
Wow, time really flies, doesn't it?! Open Beta 2 is just around the corner, and I'm sure it's going to be amazing! Are you ready for one final journey before the Official Release? Watch the Official Trailer here

Over the past 2 months, we've been actively engaging with you through DevBlogs and sharing exciting news during the Open Beta Pre-Release Livestream. However, that's not all we've been up to. Behind the scenes, we've been hard at work incorporating numerous additions and implementing significant changes to elevate your gaming experience. And today, we're thrilled to reveal all of them!
This Developer Update brings a thrilling mix of new features that will surely spark excitement, along with crucial balancing changes. Notably, we've made adjustments not only to the Archetypes' skills but also to other essential aspects of the game, such as Crafting. As we approach the Official Release, you can expect more frequent updates dedicated to balancing.
It's time to check out everything you'll find when exploring the vast world of Ravendawn in this Open Beta 2! Join us on Discord so we can chat about the changes together!
Welcome to Developer Updates #27!

- Added the new Marketplace;
- Added the new Skill Points System ー Now, each Archetype skill requires a set amount of Skill Points to unlock, based on its tier. The player now receives 1 Skill Point / Effective Level;
- Added the new Waypoints System ー Players can now teleport to different Shrines around the World Map (without Tradepacks). Using the Waypoint System costs Silver;
- Added the new Reputation System ー Check the DevBlog here;
- Added the new Attributes Softcap System ー Check the DevBlog here;
- Added the new HUD ー Action, Health, Mana & Level bars, Minimap, Quest Tracker and Aether Pool;
- Added Voice Acting to several NPCs;
- Added and Unlocked new Areas ー Deep Rohna Woods, Fields of Despair & The Blotch;
- Added 3+ New Story Quests & 8+ New Dynamic/Environmental Events;
- Added the possibility to scale up/down the User Interface;
- Added the possibility to release a Moa from the Inventory ー Releasing a Moa gives the player 2500 Silver regardless of its tier, abilities or any other characteristic;
- Added Scarcity to Dynamic Events ー Scarcity is a system that protects the good functionality of Dynamic Events by preventing players from receiving rewards for the same event in a short period of time (based on a cooldown that is set after receiving rewards for the event). This system will not affect the majority of the players, but only those aiming to swap channels and repeat the same events frequently;
- Added a new Death Penalty ー When players die, they will now incur an EXP debt equal to a certain percentage of their current level's experience (not the total experience). Players will not be demoted to a lower level upon death. Instead, part of the experience will be converted into a debt and, as they continue their journey and gain more experience, it will first go towards clearing this debt. By paying a value of Silver, players can recover the experience lost due to death (up to a maximum of 100% experience from the current to the next level), any extra experience lost past the limits cannot be paid and must be recovered by gaining experience.
- Added a slider for Mass Crafting ー Now, players have the freedom to choose the quantity of items they want to mass craft. The maximum value available on the slider depends on the level of your Profession (increases by 3 for every level above the level to mass craft). Minimum mass craft value is 5, maxing out to the limit of 50;
- Added sound effect for all Crafting animations, Disenchant and Upgrade Card animations;
- Added new tiers and changed recipes to upgrade houses:
- Small House: 3 new tiers
- Medium House: 4 new tiers
- Large House: 5 new tiers
- Added Bonus Effects for house tiers ー House upgrades that don't add a new room provides Plenty Harvest for the house. Plenty Harvest increases the material yield when harvesting a crop or gathering from an animal:
- First upgrade: Adds 5% chance to Plenty Harvest.
- Third upgrade: Adds 10% chance to Plenty Harvest.
- Added T0 Weapons for the Tutorial ー Players now start with a T0 Weapon instead of T1;
- Changed Map style from Cartography to Real World Generated ー Players will now be able to see the game assets on the map. The new map style is still going through a testing phase, but it allows for a more precise walking through map clicking;
- "Look" function on players now shows more information about the selected player ー Active Archetypes & Levels;
- Now, carrying a Tradepack temporarily disables PvP protection for players below Character Level 15;
- Players now take more and deal less damage to creatures 10 levels above their Effective Level;
- Players will now get Attribute Points for in any Archetype that they do not currently have active. Those Attributes will be distributed based on the following breakdown:
- Archetype Level 1-20: 1 Point / 4 Levels;
- Archetype Level 21-40: 1 Point / 3 Levels;
- Archetype Level 41-60: 1 Point / 2 Levels;
- Archetype Level 61+: 2 Points / 1 Level;
- Players will now get Skill Points for any Archetype that they do not currently have active. Those Skill Points will be distributed based on the following breakdown:
- Archetype Level 1-30: 1 Skill Point at Levels 10, 20 and 30;
- Archetype Level 31+: 1 Skill Point every 5 Levels (35/40/45/50/55/60/65/70/75);
- Renamed Critical Chance to Precision & Critical Damage to Impact;
- Removed ''Unstuck'' button;
Crafting Additions & Changes
Introducing Quality Crystals
Quality Crystals are crystals that, when added to a piece of equipment through Crafting, provide extra Attributes and/or Sub Stats. When the players craft equipment, instead of the quality bar impacting the Grade of the equipment, it will now give it a Quality Crystal.
Everytime the player fills the quality bar up, 1 Quality Crystal will be added to the item. This bar can be filled as many times as players are able throughout a craft. The more times, the more Quality Crystals the item will get. A piece of equipment, however, can only have Quality Crystals up to a certain amount based on its Tier:
Tier 1: 1 Quality Crystal
Tier 2: 2 Quality Crystals
Tier 3: 3 Quality Crystals
Tier 4: 5 Quality Crystals
Tier 5: 7 Quality Crystals
Tier 6: 10 Quality Crystals
Quality Crystal can roll any of the 5 Attributes (Vitality, Might, Dexterity, Intelligence & Wisdom) and any of the Sub-Stats (Weapon Power, Weapon Defense, Spell Power, Spell Defense, Haste, Healing Power, Max Mana, Max Health, Health Regeneration, Mana Regeneration, Precision, Impact).
Critical Hit
Crafting progress & Quality abilities now have a default 5% chance to crit.
Crafting progress & Quality effects now have a 50% increase upon causing crit.
Quality of the used Materials
The quality of the materials used will no longer provide the recipe bonus quality when the craft starts. Instead, it will increase the crit chance on Quality Abilities by up to 25% based on the proportion of quality materials used.
General Balancement Changes
- Reduced Labor and Touch/Synthesis amounts provided from Crafting Gear (affects mainly Heroic+ Grades) & increased Labor amount provided by Housing Rooms;
- Decreased the amount of raw Silver from creature drop & increased creature products’ value;
- Increased the cost of Waypoints teleport scaling by Level;
- Reduced Damage Mitigation return by ~20%;
- Slightly reduced return for Haste benefits (GCD, Attack Speed and Casting Time);
- Applied adjustments to the Experience table after Level 25, making it smoother than before;
- Applied adjustments to the drops table from most part of the creatures in the game;
- Players need to be always active in combat to share Experience when using the Mentor System;
- Heavily increased the amount of Infusion Experience required for the Grades Mythic/Legendary/Legendary Plus and Legendary Max. This includes any infusionable gear, from Weapon/Equipment to Crafting/Fishing;
Archetypes Skills
Archery
Wind Arrow
> Base damage reduced from 100% Weapon Power to 85% Weapon Power.
Snaring Shot
> Duration of the snare was reduced from 3 seconds to 2 seconds.
Dragon's Arrow
> Reduced cooldown from 60 to 45 seconds.
> Cooldown reduced per 10 Aether consumed was reduced from 10 seconds to 3 seconds.
Spirit Rangers
> Added a channeling of 2 seconds to cast the skill.
Fleetfooted
> Increased movement speed from 10% to 30%.
> Added a cooldown of 30 seconds after activating the passive.
Clever Adaptation
> Increased Weapon Power damage dealt by the passive from 10% to 15%.
Blitz
> The passive trigger changed from whenever you cast a skill, to whenever you deal damage instead.
> Duration increased from 4 to 5 seconds.
Protection
Smiting Smash
> Slow and AP reduction duration increased from 4 to 6 seconds.
> Cooldown increased from 12 to 15 seconds.
> Damage increased from 80% Weapon Power to 100% Weapon Power.
Revenge
> Base damage decreased from 150% Weapon Damage to 125% Weapon Damage.
> Damage scaling per 10 Aether decreased from 40% Weapon Power to 25% Weapon Power.
Spirit Shield
> Base DP increase reduced from 25% to 10%.
> DP increase per 10 Aether consumed decreased from 20% to 10%.
> From now on, when the user casts this skill it will receive a 10% AP debuff for 8 seconds.
Blessed Earth
The skill will now scale with 2.5% Weapon Defense and 2.5% Spell Defense instead of 5% Defense Power (base).
The skill will now scale with 1.2% Weapon Defense and 1.2% Spell Defense instead of 2.5% Defense Power (Every 10 Aether consumed).
Shadow
Shadowstrike
> Cooldown decreased from 15 to 12 seconds.
Shadowbind
> Duration per 10 Aether consumed reduced from 0.5 to 0.4.
> Cooldown reduced from 40 to 30 seconds.
> Casting range increased from 3 to 4 tiles.
Coup de Grace
> The time frame for the bonus damage after Stalk was increased from 2 to 3 seconds.
> From now, If Coup de Grace is used 3 seconds after Stalk, its cooldown will be reduced by 20 seconds.
Shadow Kick
> Cooldown reduced from 45 to 35 seconds.
Illusive
> From now on, whenever the player casts this skill, his spell power and weapon power damage will be decreased by 30% for the duration of Illusive.
Death Blossom
> From now on, the ability will not hit random targets that are adjacent from the main target. It will focus all of its hits on the target of the first hit instead.
Deadly Duelist
> Attack speed increase was removed.
> The passive will now provide 20% haste increase if the player is wielding a Light blade or dual wielding.
Cheap Shot
> The passive trigger changed from whenever you cast a skill, to whenever you deal damage instead.
> Critical strike chance gained from Cheap Shot reduced from 30% to 10%.
Spiritual
Whirlwind
> The Knockback was removed from the ability.
> The "jump" was also removed from the ability.
> Cooldown reduced from 25 to 20 seconds.
Air Aura
> The amount of shield gained from the damage taken was increased from 150% to 200%.
Wind Mastery
> Activation chance Increased from 20% to 50%.
Windstrike Spirit (replaced Refresh)
> Imbue your target's weapon with wind for 12 seconds, the target affected by Windstrike Spirit basic attacks have a 50% chance to deal additional 50% weapon damage to the target Increase Windstrike Spirit damage by 10% weapon damage per 10 Aether consumed.
Warfare
Brutal Strike
> Healing decreased from 20% weapon power to 10% weapon power.
Guillotine
> Cooldown increased from 12 to 15 seconds.
Bullrush
> Distance traveled on the cast of the skill reduced from 6 to 5.
> Health cost removed.
Pummel
> Health cost removed.
Feasting Strike
> Healing per 10 Aether reduced from 60% Weapon Power to 40% Weapon Power.
> Damage increased from 75% Weapon Power to 100% Weapon Power.
Fissure
> From now on, the ability will also hit the 3 tiles in front of the caster instead of only one.
Fierce Leap
> Health cost reduced from 20% to 10%.
Bloodlust
> Cooldown reduced from 120 to 90 seconds.
> From now on, whenever you use Brutal Strike, the cooldown of Bloodlust will be reduced by 1,5 seconds.
Concentrated Impact
> Condition for the activation changed from “Whenever you deal a critical strike” to “Whenever you cast a skill and deal a critical strike with it”.
> Duration increased from 8 to 12 seconds.
> DP reduction increased from 3% of the caster weapon power to 5%.
Bloodbath
> From now on, skills will not count towards the stacking of the ability, only basic attacks.
Holy
Holy Shackles
> A snare of 0.5ms was added to the skill.
> The slow was reduced from 30% to 20%.
> From now on, the snare will be increased by 0.3ms every 10 Aether Spent.
> Base slow duration decreased from 3 seconds to 2.5 seconds.
> Slow duration per 10 Aether spent reduced from 1 second to 0.5ms.
> Damage over time duration per 10 Aether reduced from 1 second to 0.5ms.
> Damage increased from 20% Spell Power to 40% Spell Power per second.
Purify
> Reduce the duration of Weakened Spirit from 15 to 4.
Generous Influence
> Tier on the Skill Tree increased from tier 4 to tier 5.
> Skill Points cost increased from 4 to 6.
Living Saint
> Skill Points cost reduced from 8 to 6.
Prophet
> The passive was changed to: Whenever you use a healing skill, you have a 10% chance to activate the passive Prophet. For the next 4 seconds, healing skills will have their mana cost reduced by 50%.
Witchcraft
Curse
> Damage increased from 35% Spell Power to 45% Spell Power.
> Skill duration reduced from 18 to 15 seconds.
Leech
> Damage increased from 12.5% to 20%.
Magic Rupture
> Exchange the cost of Aether for generation, generating 20 Aether instead of consuming.
> Increase the base slow to 20%.
> Increase the speed gain to 20%.
> Increase the cooldown from 15 to 25 seconds.
Shackles of Pain
> Skill is now an instant cast.
Mirror Image
> Damage from the clones reduced from 30% to 25%.
Death Touch
> Cooldown increased from 45 to 60 seconds.
> Base damage increased from 200% spell power to 250% spell power.
> Damage per Aether consumed increased from 20% spell power to 50% spell power.
Wizardry
Erupt
> Base damage increased from 80% to 100%.
> Deep Burning duration increased from 6 to 9 seconds.
Frost Shards
> Damage per shard increased from 20% Spell Power to 30% Spell Power.
Combustion
> From now on, the ability will be an instant cast instead of channeling.
> From now on, the ability will be a crosshair ability, instead of target.
Fire Shield
> The damage was increased from 10% Spell Power to 20% Spell Power.
> The cooldown will be applied to the target of the ability instead of the spell having a cooldown.
> From now on, the passive will be able to deal damage to targets in every range, not only melee.
> Cooldown reduced from 4 to 3 seconds.
Frost Armor
> The passive will activate whenever you take damage from any range, rather than solely when you receive damage from melee weapons.
> Haste reduction increased from 10 to 15%.

- Created the new Marketplace Interface;
- Created the new Artifacts System Interface;
- Created the new Professions Interface;
- Created the new Mass Crafting slider;
- Created the new HUD ー Action, Health, Mana & Level bars, Minimap, Quest Tracker and Aether Pool;
- Applied adjustments to the Moa Interface ー Allowing for more customization options;
- Applied adjustments to the Skill Tree ー Following the new Skill Points costs;
- Applied adjustments to the Quest Tracker to improve readability;
- Applied adjustments to the Housing & Storage Interfaces;
- Applied adjustments to the Bandit Tutorial interface;

- Created several new creatures and its animations ー Cragglehide, Dragons, Astor Lord, Sea Serpent, Fire & Ranged Mushrooms, Djinn Golems, Thinfang & more;
- Created several new assets for the Djinn Temple ー Walls, Pillars, Statues, Domes, Fire Sources & more;
- Created several new assets for the Elder Temple ー Walls, Windows, Trees, Archways, Statues & more;
- Created several new assets for the Skorn Castle ー Stairs, Basins, Statues, Archways & more
- Created several new skills effects for creatures;
- Created several new pieces and its skins for Ships;
- Created several new equipment and saddles for Moas;
- Created new Two Handed Weapons Outfits;
- Created new NPCs and its animations ー King of Ravencrest, General Ravencrest, Drum Bard, Chefs, Merchants, Farmers & more;
- Created new Skeletons assets and several environmental variations for it;
- Created Yl’zogog, The Watcher and all the assets oftheir environment;
- Created a burning tree with green fire and its variations;
- Created new effects for new skills (Archetypes);
- Created new environmental assets ー Library Room, Farm, Vampiric Decorations, Demonic & Dark Chests & more;
- Created a new tier for the Twitch Bunny (Knight);
- Created Herbalism’s new exotic plants & flowers;

- The Ravencard disenchanting animation is now properly working;
- Teleporting Home is now properly working for Large Houses;
- Now, when the player finishes mass crafting and there is not enough resources to masscraft again, the button is properly changing to single craft;
- Item count is now properly updating when changing the Grade filter on Xeniad or Munk Quartermaster NPCs;
- Guests (Houses) can no longer interact with the land owner's chest;
- Slicing a fish when the Inventory is full is now properly giving the sliced fish to the player;
- Wagons no longer get stuck when the player climbs up or down a ladder leading to a place with roof;
- Added missing footstep sounds for some types of floors;
- Home Teleport is now properly working (World Map);
- The World Map is no longer getting stretched vertically when maximized;
- Minimap zoom is now properly being saved when changing floors;
- Setting custom keys in the Action bar is now properly working;
- Now it's possible to pass through other players wagons;
- Fixed Ravencards always showing the lowest available tier values when mouse hovering;
- Fixed not being able to attack players in Glademire even when the region was in Conflict;
- Fixed a few Quest items not going to the Quest Inventory;
- & More Minor Fixes and Adjustments
Thanks for your attention and see you in-game!


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