Aldermere
Players gather outside a timbered hall under blue banners on a starry night
β€Ή All patch notes

Version 0.6.0

Bow-only archers, a combat overhaul and a painted world

Play a true archer with just a bow. Twelve new combat abilities, Hard bosses, two Reaver quests, a repainted meadow and a coin pouch you never lose.

Archers#

Play a true archer, with just a bow. A bow can't shoot anything within 5 m of you. Until now, once an enemy reached you an archer could only wait, so archers carried daggers to fight back up close. Now a bow on its own has the tools to keep its distance.

Why: a bow is the weapon that wins by keeping its distance, but nothing let it make that distance. Anything that reached you shut your bow off. Hobble and Disengage give a bow on its own what daggers used to.

How a bow-only archer fights
  • Wear a bow and arrows with nothing in your main hand. Your bow shoots from 5 to 30 m.
  • Hobble whatever's coming at you: at 40% slower it takes longer to reach you, and you get more arrows in on the way.
  • If it reaches you, Disengage. Melee fighters meet at about 2 m, so a 6 m leap leaves you about 8 m apart, out of reach and back in your bow's range.
  • Disengage is shortened by a wall, fence or drop behind you, down to 1.5 m, so leave yourself room.
  • Hobble's arrow can't go out inside 5 m, the same as any arrow. Use it before they close.
  • Trainer prices: Hobble 735 silver, Disengage 6,000.
  • Daggers still work as before: with daggers in your main hand they take over inside 5 m, and they get Dash. Keys 2 and 3 are remembered separately for your bow and your daggers.
  • Bows don't have an ult yet, so key 4 stays empty.

Try it: Take your daggers off, keep your bow and arrows, and learn Hobble and Disengage from Alwin Snell by Benny Smith in Alderwic.

Combat#

Crit rises with your weapon. Daggers, bows and glaives now carry a crit chance that grows with their tier, like their damage does, and your Dexterity level adds a little on top (0.08% a level, was 0.4%). Damage went up to match, so each weapon deals what it did on average.

  • Bronze Daggers
  • Tyrian Daggers
  • Pine Bow
  • Moonwood Bow
  • Tyrian Glaive
Crit now rises with the tier

Why: crit came mostly from your Dexterity level, so a low-tier dagger crit almost as often as a top one. Now crit rises with the weapon's tier, the way damage does, and a unique weapon's edge is its own ability, not extra crit.

How crit works now
  • Each tier's daggers, bow and glaive carry the same crit chance: 3% bronze, 4% iron, 7% steel, 10% mithril, 13% ebony, 20% verdite, 26% tyrian.
  • Dexterity adds 0.08% per level, and only with a Dexterity weapon.
  • At most 25% of your hits crit. Any chance above 25% makes your crits hit harder instead: in full hides, a tyrian dagger crit now hits for about 256% (was 346%) and a verdite one about 223% (was 298%). Ebony and below crit for 200%.
  • Average damage per weapon is the same as before: the crit you lost came back as base damage.
  • A crit on a weapon special adds 100% weapon damage instead of doubling the special. Aimed Shot crits for 400% (was 600%), Impale 350% (was 500%), Crippling Sweep 250% (was 300%), Cleave 225% (was 250%). Flurry is unchanged. Past the 25% cap, your extra crit damage adds on top the same way.
  • NPC special attacks follow the same rule. A crit on an NPC's slam or other physical special adds 100% instead of doubling it: a 250% slam crits for 350% (was 500%).

Keys 1 to 4 are your combat abilities. The action bar's first four keys sit in their own frame: key 1 is always your Weapon Special, key 4 is always your Weapon Ult, and keys 2 and 3 hold the two abilities you choose: Heal, Ward or one of the new ones below. They stay the same on both bar pages.

Six new abilities for keys 2 and 3, each for the weapons it suits. Two new trainers in Alderwic teach them, and they cost no mana.

Dash, Hobble, Disengage, Brace, Charge and Taunt, with the level each unlocks at

Why: each weapon style gets moves that fit it. Dexterity fighters get in and out fast, and Strength fighters are slow in plate, so instead of big leaps they get a short charge, a shield's block and Taunt.

How keys 2 and 3 work
  • Learn an ability from its trainer, then drag it from your Spellbook onto key 2 or 3.
  • Swapping to another kind of weapon swaps keys 2 and 3 to what you set for it. The first time you hold a kind, it keeps whichever of your current abilities it can use, so Heal and Ward carry over. Heal and Ward work with any weapon.
  • Cooldowns belong to the ability, so swapping weapons never resets one.
  • Dash, Charge and Hobble walk you in. Cast one on a target past its reach or out of sight and you run toward it, then it goes off once you're in reach with a clear line, the way weapon specials do. A fence in the way means you walk round it. If a drop or gap lies between you, it says "You can't reach that target from here." and costs nothing.
  • Dash and Charge land you in front of the target. Dash leaves your swing timer alone, so your attack is nearly always ready to land as you arrive. Charge's strike is your swing, so your next attack waits a full swing after it.
  • Hobble: a blocked hit leaves no slow. If the attack can't go out within 2 seconds (the target died or left reach), the cooldown comes back.
  • Disengage is shortened by a wall, fence or drop behind you, down to 1.5 m; with less room than that it says "There's no room to leap back."
  • Taunt: an NPC already mid-swing or mid-special finishes that attack on whoever it was aimed at, then turns on you.
  • Brace has no cast animation, so it never interrupts your swing. Cracks of stone-light spread from your feet, three stone shields circle you for its 8 seconds, the front one flashes as it takes a hit, and they shatter when it ends.
  • Brace blocks like a shield of the ability's level: 2.2 per level, so 15 at Strength 7. A bronze shield blocks 22.
  • Trainer prices: Hobble and Brace 735 silver, Dash, Charge and Taunt 2,535, Disengage 6,000.
  • Every taught spell costs 10 Γ— the level it unlocks at, squared (at least 50 silver), and the trainer charges half as much again. The Wizard's prices, before β†’ after:
    • Bound Armour I and Bound Blade I (level 1): 75, unchanged
    • Ward I (3): 75 β†’ 135
    • Heal I (5): 75 β†’ 375
    • Bound Armour II and Bound Blade II (11): 1,875 β†’ 1,815
    • Ward II (13): 1,875 β†’ 2,535
    • Heal II (15): 1,875 β†’ 3,375
    • Bound Armour III and Bound Blade III (21): 5,000 β†’ 6,615
    • Ward III (23): 5,000 β†’ 7,935
    • Heal III (25): 5,000 β†’ 9,375
    • Bound Armour IV and Bound Blade IV (31): 11,250 β†’ 14,415
    • Ward IV (33): 11,250 β†’ 16,335
    • Heal IV (35): 11,250 β†’ 18,375
    • Bound Armour V and Bound Blade V (41): 22,500 β†’ 25,215
    • Ward V (43): 22,500 β†’ 27,735
    • Heal V (46): 22,500 β†’ 31,740
    • Bound Armour VI and Bound Blade VI (61): 45,000 β†’ 55,815
    • Ward VI (63): 45,000 β†’ 59,535
    • Heal VI (66): 45,000 β†’ 65,340
    • Bound Armour VII and Bound Blade VII (81): 90,000 β†’ 98,415
    • Ward VII (83): 90,000 β†’ 103,335
    • Heal VII (86): 90,000 β†’ 110,940

Flurry hits only your target. It no longer sweeps a cone in front of you, and it has no windup: its first strike lands like an attack, so cast right after an attack it gives you three in a row. Its four strikes, cooldown and mana cost are the same.

Why: daggers are the single-target finesse weapon. Sweeping a pack belongs to the heavy weapons' Cleave and Crippling Sweep.

A wasted special comes back. If your target dies before a targeted special or ult goes off, or before its hit lands, you get the whole cooldown back. Mana, HP or arrows you spent stay spent. Ground-aimed ults don't count.

Weapon ults. Your ult is your weapon's big ability, on key 4 with its own long cooldown. Every orb and the Bound Blade has one. Each gathers for 1.5 seconds, and you can't move while it gathers.

Why: weapons can carry one big ability on a long cooldown, about twice the special's, as well as their special. Arcane Surge is the biggest single hit; every other ult trades some of that for something else: area, a burn, a slow, healing or HP-paid sustain. Keys 1 to 4 keep your combat abilities in the same place every fight.

How weapon ults work
  • "A Blast" below is one Arcane Blast hit at your orb's tier and your Magic level. Each ult's spell card shows its real numbers for you.
  • All ults share one cooldown. It starts when you cast, even if the ult fizzles, and swapping weapons doesn't reset it. An ult resets your auto-attack like a special does.
  • They're magic damage, hit only enemies and never crit.
  • Arcane Surge: you need at least an Arcane Blast's worth of mana and a clear line to the target. On release it spends 40% of the mana you have right now. It hits hardest, twice a Blast, when that is 40% of your whole pool, so cast it with full mana. Less mana in, less damage out.
  • Pillar of Fire: costs twice a Fire Blast's mana. You need a clear line to the spot, and the 5 m circle stays where you cast it. Everything in it takes 110% of a Blast, then burns for 40% of that hit again over 6 seconds, 10% more for each Scorch stack on it, up to 5.
  • Frozen Field: costs twice an Ice Blast's mana. The 5 m field pulses 8 times, adding up to one Blast on anything that stays in it all the way, and every pulse Chills (30% slower for 4 seconds). A Frozen target takes 15% more.
  • Sanguine Burst: costs 25% of your current HP, never your last hitpoint. Everything in the 5 m circle takes 120% of a Blast. You heal 30% of the damage to your target (if it stands in the circle) and 7.5% of the damage to the rest, up to a quarter of your max HP. Hit your target for 1,000 and two others for 1,000 each, and you heal 300 + 150 = 450. The orb's own lifesteal doesn't add to it.
  • Shatterblade: costs one Blink Strike's mana. Everything within 4 m takes 150% of your Bound Blade rank's Blast.
  • Bloom: costs twice a Healing Blast's mana. It heals two Blasts' worth in all, on you and every party member within 15 m, plus the Restoration orb's healing bonus. Healing past full becomes an Overflow shield of up to 10% of your max HP for 8 seconds.

Every orb special is a Blast. Fireball is now Fire Blast and Glacial Spike is now Ice Blast. They work as before. Exsanguinate keeps its name.

Ice Blast freezes for 2 seconds (was 3). Why: since Chill got stronger, a 3-second freeze held NPCs, and players hit by an NPC's Ice Orb, in place too long.

Healing Blast replaces Sanctuary. The Restoration orb's special is now a gold bolt at your target, like the other Blasts. It hits for 60% of an Arcane Blast, and the damage it deals heals whoever is most hurt, you or a party member within 15 m, for that much again, plus the orb's 20% healing bonus. Healing past their full becomes an Overflow shield. A miss heals nothing, and nor does a cast when nobody is hurt. For healing the whole party, use Bloom. The Hobgoblin Healer casts it too, so it now heals its most hurt hobgoblin by hitting you.

Why: a healer now heals by fighting, with the same button as every other caster, instead of standing in a circle.

The Bound Blade trains Strength too. Its hits split their XP evenly between Magic and Strength, the way a glaive splits between Strength and Dexterity. It still scales on Magic. Player suggestion

Specials reset your auto-attack. After a weapon special, your next auto-attack waits one full swing (from the cast, or the special's last hit). NPC casters follow the same rule.

Why: specials now trade against auto-attacks instead of stacking on top of them.

Regen is four times as fast out of combat. Health regen from food and mana regen from robes and food run four times as fast while you're out of combat. Resting doesn't stack on top: you get whichever is faster.

Why: so food and gear regen pay off between fights.

Damage shows as a range. Weapon tooltips, your combat stats and the Codex now show the range most hits land in, e.g. "35–65", instead of one average. Weapon tooltips add a Crit hit range, and the Codex shows an NPC's crit hits with their percentage. The hits themselves are unchanged. Spell cards on your action bar now show the damage too: your specials, Charge and ults list the range of their hits with your gear and levels, plus what a crit adds. The Spellbook and trainers still show it as a % of weapon or spell damage. Player suggestion

Fighters stand a little further apart. You and humanoid NPCs are a little wider, matched to the models, so two melee fighters meet at about 2 m (was 1.85 m). Big NPCs grew the most: trolls, the Goblin Chief and the Baby Goblin Chief are nearly twice as wide, so you fight them from further off. Why: the old size left everyone standing too close.

Areas hit anything they touch. A cone, ring or circle now hits you if any part of your body is inside it, not just your centre. That goes for NPC specials and for yours: Cleave, Crippling Sweep, a glaive's splash, the ults, and Bloom and Healing Blast's heals. A lamp's safe light still counts where you stand.

Debuffs on your effect row. Venom, Lights Out and the slows, roots and burns on you now show on your effect row, filling in from the right, with time left: Scorch, Burning, Chilled, Frozen, Blood Mark, Pinned and Crippled. Hover one to read what it does. Frozen covers you in ice shards, and Chilled and Crippled give you a pale frost haze, on NPCs too. Player suggestion

New hit sounds. Daggers, two-handed weapons, glaives and spears now hit with their own recorded sounds, eight of each, and the same hit never plays twice in a row. One-handed swords and axes use the two-handed set. NPCs wielding them sound the same. Arcane Blast has its own hit sound too.

Why: blade hits were far quieter than everything else, and a crowd's fights shouldn't bury the one you're in.

Swing trails on weapons that had none: the Steel Battle Axe, Goblin Daggers, Troll Club and Reaver Hand Axe, so Reaver Berserkers, Axemen, goblin scouts and trolls show theirs.

Telegraphs read in any light. Marked ground for NPC special attacks now draws over haze and mist, with a bright edge and a dark outline.

New swings. A glaive's Crippling Sweep is now a flat sweep at knee to waist height across its arc, instead of an overhead twirl. A greatsword or greataxe's Cleave cuts right to left across its cone instead of chopping into the ground.

Weak NPCs leave you alone. An aggressive NPC stops attacking on sight once you're well above its level: from 5 levels above a very low NPC, growing with its level up to 15, and its aggro range shrinks as you close that gap. A level 2 goblin lets you pass from level 7. NPCs of level 15 and up are unchanged. Player suggestion

Try it: Wield a plain Arcane orb, fill your mana and press key 4 on any enemy for Arcane Surge.

World#

A repainted world. The meadow around Alderwic was one flat, repeating olive tile. Now it's painted ground with drifts of lush, flowering and worn grass, and real grass grows two to three times as far out.

Why: the meadow ground was one flat colour that felt like it was missing detail. Open ground is now a palette, the way a real meadow is: lush and flowering grass, worn grass by the paths, earth on the slopes and rock above it.

Try it: Set Graphics to High, then stand in the fields south of Alderwic and look out across the meadow.

NPCs#

Hard boss fights. The Goblin Chief and Varric the Smokefang now offer a Hard fight at their Arena Ward, as a private fight only.

  • Chief's Machete Β· Hard
  • Smokefang Daggers Β· Hard
Weapon versions: stronger copies of each boss's unique

Why: a boss you've outgrown stays worth fighting, at your level, with a weapon that keeps up.

Varric's Three Fangs. At three-quarters and one-quarter health, Varric the Smokefang vanishes in smoke. Three seconds later, copies of him appear out near the edge of his arena: three with bows drawn on the spot where you stand, and one more for each other player in the fight, drawn on them. Each marks its arrow's path on the ground for a moment before the arrows fly. Step off the lines: each arrow you stand in hits as hard as an Aimed Shot, and arrows ignore cover. The copies don't leave after one shot: two seconds later they draw again on where you are now (three volleys on Hard). Three seconds after the copies go, he steps out behind you into his flurry.

Varric's Hearthguard. At half health Varric calls his Hearthguard and vanishes: one Hold Hearthguard for each player in the fight comes in from the edge of the camp (on Hard, two each, and they are Hard Hearthguard at level 54), and Varric stays out of reach until every one of them is dead, then steps back out 3 seconds later. They give XP but drop nothing.

Why: players found Varric dull next to the other bosses, with two cone dodges that had the same answer.

Try it: Reach Slayer 25 and pick Fight Hard at the Goblin Chief's Arena Ward.

Quests#

Better gear advice. When your main combat skill reaches 11 or 21 and your weapon or body armour is still below that tier, your Journal gets a Better gear entry and a chat line saying who in Alderwic sells the next tier.

The Reavers continue. Thegn Aldred at Eastwatch has two more quests after Black Mail.

Fires in quests. If the fire you lit goes out while a quest asks you to cook on it, the quest steps back to lighting one ("Your fire went out. You'll need another one."), or further back if you have no logs or no axe. While "Light a fire" is your tracked step, the logs in your bag are outlined in yellow.

Try it: Talk to Thegn Aldred at Eastwatch, east of the Reaver Camp.

Inventory#

A coin pouch. Your silver now lives in a coin pouch under your bag instead of in a bag slot.

  • Under 10
  • 10 and up
  • 100 and up
  • 10 thousand and up
The pouch's coins grow with your silver

Why: silver was already kept when you died, so a slot for it was a slot you couldn't use, and banked silver only meant a shop could say "not enough" while you had plenty.

How the coin pouch works
  • It holds up to 2,147,483,647 silver, the most a stack of coins could hold before. A reward that would take it past that is refused. A sale sells only as many as the pouch can pay for and leaves the rest in your bag, with "Your coin pouch is full."
  • At your first login with the pouch, every stack of coins in your bag and bank moves in. Anything past the limit stays in the bank.
  • In a trade, the silver you offer stays in your pouch until you both accept the second screen. Then it goes straight to the other player's pouch.
  • When you die, your worn gear, bronze and iron tools and your pouch stay with you. The rest of your bag drops as before, and the first 2,000 silver of claiming it back from Marlow is still free.

Try it: Open your bag and look under it, then sell something at any shop in Alderwic.

Interface#

Shops#

Bank#

Death#

Cooking#

Farming#

Gathering#

Chat#

Settings#

Play in browser#

Music#

Clans#

Fixes#

Questions or thoughts on this update?

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