Oh, I've been cooking up some tricks! I've been deep in research, experimenting and fine-tuning my strategies. I'm an alchemist who mixes it up on the battlefield. Stick with me, follow my lead, and your hunting game is about to level up. Ready to dive in?
Charm up your hunt
With the winter update we are expanding the Charm system to provide you with even more powerful choices and some very practical fine-tuning options. In medias res!
Three brand new charms are introduced:
- Savage Blow is an offensive charm that adds critical extra damage to attacks with critical hit weapons.
- Fatal Hold is a passive charm with the chance to prevent creatures from fleeing due to low health for 30 seconds.
- Void Inversion is a passive charm with the chance to gain mana when taking mana drain damage.
Each charm can now be upgraded from level 1 to 3.
- Unlocking each level requires Charm Points.
- The second level matches the current value of the charm and its costs.
- All charms can be reset at once for 5,000 gold per character level. The first reset is free.
- The cost to remove charms from creatures remains the same at 100 gold per character level.
- The Cyclopedia now displays the precise trigger chance of each charm and for each level.
Charm
Level 1
Level 2 (current value)
Level 3
Current cost
Cost Level 1
Cost Level 2
Cost Level 3
Enflame
Triggers with a chance of 5% and deals 5% of the creature's initial hit points
Triggers with a chance of 10% and deals 5% of the creature's initial hit points
Triggers with a chance of 11% and deals 5% of the creature's initial hit points
1000 Charm Points
600 Charm Points
400 Charm Points
2000 Charm Points
As an important part of the changes, players will now be able to assign an active charm (offensive/defensive) and a passive charm on a creature at the same time.
This makes the charm system more powerful, which means that the values of some charms now need to be adjusted. The charms Curse, Divine Wrath, Enflame, Freeze, Poison, Wound, and Zap are therefore capped to cause a maximum damage of 2.5 times the character level.
Example: When a level 500 character attacks a monster with 30,000 HP and triggers a damage charm, the charm deals only 1,250 damage because of the cap, instead of 1,500, which would be 5% of the monster's HP. In this scenario, the character would need to be level 600 to reach the damage output that was possible before the level cap was introduced.
The Scavenge charm now grants a 100% increased chance on level 2 to successfully skin or dust a target. This chance is multiplicative instead of additive and, as such, depends on the base skin/dust chance of the creature. The value of the Gut charm has been halved. On level 2 gutting the creature yields 10% more creature products instead of 20%.
Finally, some charm types have been modified to make the structure of the system more accurate. The charm Low Blow has been categorised as an offensive charm, while Vampiric Embrace and Void's Call are now defensive charms.
An overview of all existing and new charms and their categories:
- Defensive Charms: Adrenalin Burst, Cleanse, Dodge, Numb, Parry, Vampiric Embrace and Void's Call.
- Offensive Charms: Cripple, Curse, Divine Wrath, Enflame, Freeze, Low Blow, Poison, Wound, Zap and Savage Blow
- Passive Charms: Bless, Gut, Scavenge, Fatal Hold and Void Inversion.
We look forward to seeing you on the test servers, using new charms to tackle some formidable creatures!
Enjoy hunting,Your Community Managers
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