Something lurks in the Cultist Caves

[b]Patch Notes: Tuesday 18th July[/b] Greetings Adventurers! We’ve had a few builds go out in quick succession over the weekend and today so have coalesced them into a single update here. Firstly we’ve opened up a new dungeon in the Great Sea which gives another option for current mid-level players – although it might be a bit punishing so will keep an eye on mortality rates in there! We’re mainly focused on content for the current Early and Midgame at the moment so have redeveloped the Wet Caves found in Genmire to provide another good option with more interesting loot for people who may have found themselves fighting orcs for long periods of time. We’ve also introduced a couple of new quests which award magic equipment whilst levelling through these areas. We’ve expanded our event system, with a new low-level event in Genmire which gave us a good opportunity to build in some new technology and mechanics we will be able to be reused in other zones. Quite a bit of the UI continues to be refreshed, we’re focused on the HUD mainly in making sure all the elements can be moved around / scaled or disabled as desired. On abilities and stats, we’ve added 9 completely new abilities as well as gone through all 1-handed Sword and Spear abilities improving their scaling to ensure they also keep up with your normal attacks power with the rest of the martial stats targeted as getting similar treatment in the next build. Manifestation also saw some design changes and with the new abilities its now possible to fully fill your ability bar with spells of Fire or Ice if preferred (or you can continue to mix if you prefer!), this along with mastery stats on for you preferred school can led to greater focus or specialisation. Manifestation has also received a ‘finisher’ ability for each of the three schools (Arcane, Ice, Fire) which each become available to the caster by using relevant spells from the same school. On the mob front along with the new zone which has its own new denizens we’ve also added a couple more champion mobs spawning in the Ice Kingdom. As always, we’re grateful for the support and feedback you all provide and look forward to seeing you all in game! [b][Mobs and Zones][/b] Unlocked the Cultist Caves [i]The cultist cave contains mobs somewhere between the Manor and Ice Kingdom, there's quite a lot of mobs and a much higher level of patrols than we've done previously. Its possibility a bit overtuned for where its targeted. Be careful of rare spawning harlequins. [/i] Refreshed the Wets Caves – We’ve levelled up the mobs in there, adjusted their loot tables and improved their AI for a generally more interesting experience. New Champion Mobs spawn in the Ice Kingdom. The High level Gazer mobs in Genmire have been refreshed, [b][UI Updates][/b] Refreshed mob nameplate/health bars. Mob health bars should now correctly show their power level vs your defensive level when determining a difficulty marker (green/amber/red). The Quest Tracker should now correctly show the power level of the quest vs your defensive level when determining a difficulty marker (green/amber/red). The cast bar and timer are more visible on monster’s UIs. The target UI no longer fills, it will instantly show the current hp value of the target. You can now move your party window. You can now move your buffs tracker. You can now move your summons tracker. You can now move your targets HP bar. Updated the minimap to be more visible. Several dungeons now have minimaps. The Event Compass Icon has been updated and now includes the events name. [b][Quests and Events] [/b] Added a new event to Genmire. Added a quest to Convergence Point Alpha. You can now drop unwanted quest items. Sharla should now indicate she has a quest available when she does. [b][Stats and Abilities][/b] Manifestation has received two new abilities (One Ice, one Arcane). Occultism has a new ability. Druidism has a new ability. Fencing has a new ability. Protection has a new ability. Added two Spirit new spirit abilities. Fire Nova (Manifestation) can no longer can be interrupted and has no cooldown, but requires Growing Flames triggered by other fire spells to activate. Fire damage over times now burn much quicker (higher damage per tick/less ticks) Manifestation now gains buffs to the school of magic used when casting (Arcane/Ice/Fire). Spirit weapons now have Parry chance. Massively increased the chance of Heightened Ki following use of the Focus Spirit. Flurry (spear) now deals significantly more damage per swing. 1-handed swords and Spears now scale their skills from your weapon damage. [b][Items and Equipment][/b] Weapons can no longer roll affixes which give bonuses to Martial Stats. (Should reduce poor / useless drops) Armours can no longer roll affixes which give bonuses to Armour Stats. (Should reduce poor / useless drops) Added T2/T3 magic charms. Added magic rings that can have affixes. [b][Gathering and Crafting][/b] Resources should be less likely to spawn in trees in the Ice Kingdom.