I am Daniel Dolui, Co-founder and Creative Director on Wolcen: Lords of Mayhem.
”Wolcen : Endgame” is the biggest content update Wolcen: Lords of Mayhem ever made, released for free three years after the launch of Wolcen: Lords of Mayhem. Our team is super excited to see you guys experiencing the new chapter of the game and the whole new endgame system we have created.
Over the past months, we have been working tirelessly to expand the content of the Wolcen: Lords of Mayhem with a new chapter, game mode, monsters, skills, itemization option, and necessary massive changes to the balance of the game to include new content but also make more character builds viable in the game.
More importantly, we have added a new endgame game system in the form of an infinite game loop with increasing challenges and rewards. It even allows your character to gain more and more powers and break all limitations regarding difficulty levels, rewards, and even the possibility to gain more Attribute and Passive Skill Points than before.
To achieve this, we had to re-balance every aspect of the game, including items, the way they are generated, and the way they impact all other game systems. Wolcen: Lords of Mayhem today is a very different game from what it was three years ago. As I described, It is like a new game experience.
Unfortunately, in order to implement these changes, some previous content would become incompatible. We understand that this decision may be frustrating for many of you, and we sincerely apologize for any inconvenience that this may have caused. However, we know that the acquisition of loot is the heart of an ARPG, and we wanted you to keep all compatible items: they have all been stored in a new storage chest in Stormfall near Mohabi (see image below), you can retrieve and equip them simply by interacting with this new chest.
We also know that the prospect of re-leveling your characters can be daunting, however, we hoped to mitigate that by not only having converted high-level characters start at 40, but by reducing the experience required per level between levels 40 and 90 by up to nearly half: ultimately making reaching level cap a far less disheartening and grindy goal than it was prior to Wolcen: Endgame.
Please know that this decision was not taken lightly, and we explored every possible alternative before arriving at this conclusion.
We believe that these changes will ultimately make the game more enjoyable and rewarding for all players, and we hope that you will give the new version a chance.
We did our best to keep everything that you unlocked prior to Wolcen: Endgame.
Active Skills changed a lot so we had to reset the Modifier Trees.
All unlocked Skills remain unchanged.
All previously unlocked Active Skills have been adjusted to level 40.
The Passive Skill Tree changed radically with Wolcen: Endgame, so we had to reset it.
All previously unlocked cosmetics, dyes, and pets have been retained.
War Table: Our new endgame loop is heavily dependent upon it. We had to reset it.
Champion of Stormfall is also used for the news endgame system. We had to reset it
However, completed Mirrormaid Ship projects are kept.
Attributes have been reset.
Items compatible with “Wolcen: Endgame” have been kept and can be found in a new chest in Stormfall (see image above).
Quest progress is unchanged.
Players who reached our previous endgame will now have to finish Act 4 and then access the new endgame mode.
Character’s level hasn’t been changed for players who didn’t reach the endgame or didn’t reach level 45.
However, we had to adjust the level to 40 for all other characters. We understand the frustration of losing time of play and we tried to make everything in the transition as smooth as possible, by providing every eligible character with plenty of unique items to allow for different starter playstyles, and drastically reducing the experience needed to reach the maximum level.
We hope that you can restart the game in an enjoyable way and start hunting for new items again.
There are multiple reasons why we had to reduce character’s level:
Act 4 and the new endgame mode are based on a replayable loop that relies on the War Map and Champion of Stormfall.
These systems were deeply modified to allow the infinite difficulty mode.
A new infinite progression over level 90 has been added and is dependent on the XP curve, which was deeply modified as well to allow this to happen.
As we mentioned, a deep rebalancing pass was implemented, especially for endgame content.
Because of this, It was necessary that every character could start the game in a safe and stable way. We have defined that the maximum level for this to happen was 40.
We have updated our game for free since our launch in 2020 and as you know we aim to keep developing content for the game in the future and share more awesome game experiences with you. The changes we made were important to be made so we can iterate on a new and stronger basis and create better content in the future.
We also want to assure you that we are actively listening to your feedback and suggestions, and we will continue to make adjustments and improvements based on your input. We value your support and appreciate your understanding as we work to make our game the best it can be.
Thank you for your continued support, and we hope to see you in the game soon.
Sincerely,
Daniel Dolui and the Wolcen: Lords of Mayhem team.
Wolcen: Endgame, patch 1.1.7.0, is now live! This patch brings:
The final story Chapter for Wolcen: Lords of Mayhem,
A new Endgame loop,
New Unique items,
New infinite Endgame mechanics,
2 New Skill including all their damage type variants,
New Item types and Affixes,
Improvements to existing Unique items,
A massive Balancing pass on Active Skills and Passive Skills,
Improvements to Weapons,
A new Cosmetic Armour,
New monsters and enemies,
and General Quality of Life improvements.
A Semi-Fresh Start
The sweeping changes coming with this patch require a soft-reset for existing characters on the Steam platform. For precise details as to what has changed for characters and account progress, please click here.
The Blind Prince Comes…
“Rest now, Ascended. You are free.”
The events at Crimson Keep hang over the mind of the Ascended, an endless nightmare from which they felt they’d never wake. A family torn asunder, and a foe unleashed.
Meanwhile, sinister forces had conspired to harness the power of Oshara, the ancient dragon matriarch and Voice of Naedre. Though their effort ultimately failed, it did uncover a new target, a new opportunity, sequestered away in the halls of Stormfall Palace.
Now, the city falls under the hungry gaze of a being more powerful, more cunning, and more dangerous, than any you have directly fought before. A being whose machinations have led you, the Ascended, to this moment. All you have fought for, all you have lost, the allies you have gained, and the family that was broken, are poised to burn away in a tide of ash, fire, and Fury.
You must prepare. Stormfall must prepare.
Beware, Ascended, for spoilers lie ahead. If you wish to go into Chapter IV blind, but want to read up on the other changes that have come with the patch, proceed to the “Infinite Scaling” section. However, if you want to know exactly what strife and struggle awaits you: read on, brave one…
Chapter IV
Chapter IV brings new story elements and new mechanics to Wolcen: Lords of Mayhem. Taking place during and after the events of Bloodtrail. Upon the timely intervention of a stalwart ally, you must face the architect of all that has happened to this point. Ahriman, The Blind Prince, is like nothing the Ascended has faced before: he is a walking god and has forces beyond count. He seeks an object in Stormfall that is key to fulfilling his plans to pacify the entire world and bring order to all under his falsely magnanimous eternal rule.
You must see to the defence of Stormfall and fulfil your duty: save the city and overcome the encroaching threat of Ahriman.
A Rogue-lite
Chapter IV plays differently from the previous chapters in that it focuses on a rogue-lite experience. With so dangerous and immediate a foe as Ahriman, your first attempt to defeat him will most likely end in failure. As will, quite possibly, your second attempt, or maybe even more…
Players will have access to a light version of Champion of Stormfall mode in Chapter IV, from which they will work to defeat allies of Ahriman, weaken his abilities, and complete projects to reinforce the defences of Stormfall: all to ensure you have a fighting chance of defeating The Blind Prince and freeing your family.
Ahriman and his Lieutenants
The Lieutenants System is the primary means to weaken Ahriman before you face him. As you complete Operations, two new progress bars will begin to fill. One for Ahriman’s inevitable arrival, and one for a chance to strike at one of his Lieutenants. The more Lieutenants you can defeat before Ahriman comes, the better your chances (and loot)!
Launching a Lieutenant mission you will give you a chance to select one of Ahriman’s many devastating skills and weaken it, should you succeed.
During the mission, you will face off against many powerful enemies, Ahriman’s Lieutenant, and a Spectre of Ahriman himself. The Spectre is completely invulnerable, such is the power of Ahriman, and will use the same attack you selected before starting the Operation against you until the Lieutenant is defeated.
If you are victorious, Ahriman will have a weaker version of the selected attack when you next face him. In Champion of Stormfall mode this expands slightly, and you will be able to choose between weakening Ahriman’s attack or increasing the number of guaranteed items he will drop…should you beat him.
If you are defeated by the Lieutenant in either mode the Lieutenant progress bar will reset, though it will take half the time it did prior to refill.
You can view the details of what abilities you have weakened, or how many items you have elected to have drop instead (in Champion of Stormfall mode), in the Preparations Overview screen by pressing the button to the left of the progress bars on the War Table screen.
Note that in Chapter IV both Ahriman and the Lieutenant encounters are at a set level. In Champion of Stormfall mode their difficulty will be scaled according to your progress through the Warmap difficulties.
Curses and Blessings
Curses and Blessings are a new set of random Modifiers for Operations launched from the War Table. These modifiers sit on top of the War Table’s existing mission modifiers in both game modes. While they are far fewer in number, they are much more powerful and unique and will enable, or necessitate, more strategic play.
They will begin to appear on Operations as you eliminate more of Ahriman’s Lieutenants in Chapter IV, or as you ascend to higher difficulty levels at endgame. The more Lieutenants you have slain, or the higher the difficulty you have chosen, the more Curses and Blessings you will have on each Operation (up until the very highest difficulties, where the cruel machinations of Ahriman will take one Blessing away from you).
Curses
Wave after Wave Specialist enemies spawn lower tier enemies on death.
Meteor Strike Meteors will strike random positions on the map.
Lightning Storm Lightning strikes random positions on the map.
Blood Rain Projectiles successively fall on to your position, leaving a damaging Area of Effect.
Exhaustion Every time you cast a skill, a stack of a slowing effect is applied on your character, reducing your speed (total reduction is capped).
Blessings
Counter Strike Double Skill Damage for the first skill used immediately after an Active Dodge.
Vampiric Ancestry Regenerate Health on killing an enemy (or Force Shield if Health is full).
Apocalyptic Surge Aspect of the Apocalypse will automatically activate when the player's Health is critically low (if the player has enough Primordial Essence). This does not count as a death/knockdown, and the player will have full Health upon exciting the Apocalyptic Form.
Ferocity of Baäpheth After dealing a certain amount of damage, automatically cast a modified version of “Sovereign Shout” to boost Attack speed and Spell Casting speed.
Impurity Incarnated Hitting enemies with a Spell/Attack/Skill applies a modified version of “Mark of Impurity” on the target.
Curses and Blessings in Chapter IV
Lieutenants Slain
Random Curses
Random Blessings
One
1
1
Three
2
2
Five
2
1
Curses and Blessings at Endgame
Difficulty Bracket
Random Curses
Random Blessings
I Adept (10-37)
0
0
II Veteran (40-67)
1
0
III Champion (70-97)
1
1
IV Master (100-127)
1
1
V Paragon (130-157)
2
2
VI Ascended (160-187)
2
2
VII Sovereign (190-217)
2
1
Infinity (217+)
2
1
New City Building Projects
Chapter IV introduces a new set of City Building Projects, tied to a new building called the Regent’s Assembly. Each project will help you during the Ahriman encounter in some way and could be key to victory. They have no starting prerequisites and can be completed in any order. You can view the details the projects you have completed in the Preparations Overview screen by pressing the button to the right of the progress bars on the War Table screen.
There are also three new Projects in the Dark Market (available only in Champion of Stormfall mode), all of which allow you to send out scouts to retrieve a random Unique item from a particular level bracket.
Facing Ahriman
The Ahriman encounter consists of several phases. The first includes an assault by his forces on Stormfall, where you must first repel attacks from the many factions pacified by Ahriman before you can face the Blind Prince himself. Many of the Projects you can complete in the Reagent’s Assembly are key to this phase.
If you have prepared sufficiently, you may be able to defeat Ahriman. Should you do so in Chapter IV, you will unlock Champion of Stormfall mode.
Should Ahriman prevail, and you fall in either Chapter IV or Endgame, all is not lost. While the Reagent’s Assembly projects will be reset, the progress of all other Buildings and Projects will be retained, along with their productivity bonuses, so you will be able to build up your strength more rapidly and try once again.
Infinite Scaling
A new endgame difficulty tier and mode have been added with the patch: the Infinity tier!You can unlock the Infinity tier, once you have progressed through the standard difficulty tiers, by sacrificing all the Skulls you have accumulated during your conquests. Once unlocked, you will be able to farm Skulls by completing Operations at the 217 difficulty, and then spend them in the Infinity tier to launch more challenging Operations. The more Skulls you spend, the higher the bonuses to Productivity, Magic Find, Item Quantity will be, but so too will be the health and damage of the enemies you face.
The Infinity tier not only serves as a pathway to greater challenge and loot, but also as a pathway to greater power. For every Operation you successfully complete where you have spent more Skulls than your previous record, you will gain permanent bonus Attribute points. The amount of Attribute points you can gain is equal to the number of Skulls spent (minus the number of Skulls spent on your previous record).
Even more potent than that, you can also gain a permanent point to spend in the Gate of Fates the first time you successfully complete an Operation where a multiple of 50 or more Skulls have been spent. For example: you will receive a point the first time you complete an Infinity Operation where >50 Skulls were spent, and then the first time you complete an Infinity Operation where >100 Skulls were spent, and then >150 Skulls, and so on).
The power, and the rewards, are there for you to claim.
New Item Types
Chapter IV also introduces two new item types to the game: Ahriman items and Cosmic items.
Ahriman Items
Ahriman items, as the name would suggest, drop exclusively from Ahriman and his lieutenants. Much like Hunt or Wrath of Sarisel items, Ahriman items come with one random special affix from a unique pool of possible affixes. The special affixes on Ahriman items are drawn from affixes that could be found on some Unique items, or on some Gate of Fates nodes, but never on normal items and should help you fine-tune your characters even further than possible before.
Armour Affixes
Weapon Affixes
Accessory Affixes
+X% Maximum Health
+X% Attack Critical Chance
+X to All Attributes
+X% Health Regeneration
+X% Spell Critical Chance Score
+X% to Ailment Duration
+X% Force Shield
+X% Projectile Critical Chance Score
+X% Rage Cost Reduction
+X% to Block Efficiency
+X% Projectile Critical Damages
+X% Spell Cost Reduction
+X% Force Shield Delay Reduction
+X% Ailment Damage
+X% One Handed Weapon Damage
+X% Summons Health
+X% Attack and Spell Casting Speed for Summons
+X% Two Handed Weapon Damage
+X maximum ailment stacks
+X% Damages dealt by summons
+X% Projectile Damage
Cosmic Items
Cosmic items are rare items that present the ultimate fusion of all the special affixes found within the game and can only be obtained from slain monsters over level 40 in Chapter IV and Champion of Stormfall mode.
Each cosmic item will drop with three special affixes: one from the Wrath of Sarisel item pool (if the item is eligible), one from Hunt item pool, and one from the new Ahriman item pool. In cases where the item does not normally roll with one of the affix types (for example, some items do not roll with Sarisel affixes), a second Ahriman affix will be present instead. Naturally, these have the potential to be extremely powerful but also highly variable, so while they will be a rare drop, they will be more common than Unique items.
New Skills
Iosonic Rain
Attack: Only usable with daggers, bows, and pistols. Skill Tags: Attack, Projectile: Rogue.
Channel a rain of bullets in a straight line. The number of projectiles is determined by your Attack Speed.
Shadow, Frost, Toxic, and Sacred variants are available.
Inescapable Skirmish
Spell: Only usable with melee weapons. Skill Tags: Spell, Summon.
Summon a number of Alastor Railgunners who have defected from the Republic. If the skill is used when you have reached the maximum amount of Alastors, they will teleport behind you and shoot at the targeted location. This skill is unusual in that, while this is a classed as a spell, it will only work with melee weapons.
Sacred, Toxic, Rend, and Shadow variants are available.
New Uniques
Chapter IV introduces a whole swath of new Uniques to collect and play with, along with newly introduced Imbued versions of existing Uniques. These will exist and drop alongside their “standard” counterparts but provide entirely new ways of playing. Our aim with all these Unique items is to push the potential of existing builds and provide catalysts for entirely new builds and gameplay styles.
Additionally, a new, higher-level tier of Unique Weapons has been introduced. Unique Weapons in this tier have a minimum required level of 80 and are tuned to offer a competitive (though not superior) alternative to high-level endgame player-crafted weapons. Our intention is still for players to want to craft weapons and chase those perfect rolls, but we also want to provide broader options for weapon choices, and we believe that having Unique weapons a viable option in endgame content will help achieve this goal.
And, finally, if you have an old favourite amongst the older Uniques, we are delighted to say that the large majority of Uniques in the base game have also been buffed, have had their drop rates increased, and can now roll with gem slots (with a few exceptions). You can find further details in the Balancing section.
Miscellaneous Changes
Changes to Endgame Difficulty Curve
We have made some changes to how the difficulty brackets in Champion of Stormfall mode affect Operations. As well an increasing the level of the enemies you encounter, and the multipliers for your Productivity, Magic Find, and Item Quantity, progressing through the Difficulty Brackets will now also change:
how many Map Modifiers automatically apply,
how many Revives you have available,
and, of course, how many of the new Curses and Blessings are applied.
To balance this slight increase in difficulty, the multipliers (particularly for Production) have been increased.
Reagents and Gems: Drop Rates and Adjustments
From our perspective, a long-standing issue with the game has been the relative scarceness of Reagents and Gems. This scarcity prevents players from fully engaging with the Crafting System, experimenting, and using it efficiently. To rectify this, we have significantly increased the drop rates, and quantity dropped, for Gems and Crafting Reagents.
Uber Bosses
The Uber Lambach and Uber Oshara fights, obtainable through repeatable projects in Champion of Stormfall mode, have been scaled up in level, difficulty, and reward. Their mission level has been increased from 120 to 217 and we have also increased the loot quality of both bosses. We hope that they will now provide more variety, as well as a rewarding and interesting challenge.
New Cosmetic Armour
The good ship Mirrormaid has sailed in with another new cosmetic set for you to unlock. Relive your days leading the rank-and-file of the Republic army with the Republic Veteran Armour.
Other Changes:
The ever-enterprising Mohabi has improved his trade connections (or has accumulated an abundance of choice items from other adventurers). The average rarity of Weapons, Armours, and Accessories sold by Mohabi has been increased in both the Campaign and Champion of Stormfall mode.
Gold and Primordial Affinity now display delimiters so larger numbers are easier to read. (For example: 500000 will now display as 500.000).
A new warning box has been added to explain the practical differences between Online and Offline when creating a new character.
New idle animations for your characters have been added to the main menu and character selection screen. These will change dynamically based on what weapons you have equipped.
Over 20 new enemies and variants, big and small, with new abilities and attack patterns, have been added to the game.
Balancing
Skills, ASMs, and the Gate of Fates
The large majority of Skills, Active Skill Modifiers, and nodes in the Gate of Fates have been rebalanced in a way designed to encourage players to use a greater variety of Weapons, and use Skills they enjoy the feel of, rather than are “optimal”. Unfortunately, the full changelog for Active Skills, Active Skill Modifiers, and the Gate of Fates is too large to be displayed here. You can find it in its own separate post here.
Changes to Two-Handed Itemisation
It has been clear for some time that Two-Handed Weapons were being underutilised by the player base, as they have a lower Attack/Casting Speed and an inferior complement of Gem Slots compared to a dual-wielding setup. To rectify this, we have increased the Bonus Damage granted by Two-Handed implicit affixes so they can stand as a clear and viable alternative. This bonus can be up to +50% depending on the item tier. Additionally, the Warmonger segment of the Gate of Fates has been reworked to boost and cater to the Two-Handed playstyle (details are available in the previous segment). Lovers of slow and hard-hitting armaments, rejoice.
We also have good news for every hedge-wizard, high magus, warlock, and necromancer in the land: Staves now benefit from the improved implicit Two-Handed Weapon affixes! They will now roll with a +25% (or more depending on the tier) modifier to All Damage on Spells and Attacks, and a –25% modifier to Attack and Spell Casting Speed. This also applies to Unique Staves.
Uniques Balancing and Changes
Along with the 30+ new Uniques that have been introduced to the game with this patch, we have also taken the opportunity to buff the Unique items already present in the game, and make them as exciting, useful, and competitive as they should be.
The majority of level 60 Unique Weapons have received significant buffs to their damage values, as they very quickly fell behind normal weapons in terms of raw power.
The majority of level 60 Unique Armours have received significant buffs to their defensive attributes (i.e. bonuses to Health, Force Shield, and Resistances).
With so many new Uniques arriving and old ones being improved, we have also increased the drop rate of all Unique items, as we don’t want players to feel they have no chance of acquiring the one item they need to make a certain build work, but still retain some RNG goodness.
Applicable Unique items can now drop with Gem Sockets (with a few exceptions)! Unique items can have their sockets rerolled by Zanafer, however, it will be more expensive than rerolling sockets on normal items as such fine craftsmanship and antiquities require experimental techniques. Notable item-specific changes are:
Argand's Heart glove: the Physical Damage on attacks and Material Damage multiplier affixes have been buffed.
Envoy of War spaulder: the Attack Damage multiplier and Health per Rage point consumed affixes have been buffed.
Seal of the Arbiter ring: the Melee Attack Damage affix has been buffed.
Gaälnazek helmet: the Fire Damage multiplier and Elemental Spell cost reduction affixes have been buffed.
Sagarnäris ring: values on all affixes have been buffed.
Thirst amulet: the Spell Skill Damage multiplier has had its maximum potential value increased.
First Men's Legacy glove: the Damage multiplier penalty has been reduced.
Genesis helmet: the Force Shield affix has been replaced with an Occult Damage affix.
Morbid Retribution helmet: the Ailment Damage affix has been buffed.
Frostweave Qullituq chest: the Dodge Chance Score has been increased.
Bio-Flow Symbiosis chest: the Attack Speed and Dodge Chance Score affixes have been buffed.
Vigilance : Scorched Ravin helmet: the Attack Speed, Spell casting speed and Dodge Chance Score affixes have been buffed.
Expurgation glove: the Material Ailment Chance Score and Dodge Chance Score bonuses have been buffed.
Autarchic Secret helmet: the Material Damage multiplier and Attack speed bonuses have been buffed.
Bloodlust helmet: the Rage on kill and Critical Damage buffs have been increased.
Blood Tear bastion chest: the Rage and Willpower bonus points has been buffed.
Hakeresh Shelya'ar spaulder: the Force Shield percentage, Spell cost reduction and Force Shield regeneration delay reduction affixes have been buffed.
Odelia's March boots: the Material Damage multiplier has been buffed.
Searing Reverie amulet: the Rage and Willpower bonus points and All Resistance Score percentage affixes have been buffed.
Voidforged Endeavour ring: The maximum value for Occult Damage multiplier has been increased.
Shadowcall ring: the Ailment Damage and Ailment Chance Score affixes have been buffed.
Note that these changes are not retroactive for items that have already dropped prior to the patch: players will have to hunt down new Unique drops to enjoy their revitalised power.
City Building Cost Changes
We have significantly reduced the costs of key City Building projects in Champion of Stormfall mode in terms of gold, primordial affinity (PA), and production. This will reduce endgame grind, promote a more satisfying sense of progression, and allow you to focus on the new endgame gameplay loop accompanying Chapter IV. Generally, the costs of repeatable projects will not change, but the costs of building infrastructure upgrades to increase your production generation towards projects will be significantly reduced.
XP-per-Level Requirement Reductions
We have reduced the overall XP requirements per level after level 40, with reductions of up to 45% for the last few levels. While the final few levels will still be a challenge to attain, in the traditional Wolcen-style, they will be far more reasonable.
Level Bracket
1-40
41-45
46-48
49-50
51-59
60-70
71-80
81-84
85-90
XP Reduction
0%
5%
10%
15%
20%
25%
30%
40%
45%
Known Issues & Bug Fixes
As this patch focuses on new content, the team is currently working on a number of bug-fixing patches that will follow shortly. We will also uses these patches to address any feedback on the content and system changes this patch brings!
Here are the major known issues with this patch that we aim to rectify ASAP:
Achievements for Chapter IV are unlikely to work in the immediate period after the patch’s launch.
Deleting a character will hide the entire character list, giving the appearance that all characters have been deleted. Thankfully this is not the case and creating a new character will resolve the issue (until we release a fix).
There are some instances of placeholder text.
We have some general performance improvements on the way.
As a reminder, to ensure the safe shipping of Chapter 4, online services for Wolcen will be down for 24 hours starting at 10 AM CET today.
This downtime is necessary to make sure we can get the free Chapter 4 update in your hands safely so everyone can enjoy the massive changes and additions it will bring to the game.
We are currently hard at work preparing for the release of patch 1.1.7.0 and are happy to finally say that we hope to release Wolcen: Lords of Mayhem’s fourth and final chapter in a matter of weeks! In the spirit of full disclosure, we are in our final internal testing phase and tinkering with the last few nuts and bolts. There is, of course, always the possibility we may have to invest more time, but we aim to have the patch in your hands soon.
Face your deadliest foe yet, uncover the fate of Heimlock and Valeria, engage in a new endgame loop, and discover new and exciting Unique items, item types, affixes, two new skills, and a multitude of exciting build possibilities.
Alongside the new Chapter and gameplay content, patch 1.1.7.0 will also bring a massive balancing pass to the game, touching on almost all skills, active skill modifiers, nodes in the Gate of Fates, XP requirements, City Building costs, and Unique items.
We are also thrilled to announce that we have added Japanese localisation to the game. New and old players alike will be able to enjoy the entirety of the base game with Japanese texts! Localisation can be a rocky road, so feel free to give us your feedback on the official Discord!
We are so excited for you to finally get your hands on Wolcen’s next Chapter and can’t wait to see what you all do with the new build possibilities.
As always, you can join us on the Official Discord for a chat, or you can find the previous Monthly Update here. If you have any specific questions or concerns, please contact support@wolcengame.com or Tyber#0143 on Discord.
Last month we covered some specifics on the balancing pass that will accompany Chapter IV, including reducing XP requirements for late-game levelling, a showcase of some of the much-anticipated skill balancing, and more.
This month we are focusing entirely on the new Uniques that you will discover as you play through the upcoming Chapter IV and delve into the enhanced endgame. We are also introducing Imbued versions of existing Uniques, which will exist alongside their “standard” counterparts but offer a new twist. Our aim with all these new Unique items is not only to really push the potential of existing builds (fans of ailments should find a few items below to their liking), but also to provide nuclei for entirely new and unexpected builds and gameplay styles.
The items showcased below are just a selection of what is on the way and only cover armour, but we wanted to get any budding build-building brains out there brainstorming.
As always, these are works in progress that are shown for demonstrative purposes and are not final or guaranteed. We are still testing, tweaking, and experimenting!
Helms
Helm of the Willing
Gain an increase to All Resistances Score by for every point of Stamina you currently have.
(Heavy Armour)
Bonus Maximum Health
Bonus Toughness points
Increase Stamina Regeneration Rate by X%
Increase Block Chance by X% and allow any weapon to block
Increase All resistance on this item by X%
Rage of the Cornered
Grant an increase to attack speed and cast speed by X% for every point of Stamina you are currently missing.
(Rogue Armour)
Bonus Maximum Health
Increased Agility
Increase Attack Critical Strike Chance by X%
Increase Spell Critical Strike Chance by X%
Imbued Gaälnazek
On Hit, have a high chance to automatically cast Sovereign Shout with several passive modifiers (TBD). This effect can occur every X seconds.
(Bruiser Armour)
Increase Attack Damage Multiplier by X%
Increase rage conservation time by X seconds
Increase Rage Generation on hit by X%
Ferocity bonus points
Agility bonus points
Shoulders
Imbued Envoy of War
On being hit by an enemy attack, gain a high chance to cast Juggernaut with an increased absorb amount. This effect can proc approximately once a minute.
(Bruiser Armour)
Increase Maximum Force Shield by X%
Increase Maximum Health by X%
Increased health on this item by X%
Increased resistance on this item by X%
Imbued Purifier's Statement
On blocking an enemy attack, gain a high chance to cast Juggernaut with a heavily increased absorb amount. This effect can proc approximately once a minute.
(Heavy Armour)
Increased Skill Buffs effectiveness
Rage Generation bonus points on Block
Toughness bonus points
Increased All Resistance on this item
Small penalty to Block Chance by X% and allow any weapon to block
Chestpieces
Survival Exoskeleton
(Bruiser Armour)
Significant bonus points to Health Regeneration
Increase Health Regeneration Rate by X%
Reduce Maximum Health by X points
Increase All Resistances score on this item by X%
Treaty of Guns and Daggers
(Armour type TBD)
Significant bonus Physical Damage added to Spells and Attacks
Increase Critical Damage Multiplier by X%
Increase Attack Critical Chance Score by X%
Increase Spell Critical Chance Score by X%
Reduce Maximum Willpower and Rage by X points
Imbued Discordant
Increase your damage for each percentage of Block Chance on your shield.
(Bruiser Armour)
Increase Ferocity by X points
Increase Critical Damage by X%
Increase Health on this item by X%
Increase All Resistances Score on this item by X%
Gloves
Imbued Expurgation
(Sorcerer Armour)
Significantly increase Ailment Damage by X%
Increase Spell Casting Speed by X%
Reduce Ailment Chance Score by X%
Increase Force Shield on this item by X%
Add X% chance to multiply the number of Ailment Stacks applied by 2.
Imbued Argand's Heart
X% chance on hit to cast Winter’s Grasp on the target position with a heavy damage modifier. This effect can occur every X seconds.
(Sorcerer Armour)
Multiply Frost Damage by X%
Increase Elemental Resistance Score by X
Reduce Ferocity by X points
Increase Wisdom by X points
*Note that we aim for this item to be available in other elemental variants. The example above is the Frost variant.
Belts
Departed Belt of Serration
Increase Critical Damage by X% for X seconds after using a Resource Potion
Increase your chance to gain an additional Potion Charge on kill by X%
Increase Maximum Health by X points
Increase Ferocity by X points
Increase Maximum health by X%
Departed Belt of Immunity
Increase All Resistances score by X% for X seconds after using a Resource Potion
Increase your chance to gain an additional Potion Charge on kill by X%
Increase Maximum Health by X points
Increase Toughness by X points
Increase Maximum health by X%
Departed Belt of Alacrity
Increase Attack Speed by X% for X seconds after using a Resource Potion
Increase your chance to gain an additional Potion Charge on kill by X%
Increase Maximum Health by X points
Increase Agility by X points
Increase Maximum health by X%
Departed Belt of Affliction
Increase Ailment Damage by X% for X seconds after using a Resource Potion
Increase your chance to gain an additional Potion Charge on kill by X%
Increase Maximum Health by X points
Increase Wisdom by X points
Increase Maximum health by X%
Departed Belt of Siphoning
Increase your Life Leech by X% for X seconds after using a Resource Potion
Increase your chance to gain an additional Potion Charge on kill by X%
Increase Maximum Health by X points
Increase all Attributes by X points
Increase Maximum health by X%
Ad’Amo
X% chance to create an explosion on hit that deals X% of your Maximum health in Physical Damage. This effect can occur very frequently.
Increase Maximum Health by X points
Increase Agility by X points
Increase Toughness by X points
Decrease Attack Speed by X%
Pants
Rhaelic's Will
(Sorcerer Armour)
Reduce Non-Ailment Damage dealt by X%
Increase Maximum Ailment Stacks by X
Increase Ailment Chance Score by X%
Increase Force Shield on this item by X%
Increase Wisdom by X points
Imbued Figurehead
On being hit, have a high chance to automatically cast an enhanced version of Bulwark of Dawn that will follow the player’s position. This effect can occur every X seconds.
(Heavy Armour)
Increase Occult Resistance by X points
Increase Health Regeneration by X
Increase Healing received from Spells by X%
Increase All Resistances on this item by X%
Increase Block Chance by X% and all any weapon to Block.
Imbued Veiled Eclipse
On hit, have a high chance to automatically cast an enhanced specific Elemental version of Blood for Blood that will follow the player’s position. This effect can occur every X seconds.
(Bruiser Armour)
Increase Rend Damage by X%
Increase Critical Damage by X% when hitting a Bleeding Enemy
Increase Health on this item by X%
Increase Ferocity by X points
Decrease Wisdom by X points
*Note that we aim for this item to be available in multiple elemental variants. The example above is the Rend variant.
Boots
Imbued Frayed Combat Cleats
Gain a high chance on Block to automatically cast Winter’s Grasp at the player position. This effect can occur every few seconds.
(Rogue Armour)
Increase Wisdom by X points
Increase Block Efficiency by an additional X%
Increase Movement Speed by X%
Increase Force Shield on this item by X%
Increase Health on this item by X%
*Note that we aim for this item to be available in multiple elemental variants.
That’s all for this month folks! We hope you have an excellent February, and as always you can join us on the Official Discord for a chat, or you can find the previous Monthly Update here. If you have any specific questions or concerns, please contact support@wolcengame.com or Tyber#0143 on Discord.
Last month we shared details on the Chapter IV character conversion process, and how the chapter’s accompanying balancing pass will necessitate a reset. If you have not read it yet, it is well worth your time. This month’s news is going to be numbers-heavy, as we share exact details on what you can expect with the reductions in Experience and City Building costs, showcase some of the skills that are being tweaked with Chapter IV’s balancing pass, and reveal the sheer number of new Unique items that will be coming to the game in the new chapter.
Levelling Cost Reductions
We will be reducing the overall XP requirements per level after level 40 with Chapter IV’s release. The most dramatic reductions will be toward the end of the experience curve: up to 45%! We are doing this partly because of the upcoming character conversion, but also because the XP curve is too demanding in its current iteration and unsuitable for seasonal progression in the future. Note that these numbers are potentially subject to change.
Level Bracket
1-40
41-45
46-48
49-50
51-59
60-70
71-80
81-84
85-90
XP Reduction
0%
5%
10%
15%
20%
25%
30%
40%
45%
While the final few levels will still be a challenge to attain, in the traditional Wolcen-style, they will be far more reasonable.
Level
Current XP
Chapter IV XP
85
1,697,144,000
933,429,200
86
2,121,430,000
1,166,786,500
87
4,242,860,000
2,333,573,000
88
8,485,720,000
4,667,146,000
89
21,214,300,000
11,667,865,000
90
38,185,740,000
21,002,157,000
City Building Cost Reductions
Likewise, we will be dramatically reducing the costs of key City Building projects in Champion of Stormfall mode in terms of gold, primordial affinity (PA), and production. This will reduce endgame grind, promote a more satisfying sense of progression, and allow you to focus on the new endgame gameplay loop accompanying Chapter IV. Generally, the costs of repeatable projects will not change, but the costs of building infrastructure upgrades to increase your production generation towards projects will be significantly reduced. A few examples (potentially subject to change) are shown in the table below:
Gold Cost Change
PA Cost Change
Productivity Cost Change
Primordial Insitute, West (5th skill slot)
200,000 > 50,000
20,000 > 200
5000 > 1000
“Theatre” Productivity Upgrade
800,000 > 500,000
N/A
30,000 > 25,000
“Energy Crystal Mine” Productivity Upgrade
5,000,000 > 1,000,000
N/A
500,000 > 50,000
Skill Balancing
As part of Chapter IV’s balancing pass, nearly all Active Skills have been changed at a baseline level and/or in terms of their Active Skill Modifiers. Here we want to highlight a few of the skills that will receive much-needed buffs, change identity slightly to give them more of a unique niche, or receive an increased risk/reward proposition. Bear in mind that the balancing pass will also affect the nodes in the Gate of Fates and shake up the meta in general, and as such, the following changes do not exist in a vacuum. As always, these numbers are subject to change and are for demonstrative purposes.
Eclipse
We wanted to give Eclipse a stronger identity and a greater sense of impact. To that effect, we are turning it into the magical equivalent of a shotgun. Eclipse will see its base weapon damage multiplier increase from 600% to 1000%. To offset this, the base resource cost will increase from 100 willpower to 250. Additionally:
The Rushing for Curfew modifier will generate 30 willpower on hit, up from 15.
The Unseelie Gale modifier will have a stun duration of 0.75s, up from 0.6s.
Talon Shot
Talon shot will be reworked to make it easier to use and promote a better feel during gameplay. Instead of pressing a separate key to detonate the skill’s projectiles, you will be able to press the skill’s keybind a second time to detonate. This change gives the skill more fluid and mobile feel.
The skill’s costs will be reduced, with the base rage per second cost going from 100 rage per second to 80 rage per second, and the cost to detonate lowering from 80 to 10. The base weapon damage multiplier will increase from 260% to 300%, and higher skill levels will have increased damage scaling. The trade-off will be a reduced range for the skill, in keeping with this more mobile iteration’s philosophy.
The Coordinated Blitz modifier will have its damage per active projectile multiplier increased by 5% to 25%.
The Impaling Perch modifier will have its damage multiplier increased from 1.5 to 2.
The Ido’s Movement will have its damage multiplier increased from 1.0 to 1.2.
Gunslinger’s Brand
Gunslingers, rejoice. The skill will see an increase of 50% to its baseline weapon damage multiplier, increased scaling at higher skill levels, its resource consumption time reduced by 0.5 seconds to 1.5 seconds, and will also receive a piercing strength of 1 (up from 0). Various skill modifiers for Gunslinger’s Brand will also have their damage multipliers increased:
Flak Handcannon: 1.0 to 1.3.
Order Through Chaos: 1.0 to 1.5.
Scattering Blast: 0.9 to 1.0.
Wild Gunman: 0.8 to 0.85.
”Deathgazer” Railgun
The bane of many an expedition boss in Wolcen, the “Deathgazer” Railgun will become even more of a risk/reward skill, with increased damage at the expense of higher costs and longer warm-up time. The base rage cost will increase by 30 to 150. Additionally, the charge time will increase with each stage, up to 1 second, instead of the current flat 0.5 seconds per stage.
In return for this, the damage per stage is being increased: 100% > 100% > 200% > 400% > 700% will change to 100% > 200% > 350% > 500% > 900%.
Reckless Gunner will have its rage gain tuned down to 250 from 350.
Shrapnel Trail’s delay will increase from .33 to .66 and have its damage multiplier trimmed to 0.1 from 0.3.
Internal Detonation's damage multiplier on targets in stasis or slowed will be reduced by 10% to 30%.
Bladestorm
Bladestorm go brrr! Bladestorm will receive some love, with a base weapon damage multiplier increase to 200% (from 180%) and significantly increased damage scaling at higher skill levels.
Unfettered Determination's damage multiplier will increase to 0.85 (from 0.75)
Echoes of Meadhalls’ life leech will be decreased to 0.01%
Chaining Wrath’s lightning proc chance will be increased by 5% to 25%.
Unrelenting Strikes will have the damage multiplier for its waves increased from 2.5 to 3.0, and the wave duration increased from 0.7s to 1.0s.
This was just a selection of example skills from the balance pass. Nearly all Skills will be adjusted, as well as the nodes in the Gate of Fates.
New Uniques
And, finally, something of a tease. Last month we showcased a few new unique items, which many of you seemed rather excited about! That selection, however, was not the full selection of unique items that will be coming with Chapter IV. We are excited to reveal that dozens of new unique items will be available for looting and experimenting with in Wolcen’s next chapter! This will include unique items with the new auto-cast affix we highlighted last month, new elemental variants of existing unique items to shake things up, and some other surprises!
That’s all for this month, folks. We hope you have an excellent new year, and we cannot wait for you all to get your hands on what we have been cooking and what 2023 will bring!
Last month we gave you a general overview of what to expect from Chapter IV and the many changes that will be coming with it: including new story elements, new endgame mechanics, a dynamic boss fight, new unique items, and a truly massive balancing pass. Even more things are coming with Chapter IV, but we will save those for future monthly updates! Today, we want to give you a few examples of new unique items we’ll ship with Chapter IV, and address how the upcoming changes will impact your existing characters.
New Unique Items
One of our goals with Chapter IV is to shift the meta and allow for new types of builds and character types to shine, both during the campaign and in the end game. To achieve that, alongside the massive balancing pass we have been working on, we’re planning on shipping a lot of new unique items. Here are a few examples:
Disclaimer: Names, affixes, and values shown may differ from the release version depending on the internal balancing tests we will be doing until then.
Projectile Ring
-35% Projectile damage multiplier.
+2 Projectiles
+30% critical damage +50 Ferocity -75 Wisdom
Critical Damage Belt
Each time you drink a ressource potion (rage/willpower), you gain +40% critical damage for 6s.
+30% chance to gain doubled potion charge on kill.
+1500 Maximum Health +60 Ferocity
Damage Chest
-300 Max Willpower and Rage
+60% Attack Critical Strike Chance Score
+60% Spell Critical Strike Chance Score
+60% Critical Damage
+22-42 Physical damage on your attacks +22-42 Physical damage on your spells
Auto Cast Unique Items
If you have been playing Wolcen’s end game (Or if you’re very lucky), you may have heard, or even get your hands on the infamous Trial Belt. With Chapter IV, we will be adding new Auto Cast Unique Items, here are a few examples:
Eclipse Shield
On Block 100% chance to cast Eclipse (with 360% explosion modifier) – This effect can occur every 1.0s.
+10% Block Chance on this item +60 Toughness +45-67 aether damage added to spells +100% All resistances on this item
Nova Boots
On Block 100% chance to cast Winter’s Grasp on the player position – This effect can occur every 4.0s.
+5% Block Efficiency +45 Wisdom +22-33 Frost damage added to spells +20% Movement speed +100% Health on this item +100% Force Shield on this item
Bleeding Edge Gloves
On Hit 20% Chance to cast Bleeding Edge (with Duration increased modifier) – This effect can occur every 3.0s.
+10% Rend Damage Multiplier +50 Ferocity -25 Toughness +75% to Material Resistances
Anomaly Ring
On Hit 100% chance to cast Anomaly (with the increase AOE modifier, the multiple pull modifier, and the duration bonus modifier) – This effect can occur every 10.0s.
+10% Occult Damage Multiplier +50% Occult Ailment Score +200% force shield on this item +50 Wisdom
A (Somewhat) Fresh Start
Much like the beginning of a traditional ARPG season, the sheer depth and scope of the changes coming with Chapter IV mean that a fresh start is required. Doing so will ensure that everyone can experience the new content properly and enjoy the game as intended well into the future, instead of being left behind as with prior iterations. However, we don’t want to negate players’ hard work and lock them off from enjoying the new content and challenges at the cost of abandoning the characters that have journeyed with them through Wolcen’s story thus far.
Our intent is to convert characters that are at least level 45, or have previously completed the Chapter III, into Chapter IV-ready versions. All character types that fit these criteria will be converted, be they Legacy, Standard, or Bloodtrail. Characters that have not completed Chapter III, or are below level 45, will remain unaffected. Any newly created characters will start from The Prologue and proceed into Chapter I as normal.
So that players can experience the new Chapter as intended, converted characters will have their level adjusted to 40 but will retain all their skills, unlocked cosmetics, storage space, gold, and primordial affinity. (Note that Legacy characters will receive a large lump sum of gold and primordial affinity instead of their original amounts). To offset this, the experience curve will be greatly flattened, by up to 45% for some higher levels, as part of Chapter IV’s balancing pass.
All items will be retained and scaled to around item level 40. Items with affixes will retain their existing affixes but have their values re-rolled in line with the new balancing meta.
City Building and War Table progress will be reset. We are investigating the possibility of carrying over City Building progress in terms of specific buildings and projects, however there are some technical hurdles to overcome. In parallel with the reduced experience requirements, we will be significantly reducing the Gold and Productivity costs of the City Building projects with the Chapter IV patch.
This is a lot of information and change, so to reiterate and lay it out plainly our current plan is:
All characters that are at least level 45 or have completed Chapter III will be converted, regardless of the game type they were created in (Legacy, Standard, or Bloodtrail).
Eligible Legacy or Standard characters will effectively become Bloodtrail characters when converted, bringing everyone into a unified player pool and content tier moving forward.
Once converted, all characters will be level 40. The experience requirements per level will be dramatically reduced by up to 45%.
All converted characters will receive:
39 Gate of Fates points,
390 Attribute points,
All previously unlocked dyes and armour skins,
All previously unlocked Aspects of Apocalypse,
Standard and Bloodtrail characters will retain their Gold and Primordial Affinity.
Legacy characters will have their Gold and Primordial Affinity reset and replaced with a large lump-sum of both.
All items in character inventories and personal storage will be retained and scaled to approximately item level 40. Any items with affixes will retain their affixes and have their values rerolled in-line with the new balancing meta.
War Table progress will be reset.
Stormfall City Building will be reset, though we are investigating the possibility of carrying over progress in certain projects. City Building costs are being massively reduced with Chapter IV to offset this.
A system will be in place to prevent personal storage collisions when a player has converted both Bloodtrail personal storage and Legacy or Standard personal storage. We will be detailing this at a later time.
These changes are substantial but necessary if we are to continue refining Wolcen further and deliver our seasonal plans for the game in the future. With this character conversion, we will be bringing everyone to the same player pool and allowing everyone to experience the same content and balancing – something we were unable to do previously. Further, we hope that by providing a sense of continuity with your characters, as opposed to a completely blank slate, we can make that transition easier and more enjoyable.
That’s all for the month! As always, you can join us on the Official Discord and have a chat, or you can find the previous Monthly Update here. If you have any specific questions about the conversion process, please contact http://mailto:support@wolcengame.com, or Tyber#0143 on Discord, so that they may be gathered and addressed in future updates.
Here is bugfixing patch 1.1.6.9., which fixes an issue that caused skills to become unresponsive, resolves several softlocks, and adds some more tweaks to Wolcen's online component.
Please keep your issue reports coming! You can also reach out to us on our Discord.
Fixed an issue which would cause active skills and dodging to not respond to player input after interacting with certain objects.
Fixed a backend issue which would sometimes cause a "Disconnected from Server" error when loading into characters with large amounts of items.
Plugged various server-side memory leaks.
Revised the targeting behaviour for player Summons. They should now be less clingy and more eager to engage enemies.
Fixed a navmesh issue which could sometimes cause the player to be trapped or have limited movement during the "What Lies Below" mission.
Fixed an issue where the the hunt trail would fail to spawn correctly during the campaign's Hunt Tutorial sequence.
Fixed an issue which would prevent the player from being able to complete the "Clear the area" objective of Chapter II's The Darkest Dusk mission.
Resolved an issue where the environment map of an Expedition's third level would fail to load, sending the player into the hungering void.
Fixed a curious issue which would cause the player to die if they stayed idle for an extended period of time after killing certain bosses in the campaign.
Resolved an issue in multiplayer where Player A would not see Player B's movement or rotation, and instead see them "teleport" around.
Resolved an instance where the player's quest feed would fail to update for some time after dying during Chapter III's "The Gates of Fury".
Fixed several visual issues that would result from quitting to the main menu and reloading during Chapter II's "Cordial Invitation".
Fixed an interaction between Wings of Ishmir and Bladestorm which would negatively impact player damage.
Fixed an issue where Aether Jump's "Spatial Puppeteer" ASM would incorrectly place enemies depending on game latency.
We've kindly asked Wolcen's monsters to stop spawning out of bounds or below the ground during certain endgame operations.
Fixed a desynchronisation of the cursor graphic and its actual position when switching to a resolution of 1600x1200.
Prevented Sovereign Shout from briefly affecting the lighting in certain level environments.
Closed an item duplication exploit. Naughty.
Closed a crafting rollback exploit that would cause a server crash.
Cleaned up graphical elements in the small cave secondary area.