New World Season 10 Patch Notes

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Season 10 of New World: Aeternum is arguably becoming one of the most anticipated seasons in the history of New World! This anticipation grows even further with the official season 10 patch notes now being live, which include a large handful of major game-changing updates!

All of these changes highlighted below will go live with the launch of Season 10 on October 13, 2025.

The key points within the Season 10 patch notes include:

  • Addition of new end-game zone (Nighthaven)
  • Extended MSQ (The Tear of Gaea)
  • New game mode (Catacombs)
  • New 10-man raid (Isle of Night)
  • Level cap increase to 70
  • Gear score max increase to 800
  • New gear modding system (Perk Charms)
  • Introduction of set pieces and set bonuses
  • New Umbral Crystal system
  • Introduction of Infix Perks
  • Major attribute changes
  • Perk redesign
  • New OPR map (The Tower of Calomel)
  • Customizable HUD
  • PvP Healer Role Balancing
  • New Heartrune (Phantom Blades)
  • Weapon scaling changes
  • Removal of “Hearty” perk
  • Adjustments of all artifacts perks, and introduced new artifacts
  • And more!

If you’re interested in reading the full patch notes, click here or read the items below.


New Zone: Nighthaven

An ancient land rich with history, Nighthaven was largely cut off from the rest of Aeternum for lifetimes under the direction of its powerful king. Those few who did visit the haunting woods and mighty castles tell stories of mysterious figures, tall and lithe, engaged both in the politics of the court and in the dark hallways of the land’s many ruins. These inhabitants can be both charming and welcoming, or vicious and fearsome, depending on how they view those that they interact with. They rule at the behest of their king, carving out pieces of the land that they oversee on his behalf.

There are also stories of monstrous creatures that seem to exhibit the qualities of both man and beast. Although they have largely been known to stalk the dark forests and hills of Nighthaven, they have recently become bolder, becoming a more ever-present threat.

Nighthaven is a land shrouded in mystery, where the dark holds sway over the light. Power lies deep in the catacombs and ruins of this land for those who are bold and brave enough to venture there. Discover the secrets hidden in the shadows of these ancient halls, and use them to confront the threats endangering not only the people of Nighthaven, but the whole of Aeternum as well.

To get the most out of Nighthaven, you’ll need to do a little more exploration than in previous zones. Your journey will take you through uncharted underworld catacombs and complex castles and vertical structures. The quest tracker won’t always tell you exactly where to go or what to do, and the best rewards will only come to those who explore.

New Story: The Tear of Gaea

After the events of Elysian Wilds, Morgaine left with the Tear of Gaea to sequester it somewhere safe, away from ambitious intent. However, it seems that her journey was met with ill fortune, and the Tear has gone missing. She is once more turning to the Soulwarden in an attempt to recover the Tear and keep the world safe from whatever nefarious intent may be planned for it!

Travel within the newly discovered land of Nighthaven, and engage the enigmatic and mysterious figures that call it home as you search for the divine artifact. Search through ageless ruins and the facades of opulence as you work to uncover the truth of what is happening in this isolated and reclusive land. But be wary, as trust is a commodity in short supply throughout Nighthaven.

New Game Mode: Catacombs

Catacombs is a new game mode in which up to three players explore the depths of a procedurally generated dungeon, battling a wide variety of enemies and bosses, gaining unique mode-specific powerups, collecting cursed resources and currency, and racing to successfully exit and cleanse their treasures before time runs out.

While the difficulty of Catacombs is moderate at the start of a session, the challenge (and reward) is increased significantly each time a boss is defeated. To counter this, players are able to acquire in-mode power-ups that enhance their stats and abilities. With each boss defeated, players must decide between pushing further into the Catacombs for even greater rewards or safely making their exit before time run out. Failure to make a safe exit results in loss of the vast majority of the treasures collected, but only one player needs to safely exit to avoid this.

The procedurally generated nature of the mode makes every run different. Each session presents the players with a uniquely generated Catacomb constructed from a tile based algorithm. The layout of the Catacomb is revealed room by room as players explore. Enemies, encounters, bosses, and hazards are different in every run. Each time you delve into the Catacombs, you’ll need to explore and chart the map, and decide how to spend your limited time. Will you press forward, or backtrack to get more powerups before advancing? And will you have enough time to extract with your spoils?

In a successful Catacombs run you’ll earn two new currencies, Sterlings and Crowns. Sterlings are earned all over the dungeon, but Crowns only come from bosses (only the second one and beyond). To trade these currencies for Catacombs-specific rewards, you’ll need to bring them to the Catacombs Delver near the Inn in Nighthaven’s settlement, Tularest Abbey.

You can access Catacombs from the Activity Finder.

New Raid: Isle of Night

Isle of Night is a new 10-person end game raid. The raid is set in a once magnificent kingdom whose inhabitants have now fallen Lost. Similar in length and format to Hive of Gorgons, this raid features three new bosses and multiple new enemy types, light puzzles, and set piece encounters. This raid will be some of the hardest content in the Season 10, demanding players gear-up and coordinate to succeed.

Overhauled Endgame Progression

Nighthaven brings with it numerous game-wide changes to systems, progression, gearing, and rewards. Our goal with these changes is to form a connective tissue that motivates a variety of play in endgame activities, and enables players to customize their loadouts in ways they never could before to discover unique and powerful combinations of equipment.

Level Cap to 70, Gear Score Max To 800

Along with a level cap increase, gear score is raising from 725 to 800. PvP modes that currently scale gear to 700 will now scale to 775.

New Gear Modding System – “Perk Charms”

Instead of one customizable gem socket, gear can now have up to four empty sockets, into which players can install new perk modifiers called “charms.” Charm sockets and charms themselves have 4 types: Gem, Defensive, Offensive, and Skill. The new charms can be picked up fully refined, but more commonly will need to be crafted with rare materials which drop from endgame content.

Set Bonuses

We are introducing set bonusev for the first time. These ultra rare sets of gear will be earned from pinnacle endgame content: Isle of Night Raid, Catacombs, and the PVP Track. We want to encourage players to mix and match these sets to achieve their desired build type, so they aren’t all-or-nothing.

Set bonuses come in two types: some bonuses activate at two equipped pieces and then get better at four equipped pieces (2/4), and some only activate at three pieces and then get better at five pieces (3/5). This means there are seven possible combinations of set bonus configurations: 2,2,2,2,2; 4,4,2; 5,5; 5,3,2; 4,3,3; 4,2,2,2,2; and 3,3,2,2. It’s up to you to decide the best combination of effects that best suits your unique playstyle.

Umbrals

To round out the long-term chase, we’ve ushered in a new generation of Umbral Shards. This means that all gear in the new paradigm stays viable and upgradable with umbrals rather than the clunky system at the gypsum kiln. Any gear with GS of at least 700 can be upgraded with umbrals. The system now works slightly differently than umbrals in the past, as it is now a currency with a wallet cap of 1,000 and a weekly rate limit to earn. This will keep umbral’s value from deteriorating over time, which was a problem we saw with the previous version of this system.

Infix Perks

There will still be unique gear pieces with powerful and rare perks called “infixes.” These will function similarly to how the unique perk on artifacts work.

Attribute Changes

There are no longer any perks that increase attributes. We felt these perks didn’t really result in a meaningful choice between two good alternatives, so we’ve decided to reclaim that slot for more interesting perks. All of the attribute points that used to come from these perks have been instead added into the native attribute point pool granted by normal leveling—and to make sure this is easier to manage, we’ve made Gear Set Storage loadouts now also save your current attribute loadout. The attribute perks on existing gear have been replaced with other perks of relatively low power, since players will keep the power the attribute perks used to yield.

Perk Design

We’ve done a complete sweep through our collection of perks and made some structural changes. Our goal is to make perk selection conditional and thoughtful, and to eliminate “must have” perks that simply raise the critical combat numbers like damage, stamina, and cooldown reduction without some kind of meaningful drawback. On that note, the hearty perk has been retired and we’ve reduced the cost of dodges, effectively giving the hearty perk functionality without the perk.

New OPR Map: The Tower Of Calomel

The Tower rises above the mists, a gothic fortress fusing ancient magic and engineering brilliance atop a mountain peak. Battle across three vertical layers of dark grandeur, from the commanding castle heights to the corrupted depths below. Jump pads and strategic pathways create constant warfare, while three capture points drive the action. Underground passages hide valuable mines and fearsome arenas, providing tactical options and game-changing resources. In this 20v20 battlefield, victory belongs to those who can master both the heights and depths of combat. As always, we have taken feedback and bug reports from the S9 preview event and made many improvements to the map thanks to your early playthroughs. Thanks again to our players for being so eager to play our new content early and report issues!

Customizable HUD

You now have full control over your gameplay HUD elements. Reposition, scale, even rotate any individual element on the HUD to your taste. Works for PC players and console players.

CTF Neutral Flag Event

Duration: October 24 – October 27

Join us for a weekend event featuring a game mode rules change for Capture the Flag!

  • During this period, a neutral flag will spawn in the center of the map a few minutes into the match.
  • Once the neutral flag is in play, it can be taken by either team and returned to their base to score points.
  • Flag point values will also differ during this event with team flag captures scoring more points than neutral flag captures.
  • Please participate and let us know what you think!

PvP Healer Role Balancing

Healer role balancing has been added to PvP mode matchmaking for Arenas, CTF, and OPR! Previously we formed matches based on a minimum and maximum number of healers per team, which could lead to longer queue times and could still result in lopsided matches. With role balancing, we now compare the difference in healers per team and can form matches either with no healers at all or a guaranteed healer on each team (in the case of Arenas), or in the case of OPR and CTF, we will allow for a minimum of one healer per team with a max allowed difference of one healer between teams. These are the values we’ll start with, but we’ll be monitoring matches and may make changes based on what we are seeing in queue times and win rates.

Combat/AI

Combat/Perks

New Features / Modified Systems

  • New perk system
    • We have created a new perks system where new items have different breakdowns of perks on them than what we previously had. Attributes have been removed from items and are now applied mainly through leveling and foods.
    • The attribute perk slot has either been swapped out for a standard perk or replaced by a unique Infix perk (perk that is tied to that item, and is similar to the unique perks on artifacts).
  • Set Bonuses
    • Set bonuses are a new type of perk that are activated when you have equipped the required number of items to activate the tier of the set bonus.
      • Most Set bonuses have benefits that are activated when 2 or 3 for the first tier, or 4 or 5 for the second tier number of items equipped from that set.
      • These combinations of set bonus tiers will allow for some creative exploration where players can equip two 5 tier sets at once, or two 4 sets and the first 2 item tier of another set, or three 3-tier sets, etc. We are excited to see the combinations that players can come up with.
  • Weapon Scaling
    • All weapons now have dual scaling but at varying amounts, with slight adjustments to scaling values for balance.
    • Scaling percent values are now represented by letter tiers (S,A,B,C,D,E,F) and the tier correlates to the power of scaling. For example, “S” tier scaling is from 91% and higher, “A” tier scaling is from 81% and higher, and so on. The default scaling for each tier is the middle point in them, so all “S” tier weapons will start out with their scaling at 95%. This will allow us to scale the weapon a bit within the range of that tier without having the tier change.
    • Healing from (Life staff, flail, and void gauntlet) will still only scale on focus.
  • Attributes
    • Currently, each attribute has diminishing returns on them making it so the more points you put into an attribute, the less powerful each point is. We have flattened this curve so that each point provides more power than before.
    • We have reduced the total amount of attributes players can obtain to make attributes matter a bit more, but have also increased the power of each attribute. This was done so that if you want to go all in on a damaging attribute, you will have to sacrifice some constitution to do so.
    • Attribute Threshold Bonuses have been updated to not be quite as powerful as they were before, we want the actual attribute points to matter, not just the nodes in each attribute.
    • Removed the 300 CON Attribute Bonus from attributes and pivoted over into being an infix perk on rings.
    • The 300 CON grit on basic attacks attribute bonus has been moved to be an infix perk on rings with a slight damage trade off added for balance. This ATB was arguably the most valuable attribute node but having it as an attribute node eliminated some of the choice in attributes.
  • New Heartrune – “Phantom Blades”
    • A new heartrune, Phantom Blades, is now available in the faction shop! This comes pre-upgraded with 3 options to choose from.
    • Cast forth a set of swirling blades that spin in a circle dealing ticks of 100% weapon damage to all targets within 4m of the blades. Lasts 7 seconds.
    • Perks:
      • Merciless Incision – Phantom Blades deal 20% increased damage to targets inflicted with a CC status effect (Stun, Root, Slow, Sluggish).
      • Achilles’ Heel – Phantom Blades now slowly moves forward and inflicts Sluggish, preventing them from dodging for 2s or until they hit a target.
      • Freeing Blades – Each hit of Blades will reduce the duration of all limited duration CC status effects on you by 10%
      • Mobile Destruction – Phantom Blades are now attached to you. However, the radius is reduced to 1.5m and the damage is reduced to 70%.
  • Perks
    • Added the Hearty Ring perk functionality to all players. Players still have 100 Max Stamina, but dodge costs have been adjusted to allow the same amount of dodges as when the hearty perk was equipped. Reworked hearty on all existing items to be “Gambled Energy”, which grants 2.5%-5% damage while stamina is not full.
    • Added new slottable variants of item perks and also adjusted some values and functionality for them.
      • All new slottable (offensive, defensive, and skill) and fixed perks will have the suffix of II at the end of it, to differentiate them from the older perks
    • Reworked the new version of weapon mastery II perks that had general cooldown reduction and pivoted the functionality to be something else. Also adjusted some of the functionality of a variety of other mastery perks to lean into more preferred functionality.
      • For weapon mastery older versions of the weapon mastery perks that had cooldown reduction, we have reduced their values to incentivize using the new slottable weapon mastery perks on new gear.
    • Performed a “stat squash” and reduced a lot of the values in the old perk system to reel in some of their values to allow for greater expansion of values via the new perks and allow for more creative and unique functionality and power to be added to the new infix perks and and set bonuses.
  • Gems
    • Adjusted conversion gems to no longer convert attributes but just convert damage types. We want to lean into utilizing attributes more strategically now and make special unique items in the future with strategic scaling in order to allow for more creative builds and better tuning options on builds.
    • Updated Runeglass gems to use the higher tier of the base gem the functionality is based off of and not the 2nd highest like they used to use.
    • Adjusted the value of the absorption gems as a part of a larger tuning pass where we are reeling in some of the more extreme values that can be stacked across a variety of areas.
  • Artifacts
    • Adjusted all the perks that are on all artifacts to fit into the new system. Pivoted artifacts to have the new version of perks to either be slottable or a fixed perk that can not be swapped out.
    • Removed the attribute portion of artifact perks. Outside of the +X to all attributes functionality on Attuned Leather Pants and Old Crown, that is still present to keep those artifacts unique.
  • Trinkets
    • Added base stats to trinkets similar to how weapons and armor have base stats on the items.
      • All amulets will have up to +5% max HP based on gear score
      • All rings will have up to +10% base damage based on gear score
      • All earrings will have up to 5% flat cooldown reduction based on gear score.
  • Balance Note
    • A lot of values tied to balance have been adjusted and with changes to so many systems there are far too many to note, so please re-examine the values across the board. Our intent with these changes is to create wider build variety, more interesting play between different builds, and overall create a more interesting meta.

New Fixed and Slottable Perks / Set Bonuses / Infixes

Set Bonuses

Enraged Set

  • Set Bonuses
    • 1 Equipped – Hitting a target within 13m grants self stacks of Enrage, increasing outgoing damage by 1% and increase attacker base damage by 0.5% per stack. (Max 10 stacks)
      • NOTE: Some slower weapon can generate rage at 2 perk hit due to slower attack rate.
    • 3 Equipped – Increases max Enrage stacks to 15, Heavy attacks generate an additional stack of Enrage. While Enraged and above 70% health, lose 5% of your max HP every half second.
    • 5 Equipped – Increases max Enrage stacks to 25, and increase the duration of Enrage by 50%. While Enraged, all attacks deal an additional 8% damage while below 70% health.
  • Infixes
    • Enraged Leech – While Enraged, All attacks gain 20% lifesteal while below 70% health.
    • Trenchant Enrage – While Enraged, Heavy attacks now consume 3 stacks to deal 20% more damage.
    • Enraged Hunt – When exiting a dodge with more than 20 stamina and Enraged, consume 4 stacks to trigger a 3.5m radius AOE that will pull in nearby enemies.
    • Enraged Refresh – Hitting a target with a light or heavy attack while at or above 15 stacks of Enrage will consumes 3 stacks to reduce the cooldown of all active weapon abilities by 5%. (1s cooldown)
    • Enraged Acceleration – While at or above 15 stacks of Enrage, gain 8% Haste.

Second Wind Set

  • Set Bonuses
    • 2 Equipped – While exhausted, you do 20% more base damage against enemies within 5m. Hitting an enemy within 5m will remove the slow from becoming exhausted by dodging.
    • 4 Equipped – While exhausted, attacks that hit enemies within 5m have 10% life steal and grant 3% empower stacks that last for 5s when exiting the exhausted state. (Max 5 stacks)
  • Infixes
    • Relentless Second Wind – While exhausted, gain uninterruptible.
    • Enervated Accuracy – While under 50% stamina, gain 15% crit chance.
    • Cleansing Second Wind – Cleanse slows and roots on yourself if you become exhausted by dodging.
    • Speedy Recovery – Gain a 10% haste for 4s after exiting the exhausted state.

Protector’s Blessing Set

  • Set Bonuses
    • 2 Equipped – When applying a heal to a target above 50% health, gain a stack of a Protector’s Blessing (cooldown 2s, 5 stacks max). While at max stacks, you are inflicted with 7% Rend, and healing an ally that has more than 50% health will add 15% fortify for 5s (10s cooldown).
    • 4 Equipped – Gain 3% base damage bonus per stack. While at max stacks (5), if you heal a target that is below 50% health, the stacks are consumed and they heal for 10% weapon damage every second for 5s.

Overcharged Set

  • Set Bonuses
    • 3 Equipped – Hitting an enemy within 5m or killing an enemy grants an overcharge stack. (5s cooldown) Each stack increase your base damage by 5% and affliction resistance by 10%. You are also inflicted with 4% rend per stack. Getting hit removes all stacks. (Max 3 stacks)
    • 5 Equipped – Max overcharge stacks increased to 5. Overcharge stacks now also increase stamina regen rate by 5%.

Elementally Charged Set

  • Set Bonuses
    • 2 Equipped – Magical weapon abilities do 7% less base damage but they store a charge of that weapon’s element for 20s. Activating an ability of a non-magical weapon will consume the charge and add 10% base damage of that element to that weapon’s attacks for 10s (3s Cooldown).
    • 4 Equipped – You can now store up to 2 charges of each element. while at 2 charges, gain 10% resistance to damage of that element.
  • Infixes
    • Elemental Hunger – While you have no elemental charges, you take 5% less elemental damage.
    • Elemental Mana Battery – For each stored elemental charge, gain 20% mana regen rate.
    • Elementally Energized – When consuming an elemental charge by using a non-magic weapon ability, gain 20% stamina regen rate for 10s.
    • Elemental Rush – When consuming an elemental charge by using a non-magic weapon ability, gain 10% haste for 5s. This also consumes 30 stamina.

Stifling Set

  • Set Bonuses
    • 2 Equipped – Hitting an enemy with an attack while all of your active weapon abilities are on cooldown silences your target for 2 seconds and yourself for 1 seconds, can occur only once per 5 seconds.
    • 4 Equipped – While silenced do 10% more base damage with basic attacks and hitting a target will reduce ability cooldowns by 5s.
  • Infixes
    • Stifling Resolve – Gain 10% damage absorb while silenced.
    • Stifling Danger – Damage is increased 5% when hitting a silenced target.
    • Stifling Evasion – Exiting a dodge while silenced will trigger an AOE that damages nearby targets.
    • Stifling Energy – Gain 50% increased stamina regen rate while silenced.

Tenacity Set

  • Set Bonuses
    • 2 Equipped – Get Grit for 2s after getting staggered. However take 5% more damage while grit is active.
    • 4 Equipped – Successful light attacks apply Grit for 3s, 6s cooldown. While grit is active gain 5% lifesteal.
  • Infixes
    • Tenacity Penetration – Armor penetration is increased 10% when hitting a targets with Grit.
    • Tenacity Critical – Critical chance is increased 10% while Grit is active.
    • Tenacity Rebound – Enemies receive 5% damage when they hit you with a melee attack while Grit is active.
    • Tenacity Recovery – Incoming heals increased 10% while Grit is active.

Focused Set

  • Set Bonuses
    • 2 Equipped – 15% increased healing on targets outside of Sacred Ground or Beacon.
    • 4 Equipped – Healing increased 15% and cooldown reduced 5% on heal after holding a weapon for 10 seconds.
  • Infixes
    • Focused Cleanse – Self Casting Light’s Embrace will cleanse player and make them immune to debuff for 2s. Requires 300 Focus. 15s cooldown.
    • Focused Determination – Immune to crowd control debuffs for 1s, 3s with 300 focus, after a healing cast is interrupted. 10s cooldown.
    • Focused Fortify – Healing targets under 50% health with burst heals will receive a 100% Fortify for 5s. 15s cooldown.
    • Focused Speed – Healing a target outside of Sacred Ground or Beacon grants 10% haste for 4s. 8s cooldown.

Standalone infixes

  • Critical Storm – Once every 0.5s, when you crit a target, gain a stack of storm charge on self, lasting 10s, at 6 storm charges, hitting a target with an ability will consume all of the charges and trigger a bolt of lightning, dealing an additional 100% damage.
  • Thwarting Stun – Whenever you hit a target with active grit or uninterruptible, deal 5% increased base damage and gain a stack of Thwart. Melee heavy attacks while at 10 stacks consume all stacks and inflict a 1s Stun on the target. (10s cooldown on stun application)
  • Unstoppable – Gain GRIT on melee heavy attacks and during the melee light attack start ups. However take 5% increased base damage from enemy attacks while Grit is active.
  • Alternating Enchantment – Hitting with a basic attack will increase the base damage of the next ability hit within 5s by Y%, and hitting with an ability will increase the base damage of the next basic attack within 5s by Y%.
  • Close Quarters – Light and heavy attacks with ranged weapons within 10m deal 20% more damage, but you also receive 5% increased attacker base damage.
  • Chain Lightning – Once every 10s, damaging enemies with a magic weapon ability will cast a Chain Lighting that hits up to 5 unique targets and deals 50% of your weapon damage. However, when triggered you take 30% lightning damage.
  • Empowering Heal – Healing an ally gives you a stackable buff that increases your damage dealt by 1% for 10s. Max 20 stacks.
  • Adrenaline Burst – When your health drops below 50%, your critical chance is increased by 18%.
  • Shredding Backstabs – Backstabs penetrate 40% of your target’s armor but your critical hits deal 20% less damage.
  • Mo’ Mortar Mo’ Boom – Mortar charge now only fires one canister. It fires immediately and bill bounce before exploding if it does not hit an enemy. When this canister explodes it deals 130% weapon damage in a 5m area.
  • Exerted Spin – Whirlwind no longer needs to hit targets to continue spins, and can spin up to 12 times. When the spins end, it consumes all of your stamina and you become exhausted.
  • Revive – Casting Life’s Embrace on a downed player will revive them. Requires 300 Focus. 45s cooldown
  • Poison Affinity – Deal 15% more damage to poisoned enemies.
  • Cleansing Block – Blocking an attack removes 1 debuff. (3s cooldown)

Slottable Perks

Defensive Slot

  • Freedom II – Reduce the base duration of Slow, Stun, and Root by 7.85-10%.
  • Vigor II – Reduce the base duration of Burn, Bleed, and Poison by 7.85-10%.
  • Invigorated II – Reduce the base duration of Weaken, Disease, Exhaust, and Rend by 7.85-10%.
  • Hasted Vigor II – Potency of incoming damage over time effects reduced by 7.1-9% per armor piece with this perk, and taking a hit while inflicted with a DoT will grant 7.1-9% haste for 5s
  • Physical Aversion II – Receive 2.83-3.6% less damage from ranged, physical attacks.
  • Elemental Aversion II – Receive 2.36-3% less damage from ranged, elemental attacks.
  • Shirking Heals II – PvP Only: Dodging an attack heals 157-200 Health and 0.95-1.2% of your max Health (Each armor piece with this perk adds a stack. Max 1 trigger every 7s).
  • Fortified II – Fortify you apply lasts 7.85-10% longer. (Stacks)
  • Sacred II – +5.1-6.5% outgoing healing efficiency.
  • Divine II – +4.32-5.5% Health from non-consumable or lifesteal healing sources. (Stacks)
  • Alchemist Reprieve II – Improves the healing from potions by 5.5-7%. (Stacks)
  • Anointed Lifesteal II – 5.5-7% increased healing from lifesteals. (Stacks)
  • Grit Ward II – -1.7-2.2% damage taken while under the effects of grit.
  • Enchanted Ward II – -1.6-2% damage taken from light and heavy attacks.
  • Potent Vivacity II – Increase the potency of all Energized status effects on you by 12-15%.
  • Potent Energy II – Decrease the potency of all Exhaust status effects on you by 12-15%.
  • Purifying Toast II – When you drink a survival potion, lose 1 debuff.
  • Keenly Fortified II – Gain 15-19% Fortify for 5s on critical hit (7s cooldown)
  • Wellness II – Increase max health by 1.57-2%.

Offense Slot

  • Flame Harnessing II – +2-2.5% fire damage.
  • Ice Harnessing II – +2-2.5% ice damage.
  • Lightning Harnessing II – +2-2.5% lightning damage.
  • Void Harnessing II – +2-2.5% void damage.
  • Nature Harnessing II – +2-2.5% nature damage.
  • Arcane Harnessing II – +2-2.5% arcane damage.
  • Slash Harnessing II – +2-2.5% slash damage.
  • Strike Harnessing II – +2-2.5% strike damage.
  • Thrust Harnessing II – +2-2.5% thrust damage.
  • Enchanted II – Light and Heavy attacks deal +1.8-2.3% damage.
  • Skilled Enchantment II – Abilities deal +1.2-1.5% damage.
  • Vicious II – +2.3-3% critical damage
  • Keen II – +3.2-4% critical chance
  • Vorpal II – +3.2-4% headshot damage
  • Rogue II – +2.8-3.6% more backstab damage
  • Penetrating Backstab II – PvP Only: Backstabs penetrate 6.3-8% of a player’s armor.
  • Penetrating Headshot II – PvP Only: Headshots penetrate 5.5-7% of a player’s armor.
  • Poisoning II – Poison you apply lasts 11.8-15% longer
  • Blood Letting II – Bleed you apply lasts 11.8-15% longer
  • Burning II – Burning you apply lasts 11.8-15% longer
  • Crippling II – Slow you apply lasts 11.8-15% longer
  • Enfeebling II – Weaken you apply lasts 11.8-15% longer
  • Infected II – Disease you apply lasts 11.8-15% longer
  • Empowered II – Empower lasts 9.4-12% longer on you
  • Alacrity II – Haste lasts 9.4-12% longer on you
  • Leeching II – You gain 3.15-4% of your damage as health.
  • Keenly Jagged II – Inflict Bleed on critical hit, dealing 7.1-9% weapon damage per second for 6s (cooldown 7s)
  • Keenly Empowered II – Gain 10-13% Empower for 5s on critical hit (7s cooldown)

Skill (Weapon Mastery) Slot

  • Hatchet
    • Crippling Feral Rush II – When Feral Rush hits, cause a 20-40% slow for 3s and deal 12-24% more damage.
    • Keen Berserk II – Gain +8-16% critical chance and +8-16% more crit damage while berserk is active.
    • Compounding Torrent II – Raging Torrent deals 3-6% increased base damage per successful attack against a target. (Stacks 4 times)
    • Empowering Rending Throw II – Ranged Hatchet attacks deal +20-40% damage against Rending Throw targets.
    • Prolonged Distancing Throw II – Hitting a target while Social Distancing’s Quick Power Haste is active, will extend the duration of slows on the target by 7-14%, and increase base damage of attacks by 3.5-7%.
    • Exhausting Infected Throw II – Direct hits with Infected throw causes Exhaustion, reducing target’s Stamina regeneration by 25-50% for 7s.
  • War Hammer
    • Empowering Armor Breaker II – If Armor Breaker breaks a block, the next attack within 5s deals +20-40% damage.
    • Crippling Mighty Gavel II – Mighty Gavel hits inflict 8-16% slow for 7s, and you always deal 2.5-5% more damage against slowed targets.
    • Penetrating Wrecking Ball II – Wrecking Ball penetrates 18-36% of the target’s armor.
    • Sundering Shockwave II – Shockwave inflicts Rend, reducing the target’s armor by 8-16% for 8s.
    • Leeching Clear Out II – Heal for 15-30% of the damage dealt by Clear Out.
    • Sundering Destiny II – Path Of Destiny inflicts Rend, reducing the target’s armor by 10-20% for 6s.
  • Musket
    • Crippling Powder Burn II – Targets hit with Powder Burn are Slowed by 10-20% for 8s.
    • Plagued Power Shot II – Power Shot hits inflict 8-16% disease for 8s, and hitting a inflicted with this disease will increase the base damage dealt by 5-10%.
    • Empowering Shooter’s Stance II – Hitting a target while in Shooter’s Stance grants a stack of Empower, increasing damage by 7-14% for 10s. Effect is removed when stance is exited (Max 4 stacks).
    • Stopping Powered II – Deal 10-20% more damage to targets inflicted by Stopping Power’s Slow and Exhaust debuffs.
    • Accelerating Traps II – +8-16% movement speed for 5s after deploying a trap. Traps now apply Bleed for 10-20% weapon damage for 3s.
    • Mending Sticky Bombs II – Every hit of Sticky Bomb heals you for 15-30% of the damage dealt
  • Spear
    • Bleeding Sweep II – Sweep’s Coup De Grace now applies Bleed for 9-18% of weapon damage for 4s.
    • Sundering Javelin II – Javelin inflicts Rend to targets above 50% Health, reducing the target’s armor by 17-34% for 7s.
    • Leeching Cyclone II – Cyclone hits heal you for 13-26% of weapon damage (Max 3 targets).
    • Compounding Perforate II – Perforate hits deals 6-12% increased base damage per successful attack against a target. (Stacks 2 times)
    • Enfeebling Skewer II – Skewer hits apply Weaken, reducing the target’s damage by 16-32% for 8s.
    • Keen Vault Kick II – Vault Kick increases critical hit chance by 16-32% for 7s.
  • Bow
    • Enfeebling Poison Shot II – Poison Shot hits apply Weaken, reducing the target’s damage by 13-26% for 8s.
    • Energizing Evade Shot II – Hitting a target with Evade Shot grants 9-18 Stamina and increases stamina regen rate by 12-24% for 4s.
    • Lasting Rain of Arrows II – Slow and Bleed last 17-34% longer and Rain of Arrows deals 9-18% more damage to targets 15m or further away.
    • Penetrating Rapid Shot II – +18-36% armor penetration of all Rapid Shot attacks.
    • Shattering Penetrating Shot II – Penetrating shot deals 17-34% increased stamina damage to blocking targets and deals 15-30% increased damage to targets with active Grit.
    • Empowering Explosive Arrow II – Explosive Arrow hits grant Empower, increasing damage by 20-40% for 4s or until the next hit.
  • Rapier
    • Keen Tondo II – +10-20% critical chance against targets affected by Tondo’s Bleed. If this perk is on a weapon, Tondo also inflicts 20% weaken for 6s.
    • Deadly Flourish II – Flourish deals +35-70% more base damage. And will cause your next attack to have 100% crit chance.
    • Leeching Flurry II – Heal for 20-40% of the damage dealt by Flurry. Gain 15-30% damage reduction for 4s on Flurry use.
    • Sundering Riposte II – Riposte inflicts Rend, reducing armor on the target by 15-30% for 8s.
    • Omnidirectional Evade II – +7-14% damage for 2s or until the next hit after using Evade. Adagio upgrade is applied when evading in any direction.
    • Rouge Fleche II – Hitting a target in the back with Fleche deals 20-40% increased base damage.
  • Life Staff
    • Unstoppable Divine Embrace II – When Divine Embrace heals an ally above 70% Health, that ally gains Grit for 1.5s and gains 8-16% increased stamina regen rate for 3s.
    • Fortifying Sacred Ground II – When Sacred Ground heals an ally for the first time, they gain Fortify, increasing armor by 8-16% for 5s.
    • Purity Of Light II – When Splash of Light removes a debuff from an ally, they are healed for 8-16% weapon damage every second for 3s.
    • Mending Protection II – +19-18% outgoing healing power for 7s if Orb of Protection heals an ally below 50% Health.
    • Accelerating Light’s Embrace II – Allies healed with Light’s Embrace gain Haste, increasing their movement speed by 10-20% for 5s.
    • Keen Beacon II – When Beacon heals a player for the first time, they gain 6-12% critical hit damage for 5s.
  • Fire Staff
    • Crippling Pillar of Fire II – Pillar of Fire inflicts slow on targets hits, reducing their move speed by 10-20% for 4s.
    • Empowering Meteor Shower II – When Meteor Shower hits, gain 1.5-3% Empower for 5s (Max 10 stacks).
    • Empowering Fireball II – Fireball impact deals +7-14% damage, and an additional 9-18% to targets above 50% Health.
    • Empowering Incinerate II – Incinerate applies a stack of 8-16% Fortify for 6s for each target hit (Max 3 stacks).
    • Accelerating Flamethrower II – Using flamethrower against a target with 4 stacks of smolder grants Haste, increasing movement speed by 15% for 2s. Burn from Flamethrower lasts 8-16% longer.
    • Fortifying Burnout II – Burnout deals +13-26% damage to targets with Burn.
  • Sword and Shield
    • Contagious Upheaval II – Upheaval hits transfers 2 active debuffs from yourself to the target and deals +7-14% damage.
    • Compounding Whirling Blade II – Whirling Blade hits deals 4-8% increased base damage per successful hit against a target. (Stacks 6 times)
    • Empowering Leaping Strike II – All Sword attacks deal +13-26% damage to targets Slowed by Leaping Strike’s Cowardly Punishment upgrade.
    • Diminishing Shield Bash II – Reduce non-consumable buff durations on enemies hit by Shield Bash by 22-44%.
    • Fortifying Shield Rush II – After hitting a target with Shield Rush, gain Fortify, increasing armor by 15-30% for 6s.
    • Accelerated Resolve II – After triggering Defender’s Resolve, increase movement speed by 8-16% and incoming healing by 11-22% for 5s.
  • Great Axe
    • Refreshing Charge II – Charge can now pass through allies and enemies when sprinting forward, and will deal 14-28% increased base damage of the furthest damage threshold range.
    • Crippling Reap II – Targets hit by Reap are inflicted with 15-30%% slow for 5s.
    • Mending Execute II – Heal for 25-50% of the damage dealt by Execute (Max 1 trigger per ability use)
    • Fortifying Whirlwind II – Whirlwind hits grant Fortify, increasing armor by 10-20% and Slash damage by 5-10% for 2s (Max 5 stacks).
    • Enfeebling Maelstrom II – Targets hit by Maelstrom’s No Reprieve are Weakened, reducing their attack damage by 13-26% for 8s.
    • Insatiable Gravity Well II – Heal for 25-50% of the damage dealt by Gravity Well (Limit 1 target). On hit, cast another 3m radius burst around you that deals 50% weapon damage.
  • Ice Gauntlet
    • Unbroken Windchill II – Wind Chill deals +20-40% damage. If Wind Chill hits the same target 6 times in a row they become rooted for 1s.
    • Unending Storm II – Ice Storm deals +7-14% damage. Frost effects remains on enemies for 2s after exiting Ice Storm.
    • Empowered Spike II – Ice Spikes deal +12-24% more damage to rooted foes and +8-16% more damage to slowed enemies.
    • Deadly Shower II – While the Ice Shower’s Frigid Showers upgrade is active, Frostbite deals 8% weapon damage per second to affected enemies. All Ice Gauntlet hits deal 8-16% increased damage to targets inflicted with this frostbite damage effect.
    • Pylon Burst II – Ice Pylon deals +7-14% more damage and triggers a burst dealing 50% weapon damage to to enemies within a 3m radius every 2s.
    • Healing Tomb II – Heal for 15-30% of your base Health after Entomb ends.
  • Void Gauntlet
    • Voracious Blade II – While below 50% Health, Void Blade Light attacks grant 8-16% lifesteal and Void blade Heavy attacks grant 13-26% lifesteal.
    • Nullifying Oblivion II – When activated, Oblivion removes limited duration buffs from targets within its radius and increases the cooldown of limited duration debuffs on targets by 15-30%.
    • Putrefying Scream II – Petrifying Scream inflicts Disease on hit, reducing the target’s incoming healing by 20-40% and outgoing healing by 10-20% for 8s.
    • Diminishing Orb II – Orb of Decay reduces the base duration of the target’s non-consumable buffs by 20-40% on hit.
    • Crippling Tether II – Baleful Tether inflicts Slow on hit, reducing the target’s movement speed by 17-34% for 5s. If this perk is on a weapon, Baleful Tether will inflict Disintegrate on application.
    • Sundering Essence II – Essence Rupture will now inflict Rend, reducing armor on the target by 8-16% for 5s.
  • Great Sword
    • Relentless Freedom II – Activating Relentless Rush removes Root and Slow. Increase Relentless Rush’s critical hit chance by 10-20%.
    • Leeching Crosscut II – Each hit of Crosscut gains 6-12%/11-22%/18-36% lifesteal respectively (Max 1 trigger per slash)
    • Skyward Nullification II – Hitting an enemy with Skyward Slash removes one of their buffs. Reduce remaining buffs by 20-40% (Only affects non-consumable buffs).
    • Energizing Counter II – When Calamity Counter is activated, immediately gain 25-50 Stamina. And each hit of Counter will grant a stack of 5-10% Energized for 3s (Max 3 stacks)
    • Steadfast Purification II – Each attack of Steadfast Strike reduces your debuff durations by 30-60% (Max 1 reduction per attack).
    • Crippling Rupture II – Slow enemies struck with Roaring Rupture by 18-36% for 5s.
  • Blunderbuss
    • Exhaustive Net Shot II – Net Shot inflicts Exhaust, reducing the target’s Stamina regeneration by 20-40% for 4s.
    • Leeching Shrapnel Blast II – Heal for 18-36% of the damage dealt by Azoth Shrapnel Blast.
    • Venturing Claw Shot II – When Claw Shot connects to a target at least 8m away, gain a 20-40% Empower for 3s or until next hit.
    • Plagued Splitting Grenade II – Splitting Grenade hits inflict Disease, reducing healing efficiency on targets by 12-24% and outgoing healing by 6-12% for 8s.
    • Resupplying Mortar Charge II – Mortar Charge kills reload 1 additional canister (Max 1 reload per shot. Will not trigger after final shot). Hits from Mortar Charge grant a stack of 4-8% Empower for 6s (Max 3 Stacks).
    • Crippling Blast Shot II – Targets hit by Blast Shot are Slowed, reducing movement speed by 18-36% for 5s.
  • Flail
    • Burdening Smite II – Smite penetrates 1-16% of the target’s armor. PvP Only: Smite hits against players extend their active cooldowns by 10-20%.
    • Mending Vortex II – Every 2 hits with Vortex will heal you for 18-36% of the base weapon damage.
    • – (has slayer script functionality)
    • Powerful Eruption II – Eruption hits deal 8-16% increased damage per stack of Impairment on the target.
    • Accelerating Barrage II – After hitting a target with Barrage’s main attack, gain 12-24% haste for 6s.
    • Thwarting Trip II – If Trip’s first attack hits a target with active grit, the attack deals 30-60% more base damage.
    • Crowded Bludgeon II – If 2 or more targets are hit with warding bludgeon, even if the hits are blocked, gain 10-20% Empower for 6s.

Fixed Perks (What was considered the old standard perks)

Weapons/Shields

  • Plagued Crits II – Critical strikes against targets inflict Disease for 6s, reducing healing effectiveness on the target by 19.6-25% and outgoing healing by 9.8-12.5%.
  • Plagued Strikes II – Heavy attacks against targets inflict Disease for 8s, reducing healing effectiveness on the target by 19.6-25% and outgoing healing by 9.8-12.5%.
  • Thwarting Counter II – Deal 12-15% additional damage against targets with active grit.
  • Thwarting Strikes II – Deal 5.1-6.5% additional damage while you have active grit.
  • Trenchant Strikes II – Heavy attacks deal 12-15% additional damage.
  • Trenchant Crits II – Heavy attacks deal 16-20% additional Crit damage.
  • Trenchant Rend II – Heavy attacks apply rend for 7s, reducing target’s absorption by 16-20%. (7s cooldown)
  • Trenchant Recovery II – Heavy attacks heals the player for 16-20% of the damage dealt.
  • Shirking Flames II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Fire.
  • Shirking Nature II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Nature.
  • Shirking Frost II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Ice.
  • Shirking Shock II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Lightning.
  • Shirking Abyss II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Void.
  • Shirking Arcane II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Arcane.
  • Flame Attunement II – Successful hits deal an additional 11-14% weapon damage as Fire. (Cooldown 1.5s)
  • Frost Attunement II – Successful hits deal an additional 11-14% weapon damage as Ice. (Cooldown 1.5s)
  • Lightning Attunement II – Successful hits deal an additional 11-14% weapon damage as Lightning. (Cooldown 1.5s)
  • Arboreal Attunement II – Successful hits deal an additional 11-14% weapon damage as Nature. (Cooldown 1.5s)
  • Abyssal Attunement II – Successful hits deal an additional 11-14% weapon damage as Void. (Cooldown 1.5s)
  • Arcane Attunement II – Successful hits deal an additional 11-14% weapon damage as Arcane. (Cooldown 1.5s)
  • Distained Infliction II – Potency of outgoing damage over time effects increased by 11.8-15%, and hitting a target with an active DoT will extend the duration of the applied DoTs by 3.9-5% (1s Cooldown)
  • Penetrating Empowered II – PvP Only: Critical hits against empowered players will have 8-10% armor penetration and reduce the duration of empowers on them by 5.5-7%. (1s reduction cooldown)
  • Desperate Empower II – +9.4-12% damage and 5.5-7% haste while exhausted.
  • Sundering Stacks II – Once every 0.5s, attack inflicts a stack of 3.2-4% Rend, each stack lasting 6s. (Max 5 stacks)
  • Fractured Rend II – PvP Only: When block breaking a player, inflict rend, reducing armor by 14-18% for 6s.
  • Purifying Crits II – PvP Only: Critical hits remove 1 buff from the target (Cooldown 3s)
  • Exhausted Exploitation II – PvP Only: Hits against Exhausted targets inflict Slow, reducing movement speed by 12-15% for 4 seconds. Backstabs against exhausted targets reduce stamina regen by 10-13% for 4s.
  • Alacritous Punishment II – PvP Only: Deal 13%-16% additional damage to players with Haste.
  • Savior II – Healing is increased by 12%-15% when you heal a target below 50% health.
  • Purifying Breeze II – Heal for 16-20% weapon damage every time you remove a debuff from an ally.
  • Desperate Prayer II – When you are below 50% mana your healing is increased by 12%-15%.
  • Resurgence II – Kills and group kills grant stacks of blessed, increasing outgoing healing by 0.8-1% per stack for 20s. (Personal kills grant 2 stacks, group AI kills grant 1 stack. Max 15 stacks)
  • Critical Suppression II – Hitting a target with an attack from a magic weapon light or heavy attack will reduce their critical hit chance by 2-2.5% for 3s (Stacks 4 times)
  • End II – +4.7-6% ability base damage and +9.4-12% base damage increase to the final attack in a melee light attack chain.
  • Sturdy II – You take 7.8-10% less stamina damage while blocking
  • Sure Footing II – You move 30% faster while blocking, and push and pull distances are reduced by 16-20%. (Has slayer script functionality)
  • Hatred II – You generate 196-250% more threat and deal 5.5-7% more base damage to taunted foes.
  • Lifestealing II – You gain 4.3-5.5% of your damage as health.
  • Keen Speed II – On Crit 12-15% Haste for 3s (cooldown 3s)
  • Mortal Aggression II – Hits grant 1.22-2% lifesteal. Gain 6.2-10% of your Max Health, gain 6.2-10 stamina, and gain 7.3-12% fortify and 6.2-10% empower for 8s on kill. (2s cooldown)
    • Can also be on armor, highest values only obtainable on weapons
  • Sturdy Fortification II – PvP Only: Blocking player attacks adds a stack of 6.28-8% Fortify to you for 7s for each blocked hit (Max 3 stacks).
  • Healing Defense II – On block heal for 2%-2.5% Base Health (5s cooldown)
  • Shielded Retaliation II – On block gain a 12-15% empower for 4s.
  • Shield Aggression II – +3.14-4% base damage.
  • Refreshing Defense II – Gain 3.14-4% cooldown reduction.
  • Shield Defense II – 3.14-4% damage reduction.

Armor/Shield

  • Flame Conditioning II – +3.9-5% Fire Damage Absorption for 5s after taking Fire damage (Each item with this perk stacks)
  • Frost Conditioning II – +3.9-5% Ice Damage Absorption for 5s after taking Ice damage (Each item with this perk stacks)
  • Shock Conditioning II – +3.9-5% Lightning Damage Absorption for 5s after taking Lightning damage (Each item with this perk stacks)
  • Arboreal Conditioning II – +3.9-5% Nature Damage Absorption for 5s after taking Nature damage (Each item with this perk stacks)
  • Abyssal Conditioning II – +3.9-5% Void Damage Absorption for 5s after taking Void damage (Each item with this perk stacks)
  • Arcane Conditioning II – +3.9-5% Arcane Damage Absorption for 5s after taking Arcane damage (Each item with this perk stacks)
  • Slash Conditioning II – +3.9-5% Slash Damage Absorption for 5s after taking Slash damage (Each item with this perk stacks)
  • Thrust Conditioning II – +3.9-5% Thrust Damage Absorption for 5s after taking Thrust damage (Each item with this perk stacks)
  • Strike Conditioning II – +3.9-5% Strike Damage Absorption for 5s after taking Strike damage (Each item with this perk stacks)

Armor

  • Shirking Fortification II – If a hit is avoided by dodging, gain a stack of fortify, increasing damage absorption by 7.07-9% for 6s. Each piece of armor with this perk increases the potency of the effect.
  • Thorny Reflection II – PvP Only: Taking a critical hit will reflect nature damage back at the target equal to 6.3-8% of your weapon damage, and reduce the attacker’s crit chance by 7.9-10% for 3s. (1s Cooldown)
  • Critical Retribution II – PvP Only: Gain 7.9-10% critical chance for 7s when taking a critical hit (10s cooldown).
  • Sturdy Energy II – When blocking a hit while below 30% Stamina, gain 20-25% Stamina regeneration for 5s (10s Cooldown. Effect is removed if player becomes Exhausted)
  • Vital Synergy II – While health is below 50%, gain 15% Stamina regen rate, while stamina is below 50%, incoming healing is increased by 15%. (Has Slayer Script functionality)
  • Empowering Breaker II – When an attack is blocked, gain a stack of empower, increasing damage by 3.5%-4.5% for 5s (5 stacks Max)
  • Shirking Energy II – If a hit is avoided by dodging while in a light or medium equip load, gain 13-16 stamina (6s cooldown)
  • Hardcore Parkour II – Gain 12-15% haste for 5s after triggering a traversal action.
  • Breaker Bypass II – When an attack is blocked, gain a stack of 3.4-4% stamina damage increase for 4s. (Max 10 Stacks)
  • Purifying Switch II – Hitting a target with an ability within 5s of swapping weapons will cleanse 1 debuff (6s cooldown)
  • Prolonged Favor II – Increase the duration of limited duration buffs on self by 7.9-10%
  • Quick Revive II – Gain Grit while reviving, and reduce the time required to revive downed players or be revived while down by 31.4-40%.
  • Lifestealer’s Draught II – All hits gain 12-15% lifesteal and the power of lifesteals is increased by 12-15% as long as you have not used a survival potion in the last 13s.
  • Sacrificial Empowerment II – Increase base damage by 1.2-1.5% but armor is decreased by 0.79-1% (stacks per armor piece this perk is slotted in)
  • Freeing Aggression II – Hitting a target will reduce the duration of active Crowd Control status effects on self by 3.95% (1s Cooldown)
  • Terminal Vengeance II – Gain 3.93-5% increased base damage for every 25% of your max health you are missing.

Trinkets

  • Amulets/Shields:
    • Flame Protection II – You take less 7.85-10% less Fire damage.
    • Frozen Protection II – You take less 7.85-10% less Ice damage.
    • Nature Protection II – You take less 7.85-10% less Nature damage.
    • Void Protection II – You take less 7.85-10% less Void damage.
    • Thrust Protection II – You take less 7.85-10% less Thrust damage.
    • Slash Protection II – You take less 7.85-10% less Slash damage.
    • Arcane Protection II – You take less 7.85-10% less Arcane damage.
    • Lightning Protection II – You take less 7.85-10% less Lightning damage.
    • Strike Protection II – You take less 7.85-10% less Strike damage.
  • Amulets:
    • Well-Being II – Increase max health by 3.93-5%
    • Stamina Recovery II – When you are hit while below 50% Health, gain 31.4-40 stamina (60s cooldown.)
    • Purify II – When you are hit while below 50% Health, lose all debuff (90s cooldown.)
    • Fortified recovery II – When you are hit while below 50% Health, gain 7s of 24-30% fortify (90s cooldown.)
    • Shirking Cleanse II – After dodging an attack in a light or medium equip load, lose 2 DoT/Debilitate debuffs. (6s cooldown)
    • Shirking Empower II – PvP Only: After successfully dodging an attack, obtain a stack of Empower, increasing damage dealt by 7.9-10% per stack for 7s. (Max 3 Stacks)
    • Stop Drop and Roll II – Dodging will reduce the current duration of all Burn damage over time effects on you by 20%
    • Unimpeded II – Potency of slows on you are reduced by 30% as long as you have not been exhausted within the last 10s
    • Enchanted Resilience II – PvP Only: Reduce attacker’s basic attack damage dealt to you by 7.86-10%, but increase attacker’s ability damage dealt to you by 3.93-5%.
    • Skilled Resilience II – PvP Only: Reduce attacker’s ability damage dealt to you by 3.93-5%, but increase attacker’s basic attack damage dealt to you by 7.86-10%.
  • Rings:
    • Fire Damage II – +6.3-8% fire damage.
    • Ice Damage II – +6.3-8% ice damage.
    • Lightning Damage II – +6.3-8% lightning damage.
    • Void Damage II – +6.3-8% void damage.
    • Nature Damage II – +6.3-8% nature damage.
    • Arcane Damage II – +6.3-8% arcane damage.
    • Slash Damage II – +6.3-8% slash damage.
    • Strike Damage II – +6.3-8% strike damage.
    • Thrust Damage II – +6.3-8% thrust damage.
    • Healing Breeze II – When applying a healing effect to a target, Heal the target for 12-15% weapon damage for 6s. (10s cooldown per target, potency of heal reduced by 35% if applied to self)
    • Purifying Mend II – When you remove a debuff from an ally heal for 16-20% weapon damage
    • Purifying Heart II – On Heartrune: Lose all debuffs.
    • Mortal Empowerment II – PvP Only: Player kills grant a stacking 2% damage bonus that lasts 2m until death or game mode transition (Max 10 stacks. Cannot be cleansed. Does not trigger off persistent damage or DoT effects)
    • Invigorated Punishment II – PvP Only: Abilities hits deal 1-1.3% bonus damage per buff on a player (Max 10 Buffs)
    • Cursed Enchantment II – Increase basic attack damage dealt by 7.86-10%, but decrease ability damage dealt by 3.93-10%.
    • Cursed Skill II – Increase ability damage dealt by 3.93-10%, but decrease basic attack damage dealt by 7.86-10%.
    • Keen Switch II – On weapon swap, increase crit chance by 7.07-9% for 3s or until the next hit. (3s cooldown)
    • Enchanted Totality II – All hits deal 1.6-2.0% increased base damage.
    • Enchanted Skills II – Ability hits deal 2-2.5% increased base damage.
    • Enchanted Attacks II – Light and heavy attack hits deal 2.4-3% increased base damage.
    • Critical Infliction II – Gain 5.5-7% increased crit chance against targets with your damage over time effects active.
    • Purging Infliction II – Hitting a target inflicted by one of your damage over time effects will reduce the duration of DoTs on self by 3.9-5% (1s cooldown).
    • Mortal Strike II – Killing a target will cause your next ability hit within 20s to deal 17-22% more damage. (2s cooldown)
    • Rouge Alacrity II – Backstabbing a target with an active haste will remove 1 of their hastes and grant you 12% haste for 4s. (that haste is dispelled if you receive a critical hit)
    • Unscathed Empowerment II – Melee light attacks grant 1 stack and melee heavy attacks grant 2 stacks of 5% empower for 8s (Max 6 stacks), for every hit you deal without taking damage, taking a hit will remove the empower and increase that instance of damage by 12-15%
  • Earrings:
    • Refreshment II – Reduces max cooldowns by 7.9%-10%
    • Refreshing Move II – Light attacks reduce cooldown by 0.79-1% and Heavy attacks reduce cooldowns by 1.6-2% (0.2s Cooldown)
    • Refreshing Recovery II – When your health drops below 50% all your active abilities cooldowns are reset. (60s cooldown.)
    • Regeneration II – +0.45-0.6% Health every second
    • Nimble II – +9.4-12% stamina regeneration rate
    • Despised II – You generate 196-250% more threat and deal 5.5-7% more base damage to taunted foes.
    • Refreshing Toast II – Potions cooldown 7.9-10% faster
    • Empowering Toast II – On Potion Drink: Gain 9.4-12% Empower for 8s (8s cooldown)
    • Fortifying Toast II – On Potion Drink: Gain 16-20% Fortify for 8s (8s cooldown)
    • Healing Heart II – On Heartrune: Heal for 7.1-9% your max health every second for 3s
    • Beloved II – You generate 35.35-40% less threat (Max reduction of 99% from all sources), and deal 7.07-10% more damage to taunted foes.

General

  • Fixed an issue where players could Aim down sights and lock on to a target at the same time, making it look like any fired shots during that time were magically magnetized to their target, when really just neither camera nor player were pointing toward the locked-to target.
  • Fixed an issue where the 300 Focus attribute bonus node would sometimes grant increased mana regen.
  • Fixed an issue where an input buffered ability or attack could be used in mid-air.

Artifacts

  • Updated the following artifacts to no longer use attribute conversion but instead have their attributes overwritten:
    • Inferno Artifact – Overwrites the default Fire Staff scaling and now has B tier scaling for both INT and STR.
    • The Abyss artifact – Overwrites the default Great Axe scaling and now has B tier scaling for both STR and INT.
    • Lifetaker artifact – Overwrites the default Void Gauntlet scaling and now has B tier scaling for both INT and DEX.
  • Vengeance
    • Fixed an issue where the vengeance artifact functionality wasn’t triggering off heavy attacks.
    • Fixed an issue where the stamina and mana regen rates were not applying at the listed rate in the tooltip.
  • Crescent Wave
    • Updated the greatsword to only trigger the Heavy blade passive when melee heavies are triggered to prevent the crescent wave artifact from triggering it.
  • Old Crown
    • Updated the Crown artifact to use 3 changeable gems now instead of simulating gems via standard perks.
    • Reduced the amount of attributes provided by the old crown artifact to compensate for attribute adjustments.
  • Attuned Leather Pants
    • Reduced the amount of attributes provided by the attuned leather pants artifact to compensate for attribute adjustments.
  • Featherweight
    • Updated the featherweight artifact to have a trade off that inflicts slows when staggered. (8% slow for 4s)
  • Tumbler Feetwraps
    • Updated the Tumbler feetwraps artifact values. Empower reduced from 15% to 10%. Fortify from 25% to 18%
  • Ankh
    • Updated the Ankh artifact values increased healing mod downside from 25% to 30%, and reduced healing mod benefit from 25% to 20%.
  • Finisher
    • Updated the Finisher artifact to only trigger on bleeds applied by the wielder.
  • Serenity
    • Updated the Serenity artifact empower and fortify duration from 5 to 4.
  • The Unmoved
    • Updated the Unmoved artifact to reflect damage back to the attacker. (16% void damage, 1s cooldown).
  • Blooddrinker
    • Adjusted Blooddrinker’s downside from 25% to 20%. And added a benefit of a lesser decrease in damage if the target is diseased.
  • Quickdraw gloves
    • Gave a bonus empower after the invulnerability ends.
  • Runic Greaves
    • Gave a bonus haste while heartrune is fully charged while in combat.
  • Shrapnel
    • Switched from headshots to critical hits
  • Gilli’s Gravity Gauntlets
    • Increased the power of each charge, and reduced max charges
  • Otzi
    • Increased power from 10% to 20% for both the haste and damage
  • Grace
    • Gave a bonus ability damage while the haste from this is active
  • Freya’s Francisca
    • Gave bonus functionality that will chain 25% damage to a nearby target when it triggers
  • Odo
    • Updated the Odo’s Defense Perk to be Odo’s Confidence and gave it lifesteal, with bonus lifesteal if no shield is equipped.
  • Dorgort’s Blade
    • Gave bonus functionality to consume the burns and deal the remaining damage at once, similar to Finish.
  • Plagueherald
    • Increased the power of the disease you apply to yourself from 1% to 2%.

Heartrunes

  • Updated the Grasping Vines tooltip to now correctly display its Grit benefit

Life Staff

  • Fixed an issue that caused Light’s Embrace to receive additional healing when healing targets in Sacred Ground.

Great Axe

  • Increased Great Axe crit damage multiplier from 1.3 to 1.35

Greatsword

  • Increased Greatsword base damage from 75 to 77

War Hammer

  • Increased War Hammer base damage from 90 to 93

Bow

  • Increased Bow base damage from 83 to 84 and crit chance from 7% to 8%

Ice Gauntlet

  • Updated Quick Frost status effect description to state the correct haste value.

Rapier

  • Fixed the Allegro’s tooltip to reflect its correct buff value.

Musket

  • Increased Musket base damage from 97 to 98 and base crit chance from 6% to 7%.
  • Fixed issue with the Musket’s Trap ability doing less damage than intended.

Fire Staff

  • Increased how much the Fire Staff base damage is reduced in PvP from 13% to 15%.

Void Gauntlet

  • Corrected Void Gauntlet’s Void Blade ability double visual effects.

Ice Gauntlet

  • Fixed Quick Frost move speed value inconsistency with Status Effect tooltip.

Game Modes

  • The Tower of Calomel has been added to the hourly rotation in OPR!
  • Increased AKF timer for Wars to 30 minutes.
  • Items from the hot bar can no longer be added to the Outpost Rush storage shed.
  • CTF Frozen Pass: Fixed an issue that allowed players to climb up to the spawning area.

AI

  • Updated the Reaction Limiter system to allow Stunning attacks to always cause a reaction and stun gold nameplate elite enemies even while the limiter is active (this change does not apply to actual boss characters).

Expeditions

  • Hive of Gorgons, Trial of the Devourer, and Mutated Expeditions have been updated to level 75
  • Fixed an issue in Hive of Gorgons where the door to the infection room would not open.
  • The greying out of player Healthbars should now be consistent across all Expeditions.

Economy/Progression

  • Deprecated attribute perk items, timeless shards, and all recipes that relied on them to select attributes when crafting, as attributes have been removed from gear.
  • Removed GS 725 artifact upgrade recipes as you can now upgrade these items with umbral from GS 700.
  • Fixed an issue with Starmetal Chisels cost in the Syndicate Faction shop.
  • Fixed a rare issue where cooking ingredient stacks would visually show as infinite after leaving a game of CTF.
  • Halloween boss now has dynamic scaling based on the number of players around it. As a consequence the base health has been increased by 33% to accommodate the change.
  • Loot drop from players are less likely to be stuck in the air.
  • Fixed an issue that player can keep target locking the Blighted Greenskeeper when she used the burrow attack.
  • Fixed inactive dye channels on multiple armor sets including Summer Medley Sun Robes Set

Mounts

  • Fixed mount fade-in transitions. Before, certain mounts could appear abruptly instead of fading-in, or fail to fade-in and remain invisible.

Seasons

  • Fixed an issue where several World Bosses were not properly advancing progress for “The Most Dangerous Game I/II/III” and “Master of the Hunt”.

Social

  • Added Nighthaven to territory control which has a 15% max payout
  • Reduced Edengrove max payout from 15% to 10%
  • Reduced Brimstone Sands payout max from 10% to 7.5%
  • Reduced Brightwood payout max from 10% to 5%
  • Reduced Mourningdale payout max from 7.5% to 5%.
  • Fixed an issue where a territory owning company disbanding would result in a bugged territory state.
  • Fixed an issue causing the table in the table flip emote to shake around.

UI/UX

  • Fixed pinned objectives not displaying hand-in objective task description after entering or exiting a game mode.
  • Improved damage taken visual effect visibility
  • Fixed UI scaling issues with various elements

Known Issues

  • Multiple mounts incorrectly appear in the Mount menu as acquired from the Store, without a link to purchase. These mounts actually come from other sources.
    • Foxy – Season Pass
    • Chloros – Earned in Isle of Night
    • Moonlight – Earned in Isle of Night
  • The Catacombs Deserter Penalty of 5 minutes does not disable the Play button when accessing Catacombs from the world entrance. However, players will still not be able to enter a new Catacomb until the penalty has expired.
  • The PvP Reward Track Item “Bundle of Umbral Crystals” says that it contains 500 Umbral Crystals, but it actually rewards 400 Umbral Crystals when claimed.