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Pre-Release Patch 0.15

Hello again everyone! It's weird to see you so soon again here on Steam! As I'm sure many of you have noticed we typically don't post updates on Steam as often as we should, as we normally use our Official Discord to post patch and update notes. However, not all of our players want to use Discord! So as a cleaner alternative we will now be posting major patch notes here on Steam, and then posting the link to our Discord to read through, so I look forward to hearing from you guys more on here!


Patch 0.15

It's been a few weeks since our massive Pre-Release 0.1 patch and we haven't slowed down a bit! This upcoming update will address many concerns our Explorers have with multiple facets of gameplay and systems, so let's get right into it!


[h2]Currency Adjustments[/h2]
Currently, as many of you are aware, Leafling suffers from currency bloat.
This is sadly a very easy trap for developers to fall into as you want certain
activities to pertain to certain rewards. And to be clear, there isn't anything
inherently wrong with having a lot of different currencies, but as of now
Leafling's are very disorganized, hard to tell apart from other items, and some are
just downright useless and taking up space.

This update plans to address this by simplifying all current and future currency
forms into a simple and easy to understand format that not only helps now, but
keeps us organized years into the future.

Changes:
  1. All currencies other than Almas, Mana Tears, and Hearth Clusters will have their
    names changed to "Runestone of X" for example, the Dragon's Nest dungeon will drop
    "Runestones of Dragonfire"

  2. An important new Global Currency called "Runestones of Splendor" will be added
    that can be spent at the Runestone Vendor.

  3. A new rotating shop called "The Vault of Splendors" will be opening containing
    certain Gear, Pets, Auras, Titles, Skins, Toys, and more will be added to the Runestone
    Vendor. Simply speak with him and select "Vault of Splendors" ALL purchases in the
    Vault of Splendors will be conducted with Runestones of Splendor

  4. The Oddities Vendor will have it's shop removed and all sold goods moved to the
    Runestone Vendor. To find Oddities Vendor gear, simply speak with the Runestone
    Vendor and select "Gear > Raids/Dungeons > Rarity"



[h2]Weekly Clear Rewards[/h2]
*Leafling will be gaining Weekly Clear Rewards on ALL Dungeons
and Raids.

*Once per week, clearing each of these Dungeons or Raids will award
Runestones of Splendor.

*If you are completing Level 50 Content you willALSO receive "Runestones of Vigor"
Runestones of Vigor are a SEASONAL currency that will allow you to buy
very rare and exclusive items that can ONLY be obtained via Runestones of Vigor
including Limited Edition free cosmetics, Gear all the way up to Pinnacle,
and more!

*Each Season the old store for Runestones of Vigor will be removed and replaced
with a new one. You will be able to trade in your remaining Runestones of Vigor for the
new seasonal stone at a 2/10 rate.


[h2]2 Player Content[/h2]
While our overhauls during 0.1 contained huge changes to Solo Gameplay as well as group
gameplay, we got a lot of requests for more content balanced around very small group content
such as 2 or 3 players. So we will be addressing this blind spot.

*Levelling Dungeons will gain an additional mode. When entering a Dungeon you will now have the choice for "Solo, Group, or Challenge Mode". Solo will be the traditional single-player dungeon, Group will be the same dungeon but scaled up per each player, and Challenge Mode will retain its current form as End-Game Level 50 Versions of those Levelling Dungeons.

*A new Roguelite inspired 2-Player game mode is currently in development. More information will be revealed in the future.


[h2]Elemental Adaptive Update[/h2]
Elemental Stats in Leafling fall in a weird spot at the moment where most people would rather ignore them unless their class uses only 1 Scaling. We will be attempting to address this with the addition of Adaptive Elemental Stats. Some spells or gear will scale with, or grant, Neutral Element.

Neutral Elements adapt to your current highest elemental stat allowing more freedom in build making than ever before. Did you want to try a Water Shinobi but all of it's spells scale with Dark? No worries! Most classes will be gaining Adaptive Scaling on some, or all, of their abilities!

This feature is under development and *may* not make it into the release of the 0.15 patch but will be added during it's lifespan



[h2]Rune-Knight Full Re-Design[/h2]
Rune-Knight is a personal favorite Class of mine and was actually
unplanned in the original development of the game. It was added in
solely because I've always loved the spell-slinging swordsman archetype,
and the world of Artemia is ripe with strange runic magicks that haven't
been properly explored. Sadly, since release Rune-Knight has never found
solid ground and the lack of people using it reflect that. This is a full
re-design and reimagination of Rune-Knight to better fulfill it's original
design goal with over a year of added experience in class design.

SPELLS

PASSIVE - Rune Mastery When casting Spells that Scale with Attack, increase your Magic by 50%
and reduce your Attack by 50% for a brief duration. When casting a Spell that Scales
with Magic, increase your Attack by 50% and reduce your Magic by 50% for a brief duration.

Lvl 1 - Runic Surge - Surge your body and blade with Rune Magicks, granting
yourself a bonus of +150 Attack and 150 Magic. During Runic Surge you gain access
to the Spell "Acquiesca".
Global Cooldown

Lvl 1 - Acquiesca - Attack your target with neutral magicks, dealing (1,000% Magic)
Magical Damage instantly. Does NOT apply Rune Mastery Passive Effects
Can only be cast under the effects of Runic Surge.
Off Global Cooldown

Lvl 5 - Fated Blade - Slash your target in melee range, dealing (3,500 + (1,000% Attack))
Physical Damage. Applies Rune Mastery Passive.
Off Global Cooldown

Lvl 10 - Falling Star - Conjure a rain of runestones, exploding into neutral magicks.
Deals (3,000 + (1,000% Magic)) Magical Damage and inflicting Stun for 2s. Global Cooldown
Applies Rune Mastery Passive.
Global Cooldown

Lvl 15 - Runeblade - Channel for a brief duration to fuse your blade with Runic
Magicks. After completion if the target remains in range you slice them dealing a devastating
blow. Deals (5,000 + (2,000% Attack)) Physical Damage. Applies Rune Mastery Passive.
Off Global Cooldown

Lvl 20 - Lumialis - You conjure a massive pillar of runic magick that explodes
at your target's position dealing (5,000 + (2,500% Magic)) Magical Damage.
Applies Rune Mastery Passive.
Global Cooldown

Lvl 25 - Ultima's Edge - Unleash a devastating flurry of slashes around you
(3,000 + (1,500% Attack)) Physical Damage in an area. Applies Rune Mastery Passive.
Off Global Cooldown

Lvl 30 - Ultima's Flare - Release a massive shockwave of rune magick, dealing
(3,000 + (1,500% Magic)) Magical Damage in an area. Applies Rune Mastery Passive.
Global Cooldown

Lvl 35 - Rune of Ascension - ULTIMATE - You reveal the Rune of Ascension, a
stone that contains the powers of a very god. Grants +200 to all Stats for it's
duration.
Off Global Cooldown


Patch 0.15 will be going Live on 8/16 at 5:00pm EST


Leafling Pre-Release 0.1

Hello Explorers!

It's been some time since we've spoken here on Steam.
On December 15th 2020 I released Leafling into the world. Thinking no one would be interested anyway I didn't test very much. On release it was a disaster, server issues, balance issues, players were expecting me to have answers, and a lot of them, and fast. I, to put it plainly, was a complete novice in game development. Running an online game is hard work I've learned! Since then a lot of players have weened off the game, and I watched out surprising player counts dwindle and dwindle. In doing so I gathered as much feedback as possible, eventually accumulating a massive Google Docs sheet that me and the team used to completely re-form the game into what it is now.

We kept quiet as I didn't want to ruin anymore first impressions than I had to. I worked hard every day, our testers stayed and helped up test new content, and our development team put in dozens or even hundreds of hours of volunteer work to make Leafling as fun as it can be.

These patch notes are the accumulation of nearly 2 years of passion, dedication, and hardwork, of me, my development team, and our testers. Please enjoy.


Over 1,000 Items


Over our development we've added over 1,000 collectible items to the game! Collect gear, currencies, upgrades, and more! There is plenty to aim for in Leafling!


In-Game Wiki


Our fully automated In-Game Wiki makes sure you always have access to information about all Items, where to get them, how to craft them, the stats of enemies, where to find enemies, drop tables and more! You can even use the Wiki as a collection tab as every item you own will highlight in green!


Enhanced Boss Fights


Boss Fights now have fun new mechanics to learn and overcome as well as new Tell Markers that make learning and avoiding mechanics extremely intuitive!


Solo Content

One of Leafling's biggest weaknesses on release was that every piece of content at end game required a rather large group. Over the past couple years we've learned that many different types of players enjoy online RPG's and Solo Players are a big part of that! So now you will no longer have to rely on players for normal day-to-day gameplay if you dont wish to and all Levelling Dungeons are now Solo-Able on any class!

To add to this we've also added Solo End-Game progression with the Tower of Hazel's 15 Floor Challenge and even Solo Raids!

Here is a video me attempting (and failing) the Nightscale Solo Raid: https://vimeo.com/729773177
(Apologies Steam does not allow the embedding on non-YouTube videos.)


Small Group Content

Another playstyle that fell through the cracks were the small groups! Not everyone can find a full group of 8 for a full Raid Party, but maybe they have a couple friends online? Small Group Content is now fully supported in Leafling with a variety of activities from 4+ Player Raids, to 2-8 Player Zone Events, 2+ Player Vault Maps, and PvP!


Gear Spells

Of our over 1,000 items, now, every single piece of gear in the entire game has a unique Spell that is given to you while it's equipped. With 5 equipment slots you can choose almost half of all of your spells, essentially creating your own unique class and playstyle. In practice this creates an almost unprecedented level of control over how you play the game and your own unique playstyle. With over 16,000,000,000,000,000,000 potential combinations, you're sure to make the perfect build for you.


Complete Balance Overhaul

Another huge pain point we've tackled is balance! The entire levelling experience has been extensively overhauled and rebalanced to be more accessible, new player friendly, and overall just a smoother experience. Here are a few keynote changes:

*Experience Curves balanced and much more smooth, levelling feels like a breeze now!
*All Gear in the game now has a strict Stat Budget based on Level and Rarity, this allows you to choose your wanted gear spell and not worry about being under any stat budgets!
*All bosses and mobs have been rebalanced

Balance isn't perfect, but we're a lot closer than we were and right now the game feels great! The best part is that if you find something you think is truly unbalanced you can always leave your feedback in our Discord and be heard and your change discussed, it could even go live right away!


Expanded OST

The critically praised Leafling Original Soundtrack created by our amazing composer Akemi has been expanded to feature more tracks across more instances of content. The bangers never end! There will always be more amazing music to listen to as you play Leafling and explore the mysterious and beautiful world of Artemia.


Bye Bye, RNG!

For a long time, I've believed that MMO's have stagnated in a key area. Merit. For too long have most people accepted a system in which a dice roll decides the progression of their character, and not the accomplishments of that character. I for one believe there is a better way forward and I will gladly use Leafling to demonstrate.

For all progression-related drops and gear, RNG has been removed. All dungeons award a unique Token upon being cleared which can be spent on the Gear associated with that dungeon. You'll never be progression locked again. This also includes most Raids, Challenge Dungeons, and Trials.

You will still be able to farm Cosmetics, Consumables, and Crafting Materials with %Chance Droprates.


Enhanced PvP

PvP has been completely enhanced! With new dedicated PvP Scaling we can now effectively balance PvP and PvE seperately. This however doesn't mean that Leafling has the most balanced PvP of all time now, but it does mean that we're on a great path and things feel fun right now! Everything is a mystery and even veterans feel like its a brand new experience and are dipping their toes in to try new builds or tactics.

On top of that there are now Daily Battlegrounds that will launch throughout the day automatically, allowing players to participate in fun battle arenas where the map is as much a danger as other players. All players who participate earn Points that can be redeemed for Trophies and then spent on Gear or other Rewards.

We will also be hosting Weekly officially hosted PvP Tournaments. All players who participate are entitled to rewards.


Class Levels


Leafling now has 32 Classes with more to come! Each Class now has it's own dedicated Levelling experience which adds replayability to earlier content and helps fill the world with various players doing different things! It may sound like a huge chore though! Leveling 32+ times!? Fear not, the grind is not as brutal as it sounds.

After every class you hit Max Level on, you receive a Soul Charm which has its own unique Equipment Slot. This Soul Charm is upgraded for every Max Level Class you achieve and increases Bonus EXP earned all the way up to 500%! After your first couple classes you can max out a new class in a very small time frame.

There is also a unique Pinnacle-Rarity Weapon and Title to earn for achieving Max Level on all classes!


Enhanced Gathering

Gathering has been massively overhauled! There are now 3 Gathering Classes to choose from. These Classes aren't your boring run of the mill gatherers either! Gathering now has powerful Spells to use! Whirlwind a bunch of trees down at once with your axe! Slam your pickaxe down and cause a tremor, bursting ore in an area! Focus your mind to guarantee the catch of a Fish! Gathering is now fun and interactive!


Gathering Dungeons

Gathering Dungeons are a fun new way to gather materials for crafting! At the time of writing, currently only the Mining Dungeon is complete. You can check out footage of what its like here: https://vimeo.com/732344253


Improving Every Day!

Are you unhappy with some aspect of Leafling? Do you think something should work better or in a different way? The best part of Leafling is that we have a 100% open door community and open discussion every day about the game, it's features, and it's future. We may not always agree but your feedback is ALWAYS heard and we want the best Leafling just the same as you do!

We also try our best to do daily updates. We don't always make it in time, but theres always something to do in Leafling and something new to try!


Now is the best time to try Leafling!

Thank you all for reading, it has been an insane ride. Thank you to every single person who's taken part in Leafling's journey up to now, even those of you who didn't like it and especially those of you who stuck around to help get the game to where it is now

Leafling's Pre-Release 0.1 Patch will be going Live tonight at 5:00pm EST
















Leafling Patch 1.9 - New Player Experience Overhaul

Hi again everyone! It's been some time since our last update, and there is a big reason for that! Over the past few months in Early Access we've been given invaluable feedback about the game, where we can improve as developers, and what parts of the game could be improved for both new and veteran players. We started with our new players, as new players are the lifeblood of any MMO! If you just started out or you've been thinking about giving Leafling a shot, this is the time!

We've reworked the entire early game experience to better explain systems to you and help better gear you towards max level, where you can begin looking into learning raids or competing in PvP

Below are our massive patch notes for this patch:
*Common, Rare, Epic, and Legendary Enchantments have been increased in power
*Mythic Enchantments have been boosted up to adjust for the loss of level-up stats on level 50 release
*Two new Mythic prefixes and suffixes have been added to the enchanting pool
*Leveling mobs can now drop gear
*XP on mobs adjusted slightly for each area
*Kobolds have become slightly weaker
*Party XP is now shared over a larger radius
*The Miner's Cove progression has been tuned, new players should no longer see no active quests and have to kill an abundance of mobs to progress
*Miner's Cove mobs have been tuned down
*Seabreeze Ruin's XP curve has been balanced between the quests so one quest isnt jolting you multiple levels ahead
*Early quests and MSQ quests now award slightly less XP as to not rush new players through learning early mechanics
*The first stage of Reliquary weapon quests can now be started at Level 30 for Acolyte and Hunter, these will give newer players a clear progression path to their first mythic that will be useful to each unique class. All classes will eventually recieve their own Reliquary weapons and questlines
(We are aware of a bug with the Acolyte questline not properly displaying information, this is being investigated)
*New Harvesting nodes are being added to add diversity to harvesting with new rare resources that spawn in small numbers in secluded areas
*Harvester profession is being added, this profession can harvest different flowers and flaxes for fibers to be used in crafting
*Essence-Weaver profession is being added, this profession can harvest Elemental Essences of varying qualities from sources throughout the world
*Raw materials are being slightly reworked and will follow generic Quality tiers instead of specific resource drops, this allows us for freedom in drops, for example having a tree drop both "Quality Logs" and "Mana-Infused Logs" while still making sense, this also applies to fibers, and hides
*Harvesting requirements are being shifted around to be less static, more harvesting nodes will be available per few levels in each profession
*All harvesting professions can now sell their raw materials to vendors for increased sell prices should they not be able to find a player to buy them or need them for crafting
*Harvesting now has new animations
*Nearly all crafts in the game post-rework will require new unique harvesting drops to add more worth to harvesting and crafting in the game economy and progression
*You can now level from 1-50 without performing ANY combat, there are now Provision missions for our purely trade-skill players, collect a randomized quest from a pool from the provisions officer and deliver the required materials to the provision officer for alma, mana tear, and experience rewards. When enough provision quests have been completed a global message will play alerting players that the city who's provisions were finished has gained "Bountiful Status" for a duration, increasing the drop rates of rare materials from harvesting nodes and mobs
*New Titles and Auras will be available for harvesting and crafting achievement rewards
*Certain cosmetics can now be crafted from rare harvesting materials
*Fossils now have a higher drop rate on Manacite and higher ores
*Fixed a bug causing the Provision quest to sometimes consume the items twice
*Now every dungeon in the game will have a full corresponding set including 1 of each weapon type, 1 of each armor type, 1 of each off-hand type, 1 accessory, and 1 soul, these gear pieces can be earned by trading in tokens you receive

ASCENSION
*Do you like a piece of gear's ability? but its fallen behind in levels and you dont want to just throw it away?
*Ascension will allow you to collect Ascension Jewels, a prestigious resource that can transform a Legendary or higher item into a Level 50 version of it, increasing it's stats, and granting an improved version of that gear's ability
*All dungeon gear listed and going forward that is under level 50 can be ascended

NEW DUNGEONS
*Treant is getting his own themed dungeon in Elderwood Grove
*Dragon's Nest is being reworked into a fully fledged dungeon
*A new non-challenge dungeon is coming to Thundering Plateau
*Breezewalk's boss arena is becoming a fully fledged dungeon

DUNGEON CACHES
*Dungeon Caches now have a small chance to spawn after a boss kill, opening these caches will allow you to draw from a massive loot pool, granting you crafting resources, gear, almas, or even crystals if youre lucky!


QUALITY OF LIFE
*Bank space has been increased from 200 slots > 1,000

DUNGEONS
*The Treant Dungeon has been added and it's new vendor shop is live
*Dragon's Nest has been updated and now has a new vendor shop
*Each color of Dragon now has a chance to drop a colored key, use all three keys on the totems in Dragon's Nest to unlock the way to Nightscale, a new level 50 boss with a new Mythical Soul drop

DUNGEONS
*Zephyr's Tomb has been released
*Zephyr's Tomb mobs EXP increased by 10%
*Dungeon mobs now have a small chance to drop Dungeon Tokens, along with new area based quests that can also award tokens, this should help our solo players when they cant find a group still be able to farm for their next set of gear

DUNGEONS
The Fountain of Spring level 50 dungeon is now available in Breezewalk Meadow along with a full new set of gear

*Gear crafts now sometimes require Crafting Components, Components act differently than materials as you'll only ever need 1 for a craft. These components range from Rare-Mythic and can drop from a variety of content. Some gear that was dropped before can now only be crafted, and vice versa
*Blueprints are coming to the game. Blueprints are Portable unique Crafting Benches that feature their own unique crafting recipes for each different Blueprint. These Blueprints tend to be extremely rare and can offer a way to obtain gear not obtainable in any other way. To use a Blueprint, just click it in your inventory
*All crafting recipes now require much less quantities of crafting materials in exchange for their Component requirements
*Crafting Provisions are coming to the game, speak with the head of Craftsman Hall in Journeyman's Respite to begin a Crafting turn-in provision. These provisions will grant you a Blueprint and require you to craft X of the item and turn it in for a reward and experience
*Completing Crafting Provisions will raise your Reputation with Craftsman Hall, granting you access to new crafting benches as you ascend the ranks

*You can now harvest Essences from the map of different Elements

*Elemental Essences can now be upgraded at the Essence Weaver in Craftsman Hall

*All bosses with an elemental affinity now have a chance to drop each tier of essence

*New Crafting Components: Silver Eye, Enchanted Musicbox, Silver Heart, Olympian Torch, Enchanted Slime, Phoenix Feather, Aphrodite's Mirror, and Infused Relic now drop from certain mobs and bosses

*Sweet Tree Sap, Preserved Fossil, and Buried Geode have had their drop rates increased

*New Crafting Recipes are live

*Token drop rate on dungeon mobs increased

*Sometimes bosses will drop multiple tokens if you're lucky!

*Ascension, Levelling quests, and provision updates are next and will be focused on tonight and into tomorrow morning!

PATCH 1.9 BALANCE CHANGES - PART 1
--------------------------------------------------
As always these values are always up for changes
should something under or overperform, please give
us any feedback you have regarding class changes
to help assure us we're moving in the right direction.
--------------------------------------------------

OVERALL CLASS CHANGES
*Classes no longer gain stats per level and instead have increased Base Stats
*All classes now have a base Dodge rate varying from Class to Class
*All classes that use Mana now no longer gain Mana per level
*All Mana Classes now have 10,000 base Mana and all mana costs adjusted

ZONE BALANCE CHANGES
*Seabreeze Ruins mobs have had their damage significantly reduced
*Breezewalk Meadow dungeon mobs have had their damage reduced
*Tomb of the Ancients has been buffed into a proper Level 30 dungeon
CLASS CHANGES
----------------------------
ACOLYTE:
--------------
*Arcane Impact Base Damage increased from 450 > 1,500
*Arcane Impact Mana Cost set to 600
*Blast Wave Base Damage increased from 10 > 200
*Blast Wave Magic Scaling increased from 80% > 200%
*Blast Wave Cooldown reduced from 14.5s > 8s
*Blast Wave Mana Cost increased from 35 > 200
*Blast Wave Stun Duration increased from 0.8s > 1s
*Mana Barrier Mana Cost increased from 25 > 350
*Mana Bolt Mana Cost increased from 15 > 50
*Mana Bolt Cooldown Removed
*Mana Bolt Base Damage removed
*Mana Bolt Magic Scaling increased from 300% > 500%
*Mana Lance Mana Cost increased from 80 > 800
*Mana Lance Base Damage increased from 30 > 100 per hit
*Mana Lance Magic Scaling increased from 30% > 50% per hit
*Mend has been changed to "Mana Flow"
*Mana Flow grants a Health and Mana regen to all nearby allies when cast
*Mystic Binding Mana Cost increased from 60 > 500
*Studious Mind Magic buff reduced from 100% > 50%
*Studious Mind now instantly refills your Mana on cast
*Studious Mind duration increased from 6s > 10s
*Studious Mind Cooldown increased from 45s > 80s
----------------
ALCHEMIST:
-----------------
*Camouflage Mana Cost increased from 200 > 750
*Crystal Shower Base Damage increased from 300 > 750
*Crystal Shower Mana Cost increased from 150 > 500
*Earthmeld Magic Scaling increased from 200% > 300%
*Earthmeld Base Damage increased from 300 > 1,200
*Earthmeld Stun duration decreased from 2s > 1.5s
*Earthmeld Mana Cost increased from 165 > 800
*Ignis Mana Cost increased from 80 > 300
*Ignis Base Damage increased from 100 > 400
*Ignition Whip Base Damage increased from 50 > 300 per hit
*Ignition Whip Magic Scaling increased from 20% > 50% per hit
*Ignition Whip Mana Cost increased from 190 > 800
*Kircheis Base Damage increased from 100 > 1,000
*Kircheis Mana Cost increased from 80 > 300
*Kircheis Magic Scaling increased from 150% > 200%
*Philosopher's Stone elemental bonus reduced from 300% > 100%
*Philosopher's Stone duration increased from 5s > 7s
*Philosopher's Stone Mana Cost increased from 500 > 1,800
--------------------
ASSASSIN:
-----------------
*Cloak of Shadows Cooldown reduced from 30s > 3s
*Cloak of Shadows duration reduced from 60s > 10s
*Cloak of Shadows Mana Cost increased from 60 > 4,000
*Cross Strike Mana Cost removed
*Cross Strike Cooldown Reduced from 9.8s > 5s
*Cross Strike Dark Scaling removed
*Cross Strike Attack Scaling increased from 100% > 200%
*Cross Strike Critical Chance reduced from 50% > 25%
*Cross Strike Base Damage increased from 250 > 750
*Death Mark has been replaced with Assassination
*Assassination can only be used in PvP enabled areas.
*Assassination deals 15% MaxHP True Damage instantly to your target
*Assassination has a 0s Cast Time and 60 second Cooldown
*Shadowbind Cast Range increased from 8 Tiles > 12 Tiles
*Shadowbind Snare Duration reduced from 4s > 3s
*Shadowstep Dash Distance increased from 6 Tiles > 10 Tiles
*Shadowstep Cooldown increased from 3s > 5s
*Shadowstep Mana Cost increased from 20 > 100
*Volley of Knives now applies a small 0.5s Stun
-------------------
CLERIC:
-------------------
*Blinding Radiance Mana Cost increased from 40 > 200
*Divine Intervention Mana Cost increased from 250 > 1,000
*Expel Evil is now an Instant Cast
*Expel Evil Cooldown raised from 2.5s > 6s
*Expel Evil now heals all allies affected for (2,500 + (200% Magic) + (400% Light))
*Expel Evil Mana Cost increased from 30 > 200
*Guardian Angel Mana Cost removed
*Holy Blessing Stat Bonus reduced from 20% > 10%
*Holy Blessing Mana Cost increased from 15 > 500
*Holyfire now restores 50 Mana Per cast
*Major Heal is now an Instant Cast
*Major Heal Mana Cost increased from 100 > 500
*Minor Heal cast time reduced from 0.8s > 0.5s
*Minor Heal Mana Cost increased from 20 > 100
-------------------
DRAGONSLAYER:
-------------------
*Dragon Breath is now an instant cast
*Dragon Breath Cooldown reduced from 10s > 1s
*Dragon Breath Mana Cost increased to 1,500
*Dragon Flight Dash Distance increased from 6 Tiles > 10 Tiles
*Javelin now inflicts Stun on impact for 1.8s
*Jump Wind Scaling removed
*Jump now has 500% Attack Scaling
*Jump Cooldown increased from 12s > 16s
*Scalepiercer Base Damage increased from 250 > 1,500
*Slayer of Dragons Base Damage increased from 50 > 150 per hit
---------------------
DRUID:
----------------------
*Blessing of Earth Mana Cost increased from 50 > 500
*Cleansing Rain now restores (750% Water) Mana to all allies affected
*Cleansing Rain Cooldown reduced from 32s > 5s
*Gust Mana Cost increased from 100 > 850
*Morning Dew Earth Scaling changed to Water Scaling
*Nature's Wrath Mana Cost increased from 250 > 2,500
*Rejuvination can now be Stacked
*Rejuvination Duration increased from 10s > 20s
*Rejuvination Tick Rate decreased from 1s > 2s
*Rejuvination Cooldown reduced from 10s > 5s
*Rejuvination Cast Time increased from 0.4s > 1s
*Rejuvination Mana Cost increased from 25 > 500
*Sunlight Mana Cost increased from 250 > 1,000
*Thorns Tick Rate increased from 2s > 1s
*Thorns Mana Cost increased from 0 > 100
-----------------------
EINHERJAR:
-----------------------
*God of War invulnerability duration reduced from 6s > 4s
*Mjolnir Cooldown increased from 6.2s > 10s
*Odin's Veangeance Cooldown increased from 7.2s > 12s
*Valkyrie's Warhorn now only grants 50% increased Speed
*Warlust Attack bonus reduced from 140% > 100%
*Warlust Defense and Resist penalty increased from 50% > 75%
-----------------------
Part two of this balance update will go live later on today, good night everyone! Aesthetic — Yesterday at 10:09 PM
HUNTER:
-----------------------
*Cripple Defense debuff increased from -20% > -30%
*Ensnare Snare duration reduced from 4.2s > 3s
*Flurry Cast Time Removed
*Flurry Mana Cost increased from 0 > 1,500
*Hunter's Gaze changed to Hunter's Mark
*Hunter's Mark sends out a massive flare, revealing all Stealthed enemies
in a 20 tile range and inflicting a 40% defense debuff for the duration.
*Quick Nock Mana Cost increased from 100 > 300
*Quick Nock Base Damage increased from 100 > 500
------------------------
MONK:
------------------------
*Fist Mastery Unarmed Base Damage increased from 150 > 1,250
*Fist Mastery Unarmed Attack Scaling increased from 100% > 250%
*After Image Mana Cost increased from 50 > 500
*Chakra Cooldown reduced from 65s > 40s
*Falcon Strike Base Damage increased from 150 > 900
*Cobra Strike Base Damage inncreased from 150 > 400
*Golem Strike Base Damage increased from 150 > 1,500
*Tiger Strike Base Damage increased from 300 > 1,200
*Ki Devastation Mana Cost increased from 250 > 2,500
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AQUAMANCER:
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*Current Mana Cost increased from 20 > 50
*Current Base Damage increased from 100 > 350
*Frozen Coffin Mana Cost increased from 100 > 500
*Frozen Lance Base Damage increased from 400 > 1,500
*Frozen Lance Cast Time removed
*Frozen Lance Cooldown increased from 6.5s > 9s
*Frozen Lance Mana Cost raised from 40 > 350
*Neptune's Wrath Base Damage increased from 300 > 1,000
*Neptune's Wrath Mana Cost increased from 50 > 650
*Ocean Pressure Mana Cost increased from 0 > 500
*Whirlpool Mana Cost increased from 10 > 500
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NECROMANCER:
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*Necrofire now heals the caster for 500 Health per cast
*Necrofire Base Damage increased from 100 > 500 per tick
*Abyssal Binding now inflicts a DoT dealing (500 + (100% Magic) + (200% Dark)) Magic Damage per tick
*Abyssal Binding Mana Cost increased from 100 > 500
*Blood Barrier HP cost increased from 600 > 5,000
*A bug has been fixed causing Blood Barrier to shield for Magic Damage, reducing the effectiveness based on Resist
*Bone Armor is now a 100% uptime buff
*Bone Armor Defense and Resist buff changed from flat 500 > 20% Defense and 10% Resist
*Bone Armor Speed debuff removed
*Bone Armor Cooldown increased from 26s > 30s
*Bone Armor Duration increased from 3s > 30s
*Bone Armor Mana Cost increased from 150 > 1,000
*Dying Gasp Mana Cost increased from 60 > 500
*Raise the Dead Mana Cost increased from 400 > 2,500
*Sanguine Cacophany Base Damage increased from 500 > 2,000
*Sanguine Cacophany is now an Instant Cast
*Sanguine Cacophany HP cost removed
*Sanguine Cacophany now costs 750 Mana
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PALADIN:
--------------------------
*Benediction Cooldown Removed
*Benediction Cast Time increased from 0.6s > 1.2s
*Benediction Mana Cost increased from 50 > 200
*Blinding Radiance II Mana Cost increased from 10 > 450
*Conviction Mana Cost increased from 10 > 100
*Cover now also grants all allies affected a 10% MaxHP shield for the duration
*Cover Mana Cost increased from 0 > 500
*Paladin Form Swap Stat Buff removed
*Paladin Form Swap Cooldown reduced from 180s > 5s
*Holy Challenge Mana Cost increased from 50 > 200
*Holy Cleansing is now a small AoE and can now Cleanse the caster
*Parley Shield strength increased from 5,000 HP > 10,000 HP
*Parley Mana Cost increased from 100 > 750
*Protect Mana Cost increased from 50 > 750
*Redemption Cooldown raised to 10s
*Redemption Health Cost increased from 800 > 2,000
*Smite Base Damage increased from 100 > 1,750
*Smite Attack Scaling increased from 175% > 250%
*Smite Light Scaling increased from 250% > 400%
*Smite Mana Cost increased from 50 > 1,000
*Spear of Light Base Damage increased from 100 > 500
*Spear of Light Attack Scaling increased from 80% > 100%
*Spear of Light Light Scaling increased from 100% > 200%
*Spear of Light Mana Cost increased from 10 > 2,500
*Templar Strike Base Damage increased from 200 > 1,450
*Templar Strike Mana Cost increased from 200 > 1,000
*Will of God Stat Buff decreased from 30% > 10%
*Will of God Duration increased from 5s > 30s
*Will of God Cooldown increased from 25s > 30s
*Will of God Mana Cost increased from 50 > 250
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PYROMANCER:
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*Ignite Base Damage increased from 350 > 1,000
*Pheonix Rebirth Cooldown reduced from 300s > 5s
*Pheonix Rebirth Mana Cost increased from 0 > 10,000
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REVENANT:
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*Armored Visage Cooldown increased from 6s > 15s
*Death's Grip Cooldown increased from 3s > 5s
*Eternal Essence heal reduced from 12% MaxHP > 6% MaxHP per tick
*Eternal Essence Cooldown reduced from 48s > 20s
*Revenance Stun Duration reduced from 5s > 3s
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RONIN:
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*Moonlight Dance Base Damage increased from 200 > 1,000
*Petal Dance Base Damage increased from 200 > 1,000
*Final Dance Base Damage increased from 300 > 2,500
*Final Dance Attack Scaling increased from 250% > 400%
*Final Dance Wind Scaling increased from 550% > 700%
*Final Dance Cooldown increased from 8s > 15s
*Sakura Blossom Base Damage Increased from 50 > 400
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RUNE-KNIGHT:
------------------------------
*Cinder Wreath Base Damage increased from 200 > 1,000
*Rune Change Cooldown reduced from 40s > 20s
*Frosted Sheen Base Damage increased from 200 > 500
*Inferno Blitz Base Damage increased from 750 > 1,800
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SHINOBI:
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*Clone Assault Base Damage increased from 85 > 300 per hit
*Clone Assault Attack Scaling increased from 60% > 100% per hit
*Clone Assault Dark Scaling increased from 90% > 200% per hit
*Ninja Tabi Cooldown reduced from 6s > 1s
*Ninja Tabi Mana Cost increased from 50 > 1,000
*Ninja Tabi Attack Scaling increased from 25% > 200%
*Ninja Art: Summon Tools now refills 3,000 Mana
*Silent Whisper Base Damage increased from 50 > 250
-----------------------------
ELEMENTALIST:
------------------------------
*Blizzard Base Damage increased from 400 > 2,500
*Blizzard Mana Cost increased from 50 > 200
*Chain Lightning Base Damage increased from 400 > 2,500
*Chain Lightning Mana Cost increased from 50 > 200
*Elemental Push Mana Cost increased from 150 > 500
*Elemental Ward Shield power increased from 2,000 > 4,000
*Quake Base Damage increased from 400 > 2,500
*Quake Mana Cost increased from 50 > 200
*Wildfire Base Damage increased from 100 > 500 per tick
*Wildfire Mana Cost increased from 50 > 200
DUNGEONS
*Slime Queen now drops Jars of Slime that can be traded into the new vendor for Level 10 Slime Gear
*Warchief Uz'grahg now drop Gnoglin Coins that can be traded into the new vendor for Level 20 Gnoglin Gear
*Ancient Metal from the Magmate can now be traded into a new vendor for Level 30 Magmate gear
*All dungeon mobs and bosses can now drop Crafting Components
*Mob Experience from Level 25 > 35 increased by roughly 20%

Meteor Shower Live Event



The Meteor has landed! And with it, a dangerous force named The Meteorl, a cosmic entity bent on siphoning the resources from all the worlds it may find. Team up with your allies, and the Star-Seeker to fight off this ancient threat and earn exclusive rewards. This Live Event will evolve and continue up until July 31st

Patch 1.6 Crimson Meadow

It's time to heat things up! Crimson Meadow is here and ready to put your Nation to the test! After tons of internal and public testing, Crimson Meadow is ready for challengers! But before we get into our new PvP zone, let's go over the patch notes for this update:


CONTENT:
*Floors 11-15 of the Tower of Hazel have been added, do you have what it takes to clear the final Boss?
*Over 40 new pieces of gear are available to earn in Crimson Meadow!
*The second Grandmaster League Tournament has begun!
*Class improvements
*More server optimizations
*Early game optimizations
*Andariel Event Portal with unique rewards
*Crimson Meadow PvP Zone


CRIMSON MEADOW
Crimson Meadow is a large map with 5 strongholds spread across it. In each of these strongholds players will find a Sentinel and a Capture Point. Players can work together with their Nation to fend off enemy players and capture the Capture Point. Once a Capture Point has been defeated it will change colors to your Nation's, and at the end of a 5 minute timer, whatever Nation owns the point will claim the rewards! Sentinels act as defensive golems that pack a serious punch! They will fight with the Nation who owns a Capture Point, defending it from enemy attacks.

Participating in Crimson Meadow will earn you Crimson Points which you can redeem for a unique currency. This currency can be used to purchase powerful Mythic PvP equipment that offer a wealth of player choice and upgrade potential.

Next update you can expect Season 1 to begin! This will mark a huge milestone in the Leafling journey and I hope to see a bunch of you there! Remember to join our Discord for direct conversation with the developers, asking questions, making suggestions, and getting news first!

Discord: https://discord.gg/xwXqkmq