Update 35: Return to Carn Dûm Release Notes
Here are the release notes for Update 35: Return to Carn Dûm, released on Wednesday, March 22nd, 2023.
Of Special Note:
Angmar Reborn: Carn Dûm
After suffering countless setbacks and defeats, the last remnants of the Iron Crown have returned to Carn Dûm, hoping to wield a lost artifact of the Witch-king of Angmar to win dominion over the Free Peoples of Middle-earth. Aid the Hill-men of the North and their allies in the fight to cast off the Iron Crown once and for all!
This Update features 3 new Instances, and soon a new Raid, for Level 140 Players set in a re-imagined Carn Dûm! Players who wish to aid in the fight against the Iron Crown should travel to Bail Avarc in Angmar. Bail Avarc can be reached via the stable-masters at Esteldín, Gath Forthnír, and Rivendell. Bail Avarc can initially only be accessed via stable-master routes, but other options for Swift Travel are available for barter from the Stewards of the Iron-home.
- Small Fellowship:
- Sant Lhoer, the Poison Gardens - (Available for tiers 1-3)
- Thaurisgar, the Vile Apothecary - (Available for tiers 1-3)
- Sagroth, Lair of Vermin - (Available for tiers 1-3)
- Raid (COMING SOON):
- Gwathrenost, the Witch-king's Citadel
Updates to the Last Homely House
The Last Homely House in Rivendell has had a beautiful makeover!
News and Notes:
- Trait points have been reset for Captains, Hunters, and Wardens.
- The trait Desperate Shouts is changed as follows: Tier 1 reduces the cost to execute the next wrath consuming skill by 50%. Tier 2 reduces the cost to execute the next wrath consuming skill by 100%. This does not include Execute. This no longer only affects your healing skill; any skill that would normally consume wrath now consumes the Desperate Shout buff.
- Grimbeorn's Strength now appropriately increases the potency of Hearten when used on a marked ally.
- Leveling Roar no longer reverts to Takedown when dual wielding.
- The Brawler Mounted Combat skill Reckless Attack now references the Brawler, not the Beorning as the affected class.
- Low-strike setup now results in a substantial power restoration effect if it is used with a finisher. This is in addition to the existing vulnerability effect, if you spec for it.
- The Power cost on some of the Brawler's more expensive skills has been reduced slightly.
- The Power return from Low-strike finisher has been reduced.
- The debuff for Gut Punch has been reduced from 20% to 10%.
- One For All now reduces Incoming Damage rather than increasing Mitigations. It reduces damage by 10% to 20% depending on how many allies are hit. This should make the skill stronger for players with low armour and mitigation values, and slightly weaker for players with very high mitigation values.
- Innate Strength tracery potency has been returned to its original value.
- Fixed an issue causing stealth effect tooltips to incorrectly state that you received +100% critical chance for Surprise Strike and Cunning attack even if you had not earned the 'Improved Sneak' trait.
- Double-edged Strike and Flashing Blades are now frontal area of effect attacks with 5 base targets.
- Subtle Stab now restores Power.
- Provoke Critical Chance buff no longer disappears immediately.
A note about X-brother skills: Shield-brother and Song-brother have switched trait lines. Blue-line captains now have Shield-brother skills, primarily oriented towards helping a tank ally; yellow-line captains will have Song-brother skills, primarily oriented towards helping a healer ally. However, the effects from these skills have changed, so you don't simply get your -brother's effect thrown back to you. Generally, your personal effect will be different (and targeted at your current role).
Hands of Healing
The 10% proc heal from specializing in Hands of Healing has been removed.
Tactics: Focus: This heal has changed from an over-time heal to an instant 2% heal. The ‘Focus’ buff is now 5% Incoming Healing, 3% Resistance, and 2% Tactical Mitigation.
Readied Strike: This trait no longer causes Valiant Strike to apply the Battle-Readied state. Instead, it doubles the healing potency of Revealing Mark (from 2% to 4%).
Tactician’s Prowess increases Healing Critical Magnitude by 10% and decreases the cooldown of Defensive Strike by 5 seconds.
Song-brother’s Call: This trait has been replaced by the ‘Reform the Lines’ trait. The Song-brother’s call skill has been removed.
Blessing of the Song: This trait is essentially unchanged, but note that you will no longer gain the same benefits given to your -brother. To-Arms will improve your Outgoing Healing, and Inspire will restore a small amount of your power over time.
Inspiriting Presence > Gift of Spirit: Hits you land with melee skills give you stacks of ‘Inspiriting.’ Each stack gives you 2% Outgoing Healing, up to 5 stacks. At 5 stacks, you are able to use ‘Gift of Spirit’ a skill which consumes all stacks to significantly heal a targeted ally.
Skilled Hands and Dignified Spectacle: These two traits have merged into Skilled Hands, since they already give nearly the same bonuses. Skilled Hands gives you +5% Melee & Tactical Damage and +10% Outgoing Healing.
Bolstered Resolve: This trait’s max value has changed from 20% to 10%.
Blood of Númenor > Escape from Darkness: Rank 3 of this trait (which turns Escape from Darkness into Cry of Vengeance) is now a trait set bonus, making Cry of Vengeance a Hands of Healing specialization-only skill upgrade.
Revealing Mark: The trait is unchanged, but the Revealing Mark heal has been reduced from 4% to 2%. The 4% heal is only be attainable with the ‘Readied Strike’ trait bonus.
Gallant Display: This trait has been removed, since you already have the Gallant Display skill.
Astute Hands: Critical Magnitude has been reduced from 20% to 10%.
Honourable Blow: This effect can only be triggered by Inspire, rather than Valiant Strike.
Fellowship of the Song > Fellowship of the Shield: The fellowship-wide effect from To Arms is -5% Incoming Damage, +2% Damage.
Courageous Convocation: This trait now causes Words of Courage to become self-targetable.
Reform the Lines > Shield of the Dúnedain: With this trait and skill granted by your Hands of Healing specialization, this capstone trait position in the tree has been replaced by the ‘Shield of the Dúnedain’ trait, granting you the eponymous skill.
Valour: This trait’s effect has been replaced by an effect which adds a bonus heal for your Shield-brother to most of your melee skills. These heals scale with the damage of their relevant skills. If a trait, tracery, buff, etc increases the damage value on a skill's tooltip, it will also increase that skill's Valour healing. Skills affected: Sure Strike, Defensive Strike, Cutting Attack, Grave Wound, Pressing Attack, Devastating Blow, and Blade of Elendil.
Gallant Display: Gallant Display is now an area of effect skill. When it hits a target, it applies a moderate fellowship-wide heal, and both its potency and power cost increase if used again within a short window. This bonus is no longer consumed by Inspire.
Valiant Strike no longer acts as both a finisher and a Battle-Ready opener. It only acts as a finisher, allowing you to better hold onto it at times, so you can more optimally use it for healing rather than primarily to keep your battle-state cycle moving.
Standard of Honour: The frequency and potency of healing has been increased. The duration of the banner has been reduced to 15 seconds.
Reform the Lines: In addition to its prior effects, Reform the Lines now makes your entire fellowship act as if they are your Shield-brother for 10 seconds, allowing them to briefly benefit from your brother-targeted skills and effects. This skill now affects the Captain, allowing you to benefit from both its heal and the effect of Shield-brother targeted skills for its duration. Its cooldown has also been reduced to 2 minutes.
Shield of the Dúnedain: This skill has switched from the yellow capstone to the blue capstone, but is otherwise unchanged.
Defensive Strike: Defensive Strike is making a return as a second skill which puts you into a Battle-readied state. In the blue spec, it has a 10 second cooldown and requires you to be in melee range (so it’ll be functionally very similar to how Valiant Strike works right now,
Song-brother’s Call: This skill has been removed. Note that the Leader of Men tree has a new skill called 'Song-brother's Call' which is entirely unrelated to this removed skill.
Lead the Charge
Tactics: Relentless Assault: The Relentless Assault buff now gives 5% Damage, 2% Critical Chance, and -5% Attack Duration.
Readied Strike: This trait no longer causes Shadow’s Lament to apply the Battle-Readied state. Instead, it gives you +10% damage.
Cutting Edge: The effect given to Cutting Attack by this trait has changed to 10% Critical Magnitude and 3% Critical Chance, with a 10 second duration.
Lacerate: This trait now causes Grave Wound to spread the Cutting Attack bleed, and Shadow’s Lament to spread the Grave Wound bleed.
Blade Brother’s Call: This trait and skill have been removed, replaced by ‘Stand Alone’ a toggle skill which you can use instead of Blade-brother to improve your personal DPS at the cost of group support.
Master of War: This trait no longer affects the duration of Oathbreakers Shame. Oathbreakers Shame now has a 15 second base duration. When you land critical hits with Inspire (not Shadow’s Lament) you and your Blade-brother both receive +25% critical chance for 5 seconds.
The effects granted by Standard of War have been renamed to reduce confusion between the components of this trait.
Hardened Heart: The potency of this trait has been halved, from a maximum of 30% to 15%.
Arterial Strikes: This trait has gained a rank, making its maximum critical chance 5%, while the critical magnitude given by max rank is now 10%.
Heightened Allies: This trait improves Herald/Archer damage as well as reduces their incoming damage. It also now has a max rank of 3.
Impactful Blows: The maximum effect from this trait has increased from 6% to 10%.
Vital Stroke: The critical magnitude from this trait has been reduced from 50% to 15%.
Fellowship of the Sword: The fellowship-wide effect from To Arms is now (traited to maximum potency) +5% Damage, +2% Outgoing Healing.
Gallant Display: When traited red, Gallant Display deals area of effect damage and has no healing component. Subsequent uses increase its damage and power cost considerably.
Inspire: This skill now gives you and your Blade-brother a Damage buff and a power restore.
Blade-brother’s Call: This skill has been removed.
Standard of War: The duration of the banner has been reduced to 15 seconds.
Stand Alone: This toggle skill disables Blade-brother and transforms a selection of your ally-oriented skills into variants that provide you a direct, personal benefit.
Stand Alone: Inspire > Self-determination: Self-determination is a melee attack that gives you +20% Damage and -5% Incoming Damage for 18s. By using this skill more-or-less off cooldown, you can maintain this buff for 100% of the time you’re in combat while standing alone.
Stand Alone: To Arms > Masterful Strike: This is a strong melee attack which gives you a 30% Damage buff.
Stand Alone: Words of Courage > Courageous Heart: This skill gives you +20% Mitigations for 10 seconds, with a 50 second cooldown.
Stand Alone: Escape from Darkness > Cry of Fury: This skill deals area of effect damage, applies an Outgoing Damage debuff to enemies hit, and gives you a strong self-heal over time.
Leader of Men
Tactics: On Guard - The On Guard buff is now 2% Physical Mitigation, 3% Parry Chance, and 5% Critical Defence.
Elendil's Boon: The effect from this trait now lasts for 4 seconds, rather than being consumed by the next hit you receive. This effect is now statistically an improved version of Battle-hardened, and will not stack with Battle-hardened. However, you can re-enter the Battle-hardened state 'under' this buff, so you are encouraged to use Blade of Elendil, rather than punished for it.
Defensive Strike > Defensive Blade: This trait has been renamed to avoid confusion with the skill, and will cause Defensive Strike to give you an Incoming Damage reduction buff for 18 seconds. It also still increases your Parry Chance by 5%.
Shield-brother’s Call: This skill requires you to target an ally. That ally gains -30% incoming damage for 7 seconds.
Blessing of the Shield: The effect from To-Arms granted by this trait reduces your Incoming Damage, rather than mirroring the effect granted to your Song-brother.
Exemplar: With Shield of the Dúnedain in blue, the cooldown reduction here shifts to ‘At the Fore.’ This cooldown reduction already has a significant internal cooldown, so its trigger has been relaxed from 'Incoming Critical Hits' to 'When you receive damage'.
Noble Mark range is now 25m. Noble Mark no longer applies a damage over time effect. Noble Mark now reduces its target's critical chance, and causes the marked target to apply a heal and buff to allies when you or they are hit by the marked enemy.
Brother’s Keeper: When the 7 seconds of protection from Song-brother’s Call expire, 20% of that player’s threat is transferred to you.
Fellowship of the Shield > Fellowship of the Song: The fellowship-wide effect from To Arms is now (traited to maximum potency) -2% Incoming Damage, +2% Damage, +3% Outgoing Healing.
Shield of the Dúnedain > At the Fore: This is a new skill that has taken the capstone place formerly occupied by Shield of the Dúnedain. For details, see below.
Defensive Strike: When traited yellow, Defensive Strike grants you a -5% Incoming Damage buff for 18s.
Gallant Display: When traited yellow, Gallant Display deals area of effect damage and heals you. Subsequent uses increase its damage, healing, and power cost.
Strength in Numbers: The potency of this heal has been increased, especially when it hits the maximum number of possible targets. The range of Strength in Numbers has been increased to 15m.
Standard of Valour: The duration of the banner has been reduced to 15 seconds.
Hammer Stroke: This is a new melee skill that deals significant damage and gives you a 30% Parry Chance buff for 15 seconds, with a 45 second cooldown.
Song-brother’s Call: This skill gives an ally a -30% Incoming Damage buff for 7 seconds.
At the Fore: When used, this skill negates 50% of incoming damage for 10 seconds. Incoming damage during this period will build stacks of ‘At the Fore.’ These cap at a maximum of 10. When the initial damage reduction expires, you gain +100% Melee Damage, and your melee attacks will spend stacks of ‘At the Fore’ to heal you (5% Maximum Morale per attack). This skill has a 3 minute cooldown, which is reduced by the Exemplar effect and is reset by Call to Greatness.
Defensive Strike: This is a standard melee skill which gives you the Battle-readied buff. It has a 15 second cooldown.
Fighting Withdrawal has lost its parry buff. For captains specialized into yellow, this parry buff has been shifted into ‘Hammer Stroke.’
Cleanse Corruption retains its 15 second cooldown, but when used while Battle-readied, it has only a 5 second cooldown.
Blade of Elendil no longer removes corruptions, and no longer has a force taunt when you’re specialized in the yellow tree. Blade of Elendil no longer gives allies a 'chance to deal additional light damage.' It now gives allies a 10 second buff, increasing their Light Damage, Shadow Mitigation, and Critical Defence.
Grave Wound now has an inherent 15% Block/Parry/Evade resistance penetration.
The Muster Courage resistance buff has been reduced, and this skill now only affect members of your fellowship.
The effects of Motivating Speech now last 20 minutes.
Time of Need now costs a percentage of your max morale to use and will restore a significant amount of power to you, in addition to its existing effects.
Escape from Darkness: The induction duration for this skill has been reduced from 4 seconds to .8 seconds. This induction will not be set back by damage.
Brother: Moderate Heal and Heal over Time
Self: Power restore and Power over Time
Fellowship: Weak Heal and Heal over Time
Brother & Self: Minor damage buff (5% Damage, -3% Inductions, -10% Attack Duration, -5% Power Costs) weak power restore, and Master of War (50% Critical Chance for 5 seconds when Inspire critically hits).
Fellowship: +4% Damage and a weak Power restore and Power over Time.
Brother: Moderate Power restore and Power over Time
Self: Morale Heal and Heal over Time.
Fellowship: Weak Power restore and Power over Time.
Brother: -15% Incoming Damage
Self: +15% Outgoing Healing
Fellowship: -5% Incoming Damage, +2% Damage
Brother: +15% Damage
Self: +15% Damage
Fellowship: +5% Damage, 2% Outgoing Healing
Brother: +15% Outgoing Healing
Self: -15% Incoming Damage
Fellowship: -2% Incoming Damage, +2% Damage, +3% Outgoing Healing
Blue: Area of effect Damage and area of effect Healing; subsequent uses increase Power Cost and Healing.
Red: Area of effect Damage; subsequent uses increase Power Cost and greatly increase Damage.
Yellow: Area of effect Damage and personal self-healing; subsequent uses increase Power Cost and Damage.
Blue: Focus 5% Incoming Healing, 3% Resistance, 2% Tactical Mitigation.
Red: Relentless Assault 5% Damage, 2% Critical Chance, -5% Attack Duration.
Yellow: On Guard 2% Physical Mitigation, 3% Parry Chance, 5% Critical Defence
A few traceries have had their values adjusted slightly or their passive stat changed. One tracery has been made obsolete by the changes above, and a couple new ones have been added. No existing traceries will be removed. Please do not delete your existing traceries.
Noble Mark Damage will become Noble Mark Buff and Debuff Potency.
Battle-readied and Battle-hardened Traceries: These traceries have had some of their value shifted out into the base effects. For endgame players, this will likely mean little-to-no change, but it will be an improvement for anyone at lower levels or with less-optimized LIs.
Muster Courage Fear Resist: The value of this tracery has been reduced.
At the Fore Healing: This tracery increases 'Melee Healing' from At the Fore.
In Harm's Way Damage Reduction: This tracery reduces damage taken by fellowship members while In Harm's Way is active.
- Other changes to the Captain in Update 35:
- Routing Cry now executes faster for all player types. (Note: this also affects some other class skills, such as Ignore the Pain).
- Herald and Archer Damage has been adjusted at lower levels.
- The stun gained from Athletic now only applies when you use a damaging melee skill.
- Fervour no longer increases power regen in Red Line.
- Continuous Blood Rage now reduces power costs by [-75%->-20%].
- Second Wind has been moved to Tier 1 for easier access to other lines, and its upgrades have been moved to T4 to make them more expensive for non-tanks to access.
- Mighty Roar Now inflicts physical damage and has been scaled up considerably.
- Fixed Fervour tooltip display of skill damage bonus.
- Bracing Attack is now a ratings-based heal, which scales in potency with your character's level.
- Resolved a skill execution delay after some skills.
- Brutal Charge now only stuns enemies when you use a damaging melee skill.
- Guardian's Ward now restores a small amount of power when used.
- Power costs have been reduced for most basic offensive skills.
- Archer's Mark will no longer overwrite the Master Trapper incoming damage debuff.
- Heart Seeker incoming healing debuff can no longer be cleansed.
- Several changes have been made to redistribute power recovery mechanics in order to make them more accessible across build options.
- Endurance Stance now reduces power costs by [-10 -> -20%].
- Press Onward's heal is no longer a % of maximum Morale, but scales with level instead.
- Press Onward no longer grants Power, but instead grants a run speed buff for 10 seconds.
- Perseverance Trait increased: [2.5/5/7.5/10%] -> [10/15/20/25%].
- Burn Hot now increases Power costs rather than reducing them.
- Bow of the Righteous trait has moved from the blue tree to the red tree (at a similar level).
- Bow of the Righteous now grants an active skill rather than a passive ability. It is now a 15 second buff with a 90 second cooldown that causes all hits with ranged attacks to restore a substantial amount of power.
- The Trait "Draw Weight" has had its max rank reduced by 1.
- Improved Intent Concentration has been moved from Tier 3 to Tier 2 to improve its accessibility to Red/Yellow trees. Power restore value has been rebalanced to be significantly better.
- Strength of the Earth is no longer a channel effect, but a 5 second Power Over Time restore. Upon expiration, it provides a +10% damage buff for an additional 20 seconds. This trait can now be ranked up to Rank 2 for an additional 15% damage bonus on the buff.
- Improved Beneath Notice's Power over time restoration duration has been shortened to match the duration of the threat buff, and its values have been rebalanced.
- Barrage Final's cooldown has been reduced from 15 to 12 seconds.
- Water-lore now has an initial healing component.
- Light of Hope's base cooldown has been reduced from 30 to 10 seconds.
- Share the Power cooldown increased to 30 seconds.
- Share the Power (Fellowship) cooldown increased to 45 seconds.
- Power costs and power restoration values have been adjusted.
- The Supreme Armour of the Vigilant Watcher no longer allows you to go past tier 5 of Snowball, which locked Perfect Ending.
- Increased power costs and healing for Bolster Courage and Triumphant Spirit.
- Major Ballad - Resonance now restores Power when used.
- Coda of Fury now restores a small amount of power when used.
- Power restore from improved Anthem of Composure has been improved.
- Power costs have been reduced for most basic offensive skills.
- Cry of the Wizards inflicts damage earlier in its skill execution.
- Chord of Salvation is no longer an immediate skill.
- The trait "Pause for Breath" now increases the Power restored by Major Ballad - Resonance.
- The echo from Thunderous Codas applied by Coda of Fury now deals the same damage that the skill tooltip displays.
- Rune-keeper skills can no longer be affected by both Disarms and Silences.
- Fire, Lightning, and Frost skill-based damage has been increased by 10%.
- Epic Conclusion damage increased considerably.
- Vivid Imagery and Fulgurite Runestone damage reduced slightly.
- Vivid Imagery radius increased by 1m, so it should hit targets that appear to collide with the visual effect.
- Volcanic Runestone damage increased.
- Scribe's Spark damage increased, and attunement generation increased from 1 to 2.
- Ceaseless Argument cooldown reduced to .3 seconds.
- Ceaseless Argument skill execution sped up slightly.
- Static Surge gives 1 battle attunement when used.
- Static Surge base proc chance increased from 10 to 20%.
- Static Surge's area of effect size has been increased to better match the skill's VFX.
- Frost skills no longer change your attunement.
- Frost skills now have no attunement cost rather than building battle attunement.
- The Essence of Winter effect debuff can no longer be cleansed.
- Attunement now increases frost damage as your attunement moves away from neutral, on both sides of the attunement spectrum.
- Closing Remarks now increases the critical chance of Epic Conclusion.
- You can no longer proc Harsh Debate, Thunderous Words, or Closing Remarks while Aftershock is active. These buffs are meant to build into one another, and there was a tendency for Harsh Debate and Thunderous Words to proc soon after using Epic Conclusion, combining into Closing Remarks and overwriting Aftershock entirely.
- The 'Harsh Debate' effect granted by the Cardolan Essence of Debate can now correctly combine with Thunderous Words into Closing Remarks.
- Rune-sign of Winter is now correctly classified as a Tactical skill.
- Scribe a New Ending now attunes 2 pips towards neutral (down from 3).
- Glorious Foreshadowing now correctly tiers up rather than overwriting at tier 1 when applied by different Rune-keepers.
- Updated icons for several heal over time skills to differentiate them from Writ of Health.
- Shocking Touch attunes 1 pip towards center.
- Armour of Storm attunes 4 pips towards center. Armour of Storm bubble improved considerably.
- Seething Truth causes fire skills to restore power per battle attunement.
- Prelude of Power now only restores power to the Rune-keeper casting Prelude of Hope.
- The power cost reduction effect has been removed from the Overflowing Confidence trait.
- Self-Motivation now restores either Power or Morale. If traited to restore Morale with Overflowing Confidence, the skill gains a power cost.
- Sustaining Bolt now always restores Power.
- Sustaining Bolt now restores additional Morale when used with Concession and Rebuttal.
- 'Charged' effect no longer interacts with Sustaining Bolt. It now reduces your attack duration and tiers up an Incoming Damage reduction effect. The chance to proc the effect has been increased from 10% to 15%.
- Concession and Rebuttal now causes Shocking Words to become a small area of effect.
- Concession and Rebuttal no longer reduces your incoming damage; it now gives a small Lightning Critical Chance bonus.
Gambit Chains are now more flexible. Gambit chains are now a sequence of 4 Gambits. Any Gambit other than a potency Gambit will count, and neither the Gambit's type nor length matters.
Gambit chains are now unlocked automatically at level 30, at which point you also earn 'The Way of the Spear' which allows you to cash out Advanced Technique earned from completing chains.
The only exception to this rule will be potency Gambits (Deft Strike, Defensive Strike, and Goad) which do not contribute towards Gambit chains. Gambits cast from Battle Memory do count, however.
Advanced Technique: Several new Warden skills are now ‘normal’ skills bound by cooldowns, rather than Gambit skills requiring builders. These skills have short, strong effects and moderate cooldown times. However, rather than being freely available at full strength, some have their potency driven by Advanced Technique. Both Desperate Combat and For the Free Peoples will consume all of your Advanced Technique when used, and will become stronger with each additional Advanced Technique consumed when the skill fires.
You receive one count of Advanced Technique every time you complete a Gambit chain, up to three maximum, until they are either consumed by a skill or you leave combat.
A note about Gambits: In general, we’ve done away with the notion of Gambits having different effects in Assailment. Assailment will make all the usual Gambits work at range like you’re used to, but there’s no reason for a melee Gambit to have a Damage over Time while its ranged version does not. Additionally, to maintain parity, no Gambits are locked behind a specific specialization, and no Gambits have longer-than normal cooldowns.
Gambit Sequence: Offensive Strike through Unseen Strikes - Gambits in this sequence have improved initial skill damage, and deal damage to multiple targets in front of you.
Offensive Strike no longer has a morale-tap. It is now a frontal area of effect dealing moderate direct damage.
Combination Strike is now a frontal area of effect dealing moderate direct damage.
Boar’s Rush is now a frontal area of effect dealing moderate direct damage.
Unseen Strikes is now a targeted attack, striking your current target and two nearby enemies, while consuming all damaging effects from War Cry, Brink of Victory, Surety of Death, or Desolation on each target to deal bonus damage.
Gambit Sequence: The Boot through Cauterizing Steel - Gambits in this sequence have greatly improved initial skill damage and will only deal damage to your current target.
Onslaught deals strong damage to a single target. It will no longer interrupt your target.
Wall of Steel deals strong damage to a single target. It will no longer interrupt your target. It will no longer give you a parry buff.
Cauterizing Steel deals strong damage to a single target and consumes any physical bleeds from the Power Attack - Unerring Strike Gambit sequence to deal bonus damage.
Gambit Sequence: Power Attack through Unerring Strike - Gambits in this sequence apply physical (Wound type) bleeds which match the damage type of your main-hand weapon. These bleeds are strong, and have a longer base duration than your other Damage over Time effects. These Gambits no longer act as a discrete Gambit chain. That is, Power Attack no longer makes your target temporarily weak to Mighty Blow, and Mighty Blow no longer makes your target temporarily weak to Unerring Strike.
Adroit Manoeuvre gives you a small amount of Finesse rating.
The buff from Warden’s Triumph increases both Melee and Ranged Damage, and adds +1 pulse to all of your damage over time effects.
Gambit Sequence: Persevere through Restoration - Persevere gives you a minor buff, but otherwise this sequence is entirely focused on personal healing.
Persevere’s buff no longer gives Block and Partial Block rating, and now gives 2.5% Incoming Healing instead. It retains its heal over time.
Safeguard has lost its Block and Partial Block buff but retains its heal over time.
Celebration of Skill has lost its Block, Partial Block, and Incoming Healing buff. It gains an instant Morale heal.
Shield Up gives you a buff with Block rating and -2% Incoming Ranged and Tactical Damage.
Shield Mastery gives you a Block rating buff.
Impressive Flourish has lost its DoT effect. The buff from Impressive Flourish no longer gives its old stats; instead, it now gives a Parry rating buff.
Maddening Strike gives you an Evade rating buff.
Dance of War gives you a buff with Physical Mitigation rating and Evade rating.
Conviction gives you a buff with Tactical Mitigation rating and Evade rating. Conviction will still apply a Heal over Time to you and your fellows.
Shield Up gives you a buff with Parry rating and -2% Incoming Melee Damage.
Shield Tactics now gives you a buff to your Critical Defence rating and Tactical Mitigation rating. It also still gives you temporary Stun Immunity. This skill has a 1 second cooldown, like other Gambit skills.
Goad has lost its damage over time effect.
- Traits and Traceries which increase Fist Gambit Damage now correctly affects damage over time effects applied by Fist Gambits.
Gambit Sequence: Precise Blow through Spear of Fate - Gambits in this sequence apply Light-damage DoTs to your current target. These DoT effects pulse at a slightly faster rate than your other DoTs, and are not cleansable, so monster players will not be able to remove them by using potions or skills.
Spear of Fate applies a short, potent damage over time effect, dealing light damage to your target. This damage over time has a weaker pulse and shorter overall duration than the DoT applied by Spear of Virtue, but pulses at a higher frequency, doing greater damage in a shorter period.
Gambit Sequence: War Cry through Desolation - Gambits in this sequence apply Light-damage DoTs to a group of enemies. These effects are weaker than your single-target effects. These DoT effects are the ‘Cry’ resistance type, so monster players will be able to remove them.
War Cry no longer gives you an Evade rating buff.
Brink of Victory no longer gives you an Evade rating buff.
Surety of Death no longer gives you an Evade rating buff.
Desolation no longer applies a Miss Chance debuff or a Fear effect to targets.
Deflection reduces how threatening you are to a group of enemies immediately.
- Resounding Challenge has adopted the effect it currently has in Assailment, dealing area of effect damage and applying a DoT to any enemies hit. When specialized in the Determination tree, it will also increase your threat over time.
- Blue (Skills)
- Restorative Shield-work: This skill no longer requires Advanced Technique. When used, this skill gives 5 charges. While you have at least one tier remaining, you will gain +50% Partial Block chance and +25% Partial Block Mitigation. Each time you’re hit (up to once per second) one tier will be removed, healing you for 10% of your Morale.
- Desperate Combat: This skill consumes all of your Advanced Technique, transforming this skill for 30 seconds, and giving you a number of skill uses equal to the number of Advanced Technique consumed. Desperate Combat has 3 possible versions (spear, shield, or fist) depending on your last Gambit-type used. You can use more than one type of Desperate Combat skill by using different Gambit types in between uses of Desperate Combat.
- Desperate Spear: Strong area of effect frontal damage, which applies a short debuff increasing the target’s incoming damage. This is a 5% incoming damage effect, and its duration stacks, so using Desperate Spear multiple times in a row increases the duration of the effect considerably.
- Desperate Shield: Weak area of effect frontal damage, which applies a force taunt enemies in front of you and heals you for each target hit.
- Desperate Fist: Moderate area of effect damage, which stuns enemies in front of you.
- For the Free Peoples: For the Free Peoples no longer requires you to use Gambit builders to tier up its effect. Instead, it immediately consumes all of your Advanced Technique, instantly giving you and your fellowship a buff reducing incoming damage. Your personal damage reduction is stronger than the group-wide effect, and the potency of both scales depending on the number of Advanced Technique consumed.
- Never Surrender: Never Surrender is now a limited-time skill. Using it gives you the Never Surrender effect, but with a few changes: the effect only lasts for 20 seconds, its health restoration only triggers if you fall below 5% morale, and it gives you a short mitigation buff for a period after the heal is triggered. Its base cooldown has been reduced to 5 minutes, and the blue-line trait reduces it a further 3 minutes (to a 2m expected cooldown for tanks).
- Red (Skills)
- Shield Piercer: The Shield Piercer skill has been removed.
- Yellow (Skills)
- Javelin of Deadly Force: Javelin of Deadly Force now applies the Marked and Diminished debuffs to any enemies hit.
- Snap Shot: Javelins: Rather than give copies of every javelin skill, this effect will reset your javelin skill cooldowns. The list of affected skills is also slimmer due to having fewer javelin skills overall: Ambush, Hampering Javelin, Javelin of Deadly Force, and Warning Shot (if specialized in Determination).
- The Way of the Spear: The Way of the Spear is a self-buff skill with a 10-second cooldown. The skill is one of three variants depending on the type of your last Gambit used (Spear, Shield, or Fist). All three variants will consume all of your Advanced Technique, granting you a buff for 10 seconds, the potency of which depends on the number of Advanced Technique consumed. This skill now requires at least one Advanced Technique to be used. When consuming the maximum of 3, the buffs granted are:
- The Way of the Spear: +24% Initial Gambit Damage
- The Way of the Shield: +12% Gambit Healing
- The Way of the Fist: +6% Damage over Time
- Rapid Techniques: Rapid Techniques is a self-buff skill which gives your masteries zero cooldown for 6 seconds and reduces your power costs during that period. The skill has a 90-second cooldown.
- Javelin Skills
- Ambush: Ambush no longer requires you to be out of combat to use. It still retains its induction, unless you have the Adroit Ambush trait and have used Adroit Manoeuvre in combat before using Ambush.
- Marked Target, Diminished Target, Shield Piercer, Critical Strike, Wages of Fear, and Dodge This have been removed.
- Blue (Traits)
- Gambit builders no longer give stacking, partial Block Parry Evade buffs. Gambits no longer have a 10% chance to apply minor buffs.
- Specializing in the Determination tree now grants the ‘Restorative Shield-work’ skill, in addition to ‘Warning Shot.’
- Thrill of Battle: This trait increases both morale-tap damage and morale-tap healing.
- Shield Mastery: This trait adds 5% Physical Mitigation to the Shield Mastery buff and 5% Tactical Mitigation to the Shield Tactics buff. Both Gambits are available without specializing in the Determination tree.
- Elegant Finish: Rather than adding specific bonuses to individual Gambits, this trait now gives you a -Incoming Damage buff when tiering up or cashing out Advanced Technique.
- Shield Tactics: This trait gives each of your Shield Gambit buffs improved or additional bonuses.
- +5% Incoming Healing from Persevere
- +5% Partial Parry from Impressive Flourish
- +5% Partial Evade and +5% Threat Generation from Maddening Strike
- +5% Damage Reduction from Shield Up and Readied Blade
- +3% Physical Mitigation from Dance of War and 3% Tactical Mitigation from Conviction
- Revel in Combat: This trait effect has been replaced by the new skill ‘Desperate Combat.’
- War Cry: This trait gives 2-10% fist Gambit damage.
- Careful Shield-work: This trait gives 1-5% ranged damage reduction to the Shield Up Gambit buff.
- Careful Blade-work: This trait gives 1-5% melee damage reduction to the Readied Blade Gambit buff.
- Redirect Ire: The first rank of this new trait will cause Deflection to generate, rather than reduce, threat. Subsequent ranks will increase your overall threat modifier.
- Undeniable Challenge: This new trait will cause Resounding Challenge to generate additional threat rather than deal Damage over Time
- Defiance: This trait has been removed. The 5% mitigations formerly gained by using Defiant Challenge with this trait are effectively moving to Shield Mastery and Shield tactics while you are specialized in the Determination tree.
- Impressive Flourish: This trait has been removed.
- Unassailable: This trait’s effect has been replaced by 3 ranks giving you +2-10 seconds of extra duration for your buffs.
- Counter-attack: This trait has been removed.
- Indefatigable: This trait has been replaced by 5 ranks giving +5-25% Shield-Gambit healing.
- Thick Skin: This trait has been replaced by 4 ranks which improves the potency of your 2-length Gambits.
- Fear No Darkness: This trait improves both morale-tap damage and morale-tap healing.
- Fellowship Protector: This trait now causes you to pulse a fellowship-wide damage reduction effect when you spend a maximum-tier (3) Advanced Technique.
- Red (Traits)
- Gambit builders no longer give a stacking melee damage buff. Gambits no longer have a 10% chance for applying minor buffs.
- The specialization effect which reduces your Outgoing Healing by 50% has become an effect which reduces your Gambit-skill healing specifically, rather than your base Outgoing Healing stat.
- Recklessness no longer grants you the Shield Piercer javelin skill.
- Unconventional Strikes: This trait improves the initial-damage bonus from Gambit chains.
- Taking Advantage: This trait gives you a chance to deal a little bit of damage to enemies who block, parry, or evade one of your attacks.
- Martial Fury: This trait gives you one additional pulse to your Gambit Damage over Time effects, +10% Damage over Time, and +10% Initial Skill Damage
- On the Offence: This trait gives 2-10% morale-tap damage and healing (Offensive Strike no longer has a morale-tap).
- Spear Sweep, Quick Sweep, and No Mercy: These traits have been consolidated into a single trait improving the damage from your physical spear bleeds by 5-25%.
- No Respite for the Wicked: The effect from this trait would be changed to the Wall of Steel Gambit line. With the Offensive Strike Gambit line now area of effect, applying such a strong debuff with area of effect skills would make it too easy to apply this effect.
- Warden’s Triumph: This trait will also add 10-30 seconds of duration to the associated buffs, in addition to its former/current effects.
- Muscle Memory: This trait causes any skill used from Battle Memory to restore a small amount of power.
- Yellow (Traits) - As yellow will no longer allow specialization, it will no longer have specialization bonuses. Some of its current specialization bonuses are being moved into the trait tree.
- Endurance Training: This trait has 5 ranks, giving -2% attack duration in Assailment per rank.
- Movement Training: This trait has 5 ranks, increasing shield-Gambit ratings buffs from 2-10%.
- Lasting Mark: This trait has been split into two traits: ‘Marked Targets’ and ‘Diminished Targets.’ The first rank in each gives the corresponding effect to certain Gambits. Marked Target will be applied by any skills in the Boot – Cauterizing Steel Gambit sequence, and Diminished Target would be applied by and skills in the Precise Blow - Spear of Fate Gambit sequence. Subsequent ranks of both trait increase the durations of their corresponding debuffs.
- Ranged Damage: This trait increases Ranged Damage from 3%-15%.
- Throwing Arm: This trait now has 5 ranks, increasing your javelin range from 2-10m.
- Momentum and Shield’s Up: These traits have been removed. The stances should stand on their own, and these bonuses mostly encourage quickly toggling between stances without meaningfully changing your gameplay.
- Strong Foundations: This trait causes your Gambit builder skills to reduce the active cooldowns of their related mastery skills (up to -2s at max rank). For example, using Quick Thrust will reduce the active cooldowns of your Spear and Spear, Spear and Shield, and Spear and Fist mastery skills.
- Piercing Javelins: Rather than giving armour penetration, this trait now reduces the chances that your javelin skills and Gambits will be blocked, parried, evaded, or resisted.
- Barbed Javelins, Shattered Javelins, Area Targeting, and Hurry Up with That! - These traits have been removed.
- Adroit Ambush: This trait causes Adroit Manoeuvre to remove the induction from your next use of Ambush. Combined with Ambush being usable in combat, this allows wardens to ‘prime’ Ambush by using Adroit, giving access to Ambush (and its run speed bonus) without being forced through a lengthy induction.
- Fire at Will: The Fire at Will skill no longer gives Mastery rating; instead, it gives +5% Ranged Damage, +5% Tactical Damage, and -10% Attack Duration.
- Battering Strikes: The first rank of this trait adds a Critical Defence debuff to Gambits in the Offensive Strike sequence. Subsequent ranks increase the potency of this debuff.
- Suppression: The first rank of this trait adds an Outgoing Damage debuff to Gambits in the War Cry-Desolation line (rather than the Offensive Strike line).
- Javelin of Deadly Force: This skill now deals considerably more damage, and will apply Marked and Diminished Target debuffs (if those traits have been earned) to any enemies hit.
- Snap Shot (requires Javelin of Deadly Force as a prerequisite): Rather than give copies of every javelin skill, this effect will reset your javelin skill cooldowns. The list of affected skills will also be a bit slimmer, due to having fewer javelin skills overall: Ambush, Hampering Javelin, Javelin of Deadly Force, and Warning Shot (if specialized in Determination).
- Seize the Moment: This trait has been removed.
- Rapid Techniques: This trait grants the Rapid Techniques skill.
- Blue (Traits)
- Traceries - A few traceries have had their values adjusted slightly or their passive stat changed. Some traceries have been made obsolete by the changes above, and a few new ones have been added. No existing traceries have been removed. Obsolete traceries will automatically change according to the list below:
- Adroit Manoeuvre Damage will become Spear-Fist Gambit Damage
- Ambush Critical Chance will become Ambush Runspeed Bonus
- Careful Step Cooldown & Stealth Level will become Never Surrender Duration and Incoming Healing
- Gambit Lifetap Damage will become Gambit Lifetap Damage and Healing
- Marked Target Double Cast will become Marked and Diminished Target Potency
- Recklessness Critical Rating will become Recklessness Duration
- Resolution Damage will become Resolution Damage and Healing
- Resolution Target Resist Chance will become Morale-tap Resistance Reduction
- Shield Piercer Duration & Evade Debuff Chance will become Gambit Debuff Duration
- Shield Tactics Tactical Mitigation Rating will become Shield Tactics Immunity Duration
- Surety of Death Damage over Time will become Fist-Shield Gambit Damage over Time
- Wages of Fear Positional Damage will become Fist-Spear Gambit Damage over Time
- Way of the Spear Bonuses
- Restorative Shield-work Cooldown
- Shield Gambit Buff Duration
- Blue (Skills)
- Other changes in Update 35 to the Warden:
- Adjusted some skill animations and VFX to improve skill differentiation and parity in skill execution times.
- Javelin damage values now correctly match other one-handed weapon values.
- Javelin Legendary Items now give Incoming Healing Rating rather than Tactical Healing Rating.
- New wardens once again start off with the ability to use only 2-builder-length gambits. You will earn the ability to use longer gambits as you level up, and will be able to use all gambits by level 50. Many skills and gambits will be earned at different levels in this range than they were prior to this update.
- The Warden version of Mossward quest "Prologue, Chapter 2: Skills of an Adventurer" has been updated to reflect changes in skill availability from recent class updates. The quest should be completable by level 2 Wardens once more.
- Craftable Traceries now appear in a separate category marked "Traceries" instead of appearing under "Essences" in the crafting menu.
- The craftable Draigoch Armour pieces have had their stats updated so that critical versions are always superior to normal versions, and have had their stats updated to reflect modern class roles and statistical needs.
- 'Practice Makes Perfect' Crafting Tutorial Quest will now give Universal Ingredient Packs as a reward instead of Apprentice Ingredient Packs.
- Crafting: Cook
- 8 new Cooking recipes can be found in loot in the Angmar Reborn instance cluster. 4 recipes from the instances create foods that can be consumed during combat.
- 4 recipes from the Raid create foods that will persist through defeat.
- Update 35 includes significant changes to how Mastery and Damage Modifiers are calculated.
- For some time quite a few damage effects have been weaker than their numbers would suggest, due to the way the game previously calculated damage bonuses and the players' Mastery stat. We have changed how Mastery is treated in these calculations as follows to allow your damage buffs to behave more like their numbers suggest.
- There are three major changes in particular:
- Mastery is now calculated as a separate multiplier from the rest of your damage modifiers.
- Some modifiers directly multiplied damage rather than being treated additively. We've changed their tooltips to make their damage modifiers clearly distinct.
- Additive damage modifiers are still indicated as "+10% Melee Damage" or similar.
- Multiplicative damage mods are now indicated as "x1.1 Melee Damage" or similar.
- Multiplicative and Additive damage de/buffs did not have a guaranteed Order of Operation. This could lead to irregular results if multiple de/buffs of both types were present on an entity. The order of operations should no longer be relevant in damage calculations, as all additive buffs occur in a single segment of the calculation.
- Damage Mod Rescaling:
- These calculation changes have required us to go through the game and review pretty much all the player damage mods. Most of them are substantially more effective when calculated this way, so we've reduced the base magnitude of most of them to avoid upsetting the current game balance too significantly. For a given value, players can expect a given buff % to feel x2 to x3 times as strong as they were before depending on their Mastery. Accordingly we've reduced the magnitude of most of them by a lesser factor. The final result should be that virtually all of these buffs should feel MORE effective than they were before. The value listed on the buff should be much more commensurate with its actual game effect which is the main purpose of all this.
- Below is a list of most of the damage modifiers in the game that have been altered as a result of this change. To keep the notes readable, all modifiers below can be assumed to apply to the Outgoing Damage mod of each effect, or as a modifier to such an effect. For effects with several tiers, generally only the change to the highest/final tier has been listed.
- Bear Form Damage Tracery [+35% →+20%]
- Man Form Damage Tracery [+35% →+20%]
- Encouraging Strike (t3) [+15% -> +10% ]
- Vicious Rage (t3) [+15% -> +10%]
- Raining Blows (t3) [+15% -> +10%]
- Aggressive Posture [+10% -> +5%]
- Class Spec: Maelstrom [+5% -> +3%]
- Pip Damage Bonus [+3%/pip -> +2%/pip]
- Get Serious [+25% -> +15%]
- Get Serious Tracery [+10% -> +5%]
- Feint [+20% -> +10%]
- The Best Defense [+30%→+20%]
- Strike As One (solo) [+25% -> +15%]
- Strike As One (group) [+10% -> +5%]
- Strike As One Trait Bonus [+10% -> +3%]
- Well Fed Trait Bonus [+15% -> +7.5%]
- Innate Strength: Quickness [+25% -> +10%]
- Innate Strength: Damage Tracery [+10% -> +5%]
- Joy of Battle Damage [+2%/stack -> +1%/stack]
- Item Set Taunt Damage [+20% -> +10%]
- All In [+80% -> 50%]
- All In Tracery Bonus [+40% -> +15%]
- Improved Feint Stealth Damage [+25 -> +15%]
- Trait: Sneak Attack [+100% -> +40%]
- Controlled Burn [+15% -> 10%]
- Controlled Burn Set Bonus [+7.5% -> 5% ]
- Fervour [+50 -> +20%]
- Invincible [+45% -> +32%]
- Controlled Fury [15% -> 10%]
- Unstable [30% -> 15%]
- Champion's Duel [30% -> 15%]
- Weapon Master Dual Wield [6% -> 5%]
- Exchange of Blows Melee Dmg Bonus Tracery [+35% -> +20%]
- Break Ranks [x1.4 -> +30%] (note operator change)
- Protection By The Sword [+5% -> +3%]
- Trait: Shoot to Kill [+10% -> +5%]
- Burn Hot Tracery Bonus [35% -> 15%]
- Distraction [x0.5 -> x0.8]
- Fellowship Friend - Lynx [+5% -> +3%]
- Fellowship Friend - Bog-Guardian [+5% -> +3%]
- War-Speech [+5% -> +3%]
- Cry of the Chorus [+12% -> +8%]
- Emboldening Finish [+25% -> +15%]
- Anthem Tactical Damage [+10% -> +3%]
- Anthem Melee/Ranged Damage [+5% -> +3%]
- Anthem Damage Buff Tracery [+2% -> x50%]
- Set Item Anthem Damage Buff [+3% -> x66%]
- No changes
- Trait: Ranged Damage [+25% -> +10%]
- High Elf
- Wrath of the Firstborne [+5% -> +3%]
- Monsters & Instances
- "Poisoned Weakness" [-35% -> -20%]
- Wight "Weakness" [25% -> -20%]
- Shade "Weakened Heart" [-40% -> -25%]
- Uruk "Hampering Shot" [-33% -> -25%]
- Drake "Freezing Metal" [-60% -> -40%]
- Nameless "Bane of the Blade-bearers and Fire-wielders" [-30% -> -20%]
- Elk "Unsteady Hands" [-25% -> -15%]
- Uruk "Fear Blade" [-50% -> -30%]
- Mazog "Sapped Strength" [-100% -> -50%]
- Garzog "Blade of Terror" [-50% -> -35%]
- Lost Temple "Weakness" [-50% -> -35%]
- World Eater [-90% -> -50%]
- Fear Contagion [-100% -> -50%]
- Scuttledells 3 player
- Fear of the Dead [-50% -> -35%]
- Weather Top
- Oppressive Darkess [-100% -> -50%]
- Special Trail Food [+5% -> +3%]
- Special Trail Food (130) [+2.5% -> +2%]
- Lorian Sharpening Stones - Keen Blade [+10% -> +5%]
- Ill Omens - Portents of Strength [+39% -> +20%] (and so on, all by about 1/2)
- Creep Trail Food [+5% -> +3%]
- Aggressive Essence [+5% -> +3%]
- Fellowship Aggressor Essence [+7.5% -> +4%]
- Captain Standards - Standards of War Melee Bonus [+5% -> +3%]
- Item Sets
- Sets granting Melee/Ranged/Tactial Damage [+10% -> +5%]
- Fragment of Mordírith's Crown - [+8% -> +5%]
- Battlefield Promotion 15 [+15% -> +7.5%]
- Corruption: Damage [+25% -> +12.5%]
- Rank: Damage [+20% -> +10%]
- Boon of the Blackened Heart [+15% -> +7.5%]
- Invigourated [+30% -> +15%]
- Trait: Damage Boost [+25% -> +12.5%]
- Terror [-10% -> -5%]
- Command [+25% -> +12.5%]
- Shadow [+15% -> +7.5%]
- Rallying Howl [+25% -> 12%]
- Shadow Howler [+15% -> +7.5%]
- Rampage [+300% -> x3.0] (note sign change)
- Delvings have been added to the School and Library at Tham Mirdain. You must loot the last chest in the instance to receive Delving rewards. The quests inside of the 3-player instances now reflect what must be done in order to complete the delving.
- Moved the trigger point for spawning the monsters inside of the School and Library to the edge of the entry vestibule. This will eliminate the chance to inadvertently spam Delving abilities onto the creatures. This will, however, also mean that the delving will fail to be enabled if the stone is not used before leaving the vestibule to kickstart the instances.
- Delvings are now somewhat easier on tiers 5-10.
- The difficulty modifiers for enemy damage and health have been reduced for Delving tiers 5-10.
- Enemies have had their range for when they are "alerted" to the player and the max range they can "call for reinforcements" greatly reduced at Delving tiers 5-10.
- Added Delving Tiers 11 & 12. Enemy health and damage modifiers that used to modify Tier 10 now modify Tier 12. This allows for a smoother difficulty curve and for a slight difficulty reduction at mid to high tier delvings. Tier 11 is an enemy health and damage increase from tier 10 without adding malices, while Tier 12 adds another set of malices.
- Tier 10 and 12 will now add malices and take none away. Every Tier below 10 has 5 active malices. Tier 10 now has 6 active malices. Tier 12 now has 7 active malices.
- All malices have been reordered for Return to Carn Dûm. Many malices now appear in new tiers on new variants. Malices now have types. You will not face more than 1 of the same "type" in any given tier band. For example, no more than 1 malice requiring cleansing, or corruption removal, or more than one damaging hotspot. This will ensure fairness and that your class skills are sufficient to counteract the malices in a space.
- Added Variant 6. Variant 6 follows the same rules as the other variants in regards to malice types and tier banding.
- Switched variants to a daily schedule, down from a weekly schedule. This allows for greater variety of experience. Cardolan and Swanfleet mission scheduling has been adjusted so that each mission will appear on each variant.
- Added Epic Monster Skills, Delving Malices which currently appear on Tier 5 of Delvings. These Malices are powerful induction effects that need to be interrupted. The Malices are:
- Sauron's Wrath - After a brief induction, buffs all nearby monsters to do extra damage.
- Sauron's Blessing - After a brief induction, heal all nearby allies to full health.
- Sauron's Ire - After a brief induction, releases a powerful flame attack.
- Sauron's Army - After a brief induction, the Enemy calls upon their allies to join the fight against you.
- Sauron's Grasp - After a brief induction, create a damaging whirlwind that targets the player.
- Sauron's Word - After a brief induction, a strong fear consumes you, causing you to lose control of your limbs.
- Added Cursed Hotspots, Delving Malices that currently appear on Tier 10 of Delvings. These are boons to the enemy and include:
- Twisted Flesh - Enemies summon a cursed hotspot that builds monster healing over time.
- Twisted Growth - Enemies summon a cursed hotspot that builds monster damage over time.
- Twisted Armour - Enemies summon a cursed hotspot that mitigates damage more and more over time.
- Re-worked the Blood Rage malice. Blood Rage now decreases enemy damage and increases their mitigation while at high health. At low health, the opposite happens, enemy damage increases but they take more damage.
- Updated all malice tooltips: hovering over an enemy will tell you what malices are active on that monster and space, along with a brief description of what that malice does.
- The Delving Malices Diseased Foes, Virulent Discharge, Stab At Thee, Lingering Fear, Creeping Doom and Festering Wound now have caps of 1 stack per player, to reflect varied class access to cleanse skills.
- The Delving Malice Fire-storm II has been made less damaging.
- The Delving Malice Sauron's Defence II has been made a two-tier corruption, down from three. The second tier has had the reflect percentage greatly reduced.
- The Delving Malices Sauron's Touch I and II have been made stronger, but also have been made corruptions, making them removable.
- The Delving Malices Disease Cloud II and Explosive Detonation I and II have been made more damaging.
- Removed the Rotten Fruit and Lumps of Coal from all Delving treasure tables.
- Added the Extraordinary Delving Chest to mission and instance Delvings. This is a rare drop that contains highly desirable treasure. More likely to drop in School and Library instances than missions.
- Delving Gems:
- The number of Delving gems has been reduced. Going forward, there will only be 4 Delving Gems: Zircon (Tiers 1-3), Garnet (Tiers 4-6), Emerald (Tiers 7-9), and Amethyst (Tiers 10-12).
- We are removing the cracked for whole gem conversion - Delvings will take and give whole gems only.
- Upon successful completion of a Delving, you will be awarded with the gem for that Tier of Delving.
- On Delving Tiers 3, 6, and 9, you will be awarded with the gem for that Tier of Delving and the Tier above (two gems).
- Other, now unused and cracked gems can be sold.
- Delving Gem Barter Profiles have been updated to remove the cracked for whole gem conversion.
- There are now two weekly wrapper quests for Delvings that awards Virtue XP and Delving Writs for completing delvings. These quests are obtained from any of the three active Cardolan and Swanfleet mission givers:
- Baglan, the mission giver in Andrath, in Gerwyn's Convoy.
- Hithriel, the mission giver in Herne, in Cardolan.
- Irvo Church, the mission giver in Clegur, in Swanfleet.
- The Spring Festival wrapper quest "The Splendour of Spring" now has a Legendary Tracery Token added to its rewards.
- The two-handed weapon vendors in Esteldin, Ost Guruth, Budgeford, the Vendor Hall in Michel Delving, Celendim, Gondamon, Aughaire and Thorenhad now offer battle-gauntlets for sale to Brawlers.
- The weapons vendor in the new player zone in Ered Luin now offers battle-gauntlets for sale to Brawlers.
- The weapons vendor in pre-raid Archet now offers battle-gauntlets for sale to Brawlers.
- There is now a Brawler vendor in Echad Andestel in Lothlorien.
- There are now Brawler Trainers at the Training Hall in Michel Delving, the Twenty-first Hall in Moria, the Training Hall in Galtrev, Gondamon and Celondim.
- Moria light, medium and heavy armour set vendors now show armour by class.
- Moria heavy armour vendors now offer Brawler and Beorning class armour sets.
- The weapon Shadepaw's Defeat now properly goes into the "Clubs" section of the wardrobe.
- The level 50-59 Epic class armor sets now have added text that clarifies that their set bonuses end after level 59.
- NPCs in Mirkwood who were labeled as barter vendors but didn't have anything to barter have now had their barter title, icon and dialogue removed to reduce confusion. No change to current barter vendors.
- The Beorning Old Great Axe weapon now appears properly in the "Axes" section of the Wardrobe rather than "Swords".
- The Mordor Beorning Mote Raid Gear available for barter is now heavy armour, rather than medium armour.
- Sets of armour that have a max effective level at which bonuses apply now always display that level in their description.
- Added a Brawler pocket item to the faction reputation items available for sale in Eglain in the Lone-lands.
- The Mossward healer NPC Lach now is interactable and has potions for sale.
- Fixed an issue where Brawlers were getting an error when opening Epic Battles Platinum boxes.
- Brawlers can now barter with Epic Battles vendors for brawler jewellery with brawler-specific set bonuses.
- Brawler weapons and jewellery are now available for sale from the Evendim reputation vendor Celegdes.
- Beorning jewellery is now available for sale from the Evendim reputation vendor Celegdes.
- Brawlers now have armour available for barter in Tinnudir in Evendim.
- All armour available for barter in Tinnudir in Evendim is now consistently statted and has been brought up to modern standards (stats have been increased).
- High-Enchanter vendor will no longer barter for obsolete relics.
- The Stout-axe starting armour now have the correct names for the heavy and light armour sets.
- The following barter vendors have a few additional housing items available: Bert Bartleby in Enedwaith, Elves of Felegoth Rewards Quartermaster, The White Company Quartermaster, and Reclaimers of the Mountain-hold Quartermaster.
- Several mounts have had their collection information updated to reflect accurate methods of acquisition: Steed of the Eastemnet, Faltharan's Steed, Grey Horse, and Hobby-horse.
- The Heavy Great-axe of the Wayfarer now has a correct 2-handed model, instead of a 1-handed model. Several other Great-axes were similarly corrected.
- The Legendary Coffer of the Ukhrash Portrait Frame's description has been amended to reflect that it also gives Ancient Script and Legendary Enhancement Runes.
- The Flowing Silver Stone and Flowing Silver Stone of the Tortoise should now correctly give a bonus to earnings of Himbar Tokens of Exchange.
- All new monster player characters entering the Ettenmoors will have a brand new tutorial experience! This will take the player through the acquisition of blessings, corruptions, skills, the execution of skills, travel to Dar-gazag, returning to Gramsfoot via the map skill, explain about your unique abilities in the Ettenmoors, and more! New players will get the opportunity to execute their skills on the training dummy before being cut loose into the wild that is PvMP.
- New Free People entering the Ettenmoors also have a new experience that takes them through their first steps. Visiting the Captain-General, Ost Ringdyr, and acquiring the skill Return to Glân Vraig.
- Players visiting the Ettenmoors can now obtain a weekly quest to complete battle-altering, kill, and support quests within the PvMP zone. Completing 5,10, and 20 of these quests respective rewards the player with a very large amount of Legendary item XP that contributes to the reward track, a large sum of Virtue XP, a good amount of renown, gold, a selection box to claim Ettenmoors consumables, and a random tracery up to legendary in rarity. There are two tiers to this weekly quest, each rewarding players for completing the efforts.
- The amount of items required to complete quests in the Ettenmoors is halved, in most cases. The amount of Commendations awarded for completing quests has also been updated. The most common reward is now 100 commendations for quest completion. Additionally, all quests for the Free People now grant a small amount of Legendary Item experience when completed.
- There are now opposing quests to kill Tyrant Burzgoth at Grothum for players, and to kill General Meldun at Hoarhallow for Monster players.
- We also fixed a longstanding issue where killing Beornings, Rune-keepers, Wardens, and Brawlers would sometimes not count toward specific kill objectives at the locales in the Ettenmoors.
- We have added three new Carry-alls called War-spoil's Carry-all for both players and monster players. These will be available for purchase on the LOTRO Store. Additionally, monster players can now use the trophy and potion Carry-alls.
- The skill 'March!' will now activate an overhead icon to indicate to players that March is toggled on.
- Orc Defiler:
- Flies summoned by a defiler no longer have an initial hit on their power drain. This means quickly stepping in and out of their aura should no longer rapidly drain your power. The power drain from flies has also been reduced in potency.
- Curse of Deadly Sorrows now has a significantly reduced Fate debuff.
- Orc Reaver:
- Glory in Victory can now be used for a lesser heal without a defeat response.
- Reavers are now properly immune to roots when executing Resilience or Improved Resilience.
- Spider Weaver:
- Toxin power drain has been reduced in potency.
- Tainted Kiss, Lethal Kiss, Poison Spray, Feast, Shelob's Gift, and Drink Deep will all execute slightly faster now.
- Uruk Warleader:
- The ICPR debuff from Banner of Terror has been greatly reduced.
- Warg Stalker:
- The Rabid Bite debuff has been reduced to +10%/25% power costs.
- Updated the mines to now have Grodris patrolling the skies when she is not angry. To get her angry you will need to kill between around 30-40 drakes, drakelings, or hatchlings within the deepest heart of the Isendeep mine. Once angry, Grodris will move to the spot formerly controlled by the Free Folk or Angmarim forces.
- The status of the Isendeep mine is now correctly displayed on the map.
- When players or monsters control the Isendeep mine they now receive a 35% increase to infamy/renown and commendation earns. Additionally, two flags appear at their home bases that allow them to fast travel to a random location around either Lugazag or Tírith Rhaw.
- Defeating Grodris award the benefits of controlling the mine for 6 hours.
- Added new target dummies into Gramsfoot to allow for monster players to parse damage more effectively. These mimic the targeting dummies used on the Free People side of the game.
- Updates to Monster Player power pools and regen scaling.
- Audacity Changes:
- Incoming Damage Reduction and Outgoing Damage bonuses from Audacity have been adjusted.
- Audacity for the Free Peoples (with PvMP gear fully equipped) will now reduce damage multiplicatively by 50%, so it should no longer inflate the value of effects that reduce Incoming Damage.
- Audacity for Monster Players now gives you a damage multiplier and a damage reduction multiplier (50%). Damage reduction should no longer be disproportionally affected by Incoming Damage effects, while the Outgoing Damage effect will be more impactful.
- Commendation costs have been reduced for Free Peoples' Audacity equipment.
- Audacity for Free Peoples now requires you to equip PvP gear in each armour and jewelry slot, including cloaks.
- PvMP Cloaks now give 1 Audacity.
- Damage bonuses from Audacity have been reduced slightly.
- The tier 4 pocket item for healers in the Ettenmoors now, properly, provides physical mitigation.
- Lainedhal's Insignia now functions correctly removing negative effects from the user in the same manner that the monster player item, Akulhún's Brand works.
- Updated Mordiríth's Brand to function the same as Akulhún's Brand.
- Bestowers formerly in the Isendeep are now back in the world. Free People bestowers are at the western entrance of the Isendeep mine in the static dwarf miner camp.
- Captain-General Meldún now wanders the streets of Hoarhallow. Be careful Monster Players - he still packs a punch!
- Monster player bestowers now live in Grothum and the burly Bûrzgoth wanders the pathways in the goblin village. Same warning to you Free People, be cautious!
- The role of Power had faded in recent years at higher levels, and we instead tended to limit skill plays primarily through cooldown. This has had a pretty big drawback in that it impacted healing in a negative way. Without a resource management element, the 'big' heals generally shifted towards having long cooldowns, or becoming not-very-big, and healers gradually lost much of their ability to do much burst healing. It also lost useful mechanics based around crafting and consumables for things like power potions, and high-end gearing options like power regeneration gear. We want to bring that back, but one of the steps to addressing that is to bring power back to being a meaningful element in the game at higher levels so that healers are making more meaningful choices about when and how hard to heal.
- Power regeneration rates in the UI are now listed PER SECOND, rather than PER MINUTE. Given that the average skill takes around 1 second to execute, this makes it easier to compare skill costs against your power regeneration rates without having to do math.
- Power pools are now larger, scaling up through the entire endgame. A level 140 character should expect to have a power pool in the 50k+ range without itemizing for it.
- Skill power costs now likewise scale up by level into the endgame.
- Fate no longer increases in-combat power regeneration, and instead increases your power pool and out of combat power regeneration. Your in-combat power regeneration automatically increases with level, but you'll need specific itemization or buffs to increase it further.
- Base Healing Increase: To help counter power consumption challenges, healing HPS on LIs from levels 131-140 is increasing ~25%. This is in addition to any specific changes made to heals.
- Potions and Food: Most power restoration values on these have been rebalanced.
Quests and Instances:
We have consolidated the Cardolan and Swanfleet missions onto three mission givers:
Baglan, in Gerwyn's Convoy in Andrath.
Hithriel, in Herne in Cardolan.
Irvo Church, in Clegur in Swanfleet.
Missions now rotate in a way that allows each mission to be experienced in each variant of delvings.
A travel skill to Clegur has been added to delving and mission barters. The Lhan Goran travel skill has been removed from delving and mission barters, but can still be bartered for with the Cardolan Reputation Quartermaster in Sírlond.
The other four mission givers and their delving quartermasters have been removed.
- Several Cardolan and Swanfleet missions have had their difficulty reduced to be more in line with other missions:
- In "Patrol the Township" we adjusted the number of enemies that spawn at each of the patrol locations. Previously, there would always be three enemies. This is reduced to two. Additionally, we fixed the issue where you could access the bridge without physics at the outskirts of the town.
- In "Dangerous Deliveries" the number of high level enemies has been reduced.
- In "Leadership Direction" we adjusted the boss fights slightly to reduce the number of adds spawned when the boss heals, and the number of times that the boss heals during his fight.
- The mission "A Day on the Farm" was pretty difficult to complete in its second stage. The total number of Crebain to kill is reduced to 8.
- The Goblin boss in mission "Down on the Farm" now only spawns his mobs once, instead of continually.
- Sarch Vorn, the Black Grave:
Luilloth and Astoryn's undead ally now gain more defense stacks.
Slightly increased damage of various damage-over-time effects in Fladach's and Luilloth's fights.
Slightly increased Fladach's damage while enraged.
- Select items from Sarch Vorn, the Black Grave are now available for barter at the Cardolan Reputation barterer in Sírlond. These items can be bartered for Embers of Enchantment and require completion of Sarch Vorn at various difficulty tiers. Mounts available from the 'Pick A Mount' selection box have had their collections information updated to reflect this.
- Mordor - Dor Amarth:
Quest text and drama in the storyline that introduces the Stout-axes in Dor Amarth has been updated.
Stout-axes now have unique dialogue in many quests in Dor Amarth and these quests have also been updated to reflect the slightly-revised Stout-axe history that was written when they became playable in Minas Morgul.
The Quest Instance 'A House Forged Anew' has been significantly updated, with updates to Gimli's story and with unique text in drama both if you are a Stout-axe or (collectively) any other Playable Race. In addition, several of the other drama sequences in this instance have been improved and polished.
- Burglar and Captain trainers have been added to Gondamon in Ered Luin.
- Quest rewards for 'The Gates of Carn Dûm' have been changed to have proper stats for each helmet.
- The Archet quest "The Courageous Farmhands" now offers rewards for Brawlers.
- The Bree-land quests "Disease Among the Boars","Dangerous Boars","Healing Stores" and "Trophies for the Walls" now offers rewards for Brawlers.
- The Epic quests "Narchuil Goes South","Skin of Bregmor","Thror's Hammer","Cutleaf's Good Intentions","The Barrows of Haudh Iarchith","Journey to Combe" and "Into the Barrow Downs" now offers rewards for Brawlers.
- The Ered Luin quests "In Defence of the Forest","Protecting the Hunt" and "The Lost Tool" now offers rewards for Brawlers.
- The Evendim quests "A Formal Complaint" and "Northcotton Farmer's Market" now offers rewards for Brawlers.
- The Introductory Quest "Intro: The Ritual Stones" now offers rewards for Brawlers.
- The Shire Quests "Wolves at Waymeet" "Flare for Danger" and "Belco's Writ" now offers rewards for Brawlers.
- Brawlers now have rewards to choose in the Helogrod Raid Quest: "Storvagun the Traitor".
- Brawlers now have appropriate rewards for Epic Battles.
- The Evendim quests "The Twilight Estates","Sanctity of the Sovereigns" and "Monuments of Angmar" now offers rewards for every class.
- Gundabad - The quest category containing quests for Den of Pughlak, Houses of Rest, and the Hiddenhoard of Abnankara in Fate of Gundabad was previously named 'Gundabad', which could cause confusion in the Quest Log with another quest category that shared that name. It has been renamed 'Gundabad: Depths of the Mountain-hold'.
- Adjusted the Quest Guide parameters for 'Ruffians In Ruddymore' so it no longer points to the wrong location.
- Fixed the confusion an extra quest ring could cause when looking for Muildir at the beginning of 'Instance: Prisoner of the Free Peoples'.
- 'Singing to Saplings' has been made less confusing: removed the always-on glow for the saplings, removed the misleading billboard, made the Quest Guide highlights more specific, and made the distance from which you can sing to the saplings bigger.
- Quest: Fornost: A Leader Unveiled - This quest's level has been reduced from 30 to 26 and it now has a minimum level requirement of 21.
- Mithril travel to NPCs in the Last Homely House should now take players directly to that NPC rather than to the door of the Last Homely House.
- Scaling quests now award Legendary Item XP starting at level 50 (down from 51).
- Level 45 class quest items now show up under "Class Quest Item" in searches in the auction house.
- Level 45 class quest trophy items are now searchable in the Auction House under the Class Quest Trophy category.
- Orcs in Hytbold instances no longer drop obsolete components for Legendary Items.
- The readable items for Legacy of Durin Chapter 6.3, 'Life on the Bridges' should no longer hide out in Pending Loot.
- The dwarf Wafi is no longer involved in 'Volume II, Book 1, Chapter 11: Forged Anew' so the references to him have been removed.
- Some additional dialogue has been added to 'Instance: The Ties That Bind' to better wrap up the conclusion of the story.
- Instances - Festival consumables/skills and Cosmetic Pets are no longer useable in Instances.
- Defeat in parts of Yondershire will no longer send players to Western Eregion.
- Chickens can now travel between Shire Cardolan, Angmar Car Bronach, Car Bronach Pits of Stonejaws and Welkinlofts Clovengap.
- Base healing has been increased from level 131-140, LIs providing HPS values have had those values increased by ~25%. This is intended to improve general healing throughput, and help counteract any direct impact from the power changes.
- Monster moderate basic attacks now deal more damage.
- Disarm effects can no longer be chained together to extend their duration. When a disarm effect first expires or is removed, it will apply an invisible 15 second immunity period, which will cancel any existing disarm effect.
- Silence effects now have an invisible 15 second immunity period, like disarms, which begins when an active silence effect is removed or expires.
- Rebalanced food power regen values.
- DirectX 10/11 water now has soft edges again. Water now also accepts shadows.
- Power Updates:
- The base value of Maximum Power items has been rescaled to better match new scaling.
- Most Celebrant (power) potion values have been updated to better match the new scaling.
- Added new traceries for power management, one Word of Power and one Word of Craft (with power related set bonuses).
- Durub Archer and Moria Defiler enemies now have updated and correct heal induction spell titles instead of placeholders.
- Patrician of Rivendell, Gallant of Rivendell, and Exemplar of Rivendell are now correctly classified as Event Titles.
- The War-Steed skill granting item is now destroyable.
- Players should no longer fall through the floor when leaving the Erebor Homestead Provisions.
- Nain the Slakeless's appearance has been corrected in several locations in the Ironfold, Elderslade, and Mount Gundabad.
- There was an errant invisible wall spawning on the bridge to Caranost. This has been removed.
- Removed a markup on Blackened Feathers in Mossward that suggested they might be associated with a task.
- Updated a string on the Monstrous Wing trophy indicating that it can also be used to satisfy tasks in Angmar.
- The Court of Celeborn now has a map.
- Physics issues in Minas Morgul have been resolved.
- Female Human Guard NPCs now have their correct name.
- FRENCH: Updates translation for the Forge-worker in Gorgoroth.
- FRENCH: Updated French translations for the Delving Missions.
- GERMAN: Updates several typos, updated translations for "Featured Instances", Corrects the plural stacks of the Gundabad Lhinestad Potion and the Gundabad Milk Thistle Potion, Updated text for the Instance: Nothing for Nothing.
- GERMAN: Corrects stringtable error for the "Willow Fireworks" Item.
- GERMAN: Makes updates to the translation of "Race" in the game.
- GERMAN: Resolves several typos and coding errors.
- GERMAN: Updates translations for the "Rächer von Helm., Rächer von Abnankâra" titles, adding proper gender terms.
- GERMAN: The Instance "The Howling Pit" now has its proper German voice audio.
- Angmar Reborn - It is not possible to complete 'Angmar Reborn, Chapter 4' until the launch of the raid: Gwathrenost, the Witch-king's Citadel.
- Thaurisgar, the Vile Apothecary - Titles awarded from Deeds in Thaurisgar are currently untranslated. This will be corrected in a future update.
- Into Sant Lhoer, The Poison Gardens": If you defeat Oganuin before you advance Dolág's quest instructing you to do so, you will be unable to complete that objective and therefore the quest. You can leave the instance, cancel the quest, and retake it to fix this problem. This issue will be addressed with the next update.