Hello everyone, Gronkins here with patch 0.1.0, which is the launch of Early Access! This patch includes sweeping changes to the whole game, and naturally, not all of these apply to the demo. System changes affect both the Demo and EA versions of the game, however almost all of the new content is only available in the EA version of the game. With that said, let’s get into the patch notes
New Content (Early Access)
Venture past the Frozen Halls and deeper into Bar-Ulduun. The EA launch features floors 2-5. Additionally, the level cap for Early Access is now level 55
Dungeon Rework
The dungeon has received a major rework and almost all rooms have been rebuilt. Dungeon layouts can now be a lot more varied, as they now have a chance to contain alternate routes and can contain side rooms. Additionally, deadly traps can now appear
More interactables can spawn in the dungeon, such as:
Barrels
Weapon barrels
Potion wells
Adventurer's Packs
Additionally, a potion well now always spawns before a boss fight while in a dedicated boss area
Items
Brass Ring: Has been renamed to Garnet Ring
At low levels, Iron Rings in drop tables have been replaced by Azurite Rings to make mana sustain easier
Daggers
The implicits of daggers have been rebalanced to be more in line with other implicits
+3% Crit Chance -> 3% increased Critical Strike Rating
Gems
With gems currently, especially for a Physical damage build, converting your Physical damage to an Element may not be desirable. So I'm slightly changing where conversion can roll to make weapon gems more usable
Physical to Elemental conversion has been moved from weapons to amulets
Additionally, conversion stats can roll on Tier 1 Gems, starting at 4%
New Item Type: Salvage
Ancient dwarven relics, often known to adventurers as "salvage", can now drop. They can be sold to the blacksmith for a lot of gold
Personal Stash
A personal stash has been added to the Expedition Camp for you to store items. Note: this is a personal stash and not shared across other characters
Item rarity rework
At low levels, uncommon items are more common and rares are slightly more common
Item Modifiers
Increased cooldown recovery can now only roll on Amulets
Amulets can now roll: chance to: bleed, ignite, poison, shock and chill
Health on hit can no longer roll on amulets
Parry modifiers can no longer roll on Staves and Wands
Mana on hit can now roll on rings and weapons
Resource on hit
On hit effects that cause you to gain a resource now only trigger once per hit, regardless of how many enemies have been hit
The issue was these effects had to be balanced around groups, making them very weak for single target
As part of these changes, stats like health and mana on hit have been significantly buffed
These changes also affect leech
Gold
The economy of the game has seen a lot of changes:
The value of all items has been increased
Enemy gold drop chance: 100% -> 35%
Enemy modifiers that provided a chance for enemies to drop an additional gold pile have been replaced with a modifier that simply increases the amount of gold dropped
As a result of this change, gold amounts dropped by enemies has been significantly increased
Experience
XP curves have been rebalanced so at the early game levelling is slightly slower. To compensate, many abilities now unlock earlier. More on that later
Currently, the XP reward from bosses felt underwhelming. Bosses should feel like an event, especially considering how infrequently you fight them. As such, bosses now grant significantly more experience
Bosses now have a 1000% XP bonus
Balance
Dual Wielding
20% More Attack Speed -> 15%
Additionally you now deal 15% more damage with attacks while dual-wielding
Stats
The Elemental Resistance mod has been renamed to All Resistance. All Resistance now additionally provides resistance against Nature and Shadow damage. As a result, most sources of All Resistance have been nerfed
Status Effects
Damage over Time statuses have been slightly reworked to give each element its own unique identity
Bleed:
100% Damage over 5 seconds -> 80% Damage over 2 seconds
Poison:
100% Damage over 5 seconds -> 120% Damage over 6 seconds
Ignite:
100% Damage over 5 seconds -> 100% Damage over 4 seconds
Shock:
35% Damage -> 40% Damage
Additionally, Damage over Time effects now stack to increase their damage. Previously, DoT effects would apply separate damage instances, causing each new DoT to deal damage separately. Now, for example, if an enemy has multiple poisons, it will be represented as a singular poison that hits significantly harder. Overall damage is unchanged
Enemy Balance
Frost Troll:
HP: 1500 -> 1800
Damage: 7-10 -> 9-14
Frozen Rune Sentinel:
Damage: 28-35 -> 22-33
Bosses now have slightly larger hitboxes, making it easier to hit them with projectiles
Local Enemy Modifiers:
Maximum Health as Extra Energy Shield: 20% -> 25%
Area Modifiers:
Increased Maximum Health: 20% -> 15%
Maximum Health as Extra Energy Shield: 20% -> 15%
Passive Skills
The larger passive skill caps limited build exploration as you could gain so much power by only investing in the first row of a passive skill tree, which limited build diversity. As such, they have been adjusted
All maximum passive ranks have been reduced. All passives that had a maximum rank of 12 has been reduced to 5, and all passives that had a maximum rank of 8 has been reduced to 3
On top of these changes, most passive trees have seen a rework to compensate for lower maximum ranks, have received an additional row, and many have seen significant buffs. For example:
Molten Strikes (Old):
+4% chance to Ignite
Molten Strikes (New):
+4% chance to Ignite
4% increased Fire Damage
Master of Iron (Old):
2% Armour Penetration
3% increased Armour
Crushing Force (New):
4% Armour Penetration
4% increased Physical Damage
New Trees
The Dancer:
The Dancer is a new tree under the Swift Archetype, focused on Evasion and avoidance
The Star:
The Star is a new tree under the Enduring Archetype, focused on Energy Shield and Mana
Devotion
Many Devotion bonuses have been nerfed, however, you now gain 1 Devotion point every level, up from 1 every second level. Additionally, most Devotions now grant bonuses based on their archetype
Major archetype bonuses: Each 5 points devoted to a specific archetype grants a bonus:
The Mighty: +1 Strength
The Swift: +1 Dexterity
The Clever: +1 Intelligence
The Enduring: Does not grant archetype bonuses
Abilities
Basic abilities
Basic abilities can now bypass their mana cost. Basic abilities still cost Mana, however, being out of Mana no longer prevents you from using them. So even if you are completely out of Mana, you aren't completely helpless and can still fight. Note: This only applies to Basic abilities (such as the default attack)
New Abilities
New Ability type: Movement has been added, requiring level 8 to unlock, there is only one type available per class currently
Ultimate abilities have been added, requiring level 28 to unlock, there is only one type available per class currently
As part of the XP changes, the level progression curve has been adjusted so you can unlock abilities earlier
Ability Level Unlocks:
Signature Ability: 5 -> 4
Defensive Ability: 8 -> 6
Movement Ability (New): 8
Ultimate Ability (New): 28
Warrior
Cleave is now called Overpower
Overpower no longer has any increased Area of Effect
Damage: 90% -> 100%
Now deals 20% increased damage to enemies below 35% Health
Rallying Shout:
Missing Health Regeneration: 8% -> 10%
Rogue
Leeching Strikes:
Health Stolen on Hit: 10% -> 25%
Auras
I want to give players uniform access to sources of attack and movement speed without feeling like they are forced to lose an aura slot to Haste, so Haste has been removed and replaced with a new aura called Blur. Blur provides increased Evasion rating. Additionally, many other auras have been adjusted
Might:
No longer gives increased Physical damage
Instead grants 5% chance to cause double Stun buildup
Extra Damage as Physical: 2% -> 4%
Vitality:
Percent Health Regen: 0.5% -> 0.4%
Increased Health Regen: 10% -> 8%
Inspiration:
Percent Mana Regen: 0.6% -> 0.5%
Now also has 6% increased Mana Regen
Rigour:
Now also grants 15% increased Critical Strike Rating
Determination has been renamed to Defiance
Multiple new auras have been added:
Meditation: An aura granting increased resistance
Fervour: An aura granting extra Fire damage, Ignite, and Fire conversion
Cruelty: An aura granting extra Cold damage, Chill, and Cold conversion
Volatility: An aura granting extra Lightning damage, Shock, and Lightning conversion
Ferality: An aura granting extra Nature damage, Poison, and Nature conversion
Concentration: An aura granting increased Energy Shield and reduced Energy Shield Recharge Delay
Blur: An aura granting increased Evasion
Potions
Potions felt too much like something you had to press constantly and felt annoying to manage, rather than a powerful situational tool to help you sustain in combat. As such, enemies now drop fewer potions, but potions are now significantly stronger. Additionally, you now start with more potion charges
Base potion charges: 30 -> 40
Base flat recovery and scaling of Health and Mana potions have been increased
Due to the increased power of potions, the potion drop threshold for bosses has been reduced
Boss Potion Threshold: 80%/60%/40%/20% -> 75%/50%/25% (This is a nerf)
Respecialisation
A new NPC called the Scholar can now be found in the Expedition Camp. The Scholar accepts Morphic Crystals to perform Realignment, allowing you to respec either all of your passive skills (including devotions) or abilities
Morphic Crystals are granted for each boss kill quest. Older characters who may have already completed these quests have been granted 2 Morphic Crystals
Currently, Morphic Crystals are limited and are the only way to respec your character
Miscellaneous Changes
Boss kill quests now reward 1 Morphic Crystal. Older characters have additionally been granted 2 Morphic Crystals
Added basic character customisation
You can no longer clear sockets on an item that already has empty sockets at the Jeweller
Zoomed out camera slightly
Random adventurers now have a larger dialogue pool
Audio Settings now save
Various UI Improvements
Various SFX and VFX Improvements
Key Rebinding
Basic rebindings for keyboard and mouse have been added. Controller and Gamepad are not supported. Additionally, some of the default bindings have been changed to be more intuitive:
P now opens Passive Skills
K now opens the Spellbook
B is now the default keybinding for the Inventory
Bug Fixes
Fixed a bug that caused attack speed to be zero when unequipping a broken weapon
Fixed a bug where elemental penetration was not applying correctly
Fixed a bug where item tooltips weren't displaying properly on items on the ground
Fixed a bug where the dungeon map wasn't displaying correctly
Fixed a bug where dungeon doors were not closing when a boss fight started
Fixed a bug that allowed you to partially bypass mana costs of upgraded abilities
Fixed an issue that caused rich text tags to apply to player character names
Fixed an issue that caused Armour modifiers to appear on pure Energy Shield chest equipment
Fixed an issue that caused hybrid Energy Shield equipment to have too much Energy Shield
You are no longer considered dual-wielding if one of your weapons is broken
Fixed an issue where Slam was inflicting more Stun Buildup than intended
Closing Words
So that’s all for now. This is the largest update to Legends of Azamar yet, and due to the nature of Early Access, if you encounter any bugs, issues or have any thoughts on the balance of the game, feel free to let me know!