 90.


  • Fixed an issue preventing the Eclipse skill to destroy incoming projectiles.
  • Base damage increased from 8-9 to 10-11.
  • Increased damage gained with levels:
    • +0.5 to +4 from level 2 to level 10.
    • +0.5 to +6 from level 11 to level 20.
    • +1 to +9 from level 21 to level 30.
    • +1 to +14 from level 31 to level 40.
    • +2 to +22 from level 41 to level 50.
    • +2 to +34 from level 51 to level 60.
    • +3 to +53 from level 61 to level 70.
    • +3 to +82 from level 71 to level 80.
    • +3 to +127 from level 81 to level 90.
  • Increased knockback from 3.5 m to 5 m.
  • Increased stun duration from 1 sec to 1.25 sec.
Modifiers:
  • Shambling Eyeless: increase slow efficiency from 25% to 30%.
  • Rushing for Curfew: increase willpower generation per enemy hit from 10 to 15.
  • Unseelie Gale: increase the stun duration bonus from 0.5 sec to 0.55 sec.
  • Rationality’s Extinguishing: increase frenzy chance from 10% to 12%.


  • Fixed an issue preventing the "Silhouetted Spectre" ASM of the "Evasion" skill to spawn ghost allies on enemies hit by the projectiles.
  • Base damage increased from 120% to 250%
  • Slow increased from 35% to 50%.
  • Base damage per level increased:
    • +0.5% to +1.25% weapon damage up to level 40.
    • +0.5% to +2.5% weapon damage from level 41 to level 50.
    • +0.5% to +3.75% weapon damage from level 51 to level 60.
    • +0.5% to +5.00% weapon damage from level 61 to level 70.
    • +0.5% to +6.25% weapon damage from level 71 to level 80.
    • +0.5% to +7.50% weapon damage from level 81 to level 90.
Modifiers:
  • Primis Tenebris: Rate of fire of the area of effect halved. The total damage of the area of effect is still the same.
  • Incandescent Smoke: Reduced cooldown from 4s to 3s.
  • Slicing Dash: added base damage increased from 50% to 75%.
  • Silhouetted Spectre: the chance to spawn a ghost increased from 10% to 100%. Damage of the ghost spawned halved.


  • Fixed an issue causing monsters summoned by the "Feeding Swarm" skill to physically block each other while charging forward. They will now move through friendly entities for the time of their charge.
  • Fixed an issue causing monsters summoned by "Feeding Swarm" to sometimes run endlessly when asked to charge during their owner player's movement.
  • Base life and damage of summons increased from level 61 to 90.
    • +4% at level 61.
    • +80% at level 80.


  • "Baptism by Hail" ASM doesn’t mention a cooldown in the tooltip anymore.
  • Base damage reduced from 450% to 290%.
  • Base damage per level reworked:
    • +2.25% to +1.45% weapon damage up to level 40.
    • +2.25% to +2.90% weapon damage from level 41 to level 50.
    • +2.25% to +4.35% weapon damage from level 51 to level 60.
    • +2.25% to +5.80% weapon damage from level 61 to level 70.
    • +2.25% to +7.25% weapon damage from level 71 to level 80.
    • +2.25% to +8.70% weapon damage from level 81 to level 90.
  • Total damage around level 80 is the same as before the update.
Modifiers:
  • Multi-barreled Mortar: Reduced the damage reduction from -150% to -100%.
  • Feats of Manufacture: Reduced the damage reduction from -150% to -100%.
  • Baptism by Hail: Reduced the damage reduction from -200% to -150%.


  • Base life and damage of summons increased from level 61 to 90.
    • +4% at level 61.
    • +80% at level 80.


  • Fixed an issue preventing cooldown reduction effects to reduce the cooldown of the Flight of Gaavanir.
  • Fixed an issue where the 'Drums and Bells' active skill modifier for 'Flight of Gaavanir' was not accurate and could give a movement speed buff per enemy hit only on the way back of the spell.
  • Minimum base damage increased from 250% to 270%.
  • Base damage per level reworked:
    • +1.5% to +1.35% weapon damage up to level 40.
    • +1.5% to +2.70% weapon damage from level 41 to level 50.
    • +1.5% to +4.05% weapon damage from level 51 to level 60.
    • +1.5% to +5.40% weapon damage from level 61 to level 70.
    • +1.5% to +6.75% weapon damage from level 71 to level 80.
    • +1.5% to +8.10% weapon damage from level 81 to level 90.
  • Rage cost reduced from 250 to 200.
Modifiers:
  • Mountainous Impact: Area of effect of the explosion increased by 60%.
  • Tectonic: Damage reduction removed. The damage of the damaging area of effect increased by 150%.
  • Stones Casting Shadows: Damage reduction reduced from -150% to -120%.
  • Drums and Bells: movement speed buff increased from 3% to 10% per hit. Max movement speed is unchanged (30%).
  • Blazing Fury: added base damage increased from 25% to 50%.
  • Thunderous Impact: added base damage increased from 30% to 50%.


  • "Gunslinger's Brand" will now hit properly the Incubation Chambers during Chapter II Boss fight.
  • Fixed an issue preventing the "Wild Gunsman" Modifier to hit close targets after the first shot.
  • Reduced base damage from 160% to 120%.
  • Base damage per level reworked:
    • +0.8% to +0.6% weapon damage up to level 40.
    • +0.8% to +1.2% weapon damage from level 41 to level 50.
    • +0.8% to +1.8% weapon damage from level 51 to level 60.
    • +0.8% to +2.4% weapon damage from level 61 to level 70.
    • +0.8% to +3.0% weapon damage from level 71 to level 80.
    • +0.8% to +3.6% weapon damage from level 81 to level 90.
  • Total damage around level 80 is the same as before the update.


  • Fixed an issue causing damage preview for the "Infinity Blades" skill combined with the "Force Field Condensator" modifier to display incorrect values.
  • Fixed an issue preventing the "Sublime Cut" ASM for the "Infinity Blades" skill to generate the right amount of resource on kill.
  • Base damage increased from 5-6 to 6-7.
  • Increased damage gained with levels:
    • +0.5 to +2 from level 2 to level 10.
    • +1 to +3 from level 11 to level 20.
    • +1.5 to +4 from level 21 to level 30.
    • +1.5 to +6 from level 31 to level 40.
    • +1.5 to +8 from level 41 to level 50.
    • +1.5 to +11 from level 51 to level 60.
    • +1.5 to +15 from level 61 to level 70.
    • +1.5 to +21 from level 71 to level 80.
    • +1.5 to +29 from level 81 to level 90.
Modifiers:
  • Sublime Cut: increase willpower on kill from 12 to 25.
  • Records Printed in Matter: add +10% damage to every hit in the combo.
  • Printed Record: Chance to summon a ghost on hit increase from 5% to 8%.
  • Rehearsal for Armageddon: Increase the damage bonus (on the next hit you inflict after casting this skill) from 20% to 30%.
  • Aethereal Zephyr: increase duration from 10 sec to 15 sec.
  • Field of Sapience: increase the block chance from 10% to 17%.


  • Fixed an issue causing the "Sudden Dehydration" Modifier to provide a 100% shock chance instead of a 100% weakness chance.
  • Base damage increased from 7-8 to 8-8.
  • Increase damage gained per charge:
    • 0 charge = 0%, remains at 0%.
    • 1 charge = 100%, increased to 130%.
    • 2 charges = 200%, increased to 280%.
    • 3 charge = 300%, increased to 450%.
  • Increased damage gained with levels:
    • +0.5 to +2 from level 2 to level 10.
    • +1 to +3 from level 11 to level 20.
    • +1.5 to +4 from level 21 to level 30.
    • +1.5 to +5 from level 31 to level 40.
    • +1.5 to +7 from level 41 to level 50.
    • +1.5 to +9 from level 51 to level 60.
    • +1.5 to +12 from level 61 to level 70.
    • +1.5 to +16 from level 71 to level 80.
    • +1.5 to +22 from level 81 to level 90.
  • Reduce charging time from 0.75 sec per charge to 0.70 sec.
Modifiers:
  • Proud Rider: increase the all resistance bonus from 40% to 50%.
  • Plasmic Discharge: increase the AoE from 3m to 4m.
  • Solar Logos: increase new charge bonus damage from 400% to 640%.
  • Adjudication: increase damage bonus from 10% to 20%.
  • Unwanted Embrace: increase damage bonus from 20% to 40%.


  • Fixed an issue preventing champions summoned by the "Livor Mortis" skill to inflict ailments.
  • Base life and damage of summons increased from level 61 to 90
  • +4% at level 61
  • +80% at level 80


  • Base damage increased from 5-7 to 7-8.
  • Increased damage gained with levels:
    • +0.5 to +3 from level 2 to level 10.
    • +0.5 to +5 from level 11 to level 20.
    • +1 to +8 from level 21 to level 30.
    • +1 to +12 from level 31 to level 40.
    • +2 to +18 from level 41 to level 50.
    • +2 to +27 from level 51 to level 60.
    • +2 to +41 from level 61 to level 70.
    • +2 to +62 from level 71 to level 80.
    • +3 to +93 from level 81 to level 90.
Modifiers:
  • Rust Drinker: increase damage bonus from 100% to 140%.
  • Greedy Feeder: increase damage bonus from 10% to 20%.
  • Titan Leech: increase damage bonus from 20% to 40%.


  • Base damage per level increased:
    • +1% weapon damage up to level 40 (not changed).
    • +1% to +2% weapon damage from level 41 to level 50.
    • +1% to +3% weapon damage from level 51 to level 60.
    • +1% to +4% weapon damage from level 61 to level 70.
    • +1% to +5% weapon damage from level 71 to level 80.
    • +1% to +6% weapon damage from level 81 to level 90.
    • Increased projectile max range by 60%.
Modifiers:
  • Vorpal Blades: added base damage increased from 20% to 50%.
  • Bladed Blizzard: added base damage increased from 20% to 50%.
  • Dismissal: added base damage increased from 10% to 25%.
  • Death's Last Delay: explosion damage increased by 50%. Explosion area of effect increased by 60%. Delay before explosion reduced from 1.2s to 0.8s.
  • Cut through the Aether: increased teleportation speed by 100%.


  • Fixed an issue preventing the "Slayer's Flurry" skill to dash on static gameplay ingredients, such as explosive barrels, summoning stones, and such.
  • Base damage increased from 70% to 110%.
  • Rage cost reduced from 50 to 40.
  • Rage transfer time reduced from 0.5s to 0.4s.
  • Base damage per level increased:
    • +0.35% to +0.55% weapon damage up to level 40.
    • +0.35% to +1.10% weapon damage from level 41 to level 50.
    • +0.35% to +1.65% weapon damage from level 51 to level 60.
    • +0.35% to +2.20% weapon damage from level 61 to level 70.
    • +0.35% to +2.75% weapon damage from level 71 to level 80.
    • +0.35% to +3.3% weapon damage from level 81 to level 90.
Modifiers:
  • Superdense Metal: added base damage increased from 8% to 15%.
  • Effortless Slice: added base damage increased from 6% to 15%.
  • Cosmic Ambush: added base damage increased from 10% to 20%.
  • Kindly Stopped For Me: chance to spawn ghosts increased from 5% to 20%.
  • Crepuscular Escalation: Increased number of projectile from 1 to 2.
  • Flashing Blades: added base damage per hit increased from 50% to 100%. Maximum added base damage increased from 100% to 1000%. Time before the bonus is removed increased from 5 seconds to 15 seconds.


  • The character will no longer be stuck in a looping animation after using the "Solarfall" skill.
  • Increased damage gained with levels:
    • +1.5 to +3 from level 2 to level 10.
    • +1.5 to +4 from level 11 to level 20.
    • +1.5 to +6 from level 21 to level 30.
    • +1.5 to +8 from level 31 to level 40.
    • +1.5 to +11 from level 41 to level 50.
    • +1.5 to +15 from level 51 to level 60.
    • +1.5 to +21 from level 61 to level 70.
    • +1.5 to +29 from level 71 to level 80.
    • +1.5 to +41 from level 81 to level 90.
  • Decreased warmup time from 1 to 0.8sec.
Modifiers:
  • Grueling Dawn: increased damage bonus from 10% to 20%.


  • Clarified 'Phantom Volley’s Active Skill Modifier tooltip.
  • Base damage increased from 75% to 120%.
  • Base damage per level increased:
    • +0.35% to +0.6% weapon damage up to level 40.
    • +0.35% to +1.2% weapon damage from level 41 to level 50.
    • +0.35% to +1.8% weapon damage from level 51 to level 60.
    • +0.35% to +2.4% weapon damage from level 61 to level 70.
    • +0.35% to +3.0% weapon damage from level 71 to level 80.
    • +0.35% to +3.6% weapon damage from level 81 to level 90.
    • The minimum angle between projectiles has been reduced.
Modifiers:
  • Flying Death: added base damage increased from 15% to 30%.
  • Focused shot: added base damage increased from 45% to 70%.
  • Pincushion: doesn’t increase the rage cost of the skill anymore.
  • Explosive barrage: increased area of effect from 1.5 to 3m.
  • Phantom Volley: reduced distance between ghosts from 0.75 to 0.55m.
  • Of Storms Past: increased damage dealt by the ghost spawned by 100%.
  • Ardent Nock: animation speed increased from 15% to 20%.
  • Whitefield Arrowheads: added base damage increased from 15% to 30%.
  • Pride Of The Deerstalker:
    • Step 1: Time to reach is reduced from 0.5 to 0.3s. Damage reduced from +100% to +50%.
    • Step 2: Time to reach is reduced from 0.5 to 0.4s. Damage reduced from +105% to +100%.
    • Step 3: Time to reach is increased from 0.5 to 0.55s. Damage increased from +110% to +150%.
    • Step 4: Time to reach is increased from 0.5 to 0.75s. Damage increased from +115% to +200%.
    • Step 5: Time to reach is increased from 0.5 to 1s. Damage increased from +120% to +250%.


  • Increased damage gained with levels:
    • +4 to +4 from level 2 to level 10.
    • +4 to +6 from level 11 to level 20.
    • +5 to +9 from level 21 to level 30.
    • +5 to +14 from level 31 to level 40.
    • +5 to +22 from level 41 to level 50.
    • +6 to +34 from level 51 to level 60.
    • +6 to +53 from level 61 to level 70.
    • +7 to +82 from level 71 to level 80.
    • +7 to +127 from level 81 to level 90.
Modifiers:
  • Avalanche of emotion: increase damage bonus from 10% to 20%.
  • Stalactite Rain: increase willpower cost from +100 to +250, remove the damage reduction.


  • Fixed an issue causing the "Thunderstrike" skill to target and damage allied characters when used with the "Reprisal" modifier.
  • Base damage increased from 1-8 to 1-10.
  • Increased damage gained with levels:
    • +0.5 to +2 from level 2 to level 10.
    • +0.5 to +3 from level 11 to level 20.
    • +1 to +4 from level 21 to level 30.
    • +1 to +5 from level 31 to level 40.
    • +2 to +6 from level 41 to level 50.
    • +2 to +8 from level 51 to level 60.
    • +2 to +10 from level 61 to level 70.
    • +2 to +13 from level 71 to level 80.
    • +3 to +16 from level 81 to level 90.
  • Add 1 bounce to the base spell.
  • Increase bounce damage :
    • Bounce 0 = 100%, remains at 100%.
    • Bounce 1 = 70%, increased to 80%.
    • Bounce 2 = 45%, increased to 70%.
    • Bounce 3 = 20%, increased to 60%.
Modifiers:
  • Smithing Hunger: increased damage bonus from 20% to 40%.
  • Sequestered: increased critical chance against shocked enemies from 80% to 100%.
  • Path of Woe: now add 2 bounce instead of 1.
  • Condensed Arc: increased damage bonus from 10% to 20%.


  • Fixed an issue with the "Wailing Arrows" skill modifier "Flight from Binding" where the critical chance buff would only affect nearby allied characters and not the caster himself.
  • Base damage per level increased:
    • +3.5% to +3.75% weapon damage up to level 40.
    • +3.5% to +7.50% weapon damage from level 41 to level 50.
    • +3.5% to +11.25% weapon damage from level 51 to level 60.
    • +3.5% to +15.00% weapon damage from level 61 to level 70.
    • +3.5% to +18.75% weapon damage from level 71 to level 80.
    • +3.5% to +22.50% weapon damage from level 81 to level 90.


  • Base damage per level increased:
    • +0.5% weapon damage up to level 40 (not changed).
    • +0.5% to +1.0% weapon damage from level 41 to level 50.
    • +0.5% to +1.5% weapon damage from level 51 to level 60.
    • +0.5% to +2.0% weapon damage from level 61 to level 70.
    • +0.5% to +2.5% weapon damage from level 71 to level 80.
    • +0.5% to +3.0% weapon damage from level 81 to level 90.


  • Increased damage gained with levels:
    • +0.5 to +2 from level 2 to level 10.
    • +0.5 to +3 from level 11 to level 20.
    • +0.5 to +4 from level 21 to level 30.
    • +0.5 to +5 from level 31 to level 40.
    • +1 to +6 from level 41 to level 50.
    • +1 to +8 from level 51 to level 60.
    • +1 to +10 from level 61 to level 70.
    • +1 to +13 from level 71 to level 80.
    • +1 to +16 from level 81 to level 90.


  • Base damage increased from 180% to 200%
  • Base damage per level increased:
    • +0.8% to +1% weapon damage up to level 40.
    • +0.8% to +2% weapon damage from level 41 to level 50.
    • +0.8% to +3% weapon damage from level 51 to level 60.
    • +0.8% to +4% weapon damage from level 61 to level 70.
    • +0.8% to +5% weapon damage from level 71 to level 80.
    • +0.8% to +6% weapon damage from level 81 to level 90.
  • Rage cost reduced from 150 to 100.
Modifiers:
  • Merciless Rhythm: Rage cost reduction reduced from -30 to -25.
  • Knotted Ends: added base damage increased from 50% to 70%.
  • Steel Cradle: added base damage increased from 50% to 70%.
  • Final Moments: maximum damage multiplier when missing health increased from 1.5 to 2.

Although this patch is quite massive, there are still some issues remaining and we want to provide you with a non-exhaustive list of these known issues that we plan to address in future patches.

Thank you for your support and stay safe!
Wolcen: Lords of Mayhem - calistaen
Community translation: Français - Русский

[1.0.16 Patch Notes: Part I] [1.0.16 Patch Notes: Part II]

Hello everyone!

Second Dawn marked a shift in our priority regarding the development of the game, while we initially wanted to prioritize new league content and the new chapter, the feedback from our community was unanimous, and we totally agree with you: the game needed to be fixed, and polished as much as possible before adding new content.

Second Dawn started 5 months ago, after patch 1.0.4, and ends 11 patches later with patch 1.0.16. During these 5 months, we focused on identifying and fixing the most issues possible. We received precious feedback from our community on a daily basis, this greatly helped us identifying and prioritizing bug fixing.

The end of Second Dawn does not mean that every bug is fixed, nor that we will stop fixing them. We will continue working hand in hand with our community to make sure the game keeps getting better, hotfixes and bug fixing will still occur after Second Dawn, to give the healthiest environment possible for new content to be added, starting with the first Chronicle coming this Autumn.

Thank you all for your support and your feedback! And here are the Patch Notes for the global bug fixing part:


  • Greatly improved overall client performance under heavy gameplay situations.
  • Rebalanced 29 skills (details HERE)
  • Added a new game settings entry to toggle the blood decals placement optimization.
  • Game session invitations could collide with starting a solo game session, getting the player stuck in a game loading loop. It should no longer happen.
  • Players will now be able to start a public game even after changing the difficulty setting to "Story mode".
  • Updated localization for French, German, Brazilian Portuguese, Russian, Simplified Chinese, Polish, Hungarian, Korean, and Spanish with the latest changes.
  • Fixed a lot of bugs!


  • The amount of experience required to reach level 90 has been drastically reduced.
  • Players must now hold the revive key (instead of pressing it once) in order to heal themselves, as initially designed.
  • The archivist now sells 14 enneracts instead of 15.
  • The post-credits dialog box should now be properly displayed after finishing the campaign for all players, including the party leader.
  • Fixed an issue allowing the player character to exit the game area bounds during the introduction quest.
  • The player summons will no longer spawn through the floor during the Chapter II boss fight.
  • Players can now properly teleport to their friends’ characters by clicking on their portrait.
  • The introduction armor should no longer be replaced by character cosmetics when starting the campaign with a character wearing them.
  • Players should no longer have issues reaching a secondary area when joining a game with an expedition that already started.
  • Fixed an issue preventing players to join a group when accepting an invitation from the Character Selection menu.
  • Curse stacks will now properly increase damage output against enemies that do not have damage resistance.
  • Fixed an issue causing the 2H-weapon auto-dash skill to sometimes cast another attack right after.
  • "Hauntstones" will now properly scale with the gameplay area level instead of scaling with the player character level.
  • Fixed an issue allowing the player to dodge roll at the end of the channeling to revive during the downstate when holding the spacebar keybind.
  • Fixed an issue causing the selling price of stacked Reagents to be the same regardless of the number of items in the stack.
  • Fixed an issue in the health bonus computation given by the unique item "Smile of the Searing Song", which was providing a higher health bonus than initially intended.
  • Fixed an issue allowing any rage based skill with a 'shadow' damage modifier to become free when the unique leggings 'Veiled Eclipse' are equipped.
  • Fixed an issue causing the skill equipped on the right mouse button to be reset to level 1 after completing the introduction quest with a character directly created in Champion of Stormfall mode.
  • Fixed an issue allowing player characters to use previously equipped skills during the introduction quest, if the character was first used in Champion of Stormfall mode.


The balancing/skills part of the Patch Notes is pretty massive and has been done on 1.0.16 Patch Notes [Part II] that you can check here!


  • Fixed an issue causing the "+30% damage as shadow damage" from the "Waltzing Smoke" passive node to be applied as physical damage instead.
  • Cleansing weakness and curse stacks through the "Fatal Pact" passive node will now correctly reward the player with damage and all resistance buffs.
  • Skills triggered by the "Omnitempest" passive node should no longer go in cooldown every time the triggering event would occur, even if the random roll didn't allow for a skill to cast.
  • Fixed an interaction between maintained willpower costs and rage gains from the "Wyrmbreath" passive node, which could lock the resources and make them unusable.
  • Fixed an issue causing the Passive Point notification icon to be displayed during the game introduction.
  • Fixed an issue preventing the "Unflagging Prayer" passive node to revive nearby allies when the player character's health drops below 30%.
  • Corrected a tooltip error with the 'Fatal Pact' node of the Gate of Fates. It mentioned a 10% of ailment stacks instead of 10 stacks.
  • Corrected a tooltip error with the 'Tethered Shade" node in the Gate of Fates.


  • Edric and Valeria will now properly follow the character during the introduction quest.
  • Chapter I Boss Health Points have been reduced for Phase 1 (20%), Phase 2 (33%) and Phase 3 (30%)
  • Removed the trails that spawn on the edge of the Explosive Leap of Chapter I’s Boss.
  • Chapter I Boss’ Energy Nuke now only damages once per entity.
  • Improved how summoned companions behave against Chapter II boss. They should not fail to target or to hit it anymore.
  • Fixed an issue causing players and monsters to get stuck, when using certain skills, against Chapter II boss during its second phase.
  • Several monsters failed to aim correctly with projectile skills if their target was below or above them. They no longer will.
  • Dying at the same time as 'Sobok' will no longer lead to an incorrect reset of the quest.
  • Borok will no longer stop attacking the player after throwing bombs in the prologue.


  • Dashing Eugene should now properly stop talking to the player when starting an expedition using a map consumable.
  • Fixed an issue causing the screen to flicker when respawning in Stormfall after dying during an Expedition.
  • Players should no longer be able to roll a duplicated area modifier by clicking very fast to roll modifiers in the Expeditions UI.
  • Information about Magic Find and Enemy Level will now properly be displayed on the screen during the Untainted Expedition.
  • An item placed in an Endgame project UI will no longer be lost if the player is disconnected before validating the project.
  • Clicking on the close button of Transmutation Forge and Dark Market Stormfall Overview projects should now work properly.


  • Player characters will no longer briefly appear in T-pose when displaying the victory screen at the end of an Untainted expedition.
  • Applied cosmetic colors will no longer be reset when the character dies.
  • The character will no longer become invisible when teleporting on a friend who was leaving the game. They will now teleport at their initial location if they try to reach an invalid target.
  • Characters will now be properly oriented when entering or exiting a dungeon.
  • Character-creation sounds should no longer be played at game startup.
  • Fixed an issue where one player within a party of 4 players in story mode could be teleported out of bounds when some events started.
  • Cutscene dummy characters should no longer stay visible after watching or skipping a cutscene.
  • The downstate timer doesn't refill anymore during an auto-revive in a solo game.


  • Fixed an issue with static gameplay ingredients collision capsules.
  • Fixed an issue preventing players to enter or to see the entrances to some secondary dungeon areas.
  • Fixed an issue causing characters to get stuck in an area-modifier altar collision sphere if they joined a game after the host had accepted the modifier from the same altar.


  • Cosmetic Inventory and Game Settings UI should no longer overlap when opened one after the other.
  • Fixed an issue causing the skill equipped on the right mouse button to be used when using right-click on an ally player's portrait.
  • The gameplay UI will no longer be displayed over a cutscene if the player opened the world map UI right before the cutscene started.
  • Fixed an issue causing input filtering to remain active when starting a game session with the game settings UI opened, hence preventing players to interact with the game.
  • Players should no longer fail to open a merchant's UI after clicking several times on the character very fast.
  • Switching the Aspect of Apocalypse UI portrait will now properly work if the primordial essence bar is full.
  • Items tooltip should no longer disappear when rapidly selling items and moving the mouse cursor around.
  • Fixed an issue causing gems icons to be misplaced when inserting a socketed item into Dark Market projects UI.
  • The friend-notification UI button will no longer overlap with other UI depending on screen resolution.
  • Mouse wheel scrolling should now work properly in the friend list UI.
  • Fixed an issue causing an invalid position of the item tooltip when hovering quest rewards.
  • Keybindings should no longer be reset to default when the global settings are reset.
  • Key rebinding will now be adapted to the client’s keyboard layout instead of being based only on QWERTY.
  • Fixed overlapping text in the Area Modifier window UI.
  • Dye items will now be displayed with their true colored icon instead of a default icon in the buy-back panel.
  • Fixed an issue preventing damage numbers to be displayed when hitting the Chapter II boss.
  • It should no longer be possible to delete stackable items when spamming shift+click on them.
  • Fixed an issue causing other players’ minimap icons to disappear when the character was killed.
  • Fixed an issue allowing players to open merchant UI while trading with other players.
  • Fixed an issue causing stairs icons to be displayed on the minimap when using a "Pure Memory's Echo" consumable during an expedition.
  • Skill level is now hidden in the tooltip for specific skills which cannot gain levels (ex: default attacks)
  • The revive buttons' text should no longer overlap when playing in Multiplayer.
  • Fixed an issue preventing the game to connect to the online after rapidly spamming the online/offline button on the main menu.
  • Fixed an issue allowing players to interact with background UI buttons while the game settings window was open.


  • Primordial First Man blades’ VFX should now properly disappear a few seconds after its death.
  • Fixed an issue preventing Fate-Adjucatrix Zeitgeist to display her body VFX.
  • Fixed an issue preventing the "Waltzing Smoke" cloaking VFX to be applied to weapons and causing artifacts on armor parts visuals.
  • The Helion VFX will now properly disappear during the first quest of Chapter III.
  • Fixed an issue causing some gameplay VFX (weapon enchantments, blood decals, etc.) to appear during cutscenes.


  • Fixed a client crash happening when clicking someone's name in the friend list after removing them.
  • Fixed a client crash related to UI data initialization.
  • Fixed a client crash happening when canceling a friend invitation.
  • Fixed multiple other server & client crashes.
  • Improved client audio performance.

Although this patch is quite massive, there are still some issues remaining and we want to provide you with a non-exhaustive list of these known issues that we plan to address in future patches.

Thank you for your support and stay safe!
Wolcen: Lords of Mayhem - calistaen
Community translation: Français - Русский

Hello everyone!

We are currently working on a balancing overhaul that will affect every aspect of Wolcen character customization: skills, Gate of Fate, skill modifiers, items, and more.

Considering the size of the overhaul, we couldn’t complete it for next week’s patch but plan to release it with our first Chronicle.

In order to provide a better player experience in the wait of the big update, we worked on a smaller skill balancing patch that will come along with the already announced performance optimizations, bug fixing and quality of life improvements.

Skill balancing

The main goal for this patch is to allow for more skills to be viable in an endgame scenario.

The main modifications are about damage numbers:
  • The damage curve of most skills has been reworked so that they deal way more damage as the character gains levels.
  • The base damage and value of some modifiers of underused skills have been greatly increased.
  • Annihilation, Arctic Spear, Consuming Ember, Eclipse, Infinity Blades, Light-bringer, Parasite, Thunderstrike, Stings of Krearion, Slayer’s Flurry, Anvil’s Woe, Evasion, Wrath of Bäapheth, Flight of Gaavanir, Phantom Blades.
Some skills also have had more specific improvements that will all be listed in the dedicated changelog.

We expect that you will be able to pick in a much larger pool of viable skills during your high-level expeditions, leading to an increase in build diversity.

Chronicle 1 and further

The incoming patch focuses on skills and damage numbers, providing a short-term solution to the fact that most skills feel underwhelming when played in high-level expeditions.

There are other issues that we know are not addressed in this patch and for which we have advanced enough plans so that we feel comfortable sharing them with you.

Priority issues we want to address:
  • Character identity: we want to accentuate the impact of the choices you make. Currently, if a character fully invests in one damage type (lightning for example), then he only deals around 20 to 30% more damage in that damage type as opposed to others. We think it is far from enough.
    If you mainly invest in lightning damage, your character must feel way stronger when using a lightning skill.

  • Damage scaling: we want to provide more ways to make the damages of a character scale when progressing. Active skill modifiers, the Gate of Fate, and the equipment should play a bigger role in how much damage you inflict.

  • Clarity: we want to make it easier to understand the impact of the choices you make.
    Your active skill modifier increases the damage of your skill by 20%? It should(and it will) really increase the damage of your skill by 20% instead of having a different behavior depending on if it is a spell or an attack and either way only increasing its damage by 5% at most.
Now, about what we plan exactly:

Disclaimer: Please note that all may not come in the same update. Although we are confident in what we want to do, the shape of some things may change as the design process moves forward. Other balancing-related improvements are planned, and we will tell you more about them in due time.
For now, this section should cover the most important ones.


Bonus damage rework

Currently

Most bonus damage are additive. This means that if you have +50% damage from your attributes and +20% from your Gate of Fate, it becomes +70% damage overall.

Because bonus damage from attributes can easily go over 600% damage, it makes it so other sources of bonus damage are comparatively insignificant.

What we plan
  • Reduce the damage bonuses that can be obtained via attributes to a more manageable amount.
  • Make it so different sources of bonus damage are multiplicative. Multiple bonuses to damage from the same source are still additive.
Example: I have +50% damage from my Gate of Fates, +20% damage from my items, and +10% damage from my attributes. Since all sources are multiplicative with each other, I will have a final multiplier equal to (1.5 * 1.2 * 1.1) = 1.98. That leads to a bonus of +98% damage.

Bonuses to damage from nodes of the Gate of Fate, Active Skill Modifiers, and Equipment will then play a bigger role in the amount of damage your character will be able to inflict, allowing you to have much more control over how you want to build your character.

Spell damage rework

Currently

The base damage of spells only depends on the level of the spell as opposed to the attacks for which it is a multiplier of the base damage of the weapon.

It causes scaling issues when going at a high level because the spell level is capped but the weapon level isn’t.

It also doesn’t work very well with some specific magic effects: if you have a staff that allows you to cast Bleeding Edge and because the base damage of the staff is very low, Bleeding Edge’s damage will, for once, feel very underwhelming.

What we plan
  • Spells and Attacks will scale the same way: using the base damage of the currently equipped weapon.
    Damage of summons will also scale based on your weapon damage.
  • Staves will be reworked in order to deal significant damage.

It will allow for spells to scale correctly in high-level situations, it will increase the impact of your weapons on how much damage you deal when using a spell, also allow for right-click build with a Staff and unlock some new spell + attack builds that don’t use a Catalyst.

Damage and Ailment effectiveness multiplier

Currently

If you have an item that adds 10 flat damage to your skills, then it will add 10 damage to each instance of your skill regardless of how often it hits. This means that skills that hit very frequently such as Anomaly will better use these 10 flat added damage than a very slow skill such as Anvil’s Woe.

Same thing for ailments: it will be easier to apply ailments with a skill that ticks very often.

What we plan

We will add a new “Damage Effectiveness Multiplier” that can have a different value for each skill. If a skill has a 120% Damage Effectiveness Multiplier, then all flat added damage applied to this skill are multiplied by 120% (increased by 20%).

A similar multiplier will be used for the Ailments: with a 120% Ailment Effectiveness Multiplier, the chance to apply an ailment is multiplied by 120%.

It can be used to reduce the damage and chance to apply ailment for skills that tick very often but also to increase these two traits for slower skills. For example, we could imagine that a skill that requires to be charged has a higher damage multiplier the longer it is charged.

Other improvements
  • Score rework: the formula used for the different characteristics that use a score system (critical chance, ailment chance, dodge, all resistance, attack, and cast speed) will change completely. We want to use a formula with which we can have more control, and make it so investing in these characteristics via attributes points always feels rewarding.

  • Ailment scaling: ailments damage will be able to scale with other characteristics than “Ailment damage”. For example, your bonus fire damage will also be applied to your burn damage.

  • Force Shield regeneration rework: currently, the Force Shield Regeneration works the same way as the Life Regeneration does. It is a flat value that is regenerated each second. We want to change it from flat value to a percentage of your maximum Force Shield.

  • Shield and block balancing: there will be one general block chance value that is applied no matter what weapon is equipped. Having a Shield will greatly improve your block efficiency.
All that may feel a bit abstract to some of you but we feel that it’s important to share more about our intentions for this short-term patch, as well as our plans for character building and customization for the following months. Don’t hesitate to share your feedback!

Thank you all for your support and stay safe!
Wolcen: Lords of Mayhem - calistaen
Community translation: Français - Русский

Hello everyone!

The Second Dawn patch will be coming soon with its bug fixing, balancing changes, and performance improvements. Today, we would like to share some major improvements this patch will bring to game performance.

These last few months, we’ve run a lot of tests, gathered tons of feedback, and we’ve spotted a certain number of issues related to performance impacts, whether you are in simple a scenario or in a complex endgame fight.

After analyzing common gameplay situations we were able to pinpoint several cases where significant performance improvements could be gained for most playstyles.

Note: the following illustrations will not match the later mentioned performance measurements as the recording software overhead appears.

Batch computations to remove redundant operations
In this situation, the player is only performing auto-attacks, repeatedly hitting 20 svriirs on the same spot. Despite the absence of complexity of the action, the FPS drops, as the frame takes more time to compute.



By taking advantage of the knowledge that the player is using the same attack for all Svriirs, and doing these computations at a specific moment in the frame, we managed to drastically reduce their impact on performance.



Smart filtering of VFX when hitting monsters
VFX are heavily used for spells, creatures, and environment, contributing to the beauty of the game and the feeling in combat. However, when there are too many of them on screen, they can cause serious FPS drops.

In particular, it is very common to be fighting dozens of monsters at a time, and therefore the number of VFX on screen can quickly explode and become a problem.

On this image, we took the drastic measure of blasting all these poor svriirs with every single ailment we had, which resulted in a very extreme impact on the performance and on visibility, dropping to 8-20 FPS, the frame taking up to 125ms:



We then wondered if it was necessary to have that many effects on the same screen. It’s not beautiful, it has a huge impact on performance, and we could do much better. So, we limited the VFX density so they will always be visible but limited per cubic meter. Basically: the same VFX cannot be triggered more than once on a certain amount of time, in a certain area. With this, we ensure every hit is displayed, but not to the point where it would affect readability or performance too much.



On the same theme, we noticed that stacking blood effects had a significant performance cost, in addition to not being visually clear.



So, we’ve decided to reduce their stacking while making sure that we still keep the grim mood of the game, using a similar technique to have more control over the number of blood effects per square meter. This setting will be optional for players who prefer to have more blood on their screen.




For Second Dawn, in the worst-case scenario with all these elements combined, the game would go from 4-13 FPS (250ms) to 45-50 FPS (22ms).

Before:


After:


Second Dawn will also bring other improvements gathered with a new tool allowing us to record everything happening frame by frame, and spot unnecessary redundancies (audio, various calculations).
All these improvements combined will ensure a much better and smoother experience.

However, we know that it can still be improved, and we will continue to work on performance by introducing new graphics options and improving the charge on the Engine for the first Chronicle coming this Autumn.

We’re looking forward to sharing with you all these improvements with the Second Dawn patch, which will be available before the end of July and offer bug fixing, performance improvements, and balancing changes (nerf-free)!

Finally, we would like to introduce you to our latest Community Manager. He has been a volunteer since Wolcen’s early days when it was called Umbra. He is an original Kickstarter backer, and since then, he has always worked with us to make sure that all information coming out of the studio is translated into German. He handles wolcen-game.de, he handles the German translation of the game, he helped a lot on the Steam forums, on Discord, on the Official forums, and more. Today, we are more than happy to finally have CoTTo in our team as an Official Community Manager for the German community! Welcome CoTTo!

Thank you all for your support, and stay safe!
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