Welcome to the 0.18 Harbinger Update and Steam Early Access!
We’re thrilled to open the divine gates of Verra to a wider audience as Ashes of Creation enters this next milestone. This update delivers a massive wave of new content and improvements, including the debut of the Summoner archetype, the large-scale Harbinger system, the progression-driven Destiny System, fully realized Sport Fishing, Duels, and significant enhancements to our new character experience. Every change and addition you’ll find below reflects our progress since the last Alpha Two update, and your feedback has played a major role in shaping this moment. Dive in and explore everything 0.18 brings to Verra!
New Archetype: Summoner
- The Summoner is a new archetype, that’s all about commanding powerful spirit companions to fight by your side!
- Summoners use a special resource called essence. This is generated through your weapon combos, and from your spirit vessel’s basic attacks.
- Summoned Spirit Vessels:
- Guardian - Your stalwart defender, specializing in holding threat, soaking up damage, and disrupting enemy positions.
- Hunter - Damage dealer, that can dish out both ranged and melee damage.
- Mystic - A magical support vessel, that can heal, shield, and provide AOE damage.
New: Harbinger Narthex
- When the Harbingers slammed into Verra, their impact carved scars across the land—and left their vessels cracked open. The Narthex is the threshold into these fallen dreadnoughts, the first step into the corrupted sanctum of the Ancients. Gather your party, fight through the Ancients, and breach the Narthex to confront the Ancient captains within the Harbinger's interior.
New: Destiny System
- The Destiny System is a way to guide people as they start their adventures on Verra. Click “L” to open the Destinies menu.
- The Destiny System features multiple threads, with each focusing on different aspects of the game. These threads guide people through the level 1-10 experience.
- Completing objectives within a Destiny thread will provide rewards.
New: Sport Fishing
- Sport Fishing is now a full-fledged naval and economic activity that combines exploration, active gameplay, and high-risk, high-reward transport. You can now locate, catch, and haul large saltwater fish across the open seas and freshwater fish across the land, back to a Harbor or a Cookhouse at a level 3 or above Settlement for profit and prestige.
- Obtain Lures - Look for a Sport Fishing vendor in a Harbor to purchase the appropriate lures. (The more expensive the lure, the wider variety of types of fish and larger weighing fish you can hook!)
- Craft Boats and Ships - Craft a rowboat for freshwater fishing, and craft a Corsair for Saltwater fishing. (You need to be on a boat or ship to Sport Fish!)
- Locate Fishing Grounds – Discover Sport Fishing nodes in the deep ocean by spotting seagulls or using a ship’s radar, and if you are inland by looking for osprey flying over a lake.
- Craft Chum - Based on the type of fishing you want to do, craft a bucket of chum used to activate a node. (Only 1 person needs to chum a node to activate it)
- Catch Fish - Engage in a skill-based mini-game to battle and reel in fish. (The larger the fish, the more difficult!)
- Retrieve Catch - Swim to collect the floating fish crate and carry it back to your ship.
- Store Fish - Deposit caught fish in on-deck holding tanks, or the back of your mule for transport.
- Deliver and Sell - Turn in fish at Harbors or Cookhouses at a Village (Stage 3) or higher Settlement for gold or convert them into decorative trophies (future feature).
New: Mules
- Mule Carry System - Mules now provide a land-based transport option for small trade goods and resource crates, extending logistical gameplay beyond ships and caravans.
- Carry Capacity - Mules can carry 1–2 small crates using attached saddlebags (inventory components).
- Crate Handling - If a mule is despawned or killed while carrying crates, those crates will drop to the ground.
- Summon Restrictions - Mules cannot be desummoned while carrying crates, following the same despawn rules as vehicles.
New: Duels
- Duels can be started by right-clicking another character and selecting “Duel,” or by typing /duel
- If a character delivers a lethal attack, the duel ends immediately. The defeated character does not die, but instead recovers to 10% of their maximum health.
- Guards will not intervene or attack characters who are engaged in a duel.
- Characters must be within 20 meters of each other and not currently in combat to initiate a duel.
New POIs in the Anvils
- The Anvils continue to expand! Venture into newly-charted grounds teeming with resources to gather, creatures to hunt, and threats to overcome.
- From lone explorers to full adventuring parties, every traveler now has more reasons to push deeper into the Dünzenkell homeland thanks to the 33 new POIs we've added.
- Many of these new POIs are on the map - just tread carefully. The wilds are haunted by Undead Dünzenkell, prowling poachers, vicious raptors, relentless automata, and far stranger things lurking beyond the torchlight.
Economy & Artisanship
Gathering
- The rarity of all gatherables is now determined entirely via a weighted random roll set to target a specific ratio of our different quality values. Artisan buffs will continue to affect these base odds as they have previously.
- In response to feedback around the gatherables spawning system, we have removed all pre-determined rarity from gatherable spawns. This means that when a Legendary resource is harvested, there is no system in place that attempts to respawn another Legendary resource in its place or nearby.
- The rarity of each gatherable spawn is now random, but is still impacted by gear, tools, and relevant buffs.
- TLDR: Static rarity is dead.
- Novice level plants and stone now have a shorter delay time before respawning.
- Journeyman Ochroah stone can now be mined in the Turquoise Sea. It can proc Strickensilver and Heartstone.
- Journeyman Limestone mined in Jundark now procs Junskosh and Sundrop.
- Journeyman Limestone mined in the Sandsquall Desert now procs Amethyst and Lithium.
- Apprentice Slate mined in the Sandsquall Desert now procs Saelacith.
- Coveglass can now be gathered along the shores of the Turquoise Sea. When gathered, you will have a chance to also find Seaglass and Bulbore.
- Hunting now yields 1 carcass per animal.
- Huntable Rams have found there way back into the Anvils.
- Dynasty Beetles and Sandsquall Komodos now drop carcasses when hunted.
- Alligators in Jundark can now be hunted to obtain their carcasses.
- Fixed the spawning locations of several huntable Flailrunner Lizards in the Sandsquall Desert.
- Fixed gatherable interactions when a character has lower certification than the tool they’re using.
- Fixes for gatherables spawning inside of rocks and other objects in the world.
Processing
- Processing stations no longer require fuel. You can now perform any processing operation without spending resources to fuel the transaction.
- Mulch can be crafted more than one at a time at the Farming Station.
- Fixed some food recipes output to be max 20.
- Mourning Slate and Ochroah Stone Fragment recipes now correctly reward their stone fragments.
- Characters can use adult pairs of cow, sheep, pigs, and chickens at the Animal Husbandry station to produce baby animals of the same kind.
- Fumitor and Giant's Toe plants can be grown at a the Farming station and used in Crafting.
- Textile Wool recipe at Farming Stations has been fixed.
- Seed materials have changed to be basic instead of quality for Farming recipes.
- Removed “Requires Certificate” tag from Seeds on the Farming vendor.
- Coconut seed has been removed.
Crafting
- Preview item rarity will now match the end product.
- Reduced the material quantity requirements for Initiate and Adept earring recipes by 50% and 30% respectively.
- Grem, Hawk, and Raven skins are now recognized by Crafting as hides.
- Ancient Dunzen recipes have been fixed to be craftable with the use of a Befallen Forge Anvil
Recipes
- About 500 Recipes have had the materials required adjusted, to better align the effort needed to craft these items, with what items the recipes create.
- Learned recipes will show as greyed out on crafting stations when not all requirements are met. The tooltip info provides information about recipes that have unmet requirements.
- Gathering Gear recipes have been added to Commission Gathering Caches.
- Alchemy and Scribe recipes have been added to universal drop tables.
- Weapon recipes have been added to certain general enemy drops.
- Candlefen Light Armor pieces now have learnable recipes provided by enemy drops in Riverlands.
- Learnable recipes dropped by Warrior Trugz can now be successfully learned and crafted.
- Weapon Mold recipes will now accept any kind of timber.
- Vellin Scepter has been added to the craftable recipe list.
- Fixed missing gatherable materials for recipes in the profession menu.
- Fixed tanning recipes for leathers and furs that were missing reagents.
- Fixed skinning recipes for Raptor and Sandsquall Komodo.
- Emberwake Hood (light cape) recipe has been fixed so it can be crafted.
- Mourning Slate, Nestone, Ochroah and Scalestone stone fragment recipes now correctly reward their stone fragments.
- Fixed some Jewelry recipes that were not properly appearing in the Jewelry station
- Missing Weapon recipes have been added to certain general enemy drops.
- Missing Alchemy and Scribe recipes have been added to universal drop tables.
- Removed incorrect recipes from the Animal Husbandry Apprentice station. The Kirin is not currently supported, and the Otter recipe was removed as the Tidebreaker recipe already exists.
- Removed recipes for unavailable weapons (staffs and one-handed daggers).
Starting Artisanship
- The four Artisan POI’s associated with each starting area will now contain all the novice tier crafting stations.
- The area west of Lionhold in the Riverlands.
- East of Samia’s Hope in the Riverlands.
- Hammer Rest in the Anvils.
- Bonfire in the Anvils.
- Fixed Artisan POIs so that processed resources can now be sent to the warehouse when claimed.
- Added artisan certification NPCs to the Anvils.
- Fixed recipes for Anvil Starter commodities so the text says Anvil resources instead of Riverland resources.
- Several recipes have been adjusted so they can be crafted with equivalent effort in all starting areas.
- Added Commodity Crafting Stations and Certificate vendors to Aven’s End, Briarmoor Farms, Bonfire, and Hammer Rest. Commodities crafted in starting areas can be sold at the market vendor in Settlements.
- More gatherable flowers have been added around Bonfire and Hammer Rest.
Tools
- Artisanship tool recipes are now craftable with ingredients from any biome.
- Renamed the starting tools and reduced their durability.
- Starter Artisanship tools are now tradable and have 0 gold value to vendors.
- Weaponsmithing and Carpentry quality stats will now improve the quality of their respective gathering tools when crafted.
- Removed tooltip message from artisanship tools, which noted that tools can only be equipped in settlements. Tools can, in fact, be equipped regardless of character’s location.
Additional Economy and Artisanship Changes
- Added new toggle in the Artisan page which allows people to search recipes by ingredient name.
- Greatly reduced the power of artisanship stats on related consumables.
- Carphin Emblems now drop from enemies in the Tower of Carphin at a base rate of 20%.
- Corrupted Blood will no longer drop from enemies in the Tower of Carphin. Its use in recipes has been replaced by the Carphin Emblem.
- Removed Artisan Commodity Vendor from Caravansaries.
- Reagents and Recipes have been removed from level 1 mobs.
- Fixed fine paper's rarity to be uncommon.
- Fixed artisan vendors in starting areas so they can have taxes.
- Reduced the prices of crafting and processing reagents.
- Fixed a floating Leatherworking Station at Aven’s End.
- Corrected the names of items Journeyman Scroll of Dexterity and Delicate Set of Tools: Scepters.
- Excavation kits can no longer be used in place of an Enchantment Scroll.
Character, Archetypes & Combat
- Newly created Mages, Rangers, Bards, and Summoners will start with ranged weapon in hand. Tanks, Fighters, Clerics, and Rogues will start with melee in hand.
- Rations are automatically assigned to the second hotbar when creating a new character.
- Reduced requirements to reach adventure level 10.
- Characters in raids no longer gain adventuring or weapon experience.
- Fixed a bug where under certain circumstances characters would not respawn correctly at their Emberspring.
- Level Up Notifications - When leveling up or gaining new weapon points, people now see a toast notification in the center of the screen.
- Sticky Notifications - A persistent reminder above the system tray now shows unspent skill, weapon, and stamina points, along with other temporary notifications.
- Skills learned from all archetype skill trees now default to the next available slot, rather than to predesignated banks/slots.
- Heals will no longer default to yourself when you have a valid friendly target, even if the target is out of range.
- It is no longer possible for characters to heal NPC guards.
- Magical spears and One-handed Axes will now properly scale all of their combo hit damage with magical power.
- Magical Two-handed Axes and Two-handed Maces now properly scale their extended finisher combo hit damage with magical power.
- Physical wands now properly scale their beam combo hit damage with physical damage.
- Two-handed maces to deal bludgeoning damage instead of slashing damage.
- Kaelar and Dünir male hair styles will no longer get visually bugged and stretch.
- Spellbook weapon combos may now be used while swimming.
- To swim downward if you are swimming at the top of the water, you will now need to pan your camera more than 60 degrees downward.
- Landing in water no longer has a chance to put you at a depth where you can’t breath.
Stats & Balance
- Reduced the amount of HP granted by equipment which explicitly grants HP bonuses.
- Remove base HP and base mana curves.
- Reduced hit point and mana weights by 25%. This causes characters to get fewer hit points and mana from stats and gear.
- Removed free max percentage based regen. This is now a waterfall from Constitution and Mentality stats.
- Increase the amount of HP and mana gained per rating by 4x.
- Reduced stats received from leveling by about 10-15%.
- Increased stats from gear by about 10-15%.
- Increase scaling of all stats by about 20% at the top end.
- Marginally increased base attributes from leveling up, particularly for lower level characters.
- Power is no longer affected by diminishing returns.
- Slightly reduced the degree by which healing scales with power.
- Increased base mana cost scaling of character abilities.
- Minor mana cost tweaks to certain character abilities that were overpriced in mana.
Bard
- Nimble Dance
- Evasion bonus reduced from 50% to 25% (still stacks with other evasion sources additively).
- Duration reduced from 5 to 4 seconds (aligns it with Pep duration without Dynamism passive).
- Dispel effect now only applies to movement-impairing disabling effects and other non-CC debuffs, prioritizing movement-based debuffs.
- Pensive Melody and Cheerful Melody will no longer stack across multiple bards.
Cleric
- Resurrect ability now properly has a cooldown and costs mana when cast with Divine Infusion.
- The first Cleric skill tree choice slot for Divine and Essence Infusion no longer costs a skill point and no longer requires investment to learn other tier 1 skills.
- Divine Flare
- Reduced Divine Flare passive upgrade, Divine Protection, magic defense bonus from 50% to 30%.
- Fixed this passive bonus to only apply while within the area of effect.
Rogue
- Removed trip from Grappling Hook and increased its cooldown. Fall damage will be prevented during its effect.
- Stealth now hides your shadow at all levels of visibility.
Tank
- Fixed range restriction on Protect
- Casting Protect on someone no longer has a chance to remove their archetype passives.
Stamina Tree
- The Stamina tree has received a rework to facilitate specialization and more predictable outcomes in combat.
- Point costs for all skills have been adjusted.
- Adjusted the tiers at which different stamina skills can be acquired.
- Dodge now has an increased cost based on stacks of Snared or Chilled statuses.
- Dodge's evasion bonus is now consumed by the first hit evaded.
- Guard's stamina cost has been reduced to the value previously provided by the Sustained Guard skill line.
- Removed the Springstep skill.
- Removed the original Evasive Maneuver skill line.
- Removed the Sustained Guard skill line.
- Created new skill lines for Guard and Dodge to replace removed skills.
- Corrected an issue in which the Guard ability would block attacks from all directions, instead of the intended behavior of only blocking attacks from the front.
PvP
- Increased the PvP opt-in protection buff level cap to be level 10. This PvP opt-in protection extends to your mount, and if you’re a Summoner your pet.
- Carrying a Crate or summoning a Mule will now remove the PvP opt-in protection for characters.
Enemies & NPCs
- Dramatically increased drop rates of low tier gear from all general population enemies across all levels.
- Increased Adventuring XP rewards from enemy kills by up to 20%.
- Stat adjustments have been made to NPCs to accommodate changes to character stats.
- NPCs deal slightly reduced damage, in alignment with the reduction to overall maximum HP of both PCs and NPCs.
- Low level NPCs have been further adjusted to accommodate for expected character equipment during the level 1-10 experience.
- The difficulty of end game higher rank enemies has been increased in relation with the general increase to gear quality.
- With recent changes to the way damage and resistances scale between enemies of certain levels, the world bosses Firebrand and Tumok have had their levels adjusted to 27.
- This is in conjunction with various adjustments to the magnitudes of their abilities and their stats, so this is not necessarily indicative of a reduction in their difficulty.
- Enemy levels in the Riverlands starting area have been adjusted for a more progressive leveling experience. The level banding has been tightened so characters will not typically see big jumps in the levels of enemy NPCs as they push out towards the nearby Settlements.
- Titan’s Ring and Oakenbane Keep have had their population adjusted to be more tightly level banded, and the monster’s themselves grouped into tighter packs.
- Church of the Seven Stars - Adjusted levels of enemies here. The top of the church is now higher (level 7-9, from level 6). The bottom floor and outside is still level 6.
- Halls of Judication - Reduced enemy spawn density, grouped packs of enemies to be tighter, added safe spots, and adjusted the levels of enemies on the top floor to be level 10-11 (changed from 10-15).
- Enemies East of Samia's hope have had a releveling pass from 1-6.
- Reduced to number of Griffin spawns at Breezewater Bluffs, and changed level banding to 5-6.
- More Empty Clayborn enemies have been added to the Hammer Rest stairways.
- Starting area Goblins and Clay Warriors can now drop rations.
- Fixed mobs pathing through walls in Hollowhearth.
- Fixed an issue preventing some non-humanoid, non-elite enemies from dropping gear.
- Crafting Emblems now drop as intended from enemies in the Riverlands.
- Bonebinder Seers and Gravehide Seers have had their drop tables adjusted to be more in line with their spawn rate.
- Bellowmasher in Befallen Forge will no longer teleport into walls and get stuck.
- Shardlings no longer climb trees south of Azmaran.
- River Otters will no longer get stuck in the river southwest of Halcyon.
- Wolves will no longer get stuck near Howling Rock.
- Bears will be less likely to get stuck inside rocks near New Aela.
- Tul no longer stands on his roof.
- General enemies that become stuck inside of things in the world will now despawn.
Equipment & Items
- Updated Bag tooltips to be more clear about what they provide to characters.
- Additional cosmetic items have been added, for items that have previously been sold or granted to testers. The full list of cosmetic items that are available can be found here.
- Updated the usage of all Cloak appearances to show clear visual progression as characters increase in level and added a much greater variety in cloak appearances at any given level.
- Grade requirement will always display on consumables.
- Consumables and mount vendor prices have been updated.
- Added Carphin and Befallen Forge Axe, Great Axe, Spear, Rapier, and Great Mace weapon drops and recipes
- Added 2 new Rapier weapon models into the game and updated the usage of all Rapier models to show clear visual progression as they increase in level. Rapiers are the newest weapon type, we'll have much more visual variety in the future!
- Added 4 new Scepter models into the game and updated the usage of all Scepter models to show visual progression as they increase in level.
- Added 3 new Wand weapon models into the game and updated the usage of all Wand models to show clear visual progression as they increase in level.
- Added 3 new Focus weapon models into the game and updated the usage of all Focus models to show proper visual progression as they increase in level.
- Added 10 new Shield models into the game and updated the usage of all Shield models so there will be clear visual progression as they increase in level.
- Added several new One-handed Axe models into the game and updated the usage of all One-handed Axe models to show clear visual progression as they increase in level.
- Added 6 new Two-handed Axe models into the game and updated the usage of all Two-handed Axe models to show clear visual progression as they increase in level.
- Added 4 new Shortbow weapon models into the game and updated the usage of all Shortbow models to show clear visual progression as they increase in level.
- Added 3 new Longbow weapon models into the game and updated the usage of all Shortbow models to show clear visual progression as they increase in level.
- Added 4 new One-handed Mace models into the game, and updated the usage of all One-handed Maces to show clear visual progression as they increase in level.
- Added 4 new Two-handed Mace weapon models into the game and updated the usage of all Two-handed Mace models to show clear visual progression as they increase in level.
- Added 7 new Spear models into the game and updated the usage of all Spear models to show clear visual progression as they increase in level.
- Added 8 new One-handed sword models into the game and re-worked the usage of all One-handed sword models so there is a clear visual progression as they increase in level.
- Added 10 new Two-handed sword models into the game and re-worked the usage of all Two-handed sword models so there is a clear visual progression as they increase in level.
- Added 8 new Dagger models into the game and updated the usage of all Dagger models to show a clear visual progression as they increase in level.
- Updated inventory icons for Scepters, Wands, Focuses, Shields, One-handed Axes, Two-handed Axes, Shortbows, Longbows, One-handed Maces, Two-handed Maces, Spellbooks, Spears, One-handed swords, and Two-handed swords.
- Using Apprentice Mana Salve immediately restores or accelerates mana regeneration as described in its item tooltip.
- Starting gear now has the correct armor-type set bonus.
- Reduced the armor value of starter gear.
- Corrected an issue wherein some of the Discarded Items around the Divine Gates could be interacted with, but did not provide items as expected.
- Enchanted Bronze gear set name changed to Rootforged.
- Ancient Dunzen gear set name changed to Dunzentine.
- Warlord Glowy Bauble can now be equipped and deconstructed.
Settlements (Previously Known As Nodes)
- Settlement Experience Rates have been adjusted. Reduced the amount of Settlement Experience required to level up Settlements.
- If a character becomes a citizen of a Settlement they were previously a citizen of, and did not become a citizen of another Settlement in the interim, their previous Settlement reputation will not be lost.
- Citizenship - Fixed a bug that would prevent someone from seeing they had successfully became a citizen of a Settlement until after they relogged.
- Expanding a Smithy Service Building into Armor Smithing or Metalworking now has the correct two day contribution phase.
- Corrected the cost of the Construction House’s second expansion to 300 gold.
- Added the Kryonic Purifier to the Construction House Service Building.
- Road buffs for mounts are now more significant.
- Road buffs no longer apply to characters.
- Road appearance now scales properly with Settlement stages.
- Fixed an issue where Settlements below Village (Stage 3) had their inventories, treasuries, and vassalship tax withholdings reset when realm restarts happened.
- Fixed a bug that could cause Settlement NPCs and stations to be missing after server restarts.
- Fixed a bug where a buy order could reward 10x its intended value. Rewards are now maxed at 250 reputation per single buy order contribution.
- Added new Settlement Cloaks for all Settlements.
- Fixed an issue that prevented people from opening the Construction Overview Window on construction projects in Settlements (both service buildings and public projects).
- Renamed the following benefits:
- Item Storage Upgrades
- Level 3 General Storage → Village Storage Expansion
- Level 4 General Storage → Town Storage Expansion
- Level 3 Citizen Storage → Village Commoner Storage Expansion
- Level 4 Citizen Storage → Town Liege Storage Expansion
- Citizen Reputation Benefits
- Citizen Storage → Citizen Material Storage I
- Citizen Storage Expansion I → Village Commoner Item Storage Expansion, Citizen Material Storage II
- Citizen Storage Expansion II → Town Liege Item Storage Expansion, Citizen Material Storage III
- Material Storage
- Changed the 0g option granted by Peasant citizenship to show that it's granted by citizenship (currently only shows after purchase)
Caravans, Ships & Mounts
- Corsair New Ship - Small, agile harasser designed for slowing other vessels, and can be armed with Potion Launchers for offense or Fish Holds for utility.
- Caravel Update - Improved ladder for ship access. (Caravel is planned for a size ramp refresh in a future update)
- New Ship Component System - You can now equip visual and functional components on vehicles. This debuts with our first set of naval-focused components, expanding ship customization and utility:
- Fish Holding Tanks - Store up to 2 small/medium fish crates. This is critical for multi-catch voyages.
- Radar Array - Detects ships (1,000m) and fishing nodes (1,500m) on the minimap and world map.
- Sails - Modify acceleration, top speed, and handling with unique materials and visuals.
- Ballista Harpoon Launcher - Short-range weapon that embeds harpoons in enemy ships, slowing them by 10% per hit (up to 5 stacks).
- Future updates will continue to grow this system with additional component types.
- Caravan Component Inventory size has been changed to be minimum of 3 and maximum of 8.
- Pets and mounts can be hit by group abilities while they are in a party or raid, and conversely can use party abilities on their owner’s party members with party-targeting hits.
- The speed of the Raptor mount has been fixed to match its 155% speed rating.
- Fixed an issue where you could see other characters half way inside their mounts.
Crates
- Unpacking a crate now transfers all materials into the same warehouse storage tab, as long as there is space available for them.
- You can no longer pack glint into crates.
- Flying mounts will now automatically fall towards the ground if you ride one with a crate on your back.
Guilds & Wars
- Guild Ranks now have separate permissions for removing and adding items to Guild Storage.
- Increased the cooldown for leaving a guild to 5 days.
- Guild Wars now have a 5 minute prep time.
- Increased the Guild War charge cooldown to 24 hours.
- Updated Guild War tooltip to be more useful.
- Fixed a bug that could cause repetitive Guild War status messages.
- Reduced the experience gained from Settlement Siege Scroll of Experience.
- The Godspike event will now trigger at its scheduled time.
- The Godspike will now despawn correctly at the end of a Territory War event.
- Added new guild chat commands:
- IgnoreGuild <GuildName>
- GuildInvite <PlayerName>
Quests, Events & Commissions
- We have revamped the starting quests that lead to Aven's End, Briarmoor Farms, Bonfire, and Hammer Rest.
- Each starting questline rewards a different mount item.
- Sweat of Your Brow has been removed. The Processing and Crafting stations were removed from Lionhold and Samia’s Hope.
- Global Quests now appear in the Event Tracker when in valid range.
- Removed bag reward from various starting experience quests, as there are starting quests to direct people to craft a bag.
- Heartwood Beat quest - Increased the spawn rate of heartwood splinters.
- Fixed an issue where objective markers would not reappear when a character relogged.
- Fixed an issue that would cause objective markers to become bugged after Dynamic Gridding split a server worker.
World
- Reduced the overall amount of hostile enemies in the Anvils.
- Added additional Embersprings to the Anvils.
- When a character gets to the furthest spot they can go on open ocean, they no longer hit an invisible wall boundary. Characters “out of bounds” in the ocean will die and respawn.
- The region map has been updated.
- Jundark - South and West Harbor - Characters will no longer get flagged for combat when entering these areas.
- Grass and tree visuals in some areas of the world have been changed, to improve performance.
- Improved an issue that would cause shadows to flicker when the sun position moved.
- Fixed locations where testers could stand instead of swim at the bottom of a lake near Joeva and near the Church of the Seven Stars.
- A new bridge has been added to Aven's End to help with crossing the river nearby.
- Fixed character clipping through columns in Befallen Forge into out of bounds area.
- Removed placeholder environment assets north of Lionhold.
- Resolved numerous gaps in the environment that a character could fall through.
- Addressed the placement of numerous trees that were floating above or partially under the ground.
- Fixed terrain and collision issues in many parts of the world.
- Fixed an issue that could cause a bright yellow flash when entering or exiting certain regions.
User Interface
- “Toggle PvP Force Flag” option has been returned! It is a separate binding than the press and hold “PvP Force Flag”. The toggle is unbound by default and can be set in key binding settings.
- Added chat command /emotes, which will now list all available emotes.
- Map
- Updated the Map Markers for the Riverlands Artisan POIs.
- The map markers now accurately indicate what crafting stations can be found at each location.
- The map markers now also include the Crate Packing Stations.
- Fixed an issue where old party member icons would sometimes not be removed from the minimap.
- Objective Tracker
- People will now be able to track/untrack wars and recipes
- Wars, Quests, and Recipes will appear in separated sections
- Chat tabs were moved under the chat messages window. Updated chat tab visuals.
- Mount, Pet, and Vehicle owner names now display below the base character's name.
- Hostile NPC name colors are now adjustable in the options menu.
- Added new option to enable/disable tooltip fade-in animation (Interface → General).
- Added new tooltip delay setting (Interface → General).
- Fixed Crowbar Tooltip in Artisanship character page.
- Removed Raytracing Options from the Character Lobby Graphics Settings.
- Redesigned the Epilepsy Warning Screen Adjusting warning screen for a more consistent look.