Spotlight Features and Major Updates
Amidst the tragedy and violence of Aeternum, a Medleyfaire Maestro has declared it’s time to party away your woes! Summer Villages have been erected in Brightwood, Everfall, Weaver’s Fen, and Monarch’s Bluffs. Raise your reputation with the Maestro through quests, catching fish like the famed Aeternum Sturgeon with Maudlinbugs, and more to net special holiday rewards. You can even frame your favorite catches for your home at new Mount-A-Catch stations found in every village! Come let loose and celebrate life on the island of Eternal Life!
Musical Instruments are a rhythm-action based trade skill coming to Aeternum that make the world a stage! There are 5 instruments for players to pick up and learn, plus an initial 31 songs to collect and master! You can play solo, or as a group with up to 5 Adventurers. These musical instruments include:
- Upright Bass
- Azoth Flute
Songs are unlocked by salvaging pages hidden throughout Aeternum. Complete the Summer Medleyfaire quests to earn a special set of pages and starter instruments. Better instruments can be crafted through the Furnishing trade skill. Furnishing can also roll new Music trade skill specific perks.
Press the F5 key to initiate a performance. Each one will reward players with trade skill XP and various buffs. Better performances receive stronger buffs and more trade skill XP. Spectators enjoying the show will also receive a buff and can toss a coin to the performers as a tip.
More buffs unlock as your trade skill XP increases. The buffs (in order of progression) are:
- Decidedly Dexterous: Gathering Speed increases by 75% for 30-90min.
- Territorial Triumph: Territory Standing Bonus increases by 10%-30% for 30-90min.
- All Together Now: Group Character XP Sharing Bonus increases by 4%-15% for 30-90min.
- Song in your Step: Reduces Player Encumbrance by 200-1,000 for 30-90min.
- Fortune’s Favor: Gathering Yield increases by 3%-10% for 30-90min.
- Luck’s Labor: Gathering Luck increases by 2% - 5% for 30-90min.
A dark tide rises in Aeternum with the arrival of Admiral Blackpowder and his dastardly crew! Quest givers in the Cutlass Keys settlement and the new docks on the territory’s eastern shore will be looking to offer you loot and renown for defeating the despicable evil within the new Barnacles & Black Powder expedition.
Rumors suggest there might be an even greater power within the Admiral’s hold. Not to mention, more than meets the eye… as with most things in Aeternum, of course. Barnacles & Black Powder is an endgame expedition. The entrance can be found at the small docks in south east Cutlass Keys.
- Expedition Mutators
- Barnacles & Black Powder will be mutated 2 weeks after it releases into the live game.
- 3 new mutations will also join the mutation rotation!
- Icebound: A mutation that focuses on Ice elemental effects related to incoming and outgoing damage. It can also apply Slow status effects!
- Oppressive: A promotion set that includes mana drains and zones of silence, which prevent ability usage for a short period of time.
- Frenzied: This variant applies Curses to players that dodge. Curses stack and deal damage over time. Max stacks also damage nearby allies.
New quality of life features have been introduced to alleviate some points of friction for our expedition explorers!
Finding a group to run expeditions with while solo isn’t always easy when you need to ask through Chat. So we are excited to release our first version of the Group Finder tool for expeditions! With this feature, you’ll be able to access a specific Group Finder for each expedition (accessed through expedition entrance UI or related expedition map icons), browse listings created by other players, or post your own request. The tool allows players to declare their preferred team role — such as DPS, Tank, or Healer — and recruit based on those roles. You can also set minimum Gear Score and Level, then inspect members to learn their average GS, weapons, and mastery levels.
In this update, we’ve removed Expedition Turning Orbs and replaced them with daily limits for Normal and Weekly mutated expedition runs to make all expeditions easier to access. This new system features:
- 15 Normal Expedition Runs per player per day or 105 per week, per player.
- 25 Mutated Expedition Runs per week.
For concerned players, this is how we plan on introducing it after the PTR:
In order to honor the value you’ve put into acquiring existing Tuning Orbs, any orbs in your inventory upon the update will be replaced with caches that give loot appropriate for their expedition. While you won’t get a full run’s worth of coin and drops, the rolls will include boss drops for weapons and armor in addition to opportunities for Expertise bumps.
- For Normal expeditions, caches will reward a roll from the sub-boss and main boss found in that specific expedition, and grant coin equal to 50% the cost previously associated with buying that specific type of orb from the Faction Shop.
- For Mutated expeditions, caches will reward 4 boss rolls off the final boss of 4 eligible mutators, and coin equal to 50% the cost previously associated with buying that specific type of orb from the Faction Shop.
More details can be found below.
With the accessibility changes to expeditions, we’ve moved roughly 80% of coin generated from expedition bosses and have instead spread it out to coin drops from elite chests and darkness breaches completion bonuses to help compensate for the reduction. Twice a day, players can loot elite chests in the open world or complete minor or major darkness breaches to earn a bag of coins. Each bag contains 500 coins.
Along with that, we have introduced a new method to help the player overcome the randomness of Expedition Loot. Materia is a new type of resource , Materia, that can be used to craft your desired drop. There are two ways to obtain this resource. Any named item obtained from an expedition can now be salvaged into Materia of its corresponding expedition type (Amrine Materia, Depths Materia etc.). The player will also receive Materia when defeating the main boss of an expedition.
We’ve shifted the difficulty levels at which loot unlocks. The system was originally intended to give players a sense of rewarding progression as they play through the different difficulty levels — which it did accomplish — but the lower levels didn’t feel particularly good due to sparse rewards. We’ve therefore changed what items unlock at which difficulty level, which should result in a wider variety of lower level rewards. No loot has been removed, as specific items have shifted to unlock at different brackets and in certain groups.
We’ve also added another accessory to each mutator. Previously, each mutator dropped 2 of the 3 types of accessory. Now every mutator can drop all available types.
Previously while one or more wars were ongoing, server performance could become degraded. This could result in latency spikes for players in the war and surrounding areas of Aeternum. We have rearchitected the underlying technology for wars and are happy to report that wars should no longer pose risk of such a drastic negative performance impact to participants nor the world around them!
Note that all tuning values on the PTR are still in flux and may change before retail release into the live game. Please experiment, have fun, and send us your feedback!
We have examined the meta and its issues impacting endgame viability. With this update we adjusted over 150 perks to help make them more useful and competitive compared to the best perks in the game. Skill-specific weapon perks are now more powerful, with some receiving substantial rework to be more viable. For example, we buffed the Durability perk and renamed it to “Indestructible” because players will no longer take durability damage when it is equipped.
We also tweaked how perks are calculated in order to provide players with more options for better perk combinations. For example, the trade skill drop chance on earrings now has a very low drop chance on drops to increase the combat focused perks players get from earrings. These perks can still be controlled via crafting using their specific craft mods to make specific items.
In order to improve the quality of crafted and looted items, we’ve made some changes to dual stat attribute combinations. We’ve changed the scaling of the primary stat to scale higher, giving these stats larger impact. We’ve also made a number of changes to the 50 threshold bonuses to encourage more stat splitting across all builds. This is a very experimental change and we are looking for feedback through the PTR to evaluate the balance and impact of these changes before going live.
The overall quality of drops has been improved based on player/expertise level. That means at level 60, players should earn more Epic and Rare loot than Uncommon loot. The Epic and Legendary loot also have a higher chance of receiving more viable stat combinations (e.g. increased chances for Keen, lower chances for Beast Bane). Perks that roll are all still random for non-named items, but players should see better combinations of perks overall. We’ve also improved the chances that higher Gear Score items can drop from lower level creatures, giving a small chance 600 Gear Score items can come from level 59+.
The loot players rolled from Gypsum Casts were not very rewarding, so we improved the likelihood that you’ll roll Epic and Rare loot. We’ve also increased the range at which Expertise can be gained off these rolls.
We heard the feedback, and recognize that salvage became much less interesting at endgame. With this update we made salvaging more rewarding through the introduction of Perfect Salvages. Whenever you salvage an item you will now have a chance to perform a Perfect Salvage. Perfect Salvages can reward players with the following:
- Research materials (such as weapon scraps) that can be used to gain crafting trade skill experience.
- Special orbs that can be converted into gypsum casts which bypass the normal daily limit.
- Materials to fabricate special items.
- Other valuable resources.
Improvements to trade skills are being made to reduce friction and speed up leveling for many Gathering, Refining, and Crafting trade skills:
- Reduced Logging XP required to level from 1 to 50 by 15%.
- Reduced Logging XP required to level from 51 to 200 by 20%.
- Reduced Fishing XP required to level from 1 to 200 by 50%.
- We are removing tiers from reagents (Tannins, Fluxes, Sandpapers, Weaves, and Solvents). Our goal is to simplify these to a single tier, giving them the potency of T5 reagents to help players progress trade skills more efficiently and reduce the friction of converting reagents. Plus, remove the confusion around what tier of reagent to apply when crafting.
- Reduced Leatherworking XP required to level from 1 to 200 by 10%.
- Reduced Smelting XP required to level from 1 to 200 by 10%.
- Reduced Weaving XP required to level from 1 to 200 by 15%.
- Reduced Woodworking XP required to level from 1 to 200 by 15%.
- Reduced Stonecutting XP required to level from 1 to 200 by 20%.
- Improving the trade skill XP on tier 4 and tier 5 crafted items for all skills.
- Reduced furnishing XP required to level from 1 to 200 by 20%.
- Reducing the trade skill XP required for Weaponsmithing and Furnishing for levels 1-200 (not yet in this build).
- We’ve rebalanced the drop chance and locations of all trade skill clothing to better improve their availability.
Please note that this list is not all encompassing and is intended as an early look into a number of changes included within the most recent PTR build. This change list will be regularly updated, up through retail release of the game version.
- Adjusted healing flyout numbers to no longer be limited to if the healing is greater than 5% of your HP. They are now manually set based on what is preferred.
- Set all persistent healing status effects that are either small ticks of healing, or inactive healing to not show healing number flyouts.
- Health display will no longer show 0 if player is still alive.
- Increased the number of decimal places shown in a weapon’s Critical Damage Multiplier tooltip so that Fire Staff and Blunderbuss can display their correct multipliers.
- Reduce stamina damage increase from the 150 Strength Attribute Bonus from 50% → 25%. Also limited the Attribute Bonus to only apply to light attacks.
- Updated the 200 Constitution Attribute Bonus to also increase elemental armor by 10%. Now increases physical and elemental armor by 10%.
- Updated tooltip for the 250 Dexterity Attribute Bonus to indicate that it only triggers on random critical hits.
- Removed 1s mana regeneration delay that triggers when mana is consumed.
- Removed stamina regeneration while in a jump.
- Allowed stamina regeneration when rolling after landing from a jump.
- Made several updates to the revive animation (does not apply to reviving a downed player inside of a duel):
- Added invulnerability frames while a player is standing up after being revived to help prevent them from being killed before they have control of their character.
- Fixed an issue where the cancel window was not functioning properly so players were stuck in the animation longer than intended.
- Reduced the recovery cancel window from 45 frames → 30 frames. Previously, this did not function properly and would only allow a player to transition out after the animation was complete at around 50-60 frames.
- Updated descriptions for several weapon abilities to specify that they grant Grit:
- Blunderbuss: Blast Shot
- Great Axe: Maelstrom (“No Reprieve” upgrade)
- Sword/Shield: Defiant Stance, Shield Bash, Shield Rush
- Warhammer: Clear Out, Shockwave, Wrecking Ball
- Fixed a bug where projectiles may sometimes land behind the player.
- Fixed an issue where if a player stood in place after dodging while a reload was pending for the Musket/Blunderbuss, there would be an additional delay before the reload started again.
- Fixed an issue when transitioning from prone to stand while moving forward would play the incorrect weapon run animation.
- Fixed an issue where certain attacks could trigger the “Paranoia” effect on the attacking AI when blocked with specific weapons.
- Fixed an issue where players could respec Berserk and Ice Gauntlet while active, resulting in the cooldowns being permanently stuck for on the player. Activating these two abilities will now trigger the combat state to prevent respecs.
- Fixed an issue where various abilities that spawned an entity not scaling gem perk and other status effect damage properly if the damage was triggered via the entity. (Sticky Bomb, Azoth Shrapnel Blast, etc.)
- Fixed an issue with stuns not being removed on hit taken from various player attacks. (Like Flamethrower, Windchill, etc)
- Fixed desyncs that could occur after getting stunned.
- Fixed an issue with animation pausing when sheathing Sword/Shield while starting to run.
- Fixed an issue where luck bonuses were being applied from inactive weapons.
- Fixed a rare issue where sometimes magic spells effects would appear to jump around on the ground.
- Fixed an issue that caused players to stop moving if they ran into a loot bag while their inventory was open.
- Fixed “Shirking Empower” not properly refreshing when re-applied, and being improperly labeled as a debuff instead of a buff.
- Fixed a bug where status effect reduction perks would not activate properly with multiple perks. (Freedom, Vigor, and Invigorated)
- Fixed an issue where generic weapon perks could trigger while using the “Finger Guns” emote.
- Fixed an issue that allowed the “Duplicating Toast” perk prevented the Topaz Gypsum Attunement Potion from being consumed.
- Fixed an issue where the “Mortal Empowerment” perk was being removed while traversing the open world.
- Fixed an issue where the “Mortal Empowerment” perk was not triggering properly when loading into game modes, such as 3v3 Arenas or OPR.
- Fixed an issue where the “Sturdy Energy” perk can be applied and remain active while the player was exhausted. Updated tooltip to describe intended functionality.
- Fixed an issue where the “Vicious” perk was not applying properly to headshots.
- Fixed an issue with the “Evasive” perk not reporting accurate information in the status effect tooltip and flyout.
- Fixed an issue with the “Shirking Energy” perk being able to be placed on heavy Leg Armor, resulting in the perk not being able to function.
- Replaced the “Shirking Energy” perk on all existing heavy Leg Armor with the “Flame Conditioning” armor perk instead, due to the above bug correction.
- Updated description of the “Resupplying Mortar Charge” perk to specify that it will not activate after the final mortar shot is fired.
- Updated description of the following perks to specify that they do not trigger on blocked hits:
- Refreshing Ward
- Stamina Recovery
- Mana Recovery
- Fortified Recovery
- Siphoning Blow
- Updated description of “Arboreal Attunement” to specify that it does not increase the damage of persistent or Damage over Time effects.
- Fixed a typo with the “Steel Great Axe Charm” perk.
- Fixed an issue where several buffs were not properly labeled, resulting in them not properly triggering the damage increase for the “Invigorating Punishment” Perk.
- Fixed an issue where activating and deactivating mortar charge without firing a shot would trigger the Unload ultimate. It will now only trigger the unload ultimate upon exiting mortar charge after firing a shot.
- Fixed a text issue with the buff applied by Unload (Ultimate).
- Added a cancel window to the “Rapid Shot” ability to allow users to dodge cancel out of of the ability after the first shot as long as they are not actively firing the subsequent shots.
- Added ability for player to zoom in the camera when using the “Rapid Shot” and “Explosive Arrow” abilities.
- Fixed an issue that would prevent dodge canceling while reloading if you were exiting ADS.
- Fixed an issue where Bow would leave ADS while rapidly shooting in settlements.
- Fixed an issue where “Archer’s Speed” passive effect was not being removed when the bow was sheathed.
- Fixed an issue where “Rapid Shot” and “Explosive Arrow” abilities had too long of a duration between when the cooldown was triggered and the active frames started.
- Reduced “Poison Shot’s” “Direct Hit” passive’s damage from 150% → 100%.
- Removed stagger from “Penetrating Shot”.
- The “Splinter Shot” ability has had a complete rework and is now “Explosive Arrow”:
- Explosive Arrow - Fire an arrow that will explode on impact dealing 50% weapon damage on hit, and an additional 125% damage to all targets within a 2.5m radius.
- Flame Arrow - Direct Explosive Arrow hits inflict Burn, dealing 8% weapon damage every second for 10s.
- Contained Detonation - Explosion damage increased to 150% damage, but AOE radius is decreased to 1.5m.
- Updated the Empowering Splinter Shot Perk text to state Empowering Explosive Arrow, functionality for the perk remains the same.“
- Fixed an issue where the “Efficient Burnout” perk was triggering even if the “Burnout” ability was interrupted.
- Increase initial impact of Meteor Shower from 34% to 75%. Description updated to clarify 0.75s tick rate.
- Judgment of Helios: Increase damage from 30% to 40%.
- Fixed an issue where the “Charge” ability would detect targets behind the player and trigger the auto attack.
- Fixed an issue where “Insatiable Gravity Well” was dealing the incorrect damage type.
- Fixed an issue where “Mauler’s Fury” (Ultimate) was not triggering properly if a player had a “Slash Damage” perk on a ring.
- Fixed an issue where the passive “Gravity Well” tooltip had unused space at the bottom of the window.
- “Gravity Well” now pulls downed players to the center of the ability upon cast.
- Fixed an issue where hatchet light attacks were sometimes causing desyncs.
- Extended the subsequent hatchet light attack hitboxes to make them more in line with the first hit to make the light attack chain more consistent.
- Fixed the “Infected Throw Mortal Power” tooltip showing incorrect values.
- Made a number of Hatchet Throwing skill tree updates:
- Allowed all throws to no longer need a passive unlocked to be able to crit
- Slightly reduced block stamina damage on all thrown attacks
- Adjusted placement of the hatchets as they are thrown to be more in line with the player character and reticle.
- Rending Throw
- Increase base dmg from 110% to 120%
- Targeted Impact upgrade
- Updated functionality to extend the duration of the rend by 4s instead of increasing power.
- Decreased the distance required to trigger from 8m to 6m
- Social Distancing
- Increased dodge back distance
- Added a stagger to Distancing Throw
- Reduced damage from 130% to 100%
- Slightly Increased iframes during backwards dodge
- Updated tooltip to indicated the ability had invulnerability frames.
- Increased base slow effectiveness from 15% for 3s to 25% for 5s.
- Quick Power upgrade
- Adjusted values from 30% for 3s to 20% for 6s
- Stay back upgrade
- Updated functionality to root players for 1s if target is farther than 6m away.
- Infected Throw
- Sped up Infected Throw attack animation
- Increase dmg from 150% to 165%
- Increased the speed of the thrown projectile.
- Mortal Power
- Increased HP requirement to trigger from 30% to 50%
- Aimed Throw
- Updated to not interfere with movement when throwing
- Increased movement speed while aiming from 1.65 to 2.25 (Also what the throw move speed is)
- Improved cancel windows when transitioning from throw into abilities to match standard light attack cancels. (3 frames after throw fragment starts)
- Increase dmg from 95% to 100%
- Removed stamina cost of throws.
- Increased the speed of the thrown projectile.
- Critical Throws
- Updated it so all throws can perform crits by default, this passive is no longer required.
- Updated passive to grant a 5% crit chance on all melee attacks, and 10% crit chance on all ranged attacks.
- On Fire
- No longer requires Critical Throw to unlock
- Rejuvenating Crits
- No longer requires Critical Throw to unlock
- Reduced damage bonus from passive from 15% to 10%.
- “Boot and Rally” renamed to “Hurling Force”
- Reworked to increase damage of all throws based on how far away the target is from the player.
- Up to a max of 20% dmg at 20 meters and beyond.
- Persistent Hindrance
- Reduced debuff extension time from 30% to 20%
- Updated to also deal 3% additional dmg per debuff on the target, up to a max of four debuffs.“
- Adrenaline Rush
- Now triggers off a hit with an ability instead of on ability activation.
- Critical Throws
- Added a 1s cooldown to “Pylon Dodge” upgrade.
- Allowed sprinting when afflicted with “Frostbite”.
- Fixed an issue where “Ultimate Chill” would not trigger when a target was hit with the “Windchill” or “Ice Shower” ability.
- Fixed an issue where gaining haste bonuses would result in “Windchill” being canceled early due to transitioning to a sprint.
- Fixed an issue where “Pylon” consumed mana if it didn’t spawn on cast.
- Fixed an issue where some Damage over Time effects were triggering the “Frozen Touch” passive.
- Fixed a typo in the description of “Ice Shower”.
- Fixed an issue where dodging would not cancel casting “Light’s Embrace” and “Divine Embrace”.
- Fixed an issue where other hotkeys could be assigned to Targeted Healing hotkeys.
- Fixed an issue where the “Protector’s Strength” passive was not showing the correct value; the displayed value was showing as 10% in the tooltip, but is functionally was actually 20%.
- Fixed a visual discrepancy bug where impact effects for the musket may play on the client even if the server invalidated the client’s shot.
- Fixed an issue with “Shooter Stance” camera not getting reset correctly when entering an Arena.
- Fixed an incorrect idle animation when the character was exhausted.
- Fixed an issue with the shoot action installing earlier than intended after a reload.
- Fixed an issue where shots were firing too soon when entering “Shooter Stance” from a dodge.
- Updated Musket reload to not have to play through the first half of the reload if the reload was interrupted after that portion of the animation played. After being interrupted and completing the first half of a reload, only the 2nd half of reload animation will need to play.
- Fixed an issue with “Riposte” taunt’s duration not matching the ability description of 4s.
- Updated the homing on Rapier’s “Flourish” and “Finish” attacks, to match more closely to the ability’s hit areas.
- Fixed an issue where javelin throws were triggering the incorrect impact effects against various material types.
- Removed pushback from base “Spear Cyclone” ability functionality
- Grit is now on “Spear Cyclone” by default, and is no longer tied to the “Strong Momentum” upgrade.
- The “Strong Momentum” upgrade now has the pushback as an optional upgrade for “Spear Cyclone”.
- Fixed an issue where “Defensive Formation” wouldn’t always trigger if you blocked immediately after dodging.
- Fixed an issue where Sword heavy attacks were not obtaining Grit from the 300 Strength Attribute bonus throughout the duration of the attack.
- Updated “Defiance Stance” ability description to match the correct taunt duration of 8s.
- Fixed an issue where the “Empowering Proximity” passive was not being gained if an ability was triggered too quickly after swapping weapons.
- Reduced “Oblivion’s” “Empower” from from 20% → 15%.
- Reduced light attack damage of “Void Blade” from 100% → 90% and heavy attack damage from 150% → 140%.
- Fixed a bug where Spewspitter (and potentially other AI characters) could spawn inside walls.
- Fixed a rare issue that could cause the Spriggan to become unresponsive.
- Fixed an issue causing Corrupted Hounds not play their stun animation.
- Fixed an issue causing Dryad Shaman’s Rolling Vine spell not to fully reach the player.
- Reduced pushback and reaction on Dryad Shaman’s Overhead Staff Swipe and Projectile attacks.
- Fixed an issue causing Shackled Wraith’s stun status effect to not be removed after subsequent hits.
- Fixed an issue causing Varangian Knight enemies to not properly play directional death animations.
- Fixed the attack types of 2 grenades thrown by the Undead Grenadier — changing them from Light and Heavy to Magic, allowing Rime to proc.
- Updating damage type of the Disease Grenade from Strike to Nature.
- Reduced damage area for Corruption Tendril’s ranged Burrow Attack and added a warning telegraph for the incoming damage.
- Increased the buffer distance for AI to target players outside of the AI’s navigable areas, therefore allowing the AI to more reliably attack players on edges and corners of terrain.
- Fort gates now upgrade outside of wars.
- Fixed bug with siege supply generators not working properly in war and invasions.
- Fixed an issue where a company would be able to gain influence during the influence race, and then be eligible to declare war after any subsequent influence race if they did not gain any more influence in the meantime. Companies can only declare war if your company met the influence threshold during the current race and it meets the other eligibility criteria.
- Fixed an issue causing invasion brutes to stutter when attacking the invasion claim.
- Fixed an issue where boss AI would sometimes have their animations stuck when attacking the invasion claim.
- Fixed an issue causing the Priest mini boss to sometimes spawn facing sideways.
- Changed the mesh on the Protection Ward. The ward should now be much more difficult to hit from outside of the fort walls.
- Fixed a bug where gate structures could have separated interact options when destroyed in the middle of an upgrade.
- Fixed a bug where Protection Wards would prevent a capture point’s capture percentage and would return back to 0 when built in the middle of a capture.
- Increased the width of most fort stairs in forts and fixed collision issues on ramparts. Forts should now be smoother to navigate.
- Reduced the rate at which repeater turrets accumulate heat.
- Reduced the time players must wait prior to repeater turrets losing heat by 10%.
- Sped up the building time of buildables. Minimum build time is now 4s across the board, with the exception of Azoth contribution to the Corruption Portal which remains at 10s.
We’ve reworked how consumables work in 3v3 Arenas. Instead of granting players consumables upon joining each match, players are now able to bring their own consumables. These consumables are not consumed on use, so players are able to use them as they wish without worrying about the cost associated with the consumable. This will allow highly requested items, like split-attribute food, to be used in 3v3 Arenas.
- For example: If I enter the Arena with 3 health potions and my Dexterity attribute food, consuming these items in the arena will grant me their respective benefits without taking them out of my inventory.
There will not be a limit to how many consumables you can use or how many types of consumables you can use. Provided that you are in the PvP arena, as long as you have that type of consumable, you will be able to use it as many times as you want provided the cooldown is up.
- Invites are now sent by the game mode, instead of a blank player.
- Passive ability perks are now no longer applied for any players who has died in an arena match and in the Spectator Area. Those perks will start working again once the round is over and they respawn for the next round.
- Bag perks will now continue to be functional when watching the remainder of a round from the spectator box, so players are not temporarily encumbered if their item load exceeds their non-perked maximum carry weight.
- Status effects applied by consumables within the open world are now saved when entering the Arena, and restored upon exiting; however, while in the arena match, players won’t receive the benefits of these status effect
- Fixed an issue where players would not receive the special Arena-only consumables if their inventory had too many items.
- Made it so players can not use any abilities that result in extra survivability to reduce damage from the Arenas Ring of Fire.
- Fixed an issue where “Moving to Spectator Box” message displayed for the last player killed on a team in PvP Arenas.
- Fixed an issue where PvP Arena death notifications didn’t state that the Ring of Fire killed the player.
- Fixed various messages that incorrectly referred to Wars when trying to leave PvP Arenas.